FAQ/Walkthrough - Guide for Final Fantasy XII
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\_| \___/\_| \_/\_| |_/\_____/ \_| \_| |_/\_| \_/ \_/\_| |_/\____/ \_/
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\ / | | | |
Discover the Secret
That Will Unravel an Empire.
/ \ _| |_ _| |_
/___/\___\______|______|
FAQ/Walkthrough
Version 0.48
Last updated: December 8, 2006
Authored by: Berserker
Email: [email protected]
This document Copyright 2006 Kevin Hall (Berserker)
Final Fantasy XII copyright © 2006 Square-Enix.
Table of Contents
Section I: Introduction . . . . . . . . . . . . . . . . . . . . . . [IN00]
Section II: Basics . . . . . . . . . . . . . . . . . . . . . . . . . [BS00]
Section III: Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00]
- Part I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT01]
-- Rabanastre . . . . . . . . . . . . . . . . . . . . [PI1]
-- Dalmasca Estersand . . . . . . . . . . . . . . . . [PI2]
-- Lowtown . . . . . . . . . . . . . . . . . . . . . [PI3]
-- Giza Plains . . . . . . . . . . . . . . . . . . . [PI4]
- Part II . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT02]
-- Garamsythe Waterway . . . . . . . . . . . . . . . [PII1]
-- Royal Palace of Rabanastre . . . . . . . . . . . . [PII2]
-- Garamsythe Waterway . . . . . . . . . . . . . . . [PII3]
- Part III . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT03]
-- Nalbina Dungeons . . . . . . . . . . . . . . . . . [PIII1]
-- Barheim Passage . . . . . . . . . . . . . . . . . [PIII2]
-- Rabanastre . . . . . . . . . . . . . . . . . . . . [PIII3]
-- Bhujerba . . . . . . . . . . . . . . . . . . . . . [PIII4]
-- Lhusu Mines . . . . . . . . . . . . . . . . . . . [PIII5]
- Part IV . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT04]
-- Dreadnought Leviathan . . . . . . . . . . . . . . [PIV1]
-- Ogir-Yensa Sandsea . . . . . . . . . . . . . . . . [PIV2]
-- Nam-Yensa Sandsea . . . . . . . . . . . . . . . . [PIV3]
-- Tomb of Raithwall . . . . . . . . . . . . . . . . [PIV4]
- Part V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT05]
-- Giza Plains . . . . . . . . . . . . . . . . . . . [PV1]
-- Ozmone Plains . . . . . . . . . . . . . . . . . . [PV2]
-- Jahara . . . . . . . . . . . . . . . . . . . . . . [PV3]
-- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV4]
-- Eruyt Village . . . . . . . . . . . . . . . . . . [PV5]
-- Henne Mines . . . . . . . . . . . . . . . . . . . [PV6]
-- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV7]
-- Mount Bur-Omisace . . . . . . . . . . . . . . . . [PV8]
-- Paramina Rift . . . . . . . . . . . . . . . . . . [PV9]
-- Stilshine of Miriam . . . . . . . . . . . . . . . [PV10]
-- Mount Bur-Omisace . . . . . . . . . . . . . . . . [PV11]
Section IV: Side Quest . . . . . . . . . . . . . . . . . . . . . . . [SQ00]
Section V: Lists . . . . . . . . . . . . . . . . . . . . . . . . . . [LS00]
Section VI: Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00]
__ _____ ___ __ _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
\ / | | | | | INTRODUCTION | \ / | | | |
/ \ | | | | | [IN00] | / \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|
Hello and welcome to my Final Fantasy XII guide. This guide is still very much
skeletal and I plan to add gobs and gobs of extras to it as I finish up the
main walkthrough. Everything is still very unorganized at this point along
with this introduction as I continue to focus on the main walkthrough. I
haven't had time to proofread everything yet, so just put up with the bad
grammar for a little bit longer. This guide will be updated daily (or at least
every two days) as I continue to finish the main walkthrough and concentrate on
other areas.
