recursal/Fanatic-Fandom huggingface dataset:
Assault Mission - Imperial Treasure Retrieval

## Points

* *4 members: 1 Gem (First Clear) 450 Points*
* *3 members: 3 Gems (First Clear) 900 Points*
* *3 members: 1 Gem (First Clear) 499 Points*

## Enemies

There are no enemies in this mission, only 7 NPC Mamool Ja.

## Walkthrough

Bring at least one gem to the NPC Zahakahm. Turn in additional gems for more points.

* You start this Assault at (H-10). This is also where you will find Zahakahm. You need to bring the gems you obtain back to this NPC.
* This is a pretty straightforward game of tag.
* There are gems hidden in coffers around the map.
* If you open a coffer (no key required), you get a gem.
* There are nine coffers in the area, each containing a different gem.
* There are also Mamool Ja NPCs running around collecting gems. These do not appear on Widescan.
* If you get close to a Mamool Ja with a gem and click him, you will steal his gem and he will be warped elsewhere.
* If you have a gem and a Mamool Ja gets close to you, he will steal your gem and warp you back to the start.
* The Mamool Ja are trying to take their gems to to the Mamool Ja Governor NPC on the opposite end of the map at (F-7).
	+ If you talk to the Mamool Ja Governor, he will warp you back near start - AND steal your gem. DON'T DO THIS.
	+ You can have some people wait there to ambush the Mamool Ja as they return with gems, while other players go for coffers.
* Whenever someone (ally or enemy) finds a gem in a coffer, or steals a gem from their enemy, everyone will receive a message.
* The Rune of Release will spawn at (H-10). After bringing back at least one gem, talk to Zahakahm to finish the Assault and make the Rune of Release appear.
	+ The game will tell you when all available gems have been turned in, either by you or the Mamool Ja.

## Notes

* There is no fighting in this mission, just tag, so /THF is really good for flee, and Movement Speed+ or Flee items are useful.
Aquarian Abjuration: Body

Aquarian Abjuration:Body

**Aquarian Abjuration: Body**
*The inscription reads "In accordance with the ancient aquarian pact, may the bane be lifted from thy forbidden artifact." This prayer is necessary in purifying a cursed dalmatica.*

**Stackable:** Not Stackable
**Used in Quests:**

* Abjuration: Dalmatica
* Abjuration: Dalmatica +1

 Synthesis Recipes
*None*
 Desynthesis Recipe
*None*
Aquilo's Staff

**Aquilo's staff**
**(Staff) All Races**
**DMG:** 35 **Delay:** 356 **INT** +5  +20
**Elemental magic skill** +10
**Additional effect:** **Ice damage**
**Lv.** 51 **All Jobs**
**Damage Per Second:** 5.9
**TP Per Hit:** 9.2%
*Hidden Effect*
* +15% increase to Ice Element Magic Spells
* -15% decrease to Wind Element Magic Spells
* -3 Avatar Perpetuation Cost for Shiva and Ice Spirit
* +3 Avatar Perpetuation Cost for Garuda and Air Spirit
**Guild Points Value:** *None*

 Synthesis Recipes
Woodworking (75)

**Yield:** Ice Staff
**HQ 1:** *Aquilo's Staff*
**Wind Crystal**
* 1 x Ebony Lumber
* 1 x Ice Bead
 Desynthesis Recipe
*None*

## Historical Background

Aquilo, or Aquilon, was the Roman personification, as well as the Latin word, for the North Wind. Aquilo was the bringer of cold winter air which logically links him with the element of ice. Aquilo was one of the four Venti which were the Wind Gods. Despite their different names the Venti were almost identical to the Greek wind gods The Anemoi. For additional information and description see his Greek counterpart Boreas for which the Boreas Cesti are named.
Arrapago

**Arrapago** could refer to:

* The Arrapago Reef, the stronghold of the Lamiae and the Undead Swarm
* The Arrapago Islands, the region which includes the above area, Azouph Isle, Dvucca Isle, Hediva Isle, Sharug Isle, and the minor islands surrounding them.
* The Arrapago Remnants, a part of the Alzadaal Ruins near Dvucca infested with members of the Undead Swarm.

**This article is a disambiguation page for Arrapago**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
Ashura

File:Ashura.gif

**Ashura**
**(Great Katana) All Races**
**DMG:** 45 **Delay:** 420
**Lv.** 36 **SAM / NIN**
**Damage Per Second:** 6.43
**TP Per Hit:** 10.7%
**Guild Points Value:** *3,020 / 6,320* (2.09 items)

**NPC Sell Price:** 3315 gil

 Synthesis Recipes
Goldsmithing (74)

**Yield:** *Ashura*
**HQ1:** Ashura +1
**Fire Crystal**
* 1 x Gold Ingot
* 1 x Gold Thread
* 1 x Uchigatana
 Desynthesis Recipe | Obtained From Desynthesis* *None*
Aroro

***Aroro***Gender: FemaleRace: TarutaruAffiliation: WindurstOccupation: Salesperson Kususu's Hoodoos**Type:**Standard Merchant**Location:**Port Windurst (H-8)
**Sells:**

* Scroll of Bio 368-440 g
* Scroll of Sleep 2,300 - 2,750 g
* Scroll of Water 143 - 171 g
* Scroll of Aero 331 - 396 g
* Scroll of Fire 855 - 1,023 g
* Scroll of Blizzard 1,619 - 1,936 g
* Scroll of Thunder 3,334 - 3,986 g
* Scroll of Burn 4,747 - 5,676 g
* Scroll of Frost 3,770 - 4,507 g
* Scroll of Choke 2,300 - 2,750 g
* Scroll of Rasp 1,867 - 2,233 g
* Scroll of Shock 1,393 - 1,666 g
* Scroll of Drown 6,508 - 7,781 g
Assault Mission - Evade and Escape

## Enemies

* *Strong to:*
* *Weak to:*

## Walkthrough

Find 3 Switches located around the area.

