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User talk:ShadowKatze/Assault

The following are my notes on assaults based on my own running of them. Reading up on their respective pages will give a more complete overview of each one and this is not meant to replace that in any way. Just to add some clarification and possible strategy options. Currently working on this. Will update as I get more wins.

Private Second Class

Leujaoam Sanctum - Leujaoam Cleansing

This one is just a straight killing one. Hard part is making sure you get all the worms and balancing moving with having MP. Nice to have widescan if unsure of area. WHM nice for barstonra. Personally I feel it easier to do this one capped (60 since AF can be used) but a solid DD setup can kill thru it uncapped with a healer of some sort. 4 could probably do consistently, but I would recommend 6. Main thing is to go slow and steady. You need to kill about 1 worm every 2 minutes to win.
Path is north from start then off the drop you come to. In that room exit to the Northeast and follow the path back around until you drop again. This puts you back in the ledge room. Drop again and this time go south. At the branch, send one person east to make sure no worms are on this since of the drop there, then head west. Follow the path to the large room at the end. This room will have 5-6 worms in it so just be careful of links and make sure they get slept. Exit should be in the room north of here if you didn't miss any worms.

Mamool Ja Training Grounds - Imperial Agent Rescue

This one is annoying due to the random nature of the door breaks. There are some suggestions on the walk thru for it, but is mostly luck. An evasive tank is best. Then a healer and DD or buffer. A second DD or Healer can be brought for safety, but 3 can do. Everyone should melee the mobs with low damage weapons to build TP on them, since they have to break the doors for you with TP moves. More people would speed this up and speed up the killing after door down. Key things are to be able to pull the best breaking mobs and to know where to exit on a win. Also make sure that the tank can control hate completely. TP moves used on people not right against door are wasted.
Tips: Have everyone stand by the door so if a TP targets them it may hit door. Have the Tank try to gear swap and/or move whenever he sees a TP move. Highest % break move is weapon throw by the WHM and BST mobs. Pull those first and kill quickly after they throw the weapon. Blink tanking does not count as missing for this purpose. Pets may interfere with WSs missing. It takes 4 Firespits or 1 weapon throw to break a door. No other TP moves will. Your crits and WSs can break the Mamool's weapon costing you a chance for weapon throw.
From start, head south and follow the wall until you reach a tunnel heading east. Follow that to the area in the east. There are 2 doors to break on the south and 1 on the north. If you break one enter that room and check the hatch there. If lucky you win. If not move quickly to the next door. There are NIN mobs in halls by the doors, but they are not great at breaking doors. Their is a WHM or BST mob in each room without a door and more of them in the large open area you start in. Exit is in the center of this eastern area.

Lebros Cavern - Excavation Duty

Object is to break down 5 walls. 2 ways to win this one. Common way is to bring all DDs and just tear thru the walls. No fancy gear needed since damage is limited anyway (haste would be the biggest asset). Capping this assault may help as well since it drops the wall HP without really reducing the damage you can do. A good BLM or SCH (or a very good RDM) can spam DoT and tier 1 nuke spells to solo the wall past the bombs, while the rest of the party takes out the lower ones. Bombs aggro sight and magic so best if everyone brings prism powders. I am told 4 can do this assault like this, but I've failed with 6 so I avoid it when possible.
Second way to win assault (and my preference) if you have shortage of DDs is to take a normal party and kill the rats for mines. This is random though and may not drop enough mines to win so bring a THF to help drop rate. When using mines, attack the wall and get as close as possible. Then use the mine and continue to fight the wall until it goes off. If you are suicidal you can pull bombs to the walls and try to get them to self-destruct. If they are just in the right spot it will take out the wall, but good chance it kills anyone close without hurting the wall. If trying this way, I would always take 6.
From the the start, head north then east to first wall (avoid bomb). After wall, continue on path until reaching the open area. Send soloer north to take out that wall (watch bombs), and rest head east to take out the other 3 walls. Soloer should get done first and head back to start. The exit is west of your starting location past another bomb.