This is my first time writing a guide for an RPG, so please let me know what
you think. I would love to have some feedback on how I am doing! You can
email me any questions about the main storyline of the game even if I haven't
covered it yet since I am writing this guide while going through my second
time, but please do not email about the side quests - at this point, I have not
done many of them myself, so I cannot help you with what I have not
experienced.
__ _____ ___ __ _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
\ / | | | | | BASICS | \ / | | | |
/ \ | | | | | [BS00] | / \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|
* Most of the basic information is in the walkthrough for the time being,
except for Quickenings. All of the basic information will be listed here on a
later date with plenty of detail.
Gambits
Gambits are sets of commands that can be bought from gambit sellers in the game
that will allow you to configure the way your party members will react in
certain situations or while fighting enemies. Below is a small list of gambits
that I find useful for each particular situation.
Support Gambits
HP Healing
[a] Ally: any (>) Phoenix Down, Raise, Arise,
[b] Ally < 50% (>) Cure, Curaga, Hi-Potion
[c] Ally: status = HP Critical (>) X-Potion
[a] - A revive spell or item should be first on your list of Healing gambits.
A Phoenix Down is nearly instant but the spells will restor an ally with more
health than an item usually. A Phoenix Down is really good to use when you
have Larsa with you.
[b] - 50% is the best range to have for setting a curing gambit since some
enemies tend to chain attacks and take off more HP while you're caster is still
charging.
[c] This is exactly what Larsa is set to the first time he joins your party.
It works well, but you might want to set it to "< 20%" as the enemies get more
aggressive later in the game, just in case.
Status Effect Healing
[a] Ally: status = Slow (>) Haste
[b] Ally: status = Sap (>) Regen
[c] Ally: any (>) Esuna/Remedy
[d] Ally: status = Confuse (>) Attack
[e] Ally: status = Stop (>) Chronos Tear/Remedy
[f] Ally: status = Disease (>) Vaccine/Remedy/Cleanse
[a] Along with a Remedy, Haste is the only way to cure Slow. Haste will help
to serve as extra support for the affected character aside from just curing the
negative status. The only bad thing about setting a Haste gambit like this is
if the caster is inflicted with Slow.
[b] Esuna can cure Sap as well, but Regen takes less MP and it will also serve
as support for the affected character. Be sure to have this gambit BEFORE the
Esuna gambit or Esuna will automatically be cast on the affected member.
[c] This is the best of all status effect cures since it will basically cure
everything, with the exception of Slow, Death, Stop, and Disease. A Remedy can
cure just about anything once you have all of the augments to enhance them.
[d] You will not want this later in the game, but before Esuna is gained, this
is the only way to cure this status effect along with a Remedy and Smelling
Salts. You will not want to have Basch or Vaan set with this, but a person
equipped with a Dagger, Bow, or Staff, among others, shouldn't take that much.
[e] This is one of the worst spells in the game and it's hard to cure. You
will either have to use a Chronos Tear or a Remedy with the correct Augment
from the License Board.
[f] Most of the time, you will want to cure Disease instantly since it can stay
with a character even after death, and that is something you do not want,
especially during a boss fight. The spell Cleanse takes too long and I would
not recommend using it unless you are out on the field and not in a boss fight.
Technick Gambits
[a] Self (>) Libra
[b] Foe: HP = 100% (>) Steal
[c] Foe: HP Critical (>) Poach
[d] Self: MP < 10% (>) Charge
[a] Using Libra on any of your characters is one of the most important gambits
to have in the entire game. Not only will this let you see the information
about any normal enemy, but most importantly, it will reveal any traps that are
in the area. Traps can take out your party instantly sometimes if you're not
careful.
[b] With this gambit, you're character will only steal from enemies with 100%
of their life. This is perfect for when your party runs into a group of
enemies since the stealer will run around to the different enemies and steal
from them. The only negative aspects are when a character misses a steal, you
will need to steal manually, or when one of the other characters in your party
miss with their attack after your stealing character has performed a successful
steal; in that case, you will need to cancel the steal manually.