* The switches load in 3 of the 7 small rooms on the map.
	+ When you find a switch select a member of your party to stay guard, preferrably somone who does not have Widescan.
	+ The 3 switches must be active at the same time in order to spawn the rune of release. They stay active for three minutes after they are hit.
	+ If you are fortunate enough that both of the westernmost switch locations have switches, one person can hit both switches easily, freeing the rest of the party to check other locations.
* Avoid the Dahak dragons.
	+ The 3 Dahaks roam the area in a reasonably predictable pattern. Getting past them is just a matter of timing and luck.
	+ There are rock outcroppings in some paths that you can hide behind to avoid being seen by oncoming Dahaks. Noteable examples include:
		- One on the South-East corner of the large room at (G-7). It can be used to avoid Dahaks coming from either direction.
		- One on the East side of the large room at (G-8). It can be used to avoid Dahaks coming from the North.
	+ Since these Dahaks only detect by sight, it is possible to follow behind them very closely and sneak off to a sidepath to wait for them to pass by the other way.
		- Be very careful if you do this. The Dahaks can and will turn around without any warning.
* Once all 3 switches are active at the same time, the Rune of Release will appear at (H-8).

## Notes

* The Dahaks have extremely high HP, and should not be considered something worth killing.
* RNG or BST are very handy to have, even as a subjob, for their widescan. It makes it much easier to track the movements of the dragons, and figure out timing to get past them undetected.
* G-8 on the map is common place to encounter Dahaks. It is simple to avoid them. If you enter G-8 from the east, hug the right wall (northen wall) and wait in a corner for the oncoming Dahak to pass. If you enter G-8 from the southwest, hug the southern wall and wait in a corner for the Dahak to pass.
* If you are seen by a Dahak, it is possible to lose enmity from it, so long as you do not trigger Draw In. This is achievable by running away from the Dahaks but not too far ahead, easily done with a movement ability such as Flee. After about 20 seconds, as long as you don't trigger Draw In, the Dahak will turn around and return to its patrol. This is when you do no action to claim it; I have not attempted if you colour its name red through claiming.
Assault Mission - Wake the Puppet

## Enemies

* *Strong to:*
* *Weak to:*

## Walkthrough

Escort at least 4 of the 6 automatons to the NPC Adeeha.

* You spawn at (H-8) on the the same map as Assault Mission - Saving Private Ryaaf.
* You may speak to Adeeha for a list of Automaton Commands needed to control the automaton as the mission progresses.
* Automaton Commands:
	+ /salute to Activate and Register
	+ /hurray to command the automaton to fight
	+ /clap to make the automaton follow you
	+ /goodbye to deactivate automaton once you reach the NPC
* As you take the NPC along, you must /clap every few steps; it will not follow you like a normal pet.
* Also, as you walk back to Adeeha, the automaton will begin to speak in /say and emote.
	+ It will not emote like a PC, it will just go through the motion. It is up to you to decipher which is which.
	+ It will keep repeating the emote until you respond with the appropriate reply (list below).
	+ Only the person who activated the Automaton may emote.
	+ Here is a list of actions you must take based on the automation's emotes:
		- Bowing: /kneel
		- Pointing: /no
		- Waving: /welcome
		- Dancing: /joy
		- Blushing: /doze
		- Saluting: /praise
		- Happy: /smile
		- Confused: /slap
		- Shocked: /comfort
		- Praising: /blush
		- Clapping: /angry
		- Cheering: /psych
* There are no Wights when you first spawn on the map.
	+ They pop only in areas specific to where you activate an automaton.
* Rune of Release spawns at (H-8).

## Notes

An excellent strategy is to pull a Wight, put the puppet in combat mode so it starts fighting the Wight, and then run to the ending point for the escort [b] making sure you have hate on the wight[/b]; the puppet will follow and when you kill the Wight, you can just /goodbye and the puppet is done. It saves time and the annoyance of having to clap every few steps.

The puppets are generally scattered in the rooms on the map at H-6, F-8, J-8, H-10. There will be 2 in some rooms and none in others.

The wights do not aggro players until you activate a puppet. They link, and puppets will change targets to new wights.
Assault Mission - Operation: Snake Eyes

## Walkthrough

Defeat the 3 NM Lamiae to rescue the 2 Generals.

* You start out in (I-9) and must kill 5 Qutrubs before moving on to the next area.
	+ Kill one in the SW corner of (H-9), then to the NW corner of (H-9) where you kill one more.
	+ Head back towards where you started and there will be two Qutrubs in the NE corner of H-9.
	+ The final Qutrub is in the north part of (I-9).
	+ When those 5 are killed the gate at (I-9) will open up and you can move on to the north.
* There are lamia in the next area and they are sight aggro, so Invisible right past them.
* Head north through the tunnel with the 6 prison-like holding areas.
	+ You will get a message saying "You hear the sounds of swords clashing in the distance."
	+ It is random which room the first general will be in, but find him and kill the NM Lamia (Merrow No.16) she is fighting before she dies.
	+ If she does you lose the Assault.
	+ Once the NM Lamia is killed the general will turn into an NPC. You can talk to her then Invisible up again and move on.
* Travel north to (I-6) where another NM lamia (Lamia No.14) awaits at a gate.
	+ Be very careful of this one because it will charm multiple times, so make sure everyone stays faced away from it when it uses belly dance to avoid charm.
	+ ~~At around 1% HP the NM will do an unavoidable Belly Dance that charms you regardless of where you're facing, but don't panic.~~ If at some point during the battle all party members are Charmed or dead, the NM may choose to unlock and walk through the gate, dragging all the Charmed folk along for the ride. This is supposed to happen, as it opens the gate for you. All of her Charm attacks are avoidable, however, and if someone is always alive and uncharmed, Lamia #14 will not open the door. Don't worry if you kill her without her ever opening the door - the door will open automatically a few seconds after her death.
	+ Beware- Lamia No. 14 may bring you near the charmed general while you are under her control. When you become uncharmed, you may unavoidably aggro the general, which makes for a dangerous situation.
	+ Finish her off upon being uncharmed and continue forth.
* The final general is at the north part of (H-6) and will fight you; he's been charmed by the Lamia.
	+ Damage must be done to him (somewhere between 30-50% of his life) in order for the final NM Lamia (Lamia No.17) to appear, **but do not kill the general**.
	+ Once the final Lamia pops put all efforts into killing it.
	+ Maybe have someone kite the general because he does hit hard.
	+ When that Lamia is killed the general becomes uncharmed and the Assualt is won.
* The Rune of Release pops at (I-5).

