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''A server-wide material donation event tied to Imperial Standing turn-ins at crafting guilds. As of April 24th. 2026, you can also participate and earn Imperial Standing Points by killing several groups of scouting Mamool Ja, Trolls and Lamiae around the starter zones of San d'Oria, Bastok and Windurst.'' {{Verification}}
''A server-wide event leading up to Treasures of Aht Urhgan, the 'Imperial Relief Effort' was added in December 2025. By participanting in the event's activities, players can obtain Imperial Standing, which has been hinted as the key to accessing Whitegate on the ToAU's release.'' {{Verification}}


== Overview ==
== Imperial Relief Supplies==
Emissaries from a distant land have appeared near the crafting guilds, requesting supplies to stabilize strained supply lines.
Emissaries from The Near East have been spotted at the crafting guilds throughout the Middle Lands. Requesting supplies to stabilize strained supply lines, aiding them grant small amounts of [[Imperial Standing]] for each turn-in.
Accepted turn-ins grant small amounts of [[Imperial Standing]].


== How to Start ==
=== How to Start ===
# Speak with any emissary stationed near a crafting guild.
# Speak with any emissary stationed near the crafting guilds in Bastok, San d'Oria, or Windurst.
# Accept the request for aid.
# Accept their request for aid to join the Imperial Relief Effort.
# Talk to an emissary near your crafting guild to learn the '''current phase''' materials required.
# Talk to the emissary wearing a crafting apron for a list of currently accepted materials for the guild.
# Trade the requested items to receive [[Imperial Standing]].
# Trade the requested items to receive [[Imperial Standing]].
(The requested items must be turned in at their respective guild. Example: Cooking items are only accepted at the Cooking guild in Windurst.)
(All guild requests are unique for each crafting guild, and items can only be turned in at their respective guild. Example: Cooking items are only accepted by [[Numaaf]] at the Cooking guild in Windurst.)


== Rewards ==
=== Rewards ===
* [[Imperial Standing]] (amount varies by item/turn-in)  
* [[Imperial Standing]] (amount varies per request)  
* Any additional rewards at phase or event completion: {{Verification}}
* Unknown reward on release of ToAU or event completion: {{Verification}}
==Notes==
There are turn in limits to each item requested. See each section to see if the turn in is being requested.


After the patch on 04/17/2026, HQ items can be turned in for Imperial Standing Points. HQ turn-ins grant the same amount of points as NQ turn-ins. While some items have +2 versions, the event does not accept HQ +2's, only HQ +1 items.
====Notes====
Each requested item has a limited number of turn-in limits. See the [[Imperial Relief Effort#Guild Turn-ins|Guild Turn-ins]] section to determine if a requested item has reached it's request limit.


Goblins will complete a turn-in and split the Imperial Standing Points with the player for a listed amount of gil. The ISP earned via goblin is (turn-in ISP/2), rounded up. Turn-ins for 1 IS provides 1 IS via goblin, 2 IS provides 1 IS, 3 IS provides 2 IS, etc.   
Goblin Traders will aid in the completion of a request, at a price. In exchange for a listed amount of gil, the Goblins will complete a request and split the Imperial Standing rewarded (turn-in ISP/2), rounded up. For example; requests completed through a Goblin Trader that grant 1 IS will provide 1 IS, while 2 IS provides 1 IS, and 3 IS provides 2 IS, etc.
 
As of April 17, 2026, HQ versions of requested items can be turned in for the same amount of Imperial Standing as their NQ counterparts; however, this only applies to HQ +1 items. Items, such as the [[Traversiere|Traversiere+2]] are not accepted.
   
