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Imperial Agent Rescue
From FFXI Wiki
Imperial Agent Rescue | ||||||
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Staging Point: | Mamool Ja Training Grounds | |||||
Start NPC: | Isdebaaq in Aht Urhgan Whitegate (L-9/L-10) | |||||
Assault Rank: | Private Second Class | |||||
Objective: | An agent sent to spy on the secret training grounds of the Mamool Ja has been captured. Rescue him before he is interrogated for Imperial secrets. | |||||
Mission Orders: | Rescue the Agent | |||||
Time Limit: | 30 minutes | Recommended Lv. | Lvl. 60 | |||
Assault Points: |
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Enemies
Level | Name | Zone | Aggro | Link | Drops | Steal | Spawns |
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? | Mamool Ja Warder | Mamool Ja Training Grounds | Yes | Yes |
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None | ? |
? | Mamool Ja Warder | Mamool Ja Training Grounds | Yes | Yes |
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None | ? |
? | Mamool Ja Warder | Mamool Ja Training Grounds | Yes | Yes |
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None | ? |
Notes
There seems to be a bug with pets that prevents the gate from being broken. If you're having trouble getting the gate to break, try dismissing your pet.
Walkthrough
The objective of this assault is to rescue the NPC Brujeel by tricking the Mamool Ja into breaking the impassable gates.
- There are 3 gates, as marked on the map. The NPC is trapped in a pot beyond one of the 3 gates.
- You may pull Mamool Ja from the surrounding area to attempt to break the gate.
- To break the gate, you must trick the Mamool Ja into hitting it.
- Mamools must be facing the gate.
- Their moves may miss the gate even when used while facing it.
- One weapon throw (Axe Throw or Staff Toss) that successfully hits the gate will break the gate instantly.
- Ninja Mamool Ja don't have a weapon-throw technique, and thus are less efficient for breaking down gates.
- Four Firespits will also break it down.
- Once a gate breaks, click on the Pot Hatch to open the cage.
- If the pot is empty, move on to another gate.
The Rune of Release will appear in the dead end room at (J-8) after Brujeel is "rescued".
Strategy
This is relatively trivial for a level 99 player to solo granted they may use regen or cure in case they have taken too much damage over the course of being hit.
- Grab a low damage/costume weapon, a few mamools, and face the gate. Don't be fooled by a solid door in the corner; the gate may be seen through.
- Start with any Ninja mamools as they can not throw a weapon.
- Critical hits from even 1 DMG weapons will still possibly break the weapon of a Mamool, weakening them first with magic is useful.
- Monsters use their TP moves as soon as they hit 1,000 when they reach 20% HP or less.
- Any magic damage greater than 0 will grant a monster 100 TP (E.g. Dia).
- A blue magic spell like Bludgeon will grant 300 TP, 100 for each hit.
Drops
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Map |