[c] I would recommend setting this to your quickest character (a character with
a dagger) or set it to multiple characters to insure the Poach.
[d] This should be set to your caster for sure. Keep it at the top and it will
ensure that your caster is never without MP. Even if it misses that character
will try again.
Attacking
[a] Foe: any (>) Attack
[b] Foe: party leader's target (>) Attack
[c] Foe: flying (>) Telekinesis, Strong elemental spell
[a] As long as you have this gambit set, or a "Foe: nearest visible", you will
not need to issue out any attack commands with your leader.
[b] This is one of the best gambits to set for a boss fight or any target that
you want to cast constant pressure on. Be sure to set this to your other 2
party members and not your leader. The only bad aspect of this gambit is if
the party leader is performing any other action beside readying an attack or
attacking then the party members will not act.
[c] In the later stages, you will want to always have a gambit set for flying
enemies on your short range attackers since a flying enemy can only be hit with
long distance weapons, such as guns or bows, or magick. Obviously, you would
want to use whatever element the flying enemy is weak against.
Quickenings
Quickenings are FFXII's version of limit breaks. Quickenings are found
throughout the License Board, usually around the edges. Only one character can
buy a Quickening per block. The block will disappear from the board on all
other character boards once a Quickening is purchased, though the icon will
remain on the board of the character that gained that particular Quickening.
Each character has three levels of Quickenings that are always purchased in the
same order exclusive to that character. The character board will always
display the Quickening exclusive to a particular character no matter which
Quickening block is highlighted. Quickenings should be bought as soon as
possible, and you should buy three for each character in your main party
instead of buying for your secondary party. There are enough Quickening blocks
on the License Board for each character in your party to gain all three
Quickening levels each. Quickenings will start to double your MP once the
Level 2 Quickening has been bought and they will triple your MP when the Level
3 Quickening is bought per character.
When a Quickening is bought, that character's MP gauge will be displayed as an
orange bar instead of the normal blue bar when it is full. Once Level 2 and
Level 3 Quickenings have been purchased the MP gauge will display three
separate orange bars. Each bar will remain full until a certain amount of MP
has been used. The orange bars represent "Mist Charges" that are used to
perform a Quickening. A character with 3 bars at full magic can perform a
Level 3 Quickening or that same character can perform a Level 2 Quickening if
he/she is not at full MP.
Here is a minor tutorial of how to use a Quickening:
Once a Quickening has been bought from the License Grid for a character, choose
"Mist" from the on-screen command menu and choose "Quickening" for whichever
particular character you wish to start the Quickening Chain with. Now, pretend
that you have a party of Balthier, Basch, and Vaan and that you are starting
the Quickening with Balthier. Once the Quickening has started Balthier will
perform the beginning animation then pause and the following will be displayed
on the screen.
-------------------------------------------------------------------------------
/\ - Vaan's Quickening
[] -
X - Basch's Quickening
_______________________________________________________________________
|_______________________________________________________________________| TIMER
-------------------------------------------------------------------------------
While the screen is paused and the timer starts to deplete, you must either
start another Quickening by pressing the corresponding button for an available
Quickening, or press the R2 button and wait for the Mist Charge command to
show. When the R2 button is pressed the button commands for the character that
just performed a Quickening will sometimes display the Mist Charge option. For
instance, you will be waiting until it displays this.
-------------------------------------------------------------------------------
/\ - Vaan's Quickening
[] - Mist Charge
X - Basch's Quickening
_______________________________________________________________________
|_______________________________________________________________________| TIMER
-------------------------------------------------------------------------------
In this case, once you have pressed the R2 button enough times to where it
displays Mist Charge next to the [] button you will want to press [] at that
moment. This will give Balthier one level of Mist Charge and will allow him to
perform another Quickening once it randomly displays again after pressing R2.
Now, once you have pressed the button for the Mist Charge, press one of the
other buttons immediately afterward to perform another character's Quickening
to keep the chain going. This must be done before the timer depletes once
again. Just to go a little further, suppose you Mist Charged with the []
button then chose to perform Vaan's Quickening next, the screen would display
the following as the screen pauses for Vaan's Quickening.
