- 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: You should turn on the chat filter for /sh to make the games easier to play!
- 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 Qiqirn hiding among the 12 Humes.
- You get the option of using two types of isolation options, with a number of tries for each option.
- Isolation Set: Examine a group of four NPCs.
- Isolation Pair: Examine a pair of NPCs.
- Group A: You can deduce the 3 Qiqirn hiding by using 5 isolation sets, and 5 isolation pairs.
- Group B: You can deduce the 4 Qiqirn hiding by using 5 isolation sets, and 4 isolation pairs.
- Group C: You can deduce the 5 Qiqirn hiding by using 6 isolation sets, and 5 isolation pairs.
- 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".
- 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.
- 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.
- 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.
- As with all Promotion mini-games, if it looks as if you will fail, simply force a disconnect and try again.
- After passing all three levels, you must wait until the next Vana'diel day to move onto the next task.
- 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.
- 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 = Rock; Crab = Scissors; Ghost = Paper
- 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 particular 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).
- 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.
- You begin with 7 explosion hit points, and Abquhbah begins with 4.
- 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
- Plan 2: Nod = Crab; Laugh = Beetle; Psych = Ghost
- 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".
- 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.
- 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.
- 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, 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 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!
- Naja Salaheem (Salaheem's Sentinels, Aht Urhgan Whitegate)
- Your final term at the Salaheem Officer Academy has begun.
Will all the cadets survive until graduation...?