_____ _ _ _____ _ __ _____ ___
| ___(_)_ __ __ _| | | ___|_ _ _ __ | |_ __ _ ___ _ _ \ \/ /_ _|_ _|
| |_ | | '_ \ / _` | | | |_ / _` | '_ \| __/ _` / __| | | | \ / | | | |
| _| | | | | | (_| | | | _| (_| | | | | || (_| \__ \ |_| | / \ | | | |
|_| |_|_| |_|\__,_|_| |_| \__,_|_| |_|\__\__,_|___/\__, | /_/\_\___|___|
|___/
FINAL FANTASY XII FAQ/WALKTHROUGH v0.22
for the North American release
game developed and published by Square Enix
for the Sony Playstation 2, 2006
document created by Dan Aelo (Daelo)
danaelo[at]gmail[dot]com
version 0.5 - 11 December, 2006
###############################################################################
PLEASE READ THIS BEFORE SENDING ME AN EMAIL - PLEASE PLEASE PLEASE READ THIS
I have received several emails about information that I've 'missed' in the
tables at the end of the guide. While I appreciate your help and look forward
to your assistance on things I may have actually passed by, the tables at this
point are horribly incomplete and I know this. For the most part, I have the
'missing' information I just have yet to commit it to the guide. Thank you
for your diligence though and please do send me an email if you see I've
missed something in the Walkthrough or Game Basics sections.
###############################################################################
All original work is owned entirely by its creator, me. The guide may appear
ONLY at the sites listed below. If you are interested in hosting this guide on
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danaelo[at]gmail[dot]com, it most likely won't be a problem. Do not claim any
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If you have any questions about the game or the guide, or if you would like to
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Thanks and enjoy!
```````````````````````````````````````````````````````````````````````````````
ABOUT THIS GUIDE
Full-width lines will demarcate areas of the guide. Lines of ====='s are main
headers used to indicate major sections, ie. the Walkthrough. Within the
major sections there are sub-sections, indicated by ----'s. These sub-sections
are particular areas such as the Armor Lists. Get it? The Armor Lists (----'s)
is a sub-section of the major section, Lists (===='s). OK. Within sub-sections
you will also find ````'s. These are simply used as dividers to keep everything
it its right place. For instance, within the "Errand Boy" sub-section of the
walkthrough, the Rabanastre and Dalmasca Estersand sections are sub-divided by
a line of ````'s. It's really all very simple and probably doesn't need
explaining.
```````````````````````````````````````````````````````````````````````````````
NEW TO THIS VERSION
Version 0.5 : December 11, 2006 : 268 KB
o Re-formatted the Bestiary yet again.
o Weapons List is almost complete!
o Added Accesories List.
o Completed Magicks List.
o Colmpleted Items List.
o Added Technicks List.
o Re-formatted Gambits List.
===============================================================================
Table of Contents
===============================================================================
I. Game Basics
1. Game Information
2. The Premise
3. Characters
4. Controls
5. Party Menu
6. Exploring
7. Battle System
8. Gambits
9. Licenses
II. Walkthrough
1. Nalbina Fortress
2. Rabanastre
3. Dalmasca Estersand
4. Giza Plains
5. Garamsythe Waterway
6. Royal Palace of Rabanstre
7. Garamsythe Waterway
8. Nalbina Dungeon
9. Barheim Passage
10. Dalmasca Estersand/Rabanastre
11. Skycity Bhujerba
12. Lhusu Mines
13. Skycity Bhujerba
14. Dreadnought Leviathan
15. Oglr-Yensa Sandsea
16. Nam-Yensa Sandsea
17. Tomb of Raithwall
18. Airship Shiva
19. Rabanastre/Giza Plains
20. Ozmone Plain
21. Jahara
22. Golmore Jungle
23. Eruyt Village
24. Ozmone Plain
25. Henne Mines
26. Golmore Jungle
27. The Paramina Rift
28. Mt. Bur-Omisace
29. Stilshrine of Miriam
30. Mt. Bur-Omisace
31. Mosphoran Highwaste
32. The Salikawood
33. The Phon Coast
34. Tchita Uplands
35. Sochen Cave Palace
36. Old Archades
37. Archades
III. Side Quests & Other Business
1. Mark Hunting & Clan Centurio
2. Sky Pirate's Den
3. Grimoires
4. License Board Diagram
5. Bazaar Items
6. Sage Knowledge
7. Original Soundtrack
IV. Lists
1. Weapons List
2. Armor Lists
3. Accessories List
4. Items List
5. Loot List
6. Magicks List
7. Technicks List
8. Gambit List
V. Beastiary
VI. Frequently Asked Questions
VII. Final Words
1. Version History
2. Mad Props
===============================================================================
I. Game Basics
===============================================================================
-------------------------------------------------------------------------------
I-1. Game Information
-------------------------------------------------------------------------------
Title : Final Fantasy XII
Platform : Playstation 2
Developer : Square Enix
ESRB Rating : T - Teen
JP Release : March 16, 2006
NA Release : October 31, 2006
EU Release : October 31, 2006
-------------------------------------------------------------------------------
I-2. The Premise
-------------------------------------------------------------------------------
This section and the one following it were taken verbatim from the
instruction booklet packaged with the game, hence the quotation marks. So
don't blame me for the murky explanations therein.
"A world called Ivalice...
An Age when Magick was commonplace and airships plied the skies...
Our tale begins.
As war looms on the horizon, the might, Archadian Empire begins a campaign
to subjugate its neighbors. The small kingdom of Dalmasca shares their
fate.
Two years after its fall, in the capital city of Rabanastre, the people
line the streets to wait for the appointment of the consul from Archadia.
To Vaan, a young man living in the streets of Rabanastre, the Empire is a
hated enemy who took the life of his brother, the only family he had left.
Vaan hatches a plot to break in to the palace and take back the spoils of
conquest from Dalmasca's occupiers.
He gets more than he bargained for when he meets Princess Ashe, the sole
surviving heir to the Dalmascan throne, thought dead since the war.
Our story follows Ashe, Vaan and his friend Penelo, the sky pirate
Balthier, and his partner Fran. Accompanying them is Basch a captain of
the Dalmascan army who turned traitor and slew his king.
Join them on an adventure spanning Ivalice that traces the mysteries
behind the Archadian Empire's invasion."
-------------------------------------------------------------------------------
I-3. Characters
-------------------------------------------------------------------------------
VAAN
----
"A boy who sees freedom in the skies."
Age : 17
Race : Hume
Gender : Male
"Living in the Rabanastre slums, Vaan maintains an air of hope even under
the oppressive rule of the Empire. But he longs for more; a life without
borders or authority. He dreams of becoming a sky pirate, free to go where
he will."
PENELO
------
"Vaan's friend."
Age : 16
Race : Hume
Gender : Female
"Like Vaan, Penelo calls Rabanastre's Lowtown home. She watches over Vaan,
trying to keep him from getting into too much trouble." Though she lost
her family in the war with the Empire, Penelo is ever cheerful, making her
way by doing odd jobs in and around the city. She enjoys the lighter side
of life, but Penelo is not altogether unfamiliar aith battle. While she
remains untested in a true fight, her brothers, who belonged to the Order,
taught her the fundamentals of combat. Penelo believes that in
perseverance, there is hope."
ASHE
----
"A princess who had lost everything."
Age : 19
Race : Hume
Gender : Female
"The only child of King Raminas and sole heir to the Dalmascan throne,
Ashe is believed dead following the invasion. She meets Vaan and the
others under the most unlikely of circumstances. Ashe knows all too well
she lacks the power to right the wrongs committed against her and her
kingdom, but she will not allow herself to admit defeat."
BALTHIER
--------
"A dashing sky pirate."
Age : 22
Race : Hume
Gender : Male
"He would describe himself as a noble thief, stealing only from those who
deserve it. He goes wear he pleases, swearing fealty to no one. While
roaming the skies of Ivalice with Fran, his Viera partner, he still makes
time to charm the ladies with his silver tongue and put wrong things to
right -- grinning all the while."
FRAN
----
"A master of weapons."
Age : ?
Race : Viera
Gender : Female
"A Viera warrior, Fran is as much at ease with a sword as she is her bare
hands. Her proficiency with a blade is matched only by her skill with a
wrench, as she also handles the maintenance of Balthier's airship, the
Strahl. The lifespan of the Viera is far greater than that of Humes, and
many secrets lie hidden in her long history. Yet, the divide of race does
nothing to diminish the bond of trust between her and Balthier."
BASCH
-----
"A loyal knight branded as a traitor."
Age : 36
Race : Hume
Gender : Male
"A captain in the Order of the Knights of Dalmasca, Basch achieved renown
as a gallant and brave hero credited with countless victories on the
battlefield. He is a man of justice who cannot abide inequity. Unlike the
other captains, who are chosen from the aristocracy, Basch is of common
blood and enjoys the love of the people, until he inexplicably murders the
King on the eve of a treaty-signing with Archadia. He is away in chains.
What could drive so lyal a man to slay his oathsworn liege?"
-------------------------------------------------------------------------------
I-4. Controls
-------------------------------------------------------------------------------
GENERAL CONTROLS
----------------
Left Analog : Move character
Right Analog : Move camera
X button : Confirm selection
Talk with NPC
Inspect an object (a door, sign, chest, etc.)
O button : Cancel
Return to previous menu screen
Tri. button : Display Party Menu
Display conversation log
Scroll quickly through lists (Triangle + Up/Down)
Sq. button : Talk with NPC
L2 button : Toggle zoom
R2 button : Zoom in/out on map and license board
R3 button : Initialize camera position
Start : Pause game
Select : Display map
BATTLE CONTROLS
---------------
Left Analog : Move character
Right Analog : Move camera
X button : Display Battle Menu
Confirm Selection
Inspect an object (a door, sign, chest, etc.)
O button : Cancel
Return to previous menu screen
Tri. button : Display Party Menu
Sq. button : Display Battle Menu
L2 button : Lock on to target
R2 button : Hold button to run from enemies
R3 button : Initialize camera position
Start : Pause game
Select : Display map
-------------------------------------------------------------------------------
I-5. Party Menu
-------------------------------------------------------------------------------
Coming soon!
-------------------------------------------------------------------------------
I-6. Exploring
-------------------------------------------------------------------------------
The world of Final Fantasy XII is known as Ivalice and it's a big, big place.
From the very beginning of the game, when you're thrown into the streets of
Rabanastre, you can't help but marvel at the enormity of the place. Such is
the case with many of the areas you will explore through your journey: they
are large and if you aren't familiar with your surroundings and well-prepared
to handle them, you may meet your demise earlier than you had planned. So if
you are stepping into Ivalice for the first time there are some things you
should take note of.
Let's start at the beginning: Rabastre. Being the capital of the formerly
sovereign state of Dalmasca, the city is rather grandiose. You wouldn't be
out of line if you weren't expecting to encounter a larger city than Vaan's
hometown, this place is just damn big. It can be a bit daunting at first. If,
like me, you've grown accustomed to simple, quaint villages, Rabanastre may
take some exploring before you commit the lay of the land to memory.
Unfortunately, at the very start of the game you don't have access to all the
shops and various points of interest but you should still take note of where
they are. First and foremost, you need to check out your map; over the course
of the game, in cities, overlands, and dungeons, the map will become your
best friend and most trusted ally. So hit the select button to bring up the
map.
You should notice immediately that there are a handful of distinct areas
connected by lines that run between pulsating blue marks. In reality (er, in
the reality of FFXII) each of these lines only serves as a 'guidline'; each
area is actually connected seamlessly with the next. However, due to the
hardware limitations of your Playstation 2, you must pass through the blue
lines (represented in gameplay as a line of glowing blue dots) to reach the
next area.
Also on your map you should notice the icons for various shops and other
locations of interest. By pressing the X button you can bring up an icon key
that will define each icon for the area you are in, should you forget. Also
at the top of the map is the name of the particular area you are currently
in. Take note of these names as I will reference them periodicaly througout
the guide. It's much easier to say "head to the southgate" than it would be
to unilateraly explain how to reach the southgate from the Sandsea
Restaurant.
So, now we're familiar with the map as it pertains to Rabanastre; you can
rest easy knowing that the function of the map is pretty much the same
wherever you are. You will, however, have to 'fill in' your maps by either
exploring areas or purchasing maps from Moogle merchants spread throughout
Ivalice.
