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Cutter's Cry Dungeon Guide

Last Updated: February 27th, 2014 [ Patch 2.1 ]
Cutter's Cry
Overview & Summary
Cutter's Cry Dungeon Guide

Dungeon Info

Level Location Size Time Limit
38 Central Thanalan 4 Players 90 Minutes

In order to enter Cutter's Cry, accept the quest "Dishonor Before Death" from Sibold in Ul'dah - Steps of Thal at the Sapphire Avenue Exchange. This is an optional dungeon and not part of the main story line.

Dungeon Maps

Cutter's Cry Dungeon Map #1Cutter's Cry Dungeon Map #2Cutter's Cry Dungeon Map #3

Cutter's Cry is split into three distinct visual styles, each of which contain different types of enemies, different environmental effects, and are separated by a boss.

The Dry Sands consists of two single-room chambers and series of tunnels connecting to a slightly large chamber containing the first boss. In order to progress, you will need to kill 8 enemies in the first two chambers to spawn a Shifting Sands, which will progress you to the next chamber. Throughout this area, you will encounter sand traps, which will deal ~100-500 damage every few seconds while you are standing on them.

The second area, The Wet Sands, is a set of three chambers. Unlike the previous section, you do not have to kill anything to spawn the Shifting Sands. These are usually on the opposite side of the oasis from the position you start at.

The Blue Sands is a series of hallways leading to the final boss. While there will not be any sand traps in this area, you will find small blue fires on the ground that will occasionally erupt.

Trash

  • In the first two chambers, kill 8 enemies to unlock the Shifting Sands.
  • Dodge the ground effects while fighting Basilisks, Bombs (Self-Destruct), Sabotenders (1000 Needles), and Golems.

Myrmidon Princess

  • Avoid Mandible Bite from the the boss and her adds.
  • Starting at 50%, kill Myrmidon Marshal's first while interrupting Formic Pheromones to avoid having the Princess healed.
  • Kill priority is Myrmidon Marshals > Myrmidon Guards > Myrmidon Soldiers > Myrmidon Princess.
  • Alternative Strategy: If the healer is comfortable, let them kite the adds while DPS focusing the boss down.

Giant Tunnel Worm

  • Face the boss away from the group.
  • The worm will burrow at 75% and 50%, targeting a random player and rapidly placing sand traps in a line towards them. Quickly move to avoid the eruption damage when the tunnel worm reaches where the player was standing.
  • At 25%, the Giant Tunnel Worm will burrow again, but will pull everyone into the middle of the room. Run away from the middle to avoid another Earthbreak.

Chimera

  • Face Chimera away and side-step out of both Ram's Breath and Dragon's Breath.
  • Let the orbs reach you, then run away to avoid the explosion.
  • Dodge the ground indicator for Ram's Keeper.
  • When the boss emotes "The ram's eyes now burn blue," run away from the boss to avoid Ram's Voice.
  • When the boss emotes "The dragon's eyes now burn violet," stack on top of the boss to avoid Dragon's Voice.
Myrmidon Princess
Boss Guide
Myrmidon Princess Boss Guide - Cutter's Cry

Boss Abilities:

Myrmidon Princess' Abilities:

  • Mandible Bite - A frontal cone, dealing ~500-600 damage.
  • Silence - A casted spell on a random party member. Inflicts the silence debuff.
  • Trap Jaws - (Instant) A melee strike on the current target, dealing ~200-400 damage.
  • Haste - A casted spell, increasing the targets attack speed. Used on herself and her adds.

Myrmidon Marshal's Abilities:

  • Formic Pheromones - A casted spell which places a powerful healing over time spell the Myrmidon Princess.
  • Mandible Bite - A frontal cone, dealing ~400-500 damage.
  • Trap Jaws - (Instant) A melee strike on the current target, dealing ~100-300 damage.

Myrmidon Guard's Abilities:

  • Mandible Bite - A frontal cone, dealing ~400-500 damage.
  • Trap Jaws - (Instant) A melee strike on the current target, dealing ~100-300 damage.

Myrmidon Soldier's Abilities:

  • Trap Jaws - (Instant) A melee strike on the current target, dealing ~100-300 damage.

For the first half of the fight, the Myrmidon Princess will attempt to hit the tank with Mandible Bite, which is easily dodged. She will also cast Silence on a random party member. If it lands on the healer, there isn't much to do other than wait it out. Try to keep the tanks HP high so they will not die during this.