Periqia - Seagull Grounded

This one has a bit of luck, but is pretty straight forward. 1 person follows the NPC around while the rest run in front of him. You can stop him by getting in front of him (although he doesn't always stop right away) and restart him by walking behind him. If anyone is too close, he will not move and if everyone is too far away he will run for it. He can run faster than the players sometimes, but he has always stopped back by where he started when he got away (at least for me, I'm told if you don't find him fast enough you lose the assault). Those not guarding the NPC should go to first room and start fighting the crabs there. They do not link so just kill them one at a time. If NPC chooses that room you are ahead and if he passes it, just finish that crab and move to next set of rooms to repeat. The first 3 rooms burn the most time, but even fighting all 3, you have time to win with a good DD set up. After the first 3 rooms wait to see if NPC goes left or right. Then stop him while the group clears all the mobs (fish and doomed) from that path to the end. Advance NPC slowly as each room cleared if you feel confident in controlling him (otherwise wait until party is in last room). 5 can do this pretty consistently with a tank, healer and DDs fighting and anyone else watching NPC (this is most important and boring job). 4 could do with a lot of DD output and/or luck.
You start at the north end of this map and just follow the NPC south basically. The Exit appears by the NPC on the south end of the map when he reaches it.

Ilrusi Atoll - Golden Salvage

Unless you have a SMN, you should plan to bring a full party and kill a lot of mimics until you find the real chest. Which one is real, is purely luck. A SMN can have pet out and touch a chest (with stoneskin and blink or NIN shadows up preferably). If it is mimic avatar should attack automatically and SMN run out of range (off radar). Then release pet and move on to next chest (chest will revert to passive after a little while, but be careful not to back track past it too fast). Important to note that there are chests up the ramp behind(and left of) where you start and up the first ramp to the right of where you start. These have no fish guarding them. The rest of the chests are either Left or Right once you exit the cave you start in and have fish patrolling the area. These are true sound, but track by scent (and for a long way). 3 SMNs can make short work of this one. I don't recommend /smn because of the lower avatar HP, but if you try it that way, use garuda for aerial armour. SMN can solo this one given time and slow and steady approach. The other 2 can just stand and wait at the start. Casting refresh on SMN when they run by if needed. Also nice to have tractor and raise on the "leech" jobs if things go bad. Being able to sleep a fish and keep it entertained can help too, if one aggros the SMN. 1100AP for a repeat here, so one of my favorites.
It is possible for PUP and BST to solo this one as well using a modified version of what the SMN does. Also Range Attackers can Duo it using a similar method. I have never tried those methods however so check above link for main page if you have those jobs but not SMN.
There are 12 chests each run in random locations. 11 will be mimics. Each ship will always have a chest on it. The 12 spawn points will be evenly split between the fish free and fish guarded parts of the map.

Private First Class

Leujaoam Sanctum - Orichalcum Survey

Everyone talks to NPC at start to get a pickax (can't bring your own). If you break the pick you can return and get a fresh one. Then you roam the map looking for mining points. Rats are passive until you get the ore then they will aggro sight, so bring powders for that if needed. Mining can yield a worm to fight, but a DD/NIN, a pet job, or a sleeper can handle these easily enough. Another luck based assault, but best AP here until much higher with 3 DDs running it. More speeds it up, but drops points. When you find ore return it to NPC for the win. Key points are to search in pattern for mining points and to split up to do this.
There are 2 paths to search. One group heads east from start. Check the room on the south hall for mining points, but drop down the north hole. Then head south and follow the path back to the start. Other group heads north from start and drops off ledge. Then exits that room in northeast corner and follows path up to large room. Check the hall leading northeast from here for mining points but be sure to drop in the southeast corner so as to be back at start.
To mine just check the mining points (do not trade like normal mining). Results are Nothing, Break, Worm, Pebble or Zinc (goes into treasure pool), or Oricalchum (key item). Once ore found, Rats will aggro ALL party members, not just the ore carrier. Exit will appear by NPC once you talk to him with ore.

