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|_|/_/ \_\_| \_| |_/_/ \_\_____/ |_| /_/ \_\_____|_____|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
FAQ/WALKTHROUGH by Shotgunnova (P. Summers) / shotgunnova @ gmail.com
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[DISCLAIMER]
This guide is intended for private, home use ONLY, and may not be
reproduced via electronic or commercial means without the expressed
written consent of the author (P. Summers). It also cannot be hosted,
edited, distributed, or given away as any part of a paid package. All
rights reserved to respective parties, even those not explicitly said
here. Respect FAQ writers' efforts and report plagiarism when found!
[STATS]---------------------------------------------------------------o
- One-player game NOTE: MUST have controller with an
- 94kb on a PS2 memory card analog function to play this
- Analog control game!
- Digital control
- Vibration function
[INDEX]---------------------------------------------------------------o
I. Controls . . . . . . . . . . . . . . . . . . . . . . . . . CNT1
II. Th' Basics . . . . . . . . . . . . . . . . . . . . . . . . THB1
Battling....................................................BTL1
License Board...............................................LCB1
Transportation..............................................TRN1
Purchasing Equipment and Skills.............................PRC1
Statistic Explanation.......................................STT1
Status Effect Explanation...................................STX1
Traps.......................................................TRP1
Chaining....................................................CHN1
Concurrences................................................CNN1
Monographs..................................................MNG1
III. Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . WLK1
001 - Beginning + Configuration.............................BGCF
002 - Nalbina Fortress......................................NLF1
003 - Gerasmythe Waterway...................................GRM1
004 - Rabanastre............................................RBN1
005 - Dalmasca Estersand....................................DMT1
006 - Rabanastre............................................RBN2
007 - Lowtown...............................................LWT1
008 - Giza Plains...........................................GZP1
009 - Lowtown...............................................LWT2
010 - Gerasmythe Waterway...................................GRM2
011 - Royal Palace of Rabanastre............................RPR1
012 - Gerasmythe Waterway...................................GRM3
013 - Nalbina Dungeons......................................NLB1
014 - Barheim Passage.......................................BRH1
015 - Dalmasca Estersand....................................DMT2
016 - Rabanastre............................................RBN5
017 - Bhujerba..............................................BHJ1
018 - Lhuzu Mines...........................................LHZ1
019 - Bhujerba..............................................BHJ2
020 - Dreadnought Leviathan.................................DRL1
021 - Bhujerba..............................................BHJ3
022 - Dalmasca Westersand...................................DMW2
023 - Ogir-Yensa Sandsea....................................GRY1
024 - Nam-Yensa Sandsea.....................................NYS1
025 - The Tomb of Raithwall.................................TMR1
026 - Shiva.................................................SHV1
027 - Rabanastre............................................RBN6
028 - Giza Plains...........................................GZP2
029 - Ozmone Plain..........................................OZM1
030 - Jahara - Land of the Garif............................JLG1
031 - Golmore Jungle........................................GMJ1
032 - Eruyt Village.........................................RYT1
033 - Ozmone Plain..........................................OZM2
034 - Henne Mines...........................................HNM1
035 - Golmore Jungle........................................GMJ2
036 - Paramina Rift.........................................PRR1
037 - Mt. Bur-Omisace.......................................MTB1
038 - Paramina Rift.........................................PRR2
039 - Stilshrine of Miriam..................................STM1
040 - Mt. Bur-Omisace.......................................MTB2
041 - Nalbina Fortress......................................NLF2
042 - Mosphoran Highwaste...................................MSP1
043 - The Salikawood........................................SLK1
044 - Phon Coast............................................PHC1
045 - Tchita Uplands........................................TCH1
046 - Sochen Cave Palace....................................SCP1
047 - Old Archades..........................................LDR1
048 - Archades..............................................RCD1
049 - Draklor Laboratory....................................DRK1
050 - Balfonheim Port.......................................BLF1
051 - The Feywood...........................................FYW1
052 - Ancient City of Giruvegan.............................CTG1
053 - The Great Crystal.....................................TGC1
054 - Ancient City of Giruvegan.............................CTG2
055 - Balfonheim Port.......................................BLF2
056 - Ridorana Cataract.....................................RDC1
057 - Pharos at Ridorana - First Ascent.....................PHR1
058 - Pharos at Ridorana - Second Ascent....................PHR2
059 - Pharos at Ridorana - Third Ascent.....................PHR3
060 - Balfonheim Port.......................................BLF3
061 - Sky Fortress Bahamut..................................SKF1
IV. Sidequests
The Zodiac Spear............................................ZSP1
Extra Esper: Zalera.........................................EXZ1
Extra Esper: Zeromus........................................EXM1
Extra Esper: Adrammelech....................................EXA1
Extra Esper: Cúchulainn.....................................EXQ1
Extra Esper: Exodus.........................................EXX1
Lost Cockatrice Flock.......................................LCF1
The Great North Bank Village Escape-o-rama..................NBV1
The Great South Bank Village Search-o-rama..................SBV1
Into the Wyrm's Nest........................................WRM1
Ann (Uh) and Her Sisters....................................NNH1
The Four Fragments..........................................THD1
A Second Medallion..........................................ASM1
A Third Medallion...........................................ATM1
Boozin' Bhujerbans..........................................BZB1
Viera Matchmaker............................................VRM1
Teaching a Man to Fish......................................TMF1
'-Fishing the Nebra........................................FTNB
'-Message in a Bottle......................................MSGB
Sky Pirate's Den............................................SKPD
V. Bounties....................................................BNT1
-Montblanc's Rewards.........................................MNTR
VI. Bestiary....................................................BST1
VII. Rare Game Outfitter Quest...................................RGQ1
VIII. Bazaar Package Combinations.................................BZZR
'-Items . . . . . . . . . . . . . . . . . . . . . . . . . ITMC
'-Loot . . . . . . . . . . . . . . . . . . . . . . . . . . LTCM
'-Bow Types & Ammo . . . . . . . . . . . . . . . . . . . . BWMM
'-Sword Types . . . . . . . . . . . . . . . . . . . . . . SWRD
'-Guns & Ammo . . . . . . . . . . . . . . . . . . . . . . GNMM
'-Axes . . . . . . . . . . . . . . . . . . . . . . . . . . XXCM
'-Poles . . . . . . . . . . . . . . . . . . . . . . . . . PLCM
'-Spears . . . . . . . . . . . . . . . . . . . . . . . . . SPRC
'-Explosives . . . . . . . . . . . . . . . . . . . . . . . XPLS
'-Miscellaneous . . . . . . . . . . . . . . . . . . . . . MSCL
VIII. Frequently Asked Questions..................................FAQZ
IX. Updates and Thanks..........................................UPD1
o-----------------------------------------------------------------------------o
| I. CONTROLS [CNT1] |
o-----------------------------------------------------------------------------o
____ | | ____
L2 BUTTON --> /____/\ | | /\____\ <-- R2 BUTTON
L1 BUTTON --> /____/\ \_______| |_______/ /\____\ <-- R1 BUTTON
/ _ \________|__|________/ _ \
/ _| |_ _ /_\ _\ <-- TRIANGLE BUTTON
DIRECTIONAL --> | |_ _| [SELECT] [START] [_] (_)| <-- CIRCLE BUTTON
PAD | |_| [ANALOG] (X) | <-- X BUTTON
/ ____ ____ \
/ / \ __ / \ \
\ /\ \____/ / \ \____/ /\ /
\ / \______/ \______/ \ /
\_____/ LEFT ANALOG RIGHT ANALOG\_____/
(L3) (R3)
---------------- ---------------
GENERAL CONTROLS BATTLE CONTROLS
---------------- ---------------
START ----------> Un/pause the game Un/pause the game
SELECT ---------> Bring up/cancel map display Bring up/cancel map display
CIRCLE ---------> "Cancel" button "Cancel button"
SQUARE ---------> Speak with certain NPCs Bring up/cancel battle menu
TRIANGLE -------> Display party menu Display party menu
X BUTTON -------> Confirm/speak with NPCs Display battle menu/inspect
L2 BUTTON ------> Toggle zoom in menus Lock-on (hold down)
L3 BUTTON ------> Defaults the camera POV
R2 BUTTON ------> Toggle zoom @ map, license b. Flee battle (hold down)
L1/R1 BUTTON ---> Change menu pages (sometimes) Change battle target groups
ANALOG BUTTON -->
UP/DOWN @ DPAD -> Move up/down in menus Change party leader
L/RIGHT @ DPAD -> Target enemy or NPC in range Target enemy/friend/NPC
L ANALOG STICK -> Walk/run (depends on angle) Walk/run (depends on angle)
R ANALOG STICK -> Controls camera view Controls camera view
NOTE: Analog mode can't be turned off. Sorry.
o-----------------------------------------------------------------------------o
| II. TH' BASICS [THB1] |
o-----------------------------------------------------------------------------o
This is a basic run-through of the "stuff" encountered in the game. Stop me
if I ramble, now.
o-------------o
| i. BATTLING | [BTL1]
o-------------o
Battling is one of the draws to FFIX, and it's a change-up from what is the
normal ATB (active time battle) system. Sort of.
To start, the characters in the player's main party -- three normally, four
with a guest -- walk around in dungeons and other areas where monsters have
nested and infested. They [monsters] appear on the field, often times in
plain view but sometimes hidden underground, and the party can "encounter"
them by nearing them. When the party members and monsters near, everyone
breaks out the weapons/skills and gets ready for a skirmish.
FFXII uses a menu-driven battle system, half ATB gauge, half real-time
fighting. To attack, select the Attack option, various magicks/technicks,
or items; when selected, a time bar with the name of the skill shows up to
the left of the character's name. It will fill until it's complete and the
action will then be executed on the target(s).
Actions are taken throughout the battle until the enemy is killed off; it
then can no longer be selected as a target, naturally, and drops experience
and LP (license points). When all enemies are dead, the party puts the
weapons away and can run around normally again until the next enemy is put
in their sights.
And on and on. Techniques can be used when running around on the field even
without being in battle -- you don't have to be fighting anything to Curaga
someone or toss items around. Offensive options are "sealed" when there is
no enemy around, although it /is/ possible to cast bad statuses and such on
the party via R1 target-switching.
o-------------------o
| ii. LICENSE BOARD | [LCB1]
o-------------------o
The license board is the "sphere grid" of the game, and the means of getting
everything from new abilities to stat/skill upgrades to equip permissions.
Each person starts out with initial abilities filled; after that, the rest's
up to the player. LP (license points) are used to purchase these licenses,
and can be received by killing monsters in any form.
A basic rundown of the board is that you can't unlock new licenses without
first buying ones you already have. When you spend LP to get an ability, the
licenses surrounding it (when applicable) will light up and give way to some
different ones; by purchasing those, you open up more, and so on. The skill
costs gradually go up as the expansion continues.
Separated into four groups, the board caters to all facets of gameplay. The
top section is composed of all the abilities (magicks/technicks), permanent
stat increases, battle augmentations (ex: upgrade magic potency), as well
as accessory equip-permissions. The bottom part of the board is reserved for
the rest of the equipment-permissions, from weapons to armors.
That's the default license board in a nutshell. Eventually after fighting
and defeating espers (summon creatures), their spots appear in various
places on the grid and can be bought.
o---------------------o
| iii. TRANSPORTATION | [TRN1]
o---------------------o
FF games typically have a wide array of options for getting around and this
game is no different. The following are how one navigates the world 'round
these parts:
[WALKING]
Yeah, the most basic of the basic, running is the cheapest and slowest way
to traverse the landscapes. Enemies can be encountered while walking and
one has to depend on a map to navigate to the exit. Generally the worst
in getting from place to place, but also the one the player will be doing
the most often.
[CHOCOBO]
Anyone who knows anything about FF has probably seen these fluffy, yellow
ostrich-looking things. I mean, they're a mascot! In this game they've been
domesticated and are loaned out for gil (currency). Unlike previous games
where the ride's been free of time constraints, once hired, the chocobo can
only be used for a certain amount of time before it goes back and leaves its
owner in the wasteland. Enemies cannot be encountered when riding choco-back
but chocobos aren't exactly the fastest things either; however, they can be
fed greens (up to three times) to sprint like the wind. Sometimes the player
can encounter wayward domesticated chocobos and, should the inventory have
any Gysahl Greens in it, they can "hire" the chocobo without paying. Since
these errant birds are found in out-of-the-way places, this is mostly for
convenience in getting back. Another downpoint is that once you get off the
chocobo, it's gone...
Also, chocobos can only be used for travel in one area. If you rent one for
Ozmone Plain, fr'instance, it stays there and wants you to dismount if you
are to continue. Real penny-pinchers these chocobo owners, I tell ya...