Now I would like to discuss a few general points to keep in mind when
travelling through the land. First of all (and this should apply to pretty
much any RPG) you should speak to as many people as you can in every town
you visit. They are valuable sources of information that should not be
overlooked. Also be sure to visit the shops frequently. The shop system of
FFXII is a bit different than most games. That is, as opposed to each town
offering a different set of weapons, armor, etc., most merchants
sell the same items in every town. This isn't always true, of course, but
for the most part you can expect the same basic weapons to be sold at most
weapons shops. Rabanastre tends to be the main hub of commerce, though, and
you will usually find the most items in the shops therein. New items are
typically added as major story points are completed, so be sure to check back
in from time to time to see the lastest merchandise.
Adventuring in the overlands and dungeons can be a much different experience
as well. There is no world map to speak of; for the most part you will reach
different areas of Ivalice on foot by crossing through the various
overlands. (There are other modes of transportation to speak of but those
will be covered below.) The overlands and dungeons function in much the same
way as the towns; there are usually several seperate areas within these
larger zones, each connected to the next.
When travelling outside of towns you are bound to encounter a number of
enemies. Battling is covered in the next section so let's discuss the other
aspects of extra-city exploration. Scattered throughout the world are
treasure chests. Usually tucked away in corners, the treasures are typically
random and, like enemies, they re-appear after re-entering the area. Because
of their randomness you won't usually find me discussing what treasures are
located in an area. Just be sure to always keep your eyes peeled; the
treasures usually aren't make-or-break affairs but it never hurts to pick up
an extra Potion or two.
The easiest way to zip from one location to the next is via the orange
Teleport Crystals spread across the land. These crystals look the same as
Save Crystals except for their color and allow you to save your progress as
well. Once you locate a Teleport Crystal it will be marked on your map and
you will be able to return to any previous Teleport Crystal you have
activated. Doing so isn't exactly free, though; you will need a Teleport
Stone to use the crystals and, at times, these can be hard to come by. They
sell for 100 gil and, especially early on, this can be a tempting
transaction. You would be wise to resist the urge and hold on to as many of
Teleport Stones as you can get your hands on.
Within Rabanastre there is a similar, but more local, service called
Moogling. By speaking with the various Moogles located on the streets you can
teleport to and from different areas of the city, making inner-city travel
much easier. There are Mooglings located at all three gates, the Sandsea, and
the Bazaar.
-------------------------------------------------------------------------------
I-7. Battle System
-------------------------------------------------------------------------------
Arguably, the biggest change to hit the Final Fantasy series in some time is
FFXII's battle system. Unlike previous efforts the game has no turn-based
combat; everything takes place in a psuedo-realtime environment. According to
most the game's battle system is very much a descedent of FFXI and other
MMORPGs. Not being a fan of the genre, I can't tell you much about that but I
can say that it is very different from what most TRPG players are accustomed
to and may take some time to grow adept to its many nuances.
Without turn-based battles there is no battling sub-screen. That is, you
ecounter your foes on the same map you are exploring, there is no 'warping'
in or out of battle. When crossing the large areas inhabited by enemies you
will see them ahead of your party, usually alone, sometimes in groups. Once
in range of the enemy you can bring up the Battle Menu by pressing X. From
here you can attack, steal, heal, etc. As this can be a daunting prospect for
those unfamiliar with similar styles you are given a number of options in the
Party Menu to adjust the flow of battle. You can adjust the overall speed of
the fighting (how quickly the action meter fills) under the Config option.
You can also select between the Active and Wait options here. If you select
Active, action meters will continue to fill when you bring up the Battle
Menu; if you select Wait, action meters will pause when the Battle Menu is
up. For most regular battles I prefer the Active setting and to set the
Battle Speed at its fatest option. In boss battles, which are typically more
demanding affairs, I slow down the battle speed a bit and choose the Wait
option; this gives me a bit more time to plan my attack.
Regardless of the options you choose, you'll have to do some fighting. I
suppose at times it can seem a bit hack-and-slash but if you aren't power-
leveling it is a rather intricate system. Except at the very beginning of
the game your party will depend mostly on Gambits, perhaps you could even set
your party leader to auto-attack. I prefer to manually control my party
leader and have my allies follow using Gambits. This isn't where I would like
to involve myself in an in-depth discussion of the Gambit system, so for more
on that scroll down a few sections.
If all else fails, just hold down the R2 button and run for your life.
QUICKENINGS
-----------
Quickenings, Mist Abilities, whatever you want to call them, cause a lot of
confusion amongst FFXII novices. Heck, I'm not still not sure that I
understand them entirely. Simply put, Quickenings act as 'Limit Breaks' or
'super' attacks or something to that effect. Mist Abilities are purchased via
the License Board (explained in detail below); each character can obtain a
maximum of three and they can by acquired in any order by any character.
After you purchase a Mist Ability for a character you will notice that their
MP guage is a glowing orange. This represents a Mist Charge. When
multiple Mist Abilities are acquired, there will be two or three Mist
Charges; this essentially doubles or triples your character's maximum MP as
well. To execute each Quickening level a corresponding number of Mist Charges
are required; i.e. for a level 3 Quickening you'll need all three Mist
Charges.
Once initiated, you will be given four seconds to pull off the longest chain
you can. After selecting your Quickening of choice, you will see three lines,
one for each ally, at the bottom right of your screen. Each character will
have a corresponding button assigned to execute their next ability: triangle
for the party leader, square for the second character, and X for the third.
If a character's name and ability are in white their corresponding button
icon will appear and you will be able to execute the displayed ability. If
the character's name is dimmed out, their ability cannot be used.
Sound tricky? Well it is, sort of. What determines whether or not a
character's ability can be used? That's where things get dicey. Essentially,
it is determined randomly. As explained by earvcunanan (credit for the
Concurrence table below also goes to him) you can think of it like a slot
machine. After each Quickening, your subsequent selection is pretty much a
crapshoot with a number of outcomes available. So you just have to hope for
the luck of the draw and cross your fingers that you'll have white lines, not
dimmed lines, appear. There is also the possibility that the term 'Mist
Charge' will show up. In that case, selecting the character's icon will
recharge his or her Mist and allow them to perform another attack. If, in the
unfortunate event all three characters' names are dim, you can press the R2
button to shuffle your Mists; you may or may not be given another
opportunity. Remember, you only have four seconds in total to pull it off.
If you are able to rack up a long enough chain, chances are you'll trigger
what is called a 'Concurrence'. Concurrences are just icing on the cake,
more bang for your buck, if you will. The requirements for all eight
Concurrences are listed below. Again, credit for this goes to earvcunanan.
-------------------------------------------------
CONCURRENCE Chain
-------------------------------------------------
Inferno 3x Level 1
Cataclysm 7x Level 1
Torrent 2x Level 1, 3x Level 2
Wind Burst 5x Level 2
Luminescence 5x Level 3
Ark Blast 2x Level 1, 2x Level 2, 2x Level 3
Whiteout 3x Level 1, 3x Level 2, 3x Level 3
Black Hole 4x Level 1, 4x Level 2, 4x Level 3
STATUS EFFECTS
--------------
Over the course of your journey your party will undoubtedly be inflicted with
an assortment of status effects. In the table below I've listed the effects,
both negative and positive, and their their treatments.
-----------------------------------------------------------------------------
STATUS Description Treatment
-----------------------------------------------------------------------------
Blind Lowers weapon accuracy Eye Drops, Remedy, Blinda,
Esuna
Confuse Character cannot be controlled and Smelling Salts, Remedy**,
may attack allies Esuna, Physical Attack
Disease HP cannot be recovered Vaccine
Doom A countdown timer appears over the Remedy***
character's head. When it reaches
zero, the character is K.O.'d
Immobi- Character is unable to move Remedy*
lize
Oil Inreases damage inflicted by Fire Hankerchief, Remedy
Petrify Character turns to stone when the Gold Needle, Remedy**, Stona,
timer reaches zero. Esuna
Poison HP slowly reduced over time Antidote, Remedy, Poisona,
Esuna
Sap HP slowly drained
Silence Character is unable to use Magick Echo Herb, Remedy, Vox, Esuna
Sleep Character is unable to move or act Alarm Clock, Remedy*,
Physical Attack
Slow Character's action gauge fills Haste
slowly
Stone Character is unable to move or act Gold Needle, Stona, Esuna
Stop Character is unable to move or act Chronos Tear, Remedy***
* First Remedy License required.
** Second Remedy License required.
*** Third Remedy License required.
-------------------------------------------------------------------------------
I-8. Gambits
-------------------------------------------------------------------------------
Also new to the world of Final Fantasy is the Gambit system. Along with the
battle system, this seems to be one of the most polarizing features of FFXII;
players seem to either love it or hate it. Those who seem opposed to its
implementation claim the system to be little more than a hack-n-slash, auto-
battle gimmick. Perhaps that's a bit of hyperbole, but if you can't find a
place in your heart for Gambits you likely aren't investing enough time in
the feature.
Early in the game, when your foes are rather simple and your Gambits are
sparse, the whole system seems rather disposable. But as your adventure
progresses, as the battles become more intricate, Gambits become a valuable
resource.
So what exactly are Gambits? Simply put, Gambits allow your party members to
automatically react to an incredible variety of scenarios, simplifying the
Active Dimension Battle system and maximizing your party's potential. This,
of course, depends on proper utilization of the Gambits at your disposal so
let's dig a little deeper.
If you are familiar at all with simple logic gates, growing acustom to the
Gambit system should be a breeze; and even if you aren't, it shouldn't take
long for you to pick it up. When activated, a Gambit instructs a character to
perform X action on Y character when Z condition is met. Sounds simple,
right? Well, let's break that down a little more. 'X action' can be a basic
attack, the use of an item, the casting of a spell, or the use of a Technick;
basically any action your party member can perform. 'Y character' can be an
ally or a foe; basically, you can set your Gambits to heal allies or attack
enemies. Finally, 'Z condition' refers to the actual Gambit itself, the item
you must acquire to make the whole thing come together.
This becomes much clearer using an example. Among the first Gambits your
party will acquire are of the 'Ally: HP < ____' variety. For this example,
we'll use the 'Ally: HP < 100%' Gambit. By assigning the Gambit to a party
member, say Vaan, you are instructing him to automatically perform an action
when ANY ally's HP falls below 100%, regardless of whether you are currently
in battle. So if you chose to use a potion for this Gambit and the Gambit is
activated, every time an ally's HP is not at 100% Vaan will use a potion on
that ally, this is of course if you have potions in stock. Obviously this is
an impractical set-up: you wouldn't want Vaan wasting all your potions every
time an ally took the slightest damage. A more useful set-up would be to use
something like the 'Ally: HP < 60%' Gambit; this should insure that your
party members stay healthy with minimal intervention on your behalf.
So we now have a basic idea of how to use Gambits. However, the real power of
the system lies in the ability to create a multiple Gambit set-up for your
party members. Characters are initially given only a few Gambit slots
(usually just one). You can acquire additional slots via the License Board
for a maximum of ten slots per character. (For more information on the
License Board, see the section towards the end of the guide.)
Once your party members have multiple Gambit Slots, you can open up a wide
variety of battling possibilities. One of the most basic early-game set-ups
involves provisions for both attacking your foes and healing your allies.
Again, let's look at an example to clarify things. Below is a good set-up to
get your party going in the early stages. I'll explain how things work after
the illustration.
PARTY LEADER
------------
01. Foe: HP = 100% --> Steal
02. Foe: Nearest Visible --> Attack
CHARACTER 2
-----------
01. Ally: HP < 60% --> Potion
02. Foe: Party Leader's Target --> Attack
CHARACTER 3
-----------
01. Ally: HP < 60% --> Potion
02. Ally: Status = Blind --> Eye Drops
03. Foe: Party Leader's Target --> Attack
This is an extremely simplistic example but it should give you an idea of how
the system of 'logic gates' works when using multiple Gambits. Let's look at
each character individually and explain why the Gambits are in the order they
are. For the Party Leader, his first objective should be to steal; if you've
read the above sections on battling and exploring you should realize the
importance of stealing. With his first Gambit he will attempt to steal only
when the target's HP is at its maximum; this likely means he will only
attempt to steal once, as your allies will have attacked the foe before the
Party Leader gets another turn. If that is the case, that is if the target's
HP is not at 100%, the condition for the first Gambit cannot be met. Here,
the Party Leader will move to the second Gambit and attack the nearest foe
whose HP is not 100%. So you should now see when a Gambit's condition cannot
be met (in this case when the target's HP is less than 100%) the next Gambit
will be triggered. In the instance that the second Gambit can also not be met
the next Gambit will be triggered and so on.