Mamool Ja Training Grounds - Premptive Strike

Another straight killing one. Use a normal XP party setup (DD tank maybe) and kill 13 Mamools. There are Puks on the map too. You can kill these, but they just wasted time. Suggested pull order.
From start head out of tunnel for first camp. BLU is at mouth of tunnel, BLU & WHM below to east/south, Move to center island camp, NIN on ground to north, WHM on ground to south, BLU & WHM on ground to west, Move west across bridge, BLU on ledge to south, NIN on ledge to west, Drop down and head north to ramp camp, NIN & WHM at top of ramp, follow ledge east and north to BLU, drop down and head for I-7 cave (this is exit), Final BLU is on ledge at I-8 right before exit cave.
The hardest part of this mission is not skipping one as time may be short to backtrack and find him. 4 (tank, 2DDs, and a RDM) can do reliably although first timers may want to try with more until they get the feel for it. AP is ok, but better later.

Lebros Cavern - Lebros Supplies

This mission sucks. You could do with less than 6, but I wouldn't bother to try. Everyone should bring reraise and movement+ gear (sprinters shoes are great). The key is communicating who feeds which NPC. Each one needs 7 points (seems like it can take more sometimes) to be full. Food items vary from 1-5 points (Steak=5, Sub=4, Jerky=3, Soup=2, bread=1). Talk to each NPC after you feed him. Report if he says he is full.
NPCs can be identified by their shield. There are 3 types of shield and you should not find 2 of the same type it the same "room". Types are as follows: Spiked, Silver (grey or crossed are other names people use), Gold (plain or black are other names people use)
The 4 NPCs to the south should be fed first since no kiting is needed. There are 2 in each "room" (one pair east, one pair south) and a crawler that is easily avoided.
After they are full someone (preferable a NIN with AF at night or another jobs with movement +gear and /NIN) needs to start kiting all the crawlers (4 in the main room are the ones that need to be moved mainly). You can also do this with a lot of sleepers just sleeping them as needed, but kiting safer. A SMN can let a free carby handle the kiting of one pretty well too. Crawlers are truesound and hit hard. They also move pretty fast.
I prefer to have most of the group head for the 3 in the NW area next (2 crawlers here that can be avoided easily), while 1 person does the 2 in the North room.
Then everyone head to the 3 in the SE area (1 crawler to avoid here).
Deaths will probably happen, but it's very winnable when people talk. Definitely need to talk before entering since this one needs planning. Food is handed out by the NPC at start and you should note that he can only talk to 1 person at a time, so make sure you have food before you leave him. One person keeping a list can tell the others who to feed and speed this up, but best on Ventrillo because it will slow him down to type.
One note about kiting the Crawlers. they move fast when they aggro but slowly the rest of the time. If kiter can gather them all up and take them to far end of where the first 4 NPCs are (or the far SE dead end if you want to feed that first) then dies or has then slept and logs out, then they should be out of everyone's way for the rest of the assault. By the same token, if you have them chasing you and die close to unfed NPCs it can screw up the whole assault pretty easily.

Periqia - Requiem

This is a straight killing mission. 18 Undead mobs (skeletons, ghosts, doomed). A WHM/NIN with clubs can be a great DD/tank here and you need a WHM either way. Key is to know the map and systematically kill.
I like to head south first. Kill 6 Skeletons (2 in each room) and 2 Ghosts (in halls). Then Head back north past the start and kill the 2 Doomed there. Continue east then north and kill 6 more skeletons and 2 more ghosts (again in the rooms and halls respectively).
Main thing to note are that Undead Blood Aggro so try to fight away from possible links. Ghost should be silenced immediately, since they can cast very strong AoE spells. 5 of the Skeletons are DRGs so you will need to account for their wyverns as well. The other 7 are DRK. A BRD is good here for crowd control.
I would take 6 in a regular party setup (geared for DD vs Undead). You might be able to do with 3-4, but would be close on time without exceptional gear in my opinion.
If you look at the map this assault appears bigger, but there are sealed gates blocking off the northeast section of it.