[AIRSHIP FLIGHTS]
Ivalice has charter flights from the big-name cities for a fee which takes a
person through the skies to the destination. The player decides if the ship
arrives immediately or if Vaan can meander around with the passengers, visit
the shops onboard, basically loiter around. Ships can be booked from town
aerodromes and nowhere else. Later in the game when a private airship is
free to command, the player can instantly travel to destinations without
having to pay the service fee. Of course, you still can't control the things
manually... =(
Although generally the "long way around" for traveling, the shops do stock
some great items, including X-Potions and the Bubble spell, later on.
[TELEPORTATION]
Yeah, the big daddy of all maneuverings. During the course of the journey
orange save crystals can be found in dungeons and towns. Not only do these
act as healing points, but they also have the "Teleport" option. The catch
is that there has to be a "Teleport Stone" in the inventory for it to work,
and even then, one can only teleport to previous teleport stones. This is
probably the quickest way to get around, but teleport stones can only be
gotten as monster drops for most of the game. As soon as airship flights
become available, however, you can buy them in bulk [200g].
There are other types of in-house dungeon teleportation devices called "way
stones" that simply warp the party on a room-to-room basis, but they're free
to use.
o-------------------------------------o
| iv. PURCHASING EQUIPMENT AND SKILLS | [PRC1]
o-------------------------------------o
Once equipment or skills are bought, it's time to use 'em, right? Wrong. Any
thing that is "bought," with gil or LP, has to have a corresponding license
before it's battle-ready. This is the system of checks and balances that will
keep players from powerhousing too early and, with the exception of a couple
story items that require no license, applies to EVERYTHING you buy. Well, not
items. There's a common question that is "why can't I use _________!?!?" and
this is the answer: get the license first.
o---------------------------o
| v. STATISTIC EXPLANATIONS | [STT1]
o---------------------------o
In case you missed out on what the manual said, Uncle Shotty's here to lay
it straight:
LEVEL - This relates to any one character's current level. Going up levels
increases stat parameters (HP, MP, etc.) by a little each time. This
obviously builds up after awhile, so higher levels are better than
lower ones. Defeating enemies gives EXP, and EXP makes a character
go up levels. Duh, right?
HP ---- This stands for "Hit Points" and is basically the lifeline of every
character and guest under the player's command. When hit points are
reduced to zero, the character is put in "KO" status and can't act
in battle any longer. To reverse the effect, use Raise, Arise, visit
a save crystal, or use a phoenix down item.
MP ---- A.K.A. "Magic Points," the currency of mages everywhere. Using magick
consumes MP and, when MP bottoms out at zero, magick can no longer be
used. This is told to the player by grayed-out options in the command
menu's magick sections. To refill MP, either visit a save crystal,
use an Ether/Hi-Ether, cast Syphon on an enemy, or walk around on the
field; the latter is natural regeneration.
EXP --- This is the character's EXPerience total. Defeating enemies will add
to the EXP total and leads to a level-up. The "NEXT" that appears in
the character status menu relates how much experience is needed to go
a level-up.
ATTACK - This total is determined by the equipped weapon (and ammunition if
applicable) and relates how much physical damage can do to targets
in battle. The Strength stat also figures in to the damage dealt.
DEFENSE- A high total in this category will conversely give lower physical
damage, and is something to strive for when buying different equips.
Armor is what factors in here.
MAGICK - Self-explanitory mostly, this is how resistant the character is to a
RESIST magick spell or magick-type attack. The defensive stat for magicks,
if you want. Since many enemies rely on powerful magicks in the late
parts of the game, keeping this total high is invaluable.
EVADE -- As you can imagine, a character's evasion ranking determines how well
s/he may evade an attack. Evading an attack means the attack misses
(any avid FF fan knows this) and no damage is dealt, so keeping this
high is to one's benefit. Shields are the main source of raising the
stat.
MAGICK - Like "Evade," Magick Evade relates how well one can sidestep magick
EVADE attacks and be dealt no damage. Weirdly, this stat isn't put into
the player's control until far in the game when shields just start
to offer augments in this category. Because many enemies use highly-
-damaging or -annoying magick attacks, packing a high rating in this
area is smart.
STRENGTH - This factors into determining the potency of physical attacks. To
raise it, gain levels and buy Battle Lore licenses (which add +1 to
the permanent total).
MAGICK - This determines the effectiveness of magic and, like Strength, can
POWER be raised through levels and buying Magick Lore licenses. A few
weapon types' damage uses magick power as a damage variable (katanas
and staves?)
VITALITY- This useful stat determines if and how long negative statuses will
last. Going up levels increases it, but beyond that, artificially
raising it through equipment (mostly armor/hats) is the only other
way.
SPEED -- What's there to say about speed? Having a high speed makes the ATB
gauge fill faster (naturally) and also factors into some weapons'
damage calculations, being ninja swords, I believe. Either way, to
have low speed is to act slower, and that's certainly not what any
smart player wants.
o-------------------------------o
| vi. STATUS EFFECT EXPLANATION | [STX1]
o-------------------------------o
A mainstay in the FF series, status effects are ways to augment a character's
ability, either in a good or bad way. Save crystals remove ALL bad statuses
upon being touched, but those aren't in that big of an abundance out in the
wild, sadly. The bad statuses to look out for are:
BLIND -----> Probably the game's most common annoyance, Blinding a character
will make his/her physical attacks miss more than usual. Since
it doesn't wear off, Eye Drops and Remedy are the item cures,
with Blindna and Esuna being the magickal removers.
SILENCE ---> The bane of mages everywhere, Silence prevents magick users from
being able to cast spells of any kind. To get rid of this lip-
-sealer, use Echo Herbs, Remedies, or Vox/Esuna magick. If you
are KO'd with this on, it will not self-alleviate.
SAP -------> Sap is basically the opposite of "Regen" magick, and the HP will
steadily decrease and does not wear off. Counteracting against
this nagging status is as easy as casting Regen (which puts that
status on instead, not cancelling them out) or using a Remedy
with a Remedy Lore 1 license. Unlike Poison, Sap cannot kill a
character and stops damaging at 1 HP.
STOP ------> Probably the worst status to get hit with in battle, Stop makes
a character's actions shut down and changes them into the enemy
punching bag. Time gradually wears this status off, but KOs can
come easily before then; use Chronos Tear items or Remedies w/
a Remedy Lore 3 license. Esuna ain't very useful here, but this
status (strangely) can be removed with Dispel.
SLEEP -----> Much like Stop and a fully-petrified character, this can impede
a character taking action by conking them out. Fortunately, any
person in this status can be hit (suffer damage) to be woken up
or given an Alarm Clock item. Esuna also works here.
DISEASE ---> OK, maybe this is the worst status in the game. Disease ensures
that a character cannot recover HP through healing methods and,
what's worse, is that if s/he is KO'd with this status on, s/he
is revived with 1 HP! To get this effect off, use Vaccine and
Remedy (+ Remedy Lore 3 license) items. Cleanse magick becomes
available later in the game and removes this, also. Be aware
that while in Disease status, positive statuses will miss with
100% accuracy and as you lose HP, your current HP will become
your maximum.
POISON ----> When a character is poisoned, s/he will undergo HP decrements
until the status wears off. It can be cured with Poisona and
Esuna magick, as well as Antidote and Remedy items.
CONFUSE ---> This horrible infliction makes an ally unable to distinguish
between friend and foe, and so s/he will indiscriminantly take
up arms to either. When the character takes damage from friend
or foe, s/he will return to normal; until then, Smelling Salts
and Remedies (+ Remedy Lore 2 license) work on the item end,
and Esuna picks up the slack where magick is concerned. Note
that you cannot run away or pick targets while confused, as
in some other FF games.
SLOW ------> That which makes the ATB load far slower and thereby make the
battle last somewhat longer, Slow status popularity among the
enemy's ranks isn't good news for you. Esuna does not cure it,
but Haste reverses the effect (not cancel it); Remedies/Dispel
remove the status as well.
OIL -------> First seen in Final Fantasy Tactics, Oil isn't necessarily bad
on its own, but should an enemy use a fire attack on an Oil-ed
character, the damage is magnified greatly. Handkerchief items
remove it, and Remedies can also after buying a Remedy Lore 2
license.
PETRIFY ---> Whereas some FF games have had this as an instantaneous status,
the game falls more in line with "Gradual Petrify" from FFIX.
Instead of being instantly taken out of battle, a countdown will
decrease from 10 to 1; when it finishes, the character is taken
out of battle. Gold Needle items can cure this status, and so
can Stone/Esuna magick. Remedies have to have a Remedy Lore 2
license before they're of use.
DOOM ------> Much like Petrify, this status also has a countdown from ten;
except, where Petrify can be cured and a character returns in
the same health they left, doom inflicts Death on a character
and takes off any temporary statuses. With a Remedy Lore 3
license, Doom is as good as gone...plus, it's the only way to
get it off short of dying.
BERSERK ---> Almost self-explanitory, Berserk status sends your enemy into
a blind rage at which time it only uses physical attacks that
have been powered-up a little. Coupled with other statuses,
this can be used to cripple an enemy of its specialty skills.
When used on a character, it has the same effects and can be
cured with Dispel or the passage of time.
NOTE: This can be a good or bad thing. I find losing control
to be a bad thing. =p
IMMOBILIZE > Similar to the "Don't Move" status in Final Fantasy Tactics,
this status freezes a character in place. They can still take
action and all, but aren't able to freely move around. Esuna
magick cures this right up, and Remedies with a Remedy Lore 1
license do as well.
X-ZONE ----> Some characters in the game will use Teleport or Telega, which
sends them into this status. Made familiar in FF6, this will
throw them into a dimensional pocket and they'll be unable to
act in battle...or do anything in battle, since they won't be
there any longer. The first Demon Wall boss at a certain tomb
will try this, but its usage is far and in between, so don't
bother protecting yourself from it -- there are none. It wears
after awhile, though; just leave the room you're in.
Well, that's all for the bad statuses. But, these are just one side to the
coin: good statuses are simply great times to be had by all. Unlike some of
the bad ones, though, these wear off after awhile, provided you're not in a
town or save point area where no monsters lurk (time does not pass there).
Dispel/ga can take these off, too. They are as follows:
o----------------------------------------------------o
| NOTE: Positive statuses can be removed with Dispel |
o----------------------------------------------------o
LIBRA -----> One of the first technicks one should get in the game, Libra can
allow a player to see an enemy's level, HP, and weakness values.
This is indispensible throughout the entire game and it has no
downsides itself; however, some enemies, like bosses and a few
rare game, cannot be "scanned" and will give a bunch of "????"
values instead.
HASTE -----> The complete opposite of Slow status, Haste speeds up the ATB
gauge and allows the target to take actions sooner. Hermes
Sandals can put this status on permanently, but Haste/ga magick
does the trick for all other instances.
PROTECT ---> Like a knight taking up shield, Protect status reduces damage
inflicted by physical attacks for a short while. Shielded Armor
puts this effect on permanently, but Protect/ga is what's used
to kickstart the status normally.
SHELL -----> The cousin to Protect, Shell is the "shield" that reduces magick
damage on characters. Equipping the Shell Shield puts this good
status on permanently, but Shell/ga is what's used besides.
BUBBLE ----> This new status is ever-useful since it doubles a character's
current HP and makes that the new maximum (i.e. 5000/2500 HP).
Though it wears off after a short while, Bubble magick can be
bought midway through the game after some hunts, and the Bubble
Belt (auto-Bubble) accessory is obtained in the same way. Also,
when in Bubble status, it prevents you from being inflicted with
Disease.
REGEN -----> This boon gradually restores HP in increments, just not as fast
as its estranged cousin "Sap" would. It wears off after a short
while, so equipping a Renewing Morion hat (auto-Regen) is a good
idea to ensure it stays on. Sadly, there is no Regenga magick
(sounds stupid) so single-serve castings will have to do.
BRAVERY ---> Fit for the finest warriors, Bravery increases attack damage on
the target. And that's it. It wears off after awhile, like all
good statuses.
FAITH -----> This lovely status increases magickal potency, not just magickal
damage. It'll make Firaga hurt more, it'll make Cura heal more.
Anyone packing a staff instead of a sword should be packing this
spell as well.
REFLECT ---> Only as "positive" of a status as one makes of it, Reflect is a
mixed bag when it comes to battle use. Essentially, it can throw
back (some) magicks at the caster, letting them take HP damage
instead of the target. Problem is, unless an ally has an Opal
Ring equipped (magicks pierce Reflect status), magickal buffing
and healing isn't possible on the player's characters! There is
a way around this, however, known to most FF players: should you
want to cure your allies but have Reflect status on them, bounce
the magick off the enemy's reflect and it will work on your own
characters! Mirror Mail armor has auto-reflect on, but it takes
a smart user to really make this status shine. Gambits can often
screw up here unless tweaked accordingly.