<div class="flex-container">
<div class="flex-container">
<div class="flex-container-item-2">
<div class="flex-container-item-2">


== Event NPCs ==
===Imperial Relief Effort NPCs===
{| class="horizon-table sortable"
{| class="horizon-table sortable"
|+ Imperial Relief Effort NPCs
|-
! Name !! Guild !! Location
! Name !! Guild !! Location
|-
|-
Line 95: Line 94:
<div class="flex-container-item-2>
<div class="flex-container-item-2>


== Goblin NPCs ==
=== Goblin Traders ===
{| class="horizon-table sortable"
{| class="horizon-table sortable"
|+ Guileful Goblin NPCs
|-
! Name !! Location
! Name !! Location
|-
|-
Line 123: Line 120:
</div></div>
</div></div>


== Guild Turn-ins ==
=== Guild Requests ===
 
{| class="horizon-table table-md sortable center-col-6"
{| class="horizon-table table-md sortable center-col-6"
! Guild !! Item !! IS !! Goblin Cost !! Goblin IS !! Limit Reached
! Guild !! Item !! IS !! Goblin Cost !! Goblin IS !! Limit Reached
Line 237: Line 233:
|}
|}


== Supply Routes ==


Lamia, Mamool, and Troll Scouters may appear in zones. They follow a set path and then despawn. Defeat them to claim ISP. They spawn adds which also yield ISP. You may also find a box of stolen supplies, which you can turn in to NPCs at the guild (like Wahnid at the Fisher's Guild) to supposedly advance progress  {{Verification}}.
==Beastmen Scouts==
In an attempt to hinder the Imperial Relief Effort, the Beastmen tribes have sent scouting parties throughout the Middle Lands to capture supplies and bring them back to The Near East.


Known Zones - East Ronfaure, West Ronfaure, East Sarutabaruta, West Sarutabaruta, North Gustaberg, South Gustaberg, Buburimu Peninsula. It is unknown at this time, the respawn times or rotations, if any. Every zone seems to have multiple set routes for every of the three beastmen tribes.  {{Verification}}.
===Overview===
The Beastmen tribes of [[Treasures of Aht Urhgan]] can be encountered in multiple regions of the Middle Lands. Each spawn consists of a Scout (the primary target) accompanied by a small scouting party of tribe members, which can be defeated to earn [[Imperial Standing]].


Typically one Scouter will spawn with adds. The scouter seems to give 10 IS while adds seem to give 5 IS. The Scouter has a chance to drop the stolen supplies. Killing the Scouter ends the fight {{Verification}}. Killing adds then the Scouter seems to be the way to go.
===How it Works===
 
# Locate a Lamia Scouter, Mamool Ja Scout, or Troll Scout in one of the [[Imperial Relief Effort#Spawn Regions|Spawn Regions]].
------------------------
# Engage the Scout to pop all enemies within the scouting party
''A guide to engaging [[Treasures of Aht Urhgan|ToAU]] Beastmen Scouter groups as part of the [[Imperial Relief Effort]] across mainland Vana'diel. Findings contributed by Atto, Qwill, Taomage, Blast, and all who responded to the Jeuno yells.''
# Defeat the beastmen to earn [[Imperial Standing]]
 
== Overview ==
 
[[Treasures of Aht Urhgan|ToAU]] Beastmen tribes occasionally spawn in four regions across Vana'diel as part of the [[Imperial Relief Effort]]. Each spawn consists of a Scouter (the primary target) accompanied by a group of tribe members.
 
=== Spawn Regions ===


===Spawn Regions===
Known regions where the beastmen can appear include:
* [[East Sarutabaruta]] and [[West Sarutabaruta]]
* [[East Sarutabaruta]] and [[West Sarutabaruta]]
* [[East Ronfaure]] and [[West Ronfaure]]
* [[East Ronfaure]] and [[West Ronfaure]]
Line 259: Line 252:
* [[Buburimu Peninsula]]
* [[Buburimu Peninsula]]


=== Point Values ===
===Scouting Parties & Rewards===
Scouting parties consist of the scout, alongside a random number of tribe members and monsters:


{| class="wikitable"
{| class="wikitable"
! Target !! [[Imperial Standing]] Awarded
! Lamia !! Mamool Ja !! Trolls  !! Reward
|-
| Lamia Scouter (COR)
| Troll Scout (PUP)*
| Mamool Ja Scout (BLU)
| align=center | 10 IS
|-
| Lamia Fangshot (RNG)
| Troll Ironfist (MNK)
| Mamool Ja Sage (BLM)
| align=center | 5 IS
|-
|-
| Regular || 5 IS each
| Lamia Magus (BLM)
| Troll Bulwark (PLD)
| Mamool Ja Zenin (NIN)
| align=center | 5 IS
|-
|-
| Scouter || 10 IS
| Tracker Imp
| Firewatch Eruca
| Puk Stalker
| align=center | 5 IS
|-
|-
| Rare Spawn (occasional) || 15 IS
| Bhoot
| Wamoura
| Wivre
| align=center | 15 IS
|}
|}
+*Note that the Troll Scout is accompanied by a Automaton Scout (WHM) that does not grant IS.
On defeating the Scout, any players that earned IS may receive the log message:
: ''"You have received a box of supplies."''
These stolen box of supplies can be returned to any of the [[Imperial Relief Effort#Imperial Relief Effort NPCs|Imperial Relief Effort NPCs]] that accept request crafting guild requests to confirm delivery. Additionally, as of May 22, 2026, turning in the supplies will specify that the supplies contained (x) requested guild items. For example: "It appears they had taken 5x Bug Broth from us!"
As of May 22, 2026, any players that earned IS may also receive the log message:
: ''"You find what appears to be a scouting report!"''
On entering any zone with an active scouting party in the area, players with a scouting report may receive the log message:
: ''"The scouting report seems to indicate that there may be some (x) in the area!"''
Players can obtain multiple scouting reports. Each scouting report is specific to the Beastman tribe and zone, with the notification appearing any time those two conditions are met.{{verification}}
====Notes====
The 'Box of Supplies' and 'Scouting Reports' are neither a physical item nor [[Key Item]]; it's a hidden flag assigned to the character.
===Spawning and Behavior===
'''Aggression:''' Scouts are initially passive and will not aggro until attacked.
'''Spawn & Routes:''' When spawning, Scouts will remain in their location for a period before beginning their set patrol route along a fixed path. On reaching the end of their route, the Scout will remain in the area, moving occassionally, before heading back to their spawn location, where they will pause for another short time before depopping. An entire route can range from 10–15 minutes.


== Behavior and Spawning ==
'''Respawn Timer:''' After a group is spawned, the next group in that zone will spawn either 1 hour 45 minutes or 2 hours later(these times may not be exact, and or are changing but good rule of thumb). This timer starts at spawn, not at or despawn.  Groups can respawn at any spawn point within the zone. Zones within the same region (e.g. East and West Ronfaure) operate on independent timers. Spawns appear to follow one of two timing tracks per zone, occurring at either xx:x2/xx:x7 or xx:x0/xx:x5, though exceptions have been recorded. 


* '''Aggression:''' Scouters are passive and will not aggro until pulled.
'''Tracking:''' Running through known spawn areas will trigger the Dynamis statue pop sound when a Scouter renders within range. The most consistent method is to camp known spawn points and wait for spawn timers based on last spawn time.
* '''Patrol Pattern:''' Scouters spawn at a fixed point, patrol a set route, and return to the spawn point to despawn after approximately 13–14 minutes.
* '''Respawn Timer:''' After a group is spawned, the next group in that zone will spawn either 1 hour 45 minutes or 2 hours later(these times may not be exact, and or are changing but good rule of thumb). This timer starts at spawn, not at or despawn.  Groups can respawn at any spawn point within the zone. Zones within the same region (e.g. East and West Ronfaure) operate on independent timers. A "blackout" period has been observed in which no spawns occur in a zone for 4 or more hours; spawns resume on the predicted timeline once the blackout ends. Spawns appear to follow one of two timing tracks per zone, occurring at either xx:x2/xx:x7 or xx:x0/xx:x5, though exceptions have been recorded.  Buburimu Peninsula does not appear to follow standard respawn rules. {{verification}}
* '''Tracking:''' [[Widescan]] can be used to locate Scouters; they appear as a standard monster name but sort to the very bottom of the list, below signs and other fixed objects. Widescan detection can be buggy and the Scouter does not show up on scan. Alternatively, running through known spawn areas will trigger the Dynamis statue pop sound when a Scouter renders within range. The most consistent method is to camp known spawn points and wait.