## Notes

* The first general can be cured. It is possible that other spells may be used.
* Lamia No.14 charms often. We found it easiest (and safest) to just have everyone get charmed. As long as there was DoT on the NM it didn't regen.
* The final general cannot be slept. We found it easiest to kite as a single MNK/NIN was able to take out the Lamia No.17 with minimal support.
Askar Manopolas

Askar Manopolas

**Askar Manopolas**
**[Hands] All Races**
**DEF:** 23 **DEX** +5 **Evasion** +8
**Enmity** +4 **Haste** +2%
**Set: Max HP Boost**
**Lv.** 75 **WAR / PLD / DRK / BST / SAM / DRG**
*View the entire Askar Korazin Set.*
**Used in Quests:** *None*

 Synthesis Recipes
*None*
 Desynthesis Recipe
*None*

## How to Obtain

### Dropped From

 **Khimaira (NM)** |  | Assault Mission - Nyzul Isle Investigation (level 60)
Apollyon

Apollyon is an area in Limbus. This area is only accessible if the Chains of Promathia expansion is installed, Promathia Mission 7-5:The Warrior's Path is completed, and the necessary Limbus prerequisites are met.

Apollyon looks much like Promyvion. It is presumably "Promyvion - Al'Taieu" and the place where things absorbed by the Emptiness go. It was originally going to be called "Lower Promyvion". Trading all four colored chips (found in all four initial areas) to either of the two Matter Diffusion Modules in Al'Taieu at time of entry will open access to Central Apollyon, where Proto-Omega may be fought.

Area layout is as follows:

**L2:** Jidra x8 (Treants)

Spawns one of the following at random on each defeat:
Arboricole Beetle, Arboricole Crawler, Arboricole Hornet, Arboricole Opo-opo, Arboricole Raven, Arboricole Spider, Apollyon Sapling
**L3:** Armoury Crates (Mimics)
**L4:** Elementals that do not aggro, but link by type:

**Obtain:** Charcoal Chip

 **L3:** | Inhumer x8(Skeletons)
 **L4:** | Flying Spear x8(Evil Weapons)

**Obtain:** Smalt Chip

**Requires:** Metal Chip
Na'Qba Chirurgeon (Quadav WHM) and helpers
Carnagechief Jackbodokk (Orc PLD) and helpers
 Central Apollyon
**Requires:** Magenta Chip, Charcoal Chip, Smoky Chip, Smalt Chip

**Final Boss**
Proto-Omega
(Two forms; spawns Gunpods in second form)

### Historical Background

Apollyon is the Greek word for "destroyer" & "destruction". It is a translation of Abaddon, the Hebrew word for "destruction" & "a place of destruction" (remember, New Testament was written in Greek and early Christianity flourished in Greece). In the *Book of Revelations*, New Testament (specifically Revelations 9:7- 9:11), Apollyon is "the angel of the bottomless pit/abyss", who leads a swarm of demons so numerous they resembled locusts in the End Times. This pit is unlocked after the 5th angel sounds its trumpet. Apollyon and his horde were the 1st of 3 woes and were supposed to harm nothing on Earth except humans who lack God's mark on their forehead. Who exactly this destroyer is isn't clear. The best theories are that it is the Beast of Revelation. Abaddon does not have a sense of personalization that Apollyon has. Apollyon was also considered a synonym for the Devil in early Christianity.
Apple au Lait

**Flask of Apple au Lait**
*Apple-flavored milk.*

**Stackable:** Not Stackable

**Food Effects:** (3 minutes, All Races)
* **Regen Effect +2**

*2 HP every 3 seconds for 3 minutes, 120 total* | Other Uses
**Guild Points Value:** *None*

**Used in Quest:** *None*

 Synthesis Recipes
Cooking (62)

**Yield:** *Apple au Lait*
**Water Crystal**
* 2 x Faerie Apple
* 1 x Honey
* 1 x Selbina Milk
 Desynthesis Recipe
*None*
Assault Mission - Shanarha Grass Conservation

## Enemies

* *Strong to:*
* *Weak to:*

## Walkthrough

Kill all 20 Coneys.

* You start at (I-9).
* All of the Coneys spawn in the very first room. 9-11 of them run to the south first, and 9-11 of them run to the north first.
* Coneys do not show up on Widescan.
* They exhibit some strange behavior. After a while of fighting, they will run away, you can chase them down, and start again, if you don't they will de-aggro and begin to regen HP back to full.
* The quicker you kill them, the more points you get. They eat vegetation spots on the map. The more remaining at the end the more points you get.
* Sleepga is very important because they link and start out together at the start.
* They /check as DC to 75s for uncapped fight. They only have 1500 HP each.
* The Rune of Release appears at (I-9).

## Notes

* The Coneys' movement pattern is very dangerous to those not expecting it. The Coneys will spread out North and South from the starting point on the map, moving very fast and very far in any given movement phase toward the vegetation in other places on the map. Because of this, a group must expect links at any time while the Coneys are initially spreading out as they can move into linking range even when intially out of sight. The Coneys themselves are not strong - the key to the Assault is not having links get out of control.
* Don't start fighting Coneys right where you start. There are many of them around that area that could link from more than one direction.
* A 3-person party should pick either north or south, and then run back a room or two to camp a passageway against further Coneys. As they approach, pull them toward you and pick them off. At least two of the three players should be a melee job.
* Bind spell is effective if they try and run away.
* Summoner, Paladin and Black Mage worked very well on this. Let the Summoner pull them, Black Mage sleepga possible links, and Paladin Cover if needed. A weaponskill combined with Garuda's Predator Claws or Ancient Magic can finish off a Coney. 2198 points on first try with armband.
Appointment to Jeuno

### Walkthrough

* Upon receiving the mission, report to Halver. He will direct you to speak to King Destin (check the Door:Great Hall for a cut scene) to receive the key item: Letter to the Ambassador. The King tells you to report the embassy in Ru'Lude Gardens. Report to the embassy in Jeuno and you will get a cutscene. Now it is time to make this trek up the Delkfutt's Tower.
* Head to Delkfutt's Tower in Qufim, where you will need to climb up to the tenth floor and fight the NM giant Porphyrion.