-------------------------------------------------------------------------------
/\ -
[] - Balthier's Quickening
X - Basch's Quickening
_______________________________________________________________________
|_______________________________________________________________________| TIMER
-------------------------------------------------------------------------------
Once again, you would need to press the R2 button to display the Mist Charge
option, only this time it would show up next to /\ since you have used Vaan's
Quickening. Quickenings are vital to finishing off bosses once you delve
deeper into the game, especially when the bosses start to get super aggressive
or perform some type of extremely damaging attack on their last 25% of HP.
__ _____ ___ __ _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
\ / | | | | | WALKTHROUGH | \ / | | | |
/ \ | | | | | [WT00] | / \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|
____ __________ ______
/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Prologue - The Fall of a Kingdom | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/
Nalbina Fortress
Aerial Gardens
Imperial Swordsman / Weak: N/A
Imperial Magus / Weak: N/A
Destination Quote: I must reach the King before he signs the treaty!
You will take on the role of a young soldier by name of Reks from the game's
starting point. A tutorial will display at the beginning to familiarize you
with the control setup. Rotate the camera with the right analog and move with
the left analog toward Basch to finish the first part. The tutorial for the
talk icon will appear above Basch's head then an explanation for the icon will
commence. Any character that has the talk icon (the smiley face) above their
head may be associated with by pressing the X button near them. Approach the
Dalmascan (actually labeled so) near the gate and talk with him. Open the gate
to continue, but before doing so you may want to walk around a bit to get
adjusted to feel of this Final Fantasy. Battle will be presented in this same
3-D view as well so it's good to get familiar with it while all is settle.
Walk toward the gate when you're ready. An explanation of the action icon (!)
will appear. This icon will let you know when you're near an object that can
be interacted with by pressing the X button. Walk toward the gate and open it
when the command appears above Reks' head.
Inner Ward
An explanation of the party menu followed by a mentioning of equipment and your
inventory will appear then Reks will be thrown into battle with an Imperial.
The red line that appears between Reks and the enemy will let you know that an
enemy has targeted you and is about to attack. A blue line will appear when
you whenever your character targets an enemy. Pull up the usual command menu
by pressing X then select attack one time to make Reks attack the Imperial. As
the game says, there is no need to keep issuing the order to attack since Reks
will automatically perform it again after the first command until the target
falls. Follow Basch's squad down the path ahead for a cutscene.
++ B O S S F I G H T ++
Air Cutter Remora
Lv.??
HP: ????
Weakness: Thunder
Open the command menu and select Thunder from under Black Magic to take off
some heavy damage from this foe. Basch and his squad will do most of the work
for you however since they will gang up underneath it and hack away. The boss'
Remora Strike is the only major concern and it will usually hit Basch or his
men with that. Use the Cure spell found under White Magic if too much damage
is suffered. Don't worry about your MP - you can regain it by walking and
running. Once 25% of the Air Cutter's HP has been taken a cutscene will
commence where Basch will finish it off. Basch is actually performing his
Quickening attack, which will be explained later.
Follow the path ahead once the battle is over and fight through the wave
Imperial Swordsmen as they run down the stairs to confront you. You'll have to
reissue the order to attack each time that one of them falls. Notice that the
enemies are displayed by red dots on the mini map in the top right of your
screen. This will help you to see what enemies lie ahead. At the top of the
stairs, enter the area with the blue dots - this will always signify a new
area. Before you enter an explanation of the mini map and map will commence.
Press the Select button to examine the full map of an area at any time. Your
location will be shown as an orange marker and your destination (if any) will
be shown by the circled X displayed on the map.