== Known Spawn Locations ==
- As of 5/22 the mobs are no longer showing on widescan.


===Known Spawn Locations===
Spawn locations have been added and changed as this has been developed.  Do not assume this is all of them, and or some may no longer spawn there.   
Spawn locations have been added and changed as this has been developed.  Do not assume this is all of them, and or some may no longer spawn there.   


=== [[Buburimu Peninsula]] ===
==== [[Buburimu Peninsula]] ====


* F-6
* F-6
Line 288: Line 320:
* K-9
* K-9


=== [[East Sarutabaruta]] ===
==== [[East Sarutabaruta]] ====


* F-9
* F-9
Line 294: Line 326:
* I-10 {{verification}}
* I-10 {{verification}}


=== [[West Sarutabaruta]] ===
==== [[West Sarutabaruta]] ====


* G-9 — off the mountain (recommended sesion starting point due to overlapping patrol paths)
* G-9 — off the mountain (recommended sesion starting point due to overlapping patrol paths)
Line 301: Line 333:
* E-10 — in the dead end {{verification}}
* E-10 — in the dead end {{verification}}


=== [[East Ronfaure]] ===
==== [[East Ronfaure]] ====


* I-9
* I-9
Line 308: Line 340:
* J-9
* J-9


=== [[West Ronfaure]] ===
==== [[West Ronfaure]] ====


* F/G-7
* F/G-7
Line 314: Line 346:
* I/J-10
* I/J-10


=== [[South Gustaberg]] ===
==== [[North Gustaberg]] ====
 
* G-7 — on the waterfall cliff, north side
* J-7 — on Zegham Hill at the dead end, Oldton side
 
'''Note:''' All known North Gustaberg patrol paths travel up onto the hill for location reference.
 
==== [[South Gustaberg]] ====


* K-10
* K-10
Line 320: Line 359:
* I-9 — on Vomp Hill; unclear whether this is a spawn point or patrol path only {{verification}}
* I-9 — on Vomp Hill; unclear whether this is a spawn point or patrol path only {{verification}}


=== [[North Gustaberg]] ===


* G-7 — on the waterfall cliff, north side
===Strategies===
* J-7 — on Zegham Hill at the dead end, Oldton side


'''Note:''' All known North Gustaberg patrol paths travel up onto the hill for location reference.
====Claiming the Scout====
Upon locating a Scout, it may take some time for the rest of the alliance to reach them; however, since Scouts can depop, you'll often need to pull them before everyone is in zone. There are typically two methods for handling this situation:
* Pull the mobs to the nearest zoneline to lose aggro / rinse and repeat
* Kite the mobs in wide laps around the zone


== Strategy ==
While pulling the mobs to the nearest zoneline is safer, it's easy to lose track of the mobs if you don't know their routes, as they'll immediately begin pathing to their spawn location. As such, it's advised this be done with at least one other party member, who can track the mobs upon zoning.


=== Movement Speed ===
If you choose to kite the mobs, you'll need some form of movement speed gear and risk not gaining IS on their defeat.


Movement Speed gear is necessary to successfully kite the group. Some pulls may not require it, but Imp and Automaton scouts can apply [[Gravity]] or [[Bind]], making it effectively required in those cases.
Regardless of the method chosen, you'll need to be cautious of any Tracker Imps of the Automaton Scout, as they are capable of casting [[Erase]], [[Gravity]], or [[Bind]]. This can quickly lead to death, so it's best to only aggro the mobs if the Scout has stopped moving, indicating that it may depop.


=== Pulling and Kiting ===
====Fighting the Mobs====
Once you've located a scouting party and aggro'd the Scout, the hard part begins.


Pull the Scouter and lead the group in wide laps around the zone while the party assembles. Party members then pull individual tribe members away from the kiter one at a time. These mobs deal significant damage and will use their [[Two-Hour Ability|two-hour abilities]]. [[Chainspell]] is particularly dangerous, as affected mobs will spam -[[Aga|ga III]] spells.
Consisting of high level enemies, the beastmen hit quite hard and have heavy resistances. It's advised that a party consist of at least one [[Bard]], as [[Lullaby]] has a higher success rate than [[Sleepga]]; however, multiple [[Red Mage]]'s and [[Black Mage]]'s can serve the same purpose.


