Final Fantasy Wiki
m (replace template)
No edit summary
Tag: Visual edit
(20 intermediate revisions by 6 users not shown)
Line 1: Line 1:
 
{{sideicon|prime=FFXIV}}
{{Expand|Add "A Realm Reborn" info and images}}
+
{{Expand|FFXIV|FFXIV|FFXIV|Add "A Realm Reborn" info and images}}
{{sideicon|FFXIV}}
 
  +
[[File:FFXIV Cutter's Cry.png|right|thumb|300px|Cutter's Cry.]]
 
  +
{{infobox duty FFXIV
  +
| name = Cutter's Cry
  +
| image = FFXIV Cutters Cry Opening.jpg
  +
| location = [[Central Thanalan]] (15, 14)
  +
| level = 38
  +
| level sync = 40
  +
| roulette = Leveling
  +
| quest type = Sidequest
  +
| quest = Dishonor Before Death
  +
| bosses = [[Myrmidon Princess]], [[Giant Tunnel Worm]], [[Chimera (Final Fantasy XIV)|Chimera]]
  +
|japanese = 流砂迷宮: カッターズクライ|romaji = Ryūsa meikyū: Kattāzukurai|lit = Quicksand Labyrinth: Cutter's Cry}}
 
'''Cutter's Cry''' is a dungeon from ''[[Final Fantasy XIV]]'', located in Central [[Thanalan]]. To gain entrance, a party of at least four players of level 38 or higher is required.
 
'''Cutter's Cry''' is a dungeon from ''[[Final Fantasy XIV]]'', located in Central [[Thanalan]]. To gain entrance, a party of at least four players of level 38 or higher is required.
   
==Story==
+
== Story ==
{{Q|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 all 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}}
+
{{Quote|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 all 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 to and fro between the forests and the lumber yards.
+
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.
 
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.
Line 12: Line 23:
 
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.
 
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.
   
==Objectives==
+
== Objectives ==
 
[[File:FFXIV Chimera Scene.png|right|thumb|The Chimera emerges from the sands.]]
 
[[File:FFXIV Chimera Scene.png|right|thumb|The Chimera emerges from the sands.]]
 
The objective in Cutter's Cry is to reach the final room and defeat the [[Chimera]]. Before the one-hour time limit.
 
The objective in Cutter's Cry is to reach the final room and defeat the [[Chimera]]. Before the one-hour time limit.
Line 21: Line 32:
 
Beyond this point, antlings are replaced by other enemies, including high-level [[Peiste]]s and [[Cactuar]], up until the Chimera.
 
Beyond this point, antlings are replaced by other enemies, including high-level [[Peiste]]s and [[Cactuar]], up until the Chimera.
   
===Treasures===
+
=== Treasures ===
 
Parts of the Explorer's and Mage's set are found here.
 
Parts of the Explorer's and Mage's set are found here.
   
====Chimera Drops====
+
==== Chimera Drops ====
 
Parts of the Darklight set are found here.
 
Parts of the Darklight set are found here.
   
====Artifacts====
+
==== Artifacts ====
The legwear artifacts for [[Marauder#Warrior|Warrior]] and [[Archer (Final Fantasy XIV)#Bard|Bard]] are in a safe room before the Feeding Room and the Myrmidon Princess therein.
+
The legwear artifacts for [[Marauder#Warrior|Warrior]] and [[Bard (Final Fantasy XIV)#Bard|Bard]] are in a safe room before the Feeding Room and the Myrmidon Princess therein.
{{stub}}
+
{{Section}}
  +
 
=== Speed Run Tips ===
 
The optimal speed run time for all chests, including those for the items related to "[[Relic Weapon (equipment)#Final Fantasy XIV|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.
  +
{{Section}}
  +
  +
== Enemies ==
  +
{{multicol-begin}}
  +
;Legacy
  +
* Chimera (Boss)
  +
{{multicol-separator}}
  +
;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
  +
* Sandshell
  +
* Schorl Doblyn
  +
* Shrapnel
  +
* Slipsand
  +
* Spriggan Crier
  +
{{multicol-end}}
  +
  +
== Development ==
  +
According to Naoki Yoshida in the Letter from the Producer LIVE XIX[http://forum.square-enix.com/ffxiv/threads/210340-Letter-from-the-Producer-LIVE-Part-XIX-Q-A-Update-Thread?p=2661153&viewfull=1#post2661153], 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]]. For this reason, they do not have a Hard mode version, as it would require significantly more work create an extra version.
  +
 
{{Location section|Final Fantasy XIV}}
   
  +
{{navbox activities FFXIV}}
===Speed Run Tips===
 
The optimal speed run time for all chests, including those for the items related to "[[Relic Weapon (Equipment)#Final Fantasy XIV|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.
 
{{stub}}
 
{{Locat-stub|Final Fantasy XIV}}
 
   
 
[[Category:Locations in Final Fantasy XIV]]
{{FFXIV}}
 
[[Category:Final Fantasy XIV Locations]]
 
 
[[Category:Caves]]
 
[[Category:Caves]]

Revision as of 23:58, 31 January 2020

Template:Sideicon

FF4PSP Cid Portrait
Cid Pollendina: Oh, shut up and help me remodel the Cutter's Cry page!
Please expand this article into a full one. The following tasks need to be completed:
  • Add "A Realm Reborn" info and images.

This request can be discussed on the associated discussion page. Remove this notice upon completion.

Cutter's Cry is a dungeon from Final Fantasy XIV, located in Central Thanalan. To gain entrance, a party of at least four players of level 38 or higher is required.

Story

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 all 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.

Objectives

FFXIV Chimera Scene

The Chimera emerges from the sands.

The objective in Cutter's Cry is to reach the final room and defeat the Chimera. Before the one-hour time limit.

FFXIV Myrmidon Princess

The Myrmidon Princess and her soldiers preparing for battle.

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.

Beyond this point, antlings are replaced by other enemies, including high-level Peistes and Cactuar, up until the Chimera.

Treasures

Parts of the Explorer's and Mage's set are found here.

Chimera Drops

Parts of the Darklight set are found here.

Artifacts

The legwear artifacts for Warrior and Bard are in a safe room before the Feeding Room and the Myrmidon Princess therein.

Impresario-ffvi-iosThis section is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

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.
Impresario-ffvi-iosThis section is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.

Enemies

Legacy
  • 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
  • Sandshell
  • Schorl Doblyn
  • Shrapnel
  • Slipsand
  • Spriggan Crier

Development

According to Naoki Yoshida in the Letter from the Producer LIVE XIX[1], 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. For this reason, they do not have a Hard mode version, as it would require significantly more work create an extra version.

Castle Cornelia PSThis section about a location in Final Fantasy XIV is empty or needs to be expanded. You can help the Final Fantasy Wiki by expanding it.