Community Archive
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.
Sergeant
Leujaoam Sanctum - Supplies Recovery
Need 1 good kiter and then the rest of the group goes up top (H-8) or South exit to main room (I-9). Kiter waits at start (J-7) until rest are in position then triggers mission by talking to lead NPC (Kuihlud). He then kites the imp that the 2 BLUs are trying to kill to prevent them from doing so. All loses where because people lost their minds and ran off to solo things for no reason and died. 3 could do with luck, but I would take at least 4 and would prefer 6. Every time you kill an imp there is a chance it drops a key item. If you get more Key Items than the 2 BLU NPCs you win. The NPCs get to cheat. Any imp they have attacked counts for them if it drops a Key Item, regardless of who gets the kill shot. This is why you split up to kill and why you have a kiter delay them. The group at H-8 should kill west (check both tunnels). Group at I-9 should kill west. When groups meet mission should be done except possibly kited imp. Mission Ends when all Imps dead.
Mamool Ja Training Grounds - Imperial Treasure Recovery
No Death. Easy win, but sucks for points. Really sucks for points. Move + gear will help and everyone should have flee. There are 9 coffers. These are not locked. Each has a gem. When opened that person gets the gem. Deliver it to the NPC at the start. 1 gem wins, but need all for decent points. A squad of mamool NPCs is doing the same thing (Their NPC is at G-7). Anyone holding a gem when an enemy touches them gives their gem to the enemy AND is warped to their gem NPC. At least 1 (usually more Mamools gaurd the player base to steal as you come in. Having 2 people come in works well as if first is tagged, second can retag. I also like to hit flee right before I'm caught near my base so that I can catch the mamool and get the gem back solo. Players can also gaurd the mamool base, but never had much luck with that personally. I think that would be a good strategy for 6 players though. This assault ends when all 9 gems are out of play. Once again, Points suck, but easy win since you can go 1/9 and still win. One last note is that there are drops and ramps and bridges so it is possible to be trapped into taking long way back to base if not careful.
Lebros Cavern - Apkallu Breeding
15 MINUTE assault. My vote is let them die if they are too stupid to mate on their own, but 3 people can do this for an easy if annoying win. Hard to get points here though unless everyone either know Morse code or has list in front of them. Yes you read that right, the birds speak in Morse code. The use Squee and Quark for dots and dashes. Anyway you have to find the males and talk to them. They will follow you then and you have to take them to the matching female (and by matching they mean word pairs not same word). The females always are in the same place, but the males are random for which is where (spawn points always the same). Obstacles are bombs that aggro sight and magic, so bring powders in case of need, but they can typically be avoided. I suppose a 6 person party could fight the bombs, but complete waste of time. The birds walk slowly and can get lost (although they are truesight). 1 pair wins the assault and activates the rune. More are bonus points.
Spawn points:
Males:
F/G-9, G-8, G/H-7, H-6 = Total of 8 Birds.
Words for males:
BLUE - QSSS SQSS SSQ S
COD - QSQS QQQ QSS
HEAT - SSSS S SQ Q
MOON - QQ QQQ QQQ QS
ORANGE - QQQ SQS SQ QS QQS S
RAIN - SQS SQ SS QS
SNOW - SSS QS QQQ SQQ
SONG - SSS QQQ QS QQS
Females:
FISH - I7 - SSQS SS SQS S
SOUND - H7/8 - SSS QQQ SSQ QS QSS
CLOUD - H/I8 - QSQS SQSS QQQ SSQ QSS
WHITE - H8/9 - SQQ SSSS SS Q S
FIRE - H/I9 - SSQS SS SQS S
SKY - H9 - SSS QSQ QSQQ
STAR - H9/10 - SSS Q SQ SQS
APPLE - H10 - SQ SQQS SQQS SQSS S
Pairings:
BLUE-SKY
HEAT-FIRE
ORANGE-APPLE
SNOW-WHITE
COD-FISH
MOON-STAR
RAIN-CLOUD
SONG-SOUND
Periqia - Stop the Bloodshed
3 could do this if they are set up to fast kill chigoes. A COR with Crit roll would help. DNC can use flourishes to 1-shot chigoes (other jobs have JA that work also). Carby does a lot of crits, so is great since he also auto engages when they pop. I would take 4-5. Object is to kill 35 chigoes all over the map. Lamia patrol the map and should be avoided if possible. Key to winning is to make sure you systematically cover the map. There are 4 corner areas and a center area, but the tunnels can get confusing. If you take 6 it is best to split into 2 groups of 3 and cover ground faster. Pairs work as well if you have complimentary jobs. If you do aggro the Lamia, sleep and run is valid option. Carby kiting is also good. Could kill, but it wastes a lot of time.