Character 2 is set up to heal first and attack second. This is an important
concept. Considering the above explanation of conditionality, if a character
is set-up to attack first and heal second, they will never heal during
battle. So you can see that Character 2 and Character 3 will first look to
see if any ally's HP is below 60% before attacking. You don't need to worry
about overlapping Gambits. That is, you don't need to worry that if the Party
Leader's HP drops below 50% that both Characters 2 and 3 will use a potion;
only the charcter first to act will use a potion, the other character will
move on to his or her next Gambit. In the case of Character 3, the next
Gambit is to use eye drops on any blinded ally. Of course, if no ally is
blinded Character 3 will follow Character 2 and attack the Party Leader's
Target.
Hopefully this over-involved explanation of linking Gambits will take you a
long way. There are literally hundreds of Gambits and the combinations are
endless. This lends itself to a great degree of customization that I will
get into towards the end of the guide.
Now that you know what Gambits do and how to assign them, it is important
that you make sure your Gambits are activated. You can turn individual
Gambits on and off in the Gambits sub-screen on the Party Menu. If, for
instance you didn't want Character 3 to use all your eye drops, say you
prefered to dole them out manually, you could go to the Gambits menu and
deactivate that Gambit only without dumping your entire system. You can also
toggle on and off a character's entire Gambit list on the Battle Menu. You
will know if a character's Gambits are on by the golden 'G' icon located
beside his or her action meter. If the icon is there, the Gambits are on; if
it isn't, the Gambits are off.
-------------------------------------------------------------------------------
I-9. Licenses
-------------------------------------------------------------------------------
If you're familiar with FFX's Sphere Grid, you should have an idea of what to
expect from the License Board. For those who aren't as well-versed in FFX or
anyone who would like a better explanation, here goes.
The basic concept behind the License Board is that you have to 'purchase' the
ability to use weapons, equipment, spells, and technicks. For the most part,
every every character 'upgrade' not handled by basic leveling is dealt with
on the License Board. Of course if you want to buy anything you'll need money
-- the currency of the License Board are License Points (LP). LP can be
earned by defeating enemies. When a foe is vanquished you'll see two numbers
appear on-screen: the EXP earned and the LP earned. While EXP figures can
climb pretty high, don't expect to earn more than one or two LP from an enemy
very often.
So you've made your way out to a battlefield of your choice, knocked out
some bad guys, and picked up a pretty good chunk of LP. What next? Once you
amass LP you can check out the License Board on the Party Menu. (If
you're reading this passage, you most likely haven't progressed very far in
the game and it's doubtful that you have more than one or two characters in
your party. However, for the sake of explanation, I'll assume you have all
six.) So now that you've selected License Board from the Party Menu you'll be
greated with illustrations of all six members' individual boards. This will
give you a rough idea of how many licenses you've purchased for each
character and how many you have remaining, but it doesn't mean much to us
now.
Select any member of your party, we'll use Vaan here. After selecting Vaan
you'll be taken to his individual License Board where you can see everything
you have purchased and everything you have not. Most likely, you haven't
purchased any Licenses at this point or, if you have, you weren't really sure
what you were doing. So let me explain exactly what purchasing a license
means.
First, hit the R2 button to zoom out and see the entire board. You should
notice two distinct sections, two seperate boards. The top board contains
licenses for Magicks, Techniks, accessories, and augments. Don't worry about
what each of those categories are right now, we'll get to that later. The
bottom board contains licenses for weapons and armors. For this explanation
we'll be purchasing Swords Licenses, but all categories work the same way.
The first License (Swords 1) has already been purchased. Once you purchase
a license the adjacent squares become active and you are then able to
purchase those Licenses. So with Swords 1 already out of the way, you can now
but the License for Swords 2. The cost is 15 LP and, once purchased, you will
be able to use the Broad Sword and Long Sword. The squares adjacent to
Swords 2 will also now be available for purchase.
For the most part, the Licenses for a particular category will be in
succession. That is, after purchasing Swords 2, you can purchase Swords 3,
etc. This isn't always the case, though, and you may have to do some
searching to find advanced Licenses.
Simply purchasing a License isn't enough to equip an item or use a spell or
Technick. You must also buy, find, or steal the item in addition to
purchasing its License. Obviously, the same goes for buying items. You can't
use the Broad Sword or the Fire spell or any other item until you purchase
the appropriate License. To assist you in your item buying, though, you can
easily tell if a character has the appropriate License before purchasing the
item. When in a shop, scroll to an item. If the character's portrait at the
top of the screen remains dim he or she does not have the License for that
item. If the portrait lights up, the License has been purchased.
As stated above there are five basic categories of Licenses. On the top board
you have Magick Licenses (seperated into White, Black, Green, Time and
Arcane), each Magick group has its own seperate Licenses; you also have
Technicks (in the lower right of the board), Accessories (in the upper right)
and augments (in the lower left) which are useful for a number of things such
as HP bonuses and extra Gambit slots. On the lower board you have Licenses
for weapons and armors. The weapons Licenses are on the left half of the
board and are seperated into their distinct groups (swords, handbombs, etc.).
The armors Licenses are on the right side of the board and are sub-divided
into more particular groups: mystic armor, light armor, heavy armor, and
shields.
In addition to these basic categories you will also find 18 Mist Licenses
(three for each character) and a number of Esper Licenses. Unlike standard
Licenses the Mist and Esper Licenses can each be purchased by only one
character. The Esper Licenses do not appear on the board until you have
defeated the Esper itself but the Mist Licenses can typically be found in the
various corners of the board. Once you purchase a Mist License, that square
will disappear from other character's boards.
The License Board allows for much more freedom in character development than
the Sphere Grid of FFX. Whereas early on the Sphere Grid limited your
choices in development and offered a fairly linear path, the License Board
has no such restrictions. There is no 'best' path to take for any given
character and if you do enough hunting you should have plenty of LP with
which you can experiment.
===============================================================================
II. Walkthrough
===============================================================================
Here we are, the meat and potatoes. The Walkthrough. This is probably the
most read part of any guide, so I've done my best to make it easily
navigable. Instead of giving each area an individual sub-heading, I've
broken the quest into separate 'adventures' or 'chapters' or whatever you
would like to call them. Within each of these sub-headings you will find
sub-sub-headings (!) for more particular areas. Get it? Good.
Before we dive into it, though, here are a few final reminders:
o Save every chance you get, there is no reason to skip Save Crystals.
o Talk to the townsfolk. While not like the blabbering citizens found in
Final Fantasies of yore, the inhabitants of Ivalice still have plenty
to say worth listening to.
o Steal, steal, steal. After the battle system, and plot, and Vaan's abs,
the biggest complaint about the game is the difficulty in acquiring gil.
You're unlikely to ever become very rich but stealing will certainly
help line your pockets.
o After completing major story events be sure to head back to Rabanastre
to check the shops for the latest goods.
o Do not sell your Teleport Stones. While not altogether 'rare', these
items are fairly hard to come by. And the 100 gil you'll make by
flipping one of these at a shop is hardly worth the hassle of re-
crossing an overland or three because you don't have any Teleport
Stones.
Finally, I've done my best to keep the guide as spoiler-free as possible.
area names are, for the most part, unavoidable but I've never heard anyone
complain about that. I've indicated when characters join the group, either
as guests or full-time, but that's about the extent of the 'spoilers'
included below.
Anyways, enjoy!
Of course, if you have any questions or comments don't hesitate to shoot me
an email at: danaelo[at]gmail[dot]com
-------------------------------------------------------------------------------
II-1. Nalbina Fortress
-------------------------------------------------------------------------------
Enemies in this area:
o Imperial Magus
o Imperial Swordsman
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
You begin the game controlling a fella named Reks. You'll be given a short
tutorial by Basch on the basics of moving your character and the camera. Once
you're ready, move ahead to the Dalmasca Soldier and press X to speak with
him. Head to the gate and press X to enter.
Once upstairs you'll engage in your first battle with an Imperial Swordsman.
Your party members will take care of most of the work, but press X to
bring up the Battle Menu and attack the enemy. Next your party will be
attacked by a Remora; a mini-boss battle of sorts. Physical attacks are all
you'll need here.
Once he's out of the way continue heading north. As your party begins to
encounter enemies, you have the option of fighting or escaping by holding R2.
At this point, there isn't much point in either, so the choice is up to
you. In this area you should pass two treasure chests, when you get close
you'll hear a chime sound and a (!) will appear over Reks' head. To open the
chests, simply approach and press X.
Continue your way through the Fortress until you reach a Save Crystal. By
approaching the crystal and pressing X your party's HP and MP will
automatically be restored and you will be given the option to save your game,
so do it. Keep moving ahead and Reks will be forced to take on three Imperial
Swordsmen alone. No big deal, physical attacks will wipe them out. Head
through the door above and watch the ensuing scenes.
-------------------------------------------------------------------------------
II-2. Rabanastre
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 1 Dire Rat
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
You now are in control of Vaan, our fey hero. The first order of business is
eliminating the three Dire Rats. Again, simple physical attacks are all you
need to worry about at this stage. Once you're on the streets above you'll
need to find Migelo. Head south, if you can't get your bearings straight (it
is a pretty large city) just hit select to bring up the city map. After
speaking with Migelo you are allowed entry into most buildings, including
shops and the Sandsea restaurant. Make your way to the Sandsea and inspect
the bulletin board located on the wall across from the bar. After your
conversation you will be given the Clan Primer and your first Mark, the
Rogue Tomato. You will also watch a tutorial on Licenses, so the License
option is added to the Party Menu. For more information on any of these
subjects see the corresponding sections above.
At this point, you're free to visit any of the shops, but you don't really
have much business there now. The next order of business is to head to the
northernmost section of the city and visit the Clan Headquarters. It's
located directly opposite from the Gambit store in the northwest corner of
the map. Speak with the Bangaa outside and you will be allowed entry. Head
up the stairs and talk to, Montblanc, the Moogle standing on the banister.
After the conversation, you are now a memeber of the Clan. Congratulations!
For more information, check out the Clan section below.
Once you've gotten all this out of the way, head to the Eastgate. If you're
having trouble finding it just hit select and check the map. Speak with the
guard and you'll be allowed passage to the outside of the city. Hit up the
Save Crystal before you make your way out to the Estersand.
-------------------------------------------------------------------------------
II-3. Dalmasca Estersand
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 1 Cactoid
o Lv. 2 Cactoid
o Lv. 2 Wolf
o Lv. 3 Wolf
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
The Estersand is a pretty expansive area and, as the enemies regenerate, it
would be wise of you to do some hunting to level up Vaan and earn some loot.
You can also check out the small outpost to the south but there's a sandstorm
ahead and you won't be able to go any further. Whatever you decide to do
here, avoid engaging the Tyrannasaurus. He won't attack your party unless
provoked but, if he is, your party will certainly be decimated.
Your primary order of business here is the Rogue Tomato. You can find the
little guy directly in front of the entrance to the area, he'll be dancing
around on a small cliff. He's pretty much a pushover, just physical attacks
will do the trick. After you reduce his HP to around 50%, he'll fall off the
cliff and you'll have to go after him to finish the deal. Be careful, though.
You'll be close to the Tyrannasaurus and the Rogue Tomato will attempt to
lure you closer. After the battle you can stick around and do some hunting or
head back to Rabanastre. One thing I'd like to point out if you decide on
hunting here is to make liberal use of Vaan Steal Technick. The enemies in
this area shouldn't be very difficult and gil is hard to come by -- every
bit of loot helps. You should at least earn enough LP to purchase the
license for Libra. Cure would be a welcome addition to your spell list,
but remember to buy the spell at the spell shop also.
Once you're back in Rabanastre, you need to return to the Sandsea to claim
your reward. You can check out the board again for your second Mark, but
unless you did some serious leveling up in the Estersand you probably
should hold off for now.
You now need to make your way to the Southern Sprawl of the Lowtown to
speak with Daran. Head for the green stairs on your map. Daran instructs
you to go to the Giza Plains, so run to the Southgate and out of the city.