If you are kiting a mob, you must be about 10 yalms away to receive IS credit. Much closer than xp range, so have the group wait to get the kill until you can loop back onto it.  
On the other hand, if you don't have the ability to sleep mobs, kiting is also an option. Similar to kiting while the party assembles in the zone, it's advised that the kiter posses movement speed gear. Once pulled, lead the enemies in wide laps around the zone as party members pull off mobs one at a time. Note that if the kiter wants to receive IS, they must be about 10 yalms away from a mob when it's defeated.
== Kill Order ==


{| class="wikitable"
<span style="color:red">All enemies will depop if the Scout is killed, so save it for last.</span>
! Tribe !! Priority Order !! Notes
|-
| [[Troll|Trolls]] || Automaton > Crawlers > Wamoura → Ironfist > Bulwark > Scouter || The Automaton must be killed first to prevent [[Benediction]]. This group is very difficult to sleep if that is the plan; 3+ [[Black Mage|BLMs]] and 1–2 [[Red Mage|RDMs]] are recommended. [[Bind]] is an option but kiting is generally easier.
|-
| [[Lamiae]] || Imp > Sages > Fangshot > Scouter || Sages frequently cast -ga III spells. [[Silence]] is required to prevent party wipes.
|-
| [[Mamool Ja]] || Sage > Wivre > Ninjas > Scouter || Many spawns consist primarily of Ninjas; be prepared for high-damage [[Mijin Gakure]].
|}


== Supplies ==
====Enemy Abilities====
Each of the enemies in the scouting party is capable of using their respective job abilities and spells, including the [[Blue Mage]], [[Corsair]], and [[Puppetmaster]]. In addition to dealing significant damage with these attacks, each beastman will use their [[Two Hour Ability|Two-Hour Abilities]], such as [[Manafont]] and [[Hundred Fists]]. [[Chainspell]] is particularly dangerous, as affected mobs will spam -aga III spells.


Upon defeating the Scouter, party members have a random chance to receive the log message:
====Kill Priority====


: ''"You have received a box of supplies."''
'''Trolls''': Automaton > Bulwark > Crawlers > Wamoura → Ironfist > Scout
: Since the Automaton Scout can't be slept, pull it away from the pack to deal with it and avoid [[Benediction]] waking the other enemies. This should then be followed by Bulwarks, as they are [[Paladin]]'s that resist sleep. [[Bind]] is also an option if all sleeps fail.


This is neither a physical item nor a [[Key Item]]; it is a hidden flag assigned to the character. To turn it in, speak to the ToAU NPCs located at various [[Crafting]] guilds. The NPC will confirm delivery and state it has been added to the war effort.
'''Lamiae''': Imp > Magus > Fangshot > Scouter
: Imps and Magus frequently cast -ga III spells, so [[Silence]] them and take them out quickly to prevent party wipes. Support players should keep [[Stoneskin]] up and the tank's HP high to avoid death from [[Eagle Eye Shot]].


There is no direct [[Imperial Standing]] reward for the turn-in. These contributions may provide a server-wide benefit at a later stage. {{verification}}
'''Mamool Ja''': Sage > Wivre > Zenin > Scout
: Once again, mage jobs are the priority; however, you'll also need to [[Silence]] the Scout, as it can easily one-shot players with [[Radiant Breath]]. Keep the party healthy and [[Stoneskin]] up when fighting the Zenin, as it will use [[Mijin Gakure]].


== See Also ==
== See Also ==
* [[Imperial Relief Effort]]
* [[Imperial Standing]]
* [[Imperial Standing]]
* [[Supply Routes]]


== See Also ==
* [[Imperial Standing]]
* [[Crafting]]


[[Category:Special Events|Imperial Relief Effort]]
[[Category:Special Events|Imperial Relief Effort]]

Latest revision as of 22:28, 23 May 2026

A server-wide event leading up to Treasures of Aht Urhgan, the 'Imperial Relief Effort' was added in December 2025. By participanting in the event's activities, players can obtain Imperial Standing, which has been hinted as the key to accessing Whitegate on the ToAU's release. Verification Needed

Imperial Relief Supplies

Emissaries from The Near East have been spotted at the crafting guilds throughout the Middle Lands. Requesting supplies to stabilize strained supply lines, aiding them grant small amounts of Imperial Standing for each turn-in.