LURE ------> Sort of a positive status, sort of not, using Decoy on someone
will send them into this status...and make them and them alone
the beating bag of the nearby monsters! Naturally, this works
best on a "tank" character, someone with high HP and defensive/
magickal resist, but it does have select uses in boss fights to
stop the randomized attacking fashion. Like Reflect, this should
also be used wisely.
o------------o
| vii. TRAPS | [TRP1]
o------------o
Coming off the status explanations, there are invisible traps one encounters
when walking the field that can blow up in your face, in more ways than one.
It sounds like it slights the player, but by using Libra, they'll be visible
to the naked eye, looking like little red pillars of light. It does one well
to avoid all of them since the vast number of them are negative statuses; but,
since that can be impossible with party members flailing around behind the
leader in passages, here are the types:
OIL BUG --------> Inflicts Oil
CHOKING GAS ----> Inflicts Sap
BLINDING SMOKE -> Inflicts Blind
SWARM ----------> Inflicts Disease
STONE GAS ------> Inflicts Petrify
SILENCE GAS ----> Inflicts Silence
LEECH ----------> Reduces all MP to zero
WIZARDSBANE ----> Reduces all MP heavily
BEFUDDLEMENT ---> Inflicts Confuse/Berserk
STASIS ---------> Inflicts Disable/Reverse
GIL BUG --------> Makes player lose some gil
EXPLODER -------> Inflicts minor-to-medium damage
STEN NEEDLE ----> Inflicts random (mostly heavy) damage
MANAFONT -------> Refills all current-party allies' MP to maximum
REJUVENATION ---> Refills all current-party allies' HP to maximum
FUSILLADE ------> Inflicts random (mostly heavy) damage and/or Death
By the way, monsters CANNOT set off any traps.
o----------------o
| viii. CHAINING | [CHN1]
o----------------o
As you fight through the game's leagues of enemies, you'll often find a chain
counter that tallies up a number of creatures you've killed. Chaining occurs
when you kill one enemy (ex: Gespenst) or one type of enemy repeatedly (ex:
Striker & Wendigo). The chain breaks when you kill a different type of enemy
than the ones you've been killing or enter a town area, thus resetting the
chain. Touching a save/teleport crystal and boarding the Strahl also defaults
the chain.
So just what is the chain for? Well, chaining allows you to go up "levels"
which govern the amount and rarity of the enemies' dropped items. Most rare
items have an extremely low percentage of being dropped regularly, but by
going up chain levels, their probability of occuring rises. Anyone can simply
kill stuff and go up a level, but what may not be obvious is that by avoiding
the dropped loot, you can go up chain levels sooner.
As the chain levels rise and you get more items of better quality, you'll
also find that picking up bags of loot can cure your current party members as
well as give some positive statuses on occasion (Protect, Shell, etc.). The
loot bags gain qualities gradually, healing first and incidental statuses
after that.
One tip for chaining is that using Break on monsters does NOT break chains,
but lets you get good drops from them just like you had chained them over and
over. For example, if you kill a bunch of Wyldhares and petrify a Sprinter,
the chain remains intact and you may get a rarer item from the Sprinter than
normal. This "trick" is useful for getting better drops from enemies that are
a pain in the rear to chain manually (Entites, rare game, etc.)
o------------------o
| ix. CONCURRENCES | [CNN1]
o------------------o
These are the 'happy endings' to Quickening chains. If you're wondering what
that huge blast of energy (like Inferno) is, it's this -- which is also the
result of the quickening levels you used and how many. Only one can be used
as the chain reconciles, i.e. they do not double up in any way.
o--------------.------.------.------o Concurrences are pure physical, so
| CONCURRENCE | LV 1 | LV 2 | LV 3 | they inflict no elemental damage
o--------------'------'------'------o like their names seem to suggest.
| Inferno | 3 | ---- | ---- |
| Cataclysm | 7 | ---- | ---- | So, how do you know the level of a
| Windburst | ---- | 5 | ---- | Quickening? Once you've learned one,
| Torrent | 2 | 3 | ---- | go to the in-battle menu and select
| White Out | ---- | ---- | 5 | the Mist option, then 'Quickening.'
| Ark Blast | 2 | 2 | 2 | You'll see the name with a little
| Luminescence | 3 | 3 | 3 | orange/red disc beside it. One means
| Black Hole | 5 | 5 | 5 | the skill is level one, two means it
'--------------'------'------'------' is level two, and so on...
You probably noticed that the levels correspond to the order you learn 'em,
yeah? Good job because that's exactly how they are. Now, about using them in
battle...
When you want to try for a concurrence, you select a quickening in battle and
an applicable target. Some animations play and you'll see your party's names,
maybe a button (triangle/square/circle/X) beside it, and a timer. The timer
will roll and you will have to press the corresponding button to continue the
chain -- the button corresponds to the quickening displayed. If no buttons
show up, tap the R2 button to cycle through once again, repeating ad nauseum
or until the timer runs out. This is how one builds up a large chain, simple
as. The timer eventually gets shorter and burns faster, making the need for
more hectic/precise hits.
...well, maybe not so simple if you're aiming for quickenings. This requires
the player to associate the names with the levels and vice versa, since the
quickenings can be reused throughout the chain. Should you be wondering what
the 'Mist Charge' part means when displayed with a button, it picks a random
(I think) quickening for one to do.
Of course, talking and using big words doesn't mean crap on its own -- go out
and try a quickening chain to get the visual part represented. It can be a
bit hard, but you can get it eventually, whether through luck or trial and
error...
o---------------o
| x. MONOGRAPHS | [MNG1]
o---------------o
Monographs are expensive items bought at the bazaar, letting one get better
drops out of monsters. They're "released" into the bazaar through a fairly
odd method: talking/looking at things repeatedly. In fact, once you know how
to get one, you can simply walk into a shop and repeatedly talk to a person
to get it opened up -- it doesn't have to be different people! Here's how to
send these puppies into the market:
o-------------o-------------------------------------o--------o
| MONOGRAPH | OBTAIN | COST |
o-------------o-------------------------------------o--------o
|-------------+-------------------------------------+--------|
| Dragoon's | View the mark bulletin board x 40 | 22000 |
|-------------+-------------------------------------+--------|
| Hunter's | Reward for completing Thextera hunt | 18000 |
|-------------+-------------------------------------+--------|
| Knight's | Talk w/ any armory shopkeep x 30 | 19000 |
|-------------+-------------------------------------+--------|
| Mage's | Talk w/ any magick shopkeep x 25 | 21000 |
|-------------+-------------------------------------+--------|
| Sage's | Talk w/ any shopkeep x 100 | 25000 |
|-------------+-------------------------------------+--------|
| Scholar's | Talk w/ any armor shopkeeper x 15 | 22000 |
|-------------+-------------------------------------+--------|
| Warmage's | View the mark bulletin board x 20 | 20000 |
'-------------'-------------------------------------'--------'
But, there is one 'secret' item to get as well: the Canopic Jar. It's a very
expensive (250,000g) key item that works in the same vein as the monographs,
making all monsters able to drop Arcana items (before only rare game could
drop this). To get it onto the market, buy all monographs and sell these 3
special loots:
* Phobos Glaze -------> Hunt reward for: Gil Snapper
* Horakhty's Flame ---> Hunt reward for: Orthros
* Deimos Clay --------> Hunt reward for: Trickster
Once the preparations are done, you should be able to find the Canopic Jar
on the market, under an 'alias' of course. It's so pricy, though, there's no
mistaking it as anything else.
o-----------------------------------------------------------------------------o
| III. WALKTHROUGH [WLK1] |
o-----------------------------------------------------------------------------o
The walkthrough you're about to read operates like so:
o-------------------------------------------------------------------o
| [0] - [ 1 ] [2] |
o-------------------------------------------------------------------o
| [3] |
o-------------------------------------------------------------------o
| [4] | [5] [6] [7] [8] [9] |
| | |
o-----------------------------o-------------------------------------o
[0] - ID number
[1] - Name of area
[2] - Cntrl+F ID number
[3] - Key/mandatory items in area
[4] - List of enemy names and levels
[5] - Enemy HP
[6] - Enemy EXP (level-approximate)
[7] - Enemy Gil (when applicable)
[8] - Enemy LPs
[9] - Enemy weaknesses
Any items given their own section are ones you can get 100% of the time,
either through certain tasks or mandatory events. Random pots and stuff
will not be listed unless they hold rare items. EXP values are based on
three party members + a guest if applicable. And if I use some phrases
you're not familiar with:
"SPAWNING" -> Appearing or reappearing in an area, area section, etc.
"FARMING" --> Fighting monsters over and over to get their dropped items
"BUFFING" --> Casting any number of positive statuses on your allies
"ZONING" ---> Respawning enemies in a certain section by leaving that area
and going into any other part of the map, two areas away.
o-------------------------------------------------------------------o
| 001 - Beginning + Configuration [BGCF] |
o-------------------------------------------------------------------o
Select 'New Game' on the main title to bring up the pre-game feature
options, which include:
OPTIONS DEFAULT
o Controller Vibration - toggle it on/off Off
o Screen Shake - toggle it on/off Off
o Subtitles - toggle subtitle display on/off Off
o Screen Size - Change to/from Normal & Widescreen Normal (4:3)
o Flicker Filter - toggle filter on/off On
o Sound - Toggle Pro Logic II/Stereo/Monoaural sound Stereo
o Screen Position - change viewing for your television ---
You can restore defaults at the bottom, and can also change all of
these features in-game by using the Config menu. Let's start 'er up!
o-------------------------------------------------------------------o
| 002 - Nalbina Fortress NLF1 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP GIL LP WEAK |
| | |
| Imperial Magus | ~80 --- --- --- ----- |
| Imperial Swordsman A | ~80 --- --- --- ----- |
| Air Cutter Remora [BOSS] | ~700 --- --- --- ----- |
o-----------------------------o--------------------------------o
[AERIAL GARDENS]
As you start the first area (as Reks), Basch will give you a small
tutorial on moving around. The commands appear in the upper-left and
tell what Basch wants you to do. Twist teh camera, move over to him,
then talk to the Dalmascan by the gate. Walk up to the iron gate
fourthly, and inspect it with (X) to open it. Easy-peasy.
[INNER WARD]
After entering the hall beyond, you can use the party menu and
examine your equipment and inventory (with Triangle). An Imperial
Swordsman attacks you, though, and Basch walks you through the
targeting and fighting system. If you mess up, your allies murder
the guard for you. =) These guys will follow you around (Basch did
say he would take up the rearward guard), and heal around if needed.
Continue down the long stone path and a boss fight will ensue with
an Air Cutter Remora. Everyone will start flaying into its metal
hide, and you can't really lose it due to the ally soldiers healing
abilities. After awhile, Basch damages the unit's engines and makes
it disengage. Laff.
Three more Imperial Swordsmen appear immediately following, which
get disposed of quickly, whether you want to or not. Sprint up the
far stairs to the open doorway. Basch explains that the minimap may
not be enough to get one's bearings; pressing [SELECT] will bring up
the Location Map. Bring it up and it will tell you the room you're
currently in (and which I will separate the dungeons by). Enter thru
the dots on the ground.
[LOWER APARTMENTS]
Cutscene and you can move again. Ignore the long left corridor and
head north (assuming up is north on map) to have Basch tell you the
way to retreat -- hold R2. There's no shame in fleeing from battles
that serve no purpose, after all.
Imperial Magus enemies can appear from hereon in, and cast magick
which makes them a prime target for slaughterin'. Dispose of them
first off, if possible. In that same corridor where you learned the
escape ability, go right into the small antechamber and inspect the
urn there to get a [POTION].
Lead the men into the second horizontal hall and go into the second
vertical hallway (right hallway is dead end). There is an ornate room
adjoining this path with an upward stairway. Before you ascend, walk
the rest of the length of the hall and find another [POTION] in a
nook. Head upstairs when you're ready to move on.
[UPPER APARTMENTS]
Approach Basch and he'll tell you about a save crystal nearby. It is
possible to save here (dur!) and also refill HP/MP along with the
action. Always remember to save, folks. Ascend the stairway to exit.
[THE HIGHHALL]
Reks tells the others to move on as move cronies come here. You'll
be fighting these guys solo, so make use of your magick and heal if
you need to. You can backtrack to the save point to heal up once the
blood's off your sword. Your upward climb gets stopped short by a
gate you can't open; use a door in the adjoining hallway.
Enter and arc around right to the other open door, where you will
automatically enter the treaty room. Events insue, then it's off to
the...
o-------------------------------------------------------------------o
| 003 - Garamsythe Waterway [GRM1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Dire Rat | ~60 3 --- 2 ------ |
o-----------------------------o--------------------------------o
[OVERFLOW CLOACA]
You'll now be in control of Vaan. Hooray? Anyway, he's fighting the
city vermin down in some sewer-type place. You can straight-up
deal out some murder, but it's not such a bad idea to use Vaan's
Steal Technick, which lets you get Fire Stones and Rat Pelts from
the baddies.
