Cut and Cauterize III (S)

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San d'Oria Flag.jpg Cut and Cauterize III (S)
 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:


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.
  • 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.