Lower Apartments
The cutscene will leave you at the beginning of the new area. The first few
side areas are empty of items so head north. A few Imperial Swordsmen and
Magus' will rush toward you from the hall ahead. Basch will most likely take
care of them if you don't attack quick enough. The Magus' like to move away
from you while in the middle of casting their spells. An explanation of
running from enemies will be shown as you head down the hall. Hold R2 to
escape from enemies - hold it the
entire time while running. Check the +-----------------------------------+
halls to the sides to find some | There is a secret weapon that one |
treasure chests. The treasure chests | can obtain by NOT opening certain |
in the game will be displayed | chests. Check the Side |
differently depending on your current | Quest/Secrets section and look |
area. Most of the time they carry | for the "Zodiac Spear" for more |
random items. Your destination is | details. |
the stairs leading up in the north | [SQ01] |
but continue around the corner past +-----------------------------------+
the area with the stairs to find
another chest.
Upper Apartments
On the next floor, Basch will explain the save crystal to you as you walk
toward it. Like Final Fantasy X, touch the save point to have all your HP, MP,
and status restored and of course save your game. Run up the stairs to the
side after saving.
The Highhall
The cutscene that plays will leave you fighting three Imperial Swordsmen. They
will only take two hits to kill depending on if they block or not. Use the
Cure spell if you start to take too much damage. Enter the hall ahead and open
the passage door on the left side (the action icon will appear as you near it).
Walk toward the current destination as noted on the map and a cutscene will
take place that will end the prologue.
____ __________ ______
/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Part I - A Boy Who Sees Freedom In the Skies | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/
[WT01]
Garamsythe Waterway
Overflow Cloaca
Dire Rat / Weak: Water
You will be given control of Vaan and must fight three Dire Rats. Try to steal
from each of them to get a few Rat Pelts, Fire Stones, or Potions before you
defeat them. Use the mini map to keep up with them. EQUIP will be added to
your party menu during this fight. Press /\ to select it. You only have very
basic equipment that is already equipped at the moment.
Rabanastre [PI1]
East End
Destination Quote: What could Migelo want? Better go see him at his shop.
The cutscene will introduce you to Penelo and will set up your next
destination. Use the map as your guide and head to Migelo's shop - look for
the X with the circle once again and his shop is the one labeled with the pot.
The ++WORLD MAP++ will be added to your party menu as well. Select it from the
party menu by pressing /\. After the cutscene in front of Migelo's shop, run
over to the Sandsea (as labeled on the map) and find Kytes.
The Sandsea
Tomaj will explain the Hunting quests to you after Kytes leaves. Basically,
you need to examine the notice board and select one of the hunts or what is
referred to as your "mark". After selecting the mark, find the petitioner that
posted the bill - the game will automatically show you where the petitioner is
located. Except the petitioner's hunt and he/she will tell you about the hunt
and where the mark is located. Hunt the mark in the location pointed out then
go back to the petitioner and claim your bounty once the mark is defeated.
This first hunt, regarding the Rogue Tomato, is the only required hunt in the
game. You do not have to seek out a petitioner this time since he is the one
giving the explanation. Tomaj will hand over the key item ++CLAN PRIMER++.
This can be viewed in the party menu. The clan primer is a collection of
information regarding current and past hunts. Tomaj will also hand over an
++ORRACHEA ARMLET++. This accessory will raise a character's current HP. You
can't equip it just yet though since you don't have the license for it at the
moment. The game will talk you through how the License system at this point.
In order to use anything in this game (weapons, armors, accessories, magicks,
teknicks, etc.) you must first have the license to use them. Choose "License"
from the party menu followed by whichever character you wish to obtain a
license for. On the license board, choose whichever block with a number you
wish to activate then press X to obtain the license for it. The number
represents how many license points you will need. The license points (LP) is
displayed in the upper left hand corner next to the character picture. Each
character will have his or her own amount of LP. LP is gained from defeating
monsters along with experience (EXP). After acquiring a license for a certain
square, the square around the current square will light up allowing you to
purchase them for a certain amount of LP. Users of the Sphere Grid from Final
Fantasy X should catch on to this fairly well. The top board consists of
magicks, accessories, technicks, and attributes, while the bottom consist of
weapons and armors. Remember that you must buy and equip all the items and
techniques before you can use them. On the flip side, you must have the
license for them to be able to equip them. A new sword or magick is no good
without the proper license for it. The game will talk you through the process
of obtaining Accessories 1 on the License Board. You can also press [ ] to
view all the current actions for your current character while on the License
Board. ++LICENSES++ will be added to party menu after the explanation.