How to Start

  1. Speak with any emissary stationed near the crafting guilds in Bastok, San d'Oria, or Windurst.
  2. Accept their request for aid to join the Imperial Relief Effort.
  3. Talk to the emissary wearing a crafting apron for a list of currently accepted materials for the guild.
  4. Trade the requested items to receive Imperial Standing.

(All guild requests are unique for each crafting guild, and items can only be turned in at their respective guild. Example: Cooking items are only accepted by Numaaf at the Cooking guild in Windurst.)

Rewards

  • Imperial Standing (amount varies per request)
  • Unknown reward on release of ToAU or event completion: Verification Needed

Notes

Each requested item has a limited number of turn-in limits. See the Guild Turn-ins section to determine if a requested item has reached it's request limit.

Goblin Traders will aid in the completion of a request, at a price. In exchange for a listed amount of gil, the Goblins will complete a request and split the Imperial Standing rewarded (turn-in ISP/2), rounded up. For example; requests completed through a Goblin Trader that grant 1 IS will provide 1 IS, while 2 IS provides 1 IS, and 3 IS provides 2 IS, etc.

As of April 17, 2026, HQ versions of requested items can be turned in for the same amount of Imperial Standing as their NQ counterparts; however, this only applies to HQ +1 items. Items, such as the Traversiere+2 are not accepted.

Guild Requests

Guild Item IS Goblin Cost Goblin IS Limit Reached
Alchemy Poison Potion x12 3 3,750 2
Alchemy Animal Glue x12 1 3,000 1
Alchemy Wax Sword x1 1 1,500 1
Alchemy Sairui-Ran x99 2
Alchemy Eye Drops x12 4
Alchemy Little Comet x99 5
Blacksmithing Copper Ingot x12 3 3,375 2
Blacksmithing Tin Ingot x12 2 2,250 1
Blacksmithing Aspis x1 1 Yes
Blacksmithing Iron Ore x12 3 5,625 2
Blacksmithing Makibishi x99 4
Blacksmithing Dagger x1 3 Yes
Bonecraft Shell Powder x12 3 3,750 1
Bonecraft Fish Scales x12 1 Yes
Bonecraft Fang Necklace x1 1 1,500 1
Bonecraft Gelatin x12 2 1,875 1
Bonecraft Bone Cudgel x1 2
Bonecraft Beetle Earring x1 1
Clothcraft Grass Cloth x12 2 3,000 1
Clothcraft Cotton Cloth x12 5 7,500 3
Clothcraft Cotton Doublet x1 5 7,500 3
Clothcraft Black Chocobo Feather x12 7
Clothcraft Flax Flower x12 2
Clothcraft Cotton Cape x1 2
Cooking Hard-Boiled Egg x12 1 Yes
Cooking Pea Soup x1 2 Yes
Cooking Bug Broth x12 3 3,000 2
Cooking Jack-o'-Lantern x1 2 1,725 1
Cooking Pomodoro Sauce x12 4 5,250 2
Cooking Meat Mithkabob x12 2
Fishing Copper Frog x12 2 600 1 Yes
Fishing Moat Carp x12 2 2,400 1
Fishing Yellow Globe x12 1 2,250 1
Fishing Nebimonite x12 2 2,025 1
Fishing Elshimo Frog x12 3
Fishing Dark Bass x12 3
Goldsmithing Copper Ingot x12 3 3,375 2
Goldsmithing Brass Ingot x12 3 5,250 2
Goldsmithing Brass Zaghnal x1 2 1,875 1
Goldsmithing Clear Ring x1 1
Goldsmithing Lapis Lazuli Ring x1 1
Goldsmithing Spark Spear x1 3
Leathercraft Sheep Wool x12 3 3,600 2
Leathercraft Sheep Leather x12 5 8,250 3
Leathercraft Rabbit Mantle x1 1 Yes
Leathercraft Bugard Leather x12 3 3,750 2
Leathercraft Parchment x12 7
Leathercraft Wolf Mantle x1 2
Woodworking Willow Lumber x12 1 750 1 Yes
Woodworking Walnut Lumber x12 2 3,375 1
Woodworking Piccolo x1 1 Yes
Woodworking Maple Sugar x12 1 750 1 Yes
Woodworking Yew Lumber x12 2 2,250 1
Woodworking Traversiere x1 4 4,500 2


