Mission Name: Assault Mission - Leujaoam Cleansing
Mercenary Rank: Private Second Class
Start NPC: Yahsra - Aht Urhgan Whitegate (L-10)
Staging Point: Azouph Isle Staging Point
Objective: Remove all threats
Recruitment: Lv.50, 3-6 mercenaries
Misson Orders: General Afkaam is to inspect Leujaoam Sanctum. Destroy all creatures in the area that may pose a threat to the general.
Time Limit: 30 minutes
Reward: Leujaoam Sanctum Assault Points
  • 3 Members: 1000
  • 4 Members: 900
  • 5 Members: 800
  • 6 Members: 700



Monster Level Strengths Weaknesses Spawns


Leujaoam Worm


  • Immune to: Charm
  • Strong to: Magic Damage


Uses Earth '-based magic
Uncapped: Fast Cast Stonega III and Quake.

A = Aggressive; NA = Non-Aggresive; L = Links; S = Detects by Sight; H = Detects by Sound;
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing
JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime


Ancient Lockbox
Hi-Potion +3
??? Ring
Imperial Ring
Archer's Ring
Brass Ring
Copper Ring
??? Box
White Rock
Ice Crystal
Merrow Scale
Soulflayer Staff
Iron Bullet Pouch


Kill all 15 of the Leujaoam Worms in order to complete the mission.

  • Start in the southwest of the map at (F/G-8).
  • Go north and kill any Leujaoam Worms along the way. After you drop down the ledge to (H-7), head into the northeast tunnel.
  • Go up the stairs and kill any worms along the way. Do not worry about the short tunnels because worms do not spawn in them.
  • Drop down the hole at (F/G-7). This will drop you back near where you killed your first worm. Go west and take the southeast tunnel.
  • When you get to the junction at (H-8) check to see if there are worms to the east. There is a deadend at (I-7). Turn around and go west.
  • Follow the loop to the large rooom at (I-9). There are six worms here. These often link but are suspectible to sleep and silence.
  • When you have killed all the worms, the Rune of Release and Ancient Lockbox appear in (I-8), north of the six-worm room.


  • An easy strategy for this Assault is to TP Burn (Four melee, a healer, and a bard or red mage) through the worms as fast as possible.
  • A black mage can solo a worm easily, but it may take time if they are not well equipped. Worms are aspirable.
  • Being worms barely Very Tough they hardly resist Skillchains at all, a darkness/light chain hardly does less than 50% of ending Weapon Skill; therefore it can be better than a simple TP burn for small groups, cleared the
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