A Puppetmaster Guide v1.8
I. Introduction
Welcome fellow entertainers! So you like my automaton, eh? That’s what my buddy Serenade here is called. Say “Hello,” dummy.
Serenade: “Hello, dummy.”
Isn’t he lovely. Well you can’t have him. You’ll need to unlock Puppetmaster (henceforth known as PUP) to get your own. Listen closely.
II. Unlocking PUP
You’ll need the Treasures of Aht Urghan expansion ready and registered to unlock this job. But before you go running off to Mhaura, stop in Bastok Markets and talk to the Elvaan PUP there named Shamarhaan (he’s at the fountain, F-9). He’ll tell you to see his pupil Iruki-Waraki in Whitegate.
Travel to Whitegate from Mhaura and head to the upstairs portion of K-9 (it’s in the section of the map called Way of the Devout, if you bought it). In the corner sits a Tarutaru, Iruki-Waraki, who’s feeling rather pissy. He tells you he can’t talk about being a PUP without an automaton (he never really says why he doesn’t have one- probably something we’ll find out later when we get to AF quests). So, we deduce that we need to bring one to him. But how?
At I-7 is an Automaton Workshop (also upstairs). Talk to the Galka named Ghatsad, who will make you an offer you can’t refuse. (You do want to become a PUP, right?) He will ask you to go find an early model automaton, and he will give you one in return. He says many years past they tried using automatons in battle against the Lamiae, which means there may be some left in Arrapago Reef.
Now for the dangerous part. Head to Nashmau via the northern docks in Whitegate. (There is a Qiqirn selling automaton parts in Nashmau. If you wish, buy them all to save time, I’ll explain later. Oh, and don’t worry about the inventory space- you’ll get it back soon enough.) Take the northern exit to Caedarva Mire.




This is where it gets tricky. The mobs here aggro differently, so use both Sneak and Invisible. (Some mobs check EP to 75’s, so consider yourselves warned.) Two things to watch out for while sneaking about: Imps, which are True Sight, and Chigoe, which are tiny, tiny “fleas” (they’re about the size of my Tarutaru foot) that attack in packs and come out of nowhere. If you happen to have a PLD with you, let them Shield Bash the little bugs for an instant kill.
Travel N and W as much as you can (there’s a wall you need to run E to get past) and you’ll zone into Arrapago Reef (the zone is at I-6).
Alternate route contributed by Baer: “The fast, deadly way” I call it. Required: someone with the ability to cast Escape. Take the west exit from Nashmau, and travel through the cemetery and into Talacca Cove (D-9).
Pass through the Cove until you zone back into Arrapago Reef. Buff up if you want, then cast Escape. You’ll end up close to a tunnel in the Mire you can run through to zone into Arrapago Reef, but there may be Lamiae and Skeletons nearby so be careful.
Once inside Arrapago Reef Sneak up (I don’t think Invisible is needed here unless you see Lamiae closeby) and board the first dilapidated boat you see. There is a ??? sort of hidden in the broken stairs by the mast at H-10- examine it to get a cutscene, and you’ll get the key item Antique Automaton.
Head back to Whitegate by any means you wish and return to Ghatsad at the Automaton Workshop. After the cutscene, you need to wait one game day, then talk to him again. He’ll have researched the old model you brought him and upgraded it to the latest version, and gives it to you as your reward.
Only one thing left to do! Go back to Iruki-Waraki, who’s stupefied that you actually brought him an automaton. We see a kinder, gentler side of him, as he refuses to take the automaton. He says it will only listen to you. He takes something from it and shows you how to control it (behind the cover of a black screen- ha!) and when the scene ends you get both the ability to change jobs to PUP, and an item called an Animator. (Take care of this, you need it to fully utilize your automaton.) He also has you choose a name for your automaton at this time.
II. What- no Pinnochio?!
Iruki-Waraki gives you a list of names to start, but if you decide it’s not to your liking, go back to the Automaton Workshop and talk to the Tarutaru named Abda-Lurabda. For 9800 gil, he’ll give you even more names to choose from. The complete list of names follows.