-------------------------------------------------------------------------------
II-4. Giza Plains
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 1 Giza Rabbit
o Lv. 2 Giza Rabbit
o Lv. 2 Hyena
o Lv. 3 Hyena
o Lv. 3 Urstrix
o Lv. 5 Slaven
o Lv. 20 Werewolf
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Once on the plains, go directly south and you'll reach a small outpost.
Speak with the leader of the camp. After your conversation Penelo shows up
to help you in your search for the missing kid. She also gives you some
goodies, 2 Phoenix Downs and 3 Potions, and teaches you about the Gambit
System. For more detailed instruction on Gambits, see the corresponding
section above.
Exit the camp to the south and you'll find Jinn on small area of the map
near the Save Crystal. In order to get the Sunstone you need, you'll need
to do a little work of your own. In making your way through the area,
you've undoubtedly noticed the large, radiating rock formations. Once Jinn
gives you the dark Sunstone, your job is to head towards the glowing rocks
and draw their energy into your stone. There are three glowing rocks but
you should only have to visit two to complete your task. The rocks are
fairly easy to find, you need only to stop and rotate the camera across
the horizon to see them. They are also located on your map.
After charging the Sunstone, your party will end up back at the camp where
you'll be given the stone along with a another goody bag of Potions and
such. You'll also receive your first Teleport Stones, but more on them
later. Now that you're finished you can head back to Rabanastre.
In Rabanastre, you need to return to Daran's place in Lowtown. Penelo will
leave your party now, but Daran gives you the tools and information you
need for the next task. Make your way to Storage Room No. 5 (ED: This
paragraph is being written from memory, so pardon me if the details are a
bit fuzzy. I would gladly accept any clarification.), located in the
Northsprawl of Lowtown. Be warned that once you head through the door, you
won't be able to return. So be sure that you are sufficiently leveled and
have plenty of Potions and the like.
-------------------------------------------------------------------------------
II-5. Garamsythe Waterway
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 2 Dire Rat
o Lv. 3 Dire Rat
o Lv. 2 Steeling
o Lv. 3 Steeling
o Lv. 3 Ichthon
o Lv. 4 Ichthon
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Garamsythe is our first expansive indoor dungeon, but don't be afraid of
its size. For the most part, the waterway is fairly linear. Being that as
it is, there isn't much guidance I can lend here. Just follow the straight
path and keep an eye on your map and Vaan's health.
-------------------------------------------------------------------------------
II-6. Royal Palace of Rabanstre
-------------------------------------------------------------------------------
You'll find Vaan in a small room with a Save Crystal and an urn. Save your
game and open the urn to find a map of the area before moving to the next
room. Move towards the stairs at the other end of the hall and you'll be
stopped by a guard. Talk to the guy nearby and he will assist you in
sneaking past the guard, just press square to lure him towards you. Once
he begins to make his approach, walk (DON'T RUN) by slowly moving the left
analog stick forward. Stay a good distance from him and you'll be able to
ascend the stairs without incident.
This next section can be a little tricky so I've created a rough
illustration of what the area looks like.
A Crude Illustration of the Guard Maze:
__| |_________________| | X : Starting Point
*__ 4 _________________ 5| * : Destination
| | | |___ 1-5 : Guards
| | | ___ L : Lion Signet
__| |_________________| |
__ 3 ________L________ |
| | | |___
| | | ___
__| |_________________| |
X__ 1 _________________ 2|
| | | |
| | | |
| |_________________| |
|___________________ |___
| ___
| |
| |___
|_____
What you'll need to do is clear the path by yelling at the guards with the
square button. When you do they will follow you a short distance. First
pull the guards at [1] down. Then have the guards at [2] follow you to
where the guards at [1] previously were. Head up to the [L] and activate
the Lion Signet with the Crescent Stone. You'll be shown the exit, now you
just have to find it. Draw the guards at [3] east and the guards at [4]
south and you'll be able to head for the secret passage. You can't fight the
guards and if you are caught you'll simply restart the area with all guards
in their initial positions.
Here there is a hidden switch on the left wall that will open the door on
the right. Hit the switch, walk through the door, and watch the following
scene.
-------------------------------------------------------------------------------
II-7. Garamsythe Waterway
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 2 Dire Rat
o Lv. 3 Steeling
o Lv. 4 Steeling
o Lv. 5 Steeling
o Lv. 5 Gigantoad
o Lv. 6 Gigantoad
o Lv. 6 Ghost
o Lv. 7 Ghost
o Lv. 5 Imperial Sw.
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Back in the Waterway Balthier and Fran join the party. Hit up the Save
Crystal and descend the stairs to learn more about Gambit functions.
Again, the Waterway is a pretty straightforward affair, so there isn't
much explaining to be done. Just continue heading south and keep your eyes
and ears open for treasure.
Ashe will join the party as a guest and you'll have to fight an Imperial
Swordsman. No big deal. Before moving to the next room, though have your
party prepared for a pretty tough fight.
BOSS FIGHT: Flan (x4)
The Flans won't deal an extrodinary amount of damage but they can take
plenty. They're weak to Fire spells, so have Fran lay into them. The
smaller Flans will heal the larger one, so take them out first to make the
battle much easier. After the battle move onward for another boss fight.
BOSS FIGHT: Firemane
Unlike the Flans, Firemane is strong against Fire and weak against Ice, so
avoid Fran's Fire spell. His most powerful attack will damage all
characters with Fire magic and may inflict Poison. If that happens, use
Antidotes and Cure spells to replinish HP, Potions should come in handy
also.
There is a pretty lengthy scene that plays out after you defeat Firemane
so sit back and enjoy.
-------------------------------------------------------------------------------
II-8. Nalbina Dungeon
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 6 Imperial Magus
o Lv. 8 Imperial Magus
o Lv. 8 Imperial Hoplite
o Lv. 9 Imperial Hoplite
o Lv. 7 Imperial Marksman
o Lv. 8 Imperial Swordsman
o Lv. 8 Imperial Swordsman
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
You'll be greeted with another fairly long scene before being thrown in
the ring with three Seeq guards. Unfortunately, you won't have any
equipment so you'll have to take them out bare-handed. After the battle
you will eventually regain your lost equipment before being given control
of the party.
Make your way through the dungeon, taking out as many guards as you can.
They don't put up much of a fight and there are lots of good items to
steal. Once you reach the door to Barheim Passage, head through and you'll
meet Basch. He'll join your merry tribe as a guest. Now move on to the
next area.
-------------------------------------------------------------------------------
II-9. Barheim Passage
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 7 Battery Mimic
o Lv. 7 Bomb
o Lv. 8 Mimic
o Lv. 7 Seeker
o Lv. 8 Skeleton
o Lv. 7 Steeling
o Lv. 8 Suriander
o Lv. 9 Suriander
o Lv. 6 Tiny Battery
o Lv. 7 Tiny Battery
o Lv. 7 Tiny Mimic
o Lv. 8 Timy Mimic
o Lv. 7 Zombie
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Until now your adventuring has been pretty straightforward. The dungeons
haven't had many tricks to them and, for the most part, it has been a short,
straight shot from beginning to end. The Barheim Passage is hardly a
labyrinth, but it is likely the first challenging dungeon you'll face.
From your starting point head through the passage until you reach an area
with a large mechanical structure on a platform. Examine the platform and
you'll find a busted switch. Spiral on down to the bottom of the room and
your party will encounter a Bangaa merchant. In addition to stocking up on
Potions and the like, you will receive a Tube Fuse from the peddler. Haul
back to the broken contraption and use the fuse to turn on the power. You can
now head back to the large gate and open it. The merchant will explain to you
that while you were able to restore power to the area, there are enemies in
the passage slowly feasting on the power grid. And you don't want the lights
to go out in a place like this. Also, opening gates, such as the one in front
of your party, will drain the power by 30%. So to keep the power coarsing
through the cave, you'll need to defeat the enemies sucking the juice from
the lines, known as Battery Mimics. Not as hard as it might sound though, the
guys are pretty much pushovers and are clearly indicated on your map. When
you destroy a Battery Mimic he will return the energy he stole to the power
lines, thus restoring your meter to 100%.
So when your party comes across a Battery Mimic, ignore any other beasts in
the area and concentrate the whole of your efforts on the Mimic. It isn't
likely to happen, but if you let the power meter reach 0% some pretty nasty
monsters will come out and it'll be pretty tough sailing.
Despite the added complexity of the Battery Mimics, the Barheim Passage
doesn't offer much difficulty in the way of tricky navigation. I'll just hit
the highlights here.
In the area 'Great Eastern Passage' (check your map for area names) the road
splits. If you head to the right you'll find a dead end with a small overlook
to the path below. You may or may not notice an urn down there, so head back
down and around to the other side of the overlook. Pop open the urn and you
will find the completed map of the dungeon. Now that you have the map in your
inventory you will see the Battery Mimics marked with exclamation marks.
Also on your map you will see a purple icon that looks like a set of gears.
This is the icon for a switch, get used to seeing those because you'll find
them in most dungeons. Head towards the area with the switch and activate it
by pressing the X button. The large gate will open, again draining 30% of the
power, so make sure you have defeated all the Battery Mimics in your path. If
you miss one, it will continue draining power until the meter reaches zero.
When the gate opens, you will encounter a pair of Bombs. Unless you've done
plenty of leveling already, it is probably in your best interest to avoid
these guys. They are fairly strong and if you can't defeat them they will
self-destruct, inflicting a lot of damage.
Continue onward until your encounter a dead Imperial. Basch will swipe the
guard's gear, becoming a pretty strong character in the process. From here,
just keep moving south until you reach the Save Crystal. Logic tells us that
where there's a Save Crystal there is likely a boss ahead so let's make sure
you're ready. If you haven't been using Gambits up to this point, it's a good
idea to set them up now. I like to set my party leader (typically Vaan) to
auto-attack the nearest foe, but I usually just control his actions myself.
The other members of your party should be set to heal first and attack the
party leader's target second. The boss ahead can poison your party, so it's
a good idea to have plenty of Antidotes in tow. Once you're ready. Head to
the next room for the fight.
BOSS FIGHT: Mimic Queen
The Mimic Queen alone is a pretty strong enemy; she doesn't attack much,
but her HP is fairly high. The real struggle in this fight is the barrage
of Tiny Mimics she releases. These little guys are rather weak but, like
their big brothers the Battery Mimics, they will suck the power from the
exposed cables lining the wall. Your first priority should be taking out as
many of the Tiny Mimics as you can so the power stays on. Leaving one or
two behind and focusing on the Mimic Queen isn't a bad idea, just be
prepared for her to release more. Avoid using Thunder, it will heal the
Mimic Queen and the Tiny Mimics. Blizzard does extra damage to her so if
you purchased the spell from the Bangaa merchant, use it liberaly.
After the battle your party will exit the Passage to the Estersand.
-------------------------------------------------------------------------------
II-10. Dalmasca Estersand / Rabanastre
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 8 Cactoid
o Lv. 7 Cockatrice
o Lv. 8 Cockatrice
o Lv. 9 Ichthon
o Lv. 6 Wolf
o Lv. 7 Wolf
Back in the Estersand, you want to make your way to Rabanastre to the
southwest. If you like, however, you can head north where you'll find a small
camp. There you can activate the Teleport Crystal and purchase the map to the
area. There is also an item shop in the camp if you need to stock up on
supplies. Whatever you decide, your next stop is Rabanastre.
Your party members will temporarily leave once you get back to the city.
After watching a few scenes, you'll need to re-unite the group. Your first
order of business is to head to Migelo's to locate Pinelo. No luck there, so
go down to Dalan's in Lowtown. After your conversation, go the western part
of Lowtown where you'll find a fellow named Balzac sitting on some boxes.
Speak with him and he'll permit you passage into the back room. After the
scene Basch returns to your party. Go back to the surface and cross the city
to the Sandsea. If you don't feel like walking, you can now use the Moogling
service near the Teleport Crystal at the southgate. Just talk to the Moogle
and you will be able to teleport through the city. However you decide to get
there, once you're in the Sandsea walk to the balcony area and speak with
Balthier. A short scene plays out and your party is now back in order.
You have some free time before your next task, so do some shopping if you'd
like. Once you're ready head to the Aerodrome and speak with Balthier inside
to move on.
