Final Fantasy XI achievements

Final Fantasy XI

4.4 from 235 votes

There are a maximum of 57 Final Fantasy XI achievements (32 without DLC) worth 2,759 (1,250)

2,310 tracked gamers have this game, 117 have completed it (5.06%)

Achievement Details

Secret Achievement in Final Fantasy XI

Secret Achievement126 (40)

This is a rare achievementContinue playing to unlock this secret achievement. (Secret)

  • Unlocked by 232 tracked gamers (10% - TA Ratio = 3.15) 2,310  

Achievement Guide for Mercenary Rank

197,174 (100,170)
Achievement won on 12 Jan 14
TA Score for this game: 2,759
Posted on 25 March 15 at 04:43, Edited on 21 November 15 at 21:34
This solution has 3 positive votes and 0 negative votes. Please log in to vote.
Update - Nov 21, 2015: In the August 2015 Version Update, a new Key Item was introduced to the game that significantly reduces the amount of time necessary for Army I.D. Tags to be generated. Specifically, this Key Item reduces the time from 24 real world hours to 10 real world minutes, effectively reducing the minimum timeframe for this achievement from 50 days to just over 8 hours. As such, priority should be given to obtaining this Key Item:

Rhapsody in Mauve (Mission: The Man Behind the Mask, Rhapsodies of Vana'Diel Chapter 2)

Additionally, in the May 2015 Version Update, four Assault missions were adjusted: Imperial Agent Rescue, Lebros Supplies, Evade and Escape, and Azure Ailments. These are now fully capable of being done solo, albeit with luck in the case of Lebros Supplies.

Original solution below

Posting this as a solution to save myself the trouble of repeatedly posting it for the next year. If you want details on what Assault is and how it's done, Greylancer has already provided that. Just note that Assault missions can now be entered by yourself, thereby making this achievement even easier to obtain.

I'm working with the assumption that you've already read the individual information posted here -- -- but otherwise have zero first-hand knowledge of the mission. I am, for the sake of ease, assuming you have nothing better than the item level 117 weapon and full set of five item level 117 armor pieces for your job available through Records of Eminence. I assume your accessories are, at best, lacking, but that you do have a piece of equipment that increases movement speed. And lastly, I assume that you have at least a soft grasp on what your job is and what it does -- including, but not necessarily limited to, its job abilities and preferred subjobs.

Now have a look at this:

Easy enough, ya? Here's what I have to say about the missions that aren't marked in green (actual mileage may vary):

Yes, on some jobs or with luck:
Imperial Agent Rescue (Private Second Class) - Two or three players recommended. The mechanics of this mission are either highly sensitive or outright glitched. Expect to fail often at no direct fault of any players present. Players tanking monsters in front of doors should be dual wielding level 1 weapons and equipped with the Dancer subjob. Players not tanking should not do anything (save repeatedly casting Dia on the enemy being attacked by the tank) lest they pull hate away from the tanks. Monsters do not respawn, be wary of killing too many. Update: The May 2015 Version Update has fixed most or all glitches previously present.

Orichalcum Survey (Private First Class) - Based entirely on luck, but can easily be done solo in a few attempts. If Army ID Tags can't afford to be wasted, bring additional players.

Escort Professor Chanoix (Superior Private) - Most jobs will probably not be able to clear this solo. Jobs like Black Mage (with Red Mage subjob), Red Mage, Summoner (with Red Mage or White Mage subjobs), Blue Mage, Scholar, and Geomancer (with Red Mage or White Mage subjobs) will not have as much trouble, if any.

Shanarha Grass Conservation (Lance Corporal) - Jobs with area of effect spells and weaponskills will have an easier time. I've never seen anyone fail this mission, but it is possible if you get lost or kill too slowly.

Evade and Escape (Lance Corporal) - Three players recommended. Can be accomplished solo, however the three switches that must be activated to win spawn randomly inside of an enormous cavern and must all be hit within a three minute window. Update: The May 2015 Version Update has extended the time limit to 5 minutes, more than enough to comfortably clear this alone.

Demolition Duty (Lance Corporal) - If the Imp strategy is used, a Black Mage will be capable of soloing this in just a few minutes. Red Mage, Scholar, or Geomancer equipped with Black Mage as a subjob should have similar results. For other jobs the Imp strategy will not work and results will vary, however it should be fairly painless (I've personally never done this without the Imp strategy; I'm just providing some advanced warning).

Counting Sheep (Corporal) - As you only need to free one of the five sheep to clear the mission you should be okay. However because luck and some traveling is involved, in addition to the usual 30 minute timer on Assault missions being reduced to 15 minutes, it's easy enough for a solo player to fail.

Searat Salvation (Corporal) - Two to five players recommended. This mission isn't particularly difficult, it's just easy to get pincered and lose your escorts. Each additional person effectively adds another chance of making it through. You have 15 minutes to escort at least one NPC to the goal.

