Golden Salvage - Private Second Class
Lamia No. 13 - Private First Class
Extermination - Superior Private
Demolition Duty - Lance Corporal
Serat Salvation - Corporal
Apkallu Seizure - Sergeant



Golden Salvage – Private Second Class
Time limit: 30 minutes

 
This assault is like a casino game gone horribly wrong. There are twelve Cursed Chest in the area; opening the correct chest completes your objective. The other eleven are evil mimics that will continuously draw you in until killed. Depending on your luck, you can beat this assault in mere seconds or have it become frustratingly drawn out until you run out of time.

There’s no way of knowing if a Cursed Chest is a mimic or not. There used to be a glitch to find out, but it has since been removed. So expect a mimic every time you open a chest. If a mimic spawns, you pretty much have to kill it due to their draw in ability. Be aware that they spam Death Trap is a huge radius poison + stun + damage ability – it makes these among the most annoying mobs in the game.

Since fighting mimics is pretty much BS, the most common strategy here is to have a pet job open the chests. If a summoner with a summoned avatar pops the chest, the summoner takes a hit, the avatar attacks the mimic, the mimic focuses on the avatar, and the rest of the party clears out of the area. Once you get a safe distance away you can release/resummon the avatar. The mimic won’t aggro anyone once its back in treasure chest form.

Using this strategy a summoner can solo this assault (though they still need two other. people in their party be allowed in, of course). Multiple summoners heading in different directions make a mockery out of it. Other pet jobs can do the same trick but not nearly as often; BSTS have their call pet timers and DRG and PUP pets cannot be replaced quickly. But they can all do it to avoid at least one fight.

Percepient Fish (pugils) roam some of the open areas. They’re true sight and put up a decent fight. Sleep is your best bet for escaping a few of them. Generally it’s not that hard to avoid them though, but if you do pick one up, be sure to keep it away from your summoner while he does his work.

The rune spawns in the center area once you’ve opened the correct chest.

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Lamia No. 13 – Private First Class
Time limit: 30 minutes

 
This is the first of the “boss battle”-type assaults where your goal is to defeat a single, powerful enemy – Laima No. 13. With her are three poor NPCs under her charmed control. You can free them and they will join you against the foul snake, but she can attempt to recharm them – and you!

Personally, of all the assaults I’ve done, this one ranks way up there in the sheer fun scale. Because of constantly flying belly dances, dispels, and sleepga, exactly who your enemies and allies are changes wildly over the course of the battle. At one point you might have freed all three NPCs and turn this into a 9 vs 1 fight. Moments later, your melees could be charmed and you find yourself rapidly reading a sleep spell or fleeing for your life. Or maybe you get charmed and start beating on an uncharmed hapless NPC while your allies try to disable you. Hilarious unpredictable fun!

Lamia No. 13 and her cohort patrol around pretty much the entire map, so your first task is to locate her. It’s probably best to split up in order to locate her quickly. She never stops when unclaimed so you might have to run her down while the party regathers.

Your first task should be to deal with the charmed NPCs – the Fallen Imperial Wizard (BLM), Fallen Imperial Trooper, and Fallen Volunteer (both some sort of melee job). Upon aggroing Lamia 13 these guys will also begin to attack you. The Wizard in particular is dangerous – target him first. A party with dispel (multiple dispels is better) can remove the charm from the Imperials. If for some reason you don’t have dispel, the next best alternative is to sleep them.

Upon being dispelled, the formerly-charmed imperials immediately join your side in the fight and will attack Lamia 13! Yay for Aht Urhgan! They don’t do tremendous damage, but they’ll do their darndest to help you take her down. It’s much better having these guys as allies then enemies, that’s for sure.

Lamia 13 isn’t about to let you steal her pets that easy though. In addition to her normal lamia-type moves, she has Belly Dance – AoE charmga. She’ll target the character with the most hate. If it hits an NPC, it will immediately permanently charm them all again (until you dispel it, that is). If it hits a player character, any party members around that character will be charmed – this lasts a minute or two. Any uncharmed mages can try to sleep or sleepga their charmed allies; dispel is impractical on party members since they likely have a half dozen or more buffs that may be dispelled instead.

The only real danger here is when some party members get charmed and others don’t. The charmed horde will cut down the hapless stragglers, then when charm wears the NPCs and Lamia will finish off the party. If she goes unclaimed with no DoT spells on her (be it from the entire party being dead or being charmed) she will immediately begin to regen HP all the way back up to 100%.

Since the actual battle is short, if you wipe you may have a chance at a second attack. The trick is resting in a safe place. My recommendation is where the rune spawns – the small island on the middle of the map. If you rest on the north side of this island you’ll be out of Lamia’s warpath and be able to rest to full with impunity.

Defeating Lamia No. 13 immediately breaks the charm effect on the NPCs and your party. The danger is over; the rune spawns – mission complete.

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Extermination – Superior Private
Time limit: 30 minutes

 
A rather straightforward mission – kill fifteen mobs of various families scattered through the map. Most of them are crabs, but there are also leeches, slimes and a couple doomed. Occasionally  an NM will spawn upon defeating one of the mobs – a slightly harder version of the mob, but not by much.

There really isn’t too much to say. Kill them all. Take care when fighting the slimes, as their fluid spread is, as always, a nasty powerful (but blinkable) water AoE.

The thing with the NMs is that they might not spawn right on your party. So after killing all of the mobs, you may not get the flag for mission completion. If this occurs, split up and look for an NM that spawned at some point on the map – they usually spawn on the main north/south pathways and not in some weird  corner or anything.