Ilrusi Atoll - Apkallu Seizure
This one combines my 2 most hated Assault NPCs. Apkallus and the Elf Prof. Both are too stupid to live and need to be dealt with swiftly and fatally. Only take 3 people on this one. More just get in each other's way. DDs are best, but doesn't matter much. There are a few too weak fish around the map that should be killed but almost any job can handle them solo (1600 HP) and they do not respawn. After the fish are dealt with, you need to find a ??? and get a fish. Then you find a bird and beat it to death. Wait that's just what I want to do. When you find a bird, get in front of it. It will stare at you. You /bow. It let's down it's gaurd. You /welcome. You may need to repeat these emotes and you should macro both of them for this assault. When it says it likes you "talk" to it. This uses your fish and if you lose the bird now you have to find another fish. There should always be as many fish available as birds remaining, but the spawns points for the ???s are random. After the bird takes your fish it will immediately run away and you will lose the assault. No wait, that's just me. One thing that helps here it to let the bird walk a little (or you walk a little) after the /welcome, so that you are behind it and it is closer the the Prof. than you are. But if you wait too long it will run and if it gets too far away, it won't take the fish. After bird takes the fish you have to follow it back to the Prof. You must stay 2-3 steps behind it (right at edge of attack range) all the way. If the bird sees a fish, you, another player, or another bird running, it will flee and you start over. If it stops walking it means you are either too close or too far (up to you to decide which). If you don't correct immediately it will flee and you start over. Pretty much the worthless things just flee for any reason and if they have none make one up. When you get back to the Prof. KILL HIM & HIS BIRDS! Sorry drifted off again. When you get to the Prof the bird will take one last look behind it and see you and flee costing you the assault. No seriously it will. You have to get right behind it and slip around to the little piece of land there to avoid this. Takes some practice. 1 bird wins, but if you are a true glutton for torture, more are worth more points and it is actually a high point mission if you get them all. Just as a note you have 30 minutes for this assault, but you could still be there after several weeks if there was no time limit. Personally, I killed several innocent apkallus in other areas after this assault. I would have killed some elvaan profs too, but none were available. Main problem first time people have is getting in the way of the people that know what they are doing. try to say when you have a bird, so others can get out of the way. IF you know someone is coming with a bird clear out of the area of G-10 completely.
Sergeant Major
Leujaoam Sanctum - Azure Experiments
4 can do this, but 6 is safer. You have to kill 4 groups of Lamia while under random effects. The important things are clean pulls so you only fight 1 at a time and a dispeller to remove ice spikes on the BLMs. Stunning the BLM spells is also a good idea. Talk to the NPC at the start and then again after each group to get the new effect (can be same effect repeatedly) and spawn the next set of lamia. The groups always spawn in the same places with the same jobs, but the order is random. 2 Groups are in the larger room west of start (one north end, one south side). One group is south of start. One group is east of start. Note the east group is down a 1-way drop, but can be pulled without dropping to save time. Pretty straight forward kill mission even with the effects. Best to have balanced party so no one effect cripples everyone. Mobs are all highly resistant to sleep. Possible effects are as follows:
Opo-opo Cerebral Tissue: Max MP-50%, +Fast Cast, +7MPr
Goobbue Tissue: +ATK(100% attack boost), +Slow (100% timer increase)
Dragonfly Tissue: +Accuracy, +Ranged Accuracy, -Attack, -Ranged Attack
Raptor Tissue: Max HP-50%, Movement Speed+50% (flee speed)
Once 4th group defeated, the exit will appear.
Mamool Ja Training Grounds - Blitzkrieg
Wave after wave of small weak mobs (300-600HP, low damage) attack the start. Just head north and wait for them at top of ramp. Easy to defeat as 3 BLM using Sleepga, Nukega in turns so they can rest MP and stoneskin/phalanx for defense. Any jobs can win with large AoE effects, but being forced to kill mobs individually would be very hard and more people should come. Random temp items (from besieged list) are dropped as they are defeated. 200 kills unlocks the Rune. The only issue could be a BLM or BLU mob landing sleepga while only 1 person has hate. This mission is a lot of fun for BLM.
IF YOU WANT POINTS, it's more complicated.You get minimal points for just killing everything. If you focus on the mammool mobs (sleep and ignore the rest), a NM may appear (not 100%). Killing him gives the person landing the kill shot a Key Item. Once you have the Key Item, kill everything else. Then proceed to Northeast corner of the map and release the prisoner there. This will trigger another wave of 100 mobs (same weak mobs) to kill. A NM Wyvern may spawn with this wave. To get full points you must kill all 300 mobs and both NMs.
Lebros Cavern - Wamoura Farm Raid
Kill everything mission. Target is 16 Wamouracampa. Over time they morph into Wamoura. More points for faster kills. They are in set locations, except for 1 is random (Widescan helps). 4 might be able to, if they can kill fast, but 6 is much safer on time. Best route is a as follow. West from start. Take first west branch (2 here). Puller head west at next branch and bring back bug to the branch (1). Head South to larger room (1 on route). Clear room (3). Puller should check room to east and pull bug to party (1). Head back north (use west tunnel to make sure (puller should check empty tunnel to south just to be safe). You should reach the first branch (I-9) without any bugs. Head north (1). At next branch head north again (1). At next branch kill bug (1) and have puller head west and go all the way to dead end to check for random spawn (pull to party if there). Party should head east and kill to next branch (2). At this branch, puller should head north to check that dead end (again pull to party if present). Party should kill west (2) until they get to that dead end. Once all are dead, rune appears at H-8. Someone should head there once the last bug is found.
