Pulling the Plug/Strategies

Tips

 * The three lesser Memory Receptacles have low HP (~1000), so a high damage weaponskill along with a little other damage can take them out.
 * Similarly, the mobs spawned when they die also have low HP (~1500); a Black Mage can do well with area damage.
 * The Memory Receptacles do use Empty Seed a lot, which will knock back, while the center Memory Receptacle (Red) has a draw-in; this causes characters to be pushed back and forth a lot, so be prepared to adjust as you're shifted. Try to stay out of range of the Red one's Empty Seed.
 * After you've defeated a Memory Receptacle and the NM it spawns, you cannot run away and rest before attacking the next one because the Memory Receptacle Red always draws-in someone of your party each 20 seconds.
 * At the start the Red MR is in the center, and the three sub MR's will spawn to the right side. After the sub MR's spawn, the main MR will do Empty Seed after 30 seconds.  After another 30 seconds, all four MR's will simultaneously do Empty Seed, then the sub MR's will shift 90 degrees counterclockwise around the central MR.  It seems like this behaviour will repeat until the ENM ends.

Strategy

 * If you have a melee party, kill the Memory Receptacle Aqua and its NM spawned. Then WHM casts Curaga II if needed and go directly to the Memory Receptacle Red. The other two Memory Receptacle will cast Empty Seed sometimes but you can melee the red one now and kill very fast. When you kill the Memory Receptacle Red, all the others Memory Receptacles die instantly (checked).Source