-------------------------------------------------------------------------------
II-11. Skycity Bhujerba
-------------------------------------------------------------------------------
More scenery ahead, eventually Larsa will join your party as a guest. You
can't do much shopping yet but you can pick up maps of the city and the Lhusu
Mines from the Moogle. Keep heading east until you reach the mines.
-------------------------------------------------------------------------------
II-12. Lhusu Mines
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 09 Skeleton
o Lv. 11 Skeleton
o Lv. 08 Skull Defender
o Lv. 09 Skull Defender
o Lv. 10 Skull Defender
o Lv. 11 Skull Defender
o Lv. 10 Slaven
o Lv. 07 Steeling
o Lv. 08 Steeling
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
The Lhusu Mines, like previous dungeons, is a straightforward shot. Its a
pretty big place, but impossible to get lost in so just keep heading
straight. Be sure to use Libra on one of your party members here. In addition
to learning more about your enemies you can see traps on the floor. The
Lhusu Mines is the first dungeon with traps so avoid the red glowing pillars
unless you're a glutton for pain. If you're in the mood this is a great place
for hunting. The enemies aren't too strong and you can steal some pretty
valuable items, Bone Fragments, from the Skeletons.
After making your way through the dungeon you'll encounter Ba'Gamnan and his
friends. Technically this is a boss fight but you don't have to stick around
for it. Just hold down R2 and run in the direction from whence you came.
After escaping the Bangaas you can stick around and do some more hunting or
head back up to Bhujerba; the choice is yours.
-------------------------------------------------------------------------------
II-13. Skycity Bhujerba
-------------------------------------------------------------------------------
Back in Bhujerba you need to spread word that Basch is alive. You do this by
simply running through the streets with Vaan and pressing the square button
to shout some pretty silly lines at the townsfolk. There is meter in the top
right corner of the screen that will show your propaganda progress,
ultimately you want to get the meter to 100%. The easiest way to do this is
to talk to crowds of two or three people. Be on the look out for guards,
though. If you shout your message near one of them you meter will decrease
significantly.
Once you reach 100% you are allowed an audience with the Marquis. Simply
check your map to find his residence; it's on the north edge of the city.
When you get to the gate, speak with the guard and your party will be granted
entry. After the scene your group will be aboard the Dreadnought Leviathan.
-------------------------------------------------------------------------------
II-14. Dreadnought Leviathan
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 11 Judge
o Lv. 09 Imperial Gunner
o Lv. 11 Imperial Hoplite
o Lv. 12 Imperial Hoplite
o Lv. 10 Imperial Magus
o Lv. 10 Imperial Swordsman
o Lv. 11 Imperial Swordsman
o Lv. 11 Mastiff
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Aboard the airship the very strong Vossler will join your party as a guest.
After the scene plays out hit up the Save Crystal and grab the map from the
nearby urn. Your objective is to reach the northern section of the ship. You
can check the destination on your map. While running through the area you are
bound to encounter a series of laser sensors. Passing through these sensors
will sound the alarm and alert the guards for a short time. Really, this is
only a benefit unless you are adverse to combat; the enemies are fairly weak
and you will only encouter Imperials. This allows for some pretty high chains
in this area -- I believe my first 50 and 100 chains came here. You can do
plenty of leveling by just running back and forth through the lasers and
waiting for the guards to show up.
BOSS FIGHT: Judge (x2), Imperial Swordsman (x3), Imperial Magus
Upon arriving at your destination you will be forced into battle with a few
judges and Imperials. The judges can prove to be a tough match but if you
take out the Imperials first, the much stronger judges will less of a
hassle.
After the battle you receive a cell key for the room ahead. In the second
cell on the right, you will find Ashe. There is also a Save Crystal and a
Moogle merchant in the adjacent cells so make use of them. In the cell with
the Save Crystal you will also find the System Access Key, be sure to grab
that.
Now that you've assisted the princess in her escape the alarm will sound
permanently. Again, I suggest you take advantage of this and route the swarms
of Imperials you'll encounter to rack up some mighty long chains.
Check your map for the location of the System Control Room, which you should
have already passed through. Inside you will also see two panels marked on
your map. Approach one and use the System Access Key. The alarm is
deactivated for 60 seconds, giving you just enough time to make your escape.
With the alarm off, head west and Vossler will leave your party. Penelo
rejoins the group though, so you now have all six members in tow. Before you
have proper time to catch-up with one another, though, you are thrown into
battle with Judge Ghis.
BOSS FIGHT: Judge Ghis, Imperial Swordsman (x3)
Ghis brings along a few Imperials so, like most boss battles with auxillary
targets, take out the guards first. Once you're able to concentrate your
efforts on the judge, there isn't much too worry about. He has a few
particularly strong effects -- Aero can deal some serious damage to all
allies in range -- so keep an eye on your HP or, better yet, make use of
Gambits to auto-heal your buddies. Ghis doesn't have any real weaknesses
and is immune to Libra so just keep banging on him until he gives way.
After the battle your party will return to Bhujerba. Speak to the guard in
front of Ondore's when you're prepared to leave; I would certainly recommend
selling the loot you picked up in the Leviathan and stocking up first,
though. When you're ready to leave just speak to the guard and you'll be off
to the Olgr-Yensa Sandsea.
-------------------------------------------------------------------------------
II-15. Ogir-Yensa Sandsea
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 11 Alraune
o Lv. 12 Alraune
o Lv. 13 Alraune
o Lv. 11 Danbania
o Lv. 12 Danbania
o Lv. 13 Danbania
o Lv. 12 Urutan-Yensa
o Lv. 13 Urutan-Yensa
o Lv. 14 Urutan-Yensa
o Lv. 15 Wyvern
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
The Ogir-Yensa Sandsea, and the Nam-Yensa Sandsea which follows it, is a
very large area. There are two paths to take you to the next area, one to the
north and one to the south. You can take either with little consequence,
however, by taking the southern route you will stumble upon a useful Teleport
Crystal, so I recommend going that way. Whatever way you decide to go,
Vossler will show up and rejoin the party before you get too far. The enemies
in Ogir-Yensa are perhaps a bit stronger than what you may be accustomed to.
The rewards for fighting them are manifold, though. You can again hit some
pretty high chain levels and they have valuable items to steal. If you
haven't stealing loot up to this point, now is the time to start.
As you cros the Ogir-Yensa you may come across an area called Zeltinian
Cavern. The monsters there are light years ahead of your party at this point,
so just steer clear for now; you'll be back later. For the most part just
keep heading west until you reach the Nam-Yensa Sansea.
-------------------------------------------------------------------------------
II-16. Nam-Yensa Sandsea
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 14 Alraune
o Lv. 13 Axebeak
o Lv. 15 Axebeak
o Lv. 14 Bagoly
o Lv. 15 Bagoly
o Lv. 16 Bagoly
o Lv. 12 Bull Danbania
o Lv. 11 Danbania
o Lv. 12 Danbania
o Lv. 16 Urutan Eater
o Lv. 13 Urutan-Yensa
o Lv. 14 Urutan-Yensa
o Lv. 17 Wyvern
o Lv. 15 Yensa
o Lv. 16 Yensa
o Lv. 17 Yensa
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
In the northeast section of the Nam-Yensa you can find a Save Crystal and a
distressed Moogle. Speak with the little guy and he'll inform you of an
Urutan Eater causing trouble nearby. Head back to the previous area and you
should immediately spot the beast in combat with a group of Yensas. Defeat
the Urutan Eater and return to the Moogle. He will direct you to the Yensas
who informed him of the trouble, they are back to the east of the Moogle.
Head back that way until you find them (you can't miss them) and after the
scene return yet again to the Moogle. You will be rewarded for your efforts
with an Ixiro Fruit, hold on to that for later.
Now make your way through the Nam-Yensa, moving southwest. You will
eventually come across a merchant who will offer to heal your party and allow
you to save your progress. After taking care of business here, it's on to the
Tomb of Raithwall.
-------------------------------------------------------------------------------
II-17. Tomb of Raithwall
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 16 Lesser Chimera
o Lv. 17 Lesser Chimera
o Lv. 18 Lich
o Lv. 18 Lich
o Lv. 17 Lost Soul
o Lv. 18 Lost Soul
o Lv. 16 Ragoh
o Lv. 17 Ragoh
o Lv. 18 Ragoh
o Lv. 15 Seeker
o Lv. 16 Seeker
o Lv. 17 Skull Warrior
o Lv. 18 Skull Warrior
o Lv. 16 Zombie
o Lv. 18 Zombie
o Lv. 16 Zombie Mage
o Lv. 17 Zombie Mage
o Lv. 18 Zombie Mage
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
BOSS FIGHT: Garuda
Surprise! You are greeted at the front door by Garuda, a pretty tough boss.
He is probably your first flying enemy which can provide some headaches if
you try to use melee attacks. If you haven't already, simply sub-in to your
party anyone with a long-range weapon (bows, guns, etc). Assuming you took
the time to pick up the Ixiro Fruit, use it on Garuda to make the fight a
bit easier.
After the battle, the merchant from the Nam-Yensa will be at the bottom of
the stairs. You can either buy items from him or use the Teleport Crystal at
the top of the stairs to zap back to Rabanastre. Either way, save your game
using the crystal and activate the Way Stone beside it to head inside.
Inside you will immediately see another Way Stone but it isn't active yet, so
mosey down the stairs where your party will encounter the ever-annoying boss
of Final Fantasies past, the Demon Wall.
BOSS FIGHT: Demon Wall
To make a long story short, there are actually two Demon Walls. The one
staring at you now and the one in the next room. Both are pretty strong
foes, but the second has a much shorter distance to cover before your party
is crushed. I suggest running from the first Demon Wall (just hold down R2,
there is a door behind your party) and taking on the second Demon Wall.
Really, though, the second Demon Wall is blocking your exit so you are
forced to defeat him. Luckily you have much more time do so than with the
first. He has a pretty high HP, but laying into him with physical attacks
will get the job done. Having plenty of Eye Drops or, better yet, Remedies
will come in handy as the Demon Wall can drop a litany of status effects on
your allies.
If you decided to stick around and fight the first Demon Wall, your efforts
will not be without reward. After he is defeated approach the shining spot
on the wall behind his previous position and two bridges will be raised.
Head down one of the bridges to pick up some treasure.
After defeating the second Demon Wall head up and into the next room. Here
you will find three Way Stones, the center stone will transport your group
back to the entrance but the flanking stones are deactivated for now. Behind
the center stone there is an urn with the dungeon map, so be sure to snag it.
Bring up the map and you will see two rather large, winding corridors to
either side of the center platform you are currently on. You will eventually
need to explore both, but it doesn't matter where you start. In the center of
each corridor you will find an altar with a glowing stone and a Way Stone
that will return your party to the center platform. After activating the
second glowing stone the path to the back area will open. Follow through the
next two areas and you will happen upon Belias, your first Esper battle. It
can be a demanding battle -- this was the first time my party was wiped out
-- so you may want to teleport back outside the tomb to heal and save your
progress. You also want to stock up on hankerchiefs if you haven't already.
BOSS FIGHT: Belias
This fight can be a real pain in the neck if you don't approach it
properly. Such was the case for me the first time I was here. Being of the
firey persuasion, Belias is weak against Ice spells so make good use of Ice
if you have it. The thing to look out for is his Firaja attack (basically a
level 4 Fire spell); it not only causes massive damage but will inflict its
victims with the Oil status, making them even more vulnerable to fire. Use
your prefered method of dealing with Oil, I suggested hankerchiefs above.
It is possible to avoid the attack by moving out of range, so keep an eye
on the Combat Log. When he prepares Firaja, run. There are two treasure
chests to either side of the area. I'm not sure if they are randomly
generated but I believe both times I fought Belias they were an Elixir and
a Phoenix Down. Just make sure your characters' HP stays in the 400 range
to avoid being K.O.'d by Firaja.
After the battle, the Belias License will appear on your License Board. Any
ally can purchase the License, so assign it as you see fit. For more on
Licenses and/or Espers, see the above sections.
Now continue past the door previously blocked by Belias. You'll receive the
Dawn Shard after a short scene. You can now exit the Tomb using the Warp
Stones which are all activated now. Outside another scene will play out and
Vossler will leave your party.