Ilrusi Atoll - Lamia #13

Several ways to do this. You can bring a party and kill her (and probably her guards too) although you will want dispel and a focus on range damage. Best way is to bring 3 dispel jobs. Each dispeller picks 1 of her guards and dispels the charm on them. They will then attack her. The guards can be healed too. Every time she recharms them, you redispel. Only thing to watch is the guards having buffs up that are dispelled instead of charm (just keep spamming dispel) and NO ONE can touch the lamia to get hate(this means AoE dispels on BLU & SMN are risky). /dispel is fine for this mission. If you are BLM/RDM feel free to use AM2 to finish the fight at the end if you are bored (Should be safe at 10% roughly, probably sooner).
This is good points, better than Golden Salvage, but needs different jobs and slightly more risk. Hardest part can be finding her. She randomly patrols the map with her 3 charmed NPCs.
You can also do this with Pet tanking and dispel, but since I've never done it that way, I'll let you look at link above if you are interested.

Superior Private

Leujaoam Sanctum - Escort Professor Chanoix

I say let this elf bastard die as he is a problem not only here, but a later assault as well, but if you are intent on winning this, there are several approaches. You can take a full party geared to killing undead (ghosts and skeletons) and have a BRD and WHM go with the Prof sleeping things and healing the moron while the rest follow and kill. Another way is to bring a full set of WHM &/or BRD and just sleep everything as you go (this can get messy fast though if the Prof delays a lot, which he likes to do). The third way (and the one I like) is to bring 2-3 SMNs and have then run around with carby out (mitts nice but not required). All the mobs here will aggro pets (but only SMN can recall quickly), so a SMN with sneak up and carby out can kite well. You need more than one, because Prof runs in random pattern (including backtracking) so you need carbys going all directions. Also when carby dies, you need time to resummon. Having a BRD stay with the Prof is prefect here in case he ditches his escort or carby dies at a bad time. Only thing that can screw this up is an ~aga spell hitting SMN and dropping HP into aggro range, so keep stoneskin up and watch sneak. 3 can do (SMNx3 or SMNx2, BRD) but more is much better (SMNx3, BRDx2, PLD is perfect with PLD super tanking anything that gets past the others). Points are OK, but not worth the hassle.
Note that the Professor has weak HP (4k or so) so you should heal him anytime he gets hits. Also he can end the assault at either G9 or J5. The exit point is between these two at I-8 (where path splits to go to them).

Mamool Ja Training Grounds - Sagelord Elimination

Again a couple choices for an annoying mission. One way is to have one person kite every Mamool on the map while the rest kill the Target. This can be hard, because they tend to deaggro and get involved with the main fight. Another way is to focus on the Target and sleep any links. Since the Target is always running off after you whack him some (every 10-20% of his health), this can get pretty messy but either method (or combining them) allows you to win this assault with 4 people. I much prefer to take a full party and just kill any the links before hunting down the main target again. He will warp at 10-15% health (and you win), so keep this in mind if time running down.
From where you start, head north killing any mamool you run into. Sagelord will be in the middle of the large room there to start. He can flee back to the start area and further west and south so any mamool you kill ahead of time is fewer links. People say they do not respawn.

Lebros Cavern - Troll Fugitives

This is a easy kill mission. You have to kill 15 trolls that are already hurting (HP starts at 25-75%. They will all 2hour so silence mages and paralyze/blind melees, but otherwise just like XP party. 4 (3 DD + healer) can do this fine, but may want more the first few times to get the feel. Main thing is having a good pattern to make sure they all die in the time you have.
Head south from start (only way), 3 trolls in first room, Pull one more from south, then head west to next room, 3 trolls there, then east to H-8, head south across bridge, The west for 1 troll, continue down passage going south when you can, you will find 2 trolls in a room with 1 more south of them, then back north and head east at branch, you will find 3 more trolls in large room, final troll is up long passage heading north from here, exit by bridge at H-9.
Try to avoid link also, but usually still OK, as long as you have sleeper.