Periqia - Defuse the Threat
15 Mines are hidden around the map. Some weak rats patrol the area. Most jobs can easily solo (1500 hp), but easier to invis past as possible. 3 People can easily clear this by splitting up and covering all the map. You get a detector that will say when close to a mine. You then have 30 seconds to find it or it explodes. Each explosion costs points, when all mines are disarmed or detonted the mission ends. You must disarm at least 1 mine to win. To disarm you have to find where the mine is. If you get close enough with the detector, it will appear and clicking on it will disarm it. Mines can trigger thru walls and bridges so some are always going to explode. They do 1-100 damage. This is an easy win, but hard to get a really good score. The key is to systematically search all the area.
A quick word on the detector. Once the mine activates you get Kachink messages. The more ..... after the Kachink the farther the mine is from you. If there is a ! after the Kachink, you are 1-2 steps form the mine and should look carefully for it to spawn. If it spawns and you move away it will go invisible again. When it appears click it fast to defuse it.
Ilrusi Atoll - Lost & Found
Any 3 jobs can win. A sleeper is nice and a DD is useful. There are kraken type mobs. They will aggro sight, but will deaggro if slept and left. A full party could kill but wastes time mostly. Talk to the NPC at start and she will follow you. If anyone else talks to her she will follow them. T avoid confusion (you'll get plenty anyway), have only 1 person talking to the NPC. Talk to here regularly. She will tell you a range at first. The goal is toe find ???s When you click on the ??? one of 5 things will happen. You get a win (must get at least 1 clue first), a clue (rarely), nothing, gravity (seaweed), or a crab (have DD kill and keep going). Since each ??? lasts for less time, it is obviously easier if you get lucky and find the right one early. If you do not find a ??? before it despawns, you just move to the next one. As you get clues, the directions from the NPC get more specific. 0 clues = general distance (close, far, etc). 1 clue = Will say who is closest to ring (use to triangulate the ???. 2 clues = will give you a direct (North, west, etc). 3 clues = Distance (in yalms >.<). The final ??? may only be up for a few seconds. If it spawns and you miss it, continue talking the the NPC to repop it. This assault is very annoying, but easy enough if people understand what is going on.
Chief Sergeant
Leujaoam Sanctum - Imperial Code
This mission is quite simple if you avoid aggro. Also the NIN NMs you have to kill say some very amusing things. 3 people can easily do this with 2DDs and a healer. /nin recommmended on the DDs. Key things to remember are that ghosts detect sound and blood (and cast death). The NIN mobs are truesight, but if you aggro them they die fast. The points here are decent as well until you have access to RvB later. From start head west. At first branch go east. In large room NM is on the north end along the east wall. Pull to on of the side tunnels and kill. Watch Mijin Gakure. Check ??? NM drops. Once healed, head west to next large room. There is a one way drop here and NM should be on bottom part. Drop down and pull to tunnel to kill. Check ??? NM drops. Once healed, follow tunnel west any back up. In large room, head south to room with hole. Last NM should be here. Kill and check ??? NM drops to end mission. Drop down hole to be at Exit.
Mamool Ja Training Grounds - Marids in the Mist
Talk to NPC at start for a dart. Each person should do this since you can only hols 1 at a time. Then start pulling Marids. 2 in each room. Some Mamools patrol, but generally easy to avoid with invis as you move from room to room. Start throwing darts at the marids when they get down to 75% or lower. Under 25% and over 75% will fail. All 8 Marids must be killed or tranqed to win. Darts are 1 time use and each person can only carry 1 at a time so after using go to start NPC and replace. A couple BLMs can make short work of the marids with little risk (and when I did it no chigoes popped off them), so having another person or 2 to run back and forth with darts while the BLMs dismantle the Marids works quite well. Each one actually killed loses points. When tranqed they depop, but the tranq takes a few seconds to take effect so space out dart throwing to allow for this. A regular party should be geared to inflict heavy damage and have a person on alert to deal with Chigoes (AoE WS). I would still have a couple people running with darts. Some suggests pulling all Marids to start, but they are very slow moving and going to them seems more effective to me. Just have to invis past the gaurds and have dart runners. From start go thru the rooms in counter clockwise rotation. One very important note is the Throwing skill has a direct impact on successful tranqing, so the person with this skill the highest should be the the darter.
Lebros Cavern - Egg Conservation
Back to helping these stupid birds reproduce. This time you have to protect them from a bunch of rats set on wiping out the females. The males will help fight (like in garrison) but the females just stand there and die. The males will withdraw from the fight is they reach 50% HP. While I'm all for helping the rats on this one, to win you need to keep at least 1 female alive. Birds are at H/I-8. I recommend a full party of 6 with 2 healers. 1 healers to focus on the birds and 1 on the party. You can heal the birds without drawing hate so as long as you have mp you should be good letting a bird "tank" a few while the party kills the rest 1 by 1 (maybe split party to kill more). Hard part is they come from all sides (although not a lot at a time). Not a good mission for points either as each female that dies loses points. Kiting rats is viable if you have mov+. Rats appear 1-2 at a time from either east or west (random). They appear at set intervals. After a random number are killed you win. The exit is by the birds.