Tomaj's final gift will be the key item ++WRIT OF TRANSIT++ that will allow you
to leave the city to pursue your hunts. Be sure to equip the Orrachea Armlet
after talking with Tomaj!
Destination Quote: That mark should be somewhere in the Dalmasca Estersand.
Leave The Sandsea and head out the east gate of Rabanastre. A cutscene will
activate once you reach the entrance of the east gate. Be sure to use the save
crystal on your way out to the Estersand in order to restore your current
status and save your game. All three exits (west, east, and south) of
Rabanastre have a save crystal near them.
Dalmasca Estersand [PI2]
The Stepping
o----------------------------o
| Available Enemies |
|----------------------------|
| Cactite / Weak: Wind |
| Wolf / Weak: Earth |
| Cockatrice / Weak: Water |
| Wild Saurian / Weak: Wind |
o----------------------------o
You might as well go ahead and fight off some Cactites for some experience.
Steal from the sleeping Cactites to get some Earth Stones. Notice how some of
the enemies have a green bar and red bar below them. These bars are their life
bars. Green represents a neutral enemy that will not attack unless you attack
them first and red represents a hostile enemy that will attack if you get near
it. I wouldn't advise fighting too many wolfs at the moment - get the Cure
spell before you start fighting them in order to save some potions. Walk down
into the Estersand and look for the cliff in the middle that overlooks the
valley below. The Rogue Tomato will be near the two trees with pink blossoms.
He'll take off about 10 HP per hit so use one of Vaan's potions if needed.
Once half of his life is taken he will jump down to the valley below. Follow
him and defeat him while trying to stay away from the wolves. He gets all of
his life back once he jumps. A cutscene will take place once the Rogue Tomato
is defeated and you will receive the key item ++A HANDFUL OF GALBANA LILIES++
afterwards. Whatever you do, DO NOT mess with the Wild Saurian (T-rex) in this
area since he can kill you with one hit. He is neutral, but can be easily
aggravated by attacking too many wolves near him. Return to Rabanastre.
Rabanastre/East Gate
Save your game near the East Gate and talk to Kytes for a cutscene. He's
standing in front of the gate.
North End
Destination Quote: Old Dalan in Lowtown must know a way into the palace...
As the game states after the cutscenes, +-----------------------------------+
you can now enter the Lowtown area. The | A Viera is now sitting on the |
entrance to the Lowtown is on the | railing of the stairs leading up |
Northeast side of the North End of | to the Clan Hall of the Muthru |
Rabanastre. Look for the stairs icon on | Bazaar. She will ask a question |
the map. Before you go down to Lowtown, | each time you approach her in |
you need to go back to The Sandsea and | between major events of the main |
talk to Tomaj to get your bounty for | story. It's a good idea to start |
defeating the Rogue Tomato. He is | this side quest now. |
standing at the counter. He will give | [SQ02] |
you ++300 GIL, 2 POTIONS, and 1 TELEPORT +-----------------------------------+
STONE++. Tomaj will also let you in on
some information about another hunter clan in the North End. The building has
a Bangaa standing watch near the front. The Bangaa will let you in as long as
you show him the Clan Primer that Tomaj handed over. Find the "Conspicuous
Bangaa" on the west part of the North End and talk to him to enter. Walk to
the top of the stairs inside the building and speak to the moogle, Montblanc.
It turns out that Montblanc is the founder of this clan, Clan Centurio. You
will automatically become a member of Clan Centurio during the conversation.
He will tell you of many high mark hunts that are exclusive to his clan and he
will mention the clan shop in the Muthru Bazaar. This shop will allow you to
make special purchases depending on your current clan rank. Talk to Montblanc
again after the first conversation to receive a reward of ++3 POTIONS++. He
will have a special reward for you each time you reach a new clan rank so be
sure to come back and visit him at Clan Centurio often.