Periqia - Saving Private Ryaff

This used to be an easy PUP solo one, but since the 2008 update, you actually have to fight a little. SAM or /SAM with access to Cyclone or Earth Crusher is good. Any job that can 1 hit chigoes is good. 3 people can easily do this one for points.
There are Fomor patrolling the halls, but they are easy to kite (they move at same speed as players) and easier to avoid (aggro JA, truesight/sound, and blood).
Each of the 5 rooms has 3 chigoes and a hunched figure. You can head to any room first (except east), but this is written with going to the north room first. Clear the chigoes and look at the hunched figure. If he is facing east, he's a fomor so leave. The real NPCs will always face the same way as the room they are in (north in the north room, south in the south room, etc) with the central room NPC facing south. The fomor will always face east. This means you can easily tell which is which except in the eastern room.
Once you find a real NPC talk to him. This will reveal his name and be default where the other 2 are. Go clear those rooms, talk to the NPCs, and then exit at I-7 (same as start).
Here is the pattern:
Balarahb = North - others in East(Rhagmakah) and Center(Ryaaf)
Rhagmakah = North - others in West(Ryaaf) and Center(Balarahb)
Ryaaf = North - others in South(Rhagmakah) and East(Balarahb)
Rhagmakah = Center - others in West(Balarahb) and South(Ryaaf)
North & Center = Fakes - NPCs in West(Rhagmakah), South(Balarahb), and East(Ryaaf)
I wrote this with my personal pattern in mind, but obviously finding any of the NPCs reveals the location of the other 2. Also people report that if the Fomor are in the hall block the north path then that is likely to be a fomor and you should check the center room first. Same being true if they are blocking the hall to the center room. Personally I don't worry about that though.

Ilrusi Atoll - Extermination

Another kill everything mission. All mobs are undead versions of the normal mobs (slimes, crabs, leeches). At least they say undead in the names. I have seen little proof they are (such as intimidates from PLD or resisting sleep). I would take 6 as it can be a long time killing. Having a BLM/RDM is a great help, since they can solo the slimes found in the south. Just have everyone else kill south until only slimes are left, then send the BLM(s) to them and everyone else kill back to the north. BLM(s) can join back up after (they should have reraise just in case). There is a chance of a NM version popping as you kill the normal ones(all mobs), but it is rare. If it does, just kill as normal. Hardest part is probably making sure you clear the map as the NMs can pop at any spawn point (usually for that type), not always the one you just killed.
The official walk thru shows all the spawn points, but really just doing a careful sweep more effective since the NMs can be anywhere. If you are counting though, there are 6 crabs, 2 leeches and 3 slimes on the south path. 6 leeches, 2 crabs, and 2 Doomed on the north path.
It is best to gear towards killing mobs that are blunt resistant for this mission. Exit is at the same location as the start (H-8).

Lance Corporal

Leujaoam Sanctum - Shanarha Grass Conservation

Another easy kill'em all one. This time you need to kill 20 bunnies. 3 can do this, but 4 is a little safer. Nice to have a sleeper. From start go to the north end of map and kill south. This lets the bunnies spread out more. They all start bunched up, so links can happen easy at the first. Like the other killing missions, making sure you don't miss one is the key.
This strat does forfeit some points, but worth it to me. Points are based on time basically. The bunnies eat grass clumps they find. The more they eat the few the points, so if you really want to make this about points, you need to sleepga them all right at the start and start bashing. Need to be fast though or sleeper will die. If doing this have reraise up for sure.
Now that level cap is moved up I find it to be very valid start to sleepga at the start and kill all 20. They were DC at 75 with about 2200 HP.

