o-----------------------------------------------------------------------------o
| III. WALKTHROUGH [WLK1] |
o-----------------------------------------------------------------------------o
The walkthrough you're about to read operates like so:
o-------------------------------------------------------------------o
| [1] - [ 2 ] [3] |
o-------------------------------------------------------------------o
| [4] | [5] [6] [7] [8] [9] |
| | |
o-----------------------------o-------------------------------------o
[1] - ID number
[2] - Name of area
[3] - Cntrl+F ID number
[4] - List of enemy names and levels
[5] - Enemy HP
[6] - Enemy EXP (level-approximate)
[7] - Enemy Gil (when applicable)
[8] - Enemy LPs
[9] - Enemy weaknesses
Any items given their own section are ones you can get 100% of the time,
either through certain tasks or mandatory events. Random pots and stuff
will not be listed unless they hold rare items. EXP values are based on
three party members + a guest if applicable. And if I use some phrases
you're not familiar with:
"SPAWNING" -> Appearing or reappearing in an area, area section, etc.
"FARMING" --> Fighting monsters over and over to get their dropped items
"BUFFING" --> Casting any number of positive statuses on your allies
"ZONING" ---> Respawning enemies in a certain section by leaving that area
and going into any other part of the map, two areas away.
o-------------------------------------------------------------------o
| 001 - Beginning + Configuration [BGCF] |
o-------------------------------------------------------------------o
Select 'New Game' on the main title to bring up the pre-game feature
options, which include:
OPTIONS DEFAULT
o Controller Vibration - toggle it on/off Off
o Screen Shake - toggle it on/off Off
o Subtitles - toggle subtitle display on/off Off
o Screen Size - Change to/from Normal & Widescreen Normal (4:3)
o Flicker Filter - toggle filter on/off On
o Sound - Toggle Pro Logic II/Stereo/Monoaural sound Stereo
o Screen Position - change viewing for your television ---
You can restore defaults at the bottom, and can also change all of
these features in-game by using the Config menu. Let's start 'er up!
o-------------------------------------------------------------------o
| 002 - Nalbina Fortress NLF1 |
o-------------------------------------------------------------------o
| ITEMS |
| Potion x 2 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP GIL LP WEAK |
| | |
| Imperial Magus | ~80 --- --- --- ----- |
| Imperial Swordsman A | ~80 --- --- --- ----- |
| Air Cutter Remora [BOSS] | ~700 --- --- --- ----- |
o-----------------------------o--------------------------------o
[AERIAL GARDENS]
As you start the first area (as Reks), Basch will give you a small
tutorial on moving around. The commands appear in the upper-left and
tell what Basch wants you to do. Twist teh camera, move over to him,
then talk to the Dalmascan by the gate. Walk up to the iron gate
fourthly, and inspect it with (X) to open it. Easy-peasy.
[INNER WARD]
After entering the hall beyond, you can use the party menu and
examine your equipment and inventory (with Triangle). An Imperial
Swordsman attacks you, though, and Basch walks you through the
targeting and fighting system. If you mess up, your allies murder
the guard for you. =) These guys will follow you around (Basch did
say he would take up the rearward guard), and heal around if needed.
Continue down the long stone path and a boss fight will ensue with
an Air Cutter Remora. Everyone will start flaying into its metal
hide, and you can't really lose it due to the ally soldiers healing
abilities. After awhile, Basch damages the unit's engines and makes
it disengage. Laff.
Three more Imperial Swordsmen appear immediately following, which
get disposed of quickly, whether you want to or not. Sprint up the
far stairs to the open doorway. Basch explains that the minimap may
not be enough to get one's bearings; pressing [SELECT] will bring up
the Location Map. Bring it up and it will tell you the room you're
currently in (and which I will separate the dungeons by). Enter thru
the dots on the ground.
[LOWER APARTMENTS]
Cutscene and you can move again. Ignore the long left corridor and
head north (assuming up is north on map) to have Basch tell you the
way to retreat -- hold R2. There's no shame in fleeing from battles
that serve no purpose, after all.
Imperial Magus enemies can appear from hereon in, and cast magick
which makes them a prime target for slaughterin'. Dispose of them
first off, if possible. In that same corridor where you learned the
escape ability, go right into the small antechamber and inspect the
urn there to get a [POTION].
Lead the men into the second horizontal hall and go into the second
vertical hallway (right hallway is dead end). There is an ornate room
adjoining this path with an upward stairway. Before you ascend, walk
the rest of the length of the hall and find another [POTION] in a
nook. Head upstairs when you're ready to move on.
[UPPER APARTMENTS]
Approach Basch and he'll tell you about a save crystal nearby. It is
possible to save here (dur!) and also refill HP/MP along with the
action. Always remember to save, folks. Ascend the stairway to exit.
[THE HIGHHALL]
Reks tells the others to move on as move cronies come here. You'll
be fighting these guys solo, so make use of your magick and heal if
you need to. You can backtrack to the save point to heal up once the
blood's off your sword. Your upward climb gets stopped short by a
gate you can't open; use a door in the adjoining hallway.
Enter and arc around right to the other open door, where you will
automatically enter the treaty room. Events insue, then it's off to
the...
o-------------------------------------------------------------------o
| 003 - Geramsythe Waterway [GRM1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Dire Rat | ~60 3 --- 2 ------ |
o-----------------------------o--------------------------------o
[OVERFLOW CLOACA]
You'll now be in control of Vaan. Hooray? Anyway, he's fighting the
city vermin down in some sewer-type place. You can straight-up
deal out some murder, but it's not such a bad idea to use Vaan's
Steal Technick, which lets you get Fire Stones and Rat Pelts from
the baddies.
Once all of them are dead, Vaan and Kytes leave to...
o-------------------------------------------------------------------o
| 004 - Rabanastre [RBN1] |
o-------------------------------------------------------------------o
| ITEMS |
| Orrachea Amulet Writ of Transit |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[EAST END]
Another scene. <3
Penelo tells Vaan that Migelo has some work for him...maybe. The
Location Map comes up automatically and tells you the World Map's
now available on the Party Menu. Wheee. NPCs you can talk to will
appear on the map as green dots, while places you can enter are
red blotches. Also, area exits are blinking green, so they should
be easy to find.
Continue east and south (on map) to meet with Migelo outside, who
wants you to fetch Kytes at the Sandsea. Yawn. Consider selling the
Fire Stones/Rat Pelts you got for some dough at a nearby shop.
The Sandsea is to the very north of the East End (now marked with
a large X). Along the way, you might spot the Technick shop, but
it ain't open -- oh well. Enter The Sandsea, which should be a
blinking exit.
[THE SANDSEA]
Vaan locates Kytes looking at a monster poster (attack of the
killer tomatohead?), of the creature who stopped a courier before.
Sounds like a good idea-r... Hehe. What Kytes is actually looking
at is the Notice Board, where people post bills (jobs) for hunters
to go out and perform. The ol' monster Vaan's after is the Rogue
Tomato. The way this works:
1) Talk to the petitioner of the bill first, to let him know you're
interested in taking the job.
2) The petitioner tells you how to find the mark. Then, you hunt
it, report back, and claim the bounty.
Tomaj (Rogue Tomato petitioner) gives you a Clan Primer, which lets
you have a new option in the main menu, as well as an [ORRACHEA
AMULET] to commemorate your first hunt. You can't equip it though,
so you need to find a license for it. Tomaj gives a license lesson,
which, summed up, basically means the more licenses you have, the
more equipment and abilities you can choose from; more flexibility.
You can only acquire licenses next to ones you already have, but
you need enough license points (LP) to "buy" 'em. To use the amulet
you just got, you'll need to get an Accessories 1 license, placed at
a convenient 5 LP price. Purchase it to make three more squares on
the ol' checkerboard light up.
Press [] when asked to look at available abilities, and Licenses
will be available on your main menu now. A [WRIT OF TRANSIT] is
given to you so you can leave the east gate. And so the hunt begins
for the Rogue Tomato... Equip the Orrachea Armlet [MAX HP +25] on
Vaan and you'll be all set. If you're still confused, Tomaj can re-
-explain the procedures. Leave when you're ready.
NOTE ABOUT LICENSE BOARD:
Although there is a lot of options you can buy at first, go for a
few quickenings on each character when you can. You may not want
to use them, but they can double and triple your MP upon purchase.
Think 'bout it.
[EAST SIDE]
The Technick Shop nearby's opened shop, and you can buy the Libra
ability for 500 gil. Probably can't buy it for now, though. Job
back to Migelo's shop and find the exit into the...
[SOUTHERN PLAZA]
The western and southern exits are blocked until the Consul's fete
is over, so don't bother approaching.
Down the large stairway in the eastern part of the fountain square,
Vaan finds a guard and tells him he's here to pick up provisions for
the night's fete. He'll be permitted entrance the Eastgate, which
will shut behind him.
[EASTGATE]
Hey-o! A save point for ye here. Save up and leave to the wasteland
nearby. If you need to get back into town, talk to the Queue Guard
at the back of the waiting line and just wait your turn. Eventually
you can talk to the head Queue Guard and enter without foodstuffs,
for now anyway.
o-------------------------------------------------------------------o
| 005 - Dalmasca Estersand DMT1 |
|-------------------------------------------------------------------o
| ITEMS |
| Galbana Lilies |
|-----------------------------+--------------------------------|
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 1 Cactrite | 72 7 -- 01 Wind |
| Lv. 2 Cactrite | 84 10 -- 01 Wind |
| Lv. 2 Wolf | 94 9 -- 01 Earth |
| Lv. 3 Wolf | 114 11 -- 01 Earth |
| Lv. 2 Rogue Tomato [MARK] | 134 -- -- -- Water |
o-----------------------------o--------------------------------o
Just a note: when you take items the first time around, the pots
and holders can respawn but may not have the same items inside.
Oh, and stealing from sleeping enemies won't wake them up, so make
sure to get some Cactus Fruits if you can.
[THE STEPPING]
Ah, a lovely desert beneath your shoes. You can fight Cactrites
and Wolves here, which aren't too hard -- they should go down
in three or four hits apiece. Continue down the sandy slope to
another flat cliff area with trees. The Rogue Tomato you've been
looking for lounges around here.
When it's HP has been halved, it will jump off the cliff and Vaan
will have to arc around and down to get it. There are a few wolves
here, but if you engage all enemies one at a time, this won't be a
trial. Watch out for the vegetable-monster's Flame Breath!
Afterwards, Vaan finds some [GALBANA LILIES] growing nearby. You
can leave again, although sticking around and roughing it to get
the Libra and White Magic 1 licenses isn't such a bad idea.
o-------------------------------------------------------------------o
| 006 - Rabanastre [RBN2] |
o-------------------------------------------------------------------o
| ITEMS |
| 300 Gil Teleport Stone Potion x 4 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[EASTGATE]
Talk to Kytes to learn you've been locked out until the Consul's
ceremony has passed. Migelo saves the day with a little wine for
the soldiers, so best be hurrying...well, that's done for you.
The parade cutscene takes place, the new consul Vayne gives a nice
heart-warming speech. Vaan and Penelo start to scheme up a way to
get into the fete. Penelo suggests seeing Old Dalan in Lowtown...
[NORTH END]
You'll get a notice that says you can enter Lowtown and leave the
city at leisure. Any shops that were closed before the inauguration
ceremony -- the magick, technick, and gambit shops -- are now open
for business. Exit the North End through the eastern gate.
[EAST END]
Stop by the Sandsea to claim your bounty: [300 GIL], a [POTION], and
one [TELEPORT STONE]. Tomaj asks if you've ever seen a Bangaa guard
a North End door and won't let you in -- 'pparently, it's time to
pay him a visit. You can also take another bounty at the Notice
Board if you want (Thextera). The petitioner Gratly is right by the
door, and tells you the monster's in the Westersands. Accept his
mission to learn the monster stalks the Galtea Downs portion of
said sands. Gatsly's caravan drivers said they were set upon the
left wall as you leave via the west gate.
Go back to the North End.
[NORTH END]
Take the cut-across west to the other side and look for the blinking
part of the map. Talk to the Conspicuous Bangaa and tell him you're
heading inside.
[THE CLAN HALL]
Talk around to learn some tips for hunting. Ma'kenroh in the balcony
will tell you that your rank will go up after two marks and 700 pts.
The moogle in charge is Montblanc (from FFTA fame), the founder of
Clan Centurio -- he's on the balcony bannister. He'll make you an
official member and lets you buy from the clan shop in the Muthru
Bazaar! Talk to him again to get three [POTIONS]; if he doesn't,
it might be because you haven't accepted the Thextera job.
Leave the hall and go south down the nearest thoroughfare to enter
the...
[MUTHRU BAZAAR]
Look or the green, glowing pot icon on the map to find the clan's
provisioner. The stuff you're sold is based upon your clan rank;
raise it to get a crack at the good stuff. It should only be potions
currently unless you've sold off your pelts and whatnot, opening up
more Bazaar options. Anyway, now that you know where that is, time
to get down to business. Exit this busy place.
[NORTH END]
Take the cut-across east to the southern exit path.
[EAST END]
Continue south past the Sandsea and maybe check out the Magicks
shop, if you bought any kind of Magick licenses. You'll want to take
the path west of Migelo's Sunderies.
[SOUTHERN PLAZA]
Now that the parade is over, this place has cooled down and people
have returned to standing around. There's a cartographer moogle that
can sell you maps of the Dalmasca Estersand, the Westersand, and the
Giza Plains -- he's in the northwest corner. Might want to buy one
for the Giza Plains.
The West Gate is open if you're looking to hunt Thextera, but the
way to the Lowtown lies due south. Exit through the gate.
[SOUTHGATE]
You can gaze upon your first Teleport Crystal here, which doubles as
a save stone and a teleportation (duh!) device. Don't waste any of
the Teleport Stones you may have, though. The glowing map icon leads
to a Tomb Raider-style, stone-hewn piece of rock cut in the shape of
a circle. Exit through /there/.
o-------------------------------------------------------------------o
| 007 - Lowtown [LWT1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[SOUTH SPRAWL]
Slums...sigh. Old Dalan's place is right to the left of this place,
by a waterwheel.
[DALAN'S HOUSE]
Dalan's already heard Vaan's coming, and knows a rumor about a
secret passagewary to the palace vaults, opened by a magicked stone.
Dalan has the "magicked" Crescent Stone himself, but a Sunstone is
needed as well. Seems the nomads in the Giza Plains know where to
find 'em... A woman here thinks you should have a map, which can be
bought from the cartographer moogle in the Southern Plaza. DO EET!!
[SOUTH SPRAWL]
Back to Southgate.
o-------------------------------------------------------------------o
| 008 - Giza Plains [GZP1] |
o-------------------------------------------------------------------o
| ITEMS |
| Shadestone Sunstone Potion x 2 |
| 50 Gil Phoenix Down x 2 Teleport Stone x 2 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 1 Giza Rabbit | 85 7 --- 1 Fire |
| Lv. 2 Giza Rabbit | 105 9 --- 1 Fire |
| Lv. 2 Hyena | 95 9 --- 1 Water |
| Lv. 3 Hyena | 115 11 --- 1 Water |
| Lv. 3 Urstrix | 170 Wind |
| Lv. 5 Slaven | 302 15 --- 1 Wind |
| Lv. 20 Werewolf | 2548 Wind |
o-----------------------------o--------------------------------o
Hyenas can drop Cotton Caps, if it matters (need Mystic Armor 1
license) to you.
[THRONE ROAD]
You start at the north and can follow the southern depression
(ditch) towards the wigwams of...
[NOMAD VILLAGE]
Save point's in the SW part of the village, by the way. Kind of
funny how a moogle is named Nutsy -- Montblanc's clan in FFTA was
called Clan Nutsy by default. Still...good Stiltzkin replacement,
if you know what I'm talking 'bout.
---
Talk to the merchant on the left to get a selection of weapons and
accessories. Pretty meager, but better than nothing. Continue into
town a bit further towards the cockatrice corral, which the village
elder sits by. He says all things relating the Sunstone are handled
by Masyua, near the dark crystal. Head behind the tent to find the
large, monolithic crystal. Listen to her offer, and she'll tell you
about Jinn, a child who hasn't returned from his chores. Vaan can
have a Sunstone if he finds this brat. >=p
Penelo joins your party after this (^__^) and comes with a whopping
amount of license points (I had 103). She starts out with White
Magick 1, Light Armor 1, and Daggers 1. Suit her up license-wise
however you see fit, then leave to the east.
[GIZAS NORTH BANK]
Penelo gives Vaan three [POTION]s and two tufts of [PHOENIX DOWN]
to help with monsters. What a sweet girl! You can now change leaders
and issue party commands, as well as use Gambits for each character.
Jinn's supposedly south of village, so time to round 'im up.
Head west and you'll see a strange creature -- that's an Urstrix,
which you (probably) haven't seen before. Slavens appear 'round
here, too. Leave to the south.
[GIZAS SOUTH BANK]
Hehe, you may see hunters here, but you can't fight them; they're
on the "good" side. Nice shiny rifles, though. Regardless of which
route you take, the exit is in the very southwest corner.
[CRYSTAL GLADE]
There's a save point here, right next to a sleeping kid. Who is it?
Jinn, natch. He's hurt his leg and is resting up instead of heading
back to the village with an insufficient Sunstone quota. Whatta
trooper. You can "explain the situation" to him or "leave"; pick
the former.
Jinn will give you a [SHADESTONE] and explain the process of making
a Sunstone. There are 4 shining dark crystals in all of Giza Plains
at the moment, and a percentage gauge shows up to show how much the
Shadestone's absorbed. Jinn marks all the locations on the map and
tells you to bring it back to him when you're done. The locations
of the shinies are:
o Starfall Field
o Giza South Bank
o Warrior's Wash
o Gizas North Bank
Since you have to bring the stones back to him, you might as well
go with the easier ones first. Exit west.
[STARFALL FIELD]
Go to the dark crystal here and hold the Shadestone up. Vaan should
get an amount of energy, approximately thirty percent worth. You'll
also see some gigantor Werewolf enemies around here -- they'll maul
your face off if you try to tango with 'em, so avoid them and they
won't come after you (there's only two, anyway).
The northwest area exit leads to the Dalmasca Westersand, but that
is out of the way at the moment. Cut back through the Crystal Glade
to the southern banks area.
[GIZAS SOUTH BANK]
Soak up the rays from the crystal in the northern section for some
fifty-odd percentage points. Exit to the upper bank.
[GIZAS NORTH BANK]
The dark crystal here should max out your rock and turn it into a
[SUNSTONE]. You automatically appear back at...
[CRYSTAL GLADE]
Jinn checks out the Sunstone and you race him back to...
[NOMAD VILLAGE]
For helping her out, Masyua gives you [50 GIL], two [POTIONS], and
two [TELEPORT STONE]s. Yowza! She seems happy as a lark. Time to
head back to Rabanastre. Doesn't matter how you get there, so long
as you hit up Lowtown.
o-------------------------------------------------------------------o
| 009 - Lowtown [LWT2] |
o-------------------------------------------------------------------o
| ITEMS |
| Crescent Stone Potion x 2 Eye Drops x 4 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
Penelo leaves the party as you approach the old man's house. She
was supposed to be minding the store, anyway... Check out Yugri's
Magicks store in town if you want to; it'll pay to stock up before
you continue. Shops now carry:
+ White Magicks 1 & 2
+ Some Green Magicks
+ Mystic Armor 1 & 2
+ Shields
+ Bow Ammunition (Onion Arrows) @ Migelo's
[DALAN'S HOUSE]
Vann hands over the Sunstone to get the Crescent Stone back its
magicks. The secret passage to the castle lies in Storehouse 5.
You might have visited it while going to the Gerasmythe Waterway.
There are two doors there; the left one's been locked up until now.
That path leads into the waterway, and the waterway leads to the
cellars. So what of the Crescent Stone? It opens the hidden treasury
entrance! The key to remember is:
"The signet yearns for sunstone's strength,
to light the clouded way."
The palace's signet tile will lead the way. Vaan gets the [CRESCENT
STONE]. As you leave, a scene takes place in which some soldiers are
already in the waterway...doing something nefarious? Perhaps.
[SOUTH SPRAWL]
Head north into the...well, North Sprawl.
[NORTH SPRAWL]
Head straight north to the top of the screen and you'll find a bunch
of orphans atop boxes. Enter Storehouse 5 nearby and you'll find
Kytes inside -- the left door's now open. He also gives you two
[POTION]s and four [EYE DROPS] for the long journey ahead. Enter
the left door and descend into the depths of...
o-------------------------------------------------------------------o
| 010 - Gerasmythe Waterway [GRM2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 2 Dire Rat | 77 12 --- 1 Water |
| Lv. 3 Dire Rat | 97 14 --- 1 Water |
| Lv. 2 Steeling | 94 18 --- 1 Earth |
| Lv. 3 Steeling | 110 22 --- 1 Earth |
| Lv. 3 Ichthon | 130 17 --- 1 Thndr |
| Lv. 4 Ichthon | 141 21 --- 1 Thndr |
| Lv. ? Razorfin |~160 34 --- 2 ????? |
o-----------------------------o--------------------------------o
[CENTRAL SPUR STAIRS]
Save point here, but nothin' else, really. Head around the corner
opposite the stairs if you want a treasure pot at a dead end; go
up the nearest stairs when you're ready to continue.
[NORTHERN SLUICEWAY]
From the lamp-lit walkway, continue north to the top of the channel.
Due east is a grating-type walkway which bridges across the aqueduct
system below.
Continue east along the high ground before ducking south to find a
watery, eastern road, also lamp-lit. On the other side is a passage
almost a mirror image of the one you just came through. Cross to the
north to find more grate bridges and take the down-stairway around
to the exit.
[NORTH SPUR SLUICEWAY]
Time to get soggy! The path extends west across the screen, now.
Beyond, some flying fish monsters (Ichthon) are around, but Thunder
spells drop their life expectancy rate to zero.
Keep heading west to come to a stairway. Cross west, to a passage
where more Ichthons roam. A Razorfin also floats along here, so
make sure to kill it -- drops 2 LP!
Head up the north passage and get onto dry land via the small stair
near there, coming to the level's exit. You can choose to stay or
press on... No immediate boss fight or anything, so don't bother
waiting for HP/MP to refill.
Enjoy the scenes!
o-------------------------------------------------------------------o
| 011 - Royal Palace of Rabanastre [RPR1] |
o-------------------------------------------------------------------o
| ITEMS |
| Goddess's Magicite |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ----- |
o-----------------------------o--------------------------------o
[CELLAR STORES]
As the save point tells you, you won't be able to exit this area
easily. Think about saving the game in a second or third slot if
you're unsure of yourself. Not a bad idea, since Vaan says he ain't
leaving the royal digs empty-handed.
Touch the urn here for a map of the royal palace before leaving
the room. NOTE: If you plan on getting the collect-all-maps icon
in the Sky Pirate's Den, make sure to get the map. It will only be
available for this dungeon.
[CELLARS]
There's a large pillar corridor here, with working servants and
laborers. Let's get busy.
Continue north to find some guards who say no one's getting past
them until they say so. Approach the guard who tells you to wait for
further instructions; this catches the attention of a piggy palace
servant. He'll tell you to press [] to call a guard, then he'll
handle him when he comes. Funfun...basically, you're sneaking up
without him noticing.
Call the guard and stand by the barrels stuffed under the stairway.
When the guard passes out of view, run up the stairs and exit. Thx
pig-snout!
[LOWER HALLS]
Vaan recalls Dalan's saying about the "signet yearns for sunstone's
strength, to light the clouded way." Time to find a certain signet.
A word of advice: you'll have to Shout at enemies to get their
attention, and enemies always stop at any intersection or when
they get to a bend in the path. Let's go...
S = Start There are stationed patrols all over this
L = Lion Signet corridor network, but this isn't so hard to
1 = Patrol [etc] navigate. Vaan's big mouth can finally be put
to good use.
_ _
__| |______| |___ First, head east and shout to the "2" soldiers,
E|__ 6 ______ 5__| then flee south at the crossroads and down near
__| |______| | the "3" guard. This one won't bother with you,
|__ 1 __L___ |___ same as 4, 5, and 7 -- you have to try to pass
__| |______| 4__| before they tangle with you.
S|__ ______ 2|
| |______| |___ The "2" guard will stop at the crossroad near
|________ 3__| the exit, leaving you able to continue north.
| | Go to the "L" and use the Crescent Stone to
| | make a dead-end somewhere light up with a glow.
| |___
|__7__| OK, now you have to distract the guards so you
can get up to the "E" on the map. Go back to
the path elbow south of where the "2" guards are
currently standing and shout at 'em to make them
go south. Head right, north, and west to where
they were just standing and make the "1" guard go south. Loop around
the long way to where the "1" guard was just standing and holler at
the "6" guard to make it come to your current position. You can now
use the northernmost horizontal passage to get to the "E" on the map.
Inspect the suspicious-looking wall with the faint glow and a door
makes itself known!
[SECRET PASSAGE]
The door closes behind Vaan...aww. Follow the path to find an odd-
-looking door/wall and a dead end. Find the hidden switch in the
dead-end portion and you can enter the wall.
[TREASURY]
Vaan meets a Viera and her human companion, both of whom you saw in
the earlier cutscene. After some voices rabble-rouse outside the
door, they give up on trying to take Vaan's treasure and he receives
the [GODDESS'S MAGICITE]. He automatically ends up...
[THE GARDEN STAIRS]
The only thing to do is keep following the path, up and up. Scenes
play where Vaan and the bandit from before meet. The Viera (Fran)
comes on her bike and saves the day, as a huge battle takes place
below, and you end up even further below in...
o-------------------------------------------------------------------o
| 012 - Gerasmythe Waterway [GRM3] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 2 Dire Rat | 77 12 --- 1 Water |
| Lv. 3 Steeling | 110 22 --- 1 Earth |
| Lv. 4 Steeling | 218 19 --- 1 Earth |
| Lv. 5 Steeling | 234 20 --- 1 Earth |
| Lv. 5 Gigantoad | 341 43 --- 1 Fire |
| Lv. 6 Gigantoad | 361 44 --- 1 Fire |
| Lv. 4 Garchimacera | 287 31 --- 1 Water |
| Lv. 5 Garchimacera | 302 32 --- 1 Water |
| Lv. 6 Ghost | 334 34 --- 1 Holy |
| Lv. 7 Ghost | 340 35 --- 1 Holy |
| Lv. 5 Imperial Swordsman | 170-210 --- --- 2 ----- |
| Lv. 5 Flan x 4 [BOSS] | 360-420 --- --- 2 Fire |
| Lv. 7 Firemane [BOSS] | 3571 --- --- Water |
o-----------------------------o--------------------------------o
[EAST SPUR STAIRS]
Vaan is introduced to Balthier and Fran, two sky pirates, all of
whom have crashed into the lower aqueducts. Time to partner up to
get out of this alive! They join the party, so check out their
skills and teach 'em some new ones -- both have excess LP just
waiting to be spent. Once again, the save point reminds you that you
may not be able to escape this place easily. Consider another save,
if you please.
---
Exit down the stairway nearby to have Baltheir teach you about the
Gambit system. To use the system (which is now available, btw), you
need to select an action and a target for it. New Targets have to be
picked up at gambit shops. Also, Gambits in the #1 slot get to have
precedence any others that may follow, so plan accordingly. The
Party option is now available in the menu, too. 'Kay, that's all.
Inspect the fallen soldiers nearby to hear Balthier's poetic tongue
before walking down the tunnel into...
[EAST WATERWAY CONTROL]
Take a left turn (south on map) to find a fancy urn with a map of
the Garasmythe Waterway. The other pot nearby contains [EYE DROPS].
Down the watery path, take the first stairs and cross the grate
bridge -- the opposite stairs are broken, but you can raid an item
pot.
Descend and dip back into the water. Around the corner is another
stairway that ultimately leads to the southern alley complex. There
are not treasures here, so simply exit down the main passage and
lead your party members into the spillage. Exit's in the south.
[NO. 11 CHANNEL]
This should be semi-familiar territory. Head down the southern path
straight in front of your characters, which will arc east. Two urns
are visible across the water, but a sleeping Gigantoad is ruining
the easy advance. Sneak-attack it with some fire skills before it
can use Angel Song to give itself Regen status.
Follow the path south again (like one big, piece of spaghetti...)
until you get onto some high ground above some more snoozing
Gigantoads. Kill 'em if you haven't done so already, then follow
the bridge beyond them south. The upward slant leads to...
[EAST SLUICE CONTROL]
Cross the sluice and find the save point on the other side. Use the
stairway nearby to descend, and you'll have a new girl in your party
for awhile. You also have to fight with 4 Lv. 5 Imperial Swordsmen,
which are pretty pathetic for a mid-boss troupe. Cast Blind if you
have it or use elemental skills if you don't. One enemy starts with
Protect, but it shouldn't stop you from a romp.
The girl introduces herself as Amalia and will join your party as a
guest -- meaning, she won't take orders from anyone and will leave
whenever she feels like it. Continue beyond where Amalia stood to
leave.
[SOUTHERN SLUICEWAY]
As you enter, you'll find a large, flat platform. Continue forth
platform and you'll be subjected to a gooey ambush
o-------------------o-------------o------------o
| BOSS: Flan x 4 | HP: 360-420 | Weak: Fire |
o-------------------o-------------o------------o
Well, at least one good thing comes of this -- they're ALL weak to
fire-elemental spells. Concentrate on one at a time and use Blindna
to counter the bosses' Blind spells -- if you're just casting magic
though, don't bother; it doesn't affect magic success rates. Unlike
in previous Final Fantasy games, the Flan's soft body doesn't quite
make it strong against physical attacks. Fire-elemental skills are
just the easier way out to an easy battle.
Once you're done making pancakes out of the enemy, continue out the
other side of the room, opposite of where you start.
[WEST SLUICE CONTROL]
Up the stairs, dispatch the Gigantoad and the Garchimaceras as they
reside near the bridge. Continue north and down the walkway, into...
[NO. 10 CHANNEL]
Ignore the stairway on your right and round the 1st left corner to
find an item pot. Go north across the makeshift bridge, then take
the grate bridge east across the channel. Go south once across and
you can find a second item jar in the rounded part of the path's
shape. Make your way east again, where you can exit into...
[CENTRAL WATERWAY CONTROL]
This room is shaped like a...lesse, a protractor (XD), so get into
the 'interior' where you can see four rusted devices. There's also
a save point. Nothin' else to do here, so approach the door that
leads to...
[OVERFLOW CLOACA]
Ahh, the very beginning of the dungeon. You're faced with a boss
here, who appears out of nowhere...
o----------------o----------o-------------o
| BOSS: Firemane | HP: 3571 | Weak: Water |
o----------------o----------o-------------o
Yes, that's really how much HP he has. Cast Protect if you have
it; if you don't, keep your cure spells at the ready. Mess around
with your gambits to get "Ally: HP<70% -> Cure" on all applicable
people (probably Vaan and Fran).
Firemane has two main attacks: Rush and Brushfire. The former is
a strong physical attack, while the latter can do damage and also
poison multiple people (in range). Its Kick and Fire attacks are
fairly easy to swallow. All in all, it's got a lot of HP but it's
not too hard considering the rate of attacks.