* It is suggested that you have the Map of Qufim Island, which can be purchased in Lower Jeuno and the Map of Delkfutt's Tower, which is obtained from the quest The Antique Collector.

* There are 10 floors in the Tower divided in 3 parts linked by teleport. Here are the locations of the stairs/teleports:

* 1st Floor: E-6 (NW)
* 2nd Floor: I-9 (SE, deadend at H-9, so go east first)
* 3rd Floor: G-6 (or J-8, but I think that might be one way only)
* 4th Floor: I-6 (NE, deadends at G-7, H-9, J-9)
* 5th Floor: H-9 (S, deadend at I-10, so go west first)
* 6th Floor: J-10 (SE)
* 7th Floor: F-6 (NW)
* 8th Floor: (1st time): I-6 (NE)
* 9th Floor: (1st time): I-9 (SE, this sends you back to 8th floor)
* 8th Floor: (2nd time): F-9 -> 9th Floor
* 9th Floor: (2nd time): F-6 -> 10th Floor

* Once you are on the 10th Floor you fight Porphyrion at H-8 for Delkfutt Key.

* Porphyrion will drop 6 Delkfutt keys each and is a 10 minute respawn.

* After everyone has a Delkfutt Key, use elevator at H-8 to return to the first floor.
* Head to the tunnel to the east, take the stairs down to the basement and trade the Delkfutt Key to the cermet door at M-8 for a cutscene with the San d'Orian ambassador.
* Return to the San d'Orian Embassy in Ru'Lude Gardens to receive your reward.

### Notes

It is suggested that you start the quest Tenshodo Membership after you get back from the tower. This will make it much easier when you go to do mission 4-1.

### Game Description

Mission Orders
Head to the Embassy of San d'Oria in Jeuno to fill your appointed post.
A Job for the Consortium

**This quest is currently unavailable on Eden. For a full list that ARE available, please see this page.**

**To our wikipedia editors, please remove this message when this quest is added to Eden.**

### Walkthrough

* Portaure wants you to help him smuggle some goods into Jeuno.
* Take the Airship to Jeuno (you must do this, warping will not work as you need to pass through customs)

* It is possible to warp to Jeuno or use some other means to get there without taking the airship, but then you must enter the San d'Oria airship dock area and attempt to exit again, which still takes you through customs like it normally would. In short, passing through customs is required to complete the quest.

* If you pass through customs untroubled, continue with the walk-through.

* If customs stops you, they will revoke your Airship pass for a short while (any number of game days), and you must return to Portaure if you wish to try again. The chance of this happening is random.

* Take the goods to Yin Pocanakhu in Neptune's Spire in Lower Jeuno. She will tell you to talk to Portaure.
* Return to Port San d'Oria however you like (Warp, Airship, etc.).
* Talk again with Portaure to receive your reward.

### Game Description

**Client:** Portaure (Cargo Room B, Port San d'Oria)

**Summary:**

The Brugaire Consortium wants you to smuggle a package onto the airship and take it to the Tenshodo in Jeuno.
Assault Mission - Breaking Morale

## Enemies

* *Strong to:*
* *Weak to:*
 Mamool Ja Trainer (Mamool Ja Mage)
* *Strong to:*
* *Weak to:*

## Walkthrough

Open coffers and give the items in them to the NPC at the start without getting caught.

* The start point, the Rune of Release spawn and the NPC you give items to are all in the same spot at the north side of the map.
* All Mamool Ja are true sight, but you can use Viscous Liquid barrels to disguise yourself as a Mamool Ja.
	+ While in the costume no monsters will aggro you, but the costume wears off when you open a coffer.
	+ The Mamool costume inflicts a heavy poison effect (*15 dmg/tick*) and slightly lowers running speed.
		- Stoneskin, Regen, and Bard Paeons can slightly lessen the poison effect in order to keep the costume on longer.
		- Use of the Pitchfork +1 event item can help negate the decreased running speed effect.
* If you are seen by the Mamool Ja Trainers they will automatically take your supplies, send them back to the coffer, and teleport you to a "prison" on the east side of the map next to the Viscous Liquid.
	+ Mamool Ja Trainers below bridges can see PCs running across bridges if they take the costume off. Keep the costume on until you reach a chest or are certain there are no trainers along the way.
* The Mamool Ja Recruits will aggro and attack. You can lose aggro from them by getting teleported by the Mamool Ja Trainers.
	+ Mamool Ja Recruits can also be slept or lullabied, and will lose aggro if you are far enough away when they wake.
	+ If you have an item, you can just try to outrun them to the NPC. If you beat them to the NPC and talk to the NPC, the NPC will take your item and the mammol ja will deaggro.
* Five of the eight chests can only be reached from the prison. The other three can be reached from the start point, but are usually best collected on the way back to the NPC from one of the other chests.

* The number of items you get to the NPC determines your reward. There is a minimum amount to win. Once you get the "give up" option at the NPC, choose to spawn the Rune of Release, and receive your rewards. You cannot turn anymore items in after choosing "give up."

## Notes

* It is possible to complete this assault by returning only two items if you have three people.
* The chests can be divided into three groups:
	+ The four along the bridge path (#3-#6)
	+ The other two you get starting from the prison (#7, #8)
	+ The two you get on the way back from picking up another one (#1, #2)
* So if nobody gets caught you should be able to get all the chests in 6 trips
	+ In a party of three, that means two trips each, first #4-#6, then #3/#7/#8 (for example).
	+ Pick up #1 and #2 as convenient.
* If you have a Bard, have everyone gather at the prison first for Troubadour Paeon to go for #3-6.
* RDM/THF is good for making the run to #6, with Stoneskin, Regen and Flee.
* One person can grab #3, #2 and #1 in a single trip pretty quickly.
Altana

Altana is the Dawn Goddess and creator of Vana'diel. It is said that she created the Zilart, but once they were destroyed, she cried five tears down on the world that resulted in the creation of the five races: Hume, Elvaan, Mithra, Tarutaru and Galka. The Twilight god Promathia resented this, and created evil monsters that would seek to destroy Altana's creations. Promathia also cursed each of the five races with one negative trait each, for example, the Elvaan became arrogant. She does not appear in the game, but is very often mentioned and is the central character for the religion in Vana'diel, represented by the San d'Orian Cathedral. At the end of Chains of Promathia, Altana actually appears in some form. When the battle against Promathia reaches its peak, a burst of light shoots down on him and he can hear Altana's voice. Then Promathia and his rage are gone.
Assault Mission - Building Bridges

## Enemies

There are no monsters in this area, just NPC Lamiae.