Periqia - Operation: Snake Eyes
Object is to rescue 2 generals by defeating 3 NM. Now the obvious question is if they couldn't beat the NMs how are you supposed to, but let's skip that for now. First area has 5 Qutrubs that need to die to open the gate. Try to kill these in a pattern where the last one is close to the gate to save time. From start go west and take north path at first branch. Kill 2 in first room then 2 in second. Back track to the first branch and go west. kill one in this room then north to kill 5th. Continue north to gate. Once thru the gate, everyone invis and start searching the next 6 rooms. There are lamia/merrow patrolling. One random room will have a general fighting a NM. You must assist the general. You can cast healing on the general if needed. If she dies, you lose. When NM dead, talk to general then everyone invis and move north to the next gate. Another NM guards the gate. You need to kill it. This one does AoE charm, so everyone should stay close enough to get charmed. Keep DoT spells on it or it will regen while you are all charmed. If everyone is charmed the NM will open the gate and lead you thru into the next area. The gate also opens when the NM dies if you prefer to have someone kite while charmed. Note her Charm is Gaze attack. In the next area is another General. He has been charmed by the final NM. This can be bad if you where brought all the way to him by the second NM and uncharm, because you have to deal with both. If this happens, kite the general and kill the NM. Once you are alone with the general, you can whack on him. You need to be careful not to kill him or you fail the mission, so DDs need to be very careful. Once he is down to between 25-50% his controller shows up. At this point go back to kiting the general (or just curing the DD that has hate depending on situation) and kill the NM. When this third NM dies the general will uncharm and the rune spawns to the north. Mission can be done by 3, but 4 is safer.
Ilrusi Atoll - Deserter
You are to capture 12(?) deserters. Each critical hit can disarm the target to "capture" them (low%). They then become NPCs (personally I would prefer them to despawn)and you move to the next one. Targets are all Lamia/Merrow. Undead also patrol the map and should be avoided as possible using sneak (remember they blood aggro). Critical hit merits, JAs, WS, and buffs are great for this one. 3 can do just fine with a DD tank and a healer, but bringing a 4th is safer. Each lamia killed loses points. As Long as you disarm at least one you can return to the NPC and end the mission with a win. Exit also spawns if you kill/Disarm all targets. Initial spawn (and exit) are on boat at H-9. I prefer to do west path first, but this is optional. Just be careful to check all areas and you should be fine.
Second Lieutenant
Leujaoam Sanctum Red vs Blue
This is the mega point assault for people doing salvage a lot. You can get 1500 for a 4 person repeat here and it's very easy to win if you have the right set up. The fast way: Enter. Leave 1 person at the start. DO NOT TALK TO ANY NPC. The rest go to where the Blue Leader (Raubahn) spawns (I-6). When everyone ready, the person at the start talks to Red Leader(Shailham) to start mission. Pull the Blue leader (avatar is good for this) and kill him. Now that SAM's Self Skill Chain is subable, any DD/SAM can solo Raubahn. If you can't avatar pull him, may need to sleep/kite his guards. If you do avatar pull him, run as soon as you send the avatar or you may link all the guards. Healer at the start heals all the red team there, especially Red leader. The more of red team alive when Blue leader dies the more points you get. Very worthwhile even with 4 members. If Red Leader dies, you lose. The exact spawn of the blue team that attacks the red base can vary, so healer should be very watchful of not getting ambushed by them when mission starts (can come from either side or both. This mission can vary in difficulty based on how the Blue team spawns. Ideally, you want the Blue leader to have a lot of guards. This means only a few will attack the Red base and it will be easy to keep all the Red team alive. However, even if the Blue team leaves their leader under protected and mounts a full assault on Red base, you should not lose more than 1 or 2 of Red team and points will still be good. A Second way to defeat Raubahn in a low man setting is have a BLM Sleep Nuke him to solo. This is slightly riskier, but should be fine if you don't have a heavy melee DD.
Mamool Ja Training Grounds - Azure Ailments
A soulflayer NPC wants to do research on disease and you were stupid enough to volunteer. You start in the center of the map. A healer and a couple DDs can do this one OK. Best to have a BST or SMN (sub works) to pull. The idea is to get a negative status effect and talk to the NPC while under it, so he can better learn how to wipe out the empire (maybe I'm just paranoid). Some can wear fast so best to fight right by him and have carby pull mobs. You need to talk to him while under the affect of 5 of 7 ailments (but not all at once). They are: Amnesia (rats), Bio (frogs), Disease (raptors), Slow (raptors/spiders), STR- (bugards), ATT- (leeches), EVA- (lizards). If you are charmed by the frogs spells cast on you by the party count (although except for bio they need to be cast by a BLU), as long as they last longer than the charm (killing frog does end charm). 3 can do this but more is better, because time can become an issue since you are relying on the mobs using the right TP move. Best to use low damage low delay weapons to feed the mobs TP then switch to kill them fast once you have the effect. As soon as you get the effect talk to the NPC. You can kill the mob after. A BST can use his pet until it has TP, then release it and let it use the TP on the party before recharming so as to get more chances to see the right moves. Rune appears after 5th ailment is turned in, but you can get the last 2 for bonus points if desired and time allows. There are also Mamools patrolling that should just be avoided. When pulling the mobs are on the following sides: North - Frogs & Leeches, West - Bugards, South - Lizards, East - Raptors & Spiders & Rats.
