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[[Category:Quests]][[Category:Aht Urhgan Quests]]
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[[Category:Quests]][[Category:Aht Urhgan Quests]][[de:Beförderung: Leutnant]]
 
{{Quest
 
{{Quest
 
|startnpc=[[Naja Salaheem]] - [[Aht Urhgan Whitegate]] (I-10) upstairs
 
|startnpc=[[Naja Salaheem]] - [[Aht Urhgan Whitegate]] (I-10) upstairs
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*After the cutscene, [[Abquhbah]] will ask for 5 [[Imperial Gold Piece]]s. Trade these to him and enjoy the next cutscene.
 
*After the cutscene, [[Abquhbah]] will ask for 5 [[Imperial Gold Piece]]s. Trade these to him and enjoy the next cutscene.
 
*You will be required to wait until the next Vana'diel day to continue.
 
*You will be required to wait until the next Vana'diel day to continue.
*'''Note: You should turn on the chat filter for /sh to make the games easier to play!'''
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*'''Note: If there are a lot of shouts in Whitegate, you should turn on the chat filter for /sh to make the games easier to play!'''
   
 
'''Mini-game 1'''
 
'''Mini-game 1'''
*Once the next day has passed, speak to [[Abquhbah]] again to start your first task of "Counterespionage." In this, you'll have 3 Levels to complete and find the [[:category:Qiqirn|Qiqirn]] hiding among the 12 Humes.
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*Once the next day has passed, speak to [[Abquhbah]] again to start your first task of "Counterespionage." In this, you'll have 3 rounds to complete and find the [[:category:Qiqirn|Qiqirn]] hiding among the 12 mercenaries in each Round.
  +
*You get one free retry. If you fail twice during the game, you will have to wait until the next vana'diel day to try again, or you can force a disconnect before you fail.
*You get the option of using two types of isolation options, with a number of tries for each option.
 
  +
*You can examine a group of 4 mercenaries, or a pair of 2 mercenaries. When you sense that "something is wrong" with one or both in a pair, or a number in a group, that is how many Qiqirn are hiding among them. If you sense nothing wrong, then they are all humes. You have a limited number of each type of examination.
*Isolation Set: Examine a group of four NPCs.
 
  +
#'''Round 1:''' 3 Qiqirn, 5 group examinations, 5 pair examinations.
*Isolation Pair: Examine a pair of NPCs.
 
  +
#'''Round 2:''' 4 Qiqirn, 5 group examinations, 4 pair examinations.
#Group A: You can deduce the 3 Qiqirn hiding by using 5 isolation sets, and 5 isolation pairs.
 
  +
#'''Round 3:''' 5 Qiqirn, 6 group examinations, 5 pair examinations.
#Group B: You can deduce the 4 Qiqirn hiding by using 5 isolation sets, and 4 isolation pairs.
 
  +
*This is a variation on the Mastermind game. The general strategy is to narrow down the possible answers using the fewest moves, taking into account what you know from previous moves. Below is an algorithm that guarantees success within 9 moves (of which only 2 potentially must be "pairs.")
#Group C: You can deduce the 5 Qiqirn hiding by using 6 isolation sets, and 5 isolation pairs.
 
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:''It is highly recommended to keep track of your moves on scratch paper or Notepad.''
*When examining a group of four, you will receive two possible answers: "There is nothing wrong with any"; or "There is something wrong with 1,2,3 or 4 of them".
 
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*Examine Group 1 to 4.
*When examining a pair, you will receive three possible answers: "There is nothing wrong with both of them" (both are humes); "There is something wrong with both of them" (both are Qiqirn) ; or "There is something wrong with either one or the other" (one is hume, the other is Qiqirn). Using that information, it is not hard to deduce who the Qiqirn are.
 