## Walkthrough

Activate the 4 four switches.

* Please note that the map, below, incorporates both maps used for this mission, merged into one. The reason for this is because the used portion of the first map is very small, and, when put together with the second, what to do in the mission becomes much more clear.
	+ All map locations given from the first map will relate to the specially created one but will have the in-game coordinates succeeding it in italics.
	+ For reference, the two maps singularly can be found here and here.
* It is **strongly** recommended that every member be /THF and/or have radar.
* You start off in the room at (D-9)/*(H-6)* and need to get onto the second portion of the map at (F-9)/*(J-6)*.
* Along the way you will encounter various Lamiae in various places, the first of which roams around the south side of the (E-8)/*(I-5)* pillar and must always be avoided on the way out.
	+ All the Lamia guards are True Sight and will give a message if they saw you.
	+ If a guard gets within a 5' distance you're captured and sent back to the start point.
	+ Assuming you weren't ambushed and have your wits about you, it is very easy to outrun and lose aggro, even without enhanced movement speed. Running around pillars is a very effective way to shake them.
* The bridge switches are located at (F-8), (H-6), (J-8) and (H-10) as denoted on the map, below. They can be hit in any order, at any time.
* Once all the switches are activated the Rune of Release spawns at (H-8).
	+ Be warned that it can be quite tricky to get to due to all the Lamia around it. It may be a good idea to have someone train them away if you're short on time.
Assault Mission - Better Than One

## Enemies

* *Strong to:*
* *Weak to:*
 Nocuous Inferno
* *Strong to:*
* *Weak to:*

## Walkthrough

* Black Shuck uses Draw In on whoever has hate.
* **Scorching Lash** (cone-effect damage)
* **Ululation** (AoE paralyze)
* Black Shuck will occasionally howl. After doing so, it will use one of the following abilities:
	+ **Gates of Hades** (massive AoE fire damage & Burn).
	+ **Lava Spit** (cone attack fire damage, absorbed by multiple shadows; also gives Black Shuck Blaze Spikes)
	+ Large attack bonus
	+ Summon eight Nocuous Inferno (Fire Elementals) The elementals can cast all the usual spells, cannot be slept or silenced, and are fairly durable. They do not immediately attack when summoned, but will mill about the arena and attack anyone casting magic within their range of aggression, just as normal elementals do. After a party wipe, once Black Shuck is engaged again, the Elementals will despawn, however they do have a chance to respawn. One suggested strategy for dealing with these elementals is to have one mage run by them all while casting, to gather them together and pull them away from the main fight.
Asrahd

***Asrahd***Gender: MaleRace: HumeAffiliation: Al Zahbi**Type:**Imperial Gate Guard**Location:**Aht Urhgan Whitegate () (North side of central fountain)### Notes

* Casts Sanction on registered mercenaries (w/ Sanction Enhancements)
* Recharges Chariot Band, Emperor Band, or Empress Band.
* Sells items for Imperial Standing at appropriate rank.
* Explains Sanction, Imperial Standing, and Besieged system by choosing some available questions.
Ashu Talif Crew

**Family:** Fomor
**Crystal:** **Dark**
**Weak to:** **Light**, **Fire**

**Notes:**

* The Hume-types using Hand-to-Hand weapons are Monks.
* The Hume-types using daggers are Rangers.
* The Elvaan-types using swords are Corsairs.
* The Mithra-types using swords are Red Mages.
* The MNK and RNG wear the same clothes.
Aspidochelone

**Family:** Adamantoise
**Crystal:** **Earth**
**Weak to:** **Ice**
**Notorious Monster**
**Title Obtained:** Aspidochelone Sinker

 Valley of Sorrows
* Adamantoise Shell (???%)
* Adaman Ingot (???%)
* Adaman Ore (???%)
* Heavy Cuirass (???%)
* Sipar (???%)
* Aquarian Abjuration: Body (???%)
* Dryadic Abjuration: Feet (???%)
* Martial Abjuration: Feet (???%)
* Wyrmal Abjuration: Body (???%)

**Notes:**

* Lottery Spawn of Adamantoise on day 3 and above; more difficult version of same.
* Has Draw In ability.
* Has heavy Auto Regen when in its shell.
* A standard 18-person Alliance is known to be able to defeat it.
* Can drop up to 2 abjurations, at least 1 abjuration is guaranteed. (Can be the same abjuration twice.)
* Aspidochelone will rage after 60 minutes.

**Strategy Notes:**

* Damage will cause it to go inside the shell. Damage will also cause it to go outside the shell.
* It is recommended to have only 1 BLM (or any other DD using Spiritswithin) make it go inside the shell, while the other group of BLMs stand by. Once it goes inside shell, damage it untill it goes outside. Recover MP then start over.

### Historical Background

In Medieval folklore and bestiaries, the Aspidochelone (also called the Asp-Turtle) was a gigantic combination of an asp and a turtle that lived in the ocean. It was so large, sailors would mistake it for an island. The Aspidochelone even had trees and bushes growing on its shell. The sailors would often drown when the turtle dived back in the ocean. Usually, this occurred when the sailors started a campfire on its back. It might have originated with reports of an Irish monk who traveled on the ocean or the stories about Sindbad's voyages, one of which involved Sindbad and his crew debarking on a small island, lighting some fires for cooking, the island shaking and diving beneath the waves, taking some of Sindbad's crew to watery graves and leading to Sindbad being adrift on the sea alone. He reported a creature which looked like an island, but went beneath the waves. Most medieval drawings depicted it as a large fish instead of the asp-turtle mix. Its name is derived from the Greek words "aspido" + "chelone", which mean "shield" and "turtle". The title it gives, Aspidochelone Sinker, derives from its island nature, meaning to slay the beast is to cause it (the "island") to sink.
Apsaras