-------------------------------------------------------------------------------
II-18. Airship Shiva
-------------------------------------------------------------------------------
Inside the ship another, much longer, scene will take place before you are
thrown into battle with the maligned Vossler.
BOSS FIGHT: Vossler, Imperial Swordsman (x3)
Much like the Judge Ghis battle before, this fight is much easier if you
take care of the guards first. Fran will be in berserk status unless she is
K.O.'d and subsequently revived so you probably won't have control of her.
As his HP decreases, Vossler becomes increasingly more difficult. His
attack increases and he may cast Reflect on himself. With Reflect, your
spells are useless so keep an eye on that.
After the battle you'll watch one of the coolest scenes yet before returning
to Rabanastre.
-------------------------------------------------------------------------------
II-19. Rabanastre / Giza Plains
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 18 Hyena
o Lv. 19 Hyena
o Lv. 18 Ichthon
o Lv. 19 Ichthon
o Lv. 20 Ichthon
o Lv. 21 Ichthon
o Lv. 19 Gigantoad
o Lv. 20 Gigantoad
o Lv. 20 Great Tortoise
o Lv. 21 Great Tortoise
o Lv. 21 Wooly Gator
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Back in Rabanstre you should have gil to spare so spend it wisely. I suggest
one of two routes: either buy as many top-shelf weapons and armors as you
can afford or stock up on all the basick Magicks you don't yet have (Fire,
Ice, Lightning, Esuna, Shell, and Protect are all useful in the areas ahead).
The Giza Plains area is now in its rainy season so it not only looks much
different than before but the monsters have become more difficult
accordingly. Head southwest to reach the next area, the Ozmone Plain. If you
encounter an enemy that looks like a shiny ball of lightning, run. This is
an elemental and he will decimate your party.
-------------------------------------------------------------------------------
II-20. Ozmone Plain
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 19 Black Chocobo
o Lv. 20 Black Chocobo
o Lv. 21 Black Chocobo
o Lv. 22 Hybrid Gator
o Lv. 20 Mesmenir
o Lv. 21 Mesmenir
o Lv. 19 Ozmone Hare
o Lv. 20 Viper
o Lv. 21 Viper
o Lv. 21 Wu
o Lv. 22 Wu
o Lv. 23 Zaghnal
o Lv. 21 Zu
o Lv. 22 Zu
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
The Ozmone Plain is littered with much tougher enemies than any you have
previously encountered and, to compound the situation, they tend to travel in
packs. I suggest picking a few fights in the first area where there aren't as
many large groups of foes. If you can handle the beasts with little problem,
you should be OK here; if not, there is no shame in running straight through
this area without fighting anything.
Either way, continue south. You are likely to encounter a Garif warrior
battling enemies, the same guy you might have seen previously in the Giza
Plains. He won't interact with your party, but feel free to join in the
fight. Keep making your way south and you will eventually come across Jahara.
-------------------------------------------------------------------------------
II-21. Jahara
-------------------------------------------------------------------------------
Inside the village you will find a Teleport Crystal, so make use of it. Speak
with the guards at the gate and you will eventually be allowed to enter the
town. There isn't a lot happening here, you can check out the merchant if you
like but the primary goal in Jahara is to advance the story. You'll need to
do a bit of running around so first head west to speak to an elder. He isn't
much help but you'll be given an item. On the far east of the town you can
hand over the item to the War-Chief to trigger the next scene.
After the scene, Larsa will join as a guest again. You can leave town now
but before you do, speak with the Moogle outside to purchase a map of the
Ozmone Plain. You are also allowed free rental of a Chocobo, which makes
traversing the plain much easier. Using the Chocobo is optional for now, but
you will need him later so go ahead and hop on.
Back on the Ozmone Plain, head west to reach the Golmore Jungle. Outside
there is another Save Crystal.
-------------------------------------------------------------------------------
II-22. Golmore Jungle
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 23 Gargoyle
o Lv. 24 Gargoyle
o Lv. 37 Hellhound
o Lv. 38 Hellhound
o Lv. 22 Malboro
o Lv. 23 Malboro
o Lv. 21 Panther
o Lv. 22 Panther
o Lv. 23 Panther
o Lv. 24 Treant
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
This place can get a little tricky with its winding paths, but most areas
are blocked off so you are forced down the only open path to the south. There
are also a number enemies who can deal out some nasty status effects so make
sure you have Esuna and/or plenty of items handy. In the second area you will
find a strange seal blocking your path. One thing leads to another and your
party winds up in Eruyt Village, home of the Vieras.
-------------------------------------------------------------------------------
II-23. Eruyt Village
-------------------------------------------------------------------------------
Inside the village you'll find a Teleport Crystal and the same Moogle
merchants you met inside the Dreadnought Leviathan. Take care of any business
you might have and advance into the village. It's pretty much a straight shot
here, just keep ascending the tree path until you reach the top. There will
be a short scene and you will be informed of your next destination: the Henne
Mines. After you are finished here, exit the Golmore Jungle and return to the
Ozmone Plain.
-------------------------------------------------------------------------------
II-24. Ozmone Plain
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 19 Black Chocobo
o Lv. 20 Black Chocobo
o Lv. 21 Black Chocobo
o Lv. 22 Hybrid Gator
o Lv. 20 Mesmenir
o Lv. 21 Mesmenir
o Lv. 19 Ozmone Hare
o Lv. 20 Viper
o Lv. 21 Viper
o Lv. 21 Wu
o Lv. 22 Wu
o Lv. 23 Zaghnal
o Lv. 21 Zu
o Lv. 22 Zu
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Outside you will encounter a pair of defeated Imperials. Speak with the one
on the left, give him a potion and you'll be allowed to make use of his
Chocobo. Exit to the next area of the plain. The entrance to the Henne Mines
is 'hidden'. That is, you can only access it with the Chocobo and if you
aren't paying attention, you are liable to run past it. Don't worry about the
Chocobo timer or the speed bursts; you have plenty of time to find your
target and using speed bursts may cause you to miss the hidden path. In this
area you want to head south and hug the rock barrier on the left. You should
eventually notice a small thicket with Chocobo tracks outside. These Chocobo
tracks indicate an area only accesible when riding the big chickens.
On the other side of the Chocobo path you should see the Henne Mines straight
ahead. Aproach the entrance and hop of your feathered friend to continue.
-------------------------------------------------------------------------------
II-25. Henne Mines
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 24 Jelly
o Lv. 25 Jelly
o Lv. 24 Nightmare
o Lv. 25 Nightmare
o Lv. 23 Redmaw
o Lv. 24 Redmaw
o Lv. 22 Seeker
o Lv. 23 Seeker
o Lv. 23 Thunderbug
o Lv. 25 Thunderbug
o Lv. 26 Tyranorox
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
The Henne Mines are much like previous underground adventures, insofar as
that your party is offered a relatively staightforward path. You will also
find a number of switches that are imperative to your progress. Each switch
will activate a set of doors. Each door is designated by a light alternating
from red to blue, by flipping a switch you raise one door while
simultaneously closing another door. Hitting the switch will also bring about
a large group of Flans so don't go swatting the swtiches all willy-nilly.
I may have made that sound a bit more complicated that it really is. You can
progress through the mines rather easily by just hittin each switch as you
come to it and then advancing through the opened door. There is an urn with a
map inside, but you don't need it much and to find it you'll have to fight
your way though several groups of Flans. Here the costs outweigh the
benefits.
Making your way through the area you will come across a pair of
Tyrannasaurases (remind me to spell check that eventually). There will be
one to the right and one to the left. You most likely can't deal with either
so just run by them. You'll need to get past the one to the left to reach the
last area of the dungeon.
Inside you'll find a Teleport Crystal so you know something large and scary
waits around the next corner. It is, in fact, another boss fight. If you have
trouble with the battle, you can use the Teleport Crystal to warp out of the
mines and do some leveling up and/or shopping.
BOSS FIGHT: Tiamat
Tiamat is, in some ways, similar to Belias but much easier. His attack
seems to come slowly but it can deal a mighty blow. Having Vaan or Basch
equipped with an Iron Hammer seemed to help my efforts. He can cast Stone
so have Esuna, Stona, or Golden Needles ready. His Aero attack will cause
significant damage to all allies in range but it isn't as worrisome as
Belias' Firaja spell. Larsa is probably your greatest asset in this battle,
he has an infinite number of Hi Potions so you would be wise to keep him
alive. The easiest way to take Tiamat out quickly is using Quickening
Chains. At this point every member of your party should have at LEAST one
Mist ability. When I fought Tiamat each of my characters had two, except
for Ashe, and Vaan, Basch, and Balthier had three. If you find yourself
without many Mist abilities, it would be wise to earn some LP and purchase
as many as you can before this battle.
-------------------------------------------------------------------------------
II-26. Golmore Jungle
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 36 Couerl
o Lv. 38 Couerl
o Lv. 27 Diresaur
o Lv. 28 Diresaur
o Lv. 23 Gargoyle
o Lv. 23 Gargoyle
o Lv. 22 Great Marlboro
o Lv. 37 Hellhound
o Lv. 38 Hellhound
o Lv. 39 Hellhound
o Lv. 22 Malboro
o Lv. 23 Malboro
o Lv. 21 Panther
o Lv. 22 Panther
o Lv. 23 Panther
o Lv. 24 Treant
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Your party will return to Eruyt Village to tie up some loose ends. Once you
are finished there, exit to the Golmore Jungle and head through the seal
that was previously blocking your progress. You'll find a small area with a
Teleport Crystal, so you know what that means.
BOSS FIGHT: Elder Dragon, Treant (x2)
I've heard a lot of people complain about the difficulty of this battle;
while I did find it challenging, I was able to defeat the beast in my first
try. Obviously I'm not braggin here, if you've been following the guide
you've read that I met my demise at much earlier bosses.
There are two central issues in dealing with the Elder Dragon. The first
and most obvious is the the two Treants on his side. The Treants aren't
difficult enemies by any means but their HP is a bit on the high side. As
you have surely learned by now, taking out the Treants first will make the
balance of this battle much more easy-going.
The second issue with here is the Elder Dragon's main attack. When
used, a barrage of status effects will be dumped on your poor, innocent
party members. You'll see a combination of blind, confuse, silence, sap,
and oil when he unleashes the attack; I'm not certain but it seems to come
as you reduce his HP to 75%, 50%, 25%. Don't quote me on that though. Using
Esuna will take care of most of your problems, but you'll need plenty of
hankerchiefs to deal with the oil. If you don't cure the oil effect, your
party members will certainly be knocked out by his powerful Fireball
attack. Regen comes in handy also.
Using two Quickening chains will do a lot of damage, it isn't enough to
knock him out but it will eat away at most of his HP. Having allies with
long-range weapons is a plus also, as they can avoid most of his physical
attacks and keep their HP intact. Really, though, this fight is just a
battle of attrition. Use your Quickening chains and keep your allies
status-free and well-healed.
After the battle head east to exit the jungle.
-------------------------------------------------------------------------------
II-27. The Paramina Rift
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 28 Baritine Croc
o Lv. 25 Dark Skeleton
o Lv. 26 Dark Skeleton
o Lv. 25 Lizard
o Lv. 25 Skull Knight
o Lv. 26 Skull Knight
o Lv. 27 Slaven Warder
o Lv. 28 Slaven Warder
o Lv. 24 White Wolf
o Lv. 25 White Wolf
o Lv. 25 Wild Onion
o Lv. 26 Wild Onion
o Lv. 27 Yeti
o Lv. 29 Yeti
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Just your general, run-of-the-mill battleground. There are some tough
monsters lurking here so you can do some decent leveling if you'd like, just
be sure to avoid the Ice Elemental. Your destination is to the northeast.
Paramina Rift is pretty big and there are exits to other areas, so don't get
lost.
-------------------------------------------------------------------------------
II-28. Mt. Bur-Omisace
-------------------------------------------------------------------------------
Before you actually reach the temple you'll find a small area with a few
merchants, including a Moogle selling maps to the area, and a Teleport
Crystal. The only item necessary to further exploration is the Ice Shield;
buy as many as you can if you don't already have some. When you're ready,
head through the next two areas to reach the temple. Inside a scene will
play out and you'll be ready to head to the Stilshrine of Miriam.
Leave Mt. Bur-Omisace and head south through the Paramina Rift to reach the
shrine.