Lebros Cavern - Operation: Black Pearl
This is another garrison type assault. You must defend a center room containing the princess and her servant. There are 3 tunnels into it (4, but the NW one isn't used). Each guarded by an NPC. Talk to NPC (Kadjaya) to start the assault. Several waves of mobs will attack. They are moth larva, crawlers, bombs, and trolls. The trolls mark the end of each wave and it may be best to hold them as possible to avoid triggering the next wave if you are not ready. Except for the trolls, all the mobs have low HP and can be 1 hit by most -ga2 spells and the higher tier BLU AoE moves. Most mobs will resist all sleep attempts (trolls can be slept). 4 can probably do, but 6 is much safer. No tank needed, but otherwise a regular party set up with focus on AoE damage. You will want to split up in pairs to each take a tunnel, but may leave a healer in the middle to assist as needed. Assault ends when NM troll is killed. He will come in a random wave and will head straight for the princess. He also moves faster than the other mobs. No more waves will come once he pops so finish what are out quickly and focus one him. At least one person must draw him away from the princess immediately or the assault will be lost. You get more points for having more NPCs survive the fighting.
Periqia - Wake the Puppet
Easy assault with a couple DDs and a healer. Same map as Saving Private Ryaff except you start in the center. Puppets are in the 4 outer rooms. Two puppets each in 3 of the rooms (random) and 0 in the other room. Once you get to a room, activate both the puppets there by targeting them and using /salute (each person can only control 1 at a time). They will now follow you if you use /clap (repeatedly). This also spawns Skeletons around the map. They aggro the puppets as well as players. You should kill all but one in the path back to the start. That last skeleton should be brought to the puppets. Order them to attack it by using /hurray and then kite it back to the start and kill it. Use /goodbye on the puppets and then go to the next room and repeat. Things to note are that the puppets will only listen to the person that activates them for commands. Also if the puppets start doing emotes, you have to answer with the correct emote. Here is list
Bow = /Kneel,
Point = /No,
Wave = /Welcome,
Dance = /Joy,
Blush = /Doze,
Salute = /Praise,
Happy = /Smile,
Confused = /Slap,
Shocked = /Comfort,
Praise = /Blush,
Clap = /Angry,
Cheer = /Psych.
You need to retrieve 4 puppets to win, but there is no reason not to get all 6 for the extra points. Once you use /goodbye on a puppet it's done moving, so make sure it is close the NPC before doing this. You are allowed to heal the puppets in this assault. It is possible to sic the puppets on the first mob then kite it to center, but you will end up with 3-4mobs on you to the puppet and this can go badly.
Ilrusi Atoll - Desperately Seeking Cephalopods
If you enjoy fishing on this game, first let me say that I am very sorry for you illness, but the up side will be that you may enjoy this assault. You should bring your own gear (type doesn't really matter) to fish here(at least one of you should anyway). If you are really that cheap (or poor) or forget you can kill rats here for fishing gear, but it burns time. 3 can do this as DDx2 and healer, but more is faster. Start fishing immediately. There are 4 NPCs fishing around the map (Bhjaama: G-8, Walagarim: H-7, Zawahf: I-8, Zshahda: I-9). The idea is find a happy fisherman and have him tell you where to fish. Every time you fish you will get a monster. This is not a criticism of whatever skill you have, just a way to keep people awake for this assault. Kill each one quickly (careful of krakens, they can be mean). After killing 4-6 fished up mobs the NPCs will talk more. One will be happy. Continue to fish/kill by him and talk after each kill (one person can keep fishing while others kill/talk). After a few more he will recommend a spot to fish. Go there and fish until you get a Orobon (the giant fish with a lamp on their heads). Whoever gets the kill shot on the orobon, will get the fish you are looking for as a Key Item. Return it to the NPC at the start to win. If you have 3, just 1 person fish, but if you have more people, fish as many as you feel you can safely kill their mobs. /SMN is nice so carby will engage the mobs as fished up.
Here is a list of the NPCs and what they say:
Initial
Bhjaama: Hey, hey! Can't you see somebody's already here?
Walagarim: Whaddaya want? Can't ya see I'm busy here?
Zawahf: Stand back. I wouldn't want you to scare away my paycheck.
Zshahda: Zshahda's busy.
Happy
Bhjaama: Woohoo! I knew this was the place!
Walagarim: Heheheh... The sticks said today'd be my lucky day!
Zawahf: Ah, I knew my calculations were correct.
Zshahda: Zshahda's happy!
NOT Happy
Walagarim: Damn... Nothin'...
Bhjaama: I don't know... The 'pots should be biting like crazy...