**Family:** Pugil
**Crystal:** **Water**
**Weak to:** **Ice**, **Lightning**

### Historical Background

In Hindu and Buddhist folklore, Apsaras are "cloud dancers", female spirits which inhabit the clouds. They can change their shape at will. There are 26 Apsaras total, each representing a different type of performing art (similar to the Muses from Greek mythology). They are said to rule over luck and fortune in games. One of their roles was to bring heroes slain in battle to a heavenly afterlife, where they would serve as their wife there. Lower Apsaras (also called Vrikshakas) were nature spirits which lured people to their deaths.
Arcane Phantasm

**Family:** Fomor
**Crystal:** **Dark**
**Weak to:** **Light**
**Notorious Monster**

 Riverne - Site #A01

**Notes:**

* Spawned by Quest: Confessions of a Bellmaker
* A Bst Duo using their 2-hours on some nearby flies make very short work of this mob.
* Possibly Soloable by Bst40
* Soloable by a Skilled Nin40
Arachagnon

*Sells San d'Orian Race Specific Equipment.*

**Type:**Standard Merchant NPC

**Location:**Northern San d'Oria (F-3)

### Sells:

 * Elvaan Jerkin 270 - 312
* Elvaan Bodice 270 - 312
* Elvaan Gloves 162 - 187
* Elvaan Gauntlets 162 - 187
* Elvaan M Chausses 234 - 270
* Elvaan F Chausses 234 - 270
* Elvaan M Ledelsens 162 - 187
* Elvaan F Ledelsens 162 - 187
Army's Paeon

**Gradually restores HP for party members within the area of effect.**

**Spell cost**: None
**Spell element**: **Light**
**Magic skill**: Singing Skill
**Jobs**:
* Bard Level 5
**Casting Time**: 8 seconds
**Recast Time**: 24 seconds

## Instruments that Enhance this Song

 Ebony Harp +1 | 60
 Ebony Harp +2 | 60
 Millennium Horn  | 75
 Gjallarhorn  | 75

## Items that affect this song

* Ebony Harp - Increases HP recovered per 3 seconds by 1.
* Ebony Harp +1 - Increases HP recovered per 3 seconds by 2.

## Notes

* 1HP / tick or until the effect ends.
* 2HP / tick with 69Singing + 69 Wind, Both capped. level 24BRD.
* At BRD75, all Paeons will have received the 1 HP/tick boost.

Fowl Aubade — Goblin Gavotte — Herb Pastoral — Scop's / Puppet's Operetta — Shining Fantasia — Warding Round — Gold Capriccio

 **Magic Category Jump: Blue Magic • Dark Magic • Divine Magic • Elemental Magic • Enfeebling Magic • Enhancing Magic • Healing Magic • Ninjutsu • Songs • Summoning**
Aquarian Abjuration: Feet

File:Aquarian Abjuration Feet.jpg

**Aquarian Abjuration: Feet**
*The inscription reads:*

*"In accordance with the ancient aquarian pact, may the bane be lifted from thy forbidden artifact."*
*This prayer is necessary in purifying cursed pumps.*

**Stackable:** Not Stackable
**Used in Quests:**

* Abjuration: Zenith Pumps
* Abjuration: Zenith Pumps +1

 Synthesis Recipes
*None*
 Desynthesis Recipe
*None*
Aroma Fly

**Family:** Fly
**Crystal:** **Wind**
**Weak to:** **Ice**
**Notorious Monster**

 Gusgen Mines
* Millefleurs Sachet
* Olibanum Sachet (???%)
* Attar Sachet
* Sweet Sachet
* Civet Sachet
* Musk Sachet
* Black Drop (???%)
* White Drop (???%)
* Clear Drop (???%)
* Green Drop (???%)
* Red Drop (???%)
* Purple Drop (???%)
* Yellow Drop (???%)
* Blue Drop (???%)

**Notes:**

* Can be spawned during your RSE week by clicking on a ???.
* Soloable at 55-60
* Drop rate on your Sachet is ~15%
* ??? respawn every 15-30 minutes after being killed.
* ??? have been seen at:

* I-8 on Map 2, in the shack
* F-7 on Map 3 (see the note underneath the attached map, the position marked on the map is incorrect)
* H-8/H-9 on Map 4

GusgenMines2.pngGusgen Mines 2GusgenMines3.pngGusgen Mines 3GusgenMines4.pngGusgen Mines 4
Assault Points

**Assault Points** are points you win for attempting and/or successfully completing Assault Missions. They are used to purchase a number of different items from the Assault Mission Givers or the Remnants Permit, which admits the carrier to Salvage. You typically receive 100 *Assault Points* from a failed Mission. You receive more for a successful completion—the amount varies for different Assault Missions.

On a victorious attempt, every mission will reward a certain amount of total points. This amount is divided by the amount of participants. The player who used the Assault Armband will receive an additional 10% that does not count as a part of the mission's total. In addition, if it is the player's first successful run of the particular Assault, they will receive an additional bonus. If they traded the armband, this bonus is added on top of that 10% bonus. These points, as well, do not count as a part of the mission total.

However, if the party is below the recommended level, they will receive an overall points deduction.
Assault Mission Giver

An **Assault Mission Giver** is an NPC who offers various Assault missions for a specific area. Signing up for each mission will cost one Imperial Army I.D. Tag. Advanced missions require a particular Mercenary Rank, before they will be offered.

Accumulated Assault Points are area-specific, and can be spent by buying equipment from the corresponding Assault Mission Giver.