Once all of them are dead, Vaan and Kytes leave to...
o-------------------------------------------------------------------o
| 004 - Rabanastre [RBN1] |
o-------------------------------------------------------------------o
| ITEMS |
| Orrachea Amulet Writ of Transit |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[EAST END]
Another scene. <3
Penelo tells Vaan that Migelo has some work for him...maybe. The
Location Map comes up automatically and tells you the World Map's
now available on the Party Menu. Wheee. NPCs you can talk to will
appear on the map as green dots, while places you can enter are
red blotches. Also, area exits are blinking green, so they should
be easy to find.
Continue east and south (on map) to meet with Migelo outside, who
wants you to fetch Kytes at the Sandsea. Yawn. Consider selling the
Fire Stones/Rat Pelts you got for some dough at a nearby shop.
The Sandsea is to the very north of the East End (now marked with
a large X). Along the way, you might spot the Technick shop, but
it ain't open -- oh well. Enter The Sandsea, which should be a
blinking exit.
[THE SANDSEA]
Vaan locates Kytes looking at a monster poster (attack of the
killer tomatohead?), of the creature who stopped a courier before.
Sounds like a good idea-r... Hehe. What Kytes is actually looking
at is the Notice Board, where people post bills (jobs) for hunters
to go out and perform. The ol' monster Vaan's after is the Rogue
Tomato. The way this works:
1) Talk to the petitioner of the bill first, to let him know you're
interested in taking the job.
2) The petitioner tells you how to find the mark. Then, you hunt
it, report back, and claim the bounty.
Tomaj (Rogue Tomato petitioner) gives you a Clan Primer, which lets
you have a new option in the main menu, as well as an [ORRACHEA
AMULET] to commemorate your first hunt. You can't equip it though,
so you need to find a license for it. Tomaj gives a license lesson,
which, summed up, basically means the more licenses you have, the
more equipment and abilities you can choose from; more flexibility.
You can only acquire licenses next to ones you already have, but
you need enough license points (LP) to "buy" 'em. To use the amulet
you just got, you'll need to get an Accessories 1 license, placed at
a convenient 5 LP price. Purchase it to make three more squares on
the ol' checkerboard light up.
Press [] when asked to look at available abilities, and Licenses
will be available on your main menu now. A [WRIT OF TRANSIT] is
given to you so you can leave the east gate. And so the hunt begins
for the Rogue Tomato... Equip the Orrachea Amulet [MAX HP +25] on
Vaan and you'll be all set. If you're still confused, Tomaj can re-
-explain the procedures. Leave when you're ready.
NOTE ABOUT LICENSE BOARD:
Although there is a lot of options you can buy at first, go for a
few quickenings on each character when you can. You may not want
to use them, but they can double and triple your MP upon purchase.
Think 'bout it.
[EAST SIDE]
The Technick Shop nearby's opened shop, and you can buy the Libra
ability for 500 gil. Probably can't buy it for now, though. Job
back to Migelo's shop and find the exit into the...
[SOUTHERN PLAZA]
The western and southern exits are blocked until the Consul's fete
is over, so don't bother approaching.
Down the large stairway in the eastern part of the fountain square,
Vaan finds a guard and tells him he's here to pick up provisions for
the night's fete. He'll be permitted entrance the Eastgate, which
will shut behind him.
[EASTGATE]
Hey-o! A save point for ye here. Save up and leave to the wasteland
nearby. If you need to get back into town, talk to the Queue Guard
at the back of the waiting line and just wait your turn. Eventually
you can talk to the head Queue Guard and enter without foodstuffs,
for now anyway.
o-------------------------------------------------------------------o
| 005 - Dalmasca Estersand DMT1 |
|-------------------------------------------------------------------o
| ITEMS |
| Galbana Lilies |
|-----------------------------+--------------------------------|
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 1 Cactite | 72 7 -- 01 Wind |
| Lv. 2 Cactite | 84 10 -- 01 Wind |
| Lv. 2 Wolf | 94 9 -- 01 Earth |
| Lv. 3 Wolf | 114 11 -- 01 Earth |
| Lv. 2 Rogue Tomato [MARK] | 134 -- -- -- Water |
o-----------------------------o--------------------------------o
Just a note: when you take items the first time around, the pots
and holders can respawn but may not have the same items inside.
Oh, and stealing from sleeping enemies won't wake them up, so make
sure to get some Cactus Fruits if you can.
[THE STEPPING]
Ah, a lovely desert beneath your shoes. You can fight Cactrites
and Wolves here, which aren't too hard -- they should go down
in three or four hits apiece. Continue down the sandy slope to
another flat cliff area with trees. The Rogue Tomato you've been
looking for lounges around here.
When it's HP has been halved, it will jump off the cliff and Vaan
will have to arc around and down to get it. There are a few wolves
here, but if you engage all enemies one at a time, this won't be a
trial. Watch out for the vegetable-monster's Flame Breath!
Afterwards, Vaan finds some [GALBANA LILIES] growing nearby. You
can leave again, although sticking around and roughing it to get
the Libra and White Magic 1 licenses isn't such a bad idea.
o-------------------------------------------------------------------o
| 006 - Rabanastre [RBN2] |
o-------------------------------------------------------------------o
| ITEMS |
| 300 Gil Teleport Stone Potion x 4 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[EASTGATE]
Talk to Kytes to learn you've been locked out until the Consul's
ceremony has passed. Migelo saves the day with a little wine for
the soldiers, so best be hurrying...well, that's done for you.
The parade cutscene takes place, the new consul Vayne gives a nice
heart-warming speech. Vaan and Penelo start to scheme up a way to
get into the fete. Penelo suggests seeing Old Dalan in Lowtown...
[NORTH END]
You'll get a notice that says you can enter Lowtown and leave the
city at leisure. Any shops that were closed before the inauguration
ceremony -- the magick, technick, and gambit shops -- are now open
for business. Exit the North End through the eastern gate.
[EAST END]
Stop by the Sandsea to claim your bounty: [300 GIL], a [POTION], and
one [TELEPORT STONE]. Tomaj asks if you've ever seen a Bangaa guard
a North End door and won't let you in -- 'pparently, it's time to
pay him a visit. You can also take another bounty at the Notice
Board if you want (Thextera). The petitioner Gratly is right by the
door, and tells you the monster's in the Westersands. Accept his
mission to learn the monster stalks the Galtea Downs portion of
said sands. Gatsly's caravan drivers said they were set upon the
left wall as you leave via the west gate.
Go back to the North End.
[NORTH END]
Take the cut-across west to the other side and look for the blinking
part of the map. Talk to the Conspicuous Bangaa and tell him you're
heading inside.
[THE CLAN HALL]
Talk around to learn some tips for hunting. Ma'kenroh in the balcony
will tell you that your rank will go up after two marks and 700 pts.
The moogle in charge is Montblanc (from FFTA fame), the founder of
Clan Centurio -- he's on the balcony bannister. He'll make you an
official member and lets you buy from the clan shop in the Muthru
Bazaar! Talk to him again to get three [POTIONS]; if he doesn't,
it might be because you haven't accepted the Thextera job.
Leave the hall and go south down the nearest thoroughfare to enter
the...
[MUTHRU BAZAAR]
Look or the green, glowing pot icon on the map to find the clan's
provisioner. The stuff you're sold is based upon your clan rank;
raise it to get a crack at the good stuff. It should only be potions
currently unless you've sold off your pelts and whatnot, opening up
more Bazaar options. Anyway, now that you know where that is, time
to get down to business. Exit this busy place.
[NORTH END]
Take the cut-across east to the southern exit path.
[EAST END]
Continue south past the Sandsea and maybe check out the Magicks
shop, if you bought any kind of Magick licenses. You'll want to take
the path west of Migelo's Sunderies.
[SOUTHERN PLAZA]
Now that the parade is over, this place has cooled down and people
have returned to standing around. There's a cartographer moogle that
can sell you maps of the Dalmasca Estersand, the Westersand, and the
Giza Plains -- he's in the northwest corner. Might want to buy one
for the Giza Plains.
The West Gate is open if you're looking to hunt Thextera, but the
way to the Lowtown lies due south. Exit through the gate.
[SOUTHGATE]
You can gaze upon your first Teleport Crystal here, which doubles as
a save stone and a teleportation (duh!) device. Don't waste any of
the Teleport Stones you may have, though. The glowing map icon leads
to a Tomb Raider-style, stone-hewn piece of rock cut in the shape of
a circle. Exit through /there/.
o-------------------------------------------------------------------o
| 007 - Lowtown [LWT1] |
|-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[SOUTH SPRAWL]
Slums...sigh. Old Dalan's place is right to the left of this place,
by a waterwheel. IF YOU ARE GOING FOR THE ZODIAC SPEAR, avoid the
urn near Dalan's house as this will prevent you from getting the
100%-dropped one!!!! See the [ZSP1] sidequest for more details, if
you are unaware of what's going on.
[DALAN'S HOUSE]
Dalan's already heard Vaan's coming, and knows a rumor about a
secret passagewary to the palace vaults, opened by a magicked stone.
Dalan has the "magicked" Crescent Stone himself, but a Sunstone is
needed as well. Seems the nomads in the Giza Plains know where to
find 'em... A woman here thinks you should have a map, which can be
bought from the cartographer moogle in the Southern Plaza. DO EET!!
[SOUTH SPRAWL]
Back to Southgate.
o-------------------------------------------------------------------o
| 008 - Giza Plains [GZP1] |
o-------------------------------------------------------------------o
| ITEMS |
| Shadestone Sunstone Potion x 2 |
| 50 Gil Phoenix Down x 2 Teleport Stone x 2 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 1 Giza Rabbit | 85 7 --- 1 Fire |
| Lv. 2 Giza Rabbit | 105 9 --- 1 Fire |
| Lv. 2 Hyena | 95 9 --- 1 Water |
| Lv. 3 Hyena | 115 11 --- 1 Water |
| Lv. 3 Urstrix | 170 12 --- 1 Wind |
| Lv. 5 Slaven | 302 15 --- 1 Wind |
| Lv. 20 Werewolf | 2548 Wind |
o-----------------------------o--------------------------------o
Hyenas can drop Cotton Caps, if it matters (need Mystic Armor 1
license) to use.
[THRONE ROAD]
You start at the north and can follow the southern depression
(ditch) towards the wigwams of...
[NOMAD VILLAGE]
Save point's in the SW part of the village, by the way. Kind of
funny how a moogle is named Nutsy -- Montblanc's clan in FFTA was
called Clan Nutsy by default. Still...good Stiltzkin replacement,
if you know what I'm talking 'bout.
---
Talk to the merchant on the left to get a selection of weapons and
accessories. Pretty meager, but better than nothing. Continue into
town a bit further towards the cockatrice corral, which the village
elder sits by. He says all things relating the Sunstone are handled
by Masyua, near the dark crystal. Head behind the tent to find the
large, monolithic crystal. Listen to her offer, and she'll tell you
about Jinn, a child who hasn't returned from his chores. Vaan can
have a Sunstone if he finds this brat. >=p
Penelo joins your party after this (^__^) and comes license points
in accordance with about how many you've earned already. She starts
out with White Magick 1, Light Armor 1, and Daggers 1. Suit her up
license-wise however you see fit, then leave to the east.
[GIZAS NORTH BANK]
Penelo gives Vaan three [POTION]s and two tufts of [PHOENIX DOWN]
to help with monsters. What a sweet girl! You can now change leaders
and issue party commands, as well as use Gambits for each character.
You can't modify the gambits you have currently, but can still turn
them on/off. Meh. Jinn's supposedly south of village, so time to
round 'im up.
Head west and you'll see a strange creature -- that's an Urstrix,
which you (probably) haven't seen before. Slavens appear 'round
here, too. Leave to the south.
[GIZAS SOUTH BANK]
Hehe, you may see hunters here, but you can't fight them; they're
on the "good" side. Nice shiny rifles, though. Regardless of which
route you take, the exit is in the very southwest corner.
[CRYSTAL GLADE]
There's a save point here, right next to a sleeping kid. Who is it?
Jinn, natch. He's hurt his leg and is resting up instead of heading
back to the village with an insufficient Sunstone quota. Whatta
trooper. You can "explain the situation" to him or "leave"; pick
the former.
Jinn will give you a [SHADESTONE] and explain the process of making
a Sunstone. There are 4 shining dark crystals in all of Giza Plains
at the moment, and a percentage gauge shows up to show how much the
Shadestone's absorbed. Jinn marks all the locations on the map and
tells you to bring it back to him when you're done. The locations
of the shinies are:
o Starfall Field
o Giza South Bank
o Warrior's Wash
o Gizas North Bank
Since you have to bring the stones back to him, you might as well
go with the easier ones first. Exit west.