After battle, the consul appears and all the "thieves" are taken
to...
o-------------------------------------------------------------------o
| 013 - Nalbina Dungeons NLB1 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 8 Daguza | 232 ------ --- 2 Fire |
| Lv. 7 Gwitch | 142 ------ --- 2 Fire |
| Lv. 7 Galeedo | 158 ------ --- 2 Fire |
| Lv. 6 Imperial Magus | 197 21 8 1 ----- |
| Lv. 8 Imperial Magus | 201 28 8 1 ----- |
| Lv. 8 Imperial Hoplite | 275 24 10 1 ----- |
| Lv. 9 Imperial Hoplite | 283 30 13 1 ----- |
| Lv. 7 Imperial Marksman | 264 21 6 1 ----- |
| Lv. 8 Imperial Swordsman | 229 21 8 1 ----- |
| Lv. 9 Imperial Swordsman | 237 28 11 1 ----- |
o-----------------------------o--------------------------------o
[STOCKADE]
The bottom of a sealed-off fortress, these dungeons are. Save
crystal's in the very north, but a prisoner warns you not to go in
that direction. Like the prior dungeons, you're advised not to save
in one slot alone if you think it might cause trouble down the line.
Exit north.
[ARENA]
Vaan sets in alone and gets dragged into the arena by three Seeq
brutes. You must fight them, of course.
o---------o---------o------------o
| Daguza | HP: 232 | Weak: Fire |
o---------o---------o------------o
| Gwitch | HP: 142 | Weak: Fire |
o---------o---------o------------o
| Galeedo | HP: 158 | Weak: Fire |
o---------o---------o------------o
They may have confiscated your weaponry, but both you and Balthier
are more than enough to fry these piggies. One Fire spell should be
able to put one away, with the exception of Daguza. He has Protect
status, so tag-team him last. Use the Knots of Rust you have for
quick attack-item damage, although there's little chance you'll
need to.
When more troops appear in the arena, Fran gets you out under a
portcullis. After a scene, you'll have to make your escape. They
just don't build prisons like they used to...
[THE CONFISCATORY]
NOTE: If you want the collect-all-maps icon in the Sky Pirate's Den
make sure to get the map here -- it's only available for a short
while.
Approach the save point and you'll find your stolen loot and also a
map of the Nalbina Dungeons. Exit in the hallway.
[THE BLACK WATCH]
Balthier's had his fill of turnkeys...time to tread lightly. Along
the western wall is a treasure chest with an [Ally:HP<60%] gambit
for you (I did get a Knot of Rust once, though). You may get Chromed
Leathers from a pot around here, if you're lucky. Tread north along
the raised eastern wall.
If you look at the map, you'll see the sections here are symmetrical
to each other. Try to go west to view the Judge passing through a
magicked door, which is left open (XD). Head downstairs to find an
imprisoned...Basch! All parties plummet into the...
o-------------------------------------------------------------------o
| 014 - Barheim Passage [BRH1] |
|-----------------------------o-------------------------------------o
| ITEMS |
| Tube Fuse |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 8 Bomb | 347 --- 1 Water |
| Lv. 7 Flan | 294 51 --- 1 Fire |
| Lv. 8 Mimic | 340 34 --- 1 Wind |
| Lv. 7 Zombie | 277 31 --- 1 Holy |
| Lv. 7 Seeker | 551 34 --- 1 Earth |
| Lv. 8 Skeleton | 318 53 --- 1 Holy |
| Lv. 7 Steeling | 298 23 --- 1 Earth |
| Lv. 8 Suriander | 410 50 --- 1 Ice |
| Lv. 9 Suriander | 430 50 --- 1 Ice |
| Lv. 7 Tiny Mimic | 211 13 --- 1 Wind |
| Lv. 8 Tiny Mimic | 217 14 --- 1 Wind |
| Lv. 6 Tiny Battery | 120 --- 1 Ice |
| Lv. 7 Tiny Battery | 120 --- 1 Ice |
| Lv. 7 Battery Mimic | 520 41 --- 2 Ice |
| Lv. 10 Mimic Queen [BOSS] | 4073 --- --- Ice |
o-----------------------------o--------------------------------o
BATTERY MIMICS ARE WEAK TO ICE!
[THE LIGHTWORKS]
Basch is just a guest at the moment, but at least he's got a sword
arm. Head down the stairs to the save crystal, then head east into
the circular cul-de-sac-type room for three item chests (gil...).
Inspect the device on the main pillar to find the power relay with
a blown fuse. Talk to Burrogh down at the bottom of the stairs to
get a [TUBE FUSE]. Install the fuse up at the power relay and the
place will light up (Charge: 100%). Press the switchboard down by
Burrogh once the place is shimmerin' and the gate nearby will be
in working condition; however, the Charge% dropped by thirty. It
seems some evil beasties come out in the dark, and it takes thirty%
to work the gates... Burrogh can act as a shop complete with wares
from weapons to magicks. Stock up for what you intend to get later,
because this dungeon is L-E-N-G-T-H-Y and backtracking would be
incredibly idiotic. :p
Buy a Slow spell just the same, then exit south.
[OP SECTOR 29]
Everyone witnesses a mimic sucking energy (40%) from the electrical
conduits here. Balthier says they might give it back if you were to
"ask nicely." Swordpoint first, naturally. Kill the Battery Mimics
before they can siphon all the energy out, then deal with the zombie
about. This should fill some of the Charge gauge back up -- it still
decreases, though, meaning another Mimic's nearby.
Get the treasure urn by the central pillar and leave through the
adjacent hallway, which takes you into a southern room. Deal with
the Tiny Mimics and destroy the Battery Mimic eating the wiring at
the stair bottom. Once order's been restored, exit the room.
[GREAT EASTERN CONDUIT]
There are four mimics that appear on your map, now. Enter the
railway and kill the first two by the exposed cords, then go south
through the train tunnel. At the fork, sprint down the right (SW on
map) and take out the mimic duo there. Double back and take the left
fork (S on map).
There's another fork here; the left goes south, the right goes SW.
Follow the long southern one (it has a curve) and dispose of the
mimicks there. Double back to the 2nd fork and take the SW path. It
leads down to a V-fork. Take the northern path at this 3rd fork to
an ornate urn with the Barheim Passage's complete map.
Near the very southern part of the area, the last mimic will try to
feed on the conduit at the station platform. Exit into the dead-end
area by that platform, once the enemy's dead.
[OP SECTOR 36]
Two more Battery Mimics are feeding on the electricity here, one at
the mid-level part of the stair and the other at the bottom. Nothing
else here, though; exit back to the Great Eastern Conduit and leave
via the train tunnel.
[SPECIAL OP SECTOR 3]
Two mimics here are looking to feed, by the tracks and in a west
room from there. Flans appear in that adjacent room -- they're weak
to fire, remember. In the westernmost room, take a [POTION] urn by
the pillar's base before climbing the stairs and exiting.
[OP SECTOR 37]
There's a mimick left of where you enter, and another in the tunnel
that runs north/south on the eastern side of the room. Enter the
small north/south platform west of the first mimic and get some an
item chest.
After taking out the one on the low ground, enter the large northern
room. Head up the nearby stairs, take care of the flans, and flip the
gate switchboard fixed on the wall. This opens the train-tunnel gate
in Special Op Sector 3. Backtrack out and head back there.
[SPECIAL OP SECTOR 3]
Go east to the train tracks, and go through the newly-opened gate
in the south.
[NORTH-SOUTH JUNCTION]
Vaan confronts Basch and you learn about what went down in Nalbina
Fortress at the game's start. Use the save crystal (thank god!),
check out Basch's new outfit and sword, then get southbound.
[GREAT CENTRAL PASSAGE]
Only one idiot mimic here, down the tunnel on the eastern side. The
party can also happen upon an actual Mimic, disguised as a pot by
some track rubble. Continue south, getting the [POTION] pot on the
west side of the route.
[THE ZEVIAH SUBTERRANE]
If you check the large map, you'll see there are three mimics in
two different parts of the map; two nearby and another along the
looping path (entire room is V-shaped).
Down the southern path you'll find a Suriander enemy, which may or
may not be in Confuse status. Kill it and continue heading south,
until you have to turn west along the water. Destroy the rest of
the enemies and head to the far container, which has an [OAKEN POLE]
inside (and respawns). You need to have the Poles 1 license to use
it, though.
Go back to dry land and take the northeasternly path to the the 3rd
Battery Mimic. Some Skeletons should appear here, also. Follow the
path to the exit.
[TERMINUS NO. 4 ADJUNCT]
Hey, no electric eaters here! Use the save point and check licenses
to make sure someone knows Slow. Set your gambits to Ally<70% or
Ally HP: <60% -> Cure/Potion, and move into...
[TERMINUS NO. 4]
Uh...is that how babies are made?
o-------------------o----------o-----------o
| BOSS: Mimic Queen | HP: 4073 | Weak: Ice |
o-------------------o----------o-----------o
| Tiny Battery x 4 | HP: 120 | Weak: Ice |
o-------------------o----------o-----------o
The little accompanying enemies are pretty pathetic, but killing
them only makes more spawn. First order of business would be using
a Slow spell and pounding queenie with Blizzard. Once it's slowed
(HUGE help), attempt to cast Blind on it -- this seems to fail for
awhile before working.
Now impaired, the Queen is weapon fodder. Kill off the li'l battery
mimics but leave ONE -- otherwise, the mama will use Breath of
Life and start spitting out more. The main thing to watch out for
here is Shockstorm, which can do damage to allies surrounding the
boss, usually for 100+. The Ground Shaker attack does ~70 damage
to surrounding areas, so it's not as important. As long as you keep
up the Slow status, though, you will always have the advantage.
Once everything's said and done, the Mimic Queen falls over and
starts a cavern collapse. Everyone splits down a tunnel and exits
into...
o-------------------------------------------------------------------o
| 015 - Dalmasca Estersand DMT2 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 6 Wolf | 94 --- 1 Earth |
| Lv. 7 Wolf | 114 2 --- 1 Earth |
| Lv. ? Nekhbet |~2500 --- ????? |
| Lv. 8 Cactoid | 136 10 --- 1 Wind |
| Lv. 9 Ichthon | 387 46 --- 1 Thndr |
| Lv. 7 Cockatrice | 136 2 --- 1 Water |
| Lv. 8 Cockatrice | 152 3 --- 1 Water |
o-----------------------------o--------------------------------o
[PASSAGE ENTRANCE]
The passage to Barheim is closed, at least for now.
After some dialogue, the map shows you exactly where you are. Not
sure if it does it completely, because I bought the map, but the
party's about halfway in. The objective says "Penelo must be worried
sick. Better head back to Rabanastre." Yes, let's. Save and go west.
[SAND-SWEPT NAZE]
From here, you can go south to familiar territory or go north to a
teleport crystal. Either way's up to you, but the walkthrough'll
go the easier.
The party starts on the west side of the massive area. Cockatrices
and Wolves appear here, as well as Nekhbets, which you'll probably
want to avoid (2500ish HP). Head northwest from Passage Entrance
towards the exit. The western side of the area is shaped like:
[BANKS OF THE NEBRA]
The northern coast of the screen is water, and you can find Ichthon
enemies which give better EXP than you're sure to get from the crap
you've been fighting (besides Nekhbet). When you see some buildings,
the exit is close by.
[SOUTH BANK VILLAGE]
Ahh, peace and quiet. There's a cartographer moogle nearby who'll
sell you maps -- it's possible you have all of them by now, though,
should you have found the ones in the dungeons and such. 'Sides
that, there's an accessory/item merchant to deal with. The ferry's
out so you can't advance north...time to leave. Use a Teleport Stone
to get out.
o-------------------------------------------------------------------o
| 016 - Rabanastre [RBN3] |
o-------------------------------------------------------------------o
| ITEMS |
| Sword of the Order |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[SOUTHGATE]
The party splits up, so it's just our li'l man on his own. Vaan
suggests going to show Penelo the Goddess's Magicite he theived to
get, and she'll be at Migelo's. Talk to Horne the Moogle to use
the Moogling teleportation device -- the closest you can get is
the Sandsea.
[EAST END]
Enter the sunderies and Kytes will tell you that Migelo and Penelo
are both absent and that Old Dalan had something for him to do.
Vaan volunteers to visit Dalan in Lowtown in his place.
Enter Lowtown via Southgate and go to visit pops.
[DALAN'S HOUSE]
Converse with Dalan and he'll ask you to bring a sword to Azalas.
He marks your map where he can be found. The [SWORD OF THE ORDER]
you get has to be taken personally to a guy in the North Sprawl.
[NORTH SPRAWL]
Move to the red "X" in the southwestern part of the sprawl to find
a buy with the unfortunate name of Balzac. He wouldn't talk to you
before now, but now that you talk to him, you're permitted passage
into the room beyond.
The Resistance meets here, and Basch has already arrived and got
himself cleaned up. After some dialogue, he joins Vaan as an actual
member this time 'round. Fiddle with his licenses (200+!) and exit
back into the town proper. Basch wants to find Balthier to get some
wings, so where else would a tired, thirsty sky pirate go...?
[THE SANDSEA]
Approach the meeting place to get a scene, then enter inside. Go
up to the balcony to learn that Penelo's been kidnapped by the
bounty hunter Ba'Gamnan -- that lizard-face you saw in the Nalbina
Dungeon arena. Balthier and Fran rejoin the party, saying that the
note left to tell Migelo what happened alludes to the Lhusu Mines
near Bhujerba. When you're ready, meet up with the party at the
Aerodrome at Westgate.
It's recommended you upgrade everyone's weapons and armor, as well
as Magicks and Technicks. Recommended: Immobilize and Disable.
You've probably got a wallet full of various Loot, so unload 'em for
cash and get a move on. Take use of the Moogling device to get to
the destination immediately. ^_^
[WESTGATE]
Enter the Aerodrome and find Balthier. He can tell you about the
destination if you want. Tell him you're ready to leave and you
will board the Strahl, Balthier's glorious airship. MOOGLEEEEE
MECHANICSSSS! Blast-off time!
o-------------------------------------------------------------------o
| 017 - Bhujerba [BHJ1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[AERODROME]
The teleport crystal here lacks teleportation (thanks Mist), but
it still has save functionality. Exit into the bright lights.
[TRAVICA WAY]
Balthier tells the party the Lhusu Mines are up ahead, and a
passer-by named Lamont asks if he can join the party. Vaan calls
Basch by his real name accidentally...sigh. Lamont joins the party
en route to the mines.
Head west to the first city junction to find a cartographer moogle,
selling Bhujerba and Lhusu Mines maps (primarily). You can also
outfit your party with the shops that are around here. To leave,
head south along the winding street into...
[MINER'S END]
The Technick shop is here, along the east road. The destination
is in the northwest, past the Gambit shop, where the mini-map is
blinking green.
[LHUSU SQUARE]
Past another cartographer moogle is a save point. Head north when
you're ready to learn the Imperial Guard isn't allowed in every one
of Bhujerba's locations. Thanks, Lamont... >_>
o-------------------------------------------------------------------o
| 018 - Lhuzu Mines [LHZ1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 10 Slaven | 780 86 --- 1 Wind |
| Lv. 11 Gijuk | 1650 ?? --- Water |
| Lv. 11 Rinok | 1745 ?? --- Water |
| Lv. 11 Bwagi | 1593 ?? --- Water |
| Lv. 07 Steeling | 446 30 --- 1 Earth |
| Lv. 08 Steeling | 462 31 --- 1 Earth |
| Lv. 08 Skeleton | 557 72 --- 1 Holy |
| Lv. 09 Skeleton | 563 73 --- 1 Holy |
| Lv. 11 Skeleton | 804 93 --- 1 Holy |
| Lv. 12 Ba'Gamnan | 3908 ?? --- Water |
| Lv. 08 Skull Defender | 510 72 --- 1 Holy |
| Lv. 09 Skull Defender | 516 73 --- 1 Holy |
| Lv. 10 Skull Defender | 702 97 --- 1 Holy |
| Lv. 11 Skull Defender | 708 98 --- 1 Holy |
o-----------------------------o--------------------------------o
[SHAFT ENTRY]
Go down the stairways on either side of the fountain and the party
hides from a Judge, the Marquis Ondore, and his entourage. Once
they're gone, reformate your party (max: 4) and continue into the
train tunnel, going west.
When you see two southern passages, take either towards another
train tunnel (dotted lines on the map). The red light you see is
an Explosion trap -- use Libra to see them. Claim the item pot and
go back to the horizontal corridor north of the station. Go all the
way west and then south, exiting on the tracks where you couldn't
get to previously.
[OLTAM SPAN]
Another explosion trap is here -- avoid! There is a northern and a
southern passage lining the train tracks, and you should take the
northern since it has no explosion trap. Going across the train
tracks lets you fight skeletons, if you want. Either way, exit to
the far west.
[TRANSITWAY 1]
Follow the train tracks west, and at the fork, arc north. Get the
[191 GIL] treasure on your way.
[SHUNIA TWINSPAN]
Basically the same as the spanning bridge earlier, but the tracks
are a venerable skeleton-type graveyard now. Take the northern,
concrete side-path west if you want to avoid battle. Just get really
close and you can take it without eating some shrapnel. Far-west exit
again.
[SITE 2]
Continue down the train tracks that run east.
Follow the path to a lit stairway that brings you into a primitive
mining area. Look by some crates for a [111 GIL] container, then
heal up and head north.
A scene plays where Lamont finds manufactured nethicite. Ba'Gamnan
pays here appears with a chainsaw weapon, but he gets pushed over
and the party starts to flee back the way they came. Run back to
the train tunnel and exit to the southwest. Don't bother engaging
them for a fight unless you want the cronies' 5 LP (Ba'Gamnan has
no reward, for semi-obvious reasons...).
[SHUNIA TWINSPAN]
The enemy is still tailing you, and it'll be in your best interest
to run on one of the side paths instead of the tracks -- that way
there isn't a gaggle of skeletons also pining to murder you.
[TRANSITWAY 1]
Follow the tracks south to the exit. Straightforward.
[OLTAM SPAN]
Again, flee east, on a side-path if you prefer. Since it's hard to
get in healing while you split through, might as well minimize the
damage you take.
[SHAFT ENTRY]
By some miracle, you've lost the stupid Bangaa bounty hunters.
Follow the path back to the exit, where the big, red "X" is now.
o-------------------------------------------------------------------o
| 019 - Bhujerba [BHJ2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[LHUSU SQUARE]
Penelo is here, and it turns out that "Lamont" is actually Emperor
Gramis' son, and Vayne's brother. When Penelo is led away by the
young boy, Fran comments that she's probably going to be treated
well. Time to approach the Marquis...
Approach the save point and the party plots to get Ondore's ear by
spreading rumors that Basch is still alive. Vaan will split up to
run the gossip mill, and you'll notice a Notoriety gauge now. Press
Square to spread news, which raises the gauge. The more around to
witness, the more the gauge rises. ^___^
Tell your lies to the Bhujerbans in the areas, the NPCs you can
normally talk to -- the other people will fail to care. The gauge
also decreases over time, so make sure to have crowds hear you.
Just make sure not to spread falsehoods Sainikah's earshot, or
the gauge takes a hefty reduction. On the other hand, yelling where
Parijanahs can hear raises the gauge more than normal.
Once you have 100%, Vaan gets cornered by some Sainikahs and is
taken to a tavern...
[THE CLOUDBORNE]
At the back of the tavern, the resistance meets with everyone and
Basch shows himself. A scene where Penelo and Larsa speak in
the Marquis' palace shows him promising to keep her from harm.
A meeting is arranged for Basch and Ondore at the tavern, so it's
time to go to back to...
[TRAVICA WAY]
In the northern part of the area, talk to the Sainikah who'll tell
you His Excellency awaits. He'll take you to an audience in...
[OMDORE'S MANOR]
Basch and the Marquis meet to discuss Amalia's rescue, and Vaan
learns Penelo's been taken with Larsa's cortege, leaving on the
morrow. High above, a warship drops tiny vessels that fly toward
the manor everyone's currently in... After some more scenes, it's
back into chains for a nonstop flight on the...
o-------------------------------------------------------------------o
| 020 - Dreadnought Leviathan [DRL1] |
o-------------------------------------------------------------------o
| ITEMS |
| Manufactured Nethicite No. 1 Brig Key |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 11 Judge | 2245 --- 11 7 ----- |
| Lv. 11 Mastiff | 535 40 --- 1 ----- |
| Lv. 10 Imperial Magus | 384/489 34/44 11 1 ----- |
| Lv. 09 Imperial Gunner | 647 41 6 1 ----- |
| Lv. 11 Imperial Hoplite | 678 42 11 1 ----- |
| Lv. 12 Imperial Hoplite | 690 47 15 1 ----- |
| Lv. 09 Imperial Swordsman | 562 34 1 ----- |
| Lv. 10 Imperial Swordsman | 570/615 39 11 1 ----- |
| Lv. 11 Imperial Swordsman | 430/615 34 9 1 ----- |
| Lv. ?? Judge Ghis | ???? --- --- --- ----- |
o-----------------------------o--------------------------------o
Amalia is revealed to be Ashe, "dead" princess of Dalmasca. Vaan
hands over the Goddess's Magicite -- the Dusk Shard -- and everyone
gets to be quartered elsewhere. As the party heads to the elevator,
the guards are overtaken and the Resistance member you met at the
Cloudborne (Vossler) joins your party as a guest. He alone has been
keeping Ashe hidden; she must stay that way. A map of the Leviathan
is received, also.
[PORT LAUNCH]
Save the game if the disclaimer doesn't phase you, and exit through
the sliding-glass doors.
[PORT SECTION]
Vossler has a word of caution before you set out -- don't trip the
alarm beams! Those red criss-crossing lasers will summon the guard
should they be broken.
Back at the first laser array and go down the path (middle) beside
it. Turn west and go down the left side of the area until you come
upon a square-shaped room. Run east and up into another square-shaped
room. From there, head into the right, adjacent passage with
squiggly-type corridors.
There are two exits here, both in south, on either side of the room.
Arc north and around, then get the treasure canister by the east
side. Leave to the south.
[LARGE FREIGHT STORES]
Go along either side of the walkway to find some stairs that bring
you down into the freight storage. There are three treasure pots
sitting in a cluster here, one of which may be a Reflectga Mote.
Take the small stair at your height down to the exit.
[AIRSHIP BERTH ACCESS]
There's a laser to the west, preventing easier access to Ashe's
cabin. Follow the right path north through a sentry room, and
past that you'll be trapped in by lasers, forcing you to sound the
alarm to advance. Kill the Hoplite/Magus/Swordsman who come and
keep the course north. When you get to a large crossroads, take
the southern exit.
[CENTRAL BRIG ACCESS]
There's a forced battle here with:
o Judge x 2
o Imperial Magus
o Imperial Swordsman x 3
The Magus will cast Poison and other nasty attacks, so kill it
first. Aftewards, cast Immobilize to really make this battle a bit
easier (Judges can be affected). Take out the cronies before doing
the full-scale offensive on a Judge. Tri-Attack can do 150+ damage
so always keep your HPs in a comfortable range. Using Slow will also
help the Judges into a nice peaceful dirtnap.
You earn the [NO. 1 BRIG KEY] after you're done. Enter the No. 1
Brig to the south.
[BRIG NO. 1]
Open the cell nearby to find a save point and a [SYSTEMS ACCESS KEY]
inside the ornate urn. In the brig opposite the save point, you can
find two incarcerated moogles who can sell you stuffs. Unlock Ashe's
cell and she'll join the party. Tweak her licenses (300+ LP) and
sell your Loot to see if you can buy the Bazaar package that gives
you Balthier's Capella + Silent Shot. This will be useful later, if
you're using him.
[CENTRAL BRIG ACCESS]
Exit here to see an alarm going off. The new red-X destination is
back where you first entered -- the Port Launch section.
[AIRSHIP BERTH ACCESS]
Run along either left or right side of this area, looping 'round to
the southern exit.
[LARGE FREIGHT STORES]
Get the three treasure urns in the lower section and flee up either
stair to the northern exit. Almost there.
[PORT SECTION]
Exit into the western doorway nearby to have "Lamont" meet up with
you. Penelo joins the party while the powerhouse Vossler leaves to
secure an airship. You obtain a piece of [MANUFACTURED NETHICITE]
before the split. Use Penelo's licenses (400+ LP!?) and equip that
Nethicite on someone -- it halves all damage but puts auto-Silence
on someone. Any fighter should be able to deal with it.
Flee all the way north, then all the way west. Heal up before you
enter...
[PORT LAUNCH]
The Nethicite saves everyone's hides when Judge Ghis fires some
magic. Now it's down to brass tacks, f00!
o------------------o----------o-----------o
| BOSS: Judge Ghis | HP: ???? | WEAK: --- |
o------------------o----------o-----------o
Some Imperial lackeys accompany this guy, so take them out before
casting Slow on Ghis. Afterwards, cast Protect on yourselves and
dig into the Judge. He will cast Greater Barrier (Shell+Protect)
after awhile, and start doing a sweeping attack which can hit
multiple times -- keep Protect on your characters! If someone in
the party falls, switch 'em out for someone else; just make sure
to keep him Slow'd.
The judge's true face is revealed after you're finished, and Vossler
appears to say they've secured an Atomos "skiff" for departure. Vaan
still can't fly it, though. :p Fran gets the party outta there
with some kind of nonpareil flyin'. We're goin' back to...
o-------------------------------------------------------------------o
| 021 - Bhujerba [BHJ2] |
o-------------------------------------------------------------------o
| ITEMS |
| None |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[AERODROME]
Basch tells Ashe that speaking with the Marquis will be beneficial,
and Vossler agrees to it, as well as keeping Basch at her side as a
protector. Time to see Ondore, although you're free to go anywhere
you've previously been via teleportation.
[TRAVICA WAY]
Talk to the Sainikah blocking the northern road and he can take you
to the Marquis. After the meeting, Ashe tries to steal Balthier's
airship to fly to King Raithwall's tomb. After a little pressing,
Balthier agrees to "kidnap" her to get some of the treasure that
awaits. Of course, Penelo can't be left behind either. It's settled.
Watch the scene in Archades.
o-------------------------------------------------------------------o
| 022 - Dalmasca Westersand [DMW2] |
o-------------------------------------------------------------------o
| ITEMS |
| None |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ----- |
o-----------------------------o--------------------------------o
[THE WESTERN DIVIDE]
With the airship transparent and everyone dropped off below, it's
time to head for the tomb. There's a teleportation crystal here if
you need to do some shopping, and head west into the "???" location
to find...
o-------------------------------------------------------------------o
| 023 - Ogir-Yensa Sandsea [GRY1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 15 Wyvern | 1603 --- 2 Water |
| Lv. 11 Alraune | 670 85 --- 1 Wind |
| Lv. 12 Alraune | 682 86 --- 1 Wind |
| Lv. 13 Alraune | 694 87 --- 1 Wind |
| Lv. 11 Danbania | 977 73 --- 1 Thndr |
| Lv. 12 Danbania | 988 74 --- 1 Thndr |
| Lv. 13 Danbania | 999 75 --- 1 Thndr |
| Lv. 12 Urutan-Yensa | 702 86/96 24 1 Wind |
| Lv. 13 Urutan-Yensa | 710 91 27 1 Wind |
| Lv. 14 Urutan-Yensa | 718 96 29 1 Wind |
o-----------------------------o--------------------------------o
[PLATFORM 1 - EAST TANKS]
Use Libra to see the hidden explosion traps.
Head west a bit to get the official area introduction, with the
royal city of Archades off in the distance. The sand truly does
wave like water... Basch says that beyond this desert, there's
still another that has to be crossed before Raithwall's tomb is
even close to being found.
Continue south to the large metal ramp and climb the red tanker's
stairs to the top. Take the southwestern path to a second tanker,
heading west from there. Fight any pesky Alraunes and loop to the
other side, going west across the skypath over the sandsea.
[PLATFORM 1 - REFINERY]
Basch tells that the Rozarrians made the oil constructs around the
area, just before Vossler arrives to find the party. Balthier tells
that this is Urutan-Yensa territory, and they're not fond of
visitors. That's Fran's senses at work for you. Out in the Sandsea,
people are riding fish-animals towards you -- time to move! Vossler
joins the party as a guest.
Head down the northwestern ramp at the third oil strut and meet
the Urutan-Yensa creatures below. They have Haste on, but aren't
too tough -- they can, however, use Sleep attacks. Head into the
tanker directly east and you can find an ornate urn with the map
of the entire Ogir-Yensa Sandsea. NOTE: if you're low on health,
at the base of the ramp where you first saw the Urutan-Yensa, there
is a trap that can heal all of your HP. Few and far between, so make
use of it if possible.
ANOTHER NOTE: Only Urutan-Yensa with swords can use the damaging
"Tri-Attack" skill, so always take them out first. The ones with
the bows only have magicks.
With the complete map, head up the ramp to the north of the area and
continue west to the "O----" tanker on the crappy map below. Head to
where the "X" is to get a treasure, an Ether probably.
O
| If you look at the completed map, you'll see four blue
O----- arrows that show exits to the sandy dungeon you're in. The
_/ northeastern one leads to the Zertinan Caverns and so does
\ the one stemming from the Central Junction. The other two
O <-X point to areas in the west -- both go to the Nam-Yensa
Sandsea. The southernmost exit is the way to go, so move
into the SW exit nearby.
[PLATFORM 1 - SOUTH TANKS]
Clear the tanker you see and only head south if you want to fight a
Wyvern. On the leftmost part of the southern extention, you can get
some treasure pots. Don't bother...
From the first tanker, continue west to the second and third ones,
then exit south from there. Almost done with this ridiculous level.
[SOUTH TANK APPROACH]
Leave the tanker via the west side, and at the bottom of the ramp,
go west.
[YENSA BORDER TUNNEL]
There's a teleportation crystal (why you came this way) and also a
merchant, who has accessories and a nice supply of magicks. If you
don't have Teleport Stones, Urutan-Yensa sometimes drop 'em.
o-------------------------------------------------------------------o
| 024 - Nam-Yensa Sandsea [NYS1] |
|-----------------------------o-------------------------------------o
| ITEMS |
| Eksir Berries |
o-----------------------------+--------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 15 Yensa | 1010 112 --- 1 Wind |
| Lv. 16 Yensa | 1021 113 --- 1 Wind |
| Lv. 17 Yensa | 1032 114 --- 1 Wind |
| Lv. 14 Bagoly | 1010 122 --- 1 Earth |
| Lv. 15 Bagoly | 1120 145 --- 1 Earth |
| Lv. 16 Bagoly | 1230 169 --- 1 Earth |
| Lv. 17 Wyvern | 1603 174 --- 2 Water |
| Lv. 14 Alraune | 694 65 --- 1 Wind |
| Lv. 13 Axebeak | 922 93 --- 1 Water |
| Lv. 15 Axebeak | 954 95 --- 1 Water |
| Lv. 11 Danbania | 966/977 72/73 --- 1 Thndr |
| Lv. 12 Danbania | 977/988 73/74 --- 1 Thndr |
| Lv. 16 Urutan Eater | 8015 --- --- 8 Wind |
| Lv. 13 Urutan-Yensa | 702 86 27 1 Wind |
| Lv. 14 Urutan-Yensa | 710 91 29 1 Wind |
| Lv. 12 Bull Danbania | 1159 81 --- 1 Thndr |
o-----------------------------o--------------------------------o
Note: If you entered the sandsea from The Sandscale Bank, you
can talk to a moogle which makes a Urutan Eater appear in the
Withering Shores area. The Urutan-Yensa aid you in fighting it.