-------------------------------------------------------------------------------
II-29. Stilshrine of Miriam
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 28 Balloon
o Lv. 29 Balloon
o Lv. 27 Blood Gigas
o Lv. 28 Blood Gigas
o Lv. 29 Blood Gigas
o Lv. 30 Darkmare
o Lv. 29 Dragon Aevis
o Lv. 30 Dragon Aevis
o Lv. 31 Dragon Aevis
o Lv. 26 Facer
o Lv. 27 Facer
o Lv. 29 Facer
o Lv. 27 Ghast
o Lv. 27 Ghoul
o Lv. 28 Ghoul
o Lv. 29 Ghoul
o Lv. 29 Miriam Facer
o Lv. 28 Miriam Guardian
o Lv. 26 Redmaw
o Lv. 27 Redmaw
o Lv. 27 Zombie
o Lv. 28 Zombie
o Lv. 27 Zmobie Warrior
o Lv. 28 Zombie Warrior
o Lv. 29 Zombie Warrior
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Take the long straightaway to reach the entrance of the temple. There is a
Teleport Crystal just outside, so use it to save your game. Inside the first
large area there are stairs to either side leading down to locked doors,
there is also a waystone at the back of the room but it is also out of
commision for now. You'll need to make your way to the center of the room
where you'll find a pedestal. Simply touching the pedestal will have no
effect, expect to waken the sleeping zombies behind your party. Equip the
Dawn Shard to your party leader and touch the pedestal to be transported to
the next room.
Here you'll encounter some pretty tough enemies. Fight your way through them
and down the stairs where you'll come across what looks like a crystal. Upon
approaching it, however, you will realize it's a trap. Defeat the crystalbug
and it will transform into a Save Crystal. Make use of it and head down to
the next room. More Blood Gigases await, so dispose of them; when the path
splits head left, the door to the right is locked for now. Head straight,
take out the tough Darkmare and approach the large round block to open the
locked door behind you. In the room you will find a Way Stone, approach it
and your party will return to the first area. Take the stairs to the west
and open the door ahead.
Head straight through the first room. In the second area there are three
paths, take the rightmost to reach a small landing with a statue. Rotate the
statue clockwise once to face east. Why east, you ask? Well, including the
first, there are a total of three such statues in the shrine; you need to
rotate them to face the center of the shrine. After rotating each statue, it
will appear on the map as an arrow. Now, go down the stairs and follow the
path through the large door. A slew of Zombie Warriors will pop up in the
next room so take care of them and move through the door ahead. This room is
very large and is a bit of a maze. Before going up the stairs, go southwest
around the base to snag some treasure. Now go back to the stairs and up. The
exit is in the northeast corner, so wind your way around to there. Along the
way you'll find another statue, rotate it to face north. In the next room,
take the exit to the right and head down the stairs for a boss fight.
BOSS FIGHT: Vinuskar
Your party will immediately be engulfed in a magnetic field, slowing down
members with heavy armor equipped. It shouldn't be much of a problem though
so I wouldn't bother with de-equipping anything. Unfortunately, my advice
on Vinuskar is rather limited; both times I've faced him, he was done after
one Quickening Chain.
After the fight, make your way to the back room. Rotate the statue to face
west and grab the map in the urn nearby. The path under the giant statue in
the first room is now open so head back there. You have a boss fight coming
up so you may want to duck back outside of the shrine to make use of the
Teleport Crystal. Once you're ready, use the waystone to teleport downstairs.
Head straight through the newly opened passage and open the door ahead.
BOSS FIGHT: Mateus
Now you understand the need for Ice Shields. Quickening Chains should
pretty much do in Mateus as well. He summons four minions to help out but,
at the very least, they should be wiped out with the Quickening Chain. His
most powerful attack is a Blizzarja spell which, similar to Belias' Firaja,
will deal a lot of damage to everyone, hence the Ice Shields. You should
also be prepared for a Sleep spell, Alarm Clocks will work here.
The Quickening Chain, if not the end-all-be-all, should at least take out
most of his HP. Physical attacks should take care of the rest. Just watch
out for Blizzarja and keep everyone awake.
This is your second Esper fight so, after winning, the Mateus License will
appear on your License Board.
After the fight, head to the back room, watch a scene, exit the shrine, and
make your way back to Mt. Bur-Omisace.
-------------------------------------------------------------------------------
II-30. Mt. Bur-Omisace
-------------------------------------------------------------------------------
Use the Crystal located outside and return to the temple. Inside you'll
encounter your next boss fight, another Judge.
BOSS FIGHT: Judge Bergan, Judge (x3)
Before turning your attention to Bergan, take out the three Judges behind
your party. They aren't too tough; physical attacks should get the job done
but a black magick spell targeting multiple foes will take them out much
quicker.
With those chumps out of the way, you can foucs on your main target,
Bergan. You want to divide your party into one, if not two, tanks and a
healer/support magick caster. Bergan will frequently counter attack, so
having Gauntlets equipped to your tanks is a wise decision. As far as
Magick is concerned, he'll cast Aero, Watera, and Dark so have your third
party member ready with Regen, Protect, and Curaga spells.
After the battle speak with the NPC outside. You will be give the Stone of
the Condemner; this will allow your party to acquire the optional Zeromus
Esper located in the Stilshrine of Miriam (For more on that see the Esper
section below.).
Your next destination is Arcadia, and it's a long, long ways away. The
quickest route is to use the Teleport Crystal located at the entrance of
Mt. Bur-Omisace to return to Rabanastre. From there, take the eastern exit in
the Yardan Labryinth area of the Dalmasca Estersand. (If you have already
ventured to the outskirts of Nalbina you can Telport to the Crstyal there.)
Either way, from Nalbina head west to the Mosphoran Highwaste.
-------------------------------------------------------------------------------
II-31. Mosphoran Highwaste
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 32 Humbaba
o Lv. 29 Python
o Lv. 30 Python
o Lv. 32 Python
o Lv. 30 Slaven Wilder
o Lv. 29 Worgen
o Lv. 30 Worgen
o Lv. 31 Worgen
o Lv. 32 Vulture
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Some pretty nasty monsters lurk around these parts, but you should be safe in
the first few areas. Make your way north until you reach the central area,
Babbling Vale, here you can activate the Teleport Crystal and purchase items.
When you're prepared, exit to the northwest.
Here is where things can get ugly. Most of the beasts in this area and the
next are flyers. If your party isn't stocked with long-range weaponry, just
dash past them. You will eventually encounter a verdant bridge that will
lead your party to the Salikawood.
-------------------------------------------------------------------------------
II-32. The Salikawood
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 32 Bomb
o Lv. 33 Bomb
o Lv. 34 Malboro King
o Lv. 35 Malboro King
o Lv. 32 Pumpkin Head
o Lv. 33 Pumpkin Head
o Lv. 33 Sprinter
o Lv. 34 Sprinter
o Lv. 34 Wyrdhare
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
The Salikawood is a rather large, sprawling area with several optional
routes. Begin by heading due north until you reach a small outpost with a
Save Crystal. Head to the next area and then southeast to find the urn with
a map inside. From here, you want to continue moving east until you reach
the gate to the Phon Coast. Unfortunately, the gate is broken and you'll have
to find the nine slacking worker Moogles.
Finding the Moogles is a breeze as the their locations are clearly marked on
your map. On your journey to and from the gate you are likely to encounter
the King Bomb boss located in the Grand Bower area. This guy is a real pain
but luckily he's entirely optional. By defeating him, though, you can access
another optional Esper. Being such, this battle is covered in the Optional
Esper section below.
After locating all nine worker Moogles you will be taken back to the gate and
permitted passage to the Phon Coast.
-------------------------------------------------------------------------------
II-33. The Phon Coast
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 37 Archaeosaur
o Lv. 38 Archaeosaur
o Lv. 36 Bagoly
o Lv. 37 Bagoly
o Lv. 38 Bagoly
o Lv. 35 Bangaa Pirate
o Lv. 37 Bangaa Pirate
o Lv. 35 Iguion
o Lv. 36 Iguion
o Lv. 36 Mandragora
o Lv. 37 Mandragora
o Lv. 35 Pirahna
o Lv. 36 Pirahna
o Lv. 36 Pyrolisk
o Lv. 34 Silver Lobo
o Lv. 35 Silver Lobo
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Like the Salikawood before, the Phon Coast is a huge area with plenty of
optional routes. If you're more intent on reaching Archades than exploring,
just make your way to the south and east. Halfway through there is a small
village with shops and a Save Cystal.
A second Save Crystal awaits your party at the entrance to the next area, the
Tchita Uplands. Speak with the Viera and move on.
-------------------------------------------------------------------------------
II-34. Tchita Uplands
-------------------------------------------------------------------------------
Enemies in this area:
o
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
Yet another large area, but we're getting closer. Your main foes in these
parts are Coeurls and Serpents so do your best to rack up chains. Avoiding
the Malboro Overkings isn't a bad idea as they tend to travel in packs.
Moving east you will encounter a small area with a Save Crystal and a young
boy. Speak with the boy and choose to accept his hunt. In return you will
receive the Soul Ward Key which is essential to your progress. As he
instructs, continue north to the Fields of Eternity area. Here you'll find
the entrance to the Sochen Cave Palace.
-------------------------------------------------------------------------------
II-35. Sochen Cave Palace
-------------------------------------------------------------------------------
Enemies in this area:
o Lv. 35 Abysteel
o Lv. 37 Focalor
o Lv. 38 Gorgimera
o Lv. 39 Gorgimera
o Lv. 36 Iguion
o Lv. 37 Iguion
o Lv. 38 Iguion
o Lv. 37 Imp
o Lv. 38 Imp
o Lv. 39 Imp
o Lv. 37 Pit Fiend
o Lv. 38 Pit Fiend
o Lv. 39 Pit Fiend
o Lv. 37 Striker
o Lv. 38 Striker
o Lv. 37 Wendigo
o Lv. 36 Zombie Knight
o Lv. 37 Zombie Knight
o Lv. 38 Zombie Knight
o Lv. 36 Zombie Warlock
o Lv. 38 Zombie Warlock
* For more information on enemies, including dropped loot, see the
Bestiary section (CTRL+F [0040]) below.
The first area is full of traps, so be sure to make use of Libra. Moving
north you will come across a locked door. The Soul Ward Key will take care of
that, but be forewarned that a boss battle awaits. Make sure your party is
fully healed before moving on.
BOSS BATTLE: Mandragoras
This battle can be quite perturbing. There are actually five enemies for
your party to deal with: an Alraune King, Mandragora Prince, Onion Queen,
Pumpkin Star, and Topstalk. The main disadvantage you'll face is their
Haste status and their propencity to spread to the far corners of the
rather large room. To turn the tables in your favor, use Dispel to rid them
of Haste.
I don't usually advocate Quickening Chains as a means to a quick and easy
victory but you can save yourself a serious headache by pulling off a
Concurrence here. The only tricky part is making sure most, if not all, of
the foes are in range.
If the Quickening Chain doesn't do the trick, your party will likely face
a number of negative statuses. All five enemies have the ability to Slow,
Stop, Sleep, and Poison the good guys, so have Esuna and/or the appropriate
items ready. You don't have to worry much about physical damage from these
guys so be ready for a war of attrition. Just do your best to focus your
attacks on one enemy at a time and it should be a much simpler fight.
This battle was, of course, the Mark commissioned by the boy in the Tchita
Uplands. The choice to return for your reward now or later is yours.
-------------------------------------------------------------------------------
II-36. Old Archades
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
II-37. Archades
-------------------------------------------------------------------------------
===============================================================================
III. Side Quests & Other Business
===============================================================================
-------------------------------------------------------------------------------
III-1. Mark Hunting & Clan Centurio
-------------------------------------------------------------------------------
REGULAR MARKS
-------------
01 : ROGUE TOMATO, "Red & Rotten in the Desert" RANK I
Available : From the start.
Client : Tomaj (The Sandsea, Rabanastre)
Location : Dalmasca Estersand
Bounty : 300 gil, 2 Potions, Teleport Stone
`````````````````````````````````````````````````````````````````````````````
02 : THEXTERA, "Wolf in the Waste" RANK I
Available : After defeating the Rogue Tomato.