  +
**'''If all four of 1-4 are suspicious:''' Mark them all and move on to group 5-8.
**Best way to do this is to examine a group of 1-4, then 5-8, and you can deduce the group 9-12 by adding together 1-4 and 5-8 and acknowledging that Group A has 3 Qiqirn, Group B has 4 Qiqirn, and Group C has 5 Qiqirn in total. Thus the leftover Qiqirn not found in 1-8 will be left in 9-12. Mark down the number of odd hume and use "Examine by Pair" to narrow your choice down. For example, when you examine group 1-4 and find 3 humes out of place, examine pair 1-2, if EITHER is wrong then you know only 1 of them is a Qiqirn, which means that 3 AND 4 are definitely Qiqirn. Next, examine pair 2-3, and if either of them are fishy, then 2 is hume because you know already 3 is a Qiqirn which leads to the conclusion that 1 is a Qiqirn.
 
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**'''If three out of 1-4 are suspicious:''' Examine pair 1-2.
*If you fail to deduct the Qiqirn in any one round, you will be given a second chance. If you fail again, you have to repeat all three rounds again. You must wait until the next Vana'diel day to start over. You get two tries per Vana'diel day.
 
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***'''If both 1 and 2 are suspicious:''' Mark 1 and 2. Examine pair 2-3.
*As with all Promotion mini-games, if it looks as if you will fail, simply force a disconnect and try again.
 
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****'''If both 2 and 3 are suspicious:''' Mark 3. Move on to group 5-8.
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****'''If only one of 2 or 3 is suspicious:''' Mark 4. Move on to group 5-8.
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***'''If only one of 1 or 2 is suspicious:''' Mark 3 and 4. Examine pair 2-3.
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****'''If both 2 and 3 are suspicious:''' Mark 2. Move on to group 5-8.
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****'''If only one of 2 or 3 is suspicious:''' Mark 1. Move on to group 5-8.
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**'''If two out of 1-4 are suspicious:''' Examine pair 1-2.
  +
***'''If both 1 and 2 are suspicious:''' Mark 1 and 2. Move on to group 5-8.
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***'''If only one of 1 or 2 is suspicious:''' Examine pair 2-3.
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****'''If both 2 and 3 are suspicious:''' Mark 2 and 3. Move on to group 5-8.
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****'''If only one of 2 or 3 is suspicious:''' Make a note and move on to group 5-8. Once you have verified the identity of 5, examine pair 4-5.
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*****'''If both 4 and 5 are suspicious, or if only 4 is suspicious:''' Mark 2 and 4.
  +
*****'''If neither 4 nor 5 are suspicious, or if only 5 is suspicious:''' Mark 1 and 3.
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****'''If neither 2 nor 3 are suspicious:''' Mark 1 and 4. Move on to group 5-8.
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***'''If neither 1 nor 2 are suspicious:''' Mark 3 and 4. Move on to group 5-8.
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**'''If one out of 1-4 is suspicious:''' Examine pair 1-2.
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***'''If only one of 1 or 2 is suspicious:''' Examine pair 2-3.
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****'''If only one of 2 or 3 is suspicious:''' Mark 2. Move on to group 5-8.
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****'''If neither 2 nor 3 is suspicious:''' Mark 1. Move on to group 5-8.
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***'''If neither 1 nor 2 is suspicious:''' Examine pair 2-3.
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****'''If one of 2 or 3 is suspicious:''' Mark 3. Move on to group 5-8.
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****'''If neither 2 nor 3 is suspicious:''' Mark 4. Move on to group 5-8.
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**'''If none of group 1-4 is suspicious:''' Move on to group 5-8.
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*Follow the same steps with group 5-8 and group 9-12. If you run out of "pairs" you can use "groups" instead, for example group 7-10 will give you the same information as pair 9-10 if you already know the identities of 7 and 8. Simply subtract the number of known qiqirns from your result.
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**This puzzle can be solved in a maximum of 8 moves if you consider the total qiqirn for that round. For example, if you found 2 qiqirn in group 1-4 and 1 qiqirn in group 5-8 on round 2, then you know there is 1 remaining qiqirn in group 9-12.
 
*After passing all three levels, you must wait until the next Vana'diel day to move onto the next task.
 
*After passing all three levels, you must wait until the next Vana'diel day to move onto the next task.
   
