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Puppetmaster quest helpFollow

#1 Jul 03 2007 at 10:22 AM Rating: Decent
21 posts

Hey there, I could use a little help unlocking the puppetmaster job.
Anyone mind helping me? I could go as a 55 rdm, 55 pld or 54 drk?

Im usually on at 10pm and after EST
#2 Jul 03 2007 at 9:37 PM Rating: Good
Can't you solo it? I solo'd mine easily, just need sneak and invis. The key can be gained from the ??? near the Reef zone and the PUP ??? in the Reef is the first ship you come to.
#3 Jul 04 2007 at 6:43 AM Rating: Good
*
217 posts
Actually, you don't even need the key for the PUP quest. Though if you're going there for flagging jobs, there's no reason to not to get COR flagged as well as PUP. COR does require the key. There are two ???s nearby, one out on the ground, and one on a tiny island in one of the marshes. The one in the marsh is the one that you want. Just need to sneak/invis the whole way there to avoid chiggoes. Lamia are sight; slimes, skellies, treants, and jnun are sound. Imps are true sight and move at flee speed, so be careful around them.

*Note: bring some form of warp, getting back on foot is just as tricky as getting there
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FFXI Atlas map of Arrapago Reef
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As Wint said, the first ship has the ??? for PUP. There's a lamia and two draugar there to avoid. After that, go past the ship, past the akpallus, into the cave (need sneak/invis again to get past another lamia / 2xdraugar). The door at the top of the ramp there is the one that needs the key. After going through the door, follow the left wall till you get outside to another ship. I think you'll go by two skellies and a ghost before getting back outside. The COR ??? is on that ship. Just make sure that you've done all the cutscenes leading up to that point for COR, as you only get one free key per conquest tally.

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However, as typing I was this, I realize that you might need a guide for how to get to the reef, and that's not really easy to describe in a post, and its very possible that you don't have the map at your level. Well, here goes...
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FFXI Atlas map of Caedarva Mire
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Take the ship to Nashmau, then take the NORTH exit (its a small place). Go EAST past the lake. Try to stay near the lake as you go past, there are a few chiggoes on a platform north. Once the lake turns south, head NORTHEAST to a tunnel. I don't remember if there are chiggoes in the tunnel, so put up sneak and invisible before. After going through the tunnel, head NORTHWEST. You'll pass some sheep, some oils, and some jnun in marshes at this point. These are NOT the marsh for the key. You will soon hit a passage going WEST, not sure if its a tunnel or not. After this passage, there will be a fork in the road. You will want to to go NORTH. You should be passing saplings and treants at this point. When you see another tunnel, make sure to have sneak and invisible up, because I am certain that there are chiggoes in that tunnel. There is a marsh shortly after this tunnel. This IS the marsh for the key, so you can go pick it up. It is safe to have only sneak when getting the key, no sight aggro near it. Be aware that the marsh can give various effects, such as gravity or flee. After getting your key and making sure that you no longer have gravity or any other negative status effect (if you got one), resume heading NORTH. Once you start going up a hill, make sure to have sneak/invis up. There are lamiae, draugars, and treants here that you can avoid aggro from. However, there are also 2-3 imps spread out. Remember, imps are true sight, so they'll aggro through invisible. If they see you, its all over. The reef is in the NORTHWEST part of the clearing. There will be a final cave, empty of mobs.

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ALTERNATE ROUTE 1: REQUIRES AZOUPH STAGING POINT
Take the runic portal to Azouph staging point. Head out of the gate, and make your way WEST. This is a popular xp / merit camp, so if you're lucky at this point, it will be crowded and you won't have to dodge many imps. If not, there are many here, so it could be very dangerous. There are a few marshes here with Jnun, so you need sneak if it is nighttime. After making your way out of the Heraldic Imp area (you'll know cause you pass a Marsh Murre in a passage), you will be at another set of marshes. This is the sheep / oil / jnun area from the first route, and you can follow the path from there.

There is yet another alternate route, but it would require escape, which is not available from a subjob until level 58. Furthermore, it would take you past even stronger mobs, and the escape puts you in a somewhat bad spot, and you would have to backtrack for the key. (Basically, its dvucca [3 ways to get there, but meh] > reef > escape > reenter at start)

Good luck with your quests!
#4 Jul 05 2007 at 7:45 AM Rating: Decent
21 posts
Sweet, finished it with only one death, thanks to your awesome directions and links.

Thanks again Khiin
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