**Location:** Commissions Agency, Aht Urhgan Whitegate (L-9/10)

### List of NPCs and their areas

* Bhoy Yhupplo: Ilrusi Atoll
* Famad: Lebros Cavern
* Isdebaaq: Mamool Ja Training Grounds
* Lageegee: Periqia
* Yahsra: Leujaoam Sanctum
* Sorrowful Sage: Nyzul Isle

For further information, see the Assault entry, or talk with the NPCs.
Archaic Gear

* Opacus Cell
* Praecipitatio Cell

**Notes:**

* **Archaic Gear** spawns with only 1 gear. Archaic Gears is a similar monster that spawns with 3 gears clustered in a single \*
* There are 10 "Gear" that spawn on the 4th floor, both east and west side. Each of these gear warp upon aggro or if not killed within 60 seconds of pulling. Killing these gears typically results in a chest with high end items (revitalizers, megaelixers, etc). Killing all 10 gears before they warp causes the zone boss Long Bowed Chariot to lose strenth in the form of a Homing Missile that does considerably less damage without the hate loss. Killing 9 gears makes the hate reset single target. Killing 8 or less seems to have no effect.
Ash Club Plus 1

**Ash Club +1**
**(Club) All Races**
**DMG:** 5 **Delay:** 257
**Lv.** 1 **All Jobs**
**Damage per Second:** 1.17
**TP per Hit:** 6.8%
**Guild Points Value:** *26 / 1,200* (46.15 items)

**Used in Quest:** *None*

 Synthesis Recipes
Woodworking (9)

**Yield:** Ash Club
**HQ 1:** *Ash Club +1*
**Wind Crystal**
* 1 x Ash Lumber
 Desynthesis Recipe
*Unknown*
Assault Mission - Operation: Black Pearl

## Walkthrough

Defeat all enemies. Protect the NPCs.

* This Assault is very much like the Mamool Ja Training Grounds Sergeant Major Assault Mission - Blitzkrieg.
* You start at G-7.
* The mobs will come from all four hallways.
* The mobs are very weak and will come in multiple numbers.
* If the guarding NPCs are alive, they will each report when a surge of enemies are approaching from their side.
* These mobs cannot be slept with Sleep/Sleepga, even with elemental seal.
* The objective is to not let a single enemy attack the Princess or her servant. (NPCs in the center of where you're defending)
* The Wamouracampas and the Vulcanian Bombs can easily be defeated by a black mages GA II spell, or by a blue mage's Frypan or Body Slam.
	+ Battle Dance works effectively as well, but won't deliver the 1 hit KO as the two previously mentioned spells.
* Do take caution because the Bombs cast Flare.
* Troll Combatants (MNK) are not defeated as easily. They are Even Match to a level 75.
* One troll NM, Jorporbor the Hellraker (DRK), appears during the assault. Defeat him and the assault is won.
Aradjiah

Dominated by The Empire of Aht Urhgan, the Western Aradjiah Continent is a landmass found east of Mindartia, across the Gugru Blue and is referred to by people throughout Vana'diel as "The Near East". The region of Aht Urhgan is part of Aradjiah, although only a portion of the continent can be explored by adventurers as the land mass actually extends far beyond the precipitous mountain ranges that lie in the center of the Aradjiah continent. The mountains are inhabited by the Trolls, a warlike race of giants once themselves mercenaries for the Empire, but who now ally with the Moblin folk. The lands beyond are occupied by races or tribes which have been at war with the Empire in the distant past, and about which the Imperial Palace in Aht Urhgan Whitegate seems very reluctant to divulge any details.

The accessible areas of land on this continent range from lush forests and roiling volcanoes to haunted reefs and undersea citadels. The Empire of Aht Urhgan, unlike The Marquisate of Tavnazia, is not an intricate part of the history of the Great War, mainly due to the Empire's refusal to come to the alliance's aid in those troubled times.

Related to the continent through conquest by The Empire of Aht Urhgan, the Arrapago Islands lie north of the western peninsula of Aradjiah. There is but one vestige of civilization left intact on the island, that of the port city of Nashmau. The rest of the lands are covered, generally in a haze. The greenness of the foliage should not distract visitors from the fact that Lamiae, Imps, Qutrubs, and undead creatures such as skeletons, fomor and more lurk in these areas, waiting to prey on the unsuspecting adventurer.
Arhat's Jinpachi +1

Arhat's Jinpachi +1

**Arhat's Jinpachi +1**
**[Head] All Races**
**DEF:** 20
**Physical damage taken** -6%
**Enmity** +2
**Lv.** 63 **MNK / SAM / NIN**
*View the entire Arhat's Gi +1 Set.*
**Guild Points Value:** *??? / ???* (??? items)

**Used in Quests:** *None*

 Synthesis Recipes
Clothcraft (81), *Smithing (42)*

**Yield:** Arhat's Jinpachi
**HQ 1:** *Arhat's Jinpachi +1*
**Wind Crystal**
* 1 x Darksteel Chain
* 1 x Darksteel Sheet
* 2 x Silk Cloth
 Desynthesis Recipe
*None*

## Notes

In the sramanic traditions of ancient India (most notably those of Mahavira and Gautama Buddha) arhat (Sanskrit) or arahant (Pali) signified a spiritual practitioner who had—to use an expression common in the tipitaka—"laid down the burden"—and realised the goal of nirvana, the culmination of the spiritual life (brahmacarya). Such a person, having removed all causes for future becoming, is not reborn after biological death into any samsaric realm.
Assassin's Attire Plus 1 Set

A high quality version of the Assassin's Attire.

**Number of Pieces:** 5

Note:

* To see a side by side comparison of Artifact/Relic sets visit Thief Artifact/Relic Sets Comparison.

## Set Summary

* **Defense** +139
* **HP** +104
* **DEX** +6
* **AGI** +5
* **CHR** +11
* **Enmity** +20
* **"Steal"** +5
* **"Triple Attack"** +1
* **Enhances "Mug" effect**
* **Increases rate of critical hits**
* **Enhances "Gilfinder" effect**
* **"Treasure Hunter"** +1
Arhat's Gi +1

File:Arhat's Gi Plus 1.png

**Arhat's Gi +1**
**[Body] All Races**
**DEF:** 39
**Physical damage taken** -9%
**Enmity** +4
**Lv.** 64 **MNK / SAM / NIN**
*View the entire Arhat's Armor +1 Set.*
**Guild Points Value:** *None*

**Used in Quest:** *None*

 Synthesis Recipes
Clothcraft (89), *Smithing (21)*

**Yield:** Arhat's Gi
**HQ 1:** *Arhat's Gi +1*
**Earth Crystal**
* 2 x Steel Sheet
* 1 x Velvet Cloth
* 1 x Silk Cloth
* 1 x Rainbow Thread
* 1 x Rainbow Cloth
 Desynthesis Recipe
*None*
Ashmaker Gotblut