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*Once the day has passed, speak to [[Abquhbah]] to continue to the final task, "BCG training."
 
*Once the day has passed, speak to [[Abquhbah]] to continue to the final task, "BCG training."
 
*BCG basically stands for "Beetle, Crab, Ghost" in the same manner as RPS is "Rock, Paper, Scissors."
 
*BCG basically stands for "Beetle, Crab, Ghost" in the same manner as RPS is "Rock, Paper, Scissors."
:*Beetle = Rock; Crab = Scissors; Ghost = Paper
 
 
:*Beetle > Crab
 
:*Beetle > Crab
 
:*Crab > Ghost
 
:*Crab > Ghost
 
:*Ghost > Beetle
 
:*Ghost > Beetle
*The loser of a battle loses one "explosion hit point". A tie increases the damage of the next round. 4 ties in a row cause both players to lose 4 hit points.
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*The loser of a battle loses one "explosion hit point". A tie increases the damage of the next round. 4 ties in a row cause both players to lose 4 hit points.
 
*After watching some epic battles, you will have your turn to fight.
 
*After watching some epic battles, you will have your turn to fight.
:*If you lose any of the following matches, you will retry from the beginning of that particular match.
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*If you lose any of the following matches, you will retry from the beginning of that match.
*First you face up against [[Abquhbah]]. He repeats his first three calls as his pattern (i.e. if his first three are Crab, Beetle, and Ghost, then the next three will also be Crab, Beetle, and Ghost. Therefore, even if you lose the first three battles, you can still win on the subsequent battles to win the match).
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*'''[[Abquhbah]]''': He will go through all three choices and then repeat that pattern. If you choose the stronger of the remaining two on the second round, you will either draw or win. For example, if he calls Beetle first, then he will choose either Crab or Ghost second; therefore choose Crab.
 
**You begin with 7 explosion hit points, and Abquhbah begins with 4.
:*Since he uses each call once, there's no reason to lose more than the first round: choose your second call to either beat or tie the two options he has left.
 
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*'''[[Ugrihd]] and [[Fubruhn]]''': They will communicate their choice to each other by an emote before each round. They have two patterns, and every few points they will switch. When they say "we need a new plan," they will follow their ''current plan'' for the current round, and then switch patterns ''afterward''. The two patterns are:
:*You begin with 7 explosion hit points, and Abquhbah begins with 4.
 
 
**A: Nod = Beetle -- Laugh = Ghost -- Psych = Crab
*Next you face the [[Ugrihd]]-[[Fubruhn]] tandem. The strategy for them is to carefully monitor their emotes before a bout:
 
:Plan 1: Nod = Beetle; Laugh = Ghost; Psych = Crab
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**B: Nod = Crab -- Laugh = Beetle -- Psych = Ghost
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***When in doubt, follow pattern A yourself. This will guarantee either a win or a draw.
:Plan 2: Nod = Crab; Laugh = Beetle; Psych = Ghost
 
 
**Both you and your opponents begin with 6 explosion hit points.
:*Every 2 or 3 explosion hit points they lose, they will switch plans. When they are 1 point away from doing so, they will mention that they "need a new plan".
 
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*'''Drill Sergeant [[Rongelouts]]''': He will repeat the same monster on every other round, and on the others he will alternate. For example, his pattern may be '''Ghost''' -> Beetle -> '''Ghost''' -> Crab, or it might be Crab -> '''Beetle''' -> Ghost -> '''Beetle'''. Like with Abquhbah, if you choose the stronger of the remaining monsters for your second and third rounds, you will not lose any rounds beyond the first.
:*Even if you don't know which plan they are using, there's no reason to ever lose a round. Simply pick the monster that matches the emote for Plan 1, and you are assured to either win or tie the round.
 
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**For example, ''Ghost -> Beetle -> Ghost -> Crab'' should be countered with ??? -> Beetle -> Crab -> Beetle. The second example of ''Crab -> Beetle -> Ghost -> Beetle'' should be countered with ??? -> Ghost -> Crab -> Ghost.
:*Both you and your opponents begin with 6 explosion hit points.
 