Zawahf: Perhaps I made an error in reading the tides...
Zshahda: Zshahda's sad...
Where to fish
Bhjaama: I heard a rumor that the inlet to the east is teaming with 'pots. Just a rumor, though... (This is the west side of H-8)
Bhjaama: Something tells me that inlet across from here's ripe for the picking. I wonder if I should move... (Southwest corner of G-8)
Bhjaama: I've been hearing splashing all about the area near Ulbuun. Might be a school of 'pots... Never know... (In the area around Ulbuum, NPC at start)
???: If you can stand the Qiqirn, there is a fine spot located a short distance to my right. I shall be staying right here, mind you.
Walagarim: If ye ask me, that inlet all the way to the north looks mighty keen. I ain't leavin' this hole, though.
Walagarim: Scram, <missie>. There's a good spot t' the left of me, yonder. (Can be fished left of the npc, past the bridge entrance, not across it on the island. If you fish too far south the Qiqirn on the island across from you can aggro.)
Zawahf: You see the inlet directly across from me? You will find that it is alive with aphtapot.(Inlet top middle of H-9)
Zawahf: I do not know what could be wrong... My research has never led me astray before... (Continue fishing around Zawahf).
Zshahda: Zshahda's lonely... All her ahtapot friends are swimming in the southern inlet...
Zshahda: Zshada wants to fish at the inlet across from here...
Zshahda: Zshahda thinks inlet to the left might be better than this one... (This refers to the indent on the west east side of H-9)
First Lieutenant
All of these assaults yield 1500 for a repeat regardless of party size. This may sound like a good deal, but honestly they were not worth the effort (for points) at 75. As the Level cap goes up however, they are much easier to grab quick points in. If you wipe in these assaults you are probably screwed, since reraise will wear when you exit and most of the mobs use draw-in. If you know the time the last person died (they should watch for you if asked), you can stand up in the last couple seconds before you are kicked on a wipe and it will still kick you, but let you be up. This is risky for the mage standing up though. I will say that Bloody Rondo was reasonable easy, but you get just as many points for RvB (same area) in a lot less time. If I had to rate these in order of difficulty I would say Count, Hydra, Khimera, King, Cerberus. Most people say King is harder, but I've had horrible luck with the dog. Khimera can be a pain too.
Leujaoam Sanctum - Bloody Rondo
Count Dracula waits in the large open area. Yeah I know Count Freaking Dracula. SE needs to think up there own stuff, but he does look cool. 6 SMNs could probably win this by rotating blood pacts, but they might build up too much hate. Best way to do it is to get a PLD with an earth staff to kite him around the arena. The other 5 spots should be 4 DDs and a healer. PLD just needs to stop once in a while to let the SMNs do Blood Pacts or the other DDs to hit the Count with WSs. Properly done, no one will get charmed because the PLD will be out of range and the attack is forward facing cone. The PLD will get cloned from time to time, but have a couple of DDs handle this and continue kiting. SMN is great DD here, because they can also heal. A BRD would be nice too just in case of a successful charm as those charmed are bats and resist normal sleep. We beat this in about 26 minutes with no risk using PLD, SMN, SMN, RDM, SAM, MNK. And again with WHM replacing SAM (had better damage from SMNs second time)
Quick list of his TP moves:
Nocturnal Servitude: Conal Charm and turns targets into bats. Can be bound or slept. Best to use AoE to get rid of shadows.
Wings of Gehenna: AoE damage. Removes shadows and causes knockback and stun.
Decollation: Cone Physical damage (could 1-shot a mage).
Bloodrake: Single target large HP drain. Absorbed by 3 shadows. Can be anticipated by Third Eye.
Heliovoid: AoE status effect drain; takes 1 buff from all people affected
Eternal Damnation: Gaze Doom (face away)
Nosferatu's Kiss: AoE drain (~300). TP drain and spawns a Cursed Doppelganger. Cursed Doppelganger is a copy of the player with the most hate. Will retain gear and any buff (shadows, protect, shell, food) of the player, and will increase slightly in power.
Mamool Ja Training Grounds - Susanoo Suffle
Hydra waits in large open area. 2 MNK/NINs can DD/tank (other DDs can too, just MNKs don't give as much TP to mob). Need 1 dedicated healer for each. These 4 could win, but much safer to bring a buffer job and then a 6th of any type. Key is keeping shadows up and not feeding mob TP when is faces aways from you (that's when it does it's nastiest TP moves). Mages need to keep effects off the DDs (especially para). Slow and steady to win. Hyrda will alternate between physical and magical shield, so watch for this on WSs, so as not to waste them. Also it resists dark based damage more than light based and has some regen.
Quick list of his TP moves:
Draw In
Barofield: Wind-elemental Area of Effect damage (250-300) with Additional Effect: Weight. Ignores Shadow Images.
Trembling: Powerful Area of Effect damage with Additional Effect: Dispel. Absorbed by 3 Shadow Images.
Pyric Bulwark: Physical shield. (Formless Strikes will not penetrate Physical Shield)
Polar Bulwark: Magic shield.