Lowtown [PI3]
North Sprawl
Old Dalan's place is in the far south +-----------------------------------+
area of South Sprawl. It is labeled | The treasure chest directly |
with an X on your map. There are | across from Old Dalan's front |
plenty of treasure chests found around | door is the first of the treasure |
North and South Sprawl so it may pay | chests that you must NOT open in |
you to do a little exploring before | order to obtain the Zodiac Spear |
meeting up with Dalan. | later in the game. |
| [SQ01-1] |
+-----------------------------------+
Destination Quote: Better head down to the village on Giza Plains.
Leave Old Dalan's Place. Giza Plains is on the south side of Rabanastre and
you can get to it through the door to the right of where you exit from Old
Dalan's Place. Walk over to the large circular and open it to exit out to the
Southgate of Rabanastre. You'll likely notice the orange save crystal. These
save crystals will allow you to teleport to other orange save crystals by the
use of a teleport stone. These will come in much handy later. You already
have one teleport stone if you got your bounty from Tomaj. Make sure to not
sell it with the rest of your loot since it is displayed at the top of that
list. Before you venture out into Giza Plains, I would suggest buying a Cure
spell and licensing it to Vaan.
Giza Plains [PI4]
Throne Road
Hyena / Weak: Water
Giza Rabbit / Weak: Fire
Urstrix / Weak: Wind
Slaven / Weak: Wind
Head to the south portion of Throne Road to reach the village. The enemies
here are much like the Estersand enemies, consisting mainly of four-legged
fiends.
Nomad Village
There is a save crystal in the southwest. Talk to the Nomad Elder in front of
the middle tent. Walk over to Masyua who is standing next to the large Dark
Crystal and talk to her. Agree to her offer. In order to get a Sunstone, you
will need to seek out Jinn.
Destination Quote: So, Jinn's...south of the village, right?
Penelo will join you after the cutscene at the end of the conversation. Penelo
has quite a few LP so buy her a few licenses. Buy a map of Giza Plains from
the moogle in red before you leave. Penelo will hand over ++3 POTIONS and 2
PHOENIX DOWNS++ as you leave the village. ++GAMBITS++ will be added to the
command menu (not party) as well when you try to leave. You can only turn the
Gambits on or off at the moment. Penelo will act according to a list of preset
gambits that you can't see at the moment. Gambits are a list of commands that
the character will choose to do based on the setup order. Right now, you
cannot program any gambits, but later you can. Penelo will attack as Vaan
attacks but you can still control what she does by switching over to her
command menu - press to the right or left once you pull up Vaan's command menu.
Jinn is in the southern middle area, but you will need to head east or west
from your current location (the village), then south, and finally walk toward
the middle area of Giza Plains. If for any reason you need to run from an
enemy be sure to turn off all the gambits by selecting them on the command menu
and changing them to "off" then run. This will keep any party member from
attacking while you try to flee. Remember this for future use. You might run
across some enemies that you can't handle at the moment.
Crystal Glade
A save crystal will be waiting for you here. Jinn will be leaning against the
Dark Crystal. Walk over to him and talk to him. Explain everything to him and
he will give you a ++SHADESTONE++. You will need to make your own Sunstone.
Take the Shadestone and travel to the different areas of the Giza Plains and
look for shining dark stones. Walk over to each shining dark stone and hold up
the shadestone to drain the light from the dark stone. You will have a
percentage up in the upper right hand corner along with an energy meter and
will need to fill it all the way up by visiting enough dark stones until you
make a sunstone. It may take all four shining dark stones to fully charge the
shadestone. The shining dark crystals are conveniently marked on your map with
"!". Run around the four different areas and charge the shadestone to receive
a ++SUNSTONE++. The party will automatically wind up back at the area where
Jinn is once the stone if fully charged.
Nomad Village
Back in the village, Masyua will hand over ++50 GIL, 2 POTIONS, and 2 TELEPORT
STONES++ for bringing Jinn back. Now it's time to head back to Old Dalan's
Place in Rabanastre. Go back to the Southgate and open the circular door to
the side to quickly get back to the Lowtown area near Old Dalan's Place.