Go back to the moogle once you've defeated it to learn the
Urutan-Yensa from before went to the Ogir-Yensa Sandsea. Head
into the Platform 2 - Refinery portion and as you go up the oil
rig, the Urutan-Yensa will run back into the Nam-Yensa. Re-enter
the Sandscale Bank to find a gathering of the sand-dwellers who
execute the good Urutan-Yensa for seeking outside help. After
they leave, get some [EKSIR BERRIES] where he once stood. The
description says the "Avion" really detests the smell of these
berries... Useful later on!
[AUGUR HILL]
Yes, more stupid Urutan-Yensas can be found here. Follow the path
until it opens up into a wider, sandier one. Out in the larger sand
channel, use Libra to find exploder traps. Head west or east --
doesn't matter. You'll come by a bridge either way. Cross it and
find the ornate urn with, you guessed it, the entire Nam-Yensa map
inside. A nearby pot can give up a Leather Gorget accessory, too.
[YELLOW HILLS]
Bagoly birds frequent this sand-hole -- try to fight 'em one at a
time for easier disposal. Head northwest to the next bridge, taking
the two pots here; one may be a Killer Bow. The exit in the SW leads
to the Zertinan Caverns, so don't bother going there.
Cross the bridge north to the old rig construct. On the SW side,
exit.
[DEMESNE OF THE SANDQUEEN]
Exit the oil rig on the SW side and take the western route. Use
Libra to see the exploder traps around the corner. North past the
exploder traps is a dead end made of bridges; ignore it unless you
need a few hi-potions and want to fight Yensa fish.
On dry land, head west to where some Axebeaks are rolling, and
exit northwest.
[TRAIL OF FADING WARMTH]
Note: Axebeaks can drop Vega guns. Try to get a free one by making
the kill-chains level-up. Remember, avoiding loot is a way
to expedite the process.
Cross the southwestern bridge and make drumsticks out of the local
Axebeak population. Follow the path until you get to the large
middle section of the area. The nearby tunnel (to NE) leads to the
dead-end area of Simoon Bluff, which you can avoid for all intents
and purposes.
Follow the northwest bridge and you'll come to your merchant friend
from the Yensa Border Tunnel. He's now got weapons, a larger supply
of Onion ammo, and better white magicks (as well as the previous
magicks). I suggest buying Cura here, for later on. Exit west via
the nearby path. You automatically get the option of saving your
game here, which is convenient. Don't worry; you can return to the
other places and stuff, still -- this one's just to aid you, not
to trick you into restarting the game. :p
o-------------------------------------------------------------------o
| 025 - The Tomb of Raithwall [TMR1] |
|-----------------------------+-------------------------------------o
| ITEMS |
| Dawn Shard |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 18 Lich | 1158 ??? --- --- Holy |
| Lv. 19 Lich | 1164 ??? --- --- Holy |
| Lv. 16 Ragoh | 1400 132 --- 1 Wind |
| Lv. 17 Ragoh | 1420 133 --- 1 Wind |
| Lv. 18 Ragoh | 1440 134 --- 1 Wind |
| Lv. 15 Seeker | 773 74 --- 1 Earth |
| Lv. 16 Seeker | 789 75 --- 1 Earth |
| Lv. 16 Zombie | 794 103 --- 1 Holy |
| Lv. 18 Zombie | 881 105 --- 1 Holy |
| Lv. 17 Lost Soul | 966 178 --- 1 Holy |
| Lv. 18 Lost Soul | 972 179 --- 1 Holy |
| Lv. 16 Zombie Mage | 960 103 --- 1 Holy |
| Lv. 17 Zombie Mage | 966 104 --- 1 Holy |
| Lv. 18 Zombie Mage | 972 105 --- 1 Holy |
| Lv. 17 Skull Warrior | 876 178 --- 1 Holy |
| Lv. 18 Skull Warrior | 882 179 --- 1 Holy |
| Lv. ?? Belias [BOSS] | ????? ???? --- --- ----- |
| Lv. ?? Garuda [BOSS] | ????? ???? --- --- ----- |
| Lv. 16 Lesser Chimera | 1030 125 --- 1 Water |
| Lv. 17 Lesser Chimera | 1046 126 --- 1 Water |
| Lv. ?? Demon Wall [BOSS] | ????? ???? --- --- ----- |
o-----------------------------o--------------------------------o
Quite a sight this tomb...an evil-looking sight... Consider
having the following by now:
+ Cura magick and people who can use it
+ Shell magick and people who can use it (buy in Bhujerba)
+ "Self:" gambit (buy in a gambit shop)
[VALLEY OF THE DEAD]
Head west into the austere line of columns, leading to the tomb's
doorstep. From behind the structure flies a mean, lean, and fairly
keen boss. Libra doesn't work here, so it's time to fry this ol'
pheasant.
o--------------o----------o------------o
| BOSS: Garuda | HP: ???? | Weak: ---- |
o--------------o----------o------------o
The merchant guy spoke of the "Avion" having a weakness... One is
the Eksir Berry you could have gotten earlier by helping the rogue
Urutan-Yensa; the second one (sort of) is Blind.
It's immune to Slow, but you can still declaw it by casting Blind.
Given its predisposition to violently rip into your allies' faces,
make this your first priority. Sling Protect around to the party
member it sets its sights on and get to work on it with magic or
long-range weapons -- it is a Flying type after all. Garuda can
inflict Sleep, but since it uses an onslaught on one character for
quite awhile, it's bound to wake him/her up. Just keep Protect on
everyone. It has about ~5000 HP, I would guess. The single-minded
attacking regimen the boss does may actually play into your hand,
provided you tweak the gambits to cure that one character it goes
after.
Once Garuda's turned into birdfeed, an ancient device stirs. After
the scene where Ashe tells of the Dynast-King, a shop opens up at
the temple's base. The boss ahead will use Blindga, so think about
stocking up on Argyle Amulets (need Accessories 7 license). The
last boss will inflict Oil, so get some Handkerchiefs as well.
Save at the tomb's teleportation device and touch the device to be
warped into the interior.
[HALL OF THE DESTROYER]
The Waystone here does nothing, but if you travel behind it, the
Demon Wall boss will try to smush you against the far doorway. It
has 10000+ HP, so you should take the alternative: run away. You
can fight this battle at a later date. Exit to the western door.
[HALL OF THE SENTINEL]
You can run from this one as well, but it's only delaying the
inevitable...
o------------------o----------o------------o--------------o
| BOSS: Demon Wall | HP: ???? | Weak: ---- | Auto-Reflect |
o------------------o----------o------------o--------------o
This hallway is much longer, and the boss has a weakness this
time, too. Touch the red flames' braziers to snuff 'em out,
stopping the wall's attack. The blue ones expedite the advance, so
leave those ones alone. 'Sides that, it's beating it down and
dealing with Blindga: use Eye Drops and Argyle Amulets. The key is
to make sure you halt its advance before you're pushed back to the
braziers, since you can only light one at a time; if it's too
close, you won't be able to make use of the other. Chaining
Quickenings helps in the clutch and the boss only has about ten
thousand HP, I'd figure.
Once Demon Wall is dust, continue west and up behind its fixture,
taking the ancient door out.
[ROYAL PASSAGE]
Any characters who got X-Zoned in the previous fight should be back
in reality now. Take the stairs down to the ancient Waystone devices
platform. The active one takes you back to Hall of the Destroyer,
while the other two don't work. Crack open the ornate urn and get
the tomb's complete map.
The southern stairway leads to the Southfall Passage, while the
north leads to the Northfall Passage. Whichever way you take, you
can find one treasure chest per side, by the far north/south door.
Just make sure to have Libra on to spot the traps.
The walkthrough went to the south first, using the southernmost
door.
[SOUTHFALL PASSAGE]
It's twisty and curvy, but fairly straightforward besides. Notice
the rooms on the map with a dot in the middle? Head west into the
first room and keep going south to the lower left-hand corner of
the map. Continue to the southernmost part of the map to find three
chests. Follow the corridor east and it will curve north, towards
the middle of the entire area.
You'll come to another waystone and a switch beyond. Press the
switch to lower the face sculpture nearby, which releases three
liches. Kill 'em and use the lit-up waystone to get back to...
[ROYAL PASSAGE]
Take the adjacent passage you haven't taken yet -- the Northfall
for this guide.
[NORTHFALL PASSAGE]
This area's a mirror image of the last one, so basically speaking,
follow the meandering path east and around until it gets into the
central room of the entire area. There is another glowing jewel in
the pedestal -- push it to release some Zombie Mages and lower the
face sculpture all the way, revealing a down-stairway. The waystone
(red-colored) can now take you back to the Royal Passage; continue
down the east stairway when you're ready.
You go down a stairway (note: not on main map) and find an exit on
the south side. Enter and you'll end up in the area detached from
the others...
[CLOISTER OF FLAME]
The party finds Mist here, and Fran says it's dangerous but also an
aid, in that it permits powerful magicks to be used. Interesting...
Depending on which way you took, you'll end up on the north/south
side of the room. The stairways on the western side allow access to
the lower, middle part of the room, and each has a treasure chest
in the niche nearby -- one may be an Elixir. Follow the stair system
down to the ground floor, where a certain FFT throwback is acting as
security guard...
o--------------o----------o------------o---------------------o
| BOSS: Belias | HP: ???? | Weak: ---- | Immune: Blind, Slow |
o--------------o----------o------------o---------------------o
This guy has about 15000 HP, and attacks with:
1) Firaja = 300+ damage to most in range
2) powerful physical punches
3) Fire (single-target) magick
4) Greater Barrier = Protect + Shell statuses
Cast Protect around on the character that Belias first targets
and Shell to the others. Make sure someone always has enough MP to
cast Cura, since Firaja can do in the hundreds of damage and
inflict Oil status as well (use Handkerchiefs to cure or Remedies
with Remedy Lore 2 license). Besides that, it only has powerful
physical attacks to rely on, and it mostly has the same type of AI
as the Garuda -- it beats on one target until it dies. Belias also
uses intermittent Fire magicks, which are easy to swallow. Oil
status can doom you here, so get it off ASAP. Remember to equip
that nethicite accessory on whomever is going to be your tank.
It's possible to blunder your way through this with a little luck,
actually...
After battle, you obtain the Belias esper and can claim the [WHITE
FANG] and [WATER MOTE] chests nearby. Enter the door the Gigas was
guarding to enter...
[CHAMBER OF FIRST LIGHT]
Just a straight, downward path west. At the farthest end, Ashe
claims the [DAWN SHARD] to prove her royal heritage. The waystone
you passed on your way takes you back to the Hall of the Destroyer,
and you can leave from there.
[VALLEY OF THE DEAD]
You won't get a chance to save until the next boss fight, but you
won't be able to heal up either, so save in a different slot to be
sure. Also, make sure to buy the Belias spot on the license board,
or you won't be able to use it.
Head down among the pillars to see battleships flying overhead, and
the party is captured again by Judge Ghis. The "deifacted nethicite"
of the Dynast-King -- the Dawn Shard -- is handed over in return for
the Kingdom of Dalmasca's rebirth...and Ashe'll get the throne...
Back into chains for another flight... =/
o-------------------------------------------------------------------o
| 026 - Shiva [SHV1] |
o-------------------------------------------------------------------o
| ITEMS |
| None |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. ?? Vossler | ???? ???? -- --- ----- |
| Lv. 17 Imperial Swordsman | 845 112 17 1 ----- |
| Lv. 18 Imperial Swordsman | 845 112 17 1 ----- |
| Lv. 19 Imperial Swordsman | 845 112 17 1 ----- |
o-----------------------------o--------------------------------o
In midflight, after analysis of the Dawn Shard goes wrong, the
party manages to escape. Things aren't going smoothly, though...
o---------------o----------o------------o
| BOSS: Vossler | HP: ???? | Weak: ---- |
o---------------o----------o------------o
If you use Fran, she'll be in Berserk here, due to previous scenes.
Take out the nasty Imperial Swordsmen who appear with Vossler 'fore
they can do too much damage with Tri-Attack. Once isolated, Vossler
does physical attacks alone toward Basch, so keep him in good
health and this boss battle easily turns lop-sided. Once he's put
in critical health, Vossler uses Enrage, which ups his speed,
attack damage, and his number of attacks. Do a Quickening or a
summon to take him out before he mutilates everyone; if you can't
manage, Protect-ing yourself will buy yourself.
The Shiva begins losing altitude as the deifacted nethicite siphons
the engine's power away. Vossler bids Basch to take care of Ashe in
his stead, and the party escapes before the Leviathan and all her
escort are engulfed in flame. The party reclaims Ashe's shard, which
floats towards them in the air. Back in Rabanastre...
o-------------------------------------------------------------------o
| 027 - Rabanastre [RBN4] |
o-------------------------------------------------------------------o
| ITEMS |
| None |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o--------------------------------o
[MUTHRU BAZAAR]
Four days after the Leviathan incident, Ashe says she'll use the
Dawn Shard to fight the Archadian Empire, now that everyone has seen
the Dynast-King relic in action. Fran speaks of the Garif people,
who might know how to go about harnessing the inherent power in the
nethicite. Seems they live beyond Ozmone Plain, far to the south...
Like Balthier said, preparation for the journey is a good idea,
particularly since all the shops have been upgraded. Go for:
+ Cura magick
+ Esuna magick
+ Raise magick (should have it already, but...)
+ Charge technick
+ Talk to Montblanc to get items for beating bosses, clan rank-ups
Upgrade your equipment as you see fit, too. The Nomad Village does
not have a teleport stone, so you'll have to get there by your own
shoe leather...
o-------------------------------------------------------------------o
| 028 - Giza Plains [GZP2] |
|-------------------------------------------------------------------o
| ITEMS |
| Feather of the Flock |
|-----------------------------+--------------------------------|
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 18 Hyena | 940 147 -- 1 Water |
| Lv. 19 Hyena | 960 148 -- 1 Water |
| Lv. 18 Ichthon | 1293 259 -- 1 Thndr |
| Lv. 19 Ichthon | 1304 260 -- 1 Thndr |
| Lv. 20 Ichthon | 1315 261 -- 1 Thndr |
| LV. 21 Ichthon | 1326 262 -- 1 Thndr |
| Lv. 19 Gigantoad | 1469 282 -- 1 Fire |
| Lv. 20 Gigantoad | 1489 283 -- 1 Fire |
| Lv. 21 Wooly Gator | 2233 377 -- 1 Earth |
| Lv. 20 Great Tortoise | 3818 400 -- 2 Fire |
| Lv. 21 Great Tortoise | 3838 401 -- 2 Fire |
| Lv. 36 Silicon Tortoise | 12852 1055 -- 2 Fire |
o-----------------------------o--------------------------------o
NOTE: If you cut down the six trees in...
o Throne Road
o Nomad Village
o Toam Hills
o Starfall Field
o Crystal Glade
o Gizas North Bank
...you can form a bridge in Gizas South Bank, which opens a
new area of "Tracks of the Beast" to the east, where you can do
battle with Silicon Tortoises. Petrify or Poison 'em if you want
to kill 'em all cheaply 'n' stuff. The [FEATHER OF THE FLOCK]
key item is in the easternmost part.
[THRONE ROAD]
It's now the wet season, which seems to have pushed the wussy foes
out and brought in a slough of upgraded baddies here. The ditches
have gathered water now, so you'll get to fight baddies with better
EXP. To be honest, they're not much tougher than Urutan-Yensa...
To get to the Nomad Village, you now have to head east and curve
down the new peninsula. Make sure to use Libra to see the explosion
traps that have made their way here, too.
[NOMAD VILLAGE]
The rainy season's come and the nomadic peoples have mostly moved on
to greener, dryer pastures. If you were trying for the Cluckatrice
mark, Dania -- who posted for the help -- ain't here any longer.
Since the water's washed away the eastern passage, leave to the
western.
[TOAM HILLS]
Cross the bridge, first off. On your way south one can encounter
Wooly Gators, which should be inflicted with Blind before they get
sliced open. Continue along the boggy path to exit.
[STARFALL FIELD]
Use Libra to find the nearby exploder trap, and use it as a landmark
to find the withered tree nearby. Push it over to create a makeshift
bridge. Leave south of the dark crystal to leave the area entire,
getting the treasure pot by the last Wooly Gator.
o-------------------------------------------------------------------o
| 029 - Ozmone Plain [OZM1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 21 Wu | 1709 271 -- 1 Wind |
| Lv. 22 Wu | 1729 272 -- 1 Wind |
| Lv. 21 Zu | 1880 342 -- 1 Earth |
| Lv. 22 Zu | 1896 343 -- 1 Earth |
| Lv. 20 Viper | 1410 306 -- 1 Holy |
| Lv. 21 Viper | 1430 307 -- 1 Holy |
| Lv. 23 Zaghnal | 3157 400 -- 2 Wind |
| Lv. 20 Mesmenir | 1528 282 -- 1 Ice |
| Lv. 21 Mesmenir | 1548 283 -- 1 Ice |
| Lv. 19 Ozmone Hare | 823 113 -- 1 Fire |
| Lv. 22 Hybrid Gator | 2253 566 -- 1 Water |
| Lv. 19 Black Chocobo | 1116 229 -- 1 Th/Hl/Wtr|
| Lv. 20 Black Chocobo | 1132 230 -- 1 Th/Hl/Wtr|
| Lv. 21 Black Chocobo | 1148 231 -- 1 Th/Hl/Wtr|
o-----------------------------o--------------------------------o
NOTE: Wus can drop Kogarasumaru katanas [ATK: 58, 2-hands].
[FIELD OF FALLEN WINGS]
The east exit leads to the Dagan Flats; take the southern path.
Also, try to stock up on the Mesmenirs' Iron Carapace drops -- they
fetch a pretty penny.
[THE SWITCHBACK]
This Mesmenir breeding ground has four exits: one to the north side,
one in the east, one in the southeast, and another by a tunnel in
the very middle, which leads to (surprise!) the Zertinan Caverns.
You'll want to take the southeast avenue.
[HAULO GREEN]
Head to the southwest portion to find a warrior beating up on a
berserked Black Chocobo. Yes, those pesky birds from FFT have made
a showing here! From where you found the NPC hunter, look for a
western exit inhabited by black chocos. ^___^
It takes you out to...
o-------------------------------------------------------------------o
| 030 - Jahara - Land of the Garif [JLG1] |
o-------------------------------------------------------------------o
| ITEMS |
| Jaya Stick Bowgun Onion Bolts |
| Killer Bow Onion Arrows |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o--------------------------------o
[BANKS OF THE SOGOHT]
Finally, a teleport stone. And a cartographer moogle, whom you can
get a Ozmone/Jahara map from. The Jahara one is 30g, so might as
well get one. Talk to the Garif Warrior blocking the gate to be
turned away...almost. The NPC hunter from before is the War-Chief
and vouches for your ability. Supinelu (his name) tells you to find
the elders and talk to them about nethicite.
[LULL OF THE LAND]
Once in town, talk to High-Chief Zayalu to get a [JAYA STICK] for
Supinelu, whom you can find at the northern bridge. Fork over the
stick and pick "I would meet with Great-chief" to have the bridge
cleared.
[THE ELDERKNOLL]
Approach the two guards standing before the hilltop building and
tell them you're up to meeting with the Great-chief. After a history
lesson, Ashe learns the Mist buildup in the stone has been lost, and
it's now devoid of power.
Larsa shows up and suggests going to Bur-Omisace, where Ashe can get
the blessing of the Gran Kiltias and bring about the restoration of
Dalmasca by taking the throne that way. Li'l Lord Larsa also joins
the party as a guest.
If you gave the Jaya Stick to the elder (instead of selling it), you
receive a [BOWGUN] and [ONION BOLTS]; if you sold the stick, you get
a [KILLER BOW] and [ONION ARROWS].
[BANKS OF THE SOGOHT]
Save and take Gurdy up on the free chocobo offer. If you've never
used one, you only have a limited amount of time. In order to get to
the next destination, follow this route:
01) Exit through Haulo Green's north area
02) Take easternmost exit in The Switchback
03) Take the northeastern exit in The Greensnake area
04) Ride east in the Field of Light Winds to the exit
After some scenes, you end up in...
[SUNLIT PATH]
Dismount, save, head east.
o-------------------------------------------------------------------o
| 031 - Golmore Jungle [GMJ1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 24 Treant | 4384 310 -- 1 Wind |
| Lv. 22 Malboro | 1573 268 -- 1 Wind |
| Lv. 23 Malboro | 1693 294 -- 1 Wind |
| Lv. 21 Panther | 1299 225 -- 1 Ice |
| Lv. 22 Panther | 1409 248 -- 1 Ice |
| Lv. 23 Panther | 1519 271 -- 1 Ice |
| Lv. 23 Gargoyle | 1436 223 -- 1 Ice |
| Lv. 24 Gargoyle | 1494 248 -- 1 Ice |
| Lv. 37 Hellhound | 3570 397 -- 1 Water |
| Lv. 38 Hellhound | 3680 421 -- 1 Water |
o-----------------------------o--------------------------------o
[PATHS OF CHAINED LIGHT]
Note: Panthers drop Couerl Pelts which sell well. GET SOME!!!
Head into the first room and dispatch the Panthers there. As you
can read in the Bestiary, these things often attack in large packs,
much to one's dismay... Take either the east or west routes and take
the first intersection. By a t-junction, you should find the Golmore
Jungle map in an ornate urn.
[THE NEEDLEBRAKE]
Another twisting labyrinth to navigate (refer to map for easier
directions). You'll find that the southern route to the Rustling
Chapel (in Paths of Chained Light also) is blocked by a blue seal,
so the only way to go is to the east... As you approach the seal
near the exit, Fran says the jungle is denying them passage. Viera
dwell up ahead, apparently, and she's an unwelcome guest...
Follow the path Fran made and enter...
o-------------------------------------------------------------------o
| 032 - Eruyt Village [RYT1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o--------------------------------o
[ROAD OF VERDANT PRAISE]
Fran wants you to bring someone named Mjrn to her. The moogles you
(hopefully) saved on the Leviathan also show up here. They sell
Esuna and Curaga, both of which should be picked up if the license
board's been travelled that far. Save at the teleport crystal before
heading in...
[THE SPIRITWOOD]
Lovely Vieras...! Ahem... Follow the path to a fountain plaza where
the maidens are all about. Take the northeastern path and use the
stairway that loops around the trunk up to...
[FANE OF THE PATH]
Approach the bridge to learn Mjrn is not around, and some info about
Fran. ;-; Jote will reluctantly tell you that Mjrn has gone west to
be around people with "clothes of cold iron."
[ROAD OF VERDANT PRAISE]
The party mulls over the information, and Larsa seems to believe
Mjrn's whereabouts lie in the Henne Magicite Mines -- they lie in
Bancour, south of Ozmone Plain. Anyway, off to Ozmone Plain. Use
the teleport crystal for the fast-track exit to Jahara or backtrack
through the jungle -- the destination is the part of the plain you
left only a short while ago...
o-------------------------------------------------------------------o
| 033 - Ozmone Plain [OZM2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 21 Wu | 1709 271 -- 1 Wind |
| Lv. 22 Wu | 1729 272 -- 1 Wind |
| Lv. 21 Zu | 1880 342 -- 1 Earth |
| Lv. 22 Zu | 1896 343 -- 1 Earth |
| Lv. 20 Viper | 1410 306 -- 1 Holy |
| Lv. 21 Viper | 1430 307 -- 1 Holy |
| Lv. 23 Zaghnal | 3157 400 -- 2 Wind |
| Lv. 20 Mesmenir | 1528 282 -- 1 Ice |
| Lv. 21 Mesmenir | 1548 283 -- 1 Ice |
| Lv. 19 Ozmone Hare | 823 113 -- 1 Fire |
| Lv. 19 Black Chocobo | 1116 229 -- 1 Th/Hl/Wtr|
| Lv. 20 Black Chocobo | 1132 230 -- 1 Th/Hl/Wtr|
| Lv. 21 Black Chocobo | 1148 231 -- 1 Th/Hl/Wtr|
o-----------------------------o--------------------------------o
NOTE: Return to Jahara and talk to Judge Hausen to get three
Hi-Potions and an Ether!
[SUNLIT PATH]
Converse with the wounded Archadian soldier and give him a Potion
to save his dying friend. Afterwards, you learn that a chocobo is
needed to get around some of the areas. Borrow the chocobo from the
soldier to get a bit of advice: chocobo footprints lead to chocobo-
-only paths. Huh. Exit the way you came.
[FIELD OF LIGHT WINDS]
Look on the southern side of the area to find another chocobo by
a thicket. Pass through there and find the "secret exit" into the
other side of...
[THE SHRED]
You're on the southern, inaccessible ridge now, across the divide.
If you continue south you can find a tunnel with troop corpses near
its mouth, and to the southwest, another thicket that takes you to
Haulo Green. Take the tunnel, and leave to...
o-------------------------------------------------------------------o
| 034 - Henne Mines [HNM1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 24 Jelly | 1913 276 -- 1 Fire |
| Lv. 25 Jelly | 2018 303 -- 1 Fire |
| Lv. 23 Redmaw | 1134 195 -- 1 Earth |
| Lv. 24 Redmaw | 1202 218 -- 1 Earth |
| Lv. 22 Seeker | 1094 188 -- 1 Earth |
| Lv. 23 Seeker | 1110 189 -- 1 Earth |
| Lv. 24 Nightmare | 1630 276 -- 1 Holy |
| Lv. 25 Nightmare | 1688 301 -- 1 Holy |
| Lv. 26 Tyranorox | 4073 443 -- 2 Wind |
| Lv. 23 Thunderbug | 2083 186 -- 1 Ice |
| Lv. 25 Thunderbug | 2303 230 -- 1 Ice |
o-----------------------------o--------------------------------o
By now, the magicks you should actively be able to use are:
+ Anything up to Time Magick 2 license
+ Anything up to Green Magick 3 license
+ Anything up to White Magick 4 license
+ Anything up to Black Magick 2 license
Also, Larsa uses Hi-Potions/X-Potions to cure...and they're his
own! Your inventory isn't affected the least bit! Oh, happy day!
Oh, and Redmaws drop Crooked Fangs which sell for 287g -- get
some 'cause they are plenty plentiful.
[NORTH ENTRANCE]
Seekers and Redmaw bats appear here. Follow the floor grooves and
look for a switchboard device on the east wall. Press it to open a
track gate in the south, the only way to leave. By the exit, read
the advisory notice that tells you the color of the switchboard
phosphor corresponds with the gates currently closed. Accordingly,
use of the switchboard opens gates of the color presently
illuminated. Note your desired route and open such gates as it
requires, and verify the route in advance.
^A little long-winded? Well, I'm just the messenger...
[PITHEAD JUNCTION A]
A wounded Imperial is here but goes unconscious before coughing up
any info (or other fluids). Read the advisory notice to learn there
is noxious vapors and such around. Crap. Pressing the switchboard
will drop Jellys down, and since they can Divide into completely
healthy, similarly-levelled Jellys, it might be better to run. Go
south or west, it doesn't matter.
[PHASE SHAFT 1]
Bats attack in flocks here, and it's easy to get your behind kicked
all over the place. Cast Disable to take de-fang these bloodsuckers
and get the upper hand. Where the two paths meet, you can find the
Henne Mines map. Go back to...
[PITHEAD JUNCTION A]
Flip the switchboard off this time and run out of there, should any
Jellies be currently occupying the space. This time, make sure to
go west.
[PHASE SHAFT 1]
The eastern route doesn't circle around like the others, so continue
to the station platform and exit there. If you're building up a nice
chain of bat-kills, at least you can look forward to some automatic
healing for the efforts... Redmaws drop Ice Shields, by the way,
being another incentive to cut a swathing path through 'em.
[PHASE 1 DIG]
Follow the stone path down to the shabby-looking cave entrance. A
dead end is nearby (south-opening) where you can find a [541 GIL]
pot. Use Libra to see the exploder traps 'round these parts.
South from the stone path, in the first cave crossroads, head east
to a dead end path (look for petrify trap).
Take the west way now (avoid trap) and follow to the crook of the
path, continuing southwest to the second curve. Look north to find
a dead end not shown on the map. You can find two canisters here.
At the t-junction. Continue east and take the northern dead end to
a fake pot (Thunderbug enemy) if you want. Keep going east to the
bend, then north to where the dirt turns to pavement.
[CROSSOVER A]
Another manmade tunnel. Go north to the three-way fork of sorts and
go east. You'll find a new enemy (Tyranorox) stalking this area, but
can simply Blind it and get on with the murderin'. Exit to the far
north (other ways are blocked).
[CROSSOVER B]
From the western entrance point, immediately go south to find two
treasure pots, err, Thunderbugs. Besides that, all passages are
closed, except for the one in the far-east train tunnel. Get there
and exit south.
[PITHEAD JUNCTION B]
Press the red button to close the entrance you came through and
open the one to the west. Leave into Crossover A area before you
get assimilated into the cluster of Jelly creatures... Make your
way back to Crossover B.
[CROSSOVER B]
You now have to make your way north, the long way around -- loop
south by the Thunderbug "pots" and get up to the new exit.
[STAGING SHAFT]
As the party walks into the magicite area, Larsa remarks should the
city of Bhujerba be taken by the Resistance, the Empire's main mine
will be taken; thus, Draklor Laboratory must be searching for a new
deposit... After your mark shows up, save at the teleport crystal
and exit north. Equip items that block Disable, if you have 'em
[ORE SEPARATION]
Been awhile since a boss fight, now hasn't it?
o--------------o----------o------------o-----------------------o
| BOSS: Tiamat | HP: ???? | Weak: ---- | IMMUNE: Blind, Poison |
o--------------o----------o------------o-----------------------o
Tiamat has about...45000 HP, I s'pose.
This bad boy (looks like a certain Mt. Gagazet boss from ages
past) is one powerful beastie, so immediately inflict Slow on it
before it casts Reflect. Keep Larsa alive since he has infinite
Hi-Potions to use on you, and try to draw Tiamat's attention to
someone with a shield (use Decoy), and hopefully a multiple-license
Shield Block ability. Disablega is a huge annoyance here, so either
spread out to avoid or use Remedies. So long as you keep your HP
above 600 or so, this battle's passable -- just watch out for Aero
(multi-hit wind attack) and Breath (multi-hit fire attack) that can
do more than 500+ damage. When the boss is in critical condition,
it gets better defense, so you'll have to work hard if you can't
chain some Quickenings/summon to do away with it.