*Now you're set up to battle the master himself, Drill Sergeant [[Rongelouts]]. He uses a different pattern every time, but it's basically the same idea. He will repeat the same monster every other battle, and the other rounds are alternated. If [[Rongelouts]] falls below 4 "explosion hit points," he will cure himself back to 4. Therefore, once he's down to 4 you must tie him for exactly three rounds and then win the next round to defeat him. Note that if your HP is at 4 or less, tying more than three rounds will cause the bomb to explode by default, resulting in an instant win for [[Rongelouts]]. If you have 5 HP, a 4-draw explosion will *not* cause you to lose.
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**You begin with 5 explosion hit points, and Rongelouts begins with 7. If he falls below 4 HP, he will cure himself back to 4. Therefore, once he is down to 4 HP, you must tie three rounds in a row and then win. If you have 5 HP remaining, you can tie four rounds, but if you only have 4 then you will lose.
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*'''[[Naja Salaheem|Naja Salaheem]]''': She will only choose Crab.
:One example: Crab, '''Beetle''', Ghost, '''Beetle''', Crab, '''Beetle''', etc...
 
:Another example: '''Ghost''', Beetle, '''Ghost''', Crab, '''Ghost''', Beetle, etc...
 
:*You begin with 5 explosion hit points, and Rongelouts begins with 7.
 
*You will be able to re-do the match over and over until you win.
 
*Once you've taken down the Drill Sergeant, [[Naja Salaheem|Koja Salaheem]] will finally challenge you in a 1-round, sudden death match. Apparently, she only uses Crab, so use Beetle to win easy.
 
 
*After you've put Koja in her place, you'll need to wait again until the next Vana'diel day to continue.
 
*After you've put Koja in her place, you'll need to wait again until the next Vana'diel day to continue.
   
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|summary=Your final term at the Salaheem Officer Academy has begun.<br>Will all the cadets survive until graduation...?
 
|summary=Your final term at the Salaheem Officer Academy has begun.<br>Will all the cadets survive until graduation...?
 
}}
 
}}
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{{spoiler2}}

Revision as of 22:03, 6 February 2016


Start NPC Naja Salaheem - Aht Urhgan Whitegate (I-10) upstairs
Requirements Acquire 25 Mercenary Rank points as Second Lieutenant
Items Needed 5x Imperial Gold Pieces
Title Granted First Lieutenant
Repeatable No
Reward Key ItemFL Wildcat Badge
← Previous Quest Next Quest →
Promotion: Second Lieutenant Promotion: Captain


Walkthrough

  • Begin the quest by walking into the Salaheem's Sentinels office.
  • After the cutscene, Abquhbah will ask for 5 Imperial Gold Pieces. Trade these to him and enjoy the next cutscene.
  • You will be required to wait until the next Vana'diel day to continue.
  • Note: If there are a lot of shouts in Whitegate, you should turn on the chat filter for /sh to make the games easier to play!

