Assault Mission - Leujaoam Cleansing

Category:MissionsCategory:Assault
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{| width="80%" cellspacing="3" cellpadding="0" border="0"	Mission Name: 	Assault Mission - Leujaoam Cleansing
Mercenary Rank:	Private Second Class 	
Start NPC: 	Yahsra - Aht Urhgan Whitegate (L-10) 	
Staging Point: 	Azouph Isle Staging Point 	
Objective: 	Remove all threats 	
Recruitment: 	Lv.50, 3-6 mercenaries 	
Misson Orders: 	General Afkaam is to inspect Leujaoam Sanctum. Destroy all creatures in the area that may pose a threat to the general.	
Time Limit: 	30 minutes 	
Reward: 	Leujaoam Sanctum Assault Points
*3 Members: 1000
*4 Members: 900
*5 Members: 800
*6 Members: 700 	
   	 	
== Enemies ==
Monster	Level	Strengths	Weaknesses	Spawns	
Notes
Leujaoam Worm	
77-78	
*Immune to: Charm
*Strong to: Magic Damage	
*Susceptible to: Sleep, Lullaby, Slow, Silence
*Weak to: Physical Damage	
15 	
LUses -based magic Uncapped: Fast Cast Stonega III and Quake.
 	 	 	 	 	
== Drops ==
{| width=100%
Ancient Lockbox
Remedy
Hi-Potion +3
== Walkthrough ==
Kill all 15 of the Leujaoam Worms in order to complete the mission.
* Start in the southwest of the map at (F/G-8).
* Go north and kill any Leujaoam Worms along the way. After you drop down the ledge to (H-7), head into the northeast tunnel.
* Go up the stairs and kill any worms along the way. Do not worry about the short tunnels because worms do not spawn in them.
* Drop down the hole at (F/G-7). This will drop you back near where you killed your first worm. Go west and take the southeast tunnel.
* When you get to the junction at (H-8) check to see if there are worms to the east. There is a deadend at (I-7). Turn around and go west.
* Follow the loop to the large rooom at (I-9). There are six worms here. These often link but are suspectible to sleep and silence.
* When you have killed all the worms, the Rune of Release and Ancient Lockbox appear in (I-8), north of the six-worm room.
==Notes==
*An easy strategy for this Assault is to TP Burn (Four melee, a healer, and a bard or red mage) through the worms as fast as possible.
*A black mage can solo a worm easily, but it may take time if they are not well equipped. Worms are aspirable.
*Being worms barely Very Tough they hardly resist Skillchains at all, a darkness/light chain hardly does less than 50% of ending Weapon Skill; therefore it can be better than a simple TP burn for small groups, cleared the