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Near an old mountain path once used by Sixth Astral Era woodcutters as a detour through the more perilous stretches of northern Thanalan, lies a cave sought out only by the ignorant or the foolish. Upon first glance, the shade of its maw might appear inviting to one who seeks to escape the punishing rays of the midday sun. However, any good woodcutter knows to keep his distance, for it is said that those who enter never return—the cries of the damned echoing up from the depths the only testament to their folly. Heed this dire warning, and you may live. Ignore it, and soon it shall be your screams that add to the cacophony.In-game description
For as long as anyone can remember, the lumber traders of Ul'dah have hired botanists to bring fine wood back from Mor Dhona. The road from Ul'dah to Mor Dhona winds over Cutter's Pass, named after the woodcutters who cross it as they travel between the forests and the lumber yards.
A cave called Cutter's Cry stands near the pass, and most woodcutters know to steer well clear of its dark, gaping maw. They whisper of horrors lurking within, the most terrible of all beings─the chimera, a three-headed monster straight from the underworld. Sometimes, when the winds are up and the air bites hard and cold, you can, if you listen hard enough, hear the pitiful cries of those who had fallen victim to the beast. It is a sound that chills the blood more surely than any north wind.
Once, thirty years ago, the merchants decided to hire mercenaries to clear the monsters from the cave and make Cutter's Pass safe for their agents. The Darklight Raiders were the unfortunate band who agreed to take on the job. Many of their number entered that cave, and very, very few emerged. But still, the chimera was dead―or so it was believed.
The objective in Cutter's Cry is to reach the final room and defeat the Chimera. Before the one-hour time limit.
The shifting sands challenge adventurers with both puzzles and dangers. Bursts of sand can cause grievous injury or steal the MP as punishment for an errant step. In addition to this, the Myrmidon antlings make every effort along the way to defend the Feeding Room. The dungeon's first boss, Myrmidon Princess, is fought here.
Parts of the Explorer's and Mage's set are found here.
Parts of the Darklight set are found here.
Speed Run Tips
The optimal speed run time for all chests, including those for the items related to "A Relic Reborn", is 17 minutes, drastically shorter than the 1 hour time limit given by the dungeon.
- A Bard's Swiftsong will increase speed.
- Avoid the sand traps as much as possible. The less time spent healing, the better. Some of them may also bring you back a few areas in the dungeon, which is especially problematic if you're a tank or healer.
- Chimera (Boss)
- A Realm Reborn
- Arkose Golem
- Canyon Condor
- Chimera (Boss)
- Giant Tunnel Worm (Boss)
- Myrmidon Guard
- Myrmidon Marshal
- Myrmidon Princess (Boss)
- Myrmidon Sentry
- Myrmidon Soldier
- Quicksand Basilisk
- Sabotender Desertor
- Sand Bat
- Schorl Doblyn
- Spriggan Crier
"Abomination" plays in the beginning of Cutter's Cry.
Behind the scenes
Cutter's Cry is among the few dungeons in A Realm Reborn to be imported from Version 1.0, along with the Thousand Maws of Toto-Rak, Dzemael Darkhold, and Aurum Vale. Notably, all four dungeons would not go on to receive Hard versions. According to Naoki Yoshida in the Letter from the Producer LIVE XIX, it would have required significantly more resources to create them compared to other Hard dungeons.