Mini-game 1

  • Once the next day has passed, speak to Abquhbah again to start your first task of "Counterespionage." In this, you'll have 3 rounds to complete and find the Qiqirn hiding among the 12 mercenaries in each Round.
  • You get one free retry. If you fail twice during the game, you will have to wait until the next vana'diel day to try again, or you can force a disconnect before you fail.
  • You can examine a group of 4 mercenaries, or a pair of 2 mercenaries. When you sense that "something is wrong" with one or both in a pair, or a number in a group, that is how many Qiqirn are hiding among them. If you sense nothing wrong, then they are all humes. You have a limited number of each type of examination.
  1. Round 1: 3 Qiqirn, 5 group examinations, 5 pair examinations.
  2. Round 2: 4 Qiqirn, 5 group examinations, 4 pair examinations.
  3. Round 3: 5 Qiqirn, 6 group examinations, 5 pair examinations.
  • This is a variation on the Mastermind game. The general strategy is to narrow down the possible answers using the fewest moves, taking into account what you know from previous moves. Below is an algorithm that guarantees success within 9 moves (of which only 2 potentially must be "pairs.")
It is highly recommended to keep track of your moves on scratch paper or Notepad.
  • Examine Group 1 to 4.
    • If all four of 1-4 are suspicious: Mark them all and move on to group 5-8.
    • If three out of 1-4 are suspicious: Examine pair 1-2.
      • If both 1 and 2 are suspicious: Mark 1 and 2. Examine pair 2-3.
        • If both 2 and 3 are suspicious: Mark 3. Move on to group 5-8.
        • If only one of 2 or 3 is suspicious: Mark 4. Move on to group 5-8.
      • If only one of 1 or 2 is suspicious: Mark 3 and 4. Examine pair 2-3.
        • If both 2 and 3 are suspicious: Mark 2. Move on to group 5-8.
        • If only one of 2 or 3 is suspicious: Mark 1. Move on to group 5-8.
    • If two out of 1-4 are suspicious: Examine pair 1-2.
      • If both 1 and 2 are suspicious: Mark 1 and 2. Move on to group 5-8.
      • If only one of 1 or 2 is suspicious: Examine pair 2-3.
        • If both 2 and 3 are suspicious: Mark 2 and 3. Move on to group 5-8.
        • If only one of 2 or 3 is suspicious: Make a note and move on to group 5-8. Once you have verified the identity of 5, examine pair 4-5.
          • If both 4 and 5 are suspicious, or if only 4 is suspicious: Mark 2 and 4.
          • If neither 4 nor 5 are suspicious, or if only 5 is suspicious: Mark 1 and 3.
        • If neither 2 nor 3 are suspicious: Mark 1 and 4. Move on to group 5-8.
      • If neither 1 nor 2 are suspicious: Mark 3 and 4. Move on to group 5-8.
    • If one out of 1-4 is suspicious: Examine pair 1-2.
      • If only one of 1 or 2 is suspicious: Examine pair 2-3.
        • If only one of 2 or 3 is suspicious: Mark 2. Move on to group 5-8.
        • If neither 2 nor 3 is suspicious: Mark 1. Move on to group 5-8.
      • If neither 1 nor 2 is suspicious: Examine pair 2-3.
        • If one of 2 or 3 is suspicious: Mark 3. Move on to group 5-8.
        • If neither 2 nor 3 is suspicious: Mark 4. Move on to group 5-8.
    • If none of group 1-4 is suspicious: Move on to group 5-8.
  • Follow the same steps with group 5-8 and group 9-12. If you run out of "pairs" you can use "groups" instead, for example group 7-10 will give you the same information as pair 9-10 if you already know the identities of 7 and 8. Simply subtract the number of known qiqirns from your result.
    • This puzzle can be solved in a maximum of 8 moves if you consider the total qiqirn for that round. For example, if you found 2 qiqirn in group 1-4 and 1 qiqirn in group 5-8 on round 2, then you know there is 1 remaining qiqirn in group 9-12.
  • After passing all three levels, you must wait until the next Vana'diel day to move onto the next task.

Mini-game 2

  • After you pass the 3 levels, it's time to move onto the next task, "Cipher." Speak to Abquhbah to continue (and/or read manual from him if you choose.)
  • The manual of words is the same for everyone:

Aaka - You
Aata - Chai
Ankii - Thank you
Chifaan - Different
Churuuk - Attention
Dogoog - Fail
Dooto - Which

Een - No
Goog - Pass
Haes - Yes
Jinrii - Training
Keean - Okay
Kiichi - Instructor
Kolcha - Coffee

Konhe - Hello
Kosu - This
Lakiino - Like
Lukiina - Dislike
Miil - Everyone
Nawaana - What
Nooku - Drink

Oim - Same
Raloosha - Ayran
Shidet - Cadet
Shooya - Revision
Sooto - That
Taafu - Food
Tachiito - Sutlac