The party finds Mjrn afterwards and nurses her back into care. You
automatically end up back in Eruyt Village, where Jote will give you
[LENTE'S TEAR], allowing you passage through the Golmore Jungle's
seals. Time to go.
o-------------------------------------------------------------------o
| 035 - Golmore Jungle [GMJ2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 36 Couerl | 4240 -- Ice |
| Lv. 38 Couerl | 4460 -- Ice |
| Lv. ?? Phyllo | ???? 217 -- 5 ???? |
| Lv. 24 Treant | 4384 310 -- 1 Wind |
| Lv. 25 Treant* | 4764 81 -- 1 Wind |
| Lv. 22 Malboro | 1573 268 -- 1 Wind |
| Lv. 23 Malboro | 1693 294 -- 1 Wind |
| Lv. 21 Panther | 1299 225 -- 1 Ice |
| Lv. 22 Panther | 1409 248 -- 1 Ice |
| Lv. 23 Panther | 1519 271 -- 1 Ice |
| Lv. 27 Diresaur | 5281/6601 722 -- 2 Wind |
| Lv. 28 Diresaur | 5621/6601 1005 -- 2 Wind |
| Lv. 23 Gargoyle | 1436 223 -- 1 Ice |
| Lv. 24 Gargoyle | 1494 248 -- 1 Ice |
| Lv. 37 Hellhound | 3570 397 -- 1 Water |
| Lv. 38 Hellhound | 3680 421 -- 1 Water |
| Lv. 39 Hellhound | 3790 445 -- 1 Water |
| Lv. 22 Great Malboro | 1630 285 -- 1 Wind |
o-----------------------------o----------------------------------o
| * = Appears with Elder Wyrm boss |
o----------------------------------------------------------------o
[THE NEEDLEBRAKE]
Inspect the large map. The far south area exit leads to The Feywood;
go towards the far eastern one. Approach the seal and it will vanish
temporarily, allowing you a route into...
[WHISPERLEAF WAY]
Straightforward path to the east. Great Malboros appear here, for
the first time if you haven't ventured beyond the southernmost
seal.
[THE PARTING GLADE]
Save/heal at the teleport crystal and head north. Any equips you
have that protect against silence will be good here.
[DELL OF THE DREAMER]
Another dang dragon boss...
o------------------o----------o------------o-----------------------o
| BOSS: Elder Wyrm | HP: ???? | Weak: ---- | IMMUNE: Lots of 'em |
o------------------o----------o------------o-----------------------o
HP: 50,000+
Some annoying Treants appear with the boss; dispose of them before
you tackle the big dog. Cast Silence before it can bombard you
with the same magick and Confuse. And that's all there is on the
damage front. Unfortunately, the special "Sporefall" technique can
inflict Confuse/Silence/Slow/Blind/Poison/Sap on everyone in
range (use Esuna or a Remedy for a quick pick-me-up) and the fire-
-type "Fireball" can blow one character out of the water if Oil
status hasn't been removed. If you have the Remedy Lore 2 license
you can take care of every status effect with a Remedy. It's a
hard-fought battle, but if you spread out and have a few people w/
Esuna, you can manage -- his physical attacks are very tolerable.
Like before, keep Larsa in tip-top shape so you can abuse his huge
supply of potion types. One strategy to do is control the person
with Esuna and keep away from the fight at ALL times -- Sporefall
CAN miss, so if you keep out of range, you'll be at the ready when
everyone gets status-effect'd. Oh, and Fireball can be blocked;
anyone with a high Shield Block level can do good here. If you
find yourself low on MP, don't forget that the Charge technick can
really get you out of a jam; if it fails, just use it again!
Exit east after draggy decays.
[THE BRANCHWAY]
There are two ways east from here, and if you look down the map
further, you see they meet up again. Take the top (north) one to
the east exit. However, if you want to encounter the rare game
Phyllo [5LP], which appears randomly, go down the southern one and
find the western-facing dead end.
[THE GREENSWATHE]
Continue along the north route until you encounter a Diresaur by
where the path expands south a bit. Get the [POTION] treasure pots
near there and continue out into the cold, cold...
o-------------------------------------------------------------------o
| 036 - Paramina Rift [PRR1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 27 Yeti | 4237 415 -- 2 Thndr |
| Lv. 29 Yeti | 4477 465 -- 2 Thndr |
| Lv. 25 Lizard | 2452 316 -- 1 Water |
| Lv. 24 White Wolf | 1498 223 -- 1 Thndr |
| Lv. 25 White Wolf | 1608 246 -- 1 Thndr |
| Lv. 25 Wild Onion | 1496 174 -- 1 Earth |
| Lv. 26 Wild Onion | 1616 200 -- 1 Earth |
| Lv. 25 Skull Knight | 1873 308 -- 1 Holy |
| Lv. 26 Skull Knight | 1933 332 -- 1 Holy |
| Lv. 28 Baritine Croc | 4668 437 -- 1 Earth |
| Lv. 25 Dark Skeleton | 1488 291 -- 1 Holy |
| Lv. 26 Dark Skeleton | 1548 314 -- 1 Holy |
| Lv. 27 Slaven Warder | 2623 281 -- 1 Water |
| Lv. 28 Slaven Warder | 2743 306 -- 1 Water |
o-----------------------------o-------------------------------o
[FADING VALE]
Fraternize with the Kiltias and refugees, save, go northwest.
[HEAD OF THE SILVERFLOW]
Keep the eastern route that goes straight across; if you go too far
down, you'll end up at the frozen iceflow where all the skeletons
and nasties lurk.
[FREEZING GORGE]
Watch some scenes about House Solidor and continue the eastern path
through the glacier. Take the northern exit and you'll be at...
o-------------------------------------------------------------------o
| 037 - Mt. Bur-Omisace [MTB1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[SAND-STREWN PATH]
Yes, this is a village, not a dungeon. <3 Save by the choco stable,
check out the merchants (wares = decent) and see about buying some
Shielded Armor -- auto-Protect!
[TEMPLE APPROACH]
Follow the path north.
[TEMPLE GROUNDS]
Keep heading east through the flocks of people until you can climb
the stair north into...
[HALL OF THE LIGHT]
The Gran Kiltias Anastasis will have known of your arrival, for he
is a dreamsage. A boisterous man interrupts the meeting, and Larsa
says he is a member of House Margrace, from the Rozarrian Empire.
The name's...Al-Cid. One also learns the news of what has befallen
Emperor Gramis in Archades. With news of the airship fleets being
organized, Anastasis suggests going to the Stilshrine of Miriam to
get the Dynast-King's other power... Larsa leaves the party at this
point. Time to head south through Paramina; remember to stock up on
the -ara type black magicks (need BM3 license)
o-------------------------------------------------------------------o
| 037 - Paramina Rift [PRR2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 27 Yeti | 4237 415 -- 2 Thndr |
| Lv. 28 Yeti | 4357 440 -- 2 Thndr |
| Lv. 29 Yeti | 4477 465 -- 2 Thndr |
| Lv. 25 Lizard | 2452 316 -- 1 Water |
| Lv. 28 Twintania | 5257 725 -- 2 Thndr |
| Lv. 26 Garuda-Egi | 2997 472 -- 2 Dark |
| Lv. 27 Garuda-Egi | 3065 502 -- 2 Dark |
| Lv. 24 White Wolf | 1498 223 -- 1 Thndr |
| Lv. 25 White Wolf | 1608 246 -- 1 Thndr |
| Lv. 25 Wild Onion | 1496 174 -- 1 Earth |
| Lv. 26 Wild Onion | 1616 200 -- 1 Earth |
| Lv. 25 Skull Knight | 1873 308 -- 1 Holy |
| Lv. 26 Skull Knight | 1933 332 -- 1 Holy |
| Lv. 28 Baritine Croc | 4668 437 -- 1 Earth |
| Lv. 25 Dark Skeleton | 1488 291 -- 1 Holy |
| Lv. 26 Dark Skeleton | 1548 314 -- 1 Holy |
| Lv. 27 Emperor Aevis | 5900 751 -- 2 Thndr |
| Lv. 28 Emperor Aevis | 6240 -- 2 Thndr |
| Lv. 27 Slaven Warder | 2623 281 -- 1 Water |
| Lv. 28 Slaven Warder | 2743 306 -- 1 Water |
o-----------------------------o-------------------------------o
[FREEZING GORGE]
Head towards the southern exit.
[FROZEN BROOK]
In this area, ignore the western exit but continue along the west
wall. Where the southern wall intersects, you can find the new way
out.
[PATH OF THE FIRSTFALL]
Save point here. Exit at the end of the backwards candy cane...
[SPINE OF THE ICEWYRM]
One can find Twintania's and Garuda-Egis here -- Blind 'em before
throwing them a funeral. Cross the natural bridge to the south,
avoiding the traps, to the exit.
[SILVERFLOW'S END]
Emperor Aevis enemies appear here. Like any brute monster with low
intelligence, Blinding the beastie decomissions it. Keep heading
south and get the [163 GIL] pot by where the Yeti hangs out. Exit
into...
o-------------------------------------------------------------------o
| 038 - Stilshrine of Miriam [STM1] |
o-------------------------------------------------------------------o
| ITEMS |
| Sword of Kings |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 26 Facer | 3026 383 -- 1 Wind |
| Lv. 27 Facer | 3136 434 -- 1 Wind |
| Lv. 29 Facer | 3356 536 -- 1 Wind |
| Lv. 27 Ghast | 2348 297 -- 1 Holy |
| Lv. 27 Ghoul | 1984 297 -- 1 Holy |
| Lv. 28 Ghoul | 2044 328 -- 1 Holy |
| Lv. 29 Ghoul | 2104 359 -- 1 Holy |
| Lv. 26 Redmaw | 1670 212 -- 1 Earth |
| Lv. 27 Redmaw | 1738 243 -- 1 Earth |
| Lv. 27 Zombie | 2254 --- -- 1 Holy |
| Lv. 28 Zombie | 2260 --- -- 1 Holy |
| Lv. 28 Balloon | 1878 374 -- 1 Water |
| Lv. 29 Balloon | 1936 407 -- 1 Water |
| Lv. 30 Darkmare | 14040 728 -- 1 Holy |
| Lv. 25 Ice Azer* | 2708 837 -- 1 Thndr |
| Lv. ?? Negalmuur | ???? 875 -- 7 ????? |
| Lv. ?? Crystalbug | ???? --- -- -- ????? |
| Lv. 27 Blood Gigas | 2609 485 -- 1 Wind |
| Lv. 28 Blood Gigas | 2729 519 -- 1 Wind |
| Lv. 29 Blood Gigas | 2849 552 -- 1 Wind |
| Lv. 29 Dragon Aevis | 5479 -- 2 Ice |
| Lv. 30 Dragon Aevis | 5819 -- 2 Ice |
| Lv. 31 Dragon Aevis | 6159 933 -- 2 Ice |
| Lv. 29 Miriam Facer | 5540 502 -- 1 Wind |
| Lv. 27 Zombie Warrior | 1878 297 -- 1 Holy |
| Lv. 28 Zombie Warrior | 1938 328 -- 1 Holy |
| Lv. 29 Zombie Warrior | 1998 359 -- 1 Holy |
| Lv. 28 Miriam Guardian | 6827 534 -- 1 Wind |
o-----------------------------o-------------------------------o
| NOTE: Zombies summoned by Pedestal of the Dawn give no EXP. |
o-------------------------------------------------------------o
| * = Appears with Mateus boss only |
o-------------------------------------------------------------o
The final boss here is ice-elemental, so either buy some Ice
Shields at Mt. Bur-Omisace or chain-kill Redmaws until a few
are dropped. It'll help immensely, I assure you. Immunity to
Sleep attacks will also be of use.
Oh, and if you have Mystic Armor 5, you can get a Lamia's Tiara,
which gives +25 to magick resist. Very useful if you can afford
it.
[WALK OF SKY]
Long (yawn) path south. Nothin' else at the side-paths.
[WALK OF MIND]
Save/heal at the teleport crystal and approach the door guarded by
some Kiltias. It opens, of course...
[WARD OF MEASURE]
Redmaws are back, as expected for any dungeon... Head onto the
bridge and find the Pedestal of the Dawn -- it will summon Zombies
to fight you each time you trigger it. To proceed, equip the party
leader with the Dawn Shard accessory and press the button, which
teleports you to...
[WARD OF VELITATION]
Unequip the Dawn Shard and kill the Miriam Guardian who appears aft
to you. Continue west, ignoring the three Dragon Aevis enemies that
can pick their teeth with your bones. Blind/Disable/Warp 'em if you
need to pick /their/ bones. Exit west.
[WALK OF TORN ILLUSION]
Go up the stairs and take either path around to the eastern wall
where another Pedestal of the Dawn is. Like before, equip the Dawn
Shard and touch the pedestal, which lowers the face statues in the
previous room to reveal new paths.
[WARD OF VELITATION]
Take one of the new stairways into...
[WALK OF REVELATION]
The green "crystal" nearby is actually a Crystalbug, and should you
defeat it (Reflect on your characters works well) an actual save
crystal supplants it. Take the middle stairway down into the new
area.
[WARD OF THE SWORD-KING]
Head east to the t-junction and go south. Defeat the Darkmare enemy
lazing in the hallway and go down the stairs to the 2 Blood Gigases
at the foot of a huge sword sculpture. Examine it and the northern
door opens. Take the waystone in the newly-opened room to appear
in...
[WARD OF MEASURE]
You can now take the western down-stairway to an ancient door; this
time 'round, it opens.
[COLD DISTANCE]
You only have access to the west side of the room currently. Take
the western exit halfway down the aisle.
[WALK OF PRESCIENCE]
The entire south side of the room has traps, so use Libra to view
'em. Take the north (horizontal) path west, then turn south towards
the exit. Inspect the warrior statue to find it has a rotatable
base; you can then rotate it. Rotate it twice in any one direction
to make it face east, then exit south.
[WALK OF REASON]
Follow the passage to an ancient door. Pass through and find the
next ancient door, still going east. Head up the stairways (2) and
make your way southeast to find another statue. Rotate it twice in
any one direction to make it face north. Make your way to the east
passage, and exit to the north.
[COLD DISTANCE]
You're back here again but on the right side. Continue to the very
north and open the door -- this opens it permanently (enter from
either way) so you can go and save it at the stilshrine's front,
if you want. Leave to the east.
[WARD OF STEEL]
Follow the stairs down to an ancient door. After you open it, you
fight a boss from the fiery pits of...uh...
o----------------o----------o------------o
| BOSS: Vinuskar | HP: ???? | Weak: ---- |
o----------------o----------o------------o
As you find out immediately, your action time will be slowed down
by a magnet; that is, if you have heavy armor on. Switch to light
armor if you want, but the difference isn't that glaring.
Cast Blind and Slow, then wail on it. The incredibly easy time you
have only means that this isn't the stilshrine's final boss, so
enjoy the leisurely sword-thumpin' while you can. Attack + Cura
gets you through most of the jams, and if you Blind the thing,
its Sword Dance skill can miss often. Yawn? Make sure to swipe a
piece of Damascus Steel from it; it's worth 2000g+. Vinuskar has
about 15000 HP.
Exit to the east and find another statue. Rotate it twice in any
one direction to make it gaze west. You'll be notified that the
"colossus has undergone some change." Take the stilshrine's map in
the ornate urn nearby. Leave.
[COLD DISTANCE]
You'll witness the sword raising up here. The colossus' way is now
open! Hooray! Kekeke... Exit north.
[WARD OF MEASURE]
Save outside the shrine if you want, then take the waystone behind
the large statue.
[WARD OF THE SWORD-KING]
Continue south into the room at the foot of the statue. Pass below
the newly-raised sword to an ancient door. Enter to assay now your
power!
[HALL OF WORTH]
The boss Mateus is here... Get your Ice Shields ready.
o--------------o----------o------------o
| BOSS: Mateus | HP: ???? | Weak: ---- |
o--------------o----------o------------o
Mateus has about...35000 HP, I'd guess. Tweak the gambits so each
person will cast Protect/Shell on themselves.
She (?) starts off with Reflect and will re-cast it throughout
the battle, so physical beatdown-ing is the prime key. Cast Shell
on your ranks before the Ice Azers are summoned; deal with them
before anything else -- sleep protection will expedite the killing
process. Once Mateus is by its lonesome, have someone dole out Cura
every so often an watch out for:
1) Flash-Freeze (ice-elem damage to one target)
2) Blizaja (ice-elem to all in range and can inflict Sap)
When Blizaja is readied, make sure to get away; it can be avoided.
Besides that, it's mostly physical attacks. When Mateus' Reflect
status wears off, be quick to Slow it. Remember: if you're running
short on MP, Charge has a very high success rate and can get you
out of a jam if you're paying attention. When it gets into low
health, do a nice chain Quickening to do away with it.
Afterwards, you get the esper, Mateus the Corrupt, on the license
board. Whee! Head south.
[VAULT OF THE CHAMPION]
Approach the spinning machination on the wall and Ashe receives the
uber-heavy [SWORD OF KINGS]! As the princess proves, the sword can
destroy nethicite. You can leave the stilshrine now, and go back to
Bur-Omisace (via teleportation, preferably).
o-------------------------------------------------------------------o
| 040 - Mt. Bur-Omisace [MTB2] |
o-------------------------------------------------------------------o
| ITEMS |
| Stone of the Condemner |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 29 Judge [x3] | 3179 91 93 -- ----- |
o-----------------------------o-------------------------------o
Approach the mount to see fire from the peak... It helps if all the
current party members have Shielded Armor, which gives an inherent
Protect status. The Bazaar wares with "Burnished" in its name gives
you that and more, saving you 2000g for the entire lot. Continue up
to the holy grounds...
[HALL OF THE LIGHT]
All the carnage here is due to...
o--------------------o----------o------------o
| BOSS: Judge Bergan | HP: ???? | Weak: ---- |
o--------------------o----------o------------o
The guy starts with Protect and Shell, so concentrate on the minor
Judge (x3) that start behind you. Immobilize and do away with
before they can clog up the aisle, then turn to Bergan. Cast Blind,
Sap (w/ Blood Sword, if you have one), and Slow and the battle's a
little bit easier. It helps if you put these statuses on before he
raises his attack damage with Battle Cry, naturally. The Judge only
has single-target attacks but can counter/parry often, so keep the
MP up (w/ Charge!!!) so you can pump out the Raise and Curas when
needed. If you need time to get magick off, lead the judge on a
chase down the aisle, which buys time for your comrades. Bergan has
about...16000 HP
Turns out Larsa has been spirited away by Gaabranth, and Al-Cid
wants Ashe to go with him to Rozarria...but, the Dusk Shard may be
at the Draklor Laboratory in Archades, Balthier guesses... The way
into the city is going to be through the Salikawood (throwback!).
Talk to the acolyte by the steps to get a [STONE OF THE CONDEMNER]
key item.
Next stop: Nalbina Fortress. To get there, head into the Estersand
and go into the Yardang Labyrinth area, taking the northeastern exit
into the fort city. If you've already been there, you can teleport
to the gates.
o-------------------------------------------------------------------o
| 041 - Nalbina Fortress [NLF2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[WEST BARBICAN]
The city gates lead right into the next area you are going into, the
Mosphoran Highwaste. Before you do that, though visit Jajim Bazaar
and check out the gambits and magicks. Henceforth, you should have
the following:
+ Magicks up to Time Magick 5 license
+ Magicks up to White Magick 5 license
+ Magicks up to Black Magick 3 license
+ Magicks up to Arcane Magick 4 license
+ Shear technick learned and bought for main party members
+ Charge technick learned and bought for main party members
+ At least one Quickening for each of your main party members
OTHER THINGS TO CONSIDER GETTING:
+ Achilles technick
+ Ally: MP < 20% [Or 10%] gambit for use of Charge
+ Upgrade weapons to highest power/gives best status changes
I'm operating under the assumption that one reading this has three
main characters only; I know this isn't true. Mix and match how
you like, but having everyone on the same base is key to winning.
If you want to make a quick buck easily, farm Wyrm Carapaces (poach
Twintania, Dragon Aevis) and Tanned Giantskins (Yeti, Slaven Warder)
in Paramina Rift.
o-------------------------------------------------------------------o
| 042 - Mosphoran Highwaste [MSP1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 29 Python | 3016 583 -- 1 Earth |
| Lv. 30 Python | 3126 -- 1 Earth |
| Lv. 32 Python | 3346 676 -- 1 Earth |
| Lv. 29 Worgen | 2011 314 -- 1 Water |
| Lv. 30 Worgen | 2121 345 -- 1 Water |
| Lv. 31 Worgen | 2231 376 -- 1 Water |
| Lv. 32 Humbaba | 5403 763 -- 2 Ice |
| Lv. 32 Vulture | 4158 712 -- 2 Earth |
| Lv. ?? Wary Wolf | ???? 816 -- 8 ????? |
| Lv. 30 Slaven Wilder | 3518 516 -- 1 Wind |
o-----------------------------o-------------------------------o
If you want the Mosphoran Highwaste map, enter the Estersand via
the Summit Path and head down into the North Bank Village.
[SOUTHERN SKIRTS]
Enemies are pretty easy around here, although do watch out for any
Worgens that have Berserk status -- if they get enough hits in, a
character with low health can get push up daisies. There are two
exits into the next area, from the west and east (sorta).
[SUMMIT PATH]
You can encounter the rare game "Wary Wolf" here. If you do, make
sure to Blind it immediately since it's quite vicious. The southern
exit to the west leads to the Estersand's northern end. You'll want
to exit in /this/ region's north end (the leftmost one, anyway).
[BABBLING VALE]
Safe haven from the nasties. Save/heal at the teleportation crystal,
buy goodies from the caravaner, then exit to the northwest.
[TRAIL OF SKY-FLUNG STONE]
Ugh, Vultures everywhere. Take either of the parallel paths to the
northeast, and hotfoot it -- these things like to stick together.
Birds of a feather and all that junk.
[NORTHERN SKIRTS]
Might have to run the gauntlet here, since a bunch of Humbaba and
Viper congregate at the crossroads only a short ways in. Once you
get to the large adjacent area, you only have to worry about the
Vultures pickin' at your flesh.
[HALNY CROSSING]
Take the flower-adorned bridge into...
o-------------------------------------------------------------------o
| 043 - The Salikawood [SLK1] |
o-------------------------------------------------------------------o
| ITEMS |
| Quasimodo Boots |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 32 Bomb | 3233 -- 1 Water |
| Lv. 33 Bomb | 3233 -- 1 Water |
| Lv. 33 Sprinter | 4070 523 -- 1 Water |
| Lv. 34 Sprinter | 4138 553 -- 1 Water |
| Lv. 33 Wyrdhare | 2739 285 -- 1 Fire |
| Lv. 34 Malboro King | 4501 820 -- 1 Holy |
| Lv. 35 Malboro King | 4621 855 -- 1 Holy |
| Lv. 32 Pumpkin Head | 2739 356 -- 1 Ice |
| Lv. 33 Pumpkin Head | 2859 391 -- 1 Ice |
o-----------------------------o-------------------------------o
The Wyldhares can cure you if you don't attack 'em. They also drop
Magoroku two-hand katanas (Attack: 62) if you chain 'em enough.
[THE OMEN-SPUR]
Simple, straightforward path to the northern exit. Try not to get
everyone Silenced by the Pumpkin Heads, or Confused, which is the
status inflicted by their physical attacks. -__-
[PATH OF HOURS]
This is the outpost that Fran talked about. Save, talk to the
layabouts, learn that the hunter dropped his map somewhere, leave.
[TRUNKWALL ROAD]
Up ahead, take the right (east) path and keep following it to find
the Salikawood's map urn. Inspect the map now. To the far east, you
can find the exit to the Phon Coast.
Anyway, the shortest route from Trunkwall Road is taking the east
exit of the maze into...
[DIVERGING WAY]
As you enter, the path diverges, side by side. Take the ramp which
brings you up to the second main part of the area. Make your way
east until you get to a bough with a long groove in it. Take it
northwest to the exit.
[QUIETENED TRACE]
The last moogle is here, and warns of bombs along the eastern path.
And boy is he right. To prepare for the battle ahead, equip Fire
Shields to all applicable characters -- both can be bought at Mt.
Bur-Omisace (to name one place).
[GRAND BOWER]
Broken bridge, big bomb...
o-----------------o----------o------------o---------------o
| BOSS: King Bomb | HP: ???? | Weak: ---- | IMMUNE: Blind |
o-----------------o----------o------------o---------------o
YOU CAN RUN AWAY FROM THIS BATTLE! It's not immediately imperative
that you proceed this way. Make sure you come into battle with a
full Shell on, too.
As soon as you enter, gun to put Silence and Slow on the King Bomb.
The regular bombs are easier to deal with once you have the Flame
Shields, but should the King Bomb call for Mass-Destruct, manually
move all of your characters away from the bombs so they don't get
caught in the blast; the mini-bombs quit moving when they have to
Self-Destruct.
One attack you'll have to continually deal with is Renew, which
makes the King Bomb's HP restore to full. Wait for it to use it,
then unleash your summons. ONLY SUMMON IF IT IS SLOWED! Belias can
absorb fire-elemental attacks, so leading off with him isn't a bad
idea; just make sure you dismiss before he does his fire-elemental
super attack. If you orchestrate the summons, you might be able to
pull it off at a lower level; should you be unable to beat it at
your current state, no biggie. This doesn't have to be done right
away.
Whether you choose to fight it or flee from it, make your way east.
[LIVING CHASM]
There is a carpenter moogle here who needs you to find his missing
apprentices (x9) before the road to Phon Coast is opened. Where are
they, you ask? Well, they're the layabouts around the forest. Find
them in Trunkwall Road, Path of Hours, and Garden of Decay to send
'em scurrying back to the foreman. Talk to the boss once the gate's
functional to get [QUASIMODO BOOTS] as a token of appreciation. Go
east into...
o-------------------------------------------------------------------o
| 044 - Phon Coast [PHC1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 36 Bagoly | 4500 683 -- 1 Earth |
| Lv. 37 Bagoly | 4610 714 -- 1 Earth |
| Lv. 38 Bagoly | 4720 745 -- 1 Earth |
| Lv. 35 Iguion | 4892 455 -- 1 Thndr |
| Lv. 36 Iguion | 5002 486 -- 1 Thndr |
| Lv. 35 Pirahna | 4305 653 -- 1 Thndr |
| Lv. 36 Pirahna | 4387 686 -- 1 Thndr |
| Lv. 36 Pyrolisk | 6262 -- Ice |
| Lv. 36 Mandragora | 2979 271 -- 1 Fire |
| Lv. 37 Mandragora | 3099 306 -- 1 Fire |
| Lv. 37 Archaeosaur | 12251 1485 -- 2 Ice |
| Lv. 38 Archaeosaur | 12591 1527 -- 2 Ice |
| Lv. 34 Silver Lobo | 3131 416 -- 1 Earth |
| Lv. 35 Silver Lobo | 3241 447 -- 1 Earth |
| Lv. 35 Bangaa Pirate | 5381 653 -- 1 Water |
| Lv. 37 Bangaa Pirate | 5531 753 -- 1 Water |
o-----------------------------o-------------------------------o
Still a long road to the capital... The main enemy to kill is
the Silver Lobo, which drops Quality Pelts like no tomorrow.
They sell for 651g apiece, meaning you can get 6000-7000g 'fore
you even get to the rest area. Get at 'er!
[KAUKULA PASS]
Save and head into...
[THE RESETA STRAND]
Mandragoras can drop Platinum Swords around here, but nothing of
real interest. Some pots are on the beach in some crags, but few
things of worth. Continue southeast to the exit.
[PORA-PORA SANDS]
Lots of avions around here, and Bagoly enemies will also give chase
if you draw near. On the northern wall is a chocobo-only path that
leads to the Caima Hills. Come back when you have a chocobo to get
access to . Keep going southeast to the exit.
[CAPE UAHUK]
Not very much here. Head east to find the entrance into...
[HUNTERS' CAMP]
Learn about Balthier's past in the scenes and you can explore this
massive gathering of hunter-gatherers. Stock up on weapons/armor and
new magicks (AND ESPECIALLY REMEDIES!) and head out of the base camp
to the north.
[CAIMA HILLS]
The exit's in the north, but you'll have to make your way through a
league of Silver Lobos and an Archaeosaur -- make sure to Blind the
latter or you'll be extinct... Plenty of item pots to be had 'round
the fringes of the cliffs.
[LIMATRA HILLS]
Another straightforward area, directing you northeast. Another
Archaoesaur lurks around here, but nothing too special.
[RAVA'S PASS]
Save, talk to the Viera to get some directions, and leave into...
o-------------------------------------------------------------------o
| 045 - Tchita Uplands [TCH1] |
o-------------------------------------------------------------------o
| ITEMS |
| Soul Ward Key |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 36 Couerl | 3944 477 -- 1 Ice |
| Lv. 37 Couerl | 4264 535 -- 1 Ice |
| Lv. 35 Lizard | 5191 744 -- 1 Water |
| Lv. 36 Lizard | 5301 775 -- 1 Water |
| Lv. 37 Lizard | 5411 806 -- 1 Water |
| Lv. 35 Serpent | 4982 769 -- 1 Earth |
| Lv. 36 Serpent | 5302 827 -- 1 Earth |
| Lv. 37 Bellwyvern | 7587 1212 -- 2 Water |
| Lv. 36 Malboro Overking | 4775 856 -- 1 Holy |
| Lv. 37 Malboro Overking | 5015 917 -- 1 Holy |
| Lv. 38 Malboro Overking | 5255 978 -- 1 Holy |
o-----------------------------o-------------------------------o
[REALM OF THE ELDER DREAM]
Couerl central around here, and watch out for their Blaster skill
that can inflict Sap/Sleep/Slow on one person. Continue to the SE
part of the map to find the exit.
[OLIPHZAK RISE]
Sprawling, rollicking plains around here. If you stick to the north
wall, you can mostly avoid any nasties roaming the wetlands.
[THE NAMELESS SPRING]
Save and talk to the guy here, who has a proposition for you -- save
his kid! It's not an official obligation, so it won't be listed in
the clan primer...but why not take it? It's in regards to a menace
at the Sochen Cave Palace. Accept to get directions: go into the
Highlands, then north to the Fields of Eternity. Gotcha. You obtain
the [SOUL WARD KEY] if you accept, which leads into the monster's
sanctum...
[GARDEN OF LIFE'S CIRCLE]
If you keep going east, you'll access areas that lead nowhere 'cept
to the Steppe (which isn't accessible anyway). Find and take the
northern path, conveniently placed by the west exit.
[THE HIGHLANDS]
Around the structure, Malboro Overkings will appear, and since they
have a tendency to swamp you AND follow you a great distance, better
to not get in too deep. Don't let the mustache fool you into a false
sense of security! To the northwest of the entire area is an outpath
that leads into "The Chosen Path," where you can get a teleportation
crystal; might want to stop by there before you head east out of the
Highlands (the northeasternmost exit).