Mamool Ja Training Grounds - Breaking Morale

15 MINUTE mission. Movement + gear helps (permanent better) but not needed( /flee is nice though). Stoneskin and Regen also help greatly, due to the 25/tick poison while in disguise. Object is to open 8 chests and return the contents to the start NPC. 2 types of mamools patrol the map. Recruits (fighter type) will aggro and try to kill you. Trainers (mage type) will cast warp on you (no way to break casting or get out of range), sending you to "jail". Being sent to jail or talking the start NPC will break aggro from the recruits. Some chests are closer from "jail" and the disguises are there. You can open as many chests as you want before talking to the NPC and get credit for all of them, but if you are warped you lose all the chest items you have on you. The chest reappear in the same locations they started in if you are warped. You need to only get 1 item to win, but more are worth more points (1333 for 3 man repeat). You can not open the chest with costume on, but can manually drop it at any time. Costume fools all mamools. Important to watch time. You must talk to NPC to exit (even if all chests in) so this should be done around the 1 minute warning regardless of chests remaining as it takes 30+ seconds to exit. Here are the "best" paths to each chest.
1: Up ramp to left (Northeast) as you leave NPC. This one is easy to get anytime on the way back from getting other chests.
2: At base of tree directly south of where you come out. Again, easy to grab anytime.
3: On Eastern Island. This is reached thru the "jail" at I-8. Get captured to warp directly here. Then us the Viscuous Liquid to become a mamool. Follow path south then west then north to the island. Wait for mamool on island to move away form the chest and drop costume.
4: On Western Island. Same path as #3, but continue to follow the bridges west then south to second island. Again wait for mamool to move away before dropping disguise and getting chest.
5: Under Bridge on western wall. Follow path for #4, but continue west to far wall. Follow this wall north and find the chest under a bridge. You will can open the chest without dropping down, but will still need to drop to avoid the mamool on this ledge. This is the hardest chest for me personally to recover.
6: In Northwest room. Same as #5, but continue around ledge to room at end. From there you can follow ledge back to cave with NPC.
7: Southern room. This is on ground level so you could just run thru the open area, but it's usually easier to warp to the jail then follow the path south then west then north. As soon as you come out of the tunnels head west and drop right at mouth of southern cave. No disguise is needed if you are careful.
8: Southeast Bridge. Same path ass #3 except when you reach the bridge leading to the first island (where #3 is) do not cross it, but instead head east. Chest will be under the small bridge there. Again you can open this box without dropping to give yourself more room to maneuver.
With 3 People, this is how I would plan it.
Have all 3 run straight to #2. If one of you makes it without being caught take it and return to NPC, but plan is to all be captured. From Jail, all get costumes and head out. Have one person take #6, one take #5 (the hardest), and one take #4 (if #2 not in you can grab on way back after #4).
Whoever gets back first should get caught again and head for #3. Second person on #8. Third person on #8. Any of these can grab #1 on the way back in. If you fail to get chest, simply retry for that chest and allow the others to proceed in order.

Lebros Cavern - Evade & Escape

This is the point scoring mission for here. Points are not great (1k for 3 man repeat) compared to some of the other areas but for Lebros this is good. Object is to find 3 switches and then activate them within 1(?) minute of each other. Obviously you will split up to do this. Switches are in the dead ends on the map. Which 3 they are in is random each time. The dead end in the center of the map (H8) is the exit and never has a switch.
3 can easily do this. Reraise a must. 3 Dragons patrol the tunnels. They are Truesight and slow, but the bigger one has Draw-In. SMN or /SMN can use Garuda to lose aggro if garuda has blink up. However easier to avoid aggro. Dragons do not patrol to end of tunnels and after a few runs you get the feel for how they move. Some luck is involved with patrol routes, but there is plenty of time to go slow and reraise for accidents.
I have been told that PUP can use flash/deactivate to lose hate on the dragons if needed although this should not be considered Plan A (same goes for the Garuda strat).
Since the June 2008 Update this strat for PUP will probably fail (as it no longer works in Golden Salvage Assault), but I am leaving it up pending confirmation.

