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Cut and Cauterize III (S)
From FFXI Wiki
Cut and Cauterize III (S) | |||
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Campaign Type: | Military training | ||
Start NPC: | Rasdinice - Southern San d'Oria (S) - (I-9) | ||
Campaign Rank: | ??? | ||
Objective: | Our injured have been evacuated to Everbloom Hollow. Join the Knights of the Iron Ram in East Ronfaure (G-5) and help tend to the wounded. | ||
Time Limit: | 30 minutes | Recommended Lv. | Any |
Rewards: |
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Walkthrough
- Talk to Rasdinice.
- Travel to East Ronfaure (hug the left wall as soon as you come out).
- Once the party leader has selected to enter, you will be transported into Everbloom Hollow.
- After a few moments, two healer NPCs (Pupil Palliator I and II) will load
- Talk to them to make them follow you.
- The Healers have four options when you talk to them:
- Ask them to heal - the NPCs heal a nearby NPC.
- Change their prioritization - the NPCs will be either more or less likely to cast Poisona / Paralyna
- Offer moral support
- Healer morale constantly decays (possibly only when in range of the NPCs messages).
- You want to use this every 5 or so Cures, or after they /heal.
- If you use it too frequently, it won't have any effect.
- If the NPC runs away, they will return to the start of the zone until you use this.
- You can use this right when they start to run away and then they will just touch the starting point and turn around and return to you.
- If the NPC runs away, you will get a depressed message when you use this for the rest of the run and it might not work.
- Pupil Palliator II's morale seems to decay faster than I.
- Rest and relax - /heal to recover MP. This seems to be faster than if they run out of MP and are forced to rest.
- The healer AI...
- When asked to heal, they cast Cure II, III, or IV (randomly) and can cast Paralyna / Poisona if their target is enfeebled.
- Even in status removal mode, they are not forced to remove statuses and it can take quite a few tries
- When starting or finishing an action, including changing their prioritization or resting, the NPCs can decide they have had enough and run back to the start.
- They will return to the person with claim on them after they have taken a lap.
- When they try to cast a spell that they do not have the MP for, the NPCs will /heal
- They seem to recover MP slower this way than if you ask them to /heal.
- When asked to heal, they cast Cure II, III, or IV (randomly) and can cast Paralyna / Poisona if their target is enfeebled.
- You will need to heal 10 other injured NPCs scattered throughout the maze by talking to the healers and telling them to heal.
- These NPCs spawn with between 40 and 60% HP.
- Their names will turn Green and they will be considered healed when their HP reaches 95% and their status ailments are removed.
- NPCs can either be Poisoned or Paralyzed.
- NPCs cannot die from poison.
- There are six enfeebled NPCs this time.
- Norvallen Knight (South H-8)
- Aragoneu Knight (South H-8)
- Scarlet Boar Esquire (South I-8)
- Royal Guard (North H-8)
- Royal Knight (North I-8)
- Savage Hound Condottiere (North I-8)
- When you have healed 8 of the 10 injured NPCs, the Objective will be complete
- If you leave at this point, you will receive a middling appraisal. You must heal all of the NPCs for an enthusiastic review.
- If going for a full clear, it is recommended to switch the NPCs to status removal mode and run to the enfeebled NPCs first.
- You must leave via the Dawn Aureola or you will not get credit.
- Return and talk to Rasdinice for your reward.