Pyric Blast: Fire-elemental Breath Attack with Additional Effect: Plague.
Polar Blast: Ice-elemental Breath Attack with Additional Effect: Paralyze.
Nerve Gas: Area of Effect Poison and Curse attack that deals 20 damage per tick.
Serpentine Tail: Similar to Spike Flail, which is used when hate is drawn from behind. Absorbed by Shadow Images. Can be used at any time, but used most frequently during its "Tail Phase."
"Orochi has begun to thrash its tail about.": Emote signal that it has gone into "Tail Phase." During this mode, it will proceed to attack you with his tail, which does massive damage but can be avoided with Shadow Images. Will primarily use Serpentine Tail during this phase. It is recommended to pull melee attackers away to prevent Orochi from gaining TP during this phase.
"The thrashing has ceased.": Emote that signals that the above mode has stopped and will resume its regular behavior.
Lebros Cavern - Better than One
Cerberus awaits in large cavern to screw you over. Same basic strategy as hydra, except Cerberus will call fire elementals at some point and they must be dealt with. He also has a very nasty AoE effect that should be stunned. Take your Hydra team and fill in empty spots with BLMs for stun and elemental control if you like. The best way to deal with elementals is to sac pull them. Every 25% Cerberus will howl and if the elementals are out they should depop. There is a chance they respawn, but it's slim. Barfire should be up the entire fight as well as haste/march on tanks and elegy/slow on Cerberus. With 3 heads he attacks very fast and his howl can give him a major attack bonus so healers need to keep people full HP.
He howls when engaged and then every 25% or so. This indicates a new stance for him. The major ones are Elementals, Lava spit, Attack bonus, Gates of Hades. The last is his "2hour" type TP move and can be used anytime and repeatedly, just more likely in that stance. He will build resist to stun so chain stun can be a risk, however a RDM/DRK makes for a good stunner because of recast timer (can use chainspell simply to negate timer at end if needed). The major threat to most groups is the elementals. They are nonaggro except to casting, but will spawn such that healers will aggro them. 8 spawn, but only 3 are typically a problem. 2-3 Teir4 Nukes can kill one easily, but the safer approach is to have a mage or /mage (we used BRD/BLM) sac pull them to the entrance by casting a spell and running past them all. This person will likely die so should have reraise, but if Cerberus howls before they die, the elementals will depop. They are immune to sleep, bind, gravity. I think a mage/NIN could do this without dying.
Our set up was WHM, RDM/DRK, BRD/BLM, MNK, PLD/NIN, SAM. I definitely think PLD is better tank for this because of attack speed on Cerberus. SAM was /THF for added damage and hate control. DDs should stay to side of mob because of breath attacks. RDM's only job is to stun gates of hades. WHM's only job is to keep tank alive. BRD spent most of time dead after kiting elemetals (popped on initial howl >.<), so really any job that could aggro them would have been fine. Although, Troubadour>Elemental Seal>Elegy was sort of nice at start. If doing again, I would probably Soul Voice the initial songs as well as Troubadour since going to die anyway.
I definitely feel this is the hardest of the FL assaults, but opinions may vary.
Quick list of his TP moves:
Draw In.
Scorching Lash - cone-effect fire damage
Ululation - 20' AoE paralyze (medium proc rate, needs removed)
Sulfurous Breath - Heavy cone-effect Fire damage
Howl (at start and every 25% HP). Note howl is animation not a TP move. After doing so, it will use one of the following abilities:
Gates of Hades - massive AoE fire damage & Burn (needs to be stunned, BLU can stun, but not reliably)
Magma Hoplon - Gains a Stoneskin effect plus Blaze Spikes (can not be dispelled)
Gains Large attack bonus
May summon eight Nocuous Inferno (Fire Elementals)
Periqia - Price is Right
King waits on his throne in large cave. You have a tank (NIN or /NIN) and healer fight the King (little guy on a floaty throne) after pulling him to start area and the rest of the party kills the magic weapons he summons (triggered by hp?) after pulling them away from king. Our king party was MNK(he is weak to blunt) and WHM. The weapon killing party we had was a SAM and a SMN with RDM support. BRD bounced around buffing everyone as needed. Haste/march on the tank is vital for shadow recasts after ga3 spells and AoE TP moves. King gets faster cast as HP drops so healer really needs to keep tank at full HP if possible. This is especially true since the king will do AoE stun TP moves leaving tank very vulnerable. Only Weapon that was a problem was the shield because of it's higher DEF making the kill take longer and second weapon joining fight (order weapons are summoned is random).
Option 2 is to kite the king, while waiting for the weapons to join the fight. I have also won this way, but prefer the straight tank way if possible. The major note on kiting the king is to make sure to do some damage to trigger weapon being called. Then kite until weapon is dead and repeat. Risks are that a ga3 (or sleepga) will hit people other than kiter and screw things up. Also Kiter may be out of range of healing when needed. Set up should be the same either way except a PLD kiter is probably best (we did with NIN though).
Quick list of his TP moves & Pets:
Specials - 100%-51% HP
Hellsnap: AoE Stun. He uses it right before he calls down one of the items.