Around 50%, the Myrmidon Princess will emote "The myrmidon princess senses danger and summons an army of myrmidon marshals." At this point, she will continually summon more adds for the rest of the fight. The Myrmidon Marshals are the highest priority to kill. These will attempt to heal the boss with Formic Pheromones, which should be stunned. The marshals will also use Mandible Bite, creating more ground indicators to dodge. Next are the Myrmidon Guards. These will use Mandible Bite, but will not use the heal.

Kill priority for this phase will be Myrmidon Marshals > Myrmidon Guards > Myrmidon Soldiers > Myrmidon Princess. If you have strong AoE, you can ignore the soldiers. Once the boss dies, take the Shifting Sands to The Wet Sands.

Alternative Strategy: Ignore Adds

If your healer is comfortable, you can ignore all the adds, allowing your healer to draw heal aggro. Then just kite them while the boss is burned down. While this is tested with a WHM healer, I am not sure how well it would work with a SCH due to lack of Regen.

Special thanks to Knight__Artorias for this tip!

Giant Tunnel Worm
Boss Guide
Giant Tunnel Worm Boss Guide - Cutter's Cry

Boss Abilities:

Giant Tunnel Worm's Abilities:

  • Sandstorm - (Instant) A frontal sand breath which deals ~250 damage.
  • Sand Cyclone - Targets a random party member, dealing ~250 damage and inflicting Sludge. Sludge deals earth damage over time.
  • Sand Pillar - (Instant) Damages the targets standing above the sand trap. Only used while burrowed.
  • Earthbreak - (Instant) The Giant Tunnel Worm explodes out of the ground, dealing ~800-1000 damage to anyone nearby.
  • Bottomless Desert - (Instant) Deals ~200-500 damage and pulls everyone towards the middle of the room.

Position the Giant Tunnel Worm so only the tank is in front of it to minimize Sandstorm damage. Sand Cyclone will occasionally be cast on a random player, dealing some damage and inflicting Sludge. Either remove Sludge or heal through it.

At 75% and 50%, the tunnel worm will burrow underground and select a random target. You will briefly get a red aggro arrow to indicate which player is being targeted. Sand Pillars will start to rapidly spawn in a line from a random part of the room to the location the player was standing. Once it reaches that location, it will use Earthbreak, erupting from the ground. If you are quick, you can run as soon as you are selected and dodge this.

At 25%, it will burrow again. Instead of selecting a target, however, it will cast Bottomless Desert, pulling everyone into the middle of the room. You will have a few seconds to quickly retreat from the middle to avoid Earthbreak.

Chimera
Boss Guide
Chimera Boss Guide - Cutter's Cry

Boss Abilities:

Chimera's Abilities:

  • Lion's Breath - (Instant) A breath attack which deals ~500 damage.
  • Ram's Breath - A frontal cone based from Chimera's right head. Deals ~1000 damage and inflicts Heavy.
  • Dragon's Breath - A frontal cone based from Chimera's left head. Deals ~1000 damage and inflicts Paralysis.
  • Ram's Voice - Deals 1200-1400 damage and inflicts Frostbite to all targets close to Chimera.
  • Dragon's Voice - Deals ~1000 damage and inflicts paralysis to all targets which are outside of melee range of Chimera.
  • Cacophony - (Instant) Sends a blue orb towards a random player. A few seconds after it reaches it's target, it will explode dealing ~500 damage and inflicting paralysis.
  • Ram's Keeper - Fires a frozen orb at a random player, triggering a ground indicator and, once cast, leaves an ice patch on the ground.

On the pull, Chimera should be faced away from the group. This allows the tank to dance left and right, dodging Ram's Breath and Dragon's Breath without getting anyone else hit. Later in the fight, Chimera will cast Cacophony, which places a small targeting symbol on a random player and sends an orb at them. Once the orb reaches the target, it will stop moving and explode a few seconds later. Let the orb reach you and then everyone should move away from it. The orb appears to have an aggro table, so will go after the healer most of the time. If you're healing, just be aware you'll need to move from it frequently. You should also dodge Ram's Keeper, a circular AoE placed on a random party member.

And finally, the abilities that make this boss quite challenging. While dodging the previous abilities, the most important task for you to do is watch for the boss to emote either "The ram's eyes now burn blue" or "The dragon's eyes now burn violet." If he emotes "The ram's eyes now burn blue," everyone needs to run away from the boss, as he is about to unleash Ram's Voice. Likewise, if he emotes "The dragon's eyes now burn violet," everyone needs to run into melee range of the boss to avoid Dragon's Voice. This sounds simple, but when trying to avoid Ram's Keeper and the orb, you may not always notice the emote. Both of these abilities also have a cast bar, if you happen to miss the emote.

To put it simply, run away from the boss when there are blue eyes (Ram's Voice), and stack on the boss when there are violet eyes (Dragon's Voice).