Tsuto - Next
Una - Now
Waami - I
Wande - Bad
Yonde - Good

  • You may rezone and speak to Abquhbah if you wish to reread the manual. After this, you may seek to continue the quest after the next Vana'diel day.
  • After speaking to Abquhbah and choosing to go to the training grounds, you will be asked a series of questions in Qiqirn-speak, in which you must answer in Qiqirn-speak as well. The correct answers are shown in green italics.
Rongelouts: You like instructor? Falzum: Yes, instructor.
<Name>, what food you like?
Yasmeel: I like cadet Falzum,
which cadet you like?
Tohka Telposkha: What drink you like now?
  • No, I dislike instructor.
  • Yes, I like instructor.
  • I like training.
  • I like sutlac!
  • I like chai!
  • You bad cadet!
  • I dislike everyone.
  • I like revision.
  • I like Yasmeel.
  • I dislike sutlac.
  • I like coffee.
  • Everyone fail training.
  • If you don't want to bother with the translations, simply pick the 2nd, 1st, 3rd and 2nd answers respectively for the 4 questions.
  • After completing this next task, you will again need to wait until the next Vana'diel day to continue. Once you are ready, speak to Abquhbah again.


Mini-game 3

  • Once the day has passed, speak to Abquhbah to continue to the final task, "BCG training."
  • BCG basically stands for "Beetle, Crab, Ghost" in the same manner as RPS is "Rock, Paper, Scissors."
  • Beetle > Crab
  • Crab > Ghost
  • Ghost > Beetle
  • The loser of a battle loses one "explosion hit point". A tie increases the damage of the next round. 4 ties in a row cause both players to lose 4 hit points.
  • After watching some epic battles, you will have your turn to fight.
  • If you lose any of the following matches, you will retry from the beginning of that match.
  • Abquhbah: He will go through all three choices and then repeat that pattern. If you choose the stronger of the remaining two on the second round, you will either draw or win. For example, if he calls Beetle first, then he will choose either Crab or Ghost second; therefore choose Crab.
    • You begin with 7 explosion hit points, and Abquhbah begins with 4.
  • Ugrihd and Fubruhn: They will communicate their choice to each other by an emote before each round. They have two patterns, and every few points they will switch. When they say "we need a new plan," they will follow their current plan for the current round, and then switch patterns afterward. The two patterns are:
    • A: Nod = Beetle -- Laugh = Ghost -- Psych = Crab
    • B: Nod = Crab -- Laugh = Beetle -- Psych = Ghost
      • When in doubt, follow pattern A yourself. This will guarantee either a win or a draw.
    • Both you and your opponents begin with 6 explosion hit points.
  • Drill Sergeant Rongelouts: He will repeat the same monster on every other round, and on the others he will alternate. For example, his pattern may be Ghost -> Beetle -> Ghost -> Crab, or it might be Crab -> Beetle -> Ghost -> Beetle. Like with Abquhbah, if you choose the stronger of the remaining monsters for your second and third rounds, you will not lose any rounds beyond the first.
    • For example, Ghost -> Beetle -> Ghost -> Crab should be countered with ??? -> Beetle -> Crab -> Beetle. The second example of Crab -> Beetle -> Ghost -> Beetle should be countered with ??? -> Ghost -> Crab -> Ghost.
    • You begin with 5 explosion hit points, and Rongelouts begins with 7. If he falls below 4 HP, he will cure himself back to 4. Therefore, once he is down to 4 HP, you must tie three rounds in a row and then win. If you have 5 HP remaining, you can tie four rounds, but if you only have 4 then you will lose.
  • Naja Salaheem: She will only choose Crab.
  • After you've put Koja in her place, you'll need to wait again until the next Vana'diel day to continue.

Conclusion

  • After waiting till the next Vana'diel day, speak with Abquhbah. He will tell you to return between the hours of 15:00 and 17:00 to enjoy the graduation ceremony cutscene and earn your FL Wildcat Badge. Congratulations!

Game Description

Client
Naja Salaheem (Salaheem's Sentinels, Aht Urhgan Whitegate)
Summary
Your final term at the Salaheem Officer Academy has begun.
Will all the cadets survive until graduation...?