Periqia - Shooting Down the Baron

15 MINUTE TIME LIMIT. The goal is to find and kill a NM imp (the Black Baron) in an area full of Pugils. The pugils will aggro sound and track scent. Best way to deal with them is to sleep them and move out of aggro range (deodorize). Baron likes to flee from the fight every 15% or so making it easier to bring a pet job to track him. 3 can do this consistently. Hard part is fish aggro and finding the imp. Fish have 5k HP and are just time wasters.

Ilrusi Atoll - Demolition Duty

One person talk to NPC at start (whoever does controls puppet so mage recommended) and get a puppet. It will then follow you around and attack walls. Need to break 5 of them. Occasionally, a crab will pop from the walls when the puppet uses WSs. Kill these quickly (they are not tough). Area also patrolled by imps. They die fast, but also respawn fast. Players may not attack the walls directly, but AoE damage (spells, WSs) aimed at mobs can hit them. 3 can do fine if geared to kill imps, but more is safer/faster. If puppet killed or damaged, you can talk to start NPC for repair/replace but it costs you points. Puppet can be buffed and cured so make sure to watch him and it's fine.
My preferred path is to head east from start and do the furthest wall to east. Then go thru and west to second wall. Then head north and west to first western wall. Continue west to second western wall. After the second wall on the west, proceed north and west to final wall.
While fighting the crabs use as many AoE spells and weapon skills as possible. You can pull imps to the walls and do this as well if you wish.

Corporal

Leujaoam Sanctum - Counting Sheep

15 MINUTE Assault. No death in this one. 4 NPCs at the start. Everyone talk to the greengrocer and the mine baron to get a sickle and a pick (cannot bring own). Then everyone harvest & mine. Trade results to the respective rat. Communicate who has what food item (from rat grocer) as you may need later. He gives 3 items. If you harvest a turnip he gives you a date. For Beaugreens you get Pamamas. And for a lily you get a Pamama au Lait. Miner gives Coins for ore. If you get bronze (for copper ore) you will need 5 so mine again until you have 5 (or a better type). If you get Silver (or 5 Bronze), trade it to the rat dealer. He will have you roll dice. The object is to beat his roll without going over 999. You can roll as many times as you like but the rolls are added. He can also roll multiple times. If you win you get a gold coin. If you lose, you get nothing. A tie gives you the silver coin back. Once you have a gold coin (either from miner for gold ore or dealer), trade it to the rat shepherd. He will follow you now. Lead him to an ice wall. 1 behind start is best to start on as others are farther. You need to lead him right up to the wall. He will then start blowing it up for you. He may get tired and require a random food item from the grocer. Have whoever has that item feed him and he will finish. Behind each wall is a sheep. Run up to it and click on it and it is captured and will vanish. Other shepherds are behind some walls as well (such as the one I suggested). There are 5 sheep but you need only get 1 to win (the rune appears automatically after the first is freed). To get any real points here you need to get all of the sheep.
Only take 3 people (any job above 50 will work) unless you are just doing for the rank win. I would also suggest mov+ gear and if possible flee to make it back to the rune if time short. Another tip is to have one person make sure they have all 3 food items while the other 2 go from coins. Note that shepherds will wander towards the start when not being paid.

Mamool Ja Training Grounds - The Double Agent

This is another 3 person assault. Sleep jobs and pet jobs are good. The puks are not really dangerous but you can kill them if you want. You just have to talk to a bunch of rats. Click on a rat and choose the "question you" option. They may tell you a direction &/or range to the one that is the spy. They may also tell you nothing. Whatever they say they will continue to give the same type of information every time questioned. This means if they are giving a direction and the rat spy is close by it is easy to tell which it is by having them give a different direction on a subsequent questioning. The rats that give a distance are also helpful in this way, but not as much for me. One important note is that the spy will give you false information (or none), but will also be consistent every time you question him. I think he picks a random other rat to accuse so even if one rat appears to implicate another it could be the spy.
Each time you guess you lose a few points if you are wrong and that rat won't give hints anymore. Guessing means choosing the capture option when talking to a rat. It's pretty easy to narrow it down to a few (1-3) rats, but if you are in a real hurry you can just accuse every rat you see until you win. Time was not an issue though. If you can't sleep the Puks it may be best to avoid aggro &/or kill some any time you talk to a rat it breaks aggro though.
You start on the island in the middle of the map. The exit is is in the tunnel to the east.