Beastmen Scouts

In an attempt to hinder the Imperial Relief Effort, the Beastmen tribes have sent scouting parties throughout the Middle Lands to capture supplies and bring them back to The Near East.

Overview

The Beastmen tribes of Treasures of Aht Urhgan can be encountered in multiple regions of the Middle Lands. Each spawn consists of a Scout (the primary target) accompanied by a small scouting party of tribe members, which can be defeated to earn Imperial Standing.

How it Works

  1. Locate a Lamia Scouter, Mamool Ja Scout, or Troll Scout in one of the Spawn Regions.
  2. Engage the Scout to pop all enemies within the scouting party
  3. Defeat the beastmen to earn Imperial Standing

Spawn Regions

Known regions where the beastmen can appear include:

Scouting Parties & Rewards

Scouting parties consist of the scout, alongside a random number of tribe members and monsters:

Lamia Mamool Ja Trolls Reward
Lamia Scouter (COR) Troll Scout (PUP)* Mamool Ja Scout (BLU) 10 IS
Lamia Fangshot (RNG) Troll Ironfist (MNK) Mamool Ja Sage (BLM) 5 IS
Lamia Magus (BLM) Troll Bulwark (PLD) Mamool Ja Zenin (NIN) 5 IS
Tracker Imp Firewatch Eruca Puk Stalker 5 IS
Bhoot Wamoura Wivre 15 IS

+*Note that the Troll Scout is accompanied by a Automaton Scout (WHM) that does not grant IS.


On defeating the Scout, any players that earned IS may receive the log message:

"You have received a box of supplies."

These stolen box of supplies can be returned to any of the Imperial Relief Effort NPCs that accept request crafting guild requests to confirm delivery. Additionally, as of May 22, 2026, turning in the supplies will specify that the supplies contained (x) requested guild items. For example: "It appears they had taken 5x Bug Broth from us!"


As of May 22, 2026, any players that earned IS may also receive the log message:

"You find what appears to be a scouting report!"

On entering any zone with an active scouting party in the area, players with a scouting report may receive the log message:

"The scouting report seems to indicate that there may be some (x) in the area!"

Players can obtain multiple scouting reports. Each scouting report is specific to the Beastman tribe and zone, with the notification appearing any time those two conditions are met.Verification Needed

Notes

The 'Box of Supplies' and 'Scouting Reports' are neither a physical item nor Key Item; it's a hidden flag assigned to the character.

Spawning and Behavior

Aggression: Scouts are initially passive and will not aggro until attacked.

Spawn & Routes: When spawning, Scouts will remain in their location for a period before beginning their set patrol route along a fixed path. On reaching the end of their route, the Scout will remain in the area, moving occassionally, before heading back to their spawn location, where they will pause for another short time before depopping. An entire route can range from 10–15 minutes.

Respawn Timer: After a group is spawned, the next group in that zone will spawn either 1 hour 45 minutes or 2 hours later(these times may not be exact, and or are changing but good rule of thumb). This timer starts at spawn, not at or despawn. Groups can respawn at any spawn point within the zone. Zones within the same region (e.g. East and West Ronfaure) operate on independent timers. Spawns appear to follow one of two timing tracks per zone, occurring at either xx:x2/xx:x7 or xx:x0/xx:x5, though exceptions have been recorded.

Tracking: Running through known spawn areas will trigger the Dynamis statue pop sound when a Scouter renders within range. The most consistent method is to camp known spawn points and wait for spawn timers based on last spawn time.