[STARFALL FIELD]
Go to the dark crystal here and hold the Shadestone up. Vaan should
get an amount of energy, approximately thirty percent worth. You'll
also see some gigantor Werewolf enemies around here -- they'll maul
your face off if you try to tango with 'em, so avoid them and they
won't come after you (there's only two, anyway).
The northwest area exit leads to the Dalmasca Westersand, but that
is out of the way at the moment. Cut back through the Crystal Glade
to the southern banks area.
[GIZAS SOUTH BANK]
Soak up the rays from the crystal in the northern section for some
fifty-odd percentage points. Exit to the upper bank.
[GIZAS NORTH BANK]
The dark crystal here should max out your rock and turn it into a
[SUNSTONE]. You automatically appear back at...
[CRYSTAL GLADE]
Jinn checks out the Sunstone and you race him back to...
[NOMAD VILLAGE]
For helping her out, Masyua gives you [50 GIL], two [POTIONS], and
two [TELEPORT STONE]s. Yowza! She seems happy as a lark. Time to
head back to Rabanastre. Doesn't matter how you get there, so long
as you hit up Lowtown.
o-------------------------------------------------------------------o
| 009 - Lowtown [LWT2] |
o-------------------------------------------------------------------o
| ITEMS |
| Crescent Stone Potion x 2 Eye Drops x 4 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
Penelo leaves the party as you approach the old man's house. She
was supposed to be minding the store, anyway... Check out Yugri's
Magicks store in town if you want to; it'll pay to stock up before
you continue. Shops now carry:
+ White Magicks 1 & 2
+ Some Green Magicks
+ Mystic Armor 1 & 2
+ Shields
+ Bow Ammunition (Onion Arrows) @ Migelo's
[DALAN'S HOUSE]
Vann hands over the Sunstone to get the Crescent Stone back its
magicks. The secret passage to the castle lies in Storehouse 5.
You might have visited it while going to the Gerasmythe Waterway.
There are two doors there; the left one's been locked up until now.
That path leads into the waterway, and the waterway leads to the
cellars. So what of the Crescent Stone? It opens the hidden treasury
entrance! The key to remember is:
"The signet yearns for sunstone's strength,
to light the clouded way."
The palace's signet tile will lead the way. Vaan gets the [CRESCENT
STONE]. As you leave, a scene takes place in which some soldiers are
already in the waterway...doing something nefarious? Perhaps.
[SOUTH SPRAWL]
Head north into the...well, North Sprawl.
[NORTH SPRAWL]
Head straight north to the top of the screen and you'll find a bunch
of orphans atop boxes. Enter Storehouse 5 nearby and you'll find
Kytes inside -- the left door's now open. He also gives you two
[POTION]s and four [EYE DROPS] for the long journey ahead. Enter
the left door and descend into the depths of...
o-------------------------------------------------------------------o
| 010 - Gerasmythe Waterway [GRM2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 2 Dire Rat | 77 12 --- 1 Water |
| Lv. 3 Dire Rat | 97 14 --- 1 Water |
| Lv. 2 Steeling | 94 18 --- 1 Earth |
| Lv. 3 Steeling | 110 22 --- 1 Earth |
| Lv. 3 Ichthon | 130 17 --- 1 Thndr |
| Lv. 4 Ichthon | 141 21 --- 1 Thndr |
| Lv. ? Razorfin |~160 34 --- 2 ????? |
o-----------------------------o--------------------------------o
[CENTRAL SPUR STAIRS]
Save point here, but nothin' else, really. Head around the corner
opposite the stairs if you want a treasure pot at a dead end; go
up the nearest stairs when you're ready to continue.
[NORTHERN SLUICEWAY]
From the lamp-lit walkway, continue north to the top of the channel.
Due east is a grating-type walkway which bridges across the aqueduct
system below.
Continue east along the high ground before ducking south to find a
watery, eastern road, also lamp-lit. On the other side is a passage
almost a mirror image of the one you just came through. Cross to the
north to find more grate bridges and take the down-stairway around
to the exit.
[NORTH SPUR SLUICEWAY]
Time to get soggy! The path extends west across the screen, now.
Beyond, some flying fish monsters (Ichthon) are around, but Thunder
spells drop their life expectancy rate to zero.
Keep heading west to come to a stairway. Cross west, to a passage
where more Ichthons roam. A Razorfin also floats along here, so
make sure to kill it -- drops 2 LP!
Head up the north passage and get onto dry land via the small stair
near there, coming to the level's exit. You can choose to stay or
press on... No immediate boss fight or anything, so don't bother
waiting for HP/MP to refill.
Enjoy the scenes!
o-------------------------------------------------------------------o
| 011 - Royal Palace of Rabanastre [RPR1] |
o-------------------------------------------------------------------o
| ITEMS |
| Goddess's Magicite |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ----- |
o-----------------------------o--------------------------------o
[CELLAR STORES]
As the save point tells you, you won't be able to exit this area
easily. Think about saving the game in a second or third slot if
you're unsure of yourself. Not a bad idea, since Vaan says he ain't
leaving the royal digs empty-handed.
Touch the urn here for a map of the royal palace before leaving
the room. NOTE: If you plan on getting the collect-all-maps icon
in the Sky Pirate's Den, make sure to get the map. It will only be
available for this dungeon.
[CELLARS]
NOTE: The urn here that contains an Elixir can prevent you from
getting the Zodiac Spear or, rather, the 100%-dropped one later
on. Avoid everything like it's a bear trap, and check the [ZSP1]
section for more information if you're oblivious.
---
There's a large pillar corridor here, with working servants and
laborers. Let's get busy.
Continue north to find some guards who say no one's getting past
them until they say so. Approach the guard who tells you to wait for
further instructions; this catches the attention of a piggy palace
servant. He'll tell you to press [] to call a guard, then he'll
handle him when he comes. Funfun...basically, you're sneaking up
without him noticing.
Call the guard and stand by the barrels stuffed under the stairway.
When the guard passes out of view, run up the stairs and exit. Thx
pig-snout!
[LOWER HALLS]
Vaan recalls Dalan's saying about the "signet yearns for sunstone's
strength, to light the clouded way." Time to find a certain signet.
A word of advice: you'll have to Shout at enemies to get their
attention, and enemies always stop at any intersection or when
they get to a bend in the path. Let's go...
S = Start There are stationed patrols all over this
L = Lion Signet corridor network, but this isn't so hard to
1 = Patrol [etc] navigate. Vaan's big mouth can finally be put
to good use.
_ _
__| |______| |___ First, head east and shout to the "2" soldiers,
E|__ 6 ______ 5__| then flee south at the crossroads and down near
__| |______| | the "3" guard. This one won't bother with you,
|__ 1 __L___ |___ same as 4, 5, and 7 -- you have to try to pass
__| |______| 4__| before they tangle with you.
S|__ ______ 2|
| |______| |___ The "2" guard will stop at the crossroad near
|________ 3__| the exit, leaving you able to continue north.
| | Go to the "L" and use the Crescent Stone to
| | make a dead-end somewhere light up with a glow.
| |___
|__7__| OK, now you have to distract the guards so you
can get up to the "E" on the map. Go back to
the path elbow south of where the "2" guards are
currently standing and shout at 'em to make them
go south. Head right, north, and west to where
they were just standing and make the "1" guard go south. Loop around
the long way to where the "1" guard was just standing and holler at
the "6" guard to make it come to your current position. You can now
use the northernmost horizontal passage to get to the "E" on the map.
Inspect the suspicious-looking wall with the faint glow and a door
makes itself known!
[SECRET PASSAGE]
The door closes behind Vaan...aww. Follow the path to find an odd-
-looking door/wall and a dead end. Find the hidden switch in the
dead-end portion and you can enter the wall.
[TREASURY]
Vaan meets a Viera and her human companion, both of whom you saw in
the earlier cutscene. After some voices rabble-rouse outside the
door, they give up on trying to take Vaan's treasure and he receives
the [GODDESS'S MAGICITE]. He automatically ends up...
[THE GARDEN STAIRS]
The only thing to do is keep following the path, up and up. Scenes
play where Vaan and the bandit from before meet. The Viera (Fran)
comes on her bike and saves the day, as a huge battle takes place
below, and you end up even further below in...
o-------------------------------------------------------------------o
| 012 - Gerasmythe Waterway [GRM3] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 2 Dire Rat | 77 12 --- 1 Water |
| Lv. 3 Steeling | 110 22 --- 1 Earth |
| Lv. 4 Steeling | 218 19 --- 1 Earth |
| Lv. 5 Steeling | 234 20 --- 1 Earth |
| Lv. 5 Gigantoad | 341 43 --- 1 Fire |
| Lv. 6 Gigantoad | 361 44 --- 1 Fire |
| Lv. 4 Garchimacera | 287 31 --- 1 Water |
| Lv. 5 Garchimacera | 302 32 --- 1 Water |
| Lv. 6 Ghost | 334 34 --- 1 Holy |
| Lv. 7 Ghost | 340 35 --- 1 Holy |
| Lv. 5 Imperial Swordsman | 170-210 --- --- 2 ----- |
| Lv. 5 Flan x 4 [BOSS] | 360-420 --- --- 2 Fire |
| Lv. 7 Firemane [BOSS] | 3571 --- --- Water |
o-----------------------------o--------------------------------o
[EAST SPUR STAIRS]
Vaan is introduced to Balthier and Fran, two sky pirates, all of
whom have crashed into the lower aqueducts. Time to partner up to
get out of this alive! They join the party, so check out their
skills and teach 'em some new ones -- both have excess LP just
waiting to be spent. Once again, the save point reminds you that you
may not be able to escape this place easily. Consider another save,
if you please.
---
Exit down the stairway nearby to have Baltheir teach you about the
Gambit system. To use the system (which is now available, btw), you
need to select an action and a target for it. New Targets have to be
picked up at gambit shops. Also, Gambits in the #1 slot get to have
precedence any others that may follow, so plan accordingly. The
Party option is now available in the menu, too. 'Kay, that's all.
Inspect the fallen soldiers nearby to hear Balthier's poetic tongue
before walking down the tunnel into...
[EAST WATERWAY CONTROL]
Take a left turn (south on map) to find a fancy urn with a map of
the Garasmythe Waterway. The other pot nearby contains [EYE DROPS].
Down the watery path, take the first stairs and cross the grate
bridge -- the opposite stairs are broken, but you can raid an item
pot.
Descend and dip back into the water. Around the corner is another
stairway that ultimately leads to the southern alley complex. There
are not treasures here, so simply exit down the main passage and
lead your party members into the spillage. Exit's in the south.
[NO. 11 CHANNEL]
This should be semi-familiar territory. Head down the southern path
straight in front of your characters, which will arc east. Two urns
are visible across the water, but a sleeping Gigantoad is ruining
the easy advance. Sneak-attack it with some fire skills before it
can use Angel Song to give itself Regen status.
Follow the path south again (like one big, piece of spaghetti...)
until you get onto some high ground above some more snoozing
Gigantoads. Kill 'em if you haven't done so already, then follow
the bridge beyond them south. The upward slant leads to...
[EAST SLUICE CONTROL]
Cross the sluice and find the save point on the other side. Use the
stairway nearby to descend, and you'll have a new girl in your party
for awhile. You also have to fight with 4 Lv. 5 Imperial Swordsmen,
which are pretty pathetic for a mid-boss troupe. Cast Blind if you
have it or use elemental skills if you don't. One enemy starts with
Protect, but it shouldn't stop you from a romp.
The girl introduces herself as Amalia and will join your party as a
guest -- meaning, she won't take orders from anyone and will leave
whenever she feels like it. Continue beyond where Amalia stood to
leave.
[SOUTHERN SLUICEWAY]
As you enter, you'll find a large, flat platform. Continue forth
platform and you'll be subjected to a gooey ambush
o-------------------o-------------o------------o
| BOSS: Flan x 4 | HP: 360-420 | Weak: Fire |
o-------------------o-------------o------------o
Well, at least one good thing comes of this -- they're ALL weak to
fire-elemental spells. Concentrate on one at a time and use Blindna
to counter the bosses' Blind spells -- if you're just casting magic
though, don't bother; it doesn't affect magic success rates. Unlike
in previous Final Fantasy games, the Flan's soft body doesn't quite
make it strong against physical attacks. Fire-elemental skills are
just the easier way out to an easy battle.
Once you're done making pancakes out of the enemy, continue out the
other side of the room, opposite of where you start.
[WEST SLUICE CONTROL]
Up the stairs, dispatch the Gigantoad and the Garchimaceras as they
reside near the bridge. Continue north and down the walkway, into...