Iruki-Waraki's List | Abda-Lurabda's Lists | | |
Luron | | Nadeshiko | | Otto | | Fukusuke |
Drille | | E100 | | Gustav | | Mataemon |
Tournefoux | | Koume | | Muffin | | Kansuke |
Chafouin | | X-32 | | Xaver | | Polichinelle |
Plaisantin | | Poppo | | Toni | | Tobisuke |
Loustic | | Asuka | | Ina | | Sasuke |
Histrion | | Sakura | | Gerda | | Shijimi |
Bobeche | | Tao | | Petra | | Chobi |
Bougrion | | Mao | | Verena | | Aurelie |
Rouleteau | | Gadget | | Rosi | | Magalie |
Allouette | | Marion | | Schatzi | | Aurore |
Serenade | | Widget | | Warashi | | Caroline |
Ficelette | | Quirk | | Klingel | | Andrea |
Tocadie | | Sprocket | | Clochette | | Machinette |
Caprice | | Cogette | | Campanello | | Clarine |
Foucade | | Lecter | | Kaiserin | | Armelle |
Capillotte | | Coppelia | | Principessa | | Reinette |
Quenotte | | Sparky | | Butler | | Dorlote |
Pacotille | | Clank | | Graf | | Turlupin |
Comedie | | Calcobrena | | Caro | | Klaxon |
Kagekiyo | | Crackle | | Cara | | Bambino |
Toraoh | | Ricochet | | Mademoiselle | | Potiron |
Genta | | Josette | | Herzog | | Fustige |
Kintoki | | Fritz | | Tramp | | Amidon |
Koumei | | Skippy | | V-1000 | | Machin |
Pamama | | Pino | | Hikozaemon | | Bidulon |
Lobo | | Mandarin | | Nine | | Tandem |
Tsukushi | | Jackstraw | | Acht | | Prestidige |
Oniwaka | | Guignol | | Quattro | | Purute-Porute |
Kenbishi | | Moppet | | Zero | | Bito-Rabito |
Hannya | | Nutcracker | | Dreizehn | | Cocoa |
Mashira | | Erwin | | Seize | | Totomo |
In order to get Abda-Lurabda to change your automaton’s name, you must talk to him as a PUP main.
III. So I’ve Got This Hose and a Brush Attachment, and This Crevice Thingy…
Now for the fun part- dress-up with our automatons!
Serenade: /blush
Automatons can be customized by equipping them with Attachments. Here’s the complete list:
Name | Element | Slots Used | Effects | Where Found |
Accelerator | wind | 2 | Enhances evasion | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil |
Analyzer | earth | 1 | Increases chance of mitigating the effects of special attacks used by the enemy | Crafted, Alchemy 55 with Crafting Tool Iatrochemistry (fire crystal, hecteyes eye, earth anima, glass sheet, homunculus nerves, plasma oil) |
Armor Plate | earth | 2 | Enhances defense | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil |
Auto-Repair Kit | light | 2 | Increases HP, adds Auto Regen to Light Maneuver | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil |
Damage Gauge | light | 1 | Prioritizes curing | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil |
Flashbulb | light | 2 | Uses "Flash" | Crafted, Alchemy 48, Goldsmithing ?? with Crafting Tool Iatrochemistry (fire crystal, glass fiber, sieglinde putty, glass sheet, lamp marimo, water tank) |
Heat Seeker | thunder | 1 | Analyzes enemy evasion patters and gradually increases accuracy | Crafted, Alchemy 55 with Crafting Tool Iatrochemistry (fire crystal, hecteyes eye, lightning anima, glass sheet, homunculus nerves, plasma oil) |
Heat Sink | water | 1 | Reduces rate of "Fire Maneuver" Overload | Crafted, Goldsmithing 49 with Crafting Tool Clockmaking (earth crystal, mythril sheet, sieglinde putty, mythril gear machines, water tank, hydro pump) |
Inhibitor | fire | 1 | Store TP, improves TP usage efficiency | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil |
Loudspeaker | ice | 2 | Enhances magic attack | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil |
Mana Booster | ice | 2 | Increases frequency of spell use | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil |
Mana Conserver | darkness | 1 | Adds Conserve MP | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil |
Mana Converter | darkness | 2 | Gradually drains HP to restore MP | Crafted, Alchemy 49, Goldsmithing ?? with Crafting Tool Iatrochemistry (fire crystal, mercury, coeurl whisker, brass tank x2, imperial cermet) |
Mana Jammer | water | 2 | Enhances magic defense | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil |
Mana Tank | darkness | 2 | Increases MP, adds Auto Refresh to Dark Maneuver | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil |
