Escort for Hire and Bait and Switch
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Two weekly quests that repeat after every conquest tally. Both count toward the Records of Eminence weekly objectives (Weekly Routine, and Unwavering Protector for the San d'Oria escort).
Escort for Hire
One quest per nation. You can hold only one of the three at a time, and after you clear any one of them none of the three can be taken again until the next conquest tally.
Nation | Quest giver | Who you escort | Dungeon | Enter from |
San d'Oria | Rondipur, Northern San d'Oria (F-6), in front of the Blacksmiths' Guild | Cannau | The Eldieme Necropolis | Batallia Downs |
Bastok | Trilok, Port Bastok (D-6/E-6), near the Steaming Sheep | Olavia | Crawlers' Nest | Rolanberry Fields |
Windurst | Dehn Harzhapan, Port Windurst (G-6) | Wanzo-Unzozo | Garlaige Citadel | Beaucedine Glacier |
How to start
- Requires fame level 6 with the nation. No level or mission requirement.
- Talk to the quest giver to accept.
- To back out, talk to the giver again and then once more within 30 seconds.
Walkthrough
- Enter the dungeon from the zone listed above (arriving by Survival Guide or teleport does not work). The person you are escorting appears near the entrance.
- Talk to them to set out. They follow the party member who spoke to them and tell you where they need to go, with a compass direction and distance. Talk to them again to ask them to wait; talk again to set off. Any party member can take over the lead.
- Monsters go for the escort. Keep them alive: cure them and clear the way. Closed doors and gates still need to be opened by the party.
- You have 30 minutes from setting out. A warning appears with 5 minutes left.
- When the escort reaches the destination they stop and thank you. Talk to them right away: every member of your party who holds this nation's Escort for Hire and is close by receives the key item Completion Certificate. They leave shortly afterwards.
- Take the Completion Certificate back to the quest giver.
Only one party can escort in each dungeon at a time. If someone else is already escorting, wait and enter again later.
Destinations (each run picks one of two):
Dungeon | Destination (x, y, z) |
The Eldieme Necropolis | the crypt south of the four guardian gates (192, -27, -112) or the crypt north of them (180, -28, 161) |
Crawlers' Nest | the chamber where a strange rift glimmers (55, 0, 260), or the western one (-193, 0, 197) |
Garlaige Citadel | the hall beyond the first Banishing Gate (-140, 0, 180) or the chamber just east of it (-113, 0, 191) |
If it goes wrong
- If the escort falls, or the 30 minutes run out, the run fails. You keep the quest: leave the dungeon and enter again from the same zone to try once more.
- If no one talks to the escort for 5 minutes after they appear, they leave.
Rewards
- 10,000 gil the first time you clear each nation's quest.
- Page from Miratete's Memoirs on every clear.
Repeating
Available again after the next conquest tally.
Bait and Switch (Bastok)
A heist in the Metalworks with two would-be thieves, Luto Mewrilah and Miledo-Shiraddo.
How to start
- Requires Bastok fame level 3.
- Examine the ??? by the goddess statue in the Metalworks. Luto and Miledo appear and explain the plan. Salim, upstairs, sometimes mentions rumors about the statue.
Walkthrough
- Pick a tool. Talk to Luto to hear the tools one at a time; talk to Miledo to take the one Luto just offered. The tool sets how many switch presses the heist takes and what you are paid.
- Gather hints. The switch order changes every attempt.
- Folzen (outside the Blacksmiths' Guild) tells you how many presses it takes.
- Helmut tells you one more press each time you talk to him. He alone can give you the whole order.
- One of Darha, Hungry Wolf or Striking Snake knows the second half of the order. With the Scope, Luto tells you which one.
- Hungry Wolf and Striking Snake also explain how to talk your way past the guards.
- Post the notice. Examine the ??? again. From now on guards watch the switches, and leaving the Metalworks ends the heist.
- Press the switches in order:
- Small Switch (G-7), by the Cermet Refinery door
- Medium Switch (G-8), in front of the replica, by Quasim
- Large Switch (F-8), outside the Blacksmiths' Guild
A wrong switch resets your progress to the first press (the order stays the same).
- Guards. After a press a guard may challenge you:
- Gentle Tiger believes you if you say you are inspecting the works: press the switch again.
- Militant Gale believes you if you say you are meeting someone: talk to her.
- Pensive Beast only lets you go if you carry the Lucky Charm.
- With the Costume Kit, Salim may stop you; the full disguise (hat, spectacles and heels) gets you past.
- A wrong answer gets Luto or Miledo locked up. Talk to Ferghus in the cafeteria, then Folzen, to get the cell key and free them. A third capture ends the heist.
- After the last press, return to the ??? for your share.
If the heist ends (third capture, leaving the Metalworks after posting the notice, or the Pocket Watch hour running out), talk to Salim on the upper floor, then examine the ??? to start over.
Tools and rewards
Tool | Presses | What it does | Reward |
Scope | 3 | Luto tells you who knows the order | Pot of Silent Oil |
Bard's Harp | 4 | A song gets you past Gentle Tiger and Militant Gale | Pinch of Prism Powder, 20 gil plus 10 gil per song |
Lead Guardsman's ID | 6 | Gentle Tiger and Militant Gale let you pass | Hi-Potion |
Snares | 8 | No guards after the first press | Hi-Ether |
Lucky Charm | 8 | Gets you past Pensive Beast, who always shows up | Key Ring Belt |
Pocket Watch | 8 | One hour from posting the notice | Hermes Quencher |
Costume Kit | 10 | Folzen, Helmut and the second-half hint giver hand you the hat, spectacles and heels | Icarus Wing |
The Costume Kit is offered only after you have cleared the heist with all six other tools and completed the Jeuno quest Chameleon Capers, and only until you clear it once.
Repeating
Available again after the next conquest tally.