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Demolition Duty – Lance Corporal
Time limit: 30 minutes

 
Ever wanted to play puppetmaster without your friends making fun of you? This is the next best thing. This is the Ilrusi escort mission, but its nowhere near as annoying as some of the other escort missions. The goal here is to escort a Demolition Automation to five “shipwrecks” – essentially wooden barriers blocking the path forward.

Admittedly, I was a bit disappointed by this mission – From the assault description, I was expecting explosives blowing up huge hulls of ships. I got a puppetmaster automation taking random thwacks at piles of wood. Ah well. It’s actually kind of fun in a way, and not very difficult.

Have one person speak with Uzhahn when you spawn in: this player will get the Demolition Automation following them around. You can’t command it, but when that person moves close to one of the “shipwrecks” (untargettable walls of wood) the NPC will automatically engage it and start being away. You can cast buffs on it – haste and protect are good choices. You can also heal it: it seems to have about 4000 HP.

If the NPC uses the move slapstick, a Carrion Crab will appear and attack the automation. No amount of force can provoke it off the automation so just go all out on the crab to kill it quickly. Further slapsticks can spawn further crabs, but only one at a time.

There are also Imps scattered around the area. These are generally more of a threat than the Carrion Crabs due to their sleepga, silencega, and amnesia moves. Don’t forget your echo drops.


If the NPC or the player escorting it die, Uzhahn will give you another one. If the player escorting the NPC gets too far ahead (by using flee or something) the NPC will shut down. Any player can talk to it to become its new master in this case.

After demolishing the fifth shipwreck, talk to Uzhahn and he will rate your performance. The only way to get a bad rating is to let the automation die - not very hard. After that, the rune of release spawns and the demo bot will vanish.

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Serat Salvation
Time limit: 15minutes


Yeah, it’s another odd mission, but this one isn’t entirely awful. Your goal here is to guide Qiqirn NPCs from the starting area to their chief at the end. The problem, and there’s always a problem, is that there are Giant Orobons aimlessly the area. The Orobons pose absolutely no threat to you as a player (and in fact you can’t even attack them - they’re NPCs) but will cause any Qiqirn nearby to FREAK THE HECK OUT and run like a madman.

Talk to a Qiqirn diver and he will follow you. You can have as many following you as you want, but for practical purposes you will only really be able to keep tabs on one. The qiqirns move as fast as you so you don’t have to worry about the little guy falling behind.

Cautiously make your way across the map, watching out for Orobons. At the beginning they’ll all be in front of you, but later on they could approach from behind too. The Orobons move faster than you do so you can’t outrun them. If you see one heading your way, try to lead your Qiqirn off the beaten path, either on an alternate route or some rocky outcropping far away from where the Orobon should pass. Sometimes though two Orobons will approach and sandwich you, leaving you with nowhere to go.

If your diver sees an Orobon, he will scream about not wanting to be eaten and run away from it. If the Orobon approached from the front he’ll run backwards; from behind and he will head forwards, which isn’t really that bad. The problem is that the divers also run faster than you as well. Use flee or crafty use of the terrain to catch up and talk to him. One talk will stop him, a second will get him to follow you again. But if the Orobon is still nearby he will immediately flip out and run off again.

If you can’t catch your diver, he will eventually find a place to hide off the main paths, usually in a cave or something. You can talk to him there to get him to follow you.


Successfully getting one diver to the chief is enough for completion. Getting less than five results in an assault point penalty. But unless you have a bigger group, getting all five divers to the chief within the 15 minute time limit can be frustrating.

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Apkallu Seizure
Time limit: 30 minutes


I have a friend that thinks these little penguins are the cutest things ever and should not be harmed under any circumstances. Luckily for her, and for them, they cannot be attacked in this assault. Because if they could, I would have gladly lost this mission at least once to cut the freaking things to ribbons.

Of course, an assault of this frustration would not be complete without the airheaded Professor Clauvauert B. Chanoix. Yeah, that idiot that probably got you killed from undead in the Leujaoam Sanctum. This time around he wants you to lure unsuspecting Fairy Apkallus to him for study, or skinning, or something. But rather than use your usual methods of force, you have to play nice with the little birds.


There are some Kelp Pugils on the map. They don’t respawn and they’re weak. They also freak the birds out. So kill them. Not much to that. Did I mention how cool that screenshot of me looks with my sword way back like that? Anyway, next you need a Hamsi, a temporary item fish. These are found from ??? spots that spawn infrequently all over the map. You need a Hamsi to play nice with the birdies so get a new one each time you try.

Next find a Fairy Apkallu. Get in front of the silly bird until it says it’s staring at you. Do a /bow emote at it. If it lowers it’s guard, do a /welcome macro. This should get it to say it likes you. If not, start over with the /bow. I’m really not making this up. Once it likes you, talk to it and you’ll feed it the Hamsi, at which point it will say you’ve tamed it.

THIS is the tricky part. Immediately get a very short distance behind it and inch forward. The bird should move forward. Inch again and it’ll move it again. Do this until you get it all the way back to the professor. If the Fairy Apkallu sees another player or a pugil, or you get too close or too far away, it will flee away. You’ll have to start over by getting another Hampsi and doing the macros to gain another’s trust.


It can be frustrating watching these birds continually flee from you, not knowing what you’re doing quite wrong. The distance is tricky. It may take a few Hamsis to get one moving. Once you do, make sure everyone stays the crap out of your way. You only need to transport one bird to the professor to be able to give up. You can do more for more points, but honestly this assault sucks. Farm less frustrating ones if you’re interested in assault points.

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Information in part referenced from FFXIcyclopedia