Pattern Reader | wind | 1 | Analyzes enemy attack pattern and gradually increases evasion | Crafted, Alchemy 55 with Crafting Tool Iatrochemistry (fire crystal, hecteyes eye, wind anima, glass sheet, homunculus nerves, plasma oil) |
Scanner | ice | 1 | Occasionally scans target's magic resistances | Crafted, Alchemy 55 with Crafting Tool Iatrochemistry (fire crystal, hecteyes eye, ice anima, glass sheet, homunculus nerves, plasma oil) |
Scope | wind | 2 | Enhances ranged accuracy | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil |
Shock Absorber | earth | 1 | Adds "Stoneskin" to Earth Maneuver | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil |
Stabilizer | thunder | 2 | Enhances accuracy | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil |
Stealth Screen | water | 1 | Reduces enmity | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil |
Strobe | fire | 1 | Uses "Provoke" | Crafted, Alchemy 44, Goldsmithing 4 with Crafting Tool Iatrochemistry (fire crystal, silver sheet, glass sheet, orobon lure, polyflan, plasma oil) |
Tension Spring | fire | 2 | Enhances attack | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 4950 gil |
Volt Gun | thunder | 2 | Adds lightning damage to attacks | Bought, Yoyoroon in Nashmau (G-6, upstairs) for 9925 gil |
If you’re trying to save money, try to take the Volt Gun, Shock Absorber, Auto-Repair Kit, and Mana Tank to start.
Now before you go off trying to customize your automaton, you first need to make these attachments equippable. Go back to Whitegate and talk to Tateeya, the Hume at the Automaton Workshop. (Now do you see why I told you to buy the attachments then and there?) Trade her each attachment in turn, and she will add Connectors to each one so you can attach them to your automaton. Doing this also removes the attachments from your inventory and places them in your automaton’s inventory (which as far as I know seems to have no limit- I have all attachments and the head and frame you start with, and so far no complaints).
When all that trading is done (it’s almost like learning a spell, really), go to your equipment from the menu (can’t use CTRL-E, sorry) and you’ll notice two new buttons, Master and Automaton. Master is you, so choose Automaton.
NOTE: You cannot tinker with your automaton while it is out (“summoned”). Make sure you Deactivate it before playing with its innards. Doing so while the automaton is out could result in a nasty (Shock) or (Burn). This friendly service announcement brought to you by the Automaton Workshop.
A new window will pop up much like the equipment screen for a mannequin, as well as your automaton’s inventory. Under the equipment box you’ll see circles (corresponding to the elements) followed by 0/3 or 0/2. What this means is you can equip attachments that are equal to or below that number for that element. So for example, Serenade at level 1 has 0/2 slots for Darkness. This means I can equip the Mana Conserver (1 Darkness) or the Mana Tank (2 Darkness), but not both at once. As you equip attachments, any others that become unequippable because of this limitation become grayed out.
The reason I said get the Volt Gun, Shock Absorber, Auto-Repair Kit, and Mana Tank, is because with these attachments your automaton will (at level 1!) have Enthunder (always on), and by using your abilities Stoneskin, Auto Regen, and Auto Refresh. That is tough for lowbie mobs to beat.
IV. Your Abilities
Time to take your automaton for a stroll.
Serenade: I like strolls.
He’s not kidding either. At level 1, your automaton can equip 3 slots of each element, and 2 each for Light and Darkness. It also casts Dia, and has a 3-hit weaponskill named Slapstick. You can skillchain it with Combo right after, giving you Impaction.
Your 2-hour ability is called Overdrive. Supposedly it enhances your automaton, but I’m not sure how. I haven’t tried it either. Others say it gives the automaton a sort of Manafont-like status, where it can cast spells with no regards to MP.
Your first ability is Activate. This “summons” your automaton, and is usable anywhere you can call forth a pet. Sorry, no performing for people in Bomingo Round.
Serenade: Darn.