Lebros Cavern - Siegemaster Assassination

Another target killing one. There are 8 trolls at the start in one large main room (you start in a tunnel). Just buff up and start pulling and killing them. The target is one of the original 8 (no identifiable difference). The killed ones respawn quickly will come directly for you again. You win as soon as the right troll dies. 3 Could do this with heavy DD and a little luck, but more is safer for a win as it is possible to be overrun by respawns.
With the higher level caps, it is probably easier to just pull all the trolls at the once and sleepga them. Kill as fast as possible and know that any new adds can't be the right troll. Trolls can 2hour (eagle eye shot), but it is not overly dangerous.

Periqia - Building Bridges

15 MINUTE assault. This is my point run of choice here (1200 for repeat with 3). No Death. Object is to activate 4 switches in any order. They remain active unlike the similar one in Lebros. Lamia NPCs patrol the tunnels. They are Truesight. If they see you they will chase you and if they can get close they will warp you back the the start. Movement + gear and skills are quite helpful and highly recommended, but it's mostly a game of hide and seek. Switches are in 4 outside rooms on second map (first map is just a tunnel getting to main map). Exit is in the center room of second map and can be as hard to get to as the switches. West and South switches are usually easy. East can be a real pain. North and Center (exit) are of average difficulty. I like sending one person West then North then East, 1 person South then East then North, and 1 person East then North then Center. This gives some overlap if people get caught. Obviously once all 4 switches are hit, everyone should attempt to get to the center. It is possible to have 1 person kite lamia out of the way, so second can get to a switch to the exit, but can be tricky. First time running it can be confusing, but after that it is easy points most times. One other note on kiting. If a lamia catches a person, there is a short delay before they can reaggro and a second person can use this to get by if needed. This is personally, one of my favorite mini-games, but most people hate it.

Ilrusi Atoll - Searat Salvation

15 MINUTE assault. No Death. Another good point one for this area (1200 on 3 person repeat if fully completed). More people will help with rounding up rats if going for win, but really 3 can do with experience(1 can with a little luck). you start at F10 in a cave. When you exit it you should see 5 rats on your left (mostly east). Have 1 person talk to ALL the rats. They will follow him. Then have 1 person lead and the rest follow. Leader is looking out for fish NPCs. You can not interact with the fish. The fish will scare the rats and make them flee. Those following will need to talk to the rats once to make them stop running and again to get them to follow and then will be the guide for that rat. If untalked to the rats will hide at random spots around the map and you can talk to them there. Rats usually flee away from the fish, so if trapped between fish go back so they aggro the one closer to the start and flee in the direction of the finish. This is another one that can be tricky at first, but a good team can get it down and get good points. I just prefer the PSC one as a SMN and if you don't get all 5 rats to the finish the points drop off pretty fast. Only need 1 rat in to win though (rune appears as soon as 1 is safe).
Note the map on the walk thru shows "safest" path, but unless you are incredibly lucky you will run into at least 3 fish (had one run where we hit 0, but again it's very rare). One thing I would change from the walk thru path is I would shortcut across the island near the end. If a fish is coming you can hid the rats behind the rock there safely.
Another thing to note is that the rats have a slight delay on following you so you can't make sudden moves if a fish surprises you. Having Mov+ (especially flee) helps when tracking rats down, but will make it hard to lead rats since you tend to out distance them.

Source entry: User talk:ShadowKatze/Assault. Cached on this server on 5 November 2026.

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