Client : Gatsly (The Sandsea, Rabanastre
Location : Dalmasca Westersand (Galtea Downs)
Bounty : 500 gil, Headguard, Teleport Stone
`````````````````````````````````````````````````````````````````````````````
03 : FLOWERING CACTOID, "Dalmasca's Desert Bloom" RANK I
Available : After defeating the Thextera.
Client : Dantro (Estersand Outpost)
Location : Dalmasca Estersand (Yardang Labyrinth)
Bounty : 500 gil, 10 Potions
`````````````````````````````````````````````````````````````````````````````
04 : WRAITH, "Waterway Haunting" RANK I
Available : After completing the Barheim Passage.
Client : Milha (North Sprawl, Rabanastre Lowtown)
Location : Garamsythe Waterway (Overflow Cloaca)
Bounty : 500 gil, Ether, Gauntlets
`````````````````````````````````````````````````````````````````````````````
05 : NIDHOGG, "Marauder in the Mines" RANK I
Available :
Client : Aekom (outside Lhusu Mines, Bhujerba)
Location : Lhusu Mines (Site 2)
Bounty :
`````````````````````````````````````````````````````````````````````````````
06 : WYVERN LORD, "A Scream from the Sky" RANK II
Available :
Client : Sherral (Weapons Shop, Rabanastre)
Location : Nam-Yensa Sandsea (?)
Bounty :
`````````````````````````````````````````````````````````````````````````````
07 : ENKELADOS, "The Defense of Ozmone Plain" RANK II
Available :
Client : Low-Chief Sugumu (Jahara)
Location :
Bounty :
`````````````````````````````````````````````````````````````````````````````
08 : CROAKADILE, "A Ring in the Rain" RANK II
Available :
Client : Sadeen (Giza [Wet], )
Location :
Bounty :
`````````````````````````````````````````````````````````````````````````````
MONTBLANC'S MARKS
-----------------
----------------------------------------------------------------------------
RANK Marks Cl. Pts. Reward
----------------------------------------------------------------------------
Moppit 0 0 Potion (x3)
Hedge Knight 2 700 Teleport Stone (x2), Warp Mote (x2)
Rear Guard 4 8,000 Teleport Stone (x2), Remedy (x3)
Vanguard 8 20,000 Teleport Stone (x2), Hi-Potion (x3)
Headhunter 10 30,000 Teleport Stone (x2), Ether (x2)
Ward of Justice 12 40,000 Teleport Stone (x2), X-Potion (x2)
Brave Companion 14 100,000 Teleport Stone (x3), Hi-Ether (x2)
Riskbreaker 16 200,000 Teleport Stone (x3), Elixir (x2)
Paragon of Justice 24 250,000 Teleport Stone (x3), High Arcana (x1)
High Guardian 28 300,000 Teleport Stone (x3), Empyreal Soul (x1)
Knight of the Round 32 500,000 Teleport Stone (x3), Megalixir (x2)
-------------------------------------------------
BOSS BATTLE Reward
-------------------------------------------------
Flans 150 gil
Firemane 200 gil
Mimic Queen 300 gil
Demon Wall #1 1200 gil, Electrum
Demon Wall #2 600 gil, Warp Mote
Belias Teleport Stone (x2), Arcana (x2)
Elder Wyrm 800 gil
Tiamat 900 gil
Vinuskar 1100 gil
Ahriman 1600 gil
King Bomb 1300 gil, Mallet
Mandragoras 1600 gil
Rafflesia 1800 gil
Daedalus 1900 gil
Tyrant 1900 gil
Hydro 2000 gil
Four Espers Teleport Stone (x2), High Arcana
Eight Espers Teleport Stone (x2), Gemsteel
------------------------------------------
RANK New Item(s)
------------------------------------------
Moppit Potion
Hedge Knight Hi-Potion
Rear Guard Gysahl Greens
Vanguard Teleport Stone
Headhunter Nihopalaoa, Reverse
Ward of Justice Bubble
Brave Companion Faith
Riskbreaker Bravery, Bubble Belt
Paragon of Justice Warp Mote
High Guardian Cat-Ear Hood
Knight of the Round Knot of Rust
`````````````````````````````````````````````````````````````````````````````
01 : CLUCKATRICE, "Little Love on the Big Plains" RANK I
Available :
Client : Dania (Nomad Village, Giza Plains [dry])
Location : Giza Plains (Gizas North Bank)
Bounty : 1000 gil, Jackboots, Rainbow Egg
Notes : For the Cluckatrice to appear, you need to first head to the
North Bank and kill all the enemies in the area; don't worry,
there aren't that many. Now leave the area and return. You should
find the Cluckatrice and friends waiting ahead.
`````````````````````````````````````````````````````````````````````````````
02 : ROCKTOISE, "The Cry of Its Power" RANK I
Available :
Client : Pilika (The Moogle at Khus Skygrounds, Bhujerba)
Location : Lhusu Mines (Site 2)
Bounty : 1200 gil, 2 Hi-Potions, Heavy Coat
`````````````````````````````````````````````````````````````````````````````
-------------------------------------------------------------------------------
III-2. Sky Pirate's Den
-------------------------------------------------------------------------------
By completing certain tasks in the game you are rewarded with a gift of sorts
in the Sky Pirate's Den. There isn't much use for these unless you're
interested in completing EVERYTHING in the game. For each achievment you are
awarded a character who, I guess, just hangs out in the den. You can access
the Sky Pirate's Den under the Clan Primer in the Party Menu.
--------------------------------------------------------------
CHARACTER Goal Title
--------------------------------------------------------------
Ashe average level > 50 Exemplar
Ba'Gamman complete Clan Primer
Balthier attack 300 times Assault Striker
Basch defeat 500 foes Blood Dancer
Belias acquire all Espers
Carrot defeat Carrot
Chocobo 50,000 steps Wayfarer
Crystal acquire all Magicks Runeweaver
Daran acquire all maps
Death Gaze defeat Death Gaze
Devil Dragon defeat Death Dragon
Fafnir defeat Fafnir
Fran cast 200 Magicks Spellsinger
Gabranth
Gilgamesh defeat Gilgamesh
Gurdy spend 1,000,000 gil Spendthrift
King Behemoth defeat King Behemoth
Migelo sell 1000 loot Privateer
Mimic buy all Bazaar items
Montblanc attain 50-chain level The Unrelenting
Penelo acquire 100,000 gil Plunderer
Reks earn 500,000 clan points Record Breaker
Trickster defeat Trickster Sharpshooter
Vaan steal 50 times Master Thief
Vayne use 100 Technicks Premier Prestidigitator
Vossler obtain all Technicks Jack-of-All-Trades
Yazmat defeat Yazmat
Zodiac defeat Zodiac
-------------------------------------------------------------------------------
III-3. Grimoires
-------------------------------------------------------------------------------
Upon completing certain tasks (listed here as 'Triggers'), 'Forgotten
Grimoires' will become available for purchase from the Bazaar. Once bought,
these items will automaticaly allow for inceased quality and frequency of
dropped loot from enemies. Each Monograph corresponds to a particular class
of monsters, except the Canopic Jar which applies to all monsters. They are
rather pricey but the triggers are typically very easy and can be
accomplished early in your quest.
CANOPIC JAR
-----------
Cost : 250,000
Effect : Monsters will drop Arcana
Trigger : Sell Deimos Clay, Horakhty's Flame, Phobos Glaze
DRAGOON'S MONOGRAPH
-------------------
Cost : 22,000
Effect : Dragons, Plants
Trigger : Read Notice Board 40 times
HUNTER's MONOGRAPH
------------------
Cost : 18,000
Effect : Avians, Beasts
Trigger : Speak with Gatsly in Muthru Bazaar after defeating Thextara Mark
KNIGHT'S MONOGRAPH
------------------
Cost : 19,000
Effect : Giants, Insects
Trigger : Speak to Weapons merchant 30 times
MAGE'S MONOGRAPH
----------------
Cost : 21,000
Effect : Fiends
Trigger : Speak to Magicks merchant 25 times
SAGE'S MONOGRAPH
----------------
Cost : 25,000
Effect : Elementals
Trigger : Speak to any combination of merchants 100 times
SCHOLAR'S MONOGRAPH
-------------------
Cost : 22,000
Effect : Constructs
Trigger : Speak to Armor merchant 15 times
WARMAGE'S MONOGRAPH
-------------------
Cost : 20,000
Effect : Undead
Trigger : Read Notice Board 20 times
-------------------------------------------------------------------------------
III-4. License Board Diagram
-------------------------------------------------------------------------------
Here I've made some rather crude ASCII diagrams of the License Board. It is
divided into two sections for managability: the upper half and the lower
half. Below each board is a key so you will be able to more easily
distinguish seperate License groups. I've also listed the individual
abilities or items acquired for each License; these lists are located below
their respective diagrams. Trust me, if you stare at this long enough it will
make sense.
There are two important things to keep in mind regarding the License Board:
1. Esper Licenses only appear after defeating the Esper in battle.
2. Mist abilities can be acquired by any character in any order.
UPPER BOARD
-----------
A B C D E F G H I J K L M N O P Q
a $ % % % % # @ @ a
b % % % % % % % $ @ @ # @ @ b
c % % % % % % % # @ @ @ @ $ c
d # % % % % % % % @ @ @ @ @ d # Mist Abilities
e % % % % % % @ @ @ # e $ Espers
f % % % % % % @ @ @ f % Magick
g & & & & & & * & * ! ! $ g @ Accessories
h * & & & * & & * & ! ! ! h & Augments
i # & & * & & & * & * ! ! ! ! $ i * Gambit Slots
j * & & & & & & & & & ! ! ! ! ! j ! Technicks
k * * & & & & * & & & ! ! ! ! ! # k
l $ * & & & & & & & & & ! ! ! l
m $ $ $ # # ! ! m
A B C D E F G H I J K L M N O P Q
-----------------------------------------------------------
GAMBIT SLOTS Loc LP
-----------------------------------------------------------
Gambit 1 Kg 15
Gambit 2 Ig 20
Gambit 3 Li 25
Gambit 4 JJ 30
Gambit 5 Li 35
Gambit 6 Gh 40
Gambit 7 Hk 45
Gambit 8 Ei 50
Gambit 9 Ch 70
Gambit 10 Ck 100
-----------------------------------------------------------
MIST ABILITIES Loc LP
-----------------------------------------------------------
Ja 50
Lc 50
Dd 50
Oe 50
Bi 50
Qk 50
Km 50
Om 50
-----------------------------------------------------------
ESPERS Loc LP
-----------------------------------------------------------
Belias Ng 10
Shemhazai Lb 50
Chaos Cm 50
Zeromus Em 50
Exodus Gm 50
Famfrit Qc 90
Queklain Pi 90
Ultima Ea 90
Zodiac Al 200
-----------------------------------------------------------
WHITE MAGICK Loc LP Spells
-----------------------------------------------------------
Level 1 Kf 15 Cure, Blinda
Level 2 Jf 20 Vox, Poisona
Level 3 If 30 Cura, Stona, Raise
Level 4 Hf 30 Esuna, Regen
Level 5 Gf 45 Curaga, Cleanse, Dispel
Level 6 Ff 50 Curaja, Arise, Dispelga
Level 7 Fe 55 Holy, Esunaga
Level 8 Ed 105 Renew
-----------------------------------------------------------
BLACK MAGICK Loc LP Spells
-----------------------------------------------------------
Level 1 Ke 15 Fire, Blizzard, Thunder
Level 2 Kd 25 Water, Aero
Level 3 Kc 35 Fira, Blizzara, Thundara
Level 4 Kb 40 Bio, Aeroga
Level 5 Jb 45 Firaga, Blizzaga, Thundaga
Level 6 Ib 50 Shock, Scourge
Level 7 Ia 70 Flare, Ardor
Level 8 Ha 120 Scathe
-----------------------------------------------------------
GREEN MAGICK Loc LP Spells
-----------------------------------------------------------
Level 1 Je 25 Protect, Blind
Level 2 Ie 30 Poison, Shell
Level 3 He 35 Silence, Sleep
Level 4 Ge 40 Oil, Toxify
Level 5 Gd 45 Silenca, Blindaga
Level 6 Fe 50 Bravery, Faith
Level 7 Ec 105 Sleepga, Protectga, Shellga
-----------------------------------------------------------
TIME MAGICK Loc LP Spells
-----------------------------------------------------------
Level 1 Jd 20 Slow, Immobilize
Level 2 Jc 25 Disable, Reflect