Yeah I’m disappointed too. Your next (pet) abilities are the Maneuvers. You have one for each element and are named such (so Light Maneuver, Dark Maneuver, etc.). You can have up to 3 Maneuver effects going on at once, of any combination of elements. You can even double or triple up on one element if you wish. Performing a Maneuver makes the automaton give preference to any attachments it has of that element; for example, using Earth Maneuver while you have a Shock Absorber installed will make it more likely to cast Stoneskin. This is the only way you can hint at your automaton to do things; unfortunately our direct commands to them are more limited. Serenade for example refuses to dance on cue.
Serenade: I have two left feet.
We better go have Ghatsad take a look at that then. Anyhoo, your other abilities are Deactivate (unsummons your automaton) and Deploy (makes it attack your selected target).
The Maneuvers also tell your automaton to focus on certain things:
Fire Maneuver: STR/Attack/Increase enmity
Ice Maneuver: INT/Elemental magic/Magic attack
Wind Maneuver: AGI/Evasion/Ranged accuracy
Earth Maneuver: VIT/Defense
Thunder Maneuver: DEX/Accuracy
Water Maneuver: MND/Magic defense/Curing
Light Maneuver: CHR/HP recovery
Dark Maneuver: MP/MP recovery
At level 10, you learn Retrieve. This calls your automaton back to your side, and if it was engaged in combat it disengages.
Job Abilities/Traits:
Level | Job Traits | Job Abilities |
1 | | Overdrive |
| | Activate |
| | Deploy |
| | Deactivate |
| | Fire Maneuver |
| | Earth Maneuver |
| | Water Maneuver |
| | Wind Maneuver |
| | Ice Maneuver |
| | Lightning Maneuver |
| | Light Maneuver |
| | Dark Maneuver |
5 | Resist Slow | |
10 | | Retrieve |
(Will update as I find more abilities.)
NOTE: When you level up, your automaton does not automatically level with you. You need to Deactivate, and Activate it to get the new stats/abilities. Just like a DRG’s Wyvern, if you Deactivate it with 100% HP you can Activate it right away. Otherwise, Activate is on a 20-minute recast timer.
V. Automaton Upgrades
Once you reach level 10, go back to Aht Urghan Whitegate and talk to Ghatsad at the Automaton Workshop. He will offer to upgrade your model into one of three types: the Valoredge X-900 (a melee type), the Sharpshot Z-500 (ranged attacker type), or the Stormwaker Y-700 (mage type). He will ask you for a list of things to trade him, and he will then take your automaton and upgrade it. Once you hand him the items, you need to wait til the next RL day (really after JP midnight) before you can get your upgraded automaton. (Not sure but you may need to zone before talking to Ghatsad again.)
Here is the list per model:
Valoredge X-900:
1 brass sheet
1 wamoura cocoon
1 chunk of Imperial cermet (level 71 Alchemy synth: fire crystal, silica, cermet chunk x2)
1 pair of tigerfangs (level 79 Bonecraft synth: fire crystal, carbon fiber, black tiger fang x2, scorpion shell)
Sharpshot Z-500:
1 rosewood lumber
1 square of karakul leather
1 square of karakul cloth
1 repeating crossbow (level 88 Woodworking synth, also requires 59 Smithing and 46 Bonecraft: wind crystal, carbon fiber, couerl whisker, darksteel ingot, mahogany lumber, rosewood lumber, scorpion claw)
Stormwaker Y-700:
1 spool of gold thread
1 square of velvet cloth
1 square of wamoura cloth
1 brass ring
At level 20, Ghatsad will offer you the other two models you didn’t choose for your next upgrade, and finally at level 30 you can get the last upgrade, so by level 30 you will have 4 different models (heads and frames) to play around with.
Ghatsad will also ask for Imperial currency as payment after you trade him the items. These are:
Level 10 upgrade: 3 Imperial Silver Pieces
Level 20 upgrade: 3 Imperial Mythril Pieces
Level 30 upgrade: (speculation) 3 Imperial Gold Pieces
Thank Yous:
Armine at Allakhazam for the attachment info
Elyn at Allakhazam for the explanation on Maneuvers
Hinoke at Allakhazam for how to get the additional names
Travies09 at GameFAQs for guidelines on the flag quest
Baer for the alternate route to Arrapago Reef
Everyone helping us Puppetmasters get these dang wamoura cocoons