[NO. 10 CHANNEL]
Ignore the stairway on your right and round the 1st left corner to
find an item pot. Go north across the makeshift bridge, then take
the grate bridge east across the channel. Go south once across and
you can find a second item jar in the rounded part of the path's
shape. Make your way east again, where you can exit into...
[CENTRAL WATERWAY CONTROL]
This room is shaped like a...lesse, a protractor (XD), so get into
the 'interior' where you can see four rusted devices. There's also
a save point. Nothin' else to do here, so approach the door that
leads to...
[OVERFLOW CLOACA]
Ahh, the very beginning of the dungeon. You're faced with a boss
here, who appears out of nowhere...
o----------------o----------o-------------o
| BOSS: Firemane | HP: 3571 | Weak: Water |
o----------------o----------o-------------o
Yes, that's really how much HP he has. Cast Protect if you have
it; if you don't, keep your cure spells at the ready. Mess around
with your gambits to get "Ally: HP<70% -> Cure" on all applicable
people (probably Vaan and Fran).
Firemane has two main attacks: Rush and Brushfire. The former is
a strong physical attack, while the latter can do damage and also
poison multiple people (in range). Its Kick and Fire attacks are
fairly easy to swallow. All in all, it's got a lot of HP but it's
not too hard considering the rate of attacks.
After battle, the consul appears and all the "thieves" are taken
to...
o-------------------------------------------------------------------o
| 013 - Nalbina Dungeons NLB1 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 8 Daguza | 232 ------ --- 2 Fire |
| Lv. 7 Gwitch | 142 ------ --- 2 Fire |
| Lv. 7 Galeedo | 158 ------ --- 2 Fire |
| Lv. 6 Imperial Magus | 197 21 8 1 ----- |
| Lv. 8 Imperial Magus | 201 28 8 1 ----- |
| Lv. 8 Imperial Hoplite | 275 24 10 1 ----- |
| Lv. 9 Imperial Hoplite | 283 30 13 1 ----- |
| Lv. 7 Imperial Marksman | 264 21 6 1 ----- |
| Lv. 8 Imperial Swordsman | 229 21 8 1 ----- |
| Lv. 9 Imperial Swordsman | 237 28 11 1 ----- |
o-----------------------------o--------------------------------o
[STOCKADE]
The bottom of a sealed-off fortress, these dungeons are. Save
crystal's in the very north, but a prisoner warns you not to go in
that direction. Like the prior dungeons, you're advised not to save
in one slot alone if you think it might cause trouble down the line.
Exit north.
[ARENA]
Vaan sets in alone and gets dragged into the arena by three Seeq
brutes. You must fight them, of course.
o---------o---------o------------o
| Daguza | HP: 232 | Weak: Fire |
o---------o---------o------------o
| Gwitch | HP: 142 | Weak: Fire |
o---------o---------o------------o
| Galeedo | HP: 158 | Weak: Fire |
o---------o---------o------------o
They may have confiscated your weaponry, but both you and Balthier
are more than enough to fry these piggies. One Fire spell should be
able to put one away, with the exception of Daguza. He has Protect
status, so tag-team him last. Use the Knots of Rust you have for
quick attack-item damage, although there's little chance you'll
need to.
When more troops appear in the arena, Fran gets you out under a
portcullis. After a scene, you'll have to make your escape. They
just don't build prisons like they used to...
[THE CONFISCATORY]
NOTE: If you want the collect-all-maps icon in the Sky Pirate's Den
make sure to get the map here -- it's only available for a short
while.
---
Approach the save point and you'll find your stolen loot and also a
map of the Nalbina Dungeons. IF YOU ARE GOING FOR THE ZODIAC SPEAR,
avoid the items in this area -- getting the wrong one can prevent
you from getting the 100%-dropped spear. For more information, if
you're unaware, check the [ZSP1] sidequest section.
[THE BLACK WATCH]
Balthier's had his fill of turnkeys...time to tread lightly. Along
the western wall is a treasure chest with an [Ally:HP<60%] gambit
for you (I did get a Knot of Rust once, though). You may get Chromed
Leathers from a pot around here, if you're lucky. Tread north along
the raised eastern wall.
If you look at the map, you'll see the sections here are symmetrical
to each other. Try to go west to view the Judge passing through a
magicked door, which is left open (XD). Head downstairs to find an
imprisoned...Basch! All parties plummet into the...
o-------------------------------------------------------------------o
| 014 - Barheim Passage [BRH1] |
|-----------------------------o-------------------------------------o
| ITEMS |
| Tube Fuse |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 8 Bomb | 347 --- 1 Water |
| Lv. 7 Flan | 294 51 --- 1 Fire |
| Lv. 8 Mimic | 340 34 --- 1 Wind |
| Lv. 7 Zombie | 277 31 --- 1 Holy |
| Lv. 7 Seeker | 551 34 --- 1 Earth |
| Lv. 8 Skeleton | 318 53 --- 1 Holy |
| Lv. 7 Steeling | 298 23 --- 1 Earth |
| Lv. 8 Suriander | 410 50 --- 1 Ice |
| Lv. 9 Suriander | 430 50 --- 1 Ice |
| Lv. 7 Tiny Mimic | 211 13 --- 1 Wind |
| Lv. 8 Tiny Mimic | 217 14 --- 1 Wind |
| Lv. 6 Tiny Battery | 120 --- 1 Ice |
| Lv. 7 Tiny Battery | 120 --- 1 Ice |
| Lv. 7 Battery Mimic | 520 41 --- 2 Ice |
| Lv. 10 Mimic Queen [BOSS] | 4073 --- --- Ice |
o-----------------------------o--------------------------------o
BATTERY MIMICS ARE WEAK TO ICE!
NOTE: If the electricity runs out, harder monsters appear.
Don't dilly-dally if you want an easier time!
[THE LIGHTWORKS]
Basch is just a guest at the moment, but at least he's got a sword
arm. Head down the stairs to the save crystal, then head east into
the circular cul-de-sac-type room for three item chests (gil...).
Inspect the device on the main pillar to find the power relay with
a blown fuse. Talk to Burrogh down at the bottom of the stairs to
get a [TUBE FUSE]. Install the fuse up at the power relay and the
place will light up (Charge: 100%). Press the switchboard down by
Burrogh once the place is shimmerin' and the gate nearby will be
in working condition; however, the Charge% dropped by thirty. It
seems some evil beasties come out in the dark, and it takes thirty%
to work the gates... Burrogh can act as a shop complete with wares
from weapons to magicks. Stock up for what you intend to get later,
because this dungeon is L-E-N-G-T-H-Y and backtracking would be
incredibly idiotic. :p
Buy a Slow spell just the same, then exit south.
[OP SECTOR 29]
Everyone witnesses a mimic sucking energy (40%) from the electrical
conduits here. Balthier says they might give it back if you were to
"ask nicely." Swordpoint first, naturally. Kill the Battery Mimics
before they can siphon all the energy out, then deal with the zombie
about. This should fill some of the Charge gauge back up -- it still
decreases, though, meaning another Mimic's nearby.
Get the treasure urn by the central pillar and leave through the
adjacent hallway, which takes you into a southern room. Deal with
the Tiny Mimics and destroy the Battery Mimic eating the wiring at
the stair bottom. Once order's been restored, exit the room.
[GREAT EASTERN CONDUIT]
There are four mimics that appear on your map, now. Enter the
railway and kill the first two by the exposed cords, then go south
through the train tunnel. At the fork, sprint down the right (SW on
map) and take out the mimic duo there. Double back and take the left
fork (S on map).
There's another fork here; the left goes south, the right goes SW.
Follow the long southern one (it has a curve) and dispose of the
mimicks there. Double back to the 2nd fork and take the SW path. It
leads down to a V-fork. Take the northern path at this 3rd fork to
an ornate urn with the Barheim Passage's complete map.
Near the very southern part of the area, the last mimic will try to
feed on the conduit at the station platform. Exit into the dead-end
area by that platform, once the enemy's dead.
[OP SECTOR 36]
Two more Battery Mimics are feeding on the electricity here, one at
the mid-level part of the stair and the other at the bottom. Nothing
else here, though; exit back to the Great Eastern Conduit and leave
via the train tunnel.
[SPECIAL OP SECTOR 3]
Two mimics here are looking to feed, by the tracks and in a west
room from there. Flans appear in that adjacent room -- they're weak
to fire, remember. In the westernmost room, climb and exit.
[OP SECTOR 37]
There's a mimick left of where you enter, and another in the tunnel
that runs north/south on the eastern side of the room. Enter the
small north/south platform west of the first mimic and get some an
item chest.
After taking out the one on the low ground, enter the large northern
room. Head up the nearby stairs, take care of the flans, and flip the
gate switchboard fixed on the wall. This opens the train-tunnel gate
in Special Op Sector 3. Backtrack out and head back there.
[SPECIAL OP SECTOR 3]
Go east to the train tracks, and go through the newly-opened gate
in the south.
[NORTH-SOUTH JUNCTION]
Vaan confronts Basch and you learn about what went down in Nalbina
Fortress at the game's start. Use the save crystal (thank god!),
check out Basch's new outfit and sword, then get southbound.
[GREAT CENTRAL PASSAGE]
Only one idiot mimic here, down the tunnel on the eastern side. The
party can also happen upon an actual Mimic, disguised as a pot by
some track rubble. Continue south, getting the [POTION] pot on the
west side of the route.
[THE ZEVIAH SUBTERRANE]
If you check the large map, you'll see there are three mimics in
two different parts of the map; two nearby and another along the
looping path (entire room is V-shaped).
Down the southern path you'll find a Suriander enemy, which may or
may not be in Confuse status. Kill it and continue heading south,
until you have to turn west along the water. Destroy the rest of
the enemies and head to the far container, which has an [OAKEN POLE]
inside (and respawns). You need to have the Poles 1 license to use
it, though.
Go back to dry land and take the northeasternly path to the the 3rd
Battery Mimic. Some Skeletons should appear here, also. Follow the
path to the exit.
[TERMINUS NO. 4 ADJUNCT]
Hey, no electric eaters here! Use the save point and check licenses
to make sure someone knows Slow. Set your gambits to Ally<70% or
Ally HP: <60% -> Cure/Potion, and move into...
[TERMINUS NO. 4]
Uh...is that how babies are made?
o-------------------o----------o-----------o
| BOSS: Mimic Queen | HP: 4073 | Weak: Ice |
o-------------------o----------o-----------o
| Tiny Battery x 4 | HP: 120 | Weak: Ice |
o-------------------o----------o-----------o
The little accompanying enemies are pretty pathetic, but killing
them only makes more spawn. First order of business would be using
a Slow spell and pounding queenie with Blizzard. Once it's slowed
(HUGE help), attempt to cast Blind on it -- this seems to fail for
awhile before working.
Now impaired, the Queen is weapon fodder. Kill off the li'l battery
mimics but leave ONE -- otherwise, the mama will use Breath of
Life and start spitting out more. The main thing to watch out for
here is Shockstorm, which can do damage to allies surrounding the
boss, usually for 100+. The Ground Shaker attack does ~70 damage
to surrounding areas, so it's not as important. As long as you keep
up the Slow status, though, you will always have the advantage.
Once everything's said and done, the Mimic Queen falls over and
starts a cavern collapse. Everyone splits down a tunnel and exits
into...
o-------------------------------------------------------------------o
| 015 - Dalmasca Estersand DMT2 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 6 Wolf | 94 --- 1 Earth |
| Lv. 7 Wolf | 114 2 --- 1 Earth |
| Lv. ? Nekhbet |~2500 --- ????? |
| Lv. 8 Cactoid | 136 10 --- 1 Wind |
| Lv. 9 Ichthon | 387 46 --- 1 Thndr |
| Lv. 7 Cockatrice | 136 2 --- 1 Water |
| Lv. 8 Cockatrice | 152 3 --- 1 Water |
o-----------------------------o--------------------------------o
[PASSAGE ENTRANCE]
The passage to Barheim is closed, at least for now.
After some dialogue, the map shows you exactly where you are. Not
sure if it does it completely, because I bought the map, but the
party's about halfway in. The objective says "Penelo must be worried
sick. Better head back to Rabanastre." Yes, let's. Save and go west.
[SAND-SWEPT NAZE]
From here, you can go south to familiar territory or go north to a
teleport crystal. Either way's up to you, but the walkthrough'll
go the easier.
The party starts on the west side of the massive area. Cockatrices
and Wolves appear here, as well as Nekhbets, which you'll probably
want to avoid (2500ish HP). Head northwest from Passage Entrance
towards the exit. The western side of the area is shaped like:
[BANKS OF THE NEBRA]
The northern coast of the screen is water, and you can find Ichthon
enemies which give better EXP than you're sure to get from the crap
you've been fighting (besides Nekhbet). When you see some buildings,
the exit is close by.