Imperial Teasure Retrieval (Sergeant) - Honestly, it's very easy to solo this. It's just also very easy to fail.

Blitzkrieg (Sergeant Major) - Any mage-type class equipped with Black Mage as a subjob will clear this very easily. Black Mage itself should use Red Mage as a subjob. Melee jobs should come equipped with the Dancer jubjob, ensure that Auto-Target is enabled, and prepare to be mildly frustrated. It takes genuine carelessness to actually fail this mission solo on most jobs, but I've erred on the side of caution.

Imperial Code (Chief Sergeant) - Very easy solo, but fair warning: The "Kudagitsune" ghosts use a move called Perdition that instantly kills. It can be stunned, however they're capable of using it the moment they become aggressive. Even if you had Reraise on, they become aggressive from a larger distance than sound to yellow/red HP ("blood agro").

Egg Conservation (Chief Sergeant) - Two players recommended, one for each end of the camp. I think you can solo is pretty easily these days, but better safe than sorry.

Deserter (Chief Sergeant) - Easily done solo, provided your job has some way to deal critical hits often. Warrior's Blood Rage and Mighty Strikes abilities make this very easy. Use a weak, level 1 weapon until one enemy surrenders so you don't kill them all and fail.

Red Versus Blue (Second Lieutenant) - Easy solo for melee jobs. If you're solo, rush straight to Raubahn as soon as the mission starts and deliver your beatdown before the Immortals that spawn at the starting point kill off the NPC and fail the mission. If you have a partner, one stays with and defends the NPC while the other works towards Raubahn.

Azure Ailments (Second Lieutenant) - Two players minimum recommended. Don't wear item level gear. Don't bring mages (to tank). Ailments are unlikely to land/stick on players with high magic evasion, innate or otherwise. Everyone should equip the Dancer subjob (caution: heal no one but yourself or hate/enmity goes permanently crazy) and have two sets of gear macroed: "Fodder set" with two level 1 weapons and Abyssea-era armor, for the purposes of feeding enemies TP and acquiring the status ailments, and their normal fighting set for the purposes of quickly killing their monsters the moment they obtain the eligible ailment. A skilled Warrior with Dancer subjob, using their Ravager's +2 armor set or the Perle armor set, could solo this fairly easily with a bit of luck. Update: The May 2015 Version Update reduced the necessary number of ailments from 5 to 3. It is now much easier to clear, however all advice given is still valid - particularly with regards to magic evasion.

Desperately Seeking Cephalopods (Second Lieutenant) - Two players minimum recommended. Mostly based on luck and easy to time out without fishing up the Orobon. The Orobon also has a huge HP pool and takes a bit of work even for an item level melee class to bring down, so solo mages in particular are prone to failing.

Not with any job:
Seagull Grounded (Private Second Class) - Two players minimum required. One to keep the NPC from fleeing and failing the mission, another (preferably BLM) to run ahead and quickly clear the zone of all monsters.

Lebros Supplies (Private First Class) - Four players minimum recommended, try for six. Extremely time-sensitive because of area size and luck. Good leadership and communication is required. Most, if not all, players should have movement speed increasing equipment. Bard with Chocobo Mazurka is highly recommended. Update: The May 2015 Version Update added a new food to this mission, the Seafood Stewpot, that completely fills the soldier it's given to as well as all other soldiers in his group. This item, therefore, should be used on the groups of three and the mission is now able to be completed alone, albeit with some degree of luck. Movement speed is still generally recommended as well.

Building Bridges (Corporal) - Four players minimum recommended, try for six. So many things can go wrong in this mission, and you only have 15 minutes to tag four switches and make it to the (usually) heavily guarded exit. There are no "true" enemies here, so bring as many Bards, Dancers, Corsairs, and Summoners as possible to keep everyone moving as quickly as possible. Thief is also viable, though not preferred since Flee's duration is short and recast time is high. Could theoretically solo this with an extreme amount of luck.

Lost and Found (Sergeant Major) - Three players minimum recommended, two required. The NPC traveling with you will not tell you when you're close to the object needed to complete the mission, she will only tell you which player is closest. To that end, completing this solo is essentially impossible. Completing this as a pair is very difficult. Having three players that understand the mission will allow you to properly triangulate its coordinates and succeed.

Operation: Black Pearl (Second Lieutenant) - Can actually be done solo by a very careful and reasonably skilled player, I just don't feel like creating a fourth tier of rankings for a single mission. Two players minimum recommended, both with some manner of consistent area of effect attacks and ability to heal themselves. One holds the first Troll Combatant at the entrance to their tunnel, the other player kills anything that spawns in the other two tunnels. Odds of Jorporbor the Hellraker reaching the NPC and causing an automatic failure should hit zero with three players.
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