PropertyValue
rdfs:label
  • Saving Private Ryaaf
rdfs:comment
  • Find the three missing NPC's. * You start at (I-7). * Each of the 5 rooms marked in blue on the map contains: * A hunched-over figure that is either one of the 3 NPCs that you need to rescue or a Fomor. (The hunched over figures do not show names, wear black cloaks and are somewhat hard to see) * 3 Cursed Chigoes. * True seeing Fomors wandering in the tunnels, but are completely avoidable. * The roaming fomors move according to which rooms are the NPCs. If a fomor is in the way of North room, likely the NPC is in Center and vice-versa. * It is easy to have one person run by a fomor and kite until hate is lost. Just make sure you do not run into another fomor or a dead end and the fomor will never catch you. If you are in melee range before you try to run away, y
Orders
  • A squad sent in to search for the Seagull Phratrie hideout has failed to report. Find any survivors, especially one Private Ryaaf, a relative of the Galeserpent General.
dcterms:subject
dbkwik:ffxiclopedia/property/wikiPageUsesTemplate
Recruitment
  • Lv.70, 1-6 mercenaries
Name
  • Saving Private Ryaaf
Area
NPC
Objective
  • Find the survivors
staging point
Time Limit
  • 30
abstract
  • Find the three missing NPC's. * You start at (I-7). * Each of the 5 rooms marked in blue on the map contains: * A hunched-over figure that is either one of the 3 NPCs that you need to rescue or a Fomor. (The hunched over figures do not show names, wear black cloaks and are somewhat hard to see) * 3 Cursed Chigoes. * True seeing Fomors wandering in the tunnels, but are completely avoidable. * The roaming fomors move according to which rooms are the NPCs. If a fomor is in the way of North room, likely the NPC is in Center and vice-versa. * It is easy to have one person run by a fomor and kite until hate is lost. Just make sure you do not run into another fomor or a dead end and the fomor will never catch you. If you are in melee range before you try to run away, you will not be able to outrun them. * A WHM with no +movement gear can lose aggro on all types of fomor just by running. I have personally had 4 chasing me at once as WHM/BLM and lost aggro successfully. * A SMN or /SMN can use a pet to attack any fomor in the way and run away. * Bind or Gravity assisted kiting works well. * Note: a 75 MNK ran for 5 mins and did not lose aggro or gain any ground on the fomor. * Enter one of the five rooms and approach the hunched-over figure. It will turn into a fomor or an NPC. * If you mistakenly pick a fomor instead of a NPC you can outrun them just as the other fomor. * Be careful when they deaggro; a fake NPC does not run back but instead hunches-over once again and slides back to its room on its knees. They can be very hard to see depending on the lighting in the area and your monitor/TV. * You will need to deal with the chigoes in the room. Note that they can move close enough to the entrance to agro those just beyond the door. * A popular strategy for this is to have a SAM or /SAM capable of using a magical AoE weapon skill (Cyclone or Earth Crusher only). Since a magical AoE weapon skill is guaranteed to hit all chigoes in range, it will kill them instantly. Using a SAM or /SAM frees you from meleeing for TP. Be sure to confirm that the SAM or /SAM has an appropriate main/support job and skill level to use these weapon skills before entering! * Other AoE weaponskills (Circle Blade, Spinning Attack, etc) can be used for this purpose, however there is a chance for a non-magical weaponskill to miss. * Abilities such as Shield Bash, being offensive, works well here. But be careful that Barrage (RNG) or Elemental Shots (COR) for examples, doesn't work. * Occasionally the chigoe can be carefully avoided without agro. This rare positioning should not be relied upon, however. * There are exactly 5 possible patterns of NPC positions. If you visit the North and West, or East and Center rooms first you are guaranteed to encounter no more than one fake prisoner. * Additionally, the direction in which the hunched-over figures are facing in each room is different; depending on whether they are NPCs or Fomors. * The only exception to this is the East room, in which both NPC and Fomor will face Eastwards regardless. Be sure to confirm the NPCs facing before approaching! * Check either North or Center hunched-over figures first. DON'T check East first! * When you have found all three NPCs the Rune of Release appears at (I-7).