[SOUTH BANK VILLAGE]
Ahh, peace and quiet. There's a cartographer moogle nearby who'll
sell you maps -- it's possible you have all of them by now, though,
should you have found the ones in the dungeons and such. 'Sides
that, there's an accessory/item merchant to deal with. The ferry's
out so you can't advance north...time to leave. Use a Teleport Stone
to get out.
o-------------------------------------------------------------------o
| 016 - Rabanastre [RBN3] |
o-------------------------------------------------------------------o
| ITEMS |
| Sword of the Order |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[SOUTHGATE]
The party splits up, so it's just our li'l man on his own. Vaan
suggests going to show Penelo the Goddess's Magicite he theived to
get, and she'll be at Migelo's. Talk to Horne the Moogle to use
the Moogling teleportation device -- the closest you can get is
the Sandsea.
[EAST END]
Enter the sunderies and Kytes will tell you that Migelo and Penelo
are both absent and that Old Dalan had something for him to do.
Vaan volunteers to visit Dalan in Lowtown in his place.
Enter Lowtown via Southgate and go to visit pops.
[DALAN'S HOUSE]
Converse with Dalan and he'll ask you to bring a sword to Azalas.
He marks your map where he can be found. The [SWORD OF THE ORDER]
you get has to be taken personally to a guy in the North Sprawl.
[NORTH SPRAWL]
Move to the red "X" in the southwestern part of the sprawl to find
a buy with the unfortunate name of Balzac. He wouldn't talk to you
before now, but now that you talk to him, you're permitted passage
into the room beyond.
The Resistance meets here, and Basch has already arrived and got
himself cleaned up. After some dialogue, he joins Vaan as an actual
member this time 'round. Fiddle with his licenses (200+!) and exit
back into the town proper. Basch wants to find Balthier to get some
wings, so where else would a tired, thirsty sky pirate go...?
[THE SANDSEA]
Approach the meeting place to get a scene, then enter inside. Go
up to the balcony to learn that Penelo's been kidnapped by the
bounty hunter Ba'Gamnan -- that lizard-face you saw in the Nalbina
Dungeon arena. Balthier and Fran rejoin the party, saying that the
note left to tell Migelo what happened alludes to the Lhusu Mines
near Bhujerba. When you're ready, meet up with the party at the
Aerodrome at Westgate.
It's recommended you upgrade everyone's weapons and armor, as well
as Magicks and Technicks. Recommended: Immobilize and Disable.
You've probably got a wallet full of various Loot, so unload 'em for
cash and get a move on. Take use of the Moogling device to get to
the destination immediately. ^_^
[WESTGATE]
Enter the Aerodrome and find Balthier. He can tell you about the
destination if you want. Tell him you're ready to leave and you
will board the Strahl, Balthier's glorious airship. MOOGLEEEEE
MECHANICSSSS! Blast-off time!
o-------------------------------------------------------------------o
| 017 - Bhujerba [BHJ1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[AERODROME]
The teleport crystal here lacks teleportation (thanks Mist), but
it still has save functionality. Exit into the bright lights.
[TRAVICA WAY]
Balthier tells the party the Lhusu Mines are up ahead, and a
passer-by named Lamont asks if he can join the party. Vaan calls
Basch by his real name accidentally...sigh. Lamont joins the party
en route to the mines.
Head west to the first city junction to find a cartographer moogle,
selling Bhujerba and Lhusu Mines maps (primarily). You can also
outfit your party with the shops that are around here. To leave,
head south along the winding street into...
[MINER'S END]
The Technick shop is here, along the east road. The destination
is in the northwest, past the Gambit shop, where the mini-map is
blinking green.
[LHUSU SQUARE]
Past another cartographer moogle is a save point. Head north when
you're ready to learn the Imperial Guard isn't allowed in every one
of Bhujerba's locations. Thanks, Lamont... >_>
o-------------------------------------------------------------------o
| 018 - Lhuzu Mines [LHZ1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 10 Slaven | 780 86 --- 1 Wind |
| Lv. 11 Gijuk | 1650 ?? --- Water |
| Lv. 11 Rinok | 1745 ?? --- Water |
| Lv. 11 Bwagi | 1593 ?? --- Water |
| Lv. 07 Steeling | 446 30 --- 1 Earth |
| Lv. 08 Steeling | 462 31 --- 1 Earth |
| Lv. 08 Skeleton | 557 72 --- 1 Holy |
| Lv. 09 Skeleton | 563 73 --- 1 Holy |
| Lv. 11 Skeleton | 804 93 --- 1 Holy |
| Lv. 12 Ba'Gamnan | 3908 ?? --- Water |
| Lv. 08 Skull Defender | 510 72 --- 1 Holy |
| Lv. 09 Skull Defender | 516 73 --- 1 Holy |
| Lv. 10 Skull Defender | 702 97 --- 1 Holy |
| Lv. 11 Skull Defender | 708 98 --- 1 Holy |
o-----------------------------o--------------------------------o
[SHAFT ENTRY]
Go down the stairways on either side of the fountain and the party
hides from a Judge, the Marquis Ondore, and his entourage. Once
they're gone, reformate your party (max: 4) and continue into the
train tunnel, going west.
When you see two southern passages, take either towards another
train tunnel (dotted lines on the map). The red light you see is
an Explosion trap -- use Libra to see them. Claim the item pot and
go back to the horizontal corridor north of the station. Go all the
way west and then south, exiting on the tracks where you couldn't
get to previously.
[OLTAM SPAN]
Another explosion trap is here -- avoid! There is a northern and a
southern passage lining the train tracks, and you should take the
northern since it has no explosion trap. Going across the train
tracks lets you fight skeletons, if you want. Either way, exit to
the far west.
[TRANSITWAY 1]
Follow the train tracks west, and at the fork, arc north. Get the
[191 GIL] treasure on your way.
[SHUNIA TWINSPAN]
Basically the same as the spanning bridge earlier, but the tracks
are a venerable skeleton-type graveyard now. Take the northern,
concrete side-path west if you want to avoid battle. Just get really
close and you can take it without eating some shrapnel. Far-west exit
again.
[SITE 2]
Continue down the train tracks that run east.
Follow the path to a lit stairway that brings you into a primitive
mining area. Look by some crates for a [111 GIL] container, then
heal up and head north.
A scene plays where Lamont finds manufactured nethicite. Ba'Gamnan
pays here appears with a chainsaw weapon, but he gets pushed over
and the party starts to flee back the way they came. Run back to
the train tunnel and exit to the southwest. Don't bother engaging
them for a fight unless you want the cronies' 5 LP (Ba'Gamnan has
no reward, for semi-obvious reasons...).
[SHUNIA TWINSPAN]
The enemy is still tailing you, and it'll be in your best interest
to run on one of the side paths instead of the tracks -- that way
there isn't a gaggle of skeletons also pining to murder you.
[TRANSITWAY 1]
Follow the tracks south to the exit. Straightforward.
[OLTAM SPAN]
Again, flee east, on a side-path if you prefer. Since it's hard to
get in healing while you split through, might as well minimize the
damage you take.
[SHAFT ENTRY]
By some miracle, you've lost the stupid Bangaa bounty hunters.
Follow the path back to the exit, where the big, red "X" is now.
o-------------------------------------------------------------------o
| 019 - Bhujerba [BHJ2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[LHUSU SQUARE]
Penelo is here, and it turns out that "Lamont" is actually Emperor
Gramis' son, and Vayne's brother. When Penelo is led away by the
young boy, Fran comments that she's probably going to be treated
well. Time to approach the Marquis...
Approach the save point and the party plots to get Ondore's ear by
spreading rumors that Basch is still alive. Vaan will split up to
run the gossip mill, and you'll notice a Notoriety gauge now. Press
Square to spread news, which raises the gauge. The more around to
witness, the more the gauge rises. ^___^
Tell your lies to the Bhujerbans in the areas, the NPCs you can
normally talk to -- the other people will fail to care. The gauge
also decreases over time, so make sure to have crowds hear you.
Just make sure not to spread falsehoods Sainikah's earshot, or
the gauge takes a hefty reduction. On the other hand, yelling where
Parijanahs can hear raises the gauge more than normal.
Once you have 100%, Vaan gets cornered by some Sainikahs and is
taken to a tavern...
[THE CLOUDBORNE]
At the back of the tavern, the resistance meets with everyone and
Basch shows himself. A scene where Penelo and Larsa speak in
the Marquis' palace shows him promising to keep her from harm.
A meeting is arranged for Basch and Ondore at the tavern, so it's
time to go to back to...
[TRAVICA WAY]
In the northern part of the area, talk to the Sainikah who'll tell
you His Excellency awaits. He'll take you to an audience in...
[OMDORE'S MANOR]
Basch and the Marquis meet to discuss Amalia's rescue, and Vaan
learns Penelo's been taken with Larsa's cortege, leaving on the
morrow. High above, a warship drops tiny vessels that fly toward
the manor everyone's currently in... After some more scenes, it's
back into chains for a nonstop flight on the...
o-------------------------------------------------------------------o
| 020 - Dreadnought Leviathan [DRL1] |
o-------------------------------------------------------------------o
| ITEMS |
| Manufactured Nethicite No. 1 Brig Key |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 11 Judge | 2245 --- 11 7 ----- |
| Lv. 11 Mastiff | 535 40 --- 1 ----- |
| Lv. 10 Imperial Magus | 384/489 34/44 11 1 ----- |
| Lv. 09 Imperial Gunner | 647 41 6 1 ----- |
| Lv. 11 Imperial Hoplite | 678 42 11 1 ----- |
| Lv. 12 Imperial Hoplite | 690 47 15 1 ----- |
| Lv. 09 Imperial Swordsman | 562 34 1 ----- |
| Lv. 10 Imperial Swordsman | 570/615 39 11 1 ----- |
| Lv. 11 Imperial Swordsman | 430/615 34 9 1 ----- |
| Lv. ?? Judge Ghis | ???? --- --- --- ----- |
o-----------------------------o--------------------------------o
Amalia is revealed to be Ashe, "dead" princess of Dalmasca. Vaan
hands over the Goddess's Magicite -- the Dusk Shard -- and everyone
gets to be quartered elsewhere. As the party heads to the elevator,
the guards are overtaken and the Resistance member you met at the
Cloudborne (Vossler) joins your party as a guest. He alone has been
keeping Ashe hidden; she must stay that way. A map of the Leviathan
is received, also.
[PORT LAUNCH]
Save the game if the disclaimer doesn't phase you, and exit through
the sliding-glass doors.
[PORT SECTION]
Vossler has a word of caution before you set out -- don't trip the
alarm beams! Those red criss-crossing lasers will summon the guard
should they be broken.
Back at the first laser array and go down the path (middle) beside
it. Turn west and go down the left side of the area until you come
upon a square-shaped room. Run east and up into another square-shaped
room. From there, head into the right, adjacent passage with
squiggly-type corridors.
There are two exits here, both in south, on either side of the room.
Arc north and around, then get the treasure canister by the east
side. Leave to the south.
[LARGE FREIGHT STORES]
Go along either side of the walkway to find some stairs that bring
you down into the freight storage. There are three treasure pots
sitting in a cluster here, one of which may be a Reflectga Mote.
Take the small stair at your height down to the exit.
[AIRSHIP BERTH ACCESS]
There's a laser to the west, preventing easier access to Ashe's
cabin. Follow the right path north through a sentry room, and
past that you'll be trapped in by lasers, forcing you to sound the
alarm to advance. Kill the Hoplite/Magus/Swordsman who come and
keep the course north. When you get to a large crossroads, take
the southern exit.
[CENTRAL BRIG ACCESS]
There's a forced battle here with:
o Judge x 2
o Imperial Magus
o Imperial Swordsman x 3
The Magus will cast Poison and other nasty attacks, so kill it
first. Aftewards, cast Immobilize to really make this battle a bit
easier (Judges can be affected). Take out the cronies before doing
the full-scale offensive on a Judge. Tri-Attack can do 150+ damage
so always keep your HPs in a comfortable range. Using Slow will also
help the Judges into a nice peaceful dirtnap.
You earn the [NO. 1 BRIG KEY] after you're done. Enter the No. 1
Brig to the south.
[BRIG NO. 1]
Open the cell nearby to find a save point and a [SYSTEMS ACCESS KEY]
inside the ornate urn. In the brig opposite the save point, you can
find two incarcerated moogles who can sell you stuffs. Unlock Ashe's
cell and she'll join the party. Tweak her licenses (300+ LP) and
sell your Loot to see if you can buy the Bazaar package that gives
you Balthier's Capella + Silent Shot. This will be useful later, if
you're using him.
[CENTRAL BRIG ACCESS]
Exit here to see an alarm going off. The new red-X destination is
back where you first entered -- the Port Launch section.