- As of 5/22 the mobs are no longer showing on widescan.

Known Spawn Locations

Spawn locations have been added and changed as this has been developed. Do not assume this is all of them, and or some may no longer spawn there.

Buburimu Peninsula

  • F-6
  • F-9
  • K-9

East Sarutabaruta

  • F-9
  • H-7
  • I-10 Verification Needed

West Sarutabaruta

  • G-9 — off the mountain (recommended sesion starting point due to overlapping patrol paths)
  • G-9 — at the monument on top of the mountain
  • I-11
  • E-10 — in the dead end Verification Needed

East Ronfaure

  • I-9
  • J-6
  • H-10 — inside a four-walled ruin
  • J-9

West Ronfaure

  • F/G-7
  • H-8 — north side of the hill
  • I/J-10

North Gustaberg

  • G-7 — on the waterfall cliff, north side
  • J-7 — on Zegham Hill at the dead end, Oldton side

Note: All known North Gustaberg patrol paths travel up onto the hill for location reference.

South Gustaberg

  • K-10
  • E-9
  • I-9 — on Vomp Hill; unclear whether this is a spawn point or patrol path only Verification Needed


Strategies

Claiming the Scout

Upon locating a Scout, it may take some time for the rest of the alliance to reach them; however, since Scouts can depop, you'll often need to pull them before everyone is in zone. There are typically two methods for handling this situation:

  • Pull the mobs to the nearest zoneline to lose aggro / rinse and repeat
  • Kite the mobs in wide laps around the zone

While pulling the mobs to the nearest zoneline is safer, it's easy to lose track of the mobs if you don't know their routes, as they'll immediately begin pathing to their spawn location. As such, it's advised this be done with at least one other party member, who can track the mobs upon zoning.

If you choose to kite the mobs, you'll need some form of movement speed gear and risk not gaining IS on their defeat.

Regardless of the method chosen, you'll need to be cautious of any Tracker Imps of the Automaton Scout, as they are capable of casting Erase, Gravity, or Bind. This can quickly lead to death, so it's best to only aggro the mobs if the Scout has stopped moving, indicating that it may depop.

Fighting the Mobs

Once you've located a scouting party and aggro'd the Scout, the hard part begins.

Consisting of high level enemies, the beastmen hit quite hard and have heavy resistances. It's advised that a party consist of at least one Bard, as Lullaby has a higher success rate than Sleepga; however, multiple Red Mage's and Black Mage's can serve the same purpose.

On the other hand, if you don't have the ability to sleep mobs, kiting is also an option. Similar to kiting while the party assembles in the zone, it's advised that the kiter posses movement speed gear. Once pulled, lead the enemies in wide laps around the zone as party members pull off mobs one at a time. Note that if the kiter wants to receive IS, they must be about 10 yalms away from a mob when it's defeated.

All enemies will depop if the Scout is killed, so save it for last.

Enemy Abilities

Each of the enemies in the scouting party is capable of using their respective job abilities and spells, including the Blue Mage, Corsair, and Puppetmaster. In addition to dealing significant damage with these attacks, each beastman will use their Two-Hour Abilities, such as Manafont and Hundred Fists. Chainspell is particularly dangerous, as affected mobs will spam -aga III spells.

Kill Priority

Trolls: Automaton > Bulwark > Crawlers > Wamoura → Ironfist > Scout

Since the Automaton Scout can't be slept, pull it away from the pack to deal with it and avoid Benediction waking the other enemies. This should then be followed by Bulwarks, as they are Paladin's that resist sleep. Bind is also an option if all sleeps fail.

Lamiae: Imp > Magus > Fangshot > Scouter

Imps and Magus frequently cast -ga III spells, so Silence them and take them out quickly to prevent party wipes. Support players should keep Stoneskin up and the tank's HP high to avoid death from Eagle Eye Shot.

Mamool Ja: Sage > Wivre > Zenin > Scout

Once again, mage jobs are the priority; however, you'll also need to Silence the Scout, as it can easily one-shot players with Radiant Breath. Keep the party healthy and Stoneskin up when fighting the Zenin, as it will use Mijin Gakure.

See Also