**Family:** Orc
**Crystal:** **Fire**
**Weak to:** **Water**
**Notorious Monster**

 Yughott Grotto
* Priest's Robe (???%)

**Notes:**

* Lottery Spawn from the various Orcs around G-9 to H-9. (Specific lottery mob probably Orcish Neckchopper)
* Orcish Stonechucker is a known PH. Probably all four orcs are PHs.
* Killable by: Solo at level 25
* Around 450-550HP
* Special Attacks: Manafont
* Can be Silenced.
* Has a respawn time of one to three Earth hours.
* Robe thought to drop about 5%
Armadillo Cuisses

Armadillo Cuisses
## Statistics

**Armadillo cuisses****[Legs]** **All Races****DEF:** 32
**Amnesia**: **Accuracy** +15 **Attack** +15**Lv.** 72 **WAR / RDM / THF / PLD / DRK / BST /
BRD / RNG / SAM / NIN / DRG / BLU / COR / DNC /
RUN**
## Other Uses

**Resale Price:** *Cannot be sold to NPCs.*

## Historical Background

Cuisses were tubes of quilted armor worn over chausses (mail leggings).
Artificial Lens

**Artificial Lens**
*A lens produced by analchemic formula.*
 Synthesis Recipes
Alchemy (34)

**Yield:** *Artificial Lens x 1*
**Fire Crystal**
* 2 x Glass Fiber
* Mana Jammer - Goldsmithing (59), Alchemy ()
* Mana Jammer II - Goldsmithing (69), Alchemy ()
* Papillion - Alchemy (97)
* Prism Powder - Alchemy (41)
 Desynthesis Recipe* *None*

## How to Obtain

### Merchants

 Name
 Maymunah | Bastok Mines (K-7)
Aroma Crawler

**Family:** Crawler
**Crystal:** **Earth**
**Weak to:** **Dark**, **Light**, **Ice**
**Notorious Monster**

 Maze of Shakhrami
* Millefleurs Sachet
* Olibanum Sachet
* Attar Sachet
* Sweet Sachet
* Civet Sachet
* Musk Sachet
* Black Drop
* White Drop
* Clear Drop
* Green Drop
* Red Drop
* Purple Drop
* Yellow Drop
* Blue Drop

**Notes:**

* Can be spawned during your RSE week by clicking on a ???.
* ~3300HP
* Soloable at 55-60
* Soloable by BST/BLU at 50
* Drop rate on your Sachet is ~15%
* ??? respawn every 30 minutes.
* ??? have been seen at:

* F-5 on the first map, near Attohwa Chasm zone
* J-6 on the first map, at the bottom of the dropoff
* I-8 on the first map, at the T-intersection
Askar Korazin Set

Askar Korazin Armor: obtained through defeating HNM during Nyzul Isle Investigation

**Number of Pieces:** 5

**Cost to store:** Cannot be stored

**[Head] All Races**
**DEF:** 23 **STR** +4 **DEX** +4 **VIT** +4 **Haste** +4%
**Set: Max HP Boost**
 75
**[Body] All Races**
**DEF:** 49 **STR** +5 **Attack** +12 **Evasion** +12
**"Double Attack"** +2%
**"Store TP"** +5
**Set: Max HP Boost**
 75
**[Hands] All Races**
**DEF:** 23 **DEX** +5 **Evasion** +8
**Enmity** +4 **Haste** +2%
**Set: Max HP Boost**
 75
**[Legs] All Races**
**DEF:** 32 **HP** +15 **MP** +15 **INT** +4 **DEX** +4
**Accuracy** +5 **Attack** +5
**Pet:** **DEF** +10
**Set: Max HP Boost**
 75
**[Feet] All Races**
**DEF:** 17 **MP** +30 **STR** +3 **AGI** +3
**Damage taken** -2%
**Enmity** +2
**Set: Max HP Boost**
**Lv.** 75 **WAR / PLD / DRK / BST / SAM / DRG**

**Set Summary**

* **Defense** +144
* **HP** +15
* **MP** +45
* **STR** +12
* **DEX** +13
* **AGI** +3
* **VIT** +4
* **INT** +4
* **Enmity** +6
* **Accuracy** +5
* **Attack** +17
* **Evasion** +20
* **Haste** +6%
* **"Double Attack"** +2%
* **"Store TP"** +5
* **Damage taken** -2%
* **Pet:** **DEF** +10
* **Set: Max HP Boost**

Max HP Boost - HP is increased by 10% when wearing the full set.

## Historical Background

It isn’t clear what the meaning of Askar is, but it seems the most likely possibility is Askar is Arabic for “army” or “soldiers”. The term is used in various modern Arab countries and in the Ottoman Empire.
Assault Mission - Shooting Down the Baron

## Enemies

* *Strong to:* **Darkness**-based magic
* *Weak to:*
 Periqia Pugil
* *Strong to:*
* *Weak to:*

## Walkthrough

Find and kill the Black Baron.

* You start out in the East part of the map in the room at (I-8).
* Go west and scout the area for the Black Baron. If you can't see it from the upper ledge, drop through the broken bridge and scout him out.
	+ He can spawn anywhere on the map.
	+ He does not show up on Widescan nor monster radar.
* Kill or Sleep any Periqia Pugils you happen to aggro along the way, but try your best to avoid them so you don't run out of time.
	+ They don't have too much HP, about 2000 HP per pugil.
	+ They perform all the usual pugil abilites.
	+ Aggro can not be lost by Deodorize, however, putting a pugil to sleep and running away a certain distance will deaggro them.
* When you find the Baron, proceed to kill him like you would any other Imp. Don't count on using your 2 hour abilities in a pinch since he spams amnesia and silence.
	+ He does not aggro.
	+ He has ~2-3x the HP of a regular imp.
	+ He performs all normal imp spells and abilities.
	+ He *will* warp around the battlefield, but not very often. He will just disappear and reappear unclaimed. He will not regen HP.
		- If you have an avatar or jug pet attacking him, it will follow him after warping. This is a nice way to track him down quickly and save time.
* When you have killed the Baron, the Rune of Release and Ancient Lockbox appear where you started.