[AIRSHIP BERTH ACCESS]
Run along either left or right side of this area, looping 'round to
the southern exit.
[LARGE FREIGHT STORES]
Get the three treasure urns in the lower section and flee up either
stair to the northern exit. Almost there.
------------------------------------------------------------------
Reader "John Lipka" writes: After you get the Systems Access Key,
on your way back to the Judge Ghis fight, you can use the Systems
Access Key on a computer in the Large Freight Stores. It stops the
alarm for 60 seconds, and then the alarm will start again. But,
60 seconds without a mass of people behind you is always a good
thing.
------------------------------------------------------------------
[PORT SECTION]
Exit into the western doorway nearby to have "Lamont" meet up with
you. Penelo joins the party while the powerhouse Vossler leaves to
secure an airship. You obtain a piece of [MANUFACTURED NETHICITE]
before the split. Use Penelo's licenses (400+ LP!?) and equip that
Nethicite on someone -- it halves all damage but puts auto-Silence
on someone. Any fighter should be able to deal with it.
Flee all the way north, then all the way west. Heal up before you
enter...
[PORT LAUNCH]
The Nethicite saves everyone's hides when Judge Ghis fires some
magic. Now it's down to brass tacks, f00!
o------------------o----------o-----------o
| BOSS: Judge Ghis | HP: ???? | WEAK: --- |
o------------------o----------o-----------o
Some Imperial lackeys accompany this guy, so take them out before
casting Slow on Ghis. Afterwards, cast Protect on yourselves and
dig into the Judge. He will cast Greater Barrier (Shell+Protect)
after awhile, and start doing a sweeping attack which can hit
multiple times -- keep Protect on your characters! If someone in
the party falls, switch 'em out for someone else; just make sure
to keep him Slow'd.
The judge's true face is revealed after you're finished, and Vossler
appears to say they've secured an Atomos "skiff" for departure. Vaan
still can't fly it, though. :p Fran gets the party outta there
with some kind of nonpareil flyin'. We're goin' back to...
o-------------------------------------------------------------------o
| 021 - Bhujerba [BHJ2] |
o-------------------------------------------------------------------o
| ITEMS |
| None |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[AERODROME]
Basch tells Ashe that speaking with the Marquis will be beneficial,
and Vossler agrees to it, as well as keeping Basch at her side as a
protector. Time to see Ondore, although you're free to go anywhere
you've previously been via teleportation.
[TRAVICA WAY]
Talk to the Sainikah blocking the northern road and he can take you
to the Marquis. After the meeting, Ashe tries to steal Balthier's
airship to fly to King Raithwall's tomb. After a little pressing,
Balthier agrees to "kidnap" her to get some of the treasure that
awaits. Of course, Penelo can't be left behind either. It's settled.
Watch the scene in Archades.
o-------------------------------------------------------------------o
| 022 - Dalmasca Westersand [DMW2] |
o-------------------------------------------------------------------o
| ITEMS |
| None |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ----- |
o-----------------------------o--------------------------------o
[THE WESTERN DIVIDE]
With the airship transparent and everyone dropped off below, it's
time to head for the tomb. There's a teleportation crystal here if
you need to do some shopping, and head west into the "???" location
to find...
o-------------------------------------------------------------------o
| 023 - Ogir-Yensa Sandsea [GRY1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 15 Wyvern | 1603 --- 2 Water |
| Lv. 11 Alraune | 670 85 --- 1 Wind |
| Lv. 12 Alraune | 682 86 --- 1 Wind |
| Lv. 13 Alraune | 694 87 --- 1 Wind |
| Lv. 11 Danbania | 977 73 --- 1 Thndr |
| Lv. 12 Danbania | 988 74 --- 1 Thndr |
| Lv. 13 Danbania | 999 75 --- 1 Thndr |
| Lv. 12 Urutan-Yensa | 702 86/96 24 1 Wind |
| Lv. 13 Urutan-Yensa | 710 91 27 1 Wind |
| Lv. 14 Urutan-Yensa | 718 96 29 1 Wind |
o-----------------------------o--------------------------------o
[PLATFORM 1 - EAST TANKS]
Use Libra to see the hidden explosion traps.
Head west a bit to get the official area introduction, with the
royal city of Archades off in the distance. The sand truly does
wave like water... Basch says that beyond this desert, there's
still another that has to be crossed before Raithwall's tomb is
even close to being found.
Continue south to the large metal ramp and climb the red tanker's
stairs to the top. Take the southwestern path to a second tanker,
heading west from there. Fight any pesky Alraunes and loop to the
other side, going west across the skypath over the sandsea.
[PLATFORM 1 - REFINERY]
Basch tells that the Rozarrians made the oil constructs around the
area, just before Vossler arrives to find the party. Balthier tells
that this is Urutan-Yensa territory, and they're not fond of
visitors. That's Fran's senses at work for you. Out in the Sandsea,
people are riding fish-animals towards you -- time to move! Vossler
joins the party as a guest.
Head down the northwestern ramp at the third oil strut and meet
the Urutan-Yensa creatures below. They have Haste on, but aren't
too tough -- they can, however, use Sleep attacks. Head into the
tanker directly east and you can find an ornate urn with the map
of the entire Ogir-Yensa Sandsea. NOTE: if you're low on health,
at the base of the ramp where you first saw the Urutan-Yensa, there
is a trap that can heal all of your HP. Few and far between, so make
use of it if possible.
ANOTHER NOTE: Only Urutan-Yensa with swords can use the damaging
"Tri-Attack" skill, so always take them out first. The ones with
the bows only have magicks.
With the complete map, head up the ramp to the north of the area and
continue west to the "O----" tanker on the crappy map below. Head to
where the "X" is to get a treasure, an Ether probably.
O
| If you look at the completed map, you'll see four blue
O----- arrows that show exits to the sandy dungeon you're in. The
_/ northeastern one leads to the Zertinan Caverns and so does
\ the one stemming from the Central Junction. The other two
O <-X point to areas in the west -- both go to the Nam-Yensa
Sandsea. The southernmost exit is the way to go, so move
into the SW exit nearby.
[PLATFORM 1 - SOUTH TANKS]
Clear the tanker you see and only head south if you want to fight a
Wyvern. On the leftmost part of the southern extention, you can get
some treasure pots. Don't bother...
From the first tanker, continue west to the second and third ones,
then exit south from there. Almost done with this ridiculous level.
[SOUTH TANK APPROACH]
Leave the tanker via the west side, and at the bottom of the ramp,
go west.
[YENSA BORDER TUNNEL]
There's a teleportation crystal (why you came this way) and also a
merchant, who has accessories and a nice supply of magicks. If you
don't have Teleport Stones, Urutan-Yensa sometimes drop 'em.
o-------------------------------------------------------------------o
| 024 - Nam-Yensa Sandsea [NYS1] |
|-----------------------------o-------------------------------------o
| ITEMS |
| Eksir Berries |
o-----------------------------+--------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 15 Yensa | 1010 112 --- 1 Wind |
| Lv. 16 Yensa | 1021 113 --- 1 Wind |
| Lv. 17 Yensa | 1032 114 --- 1 Wind |
| Lv. 14 Bagoly | 1010 122 --- 1 Earth |
| Lv. 15 Bagoly | 1120 145 --- 1 Earth |
| Lv. 16 Bagoly | 1230 169 --- 1 Earth |
| Lv. 17 Wyvern | 1603 174 --- 2 Water |
| Lv. 14 Alraune | 694 65 --- 1 Wind |
| Lv. 13 Axebeak | 922 93 --- 1 Water |
| Lv. 15 Axebeak | 954 95 --- 1 Water |
| Lv. 11 Danbania | 966/977 72/73 --- 1 Thndr |
| Lv. 12 Danbania | 977/988 73/74 --- 1 Thndr |
| Lv. 16 Urutan Eater | 8015 --- --- 8 Wind |
| Lv. 13 Urutan-Yensa | 702 86 27 1 Wind |
| Lv. 14 Urutan-Yensa | 710 91 29 1 Wind |
| Lv. 12 Bull Danbania | 1159 81 --- 1 Thndr |
o-----------------------------o--------------------------------o
Note: If you entered the sandsea from The Sandscale Bank, you
can talk to a moogle which makes a Urutan Eater appear in the
Withering Shores area. The Urutan-Yensa aid you in fighting it.
Go back to the moogle once you've defeated it to learn the
Urutan-Yensa from before went to the Ogir-Yensa Sandsea. Head
into the Platform 2 - Refinery portion and as you go up the oil
rig, the Urutan-Yensa will run back into the Nam-Yensa. Re-enter
the Sandscale Bank to find a gathering of the sand-dwellers who
execute the good Urutan-Yensa for seeking outside help. After
they leave, get some [EKSIR BERRIES] where he once stood. The
description says the "Avion" really detests the smell of these
berries... Useful later on!
[AUGUR HILL]
Yes, more stupid Urutan-Yensas can be found here. Follow the path
until it opens up into a wider, sandier one. Out in the larger sand
channel, use Libra to find exploder traps. Head west or east --
doesn't matter. You'll come by a bridge either way. Cross it and
find the ornate urn with, you guessed it, the entire Nam-Yensa map
inside. A nearby pot can give up a Leather Gorget accessory, too.
[YELLOW HILLS]
Bagoly birds frequent this sand-hole -- try to fight 'em one at a
time for easier disposal. Head northwest to the next bridge, taking
the two pots here; one may be a Killer Bow. The exit in the SW leads
to the Zertinan Caverns, so don't bother going there.
Cross the bridge north to the old rig construct. On the SW side,
exit.
[DEMESNE OF THE SANDQUEEN]
Exit the oil rig on the SW side and take the western route. Use
Libra to see the exploder traps around the corner. North past the
exploder traps is a dead end made of bridges; ignore it unless you
need a few hi-potions and want to fight Yensa fish.
On dry land, head west to where some Axebeaks are rolling, and
exit northwest.
[TRAIL OF FADING WARMTH]
Note: Axebeaks can drop Vega guns. Try to get a free one by making
the kill-chains level-up. Remember, avoiding loot is a way
to expedite the process.
Cross the southwestern bridge and make drumsticks out of the local
Axebeak population. Follow the path until you get to the large
middle section of the area. The nearby tunnel (to NE) leads to the
dead-end area of Simoon Bluff, which you can avoid for all intents
and purposes.
Follow the northwest bridge and you'll come to your merchant friend
from the Yensa Border Tunnel. He's now got weapons, a larger supply
of Onion ammo, and better white magicks (as well as the previous
magicks). I suggest buying Cura here, for later on. Exit west via
the nearby path. You automatically get the option of saving your
game here, which is convenient. Don't worry; you can return to the
other places and stuff, still -- this one's just to aid you, not
to trick you into restarting the game. :p
o-------------------------------------------------------------------o
| 025 - The Tomb of Raithwall [TMR1] |
|-------------------------------------------------------------------o
| ITEMS |
| Dawn Shard |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 18 Lich | 1158 ??? --- --- Holy |
| Lv. 19 Lich | 1164 ??? --- --- Holy |
| Lv. 16 Ragoh | 1400 132 --- 1 Wind |
| Lv. 17 Ragoh | 1420 133 --- 1 Wind |
| Lv. 18 Ragoh | 1440 134 --- 1 Wind |
| Lv. 15 Seeker | 773 74 --- 1 Earth |
| Lv. 16 Seeker | 789 75 --- 1 Earth |
| Lv. 16 Zombie | 794 103 --- 1 Holy |
| Lv. 18 Zombie | 881 105 --- 1 Holy |
| Lv. 17 Lost Soul | 966 178 --- 1 Holy |
| Lv. 18 Lost Soul | 972 179 --- 1 Holy |
| Lv. 16 Zombie Mage | 960 103 --- 1 Holy |
| Lv. 17 Zombie Mage | 966 104 --- 1 Holy |
| Lv. 18 Zombie Mage | 972 105 --- 1 Holy |
| Lv. 17 Skull Warrior | 876 178 --- 1 Holy |
| Lv. 18 Skull Warrior | 882 179 --- 1 Holy |
| Lv. ?? Belias [BOSS] | ????? ???? --- --- ----- |
| Lv. ?? Garuda [BOSS] | ????? ???? --- --- ----- |
| Lv. 16 Lesser Chimera | 1030 125 --- 1 Water |
| Lv. 17 Lesser Chimera | 1046 126 --- 1 Water |
| Lv. ?? Demon Wall [BOSS] | ????? ???? --- --- ----- |
o-----------------------------o--------------------------------o
Quite a sight this tomb...an evil-looking sight... Consider
having the following by now:
+ Cura magick and people who can use it
+ Shell magick and people who can use it (buy in Bhujerba)
+ "Self:" gambit (buy in a gambit shop)
[VALLEY OF THE DEAD]
Head west into the aus