[FIELDS OF ETERNITY]
Curl around the hill in the center of the area and find the north
path out. Not much around here besides Couerls and the Overkings,
up at the top of the dead-end building. You'll soon come to a cave
entrance...
o-------------------------------------------------------------------o
| 046 - Sochen Cave Palace [SCP1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 37 Imp | 4390 743 -- 1 Ice |
| Lv. 38 Imp | 4550 802 -- 1 Ice |
| Lv. 39 Imp | 4710 861 -- 1 Ice |
| Lv. 36 Iguion | 5129 776 -- 1 Thndr |
| Lv. 37 Iguion | 4839 807 -- 1 Thndr |
| Lv. 38 Iguion | 5349 838 -- 1 Thndr |
| Lv. 37 Focalor | 4687 769 -- 1 Ice |
| Lv. 37 Striker | 5129 776 -- 1 Wind |
| Lv. 38 Striker | 5549 830 -- 1 Wind |
| Lv. 37 Wendigo | 5458 776 -- 1 Thndr |
| Lv. 35 Abysteel | 6778 962 -- 1 Holy |
| Lv. 38 Gorgimera | 4266 569 -- 1 Water |
| Lv. 39 Gorgimera | 4386 626 -- 1 Water |
| Lv. 37 Pit Fiend | 4390 743 -- 1 Earth |
| Lv. 38 Pit Fiend | 4550 802 -- 1 Earth |
| Lv. 39 Pit Fiend | 4710 861 -- 1 Earth |
| Lv. ?? Crystalbug | ???? --- -- -- ????? |
| Lv. 36 Zombie Knight | 3693 475 -- 1 Holy |
| Lv. 37 Zombie Knight | 3873 529 -- 1 Holy |
| Lv. 38 Zombie Knight | 4053 582 -- 1 Holy |
| Lv. 36 Zombie Warlock | 7625 897 -- 1 Holy |
| Lv. 38 Zombie Warlock | 7985 1004 -- 1 Holy |
o-----------------------------o-------------------------------o
Note: Zombie Knights can drop Hypnocrowns [MRes +44, MPower +43]
so shoot to get some. Chaining 'em raises the likelihood of their
drop.
[DOUBT ABANDONED]
This place is filled with traps, so make sure to kickstart Libra
before you go wandering around. To the far north of the serpentine
caverns lies the only exit. Use the Soul Ward Key you got from the
man in the uplands to enter; if you don't have it, go back and get
it.
You'll want to come into the next screen fully-healed, in Protect,
Shell, and probably Haste status as well.
[HALL OF LAMBENT DARKNESS]
THIS is the horrible scourge the man was talking about?
o-------------------------o----------o------------o
| BOSS: Topstalk | HP: ???? | Weak: ---- |
o-------------------------o----------o------------o
| BOSS: Onion Queen | HP: ???? | Weak: ---- |
o-------------------------o----------o------------o
| BOSS: Alraune King | HP: ???? | Weak: ---- |
o-------------------------o----------o------------o
| BOSS: Pumpkin Star | HP: ???? | Weak: ---- |
o-------------------------o----------o------------o
| BOSS: Mandragora Prince | HP: ???? | Weak: ---- |
o-------------------------o----------o------------o
Dispel the haste status (or cast Slow) and focus on one enemy at a
time, since they have about 9000-10000 HP apiece. When they run of
to a side of the room together, use the time to focus on your
upkeep or do a massive chain Quickening to take them all out at
once (need 5+ chain for Inferno). They all have the ability to
inflict negative statuses, most notably w/ Pollen, which inflicts
Slow/Sleep/Poison on a target. If you need help, bring out a summon
which should be able to decimate most of them before Cura/ga can be
used. Of course, you can chain five of your Quickenings together to
hit all in range, too, if you're up to chancing your MP. My killing
order is:
1) Onion Queen
2) Mandragora Prince
3) Topstalk
4) Pumpkin Star
5) Alraune King
But that's just me. Each gives 5 LP upon its death.
Once the vegetables are at the big garden in the sky, take either
of the room's exits into...
[THE ACOLYTE'S BURDEN]
Head up the hallway and into the northern room where there's a save
crystal...only it's a Crystalbug. Make sure you're fully-cured or
you'll have to pull a strategic retreat (it won't follow you). Once
it's dead, the real crystal appears.
Might as well add this in: if you go back to the wayfarer in the
Tchita Uplands who gave you this job, you can get [1000 GIL] and
[REMEDY x 3] for your job well done.
When you're ready, go east past the desiccated corpse and leave.
[MIRROR OF THE SOUL]
Some Zombie Knights in the circular room and Imps/Pit Fiends in the
northern cavern section. Kill the annoying enemies as you go along
the eastern wall and get the Sochen Cave map in the ornate urn (at
a dead end). Take the easternmost of the north exits.
[FALLS OF TIME]
Luckily, this room is flat horizontal-wise and the northern exits
(five, now) are easily within reach. Depending on where you enter,
you'll have access to three (west) or two (east). Look at your map
once you're in the east and you'll see a tiny little platform off
to the middle, between the Falls of Time/Mirror of the Soul rooms.
To get to it, you have to "spiral" around. Follow this order while
in the Falls of Time area's east side:
o----------------------------------------------------------------o
| FALLS OF TIME AREA Thanks to KDFM for |
| telling me about this |
| N1 N2 N3 N4 |
| _ _ _ _ N5 |
| __| |__| |_| |_____ | | __ N |
| / \/ \______/ / W + E |
| / _ _ \ S |
| \_ _ \\_// \\ __ __ | |
| |_| \ / / | \/_/ \ \ | |
| S5 \_\ \ / / \ \_\ |
| S4 \_ / \___ ___/ S1 |
| \_\ /_/ |
| S3 S2 |
o----------------------------------------------------------------o
| |
| 1) Exit S1, enter S5 | If you're doing this right, each time
| 2) Enter N1, exit N4 | you re-enter the Falls of Time area, a
| 3) Exit S2, enter S4 | notification tells you that the course
| 4) Enter N2, exit N3 | of the water has changed. If you screw
| 5) Exit S3 | up, you waterfalls change back to the
o----------------------o original locations, so don't screw up!
Upon exiting N3, you'll hear a door open in the distance. Cross
the bridge to the pots (I got a Dark Matter, Elixir) and exit to
the door in the Mirror of the Soul portion. Open the Pilgrim's Door
and take the pot inside (I got Iga Blade), then exit north from the
Falls of Time area. NOTE: the way through the bridge to Pilgrim's
Door will now always be open. =)
[DESTINY'S MARCH]
Whichever way you enter the screen (from the south), you'll have to
pass through a four-doored room with a Wendigo + Strikers in it. =/
If you want to open the Ascetic's Door (in western 4-doored room)
enter the main diamond configuration...
[1] Crappy diagram this time. :p
[2] + [3]====='
[4] ______| Enter Destiny's March from the easternmost
___/ \/ / \ side and enter the "[3]" part of the room
/ \ lineup. From there, go clockwise into the
[4] -> [2] -> [1] -> [3].
If you do this correctly, upon re-entering the [3] door, you'll hear
another door open in the distance. Backtrack to area [2] and the
door will be able to pen. NOTE: Abysteel and Zombie Warlock enemies
lurk beyond and are pretty dang powerful; avoid 'em unless you're
the most intrepid spelunker ever. You can't enter "Hall of the Wroth
God" now anyway. Exit through the very north once you've healed up,
have full MP, etc. Any confuse-proof armor you have will be of great
aid here.
[HALL OF SHADOWLIGHT]
Ladies and gentlemen, meet...
o---------------o----------o------------o------------------------o
| BOSS: Ahriman | HP: ???? | Weak: ---- | IMMUNE: Blind, for one |
o---------------o----------o------------o------------------------o
HP = ~60000 ;_;
Cast Shell on all party members and unequip any Dark-type weapons
you have (ex: Kagenui, Iga Blade) since it will only serve to help
the boss. If you have the Remedy Lore 3 license, you can remove the
Doom status as it comes on; if you don't, you'll have to cope (or
switch in someone who does know it, f'rinstance).
You can start by casting Slow, which helps when you're combatting
the -ara elemental attacks and Phantasmal Gaze (inflict: Confuse).
So long as you keep two people alive (USE CHARGE!!!) when one is
Doom'd, you can get by...that is, until the Ahriman splits off into
two parts. Hammer away at the fake one -- if it disappears after a
about apx ~1000 damage, you'll know it was the correct one; if not,
switch to the other. Either way, the faux-Ahriman(s) disappear(s)
awhile, so outlasting it is the other possibility. Just remember to
keep Slow status on! Not only does this just simply help you, but
it lets you know which is which. In that latter part of the fight,
it will also cast Immobilizega (XD); take that time to equip some
Jackboots then unequip 'em once you're free an' clear.
Always remember that you can buy yourself time, for spells, for
phantoms to disappear, by simply running around. The enemy(s) will
teleport after you, but it takes awhile before they catch up. If
you need extra damage, you can change Berserking your tank...
As per usual, finishing up with a high-linking Quickening chain
can really save you more trouble here. Ahriman will use the skill
"Maser Eye" when low on health, which can do 700+ damage to one
target. All the more reason to re-bury it...
On a personal note, I got whipped here because I just got worn
down -- no remedies, succumbed to Doom, overwhelmed by the phantom
clones. If you have the best armor/shield and Remedy Lore 3, this
battle about twice as easy.
Once finished, get the [PHOENIX DOWN]/[ELIXIR] pots lying around
and vacate the premises, to the east.
[TEMPTATION ELUDED]
AS SOON AS YOU ENTER, use Libra. There's a trap right in front of
you and if you haven't healed up, you'll get killed (already heard
someone testify to this). Continue up the arcing pathway into the
manmade room and kill the Imps/Strikers. The western dead-end leads
to an [ETHER] chest, if you want. Exit north.
[CHAMBER OF THE CHOSEN]
Continue up the spiraling dirt path to a disused elevator. Trigger
the pedestal beside it and take it up into...
[SKYBENT CHAMBER]
The elevator will be blocked now, but you can still descend if you
need to farm items. Save at the teleportation crystal and exit
through the stone door, into...
o-------------------------------------------------------------------o
| 047 - Old Archades [LDR1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[ALLEY OF LOW WHISPERS]
Nothing of interest much here, although the merchant's wares have
very nice accessories -- the Embroidered Neppet and Pheasant Netsuke
give double experience and improve item potentcy, respectively. It
just sucks that you couldn't buy Bowline Sashes yet and you just had
a use for them... Anyone else notice that the only one with proper
language in the slum is the cockatrice? o_O
Exit to the northwest bridge.
[ALLEY OF MUTED SIGHS]
Head to the southwest part of the area where the soldiers block the
exit. Tell them you have no credentials and you'll be turned away.
Balthier recognizes a streetear nearby. He'll demand 1500 gil for
some information, which you have to do to proceed.
After shelling out the dough, Jules asks you if you've heard any
rumors; Vaan replies he's heard something about someone finding a
bag of coins in a barrel (NOTE: You may need to talk to the NPC who
says this before it happens; he's by the entrance to this area).
You're then sent to tell this morsel to Beasley.
You can find Beasley near the Lucky Man NPC, sitting slumped 'gainst
a wall. Tell him the Lucky Man stole his cash, then go back to Jules
on the streetcorner by the pillars, and you'll automatically journey
up into...
o-------------------------------------------------------------------o
| 048 - Archades [RCD1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[TRANT]
Follow the path a ways, and Balthier will attend to business on his
own. Visit shops and head south.
[RIENNA]
Gambit shop's here if you need more. Go west.
[NILBASSE]
Find the cabdriver here and he'll demand you have "chops" to ride
it. Jules shows up and tells you information, for 2500 gil, that is.
Apparently, a chop is a mark of status and you get it through people
on the street. Oh, and Balthier's waiting for everyone in Central...
Now when you talk to NPCs, you can "commit to memory" passages that
appear in orange. This helps you earn chops and, you'll need nine to
proceed. Here's a list of all (28) of 'em:
########
NILBASSE
########
1) Talk to Senior Researcher and find the Failed Researcher nearby.
Tell him the words of encouragement you commited to memory and
get a Pinewood Chop for your trouble.
2) Talk to the Worried Husband about his halved wages and talk to
the Materialistic Woman in the west of the screen.
3) Talk to the Aspiring Starlet in the middle of the area, then talk
to the Faded Star nearby.
4) Talk to the Determined Researcher at the east part of the area,
then find the Ex-Researcher (old guy) in the middle of the area
to earn a chop.
5) Talk to Athletic Woman in the middle of the screen, then go west
and talk to the Avid Reader. :D
6) Talk to the Gentleman Onlooker in front of the armory, then talk
to Eager Crier about working up a sweat.
######
RIENNA
######
1) Talk to the Philosopher of Cuisine in the west area, then find
the Dangerous Chef in front of the gambit shop.
2) Talk to the Lucky Man near the central alley, then go east and
speak with the Romantic Lady
3) Talk to "Good Brother" west of the gambit shop, then find the
Waiting Woman in the eastern section of the area.
4) Talk to the female Greenseller in the east, then relate the tale
about ears of corn to vegetable-seller in the west.
5) In the east, talk to the Bhujerban tour guide, then relate the
news of a cancellation to the Bhujerban Lady a little to west of
there.
6) Talk to the Tarot Reader by the central alley, then go west and
relay the information to the Happy Novelist.
7) Talk to the Lazy Profiteer in the east about a "gambit for the
market," then tell the Researcher's Wife in the west about it.
#####
TRANT
#####
1) Talk to the Smitten Man by the western alley, then talk to the
Smitten Woman in the east. <3
2) Talk to the Farce-Goer on the main walkway, then find the Girl On
An Errand by the southeast exit.
3) Find the Boutiquere on the northern wall, then talk to Moneyed
Gentleman by the entrance to Old Archades.
4) Talk to Music Appreciator along the northern wall, then find the
Lutenist by the western alley.
5) Find the Builder in the middle of the screen, then go west and
talk to the Architect. Shabbah!
6) Talk to the Historian in the eastern part of town then go west
and find the Perceptive Man by the far alley.
########
MOLBERRY
########
1) Talk to the Proud Mother by the eastern exit, then find the Tutor
nearby who's just gone unemployed.
2) Talk to the Look-Alike in the northwestern part of the area, then
find the similarly-dressed man by the Magick Shop.
3) Talk to the Reminiscing Lady in the FAR west, then talk to the
juggling Family-Minded Girl by the central alley.
4) Talk to the Avid Traveler by the right-of-center alley, then find
the Traveling Gentleman in the far west.
5) In the west, find the Daughter-In-Law by the juggler, then talk
to the Man From Giza up the steps from there.
6) Talk to the Would-be Judge up the steps from the juggler, then
talk to the Judge's Wife by the Magick shop
7) Talk to the Ardent Woman by the Magick Shop, then talk to Ardent
Man west of there.
8) Talk to the Poor Husband south of the Magick Shop, then talk to
the Poor Wife east of him.
9) Talk to the Talented Woman running around by the Magick Shop,
then find the Akademician by the technick shop.
Collect all 28 and you can trade the chops in for a Sandlewood one,
which classifies you as an ardent! You can then enter the Central
part of town, which is accessed in the Tsenoble area. Once you have
nine regular chops, though, talk to the cab driver and head to...
[TSENOBLE]
Balthier meets up with you here, telling a Draklor Laboratory skiff
is around here...just a airshipjacking... Save at the teleportation
crystal, then head up the east alley. After the Imperial squad comes
and goes, go back towards the cab to see another scene. Talk to the
cabbie once Jules leaves and pick "You know where to go" to leave.
NOTE: Later on, when you have a Sandlewood Chop, you can enter the
Grand Arcade area. If you have the Feather of the Flock key
item from Giza Plains, talk to the cockatrice and tell her
about the one down in Old Archades (may have to speak with
that one first) to get a [TUMULUS] hand-bomb!
o-------------------------------------------------------------------o
| 049 - Draklor Laboratory [DRK1] |
o-------------------------------------------------------------------o
| ITEMS |
| Lab Access Card |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. ?? Rook | ???? 261 -- 5 ----- |
| Lv. 39 Judge | 4846 485 96 1 ----- |
| Lv. 40 Judge | 5086 1 ----- |
| Lv. 37 Hecteyes | 8515 966 -- 1 Ice |
| Lv. 38 Imperial Pilot | 4367 499 97 1 ----- |
| Lv. 36 Imperial Hoplite | 4308 427 88 1 ----- |
| Lv. 37 Imperial Hoplite | 4548 518 98 1 ----- |
| Lv. 38 Imperial Hoplite | 4788 610 108 1 ----- |
| Lv. 36 Imperial Swordsman | 3589 388 84 1 ----- |
| Lv. 37 Imperial Swordsman | 3829 479 94 1 ----- |
o-----------------------------o-------------------------------o
The party enters the lab through the rooftop entrance... Another
climb, just like Midgar...
[66TH FLOOR]
Head west to the north/south corridor to find a bunch of guards.
These are the only "good" kind around. The NPCs around here don't
give much info, so keep heading north to the exit-vator terminal.
[67TH FLOOR]
NOTE: If you plan on getting the collect-all-maps icon in the Sky
Pirate's Den, do not forget to get the map here -- you won't be able
to return to get it.
Head east and up into the northern (only) exit to C.D.B's lab. Go
in, watch the scene, and you'll gain a [LAB ACCESS CARD] and the map
of the entire area. Exit south and look along the western wall (of
same corridor) for access into...
[RM 6704 EAST]
Save point here. You get the familiar warning that you might not be
able to leave, so save in a second slot if you have one, just to be
sure. Exit into the corridor when you're done and head south to the
next room...
[RM 6703 EAST]
You can find bulkhead controls here. Press it to open the blue ones
and conversely close the reds.
[67TH FLOOR]
With the blue bulkheads on, you now have access to the elevator once
again; this also allows enemies to come at you, since the elevator
is their source of transportation. You can also go into the western
north/south corridor and enter those rooms, where you can find red
bulkhead controls.
Should you turn those on, you can access the rooms in the SW part,
one of which has treasure chests -- I got two [BALANCE MOTE]s.
When you're ready to go, turn on the blue bulkheads and make for
the elevator, going to the next floor up.
[68TH FLOOR]
Judges appear on this floor! ;__;
The map is still useless, but you can tell the direction you're
going by the way it follows you. Head east and enter "Rm 6803 East"
to turn on the red bulkheads. Exit and loop around counterclockwise
to the other hall flanking the elevator room. Enter "Rm 6804 West"
and turn on the blue bulkheads.
From there, make your way south, heading for the southwesternmost
part of the map. In the horizontal corridor near there, you can
enter "Rm 6811 West" to turn on the blue bulkheads. Exit and take
the northern passage flanking Rm 6811 to the east, then exit east
into the other elevator room. Choose Floor 70 as your destination.
[70TH FLOOR]
After almost getting attacked, save in the hallway. In the only
room here, opened into the southern passage, you can get a valuable
[PHEASANT NETSUKE] in the pot. Save beforehand in case you don't
get it the first time. Before you hit up the stairtop, cast a bunch
of positive statuses on your party, save/heal with them on, THEN
ascend. Saves you time.
[ENERGY TRANSITARIUM]
Confronted, the good doctor now becomes the...err, bad doctor...
o------------------o----------o------------o---------------------o
| BOSS: Doctor Cid | HP: ???? | Weak: ---- | IMMUNE: Blind, Slow |
o------------------o----------o------------o---------------------o
Defense-ignoring guns... Great.
Cid appears with four "Rook" enemies around him, which protect all
damage to him. Thus, you have to defeat them before you can slice
into the main boss. Each Rook has about 7000 HP, and uses positive
status onto the doctor (and themselves -> Reflect). You can use any
hit-all magicks to do away with them once Reflect is gone, but just
whackin' at them until they die is also pretty easy.
Rooks can use Syphon which drains MP from your characters, so make
haste in taking them out. Once Cid's by his lonesome, he'll start
casting Haste on himself. Dispel it and watch out for his special
attack S-27 Tokamak which can do 800+ to people in range. Silence
him and keep people using Cura (+ Protect) -- you'll find that he
has pretty horrible defense himself, and attacks can do well over
1000+ per. It's easy to chip into his 50000+ HP if you keep allies
Hasted.
After battle, Cid tells the party they might find a new stone down
in Giruvegan, and he escapes for there. The man from before says he
is Reddas, a fellow sky pirate. The party ends up in...
o-------------------------------------------------------------------o
| 050 - Balfonheim Port [BLF1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[SACCIO LANE]
A man named Rikken tells the party about the Feywood, south of the
Golmore Jungle. There seems to be a hidden path to Giruvegan there,
but no one knows of its entrance... Exit to the north.
[QUAYSIDE COURT]
The Technick/Weapon shops can be found here, as well as the Whitecap
Bar in the south. In one of the villas to the north [In Canal Lane]
is a pot with an [ELIXIR] inside. Exit to the east of Quayside when
you're done.
[GALLERINA MARKETPLACE]
If you've been having people use Charge manually, now you can buy
the "Self: MP < 20%" gambit. But, also importantly, buy up any of
the -aga black magicks if you have a purse that can do so. Head
north out of the place.
[SEA BREEZE LANE]
Teleportation crystal by the chocobo stalls here. Dyce (merchant
from the sandsea) sells Teleport Stones for 200 apiece. Definitely
buy some if you're running short -- there's a huge gil urn nearby,
if you need funds. BUY A BUNCH OF REMEDIES IF YOU DON'T HAVE A GOOD
SUPPLY!
There are two ways into the Feywood. The first is going south thru
Golmore Jungle via "The Rustling Chapel" area; the second involves
going to Paramina Rift and exiting west through the "Icebound Flow"
section. Either way is fine, since the entrances conjoin in the
same place.
o-------------------------------------------------------------------o
| 051 - The Feywood [FYW1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 40 Mu | 3167 336 -- 1 Water |
| Lv. 42 Golem | 11310 981 -- 2 Wind |
| Lv. 42 Basilisk | 5429 911 -- 1 Thndr |
| Lv. 43 Basilisk | 5749 969 -- 1 Thndr |
| Lv. 42 Behemoth | 10026 1788 -- 2 Ice |
| Lv. 45 Behemoth | 11286 2032 -- 2 Ice |
| Lv. 39 Cerberus | 4739 549 -- 1 Water |
| Lv. 38 Tartarus | 3619 491 -- 1 Holy |
| Lv. 39 Tartarus | 3939 549 -- 1 Holy |
| Lv. 40 Tartarus | 4259 607 -- 1 Holy |
| Lv. 42 Mirrorknight | 5842 922 -- 1 Earth |
| Lv. 43 Preying Mantis | 7465 876 -- 1 Holy |
| Lv. 44 Preying Mantis | 7705 928 -- 1 Holy |
| Lv. 40 Deadly Nightshade | 3407 482 -- 1 Water |
| Lv. 41 Deadly Nightshade | 3647 543 -- 1 Water |
o-----------------------------o-------------------------------o
NOTE: Mirrorknights can drop Mirror Mail [Def: 43, Auto-Reflect]
[WALK OF FLITTING RIFTS]
If you enter from Golmore, you come in through the north; if you
enter through Paramina, you enter from the east. Careful how you
move for the former, since there's a sten needle trap located right
at the entrance. Equip any confuse-proof armor you may have, since
many different enemies around here use Screech or Confuse magicks.
Tartarus enemies drop X-Potions, though, so it's worth the risk.
There are two southern exits here; shoot for the southeasternmost
one.
[WALK OF STOLEN TRUTHS]
Large area here, and you'll notice your map is messed up from this
point on. To keep your bearings, you'll have to recheck your map or
manage with the fuzz displayed in the mini-map slot. Take the far
south exit out.
[ANTIQUITY'S END]
Save at the normal crystal here and head south to see a cutscene
where Mist prevents you from advancing...then dissipates. Leave
through the south, but only after you cast a bunch of positive
statuses on yourself and save with 'em on.
[REDOLENT GLADE]
This ain't no garden party.
o------------------o----------o------------o
| BOSS: Rafflesia | HP: ???? | Weak: ---- |
o------------------o----------o------------o
As you quickly learn, your MP will be draining throughout the
battle, making this battle extremely nagging. You can either go
the item-healing route or keep doing continuous Charge-ing to keep
the MP supply up. Whichever you want, good luck.
First off, counter the boss' Haste status with Dispel while you
still can. Rafflesia's Curse skill puts Sap/Disease/Poison/Confuse
on one character -- this can be easily countered with a Remedy, if
you have the Remedy Lore 3 license. You'll want at least two
people to have it here. Rafflesia can be Silenced, but physical
attacks are still the way to go. Hi-Potions and Phoenix Down are
all one really needs to pass this overgrown tulip. When its HP
gets low, it will use Pollen Dance which can inflict damage as well
as Confuse on all allies in range. When you see it charging, move
one of those with Remedy Lore 3 out of range so you don't short-
-changed in the closing minutes. It has about 35000 HP and one can
steal a Screamroot from it.
Go back and save/heal when you've finished uprooting the boss, then
proceed south.
[WHITE MAGICK'S EMBRACE]
Preying Mantis monsters appear here. Continue south along the east
wall to eventually find the Candle, which adds hidden areas of the
Feywood to your map. You'll notice two large areas have now come
onto the environs' map. Head south and exit.
[ICE FIELD OF CLEARSIGHT]
Buncha snowflake-shaped constructs around here. Head to the one
nearest the entrance and examine the Feywood glyph. Change the
camera point of view so you can see the illusion that is shown
(looks like forest glade) and head toward that direction to the
next snowflake-shaped construct. Repeat the process and after the
third illusion, you will be able to exit south into the next area.
[THE EDGE OF REASON]
A little left of center, you can find a treasure pot inside of a
trap. You can get a DEATHBRINGER weapon from this thing, which
you'll definitely want -- it gives automatic death!!! ^_____^
Well, automatic death on occasion...
NOTE: The chest can also be an Ensanguined Shield, I believe, so
restart if you want to get
The starting "snowflake" is the one that's about in the middle.
Repeat the illusion-hunting again and you'll be able to find the
Gigas Gate in the southwesternmost part of the area. You can try
to open it, but it will be to no avail. Notice the "Gigas" part?
Summon Belias and then touch the gate, which will open. The group
passes automatically into...
o-------------------------------------------------------------------o
| 052 - The Ancient City of Giruvegan [CTG1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 43 Vivian | 6766 1188 -- 1 Holy |
| Lv. 44 Vivian | 7006 1249 -- 1 Holy |
| Lv. 44 Behemoth | 12199 1278 -- 2 Ice |
| Lv. 45 Behemoth | 12619 1332 -- 2 Ice |
| Lv. 43 Mythril Golem | 17733 1143 -- 2 Water |
| Lv. 44 Mythril Golem | 17973 1226 -- 2 Water |
| Lv. 42 Gargoyle Baron | 6071 939 -- 1 Holy |
| Lv. 43 Gargoyle Baron | 6231 997 -- 1 Holy |
o-----------------------------o-------------------------------o
Two things to have before last boss in this area:
+ Decoy on your tank character
+ Upgraded defense/magic defense -- both should be 40+
If you can get Bravery/Bubble/Faith skills now, all the better.
To get them, you need to have defeated 16 marks and obtained
two hundred thousand (200,000) clan points. The clan provisioner
will then stock them in the Muthru Bazaar of Rabanastre.
[GATE OF EARTH]
Head west to the crossroads where the teleportation crystal is.
Save/heal, then keep the course to the waystone, which warps the
party entire to...
[GATE OF WATER]
There's some silver-armored person in the distance. Approach to
see it's not a person, but a headless gigas with a meat cleaver!
And we thought it was against us...
o----------------o----------o------------o---------------------o
| BOSS: Daedalus | HP: ???? | Weak: ---- | IMMUNE: Blind, Slow |
o----------------o----------o------------o---------------------o
It will immediately cast Haste on itself, so have a Dispel ready.
Silence it thereafter and cast Haste on your allies, then start
on with the physical attacks. It has a basic weapon attack that
can often chain (200-300 dmg w/ Carabineer Mail) and Tri-Attack,
which can do 600-ish and inflict Slow. Dragon Shields can nullify
its Tremor attack completely, but Ice Break (400+ to all in range)
is better dealt with Shell.
Basically, it's the embodiment of all the gigas-type enemies you
have encountered throughout the game. Keep yourself Haste/Protect'd
and watch out for its Smite of Rage attack (700+ to single target)
and Rage attack (1000+ to all in range) which it uses increasingly
more as its HP decreases. As it turns out, this boss can also be
confused -- use that if you need to buy some healing time. Chain
some Quickenings in the latter part of the fight to avoid getting
stuck in a Phoenix Down/Raise trap that's a battle of attrition.
A waystone appears once the enemy is dead. Go back and save before
taking it into...
[THE TRIMAHLA WATER-STEPS]
Behemoths appear here, usually by one another, so watch out for any
that Berserk themselves. The Deathbringer weapon is of great use
here, since it can really strike a "nerve" in them. >=p
Proceed directly south down the ramp to find Behemoths by a device.
Trigger it and continue south to lowest part of the map, finding two
Mythril Golems guarding a gate stone. Kill 'em, then trigger the
construct to disappear a gate in the middle of the area, letting
you descend farther (there are no more gates)
Do watch out for the Vivian (Malboro type) enemies' Putrid Breath,
which can put Disease/Slow/Confuse/Immobilize/Oil/Sap/Petrify/Sleep
on a target. At the very bottom of the coiled ramp, by two more
golems, a secret path springs up in between them as you approach.
[THE AADHA WATER-STEPS]
Yes, it's like the same previous screen, dangit. Watch out for the
Diakon Entites around here, also, kupo. :p
Continue south to another gatestone betwixt two golems. Press it
and continue down the ramp (north) to another golem-guarded gate,
which opens the barrier by the first. Continue south past the Vivian
ranks to a bulbous-looking treasure floating in the path -- [WHITE
FANG] probably.
Around the southernmost bend, a lone golem guards a gate-opener.
From there, you can proceed to the lowermost section from that third
gate and exit out another 'hidden' green-dot path.
[THE HAALMIKAH WATER-STEPS]
Open the Chronos bulwark to find a (regular) save point. Head out
the Hemera bulwark once you've put numberous positive statuses on
yourself (won't wear off if in no-encounter area, remmeber).
[GATE OF FIRE]
No enemies here, so you're free to explore. The area itself is at a
tilt. Locate the middle path and the two dead-end offshoots in the
northern and southeasternmost parts. In between those, on the middle
path, you can open a hidden road towards the gigantic orb-thing in
the distance...
o--------------o----------o-------------------------------------o
| BOSS: Tyrant | HP: ???? | IMMUNE: Slow, Blind, Silence, Sleep |
o--------------o----------o-------------------------------------o
HP? Over 100000+. A bit daunting, no?
Technicks will be unusuable here, meaning you can't use Charge to
bring back MP. Dispel its Protect/Shell, Haste yourselves, and lay
in with the physical attacks. Like Daedalus before, this baddie can
also be Confused, which should buy time to use Ethers. Its Piercing
Graviga attack deals half one's Max HP to a those in range, but
it can miss (thankfully). Equip Flame Shields to reduce damage from
its Fireball (1-target) attack, which can do 1000+, and take off
Sap status with Remedies (+ Remedy Lore 1 license). Have the main
tank you use (for me -> Basch) cast Decoy to get it off the warpath
and have someone continuously use Cura to prevent any mishaps. If
you have Bravery/Bubble, cast them on the Decoy'd character and
you can keep the entire battle under your thumb. If you don't
have those two spells (or Faith), consider buying some X-Potions,
at Balfonheim Port or airship flights.
The battle ends and a waystone appears. Save back at the previous
point and take the device into...
o-------------------------------------------------------------------o
| 053 - The Great Crystal [TGC1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 44 Ose | 6739 629 -- 1 Holy |
| Lv. 45 Ose | 7059 687 -- 1 Holy |
| Lv. 45 Reaper | 9931 1061 -- 1 Holy |
| Lv. 46 Reaper | 10111 1115 -- 1 Holy |
| Lv. 45 Mythril Golem | 17733 1143 -- 2 Water |
| Lv. 47 Mythril Golem | 18213 1308 -- 2 Water |
| Lv. 48 Mythril Golem | 18453 1392 -- 2 Water |
o-----------------------------o-------------------------------o
No map here...