Hellclap: Cone Attack and potent Gravity
Cackle: AoE Magic Attack Down, Magic Accuracy Down, and/or Magic Defense Down. (Sacrifice best by far)
Specials - 50%-0% HP
Thundris Shriek: AoE Damage (300-400) and Terrorize. This starts the intimidate ability (May use it at above 50%?). After using Thundris Shriek, will intimidate players more as HP decreases. At the end of the battle, will intimidate more often. Weapon skills and ranged attacks do not appear to be subject to this intimidation.
Necrobane: Gaze AoE Paralyze and Curse (Curse has lower accuracy than Paralyze, but both debuffs may or may not land).
Necropurge: AoE Damage (100-300) and Curse (blocked by shadows)
Bilgestorm: AoE Damage (100-300) and Defense Down, Accuracy Down, and Attack Down. (Only uses as very low HP. Again sacrifice is perfect.)
King Goldemar summons some items when he is aggroed. They will hover above and cannot be attacked until they are called down one at a time by the King. All have about 3500 HP. All can use Dire Whorl for minor physical (~100) AOE damage. Stun is effective on all weapons including Blue mage stun spells Head Butt, Frypan, and Temporal Shift. Multi-hit moves or spells like Frenetic Rip work very well on summoned weapons.
Living Staves - Casts spells (including tier-3 -ga spells)
Cursed Axe - Melee damage (Constant Mighty Strikes)
Bloody Daggers - Melee damage (Constant Hundred Fists)
Magic Shields - Shield Bash (Does not use Regular attacks, Higher defense/hp), using Frightful Roar does lower this defense.
Demonic Rod - Casts White Mage spells (including Cure V and Shell IV on King Goldemar, so pull farther away)
Ilrusi Atoll - Bellerophon's Bliss
Khimera and his handler wait in a large cave. The best solution is to let your main tank hold Khimera with your main healer while the rest of the group kills the handler (Moblin). The Handler will warp away when his health starts to get low(20%). While alive the handler will randomly call out for TP moves for Khimera to do. Each has a number assigned to it so you can know what is coming if you watch his chat log. #6 is Fulmination and means you probably lost, but more on that to follow. Once the handler is gone, everyone focus on Khimera. Khimera alone will not use Fulmination until he is under 1/3 health and then it becomes one of his regular TP moves. This means it is random and can be used more than once. Fulmination is a huge AoE Thunder based attack that stuns (long duration) and Paralyzes (high proc rate) everyone in addition to doing 500-1000 damage. The best way to deal with Fulmination is to have at least 1 person with Paralyna move outside of it's range when Khimera is nearing 1/3 health. It's range is the same as max casting range (I'm told by windower users to stay outside of 30'), so main healer must stay to heal tank. When Fulmination is used, the person outside of range immediately removes paralysis on the WHM (WHM a must for this fight) and then rushes in to cure the tank. The WHM then hits Cure 6 on the tank as soon as stun wears followed by Paralyna. My first fight with Khimera we wiped at a sliver of health when he used Fulmination and everyone was in range. My second attempt we elected not to kill the handler and he used Fulmination at almost full health and wiped us. The win used the above strategy and we survived 2 fulminations. The second one hit everyone due to a hate shift, but not freaking out goes a long ways some times. My recommended party setup os as follows: PLD/NIN (you need shadows and a thick skin to survive khimera's attacks), WHM (One TP move is petrify so you must have Stona), BRD/WHM (COR/WHM would also work I think), SMN (Stoneskinga & phalanxga really help the tank and level 70 BPs do decent damage), DDx2 (for our group it was a BLM and a RNG, which work well as TP build was less, but any 2 DDs should work). As I said, Khimera can pertify. The move is called Fossilizing Breath and is forward facing cone. It needs to be removed immediately. I also recommend keeping Barthunder and Barparalyze up as much as possible to lessen the effects of Fulmination. In this same vein, Lightning Carol, Magus Roll, and Dream Shroud all help a lot. The fight is long, but if you take it slow & steady and don't panic it should go smoothly.
Quick list of his TP moves:
Dreadstorm - AoE Terror, 200~500 damage.
Fossilizing Breath - Targeted Cone Attack. Additional effect: Petrification. (Stona immediately)
Plague Swipe - Backwards Cone Attack heavy damage and Bio. (Only used when hate is pulled from behind, so don't)
Tenebrous Mist - AoE TP reset.
Thunderstrike - AoE Stun, ~600 damage.
Tourbillion - Three-hit physical damage AoE knockback with Defense Down. 200-1200 damage depending on Defense and how many hits connect. Can be evaded or absorbed by 3 shadows.
Fulmination - Very Powerful AoE Paralyze, Stun, Random damage. Huge Range.
Nyzul Isle
You get no AP for this mission and so can be a pain to do while doing salvage. There are nyzul weapon skills to be earned though and potentially all the NMs in Vana'diel can be fought here (with chance at their drops). Some nice Armour sets as well can be gained here. I'll make few notes when I get time. Hopefully soon.
Source entry: User talk:ShadowKatze/Assault. Cached on this server on 5 November 2026.