[A PRAMA VIKAARI]
A waystone with three paths here: one on either side of the waystone
and one blocked by a scorpion seal. Take the declining path.
[KABONII JILAAM PRATII'VAA]
There are two Ose enemies by a platform here. Use Libra to see the
trap and get the [ELIXIR] out of it. Take the lower path still.
[KABONII JILAAM AVAA]
Leads down to a lone platform and another slope.
[DHA VIKAARI BHRUM]
Take the Waystone VII to...
[A VIKAARI KABONII]
Three paths here: two downsloping ones and the middle, up-sloping
one. Facing the upward climb, take the left downward path.
[STHAANA CANCER]
In the center of the platform is the Cancer Gate Stone. Trigger it
and leave through the road you haven't "made" yet.
[BHRUM PIS AVAA]
Take the treasure here and exit out the other side.
[A VIKAARI KABONII]
You're back where you came in awhile ago. Facing the upslope, take
the right-hand, downward slope.
[BHRUM PIS PRATII]
The Cancer Gate is now gone and you can path through the platform
to another downward slope.
[DHA VIKAARI TRAHK]
Kill the Reaper here and take the Waystone V to...
[A VIKAARI BHRUM]
The Gate Pisces blocks one way out of here. Take the lower path
out here.
[TRAHK PIS PRAA]
At the platform, take the low road again.
[STHAANA PISCES]
There's another gate here (Aries), but you can switch off the Pisces
Gate, too. Do so and backtrack two screens.
[A VIKAARI BHRUM]
Where the Pisces Gate was (has two floating things flanking exit)
you can now enter. Do so.
[DHA VIKAARI JULA]
Take Waystone III to...
[CRYSTAL CORE]
After viewing the nethicite core, take the road down to a regular
save point. Cast a bunch of positive statuses on yourselves, save
(in second slot, to be sure) and take Waystone I back to...
o-------------------------------------------------------------------o
| 054 - The Ancient City of Giruvegan [CTG2] |
o-------------------------------------------------------------------o
| ITEMS |
| Treaty-Blade |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[GATE OF WIND]
Proceed through Bulwark Minas to find...
o-----------------o----------o
| BOSS: Shemhazai | HP: ???? |
o-----------------o----------o
This esper has about 100000 HP like Tyrant.
Dispel the initial Haste status and cast Bubble on your comrades
if they're not in such status. The boss likes to use Syphon to
drain MP; hopefully you've brought X-Potions as suggested. Shem
uses Shock (large thunder-elem damage to one, 1500+) and Flare
(lare fire-elem damage to one, 3000+) after draining MP, but with
Bubble each of these can be "eaten" and cured without much trouble.
Still, cast Shell while you have the MP. Silencega can annoy if
you're relying on Cura/ga; Echo Herb it up if that happens, or
equip protective equipment for the moment. In the latter part of
the fight, its defensive power increases and it uses Shock/Flare
more often. Keep Curaga coming and it will eventually fall. Steal
a Sagittarius Gem if you can spare the time.
The party earns the privelege of summoning Shemazai the Whisperer
once she's done for. Continue south through the bulwarks and go
to the Empyrean Waystone. Read the description and teleport off
to god knows where where a scene takes place. Turns out the power
of the nethicite stems from the Sun-cryst and the [TREATY-BLADE]
Ashe obtains will destroy Venat. After more scenes, take the
Tellurian Waystone back to...
[GATE OF EARTH]
Teleport back to Balfonheim.
o-------------------------------------------------------------------o
| 055 - Balfonheim Port [BLF2] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
The port now has better magicks -- Arise, Curaja, Protectga,
Shellga, Esunaga -- which should all be bought in the near future.
Same for new equipment. >=p But, the essentials are:
+ Lots o' remedies
+ Cleanse magic (removes Disease) on all main party members
[SACCIO LANE]
Talk to the manse guard and enter. The Sun-cryst is apparently at
the Naldoan Sea's lighthouse, and Reddas will accompany the party
(as a guest) to ensure that the Nabudis tragedy is not repeated.
The Strahl will also be able to fly into the jagd, thanks to Nono.
If there was ever a time to do hunts and such, it would definitely
be when you have an able-bodied guest swordsman.
Before you leave, buy remedies so you can cure disease status at
the next dungeon. Head to the aerodrome when ready and talk to the
private flights docent to get airborne.
o-------------------------------------------------------------------o
| 056 - Ridorana Cataract [RDC1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 47 Cassie | 9080 1135 -- 1 Wind |
| Lv. 47 Deathclaw | 12922 1026 -- 1 Ice |
o-----------------------------o-------------------------------o
If you don't have the Remedy Lore 3 license (and the previous
incarnations), buy it now. The boss ahead will put Disease on you
and it's much easier to cure all statues at once. Also, if you'd
like auto-haste, you can buy Hermes Sandals from Burrogh in the
Barheim Passage; you just have to have the Barheim Key to gain
entrance. See "SBV1" for details.
[FOOTFALLS OF THE PAST]
The ship's anchor is docked here, and you can return to the Strahl
to leave if you choose. Head east to the save crystal and exit.
[ECHOES FROM TIME'S GARDEN]
Deathclaws here can use Pulsar Wave to inflict Disable, so watch
out for them and the Cassies' Putrid Breath. Take the southeastern
exit.
[COLOSSEUM]
Enter into the arena's open middle portion (use Libra to see the
traps) and go north. You should see a tiny little offshoot to the
west of there (connected to passage) and in the dead end within, a
map of the entire Cataract area can be found. Exit to the very north
of there.
[CITY OF OTHER DAYS]
Head north until you get to the large crossroads, then take the east
path out.
[PATH OF HIDDEN BLESSING]
No monsters here, but there is a huge chain of traps by the railing
that leads to the save crystal; use Libra to see 'em. Keep climbing
until the party arrives at the foot of...
o-------------------------------------------------------------------o
| 057 - Pharos at Ridorana - First Ascent [PHR1] |
o-------------------------------------------------------------------o
| 01F ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 48 Mimeo | 10541 657 -- 1 Holy |
| Lv. 45 Mistmare | 12180 1153 -- 1 Fire |
| Lv. 46 Mistmare | 12340 1197 -- 1 Fire |
| Lv. 47 Mistmare | 12500 1241 -- 1 Fire |
| Lv. 45 Chimera Brain | 9992 729 -- 1 Holy |
| Lv. 46 Chimera Brain | 10112 772 -- 1 Holy |
o-----------------------------o-------------------------------o
| 10F ENEMIES [NEW] | HP EXP G LP WEAK |
| | |
| Lv. 49 Aeronite | 18004 1539 -- 2 Thndr |
| Lv. 50 Aeronite | 18684 1589 -- 2 Thndr |
| Lv. 46 Brainpan | 15358 893 -- 1 Holy |
o-----------------------------o-------------------------------o
| 28F ENEMIES [NEW] | HP EXP G LP WEAK |
| | |
| Lv. 46 Deidar | 14407 893 -- 1 Holy |
o-----------------------------o-------------------------------o
Given how long and annoying this place is, and how there isn't a
teleport crystal for quite awhile, bring in the following magick
spells to make this place easier:
+ Dispelga
+ Esunaga
+ Protectga
+ Shellga
+ Curaja
[THEY WHO THIRST NOT]
Mortal kombattttttttttttttt!
o-------------o----------o---------------o
| BOSS: Hydro | HP: ???? | IMMUNE: Blind |
o-------------o----------o---------------o
This boney freak has about 120,000 HP. Yawn!
Cast Slow first thing (sorry, the Phoenix-Down-Kills-Undead trick
ain't workin' here) and this will be easier. It's pretty standard
fare of wyrm attacks -- Fireball and Lunge -- but it comes at you
with a new one, Curse, which puts Confuse/Disease/Poison/Sap on
all parties in range. Good thing a Remedy + Remedy Lore 3 license
will rectify the situation (Esuna doesn't get rid of Disease). Any
confuseproof armor you have here will be tip-top equips to use.
Its other attacks are pretty crappy, 400/500-dmg. attackers, but
it does know Bio (inflict: damage + Sap). As long as you keep the
Protectga/Shellga's going, Curse and Fearga (drains all allies in
range of LOTS of MP). Use Charge to counter the latter.
A user-submitted strategy: cast Reflectga on allies, then Curaja.
Since Hydro is undead, it will instead do high amounts of damage
to it. Couple it with Faith and Hydro is gravy (the chunky kind).
Aren't you glad you know Remedy Lore 3? Yeah, I'll bet. Exit east
to the large door and the entrance will open.
[THE WELLSPRING][01F]
There will now be a counter in the screen that says "01F". It of
course means you're on the first floor. Save at the teleporation
crystal. On the south side is the Altar of Night which speaks of
monsters holding black orbs... Hmm. Take the north stairway by the
waystone.
[WELLSPRING LABYRINTH][01F]
Enemies will now start dropping Black Orbs after battle. If you see
one left behind, pick it up. There are a whole bunch of intertwined
rooms here, some with pots in them. The pots made of a shiny, silver
lustre are Mimeos and can Leech large amounts of life; avoid those
if possible. You may also notice that this entire area curves around
the center room of "The Wellspring." Follow it clockwise around to
the (very) south to find a dead end with a First Ascent's completed
map.
When you have three Black Orbs, find the three altars in "The
Wellspring" area (some are accessible only by the labyrinth) and
trigger them. This breaks the Seal of Night on the eastern door of
the labyrinth (glows red on the mini-map when near). Save at the
teleport crystal (boss coming up) if you want. It says the ancient
door leads to Blackrock Vault on the map, but when you enter, it
transports ya'll into...
[DUNES OF PROFANING WIND][01F]
No exit back into the labyrinth here. See those big, blistered-
-looking head statues? Approaching them sends you back to the start
so avoid 'em. There's no mini-map here, either, so I can't really
describe things. Head up the sandy slope and approach the far head
without detouring into the cliff alcoves. When you get near, the
"head" will get up and you'll find it's a turtle boss!
o--------------------o----------o---------------------o
| BOSS: Pandaemonium | HP: ???? | IMMUNE: Slow, Blind |
o--------------------o----------o---------------------o
HP's about ~120000. Or something.
Dispel the boss' Protect and Silence it. The usual status effects
fail to work wonders here, so you'll have to rough it. Bravery +
Bubble + Haste seems to do pretty well, and as long as someone is
throwing Cura/ja around, the healing upkeep should go well. Much
like its brethren, this turtle casts Flash (inflicts Blind on all
in front of it) and Stone Gaze (inflicts Petrify on all in front
of it). Physical damage can be Protectga'd down, but it can still
crush those in range with Power Spin and Flatten. When its HP gets
to the halfway mark, it will use Perfect Defense to makes all
attacks ineffectual; however, the barrier fades away after awhile.
If you need extra boosts, Oil + Firaga works wonders here. Steal
an Ancient Turtle Shell if you have time to spare [sells for 1337
gil, laff].
Once the turtle's sleeping under the sands, you end up at...
[BLACKROCK VAULT][01F]
Yep, it's still here. The notification says the waystone's power
has been restored.
[THE WELLSPRING][01F]
Go back to the waystone by the entrance and save at the teleport
crystal. If you're lacking essential items or magicks (Esunaga), go
stock up 'em now. Our favorite ancient warping device leads to...
[WELLSPRING RAVEL - 1ST FLIGHT][10F]
Go up the eastern stairway and kill the two Brainpan enemies there
(they know Self-Destruct, so watch out) to make a green bridging
path show up; walk over it and it will be permanent. Continue making
your way east and keep killing the Deadpans, since they create the
path forward (laff @ the sonar-ping noise). Once the second bridge
is finished, take the path to the northern exit.
[WELLSPRING RAVEL - 2ND FLIGHT][10F]
Kill all Brainpans you have and you'll form a bridge from the NWmost
corner of the (visible) map south. Along the way, though, there are
large walls along the northern walkway that can be broken down as
Fools' Facades. Tiny shortcut, not really worth anything. Continue
along the bridge you made to the exit.
[WELLSPRING RAVEL - 3RD FLIGHT][28F]
Kill Brainpans as you head to the eastern "knot" of rooms. Diedar
enemies is encountered here, so kill that as well. Once the
bridge is set, continue south and you'll end up around the thirty-
-fifth floor. Destroy the respawning Brainpans/Deidars to make the
north-shooting bridge.
Once you cross, you can see another red-colored bridge. If you have
killed enough Deidars, you'll be able to cross; if you haven't, you
might want to go back and do it, since it leads to treasure. It may
only be possible to create the red bridge by re-entering a couple of
times. If you don't want the treasure, you don't need to kill all
the Deidars. The ones in the following floor help the cause, though.
The treasures are [DUELING MASK] and a [ZEUS MACE], to be sure.
[WELLSPRING RAVEL - 4TH FLIGHT]
Killing the Deadpans makes bridges in the far northwest, which is
quite a ways from the start. When you get to the 47/48th floor, a
rare monster Vishno may appear (looks like Diedar). Speaking of
which, after killing a bunch of statues on your way up, the ones
back in the 3rd Flight (35F and down) should be back. Continue up
the staircase to the ancient door and beyond.
[HORIZON'S BREAK]
In the waterfall room is a save point and a triangular room nearby
with the exit staircase.
[HORIZON'S CUSP]
Head through the pillared passage to the foreboding door into the
large room, which leads to...
[MARSH OF PROFANING WIND][50F]
Oh no, it's...
o------------o----------o------------------------o
| BOSS: Slyt | HP: ???? | IMMUNE: Blind, Silence |
o------------o----------o------------------------o
HP = ~80000
Dispel Regen and Slow it (though Slyt use Enrage to put its Regen
back on). Cast Bravery/Haste on your main fighters and Faith on the
best healer. Slyt seems to rarely use any skill, instead relying on
defensive attacks which, inevitably, makes this battle incredibly
fast-paced and simple. Its defense does rise when its health dives
however, and it uses Enrage more often (the skill does increase atk
power, btw). Keep everyone in Protect status to make this a cinch.
One can steal a common Yensa Scale. <shrug>
Continue into the waterfall room where there is a lit-up waystone
here, which whisks all to the land of...
o-------------------------------------------------------------------o
| 058 - Pharos at Ridorana - Second Ascent [PHR2] |
o-------------------------------------------------------------------o
| 60F ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 48 Bune | 13239 1153 -- 1 Water |
| Lv. 49 Bune | 13659 -- 1 Water |
| Lv. 49 Reaver | 22771 1634 -- 2 Earth |
| Lv. 50 Reaver | 23191 1675 -- 2 Earth |
| Lv. 47 Abaddon | 13239 1153 -- 1 Holy |
| Lv. 48 Crusader | 10772 1257 -- 1 Holy |
o-----------------------------o-------------------------------o
[THE REACH][60F]
The northwest part of the circular room has a save point. Four are
the rooms around this waterfall, and four are the altars that stand
in front of them. Each blocks a command for the area ahead:
Northeastern = Items
Northwestern = Magick
Southwestern = Attack
Southeastern = Mini-map
Mini-map is the most useless one, so that's the one to nullify.
Touch the Altar of Knowledge to send the seal reeling across the
falls, then enter the newly-lit-up door. The mini-map is sealed
here, so make your way up the side-staircase (all lead to the same
room).
[STATION OF BANISHMENT][61F]
The mini-map may not function, but the larger map can still be your
guide. This entire area is full of Crusader skeletons who aren't
afraid to use Slowga... You're looking for an upward stairway into
the next screen and there are two: one in the southwest and one in
the northeast. Both lead to...
[STATION OF SUFFERING][62F]
Lots of Bune enemies here and they are definitely tough. Protectga
everyone and search for the two upward staircases, located in the
southeast and northwestern room complexes. Just for reference, the
staircases look like this on the large map:
___
| |
| | |
| |_| <- EXIT ^__^
| |
[STATION OF ASCENSION][63F]
Powerful, behemoth-like Reavers make their debut on this floor,
much to your misfortune. The exit is in the northwestern corner of
the map, but you can't go straight there due to a one-way door. Go
to the northeastern and work your way west. Yeah, it sucks, also due
to a door blocking the staircase room, with powerful Bune inside of
it. Run the gamut, yo!
[REACH OF THE DAMNED][64F]
Save point nearby, first in awhile. The triangular-shaped room at
the southern part will lead to the floor above.
[THE BOUNDS OF TRUTH][65F]
Like before, walk the corridor to the door and teleport to...
[CLEFT OF PROFANING WIND]
No longer just a wolf...
o--------------o----------o------------------------------o
| BOSS: Fenrir | HP: ???? | IMMUNE: Blind, Slow, Silence |
o--------------o----------o------------------------------o
HPs = ~100,000
Dispel its Haste first off and cast Protectga because this tiger
can really deliver the damage. Its Wail attack can inflict Silence
on those around, so Esuna all 'round. Its rather easy to deal with
Reddas simply attacking the entire time, but attacking does the
most (Oil+Firaga works, but is crappy). Cast Shellga when possible
to lower damage from its Ice Break, Blizzaga-ripoff attack. When
its HPs start to sag, it casts Bravery which you DO NOT WANT to let
it have; Dispel accordingly. Also, if you have Bubble, cast that
around to have some leeway.
Continue through the room and come to the waterfall area. There are
four corresponding altars around here, and depending on which you
chose at the start of the Second Ascent, that's what you choose now:
Steel = No Attack
Wealth = Items
Magicks = No Magick
Knowledge = No Mini-map
If you select right, the seal from before should float to the altar
and the door nearby will lose its power, bringing up the elevator.
Take it to the 67th floor.
[REACH OF THE OCCULT][67F]
Save point here and a lit-up waystone. You know what to do...
o-------------------------------------------------------------------o
| 059 - Pharos at Ridorana - Third Ascent [PHR3] |
o-------------------------------------------------------------------o
| 80F ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 50 Aeronite | 18004 1539 -- 2 Holy |
| Lv. 49 Purobolos | 9531 888 -- 1 Holy |
| Lv. 50 Purobolos | 9691 932 -- 1 Holy |
| Lv. 49 Dead Bones | 11122 1058 -- 1 Holy |
| Lv. 50 Dead Bones | 11302 1098 -- 1 Holy |
| Lv. 50 Necrofiend | 13069 1282 -- 1 Holy |
| Lv. 50 Cataract Aevis | 23241 2019 -- 2 Thndr |
| Lv. 48 Zombie Warlock | 7598 544 -- 1 Holy |
o-----------------------------o-------------------------------o
NOTE: Taking the waystone on this floor will bring you back to the
BEGINNING of the entire area, meaning the first floor. Unless
you want to work your leg muscles, avoid doing this.
[SPIRE RAVEL - 1ST FLIGHT][80F]
If you read the carven pillar in the open room, you'll see that if
you fail twice, punishment will you face. If you fail twice, though,
you'll end up by the area's map; on the bad side, there are a bunch
of zombies you have to fight (use Mirror Mail!). You have to kill a
certain amount to open the magicked doors, so unless you're in for
the long haul, don't waste any useful items doing this. In fact, if
you hold off, you can get the map later on without fighting. More
on that at the right time, though.
To do the job RIGHT, though, you take the black-colored sigil in
one of the corners and warp to another part of the room (on 81F).
Continue east into what seems like a dead end and find the fool's
facade to find the passage beyond. Take the [RUBBER SUIT] pottery
jar from the trap and head to the green waystone beyond, leading
to...
[SPIRE RAVEL - 2ND FLIGHT][83F]
There are traps in both of the passageways, so either cast Float
to get by or remove people from the party so that you can slip by
without people running into them willy-nilly. Each leads to two
fool's facades, which then bring the party out into the open.
An Aeronite flies here and may drop a Dragon Helm upon defeat.
Take the red waystone to the western part of the area.
Two Aeronites fly by a [CIRCLET] treasure chest. If you followed
the walkthrough so far, you should now take the purple waystone out,
since that's the one that corresponds to the Altar of Wealth in the
previous ascent. You'll come to the 86th floor, a little southwest
of where you just were. Go north to find another fool's facade that
hides a whitish-colored way stone. Take it.
Everyone ends up by the dais of ascendance. If you want the map,
take the white waystone to end up at 79F. The ancient door that was
magicked can now open and you can get back to 80F easily. Take the
white waystone and take the elevator to 90F when you're ready. Since
a boss fight is coming up, cast some positive statuses on yourself
before taking the skyrocketin' dais.
[HEAVEN'S CHALLENGE]
Hashmalum? Did your name get cut off?
o---------------o----------o------------------------------o
| BOSS: Hashmal | HP: ???? | IMMUNE: Slow, Blind, Silence |
o---------------o----------o------------------------------o
HP: ~100,000
Dispel its Protect and Protectga yourselves. This guy relies mostly
on physical strength and can combo a lot (7 times!?), so keep your
fingers on the Curaja. Bubble and Bravery help quite a bit, since
Hashmal does single-target attacks. It has a stupid internet-slang-
-themed "Roxxor" attack which throws a rock at someone for medium
damage. Keep Shellga on as well, for when it uses "Battle Cry" you
know Quakeja is coming up, which does earth-elemental damage (equip
Dragon Shields or use Float!) and can inflict Slow. It sometimes
uses Disease, but a Remedy+Remedy Lore 3 or Cleanse magick will do
the trick. Since Disease stays even in death, cure that crap
immediately! -- it makes people revive with 1 HP if the get killed
with it, and your current HP becomes your maximum!
Aftewards, the esper Hashmal, Bringer of Order, is yours!
[EMPYREAN RAVEL]
Continue along the serpentine path until you get to floor 92, where
some contemplative scenes play. On 98F is the save point -- put some
positive statues on yourself before saving. Ascend to the waystone
at the path's end and warp to...
[WOMB OF THE SUN-CRYST]
After some scenes regarding the Sun-cryst
o----------------o----------o
| BOSS: Gabranth | HP: ???? |
o----------------o----------o
The judgey has about 50,000 HP.
Dispel any positive statuses Gabranth puts on himself, then cast
Protectga/Shellga on the allies. After his HP is halved, a scene
takes place where a magick shield blocks him and renders magicks
cast ineffectual -- since he starts with recast Haste in this form
and it can't be dispelled, buff your own party. Protectga should
bring the damage of his special Guilt attack down to 1000-ish,
while his Circle of Judgment attack does even worse damage.
A short scene takes place and immediately afterwards...
o------------------o----------o
| BOSS: Doctor Cid | HP: ???? |
o------------------o----------o
| BOSS: Famfrit | HP: ???? |
o------------------o----------o
Doctor Cid: ~80000 HP
Famfrit : ~100000 HP
Dispel the doctor's initial statuses and set to work on him. You
will notice he uses the same defense-ignoring guns from before,
but he's not too different from before. His Gatling Gun skill can
pack a punch on those in range, but again, nothing Protectga and
Bubble can't absorb. When his HP is halved, he will summon Famfrit
to fight alongside him.
When Famfrit is summoned, Doctor Cid can't be damaged any longer,
so the only target is the summon itself. Make sure to Dispelga at
the beginning because Cid can still attack you. Cast Shellga for
this stretch of the fight due to Waterja (can inflict Silence, too)
but also Dispel positive statuses that Cid shoves on Famfrit. The
summon's Briny Cannonade attack can be tolerated with but it's
really Waterja that is the main hitter. Still, it deals mostly
physical attacks and draws Cid's attention to defense, so it isn't
the hardest part of the fight. The doctor uses S-85 Cyclotrone as
well during this period, which can do 1000+ to those in range (but
is affected by Shell).
After Famfrit's been defeated, or a little before, Cid's barriers
will be taken down and he will start using S-85 Cyclotrone more
often. His attacks will also be a little more powerful than before,
but Cura/ja can cover all the bases. Steal a Magepower Shishak from
him if you're dying to have one...which you shouldn't, 'cause they
suck.
After battle, Famfrit the Darkening Cloud becomes your esper and
following more scenes, there's a save prompt. Back to...
o-------------------------------------------------------------------o
| 060 - Balfonheim Port [BLF3] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
After meeting at Reddas' manse, the Strahl will be able to fly to
Bahamut. Oh, and the shops all have new upgrades, so check 'em out.
Deathbringers are on sale, and you can now buy Holy, Flare, Scourge,
Shock, and Slowga. No Hastega here, though; buy it in the North Bank
Village. If you want some auto-regen equipment, the merchant in
Lowtown's South Sprawl now sells Renewing Morions [16000g]. Also,
Sage's Rings [absorb: holy; halves MP] can be bought from the
merchant in Old Archades [22000g].
When you're ready to take the final plunge, get in the airship and
select "Bahamut" near the Rabanastre mapdot. This is the FINAL area
of the game, and once you go in there's no coming out. Stock up for
the long haul. To emphasize:
YOU WILL NOT BE ABLE TO CONTINUE ANYTHING ELSE ONCE YOU APPROACH!!!
But, since there is no save point within, who cares?
o-------------------------------------------------------------------o
| 061 - Sky Fortress Bahamut [SKF1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 47 Mastiff | 6987 736 --- 1 ----- |
| Lv. 51 Imperial Pilot | 4939 672 167 1 ----- |
| Lv. 47 Imperial Gunner | 4219 454 80 1 ----- |
| Lv. 48 Imperial Swordsman | 3669 379 133 1 ----- |
| Lv. 49 Imperial Beastmaster | 3305 435 134 1 ----- |
| Lv. 50 Imperial Beastmaster | 3698 527 144 1 ----- |
o-----------------------------o-------------------------------o
After some...err, demolition scenes, the fortress is infiltrated.
Everyone ends up at...
[ANTECHAMBER]
You'll notice that this area's map is like the Grand Crystal, and
the map will just display an approximate location but no corridor
or area maps... Two bulkheads lead out of the corridor. Take
either, 'cause they both lead to...
[PERIPHERY]
The Imperial troops will be out in full force this time, and it
won't be the same two or three types as previous Archadian areas
may have shown -- at least six different types roam the halls
around these parts. Since there's no stopping the torrent, might
as well force your way down the hall. Whichever way you take,
there will only be one t-junction. Ascend the stairs there,
arriving at...
[CATWALK]
Cutscene plays and it gives some enemies time to sneak up on you.
Go south on the mini-map to the circular platform, looking for a
west exit nearby.
[CENTRAL LIFT]
Here, one can find some panel controls. Choose to operate the lift
and the Judge Magister from before will show up. Yes, he's still
kickin'...
o----------------o----------o
| BOSS: Gabranth | HP: ???? |
o----------------o----------o
HP: ~30000, then ~50000
Dispel his Haste and inflict Slow/Silence/Blind, either manually
or with the Nihopalaoa trick you've heard me write about. Cast
Protectga and Hastega on yourselves, then wail! When his HP is
about halved, a cutscene takes place and Gabranth will have Haste
again and in perfect health -- he uses Renew to refill all lost
HP. But, the Nihopalaoa trick works again, so use it. Gabranth
will start using Innocence (range damage?) and Enrage, which makes
him go bonkers and start doing more damage + chaining. That's also
your cue to finish the battle with a Quickening. How did a Judge
Magister get to be so weak?
Once done, operate the lift. You'll reach new heights, ending up
at...
[CENTRAL SHAFT]
The welcome wagon is here, and not the foodstuffs kind...
o-------------o----------o----------------o
| BOSS: Vayne | HP: ???? | STEAL: Nothing |
o-------------o----------o----------------o
HP: ~60000
Larsa joins in this battle, and on your side, of course. He'll
help with your characters' HP upkeep, so there's a shoulder to
lean on now.
One can't target Vayne with items here, so Nihopalaoa trick can
be done. Cast Blind, which strips the pugilist's best efforts away
for the most part. Protectga + Bravery + Bubble really aids in an
easy win here. When his HP is about halved, a cutscene will take
place; after, he'll have Haste. Dispel it and recast Blind. His
Mach Wave attack can do a bit of damage, and Force of Will can do
about 1000 to allies in range, but with three potential healers,
there's no way you should lose. DO NOT USE QUICKENINGS unless you
want to start the next consecutive battle with low MP.
After battle, you'll have to fight Vayne again, this time without
Larsa's helping hand. Gabranth, however, will be on your side for
awhile.
o-------------------o----------o
| BOSS: Vayne Novus | HP: ???? |
o-------------------o----------o
HP: ~60000
Again, no Nihopalaoa trick. Dispel Vayne's positive statuses and
sling Protectga to your party, if it's warn off. Sephira swords
will fly around Vayne and can be targeted; but, since Vayne is
easily damaged with Bravery'd up characters, there's still not a
lot to worry about. Gabranth will only attack, though, so keep a
close eye on your health. Vayne's Azure Vortice attack can deal
medium damage to an ally in range, while Contempt can do about the
same. After a cutscene, Dispel Vayne's recast statuses and watch
out for Inviolable Wall, which will do about 1000 damage to all
allies on the field. Vayne can erect a magick barrier, too. It'll
fade over time like all the others. Cast Shellga to reduce damage
from his -aga elemental magicks. "Tree of Sephira" can do 2000+
to those in range, so keep Bubble on and Curaja afterwards (or use
X-Potion). Also, "Limit Break" can do about ~1000 damage. Yawn?
Again, heal up your MP/HP now because it'll be the same as later.
Vayne escapes and has a Kuja moment afterwards, then it's back on
track with the last boss of the game...
[CANNON SUPERSTRUCTURE]
o-------------------o----------o--------------o
| BOSS: The Undying | HP: ???? | IMMUNE: Holy |
o-------------------o----------o--------------o
HP: ~200,000
Dispel its initial Haste and throw Shellga on. Any magick with
"Piercing" in the name isn't applicable to the laws of Reflect,
as you probably already know. Equip as many Aegis Shields as you
can to have a good shot at blocking 'em, though. The Nihopalaoa
trick doesn't work here either -- he's immune to all the statuses.
Its Divine Sword and Megaflare attacks can do 1500 and 1000, to
a single target and allies in range, respectively. When it casts
Faith or Bravery, Dispel it right away or it'll put up one of its
barriers and you can get caught at a severe disadvantage. When in
a barrier state, it will use Ascension (~1500 dmg to all allies)
or Gigaflare Sword (~2000 dmg to allies). Always keep Protect and
Shell up. When put in HP-critical condition, it uses its "Perfect
Defense" to be immune to all things. Have to wait for it to wear
off before anything can be done. Take this time to heal up and
party buff -- don't be shy about using Elixirs and Megalixirs;
this is the end of the game, y'know.
Enjoy the ending, folks. You deserve it.
o-----------------------------------------------------------------------------o
| IV. SIDEQUESTS [SDQ1] |
o-----------------------------------------------------------------------------o
This section isn't complete, but I figure since everyone asks about this type
of stuff, might as well include what I do have. E-mail me with to correct any
errors you find. ^_~
o-------------------------------------------------------------------o
| Extra Esper: Zalera [EXZ1] |
o-------------------------------------------------------------------o
| OBTAIN: Zalera esper |
'----------------------'
After getting the Barheim Key during the North Bank Village quest
(see NBV1 for details), Barheim Passage is once again able to be
traversed. Head into the "Great Central Passage" area where once
there was a gate barring exit through the west side...it's gone
now. Continue west to "The Zeviah Span" area and look for an urn
with a Barheim Candle inside, to let you see the hidden areas in
the extra sections. To find it, head south down the bridge and
keep your eyes peeled for the first stairway on the east; take it
north and you can find the urn. Farthern down the bridge is a dead
end. To clear it, look for a cart dangling on the west side, which
can be pushed off for a makeshift bridge.
Continue through "The West Annex" to enter the "Terminus No. 7
Adjunct" with a save point. The next area to the west holds the
esper, so buff your party members at the crystal and save with 'em
on. Also, it has a skill that kills anyone with prime-numbered
levels, so make sure it's an even-numbered to be safe (divisible
by two). Unfortunately, it ain't just going to jump in your
arms...
o--------------o----------o-------------o-------------------o
| BOSS: Zalera | HP: ???? | IMMUNE: Ice | STEAL: Gemini Gem |
o--------------o----------o-------------o-------------------o
There's a five-minute timer that rolls as the fight starts. Let
it deplete all the way and you'll automatically lose. Zalera has
about ~40000 HP.
To begin with, dispel Zalera's initial positive statuses. Dead
Bones enemies will be thrown into battle, and it's up to you
whether you want to waste time with them. They will use Hawk
Glare (inflict: Disable) and Reflectga. They will be resummoned
a few times and only have about 3000 HP. Magick like Scourge is
a good ranged attack if you're in the late game; -ara types can
work as well in the early.
For Zalera itself, cast Slow ASAP (or Slowga) and go to work.
Some attacks will do zero damage while some will succeed; Zalera
braces for attacks which is why it's a hassle here. Watch out for
"Kill" which, of course, kills a character dead -- luckily it can
miss. "Prime Lv. Death" means that any level that is only
divisible by itself and one (i.e. 13, 17, 19, 23, etc.) will get
inflicted with Death. Also, it knows plain old "Death" magick,
which pierces reflect status so the mirror-mail trick won't work.
Other magicks: Sleepga, Lv. 2 Sleep. Nishijin Belts can prevent
Sleep. A lot of status-effect oriented attacks, but if you enter
with remedies and full Remedy Lore licenses, the time limit will
seem nonexistant. Remember to use Quickenings, now.
After battle, Zalera the Death Seraph will become your esper. Keep
going west out of the room to end up in the Garamsythe Waterway.
In the "East Sluice Control" is the Garamsythe Candle which reveals
the hidden areas around. That's for a different time, though...
o-------------------------------------------------------------------o
| Extra Esper: Zeromus [EXM1] |
o-------------------------------------------------------------------o
| OBTAIN: Zeromus esper |
'-----------------------'
After clearing the Stilshrine of Miriam and watching what events
unfold at Mt. Bur-Omisace, you can get the "Stone of the Condemner"
key item from a Nu Mou acolyte at the "Temple Grounds" area of the
mount. This unlocks a secret entrance in the stilshrine, which will
lead to our next esper.
Teleport there and go to the "Ward of Measure" area right inside
the door. Behind the statue here is the waystone you used before
to get further inside; now, it reacts to the Stone of the Condemner
and you're prompted to use it. Do so to end up at the "Throne of
Veiled Gods" area. Check to make sure you have the Remedy Lore 3
license (and Remedies, too) and any auto-Reflect equips (Mirror
Mail, Ruby Ring) before you open the door -- both will come in
very handy...
o---------------o----------o
| BOSS: Zeromus | HP: ???? |
o---------------o----------o
HP: ~100,000
From the get-go, characters will be unable to use magicks, so it
will have to be item-healing from hereon in. Since you can't use
magick, might as well do a large chain-Quickening near the start
to take out any Dark Lord minions that appear. They respawn later
on and are weak to Holy; check your inventory to see that weakness
plays into your hands. Another way to do away with them is to use
Scathe Motes (Warp Motes don't work...) to help clear the field.
Basically, have an ally or two clearing the minion crowd while a
good fighter whacks the boss.
Zeromus will cast Stop often, so use Remedies to cure it and some
X-Potions to heal. Its Gravity attack will damage you by 1/4 of
your max HP and Piercing Gravija will do half your max HP's damage
as well, so keep Stop off to maximize healing potential. It helps
to build your MP back up to take out the Dark Lords because they
will just keep coming and coming; when there aren't any, use that
window to dig in. Armor on par with Dragon Mail should be enough
to keep the Dark Lords' attacks from being very effective. Watch
out for the boss' Slowga, which pierces Reflect. =/
Afterwards, Zeromus' license is added to the board can be summoned
at your leisure.
o-------------------------------------------------------------------o
| Extra Esper: Adrammelech [EXA1] |
o-------------------------------------------------------------------o
| OBTAIN: Adrammelech esper |
o---------------------------o
This Flying-type esper appears in the middle of Zertinan Caverns,
the "Athroza Quicksands" area to be precise. Although there are a
number of ways to get to here, if you enter from the Ogir-Yensa
Sandsea's "East Junction" area, you can pick up the area map inside
"The Balamka Fault." Exiting south into the area will auto-initiate
the fight. Be aware, though: you can exit the battle at any time to
go heal up and such.
o-------------------o----------o--------o----------------------o
| BOSS: Adrammelech | HP: ???? | LP: 30 | STEAL: Capricorn Gem |
o-------------------o----------o--------o----------------------o
Boss HP: ~40,000
Since Adrammelech is a flying type, you'll have to use guns, hand
bombs, bows, and Telekinesis. If you do this early, you may not
have access to all of them, but as far as weapon damage goes, that
is all you can do.
Battling is basically split into two parts: fighting the esper and
dealing with the annoying Shambling Corpses. Luckily, the corpses
are susceptible to Disable and, if you choose to do the Nihopalaoa
trick (regarding remedies), you can inflict it and other statuses
and leave the corpses to rot (no pun intended). It seems if you do
not kill the corpses, more will not join in the battle -- use this
to your advantage, since they will use Cloying Breath (Sleep+Slow)
and a few minor elemental spells.
Adrammelech can inflict Sap with his regular attack, and is only
susceptible to Blind, Slow, Shear, and Expose. Its uses Flash Arc
(1-target thunder-elem) and Thundaja (thunder-elem damage to all in
range + Stop). If you have any Rubber Suits, you can simply null
all the thunder damage, but Stop will have to be dealt with via a
Remedy Lore 3'd remedy. When its HP dips below the halfway mark, it
erects a "Perfect Defense" that makes it immune to physical and
magical attacks. Be sure to inflict statuses before this point due
to it also being immune from the Nihopalaoa trick. Shell/ga allies
until the palings fall, then dig back into it.
Once dead, Adrammelech the Wroth will be your esper. Beware though:
any Shambling Corpses that were alive at the end of battle will not
have disappeared.
o-------------------------------------------------------------------o
| Extra Esper: Cúchulainn [EXQ1] |
o-------------------------------------------------------------------o
| OBTAIN: Queklain esper |
o------------------------o
PREPARATIONS:
Arise Spell
Bubble Spell
Holy Spell (Foobars weak to it)
X-Potions (if in early game)
Renewing Morions (Auto-Regen)
Black Belts (immune: Disable) for everyone
3000+ HP ~ Lv. 35+ (recommended)
Don't even bother coming into the battle if you can't nullify the
Disable status -- it's a killer, and you will die. =/
---
Once you have completed the White Mousse mark and obtained the
Sluice Gate Key for your trouble, the Garamsythe Waterway's flood
gates will be under your command...and that's where this esper can
come into play. Here are the steps:
01) Go into the "Central Waterway Control" area
02) Turn on the No. 11 and No. 4 Waterway Control gates
03) Exit south into the No. 4 Cloaca Spur, which is now drained
04) Trigger the No. 1 North Waterway Control in the very southeast
05) Exit back into the "Central Waterway Control" area
06) Turn on the No. 10 and No. 3 Waterway Control sluice gates
07) Exit south into the No. 3 Cloaca Spur, which is now drained
08) Trigger the No. 1 South Waterway Control in the very southwest
09) Exit back into the "Central Waterway Control" area
10) Turn off the No. 10 control and trigger the No. 4 control
11) SAVE! Then, exit into the drained No. 1 Cloaca area
12) Take the southern stairway into the shallow water, and...
o------------------o----------o--------o--------------------o
| BOSS: Cúchulainn | HP: ???? | LP: 50 | STEAL: Scorpio Gem |
o------------------o----------o--------o--------------------o
Boss HP: ~70,000
DO THE NIHOPALAOA TRICK ON THE FOOBARS! It helps immensely. Also,
using Reverse to make the battlefield's Sap effect heal you does
not work.
As you may have expected, there's a "veil" around the battlefield
that inhibits your stats. This time, your HP will be continuously
taking a dive in Sap-like fashion. Have Curaja ready or a heckuva
lot of X-Potions. Also, Cúchulainn is immune to all status effects
except Expose/Shear, which isn't such a surprise if you recognize
him as "Impure King" from Final Fantasy Tactics. Make sure to
Dispel the esper's initial good statuses immediately.
Foobar enemies (see: Nabreus Deadlands) will be falling into the
battlefield. Cast Slowga/Disable as soon as you can because Foobar
enemies' regular attacks can inflict Disable, too. The Nihapalaoa
trick puts the Foobars out of commission ASAP, and since they do
not die immediately, they simply waste space...no more new ones'll
come into battle until they fall to Doom status! Someone will have
to be spamming Cura/ja just to keep up, since Queklain will
(devilishly) use Invert to make your HP extremely low. If you have
Arise on-hand, perfect.
"Queklain" will use Bio and Toxify primarily, which means you will
have to find time for Remedies/Esunaga so your HP isn't decreasing
at a double-time speed (battlefield effect =/= Sap status). When
Queklain unleashes Slowga, make sure to counter with Hastega; when
he uses Immobilizega, Esunaga in kind (if you need to). Queklain's
"Mana Spring" attack gives it back MP for its nasty spells, while
"Malaise" works like a medium-damage Drain attack (single-target).
When its HP gets low, its defense skyrockets and it starts to use
Invert more often. Doing a chain-Quickening for the kill wouldn't
be such a bad idea. Once the battle's over, Cúchulainn the Impure
can be bought at the license board.
o-------------------------------------------------------------------o
| Lost Cockatrice Flock [LCF1] |
o-------------------------------------------------------------------o
| OBTAIN: Tumulus, Defender, Platinum Dagger, Diamond Sword |
| Yoichi Bow, Koga Blade, Hi-Ether x 2 |
'-----------------------------------------------------------'
Before you can do this, you have to have cleared the Cluckatrice
mark, passed the storyline up to Archades, and obtained the key
item Feather of the Flock. This key item can only be gotten in the
rainy season in the secret area "Tracks of the Beast," which is
created by chopping down withered six withered trees in the Giza
Plains.
Come back to the nomad village in the dry season to find the li'l
girl herder's livestock have flown the coop. You can find them all
around the world in the places with many people. In no particular
order:
#1 - Archades
Clear Archades' events and return here, right after if y'want.
Do the chops mini-quest and get all twenty-eight of them, then
trade it in for one sandlewood chop. In the Tsenoble area, you
can now access the place behind the docent. There will be a
large cockatrice in the station here, and if you talk to it,
it will leave and give you a [TUMULUS] hand-bomb.
#2 - Balfonheim
Speak with the miffed moogle to learn of its traveling plight,
and talk to the girl by the stables. Show her the Feather of
the Flock. Talk to Gurdy by the chocobo stables and moogle'll
rent the tiny 'chocobo' in the pen for 1 gil. Of course, its
not a chocobo but a cockatrice -- you get a [DEFENDER] for the
trouble.
#3 - Jahara
In the village proper, talk to the herder who wants to know
what the cockatrice is doing there. Talk to the bird and relay
that it's from Giza Plains. The herder tells you speak with
the Great-chief; do so and get his gift. Give it to the bird,
then talk with the herder to get a [PLATINUM DAGGER].
#4 - Eruyt Village
In "Fane of the Path," the cockatrice has lost its memory and
won't leave until it's recovered. You'll have to find dewdrop
pebbles along the woods to restore it. There is one near Mjrn
that starts the quest, and you'll have to find ten more.
1 - Fane of the Path - by salve-maker's pestle bowl
2 - Fane of the Path - north part of circular walkway
3 - The Spiritwood - on bridge by path to Fane of the Path
4 - The Spiritwood - by the fountain
5 - The Spiritwood - by the fountain; ask the Viera to get it
6 - The Spiritwood - by the wood-warders' hut
7 - The Spiritwood - on the stair leading to Fane of the Path
8 - The Spiritwood - below small stair south of the fountain
9 - The Spiritwood - by southern dead end
Give the dewdrop pebbles to Mjrn and after the ninth, the bird
will drop the tenth. Give it to Mjrn and the bird will recover
its memory and you receive a [YOICHI BOW].
#5 - Rabanastre
In "North End," at the very north part, a lone cockatrice is
found in a corner. It runs away when you encounter it and will
continue to do so. Chasing it is no good, so one has to snatch
it by hiding. Waiting behind a pillar or out of view and when
it turns a corner (easy to do in pillars kittie-corner to East
End) makes it easy prey. When it asks you what you're doing,
tell it you're not ruffling its feathers.
It will now be in the north section by the fountain and stays
there until you've sent the Eruyt cockatrice (Chit) back to
the nomad village. Inform it of your progress to receive a
[DIAMOND SWORD].
#6 - South Bank Village
The last cockatrice (Sassan) doesn't do anything until you've
restored the ferry to North Bank Village (see NBV1). Once back
on at the south shore, talk to Tchigri and he'll want to ship
the bird north. The correct combination for doing this:
Natyhl --> Arryl --> Sassan
Take them one at a time and when Sassan finally gets across,
he'll give Vaan a [KOGA BLADE].
Once all six cockatrice have been flung back into their pen, return
to the nomad village (provided it's the dry season) and find Terra.
She gives you [HI-ETHER x 2] for the successful round-up.
o-------------------------------------------------------------------o
| The Great North Bank Village Escape-o-rama [NBV1] |
o-------------------------------------------------------------------o
| OBTAIN: 1000 Gil, Wyrmfire Shot |
'---------------------------------'
Complete the Flowering Cactoid mark and earn the Cactus Flower key
item. Talk to Dantro at the Estersand outpost and he'll want you to
deliver it to his wife at the South Bank Village who's nursing some
sick traveller. Talk to her there and get a [BUNDLE OF NEEDLES] for
your trouble.
Re-enter the village and go to the dock. Talk to Tchigri and agree
to accompany him to the North Bank Village. Once there, you find a
cactoid bandit group's holding the ferrymen hostage. Speak with
Ruksel to learn the cactoids are looking for their relative Dran
who's been causing trouble around the desert (and also earned a
mark on his head).
Back in South Bank Village, talk to Dantro's wife to learn she's
boiled Dran's head-top flower and thrown it behind her house.
Go and claim it to find that Dran's back! Have Tchigri take you
back to the northern village and they'll buy the fraud. Vaan
obtains [1000 GIL] and [WYRMFIRE SHOT], plus the village regains
its once-lost population.
o-------------------------------------------------------------------o
| The Great South Bank Village Search-o-rama [SBV1] |
o-------------------------------------------------------------------o
| OBTAIN: Barheim Key, Magick Gloves |
'------------------------------------'
Okay, so maybe it's not that 'great,' but still...
After the North Bank Village ferry is back in commission, talk to
Dantro's wife who bemoans her lack of semclam shells. She bids you
to find some along the banks of the river. Leave the village and go
into the shallows, picking up the "mysterious glints" that are the
semclams. Get three, return to her, and she'll need some Nebralim
to staunch the wound -- Dantro should have some.
Go to the Estersand outpost and Dantro says there's some in the
crates nearby. Get the phial of [NEBRALIM] and bring it back, to
which she asks for Valeblossom Dew from the Broken Sands area in
the north. When you get there, look in the lower-middle section
for a tree/shrub with white flowers. Get some [VALEBLOSSOM DEW]
and return.
That's the last of the foraging you have to do, but if you have
the Great Serpentskin loot (Obtain from the Nidhogg mark) give
it to her as well. Re-enter the village twice and the bed-ridden
man will be well again. Talk to Dantro's wife to learn he's in
the back of the house.
Talk to her to learn she's a treasure-hunter who found something
of great use in Barheim Passage. She gives you the [BARHEIM KEY]
as the reward, and also [MAGICK GLOVES].
YOU WILL ALWAYS GET THE BARHEIM KEY FOR COMPLETING THE SIDEQUEST!
The Great Serpentskin only affects if you get the best reward or
not.
o-------------------------------------------------------------------o
| Into the Wyrm's Nest [WRM1] |
o-------------------------------------------------------------------o
| OBTAIN: Wind Globe, Windvane |
'------------------------------'
Available later on in the game, the sidequest allows passage into
the "Wyrm's Nest" area of the Dalmasca Westerand, eternally blocked
by a sandstorm. But only for a little while longer.
At Dalmasca's Westgate, find the Bangaa named Rimzat. Tell him you
will aid him in gathering information on the sandstorm. Go to the
"Southern Plaza" area nearby and find Cotze sitting in the center
fountain. He directs you towards Storehouse 5 in Lowtown where his
old friend is. Find Northon down near the entrance to Garamsythe;
he's the stooping NPC.
He tells that he and his friend used to have an item that quelled
the sandstorm, but they broke into two so no single person would
have complete access. This item is the Windvane, and Northon hid
his half in the Westersand under some Dynast-Cactuses. Incredibly
vague hint on its own, but if you return to Cotze, he says Northon
probably hid his half in the "Shimmering Horizons" area's NW dead
end.
To find the cactus that marks the spot, head into the Shimmering
Horizons area and EXIT northwest into the dead end part of the
"Windtrace Dunes." There are two cactuses here; the one on the SW
side contains the treasure: a [WIND GLOBE]. Go back to Westgate
and meet up with Rimzat and his companions.
Cotze gives you his half and you obtain a [WINDVANE] to persevere
through the Wyrm's Nest. So, where exactly is this nest? Well, it
is in the northeasternmost area of the Westersand, but can also be
entered from "The Yoma" area (north of North Bank Village) in the
Estersand. Either way, head into the place and...
o--------------o-------------o--------o----------o
| Earth Tyrant | HP: ~70,000 | LP: 21 | EXP: n/a |
o--------------o-------------o--------o----------o
STEAL: Hi-Potion, Tyrant Hide, Tyrant Bone
Although this is probably the largest dino you'll ever see, it
can be tamed with a simple formula. First, cast Blind on it to
reduce damage from its massive maw, then cast Berserk to prevent
it from going buckwild with Sonic Fangs (damage + Slow). Later,
if you need to buy some healing time, cast Confuse/Sleep on it
and cure away. It's also susceptible to the ever-useful Slow, but
can also be Silenced. When its HP is put into critical, it serves
up a defensive boost (use Quickenings) and starts to use Screwtail,
a move that just does damage to allies in front of its face. If
you have Bravery and Hastega, just dole those out and beat the dude
senseless when it can't do anything but chomp at you.
When the tyrant dies, so does the sandstorm. Nice to have you back,
visibility! Anyway, the dino's death makes those long sandstorms seem
to spawn in less abundance, although they can still occur. As for the
great reward? Sorry, there isn't one. But, if you speak to Montblanc,
he'll give you 1200 Gil... Well, maybe the Bestiary entry was worth
the trouble...
o-------------------------------------------------------------------o
| Ann (Uh) and Her Sisters [NNH1] |
o-------------------------------------------------------------------o
| OBTAIN: Ring of Renewal | NOTE: Must be up to Balfonheim to start |
'-------------------------'-----------------------------------------'
'Kay, first and last Woody Allen joke there, I promise.
Private flights are something that can go by the wayside in the
course of the game, but should you happen to fly, this sidequest is
ripe for the taking. To start it, take a flight and head into the
sky saloon. Look for a man hassling the female chief steward named
Ann. Long story short, Ann asks you to deliver some letters to her
siblings in order to balk the womanizer who's been wanting her to
marry him. You'll receive the key item [ANN'S LETTER] and can now
get to work sticking it to the man!
To search out Ann's other similarly-employed sisters, you'll have to
take more flights and check the sky saloons (make sure to fly with
the leisure craft option). The order you do this in doesn't make a
difference, but you can always tell if you haven't delivered Ann's
note because there will be one of the womanizer's brothers hanging
around her. Go over to her and pick the "I have a letter from Ann"
option
Depending on which flight you find Ann on, that may screw up any
five-step plans you have going for you. Here's the order I found
mine in (Ann = Balfonheim <-> Bhujerba for me):
------------------------+------------- The sister you find will
FLIGHT TO TAKE | SISTER FOUND always be the same, no
------------------------+------------- matter which order you
Nalbina Ft. -> Archades | #1 Liddy perform the searches in,
Archades --> Balfonheim | #2 Twarra however.
Balfonheim ---> Nalbina | #3 Carryl
Nalbina ---> Rabanastre | #4 Sanne KEEP TRACK OF ALL THE
Rabanastre --> Bhujerba | #5 Lyseth FLIGHTS YOU TAKE!
Once you've found the first five, Lyseth tells you the youngest
sister Cisset is on the one route you haven't visited yet. For
an easier time figuring this out, here's a table of flights that
can be taken overall (in order of storyline appearance):
-------------+--------------------------------------.
FLIGHT FROM: | CAN GO TO: | AND ALSO: | HERE, TOO: |
-------------+------------+------------+------------+
Rabanastre | Bhujerba | Nalbina | Archades |
-------------+------------+------------+------------+
Bhujerba | Balfonheim | Rabanastre |
-------------+------------+------------+------------.
Nalbina Ft. | Archades | Balfonheim | Rabanastre |
-------------+------------+------------+------------+
Archades | Balfonheim | Nalbina | Rabanastre |
-------------+------------+------------+------------+
Balfonheim | Bhujerba | Archades | Nalbina |
-------------+------------+------------+------------+
Since the flight the sixth sister on is random, you'll have to
learn which flights you've already taken. Flights to and from
two different places (Balfonheim <-> Nalbina will always give
you one person) are the same flight at the core, you can cross
both of them off on the above table. If you didn't have to
double-back to any town as I did (Nalbina twice), you should
be able to cross out twelve flights and get the last one; if
not, you'll have three or four to do through trial and error.
Deliver the letter to Cisset and she gives you a smashing ring
for your success at defeating the idiots in House Laschiell...
a [RING OF RENEWAL]!
o-----------------------------------------------------------------------------o
| V. BOUNTIES [BNT1] |
o-----------------------------------------------------------------------------o
Bounties are small side-jobs that can be taken by finding notice boards in
the town hubs, mostly the bars and gathering spots. The following places have
a notice board:
LOCATION AREA NAME
+ Rabanastre ------- [The Sandsea]
+ Bhujerba --------- [The Cloudborne]
+ Nalbina Fortress - [Jujim Bazaar]
+ Phon Coast ------- [Hunters' Camp]
+ Balfonheim ------- [The Whitecap]
Here's the schematic for climbing the clan ladder:
Initial = Moppit = 00 Marks + 0 Pts.
Rank 01 = Hedge Knight = 02 Marks + 700 Pts.
Rank 02 = Rear Guard = 04 Marks + 8000 Pts.
Rank 03 = Vanguard = 08 Marks + 20000 Pts.
Rank 04 = Headhunter = 10 Marks + 30000 Pts.
Rank 05 = Ward of Justice = 12 Marks + 40000 Pts.
Rank 06 = Brave Companion = 14 Marks + 100000 Pts.
Rank 07 = Riskbreaker = 16 Marks + 200000 Pts.
Rank 08 = Paragon of Justice = 24 Marks + 250000 Pts.
Rank 09 = High Guardian = 28 Marks + 300000 Pts.
Rank 10 = Knight of the Round = 32 Marks + 500000 Pts.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NORMAL BOUNTIES
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
o-------------------------------------------------------------------o
#1 - Rogue Tomato [Rank I][2 LP]
- HP: 134
- Petitioner: Tomaj [Rabanastre - The Sandsea]
- Find in Dalmasca Estersand [The Stepping]
- Reward: 300 Gil, Teleport Stone, Potion
o-------------------------------------------------------------------o
The Rogue Tomato is located near the entrance from Dalmasca, on a
small, jutting cliff. Approach it at full health (+ Libra) before
you start to julienne it. Its Flame Breath attack can deal decent
damage, so keep your HP above 60 and retreat to use a Cure/Potion
is you need to. When its HP is halved, it jumps off the cliff to
the Wolf-ridden area below -- take out the wolves before you get
tag-teamed.
o-------------------------------------------------------------------o
#2 - Thextera [Rank I][2 LP]
- HP: 380
- Petitioner: Gatsly [The Sandsea]
- Find in Dalmasca Westersand [Galtea Downs]
- Reward: 500 Gil, Teleport Stone, Headguard
o-------------------------------------------------------------------o
Thextera can give you a run for your money should Vaan lack any
black/white magicks. Bring plenty of potions to be sure, and clear
the area of rogue Wolves -- there will always be an accompanying
wolf with the mark, though. It should only take four or five casts
of any black magic to take it down, but it can use "Cry of Help"
to summon a Wolf to its side and Saber, which reduces some of its
health to power itself up. Easier to kill when you have two people
but managable with Vaan alone.
o-------------------------------------------------------------------o
#3 - Flowering Cactoid [Rank I][2 LP]
- HP: ~500
- Petitioner: Dantro [D. Estersand - Outpost]
- Find in Dalmasca Estersand [Yardang Labyrinth]
- Reward: 500 Gil, Potion x 10
o-------------------------------------------------------------------o
You can find the mark south of the northern area exit in an auto-
-Haste mode. It has about 500 HP and may appear near other regular
Cactrites -- take out the latter before tangling. Cast Protect on
the party and start slicing in, to which it will usually use Ram
(basic phys. skill). Nothing special, although you do get a rare
Cactus Flower for defeating it.
o-------------------------------------------------------------------o
#4 - Wraith [Rank I][5 LP]
- HP: ~5000
- Petitioner: Milha [Lowtown - North Sprawl]
- Find in Garamsythe Waterway [Overflow Cloaca]
- Reward: 500 Gil, Ether, Gauntlets
o-------------------------------------------------------------------o
Talk to Milha near the "Residence" in North Sprawl to learn the
ghost was sighted in Garamsythe Waterway, just down through the
Storehouse 5 portion. Head into the Overflow Cloaca portion after
stocking up on phoenix down (or use Raise), since the Wraith tends
to use Doom on everyone. Doom can be cured by using remedies once
you have the Remedy Lore 3 license, so it is possible to do this
with one person. (Note: if you enter the Private Residence once
the Wraith's gone, you can find a Dusty Letter key item).
o-------------------------------------------------------------------o
#5 - Nidhogg [Rank I][5 LP]
- HP: ~7000
- Petitioner: Aekom [Bhujerba - Lhusu Square]
- Find in Lhusu Mines [Transitway 1]
- Reward: 600 Gil, Rose Corsage, Balaclava, Great Serpentskin
o-------------------------------------------------------------------o
Talk to the Seeq Aekom to learn that Nidhogg lurks where the path
splits in two. This means you can find it around "Transitway 1."
Dispel its Protect/Haste statuses, then Blind/Slow it. Protect
yourselves and heal when it uses its Tail Spear attack. Saber
will makes its defense rise, so beware. DO NOT SELL THE GREAT
SERPENTSKIN YOU RECEIVE AS A REWARD. It's useful later on.
o-------------------------------------------------------------------o
#6 - Wyvern Lord [Rank II][8 LP]
- HP: ~12000
- Petitioner: Sherral [Rabanastre - Amal's Weaponry]
- Find in Nam-Yensa Sandsea [Simoon Bluff]
- Reward: 1000 Gil, Longbow, Shell Shield
o-------------------------------------------------------------------o
Sherral tells you the wyvern was seen in the western reaches of
the sandsea. Teleport to the Tomb of Raithwall and enter from
there, into the dead-end area of Loomis Bluff. In the northern
reaches, you can find the wyvern flying around. Kill the minor
enemies before approaching.
Blind it and spread out so its Aero attacks don't do much (and
if you do this this late-game, it won't). It's also susceptable
to Slow and Sleep. Steal a Yensa Scale from it before you flay
it apart.
o-------------------------------------------------------------------o
#7 - Croakadile [Rank II][10 LP]
- HP: ~20000
- Petitioner: Sadeen [Giza Plains - Nomad Village, RAINY SEASON]
- Find in Giza Plains [Starfall Field - RAINY SEASON ONLY]
- Reward: 1200 Gil, Serpent Rod, Teleport Stone
o-------------------------------------------------------------------o
The ever-laconic Sadeen says the Croakadile is by "a bridge"
somewhere. Head south into Starfall Field and over the first
bridge, the creature falls from the sky. Dispel its positive
statuses and cast Blind on it, because it will eventually use
"Growing Threat" which doubles its level! A Quickening chain in
the latter rounds of the fight can seal the deal here. Obtained
afterwards is a [RING OF THE TOAD]. Take it back to Sadeen and
he'll cryptically ask you to take it to "her"...meaning, the
village chief (yes, she's a girl). Talk to Brunoa when the rains
have stopped to find out that Sadeen is probably a ghost. :o!
o-------------------------------------------------------------------o
#8 - Enkelados [Rank II][9 LP]
- HP: ~20000
- Petitioner: Low-chief Sugumu [Jahara - Elderknoll]
- Find in Ozmone Plain [The Shred]
- Reward: 1100 Gil, Ether, Golden Amulet
o-------------------------------------------------------------------o
The low-chief says the Enkelados is trampling some Ozmone herbs
to dust, in "The Shred" area. Talk to the guard by the Elderknoll
bridge to learn that you have to clear the area of Wu monsters to
draw it out. Kill all of them in the northern portion and re-enter
to find the beast. Dispel its Protect/Shell and Blind/Slow it. It
knows Purify, so keep your finger on the status effect button. Can
use Restore to bring back HP, too, so Quickening it if ya need to.
Once dead, it drops a [ERRMONEA LEAF]. After getting the reward,
the low-chief wants you to bring the leaf to Giza Plains' village.
Find Lesina and give it to her and receive [REMEDY x 2].
o-------------------------------------------------------------------o
#9 - Ixtab [Rank II][12 LP]
- HP: ~25000
- Petitioner: High-chief Zayalu [Jahara - Elderknoll]
- Find in Henne Mines [Phase 1 Shaft]
- Reward: 1300 Gil, Ether, Soul Powder
o-------------------------------------------------------------------o
Ixtab is a blood-thirsty sucker, having claimed the lives of
many Garif men lately. Teleport to the mine [etc.] and enter the
shaft in question and enter the southeastern juncture. Kill all
the Seekers around and cast Slow on the ghoul. It uses -ara type
magicks, so keep the Curas up. One can also steal a Flame Shield
from it.
o-------------------------------------------------------------------o
#10 - Atomos [Rank III][16 LP]
- HP: ~30000
- Petitioner: Burrogh [Nalbina Fortress - Jajim Bazaar]
- Find in Mosphoran Highwaste [Northern Skirts]
- Reward: 1800 Gil, Gaia Rod, Diamond Shield
o-------------------------------------------------------------------o
Burrogh's back from Barheim and has a colossal problem on his
hands up in the mountainous highwaste. Travel to the far north
and pick off all the Vultures around, so they don't mess up your
battle.
The big, red Atomos lurks nearby. Dispel its Protect/Shell/Regen
and cast Blind/Slow for a quick edge (it does know Purify) before
it gets surrounded by a "white wind" and status effects will quit
working. Keep using Dispel as it re-casts positive statuses, and
stay in Haste/Protect yourself. Its attacks only affect one ally
at a time, so just make sure you outlast it (use Charge!).
o-------------------------------------------------------------------o
#11 - Vorpal Bunny [Rank III][16 LP]
- HP: ~25000
- Petitioner: Nera [Eruyt Village - The Spiritwood]
- Find in Golmore Jungle [The Rustling Chapel]
- Reward: 2000 Gil, Lightning Arrows, Gillie Boots
o-------------------------------------------------------------------o
Talk to Nera to learn her friend will miss the rite of passage of
hunting the bunny due to an injury. Time to cheat. Head into the
Rustling Chapel section of the jungle (towards Feywood) and in
the middle "square" the bunny appears. Dispel its positive status
before it runs away completely and you lose it; if that happens,
it will come back with the same status and full health. Trail it
a ways and it will often switch course towards you. Vorpal Bunny
isn't really offensive, but it often goes into corridors with a
bunch of minor enemies -- clear them beforehand for an easier
time! If you have Berserk or some Bacchus' Wine, use it on the
bunny to stop it from running away.
After its demise, you win a [RABBIT'S TAIL]. Go back to the
village and you'll automatically hand it over. Mission complete!
o-------------------------------------------------------------------o
#12 - Ring Wyrm [Rank III][16 LP]
- HP: ~45000
- Petitioner: Balzac [Lowtown - North Sprawl]
- Find in Dalmasca Westersand [Windtrace Dunes]
- Reward: 200 Gil, Moon Ring, Icebrand
o-------------------------------------------------------------------o
Visit the propositioner in the southwest part of the sprawl to
learn there's a Ring Wyrm in the Windtrace Dunes area of the
Westersand. Apparently it only comes out when there's elementals
around, meaning during sandstorms. Teleport to the area and keep
re-entering it until the weather goes sucky. It appears in the
center of the area (about).
Dispel its Protect and Blind/Slow it. Watch out for its Breath
attack (fire-elem) which can hit multiple targets and inflict
Sap. It isn't shy about using Immobilizega either. Given its
huge amount of HP, this will take a long time at any level. Equip
Flame Shields and Jackboots for an easier go-'round.
o-------------------------------------------------------------------o
#13 - Feral Retriever [Rank III][14 LP]
- HP: ~20000
- Petitioner: Hymms [Mt. Bur-Omisace - Sand-strewn Pass]
- Find in Paramina Rift [Spine of the Icewyrm]
- Reward: 1500 Gil, Recurve Crossbow, Teleport Stone
o-------------------------------------------------------------------o
Hymms says the retriever lurks in Paramina Rift near Stilshrine
of Miriam. The easiest way to find it is to teleport to the
shrine and head into the Spine from there. Kill any Garuda-Egis
that follow you and you'll find the Couerl-like monster near
the "Path of the Firstfall."
Blind/Slow it to begin with, and be wary of Stone Gaze. If it
uses Purify, recast Blind. It's really just an overgrown kittie
you've fought before, but cast Protect on everyone to be sure.
o-------------------------------------------------------------------o
#14 - Darksteel [Rank IV][21 LP]
- HP: ~60000
- Petitioner: Homesick Man [Archades - Nilbasse]
- Find in Sochen Cave Palace [Temptation Eluded]
- Reward: 3000 Gil, Lead Bolts, Adamantite
o-------------------------------------------------------------------o
The petitioner is in the weapon shop here and apparently the
Darksteel (titantoise type) is down in the cave palace complex.
Take the easy way in via Old Archades and you'll come to this
enemy. Cast Protect on yourselves before approaching.
Dispel its Bravery/Protect/Shell, inflict Blind/Slow on it, then
Haste yourselves. Watch out for its Flatten skill which can do
1000+, and keep Dispelling its positive statuses as they come.
If you're in dire straits, flee if a small passageway if you have
to, since it won't be able to follow. Also, if you want to buy
time without running away, lead it around the room in circles.
Watch out for its Stone Gaze (inflict: Petrify) attack.
o-------------------------------------------------------------------o
#15 - Braegh [Rank IV][17 LP]
- HP: ~35000
- Petitioner: Va'Kansa [Mosphoran Highwaste - Babbling Vale]
- Find in The Salikawood [Corridor of Ages]
- Reward: 1700 Gil, Obelisk, Hi-Ether
o-------------------------------------------------------------------o
NOTE: You must have defeated King Bomb to complete this.
Talk to the bangaa to learn his partner and wares disappeared, by
the Necrohol of Nabudis. Teleport to the Salikawood and continue
northeast through the "Grand Bower" area to "Corridor of Ages."
Near the entrance to Nabudis, the thunderstruck horse shows up.
Cast Slow on it and Haste/Bravery on yourselves. Its Snake Lash
ability inflicts damage and poison, and it also uses Bleed magick.
After awhile, it uses Immobilizega, too. Try to kill it fast 'fore
it uses "Invert," which flip-flops the HP <-> MP amounts. It also
becomes immune to magick when critical, but shouldn't matter a
whole lot (it can be Silenced). Chain-Quickening it to death if it
poses a huge threat.
o-------------------------------------------------------------------o
#16 - Mindflayer [Rank IV][18 LP]
- HP: ~35000
- Petitioner: Warrior Guromu [Jahara - Lull of the Land]
- Find in Henne Mines [Phase 1 Dig]
- Reward: 2200 Gil, Carmagnole
o-------------------------------------------------------------------o]
NOTE: Enter "Phase 1 Dig" with full MP to spawn this enemy. Has a
little something to do with its affinity for Mist.
Guromu's friend has not returned from the mines, and the mark's
been spotted at the "Phase 1 Dig." Find it in the southern portion
and it will float towards you. Dispel its Faith/Haste and equip
any Stop-proof equipment you have, since it will use Time Requiem
to inflict it on all in range; it helps to cast Bubble as a relief
should everyone be incapacitated. Mindflayer will use Invert, much
like Braegh, to flip one's HP and MP values (i.e. one becomes the
other). Cast Slow when possible and chain-Quickening it in the
latter part of the fight, before Hero's March (add: Protect/Shell/
Bravery/Faith). Also note that Mindflayer can be Berserk'd, which
will strip it of its major status-effect attacks.
o-------------------------------------------------------------------o
#17 - White Mousse [Rank V][24 LP]
- HP: ~60000
- Petitioner: Sorbet [Rabanastre - Westgate]
- Find in Garamsythe Waterway [West Sluice Control]
- Reward: 2800 Gil, Yoichi Bow, Sluice Gate Key
o-------------------------------------------------------------------o
The monster appears to have claimed Sorbet's key and "treat," and
headed for the West Sluice Control section of the sewers. To get
there, head east from the Central Waterway Control to find the No.
10 Channel sluiceway drained of water. Take the higher-ground
stairways and continue south into the destination. The mark will
spawn in the shallow water in the square-shaped part.
It uses Waterga, Slowga, and Flash, all of which you're probably
familiar with by this time. It's susceptable to Blind and Sleep,
too, and Berserk if you want. Fire-elemental attacks tend to be the
best murdering tools in the fight, and if you have Berserk, that'll
stop it from being a magick threat. Upon defeat, it drops a [BROKEN
KEY], and after claiming the reward, Sorbet gives you the key since
there's another one on-hand. Meaning, you can now control the
sluices down in the sewers. Yaya!
o-------------------------------------------------------------------o
#18 - Lindwyrm [Rank V][22 LP]
- HP: ~110,000
- Petitioner: Fermon [Old Archades - Alley of Muted Sighs]
- Find in Tchita Uplands [Garden of Life's Circle]
- Reward: 4200 Gil, Barrel Coat, Hi-Ether
o-------------------------------------------------------------------o
Fermon is the old man surrounded by a circle of kids, and tells of
the wyrm who only comes out when its cloudy. Teleport to Tchita to
begin with. If you can see the sun, it's not overcast. Since one
has to exit the ENTIRE area to change the weather, it's easier to
teleport into the area to check the atmospheric conditions and
reset if they're not favorable. There are two "favorable" outlooks
however: when it's cloudy and raining or when it's simply cloudy.
Before you approach, make sure to have odd-numbered levels to make
two of its annoying attacks ineffectual.
In the destination area, no monsters will be around beside the big
oaf in the southeast corner. Dispel its positive status and put
Protectga/Shellga on yourselves. Watch out for Lv. 2 Sleep, which
inflicts the status on those with even-numbered levels. Stone
Breath is also a problem, so have Stona ready. Blind, Silence, and
Slow this guy to stop him from casting Bio and using Rake to great
success. This is a great fight to use Bubble/Bravery on, if you
know them. When his HP takes a dive, Lindwyrm will erect a Greater
Barrier (Protect+Shell), start using Restore, which brings back
a great deal of HP, and using Lv. 4 Break, which casts Petrify on
those with levels divisible by four. If you know the Shear
technick, you can lower its magick resist for easier nuking. As
expected, his defense takes an increase when in critical condition,
but Quickenings can get around that. Once dead, it leaves behind a
[RUSTED SCRAP OF ARMOR] key item.
o-------------------------------------------------------------------o
#19 - Marilith [Rank V][22 LP]
- HP: ~35000
- Petitioner: Tavernmaster [Rabanastre - The Sandsea]
- Find in Zertinan Caverns [Invitation to Heresy]
- Reward: 2200 Gil, Serpent Eye, Teleport Stone x 3
o-------------------------------------------------------------------o
The tavernmaster requires serpentwyne must from the Marilith, found
in Zertinan Caverns after entering via the westersand. Teleport to
the desert and find the Shimmering Horizons area, southwest of the
Galtea Downs region. You'll have to enter it from "The Midfault,"
however, which is just west of Galtea Downs. Near the western edge
of the destination area will be a tunnel leading into the caverns.
The mark appears in the "Invitation to Heresy" region, by one of the
holes in the wall where the light shines in (in SE dead end). You
may have to kill the low-level enemies around here before it
appears, or it might be random. Dunno. It isn't visible until you
stumble upon it, though.
Dispel its Protect/Shell/Haste and Blind/Slow it. Protectga helps
if you have it, but single-serve casting work too. When its health
drips, it starts using Tail Spear (1-target atk) more often. Upon
death, it drops a keg of [SERPENTWYNE MUST], which you can now take
back to the propositioner.
o-------------------------------------------------------------------o
#20 - Vyraal [Rank V][22 LP]
- HP: ~100,000
- Petitioner: Viera Wayfarer [Balfonheim Port - The Whitecap]
- Find in Cerobi Steppe [The Northsward]
- Reward: 3500 Gil, Halberd, Crystal Shield, Dragon Scale
o-------------------------------------------------------------------o
A large aevis has taken this viera's belongings and once you accept
the viera will accompany you as a guest -- meet up with her at the
The Northsward area in the northeast of the steppe. The mark's in
the central region here. Blind/Slow it before you begin and cast
Protectga/Bravery on your fighters (the viera sucks). It uses Sonic
Fangs (single-target; may inflict Slow) and Fireball (single-target
fire-elem). When its HPs decrease quite a bit, will run away and
you'll have to chase the quarry. When it's put in critical condition
a barrier is erected, making any magick ineffectual -- cast status
effects before this point. One can steal a Spiral Incisor from it.
Upon defeat, it drops a [VIERA RUCKSACK]. Instead of instantly
getting the reward, you now have to walk ALL the way back to town
(;_;) for some stupid reason... <grumble, grumble>
o-------------------------------------------------------------------o
#21 - Bloodwing [Rank V][22 LP]
- HP: ~30000
- Petitioner: No. 381 [Dalmasca Estersand - North Bank Village]
- Find in Barheim Passage [The West Annex]
- Reward: 2400 Gil, Stun Bombs, Vampyr Fang
o-------------------------------------------------------------------o
NOTE: You must have completed Dantro's Wife's sidequest to get the
Barheim Key necessary to do this. Refer to "SBV1" to do so.
Talk to the newly-escaped prisoner to learn the Bloodwing lurks in
the west annex of Barheim. Enter the passage via the estersand (go
southeast in "Banks of the Nebra" to "Murmering Defile") and trek
to "The West Annex." You can reach there by going west out of
"Great Central Passage" -> to "East-West Bypass" -> to "Zeviah Span"
further west. At the span, you can find a Barheim Candle which will
light up the rest of the dungeon spaces; to find it, head south and
take the first eastern stairway back north. To continue south, tip
a cart on the west side of the railway to open the way to the
annex.
In the thin, southern east-west path, the bloodwing will fly down.
Try to kill any monsters trailing you 'cause there are some ahead.
Blind/Silence it and watch out for Leech, which does about 700
(compared to the Mimeo's 1000+). Its physical attack can poison an
ally as well. Since it's a flying type, you'll have to rely on
certain types of weapons or simply Faith+Holy, Flare, Shock, etc.
it.
o-------------------------------------------------------------------o
#22 - Piscodaemon [Rank V][26 LP]
- HP: ~40000
- Petitioner: Ivaness [Mt. Bur-Omisace - Temple Grounds]
- Find in Ancient City of Giruvegan [Gate of Fire]
- Reward: 3800 Gil, Dark Shot, Scathe Mote
o-------------------------------------------------------------------o
Ivaness will have had a dream his brother, consumed by evil and now
a Piscodaemon, is headed for Giruvegan's Gate of Fire. Travel back
through the water-steps to the gate in question and find the daemon
at the southwestern most part of the slanted room.
Once found, dispel the mark's Shell and inflict Blind/Slow (easy to
do with the Nihopalaoa item-reversal trick). Its attacks are a bunch
of weak sauce and it has horrible defense, but it can use Soul Etude
to refill its life to full and Hero's March to put a whole bunch of
good statuses on (familiar with both by now, I hope -- use Dispel!).
Watch out for its Bio and Death spells, and also Pulsar Wave (can
inflict Disable). Just do a chain-Quickening on it when its almost
dead to seal the deal. Have fun walking back out! :p
o-------------------------------------------------------------------o
#23 - Roblon [Rank VI][26 LP]
- HP: ~100,000
- Petitioner: Morgen [Nalbina Fortress - West Ward]
- Find in Nabreus Deadlands [Overlooking Eternity]
- Reward: 3100 Gil, Giant Helmet, Mythril
o-------------------------------------------------------------------o
NOTE: You must have defeated King Bomb in The Salikawood to proceed
immediately with this.
NOTE: Equipping Aegis Shields from now on will be of great help.
Morgen says that the hellish golem roams by the river and tall
grasses. Teleport to the Salikawood and exit northwest through the
Grand Bower and Piebald Path to enter the deadlands. In the third
area you encounter -- "Vale of Lingering Sorrow" -- an urn can be
found that reveals the rest of the maps. Take the east or north
passage, it doesn't matter -- both end up in "The Slumbermead." To
find your the automaton mark, go to the northwestern part of the
marsh and look for a path that leads west -- it isn't marked on the
map. It leads to "The Fog Mutters" and "Overlooking Eternity," both
isolated from the rest of the map. Roblon is found in the latter.
When you approach the dead-end mount where Roblon is, a bunch of
Dead Bones appear and will keep appearing. Use range magicks (like
Scourge) to take them out en masse before they Reflectga their
friends. Roblon itself attacks with -ara type magick and a physical
attack (single-target) every once in awhile. When its HP gets low,
it will use Fear (heavily decreases MP) and Tri-Attack (damage +
Slow); before this time, try to do a blitzkreig on the Dead Bones
like this next paragraph. NOTE: If you throw Nihopalaoa's remedies
at the Dead Bones and don't kill them, more may NOT respawn!
If you want things to go a bit easier, Roblon can be inflicted with
Slow, Blind, and Sap. If you equip a Nihopalaoa accessory (reverses
effect of restorative items), throwing a Remedy at the mark will
put all three statuses on at once! If you have a high Remedy Lore
license, you can put a slough of status effects on the Dead Bones
enemies and make this fight a whole lot easier. It seems if you
incapacitate them without killing 'em, no more spawn! Consider this
as you battle on.
o-------------------------------------------------------------------o
#24 - Goliath [Rank IV][27 LP]
- HP: ~150,000
- Petitioner: Barrong [Nalbina Fortress - West Ward]
- Find in Necrohol of Nabudis [Hall of Slumbering Might]
- Reward: 3600 Gil, Save the Queen, Einherjarium
o-------------------------------------------------------------------o
NOTE: You must have defeated King Bomb in The Salikawood to proceed
immediately with this.
Barrong is by the stairway to the aerodrome, strangely. After he
spots you, he tells that the monster in question lurks in Nabudis,
west of The Salikawood. The area the mark is found in is the first
one inside of Nabudis if you enter from the Nabreus Deadlands; if
you don't want to go that way, you have to trek all the way through
the necrohol. When you get to Goliath, clear the Baknamy enemies
'round the room and approach.
Goliath casts powerful -aga magicks (use Shellga) and Gravity, that
does half a character's max HP in damage per ally, to all allies i
range. Also, it erects a magick barrier that makes all magick used
against it ineffectual. If you want to put Slow on it, though, use
a Nihopalaoa accessory (reverses item effects) and throw a Remedy
onto it. Use Mirror Mail to reflect all its powerful magicks back
onto the golem and this fight'll go a lot easier. When its HPs are
low, it starts to use Smite of Rage (powerful physical attack on
one target) and Lunge. Its regular attack can inflict Disable, so
keep Esuna on your fingertips.
The easiest way to get back is to exit into the deadlands and get
back to the "Succor Midst Sorrow" where the teleport crystal is.
You'll have to beat a crystalbug before you can get the real one,
though.
o-------------------------------------------------------------------o
#25 - Overlord [Rank VI][24 LP]
- HP: ~70,000
- Petitioner: Insecure Seeq [Archades - Bulward's Technicks]
- Find in Sochen Cave Palace [Doubt Abandoned]
- Reward: 3500 Gil, Hi-Ether x 2, Teleport Stone
o-------------------------------------------------------------------o
The seeq only states that the mark is found in Sochen Cave Palace,
lamely. Teleport to Tchita and enter from there to get a notice
from the pig-snout that the monster is near. Insecure Seeq only
has 5358 HP and is weak to fire, so watch out.
Overlord is in the dead end on the western wall. Dispel its Bravery
and inflict Slow/Blind/Silence/Disease/Confuse in whatever manner
you wish (Nipholaoa trick!). It uses Lunge (single-target phys atk)
Pyromania (mote-like fire-elem atk), and Tri-Attack (dmg + Slow).
If you have Expose, it can have its defense lowered; Addle doesn't
work, though. Save your Quickenings for the very end, since it will
use the ever-powerful "Rage" attack do deal 1500-2000 damage to all
those in rage -- keep Protect status on. Smite of Rage also will be
used when its HP is low (and to great effect), which isn't much of
a surprise given the type of creature its modelled after. Go for a
quick finish. Go back to town for your horrible reward... =/
o-------------------------------------------------------------------o
#26 - Catoblepas [Rank VI][27 LP]
- HP: ~130,000
- Petitioner: War-chief Supinelu [Jahara - Lull of the Land]
- Find in Zertinan Caverns [Hourglass Basin]
- Reward: 3200 Gil, Volcano, Arctic Wind
o-------------------------------------------------------------------o
NOTE: If you take the shortest route during this mission, you will
have to pass through the area where the esper Adrammelech resides
(Athroza Quicksands). Should you be overwhelmed, either search for
a different route via the sandseas or simply flee into one of the
side-areas.
---
Supinelu tells of a demon that wounded his brother, and he wants
you to witness his fight against it, win or lose. Weird. First off,
head into "The Undershore" area, on the side with the save point
(area is split in twain). By the save point, you can traverse a
sandfall path, taking a northeastern branch of the secret (not on
map) route. If you're having trouble finding what's what, seek out
the map in "The Balamka Fault" area, to the middle-north.
When you arrive in "Hourglass Basin," Supinelu will join you as a
guest, and you can be on your merry way. The mark appears at the
dead end nearby. Dispel its Protect/Shell/Reflect status and cast
Protectga/Shellga on your allies. Supinelu will use a Blizzaga-like
attack and physical attacks, so make sure to recast his Bravery
status if it should wear off. Catoblepas is only susceptible to
Blind, Slow, Sleep, Expose, and Shear. When its positive statuses
are removed, it will recast them. Hastega/Bubble your party allies
when you find a chance and get to work. Watch out for its powerful
Smite of Rage attack (Blind + Shields = possible evade); Ram and
Tail Swipe aren't much to worry about. Do a Quickening chain to
bury the baddie, if you want.
Go back to Jahara for the reward.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MONTBLANC'S BOUNTIES
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
To get these bounties that aren't on the notice board, talk to the
leader of Clan Centurio himself...Montblanc!
o-------------------------------------------------------------------o
#1 - Cluckatrice [Rank I][6 LP]
- HP: ~7000
- Petitioner: Danja [Giza Plains - Nomad Village]
- Find in Giza Plains [Gizas North Bank]
- Reward: 1000 Gil, Jackboots, Rainbow Egg
o-------------------------------------------------------------------o
This can only be completed in the dry season; if it's wet, you'll
have to wait for the change. It's also a good idea to come around
when you have a full party of people, particularly after visiting
Eruyt Village, since you'll have a guest with infinite potions...
Talk to Danja in the cockatrice pen at the nomad village, then go
to Gizas North Bank. Defeat all the enemies here, leave, and re-
-enter. You should now find Chickatrices (~2500 HP, 1 LP) with the
mama Cluckatrice (~7000 HP, 6 LP). Gang-murder the babies and cast
Blind the mother as you slice 'n' dice. It can use Purify to take
negative statuses off, but at least that wastes time.
o-------------------------------------------------------------------o
#2 - Rocktoise [Rank I][8 LP]
- HP: ~15000
- Petitioner: Pilika [Bhujerba - Khus Skygrounds]
- Find in Lhusu Mines [Site 2]
- Reward: 1200 Gil, Hi-Potion, Heavy Coat
o-------------------------------------------------------------------o
The moogle petitioner in the skygrounds to learn the titantoise is
in Site 2 of the Lhusu Mines (the cavern portion). Dispel its
Haste status (if you have it), then Blind/Slow/Silence it. It's
not exactly hard, but it does have 15000+ HP. Once it has an eye
on one character, simply lead it around the room in a circle and
let the rest of the allies carve it up.
[OPTIONAL PART:]
After completing the mission, talk to Pilika again and accept his
offer to find his diary, at Clio's technick shop. He'll give you
a [MERCHANT'S ARMBAND] to get into the second-floor staff-only
area. Find it by a bookshelf and ladder, then bring it back. You
will be asked if you read it. Your actions before and answer now
determine a reward:
Read Diary + Told the truth = Kilimweave Shirt
Did Not Read + Told the truth = Shepherd's Bolero
Did Not Read + Lied about reading it = Kilimweave Shirt
Read Diary + Lied about reading it = Shepherd's Bolero
o-------------------------------------------------------------------o
#3 - Gil Snapper [Rank III][20 LP]
- HP: ~40000 HP
- Petitioner: Nanau - [Giza Plains - Crystal Glade]
- Find in Giza Plains [Tracks of the Beast - RAINY SEASON ONLY]
- Reward: 3000 Gil, Phobos Glaze
o-------------------------------------------------------------------o
It has to be the rainy season before this can be attempted. When
you accept the job of killing the "Rain Lord," you also obtain a
[SILENT URN] which helps in killing the creature. It appears in
the area "Tracks of the Beast." If you haven't opened it yet, you
must visit the following areas and chop down the withered trees
to create a wood bridge that leads east out of Gizas South Bank:
o Throne Road
o Nomad Village
o Toam Hills
o Starfall Field
o Crystal Glade
o Gizas North Bank
Exit into the area to find Bansat, the Seeq from Clan Centurio,
ready to help you as a guest (comes with Haste!). Unfortunately,
the Gil Snapper doesn't appear unless the weather is a downpour.
Keep re-entering the screen until it's really crappy outside and
Bansat will tell you if it's here.
Dispel its positive statuses, then Blind/Silence/Slow it. Bansat
will probably inflict Immobilize to your advantage. Its regular
attack can inflict Slow, which you should counter with Haste. All
in all, not too hard -- just more HP (~40000) and the same turtle
skills (Flash, Flatten, etc.). When its HP gets really low, its
defense takes a boost, which isn't too unusual. Soon as it's dead,
it gets sucked into the urn...poof! You'll have to wait until the
dry season to claim the reward, however. Take this time to do the
Croakadile mark, so you don't have to wait around again!
o-------------------------------------------------------------------o
#4 - Orthros [Rank V][25 LP]
- HP: ~100,000
- Petitioner: Contrite Thief [Lowtown - North Sprawl]
- Find in Garamsythe Waterway [Southern Sluiceway]
- Reward: Blackened Fragment, Unpurified Ether, Horakhty's Flame
3800 Gil
o-------------------------------------------------------------------o
The thief in question is by the Garamsythe Waterway's entrance and
tells that the loot she stole was re-stolen by a blob-monster at
the "south end of the waterway." Head to the area in question by
heading west, south, then east. At the destination, you'll probably
notice that the mark doesn't simply appear. Why? Because you have
to have an all-female (three-member) team to draw it out! After it
appears, you can change your party in any way you like.
Dispel its Protect/Bravery/Haste, first off. It casts Slowga often
so be ready to counter with Haste. It's susceptible to Disease,
Blind, and Sleep, which makes its frequent use of physical attacks
easier to stomach. Make sure to Shell/ga if your characters are at
a low level (20-30). Its Mythril Bubbles attack can put a couple
of negative statuses on those in range, so also have Esuna/ga on-
-hand to repair. Orthros can inflict Sap (w/ Bleed) and Blind (w/
Flash), too. If one is doing this late in the game, use Expose to
lower its defense. A [BUNDLE OF STOLEN ARTICLES] is found as
spoils.
o-------------------------------------------------------------------o
#5 - Trickster [Rank V][25 LP]
- HP: ~60,000
- Petitioner: Gurdy [Mt. Bur-Omisace - Sand-strewn Pass]
- Find in Paramina Rift [Frozen Brook]
- Reward: 4800 Gil, Deimos Clay
o-------------------------------------------------------------------o
Head to the mountain and talk to the moogle to learn the chocobo is
by the "Frozen Brook" area. When you get there, Monid from Centurio
will join up with you as a faux-guest. Like Bansat before him, the
Bangaa will tell you when the animal is about, so keep re-entering
the screen until that time. HE WILL NOT APPEAR UNLESS YOU DO THIS.
Head east until the gigantic (!) white choco-bird appears out of
nowhere.
Dispel its Haste/Protect and put Blind/Silence on it (also can make
it go to Sleep). Cast Protectga on yourselves and follow it as it
runs all around the place -- careful not to hit any traps along
the waterfront. Careful for its single-target "Wild Charge" attack
which can do a lot of damage to low-levelled characters. Make sure
you inflict Blind/Silence early on because when its HP is at the
halfway mark, it gets surrounded by a white wind and becomes
immune to status effects. Quickly do a large chain-Quickening to
the bird before it raises its paling to make itself immune to all
physical attacks! Its Choco-Comet deals damage to all in range,
but anyone with a shield (and high Shield Block license) can have
a chance at blocking.
Go back to Gurdy and learn something special about her!
o-------------------------------------------------------------------o
#6 - Antlion [Rank V][25 LP]
- HP: ~100,000
- Petitioner: Niray [Bhujerba - The Staras Residence]
- Find in Lhusu Mines [Site 9]
- Reward: 4300 Gil, Bubble Belt, Sickle-Blade
o-------------------------------------------------------------------o
As the map tells you, the residence is in the Cloudborne Row area
of town near the pub. Talk to Niray to receive the [SITE 3 KEY] for
further exploration. Direct yourself to "Site 3" of the mine, using
the key to proceed further. Once in "Site 3," head south to find
the exit onto "Shunia Twinspan." After getting back on the western
side of "Transitway 1," you can continue west to Site 9. The mark
is found in the cavern portion, surrounded by Killer Mantises.
Obviously, take out the Mantises before you bother with the mark.
Since they swarm you, use -ara/-aga magicks, depending on what
your stock is, or Scourge if you're in the late game. The main
goal is to kill them all before any uses Cannibalize, which will
increase its stats at the expense of an enemy's life and make it
harder to deal with.
Once its minions are gone, inflict the Antlion with Disease, Slow,
or Silence -- whatever you can get off. Cast Protect/ga and Bubble
while always keeping Esuna on-hand, since its regular attack can
inflict Disable. The Expose technick can lower its defense, which
you should use if possible.
After it's dead, Yrlon explains that he dropped the key into the
nearby hole and it probably washed out to sea. Now, if you go to
the Hunters' Camp at Phon Coast, you can find the [SITE 11 KEY]
beside the Fallen Bhujerban NPC.
o-------------------------------------------------------------------o
#7 - Belito [Rank V][98 LP Total]
- HP: ~???,???
- Petitioner: Montblanc [Rabanastre - Clan Hall]
- Find in Nam-Yensa Sandsea [Withering Shores]
- Reward: 5100 Gil, Megalixir
o-------------------------------------------------------------------o
Montblanc baits you with some vague details about a monster beating
its wings and making sandstorms, blahblahhearsay. Luckily, the bit
about passing through "caves of quicksand" narrows the location of
the creature down to an isolated oil rig in "Withering Shores."
Before you leave, you also get to hear who some people think the
"hunter stalker" is... Spoo-kay.
Teleport to the Ogir-Yensa Sandsea and head north to the "Central
Junction" area where there is an entrance into Zertinan Caverns.
Once in the "Canopy Of Clay" area, simply take the other northern
exit out into "Withering Shores." Head up the ramp and to the
isolated circular structure and find...Ba'Gamnan! Yes, it appears
there is no stupid sandstorm bird... Monid will join you as a
guest, though.
o-----------o-------------o--------o
| Rinok | HP: ~35000 | LP: 20 | Finally, a rematch with these loonies.
o-----------o-------------o--------o Once the battle begins, his henchmen
| Gijuk | HP: ~35000 | LP: 20 | will arrive and you can have a nice (and
o-----------o-------------o--------o laggy) free-for-all on the small area.
| Bwagi | HP: ~35000 | LP: 20 |
o-----------o-------------o--------o All enemies are susceptible to Slow and
| Ba'Gamnan | HP: ~50000 | LP: 38 | Sap, while only the bounty hunter's
o-----------o-------------o--------o minions can be inflicted with Sleep,
Silence, and Blind. Luckily, if you take on this team of four in the latter
stages of the game, this isn't too hard with Protectga/Shellga, Hastega, and
Bubble/Belts. Dispel/ga everyone's initial positive statuses, of course.
I suggest taking care of Bwagi first since he uses "Fang" items that inflict
heavy elemental damage around the party. After that, get rid of Gijuk and
Rinok who don't really have any super standout attacks. Ba'Gamnan, strangely
is pretty easy himself, only using the single-target "Eviscerator" for some
physical damage and "Shining Ray" for some area thunder (?) damage, about
1000-ish. Yawn? The main mark also gets a defensive/evasion boost when HP-
-critical, but nothing a chain-Quickening to the snout can't bowl over.
By the way, Ba'Gamnan's physical attack can inflict Silence.
Afterwards, watch what may be the most fulfilling scene in the game: the
plunge into the "water" where he plays with the "fish." LAFF! You'll get
the reward before having to hotfoot it back home...in another long walk...
________________________________________________________________________________________
-FIN-