Lowtown
A cutscene will begin as you get near Old Dalan's front door and Penelo will
leave the party. Walk up and talk to Dalan for yet another cutscene. The
++CRESCENT STONE++ will be given to you after the cutscene.
Destination Quote: Storehouse 5's my way down to the sewers. I'll start there.
Storehouse 5's entrance is in the northwest corner of the North Sprawl area of
Lowtown. Make sure that you equip yourself with any last minute items that you
want to grab and have a Cure spell for sure! Vaan will be by himself for the
upcoming area so I wouldn't rely on a limited supply of potions since the area
is rather long. Kytes will be behind the door of Storehouse 5 and will give
you ++2 Potions and 4 EYEDROPS++. Enter through the left gate after talking
with Kytes.
____ __________ ______
/\ \ \/ /__ __|__ __| /\
/ \ \ / | | | | / \
| | Part II - A Dashing Sky Pirate and a Master of Weapons | |
\ / / \ _| |_ _| |_ \ /
\/ /___/\___\______|______| \/
[WT02]
Garamsythe Waterway [PII1]
Central Spur Stairs
Dire Rat / Weak: Water
Steeling / Weak: Earth
Ichthon / Weak: Thunder
A save crystal is off to the left. The right path doesn't hold anything except
for some extra Dire Rat battles. Run around the left side and continue down
the waterway. Head north and fight off the Dire Rats then go east. Keep
heading northeast while fighting off the vermin of the sewers. Go down the
stairway to the north and head down the waterway ahead.
North Spur Sluiceway
Neutral Ichthons will be floating around above the waterway. Go up the stairs
on the left and across the bridge then down the next set of stairs. Keep
moving west then go north to find some more stairs. Head up the second set of
stairs to exit the waterway. The game will give you choice as to whether to go
ahead once you reach the stairs to the far north.
Royal Palace of Rabanastre [PII2]
Cellar Stores
Save your game. You might want to choose another block since you can't leave
from this area without doing a lot of backtracking. Check the Urn to the side
to get obtain a ++MAP OF THE ROYAL PALACE OF RABANASTRE++. Always be sure to
scope out these urns when you enter a new area since they will always contain
the area's map.
Cellars
Run to the north end of the Cellars to +-----------------------------------+
activate a scene with two Imperials. | The two treasure chests in the |
Try to go up the stairs and the imperial | southeast portion of this room |
will stop you. A Seeq will notice that | should NOT be opened if you want |
you are trying to get upstairs. Talk to | to gain the Zodiac Spear later in |
the red "Palace Servant" Seeq standing | the game. |
next to the stairs. Press [ ] to call | [SQ01-2] |
the Imperial guard afterwards and run +-----------------------------------+
around his right side (your left) while
making your way to the stairs then enter the door at the top.
Lower Halls
Imperials are grouped throughout these halls and you will need to lure them out
in order to find the lion signet. From the starting point, head down the hall
to the right (south). Two guards will be standing near to the left of the
single guard at the end of the hall. Press the [ ] button to call to the two
guards from the entrance to the hall then run back down the hall. The guards
will stop at the front of the hall where you yelled. Now we need to distract
the two guards near the entrance. Call to the group of three guards near the
entrance. When they come after you, run down the hall directly in front of the
door that you came through to enter this area (ignore the hawk signet) and walk
by the standing guard to the north. The group of three guards will stay near
the entrance. Enter the other side of the hall where the three guards were
standing patrol. Use the Crescent Stone on the Lion Signet in the middle of
the hall. This will cause a green light to appear behind some latticework in
the north. This is the same hall that the single guard is standing near. Head
to the west intersection of the hall with the Lion Signet and yell at the
single guard standing patrol at the north hall. Run back down the hall with
the Lion Signet and enter the other side of the hall where the single guard
was. The green light behind the latticework is on the northwest side of this
hall. Walk up to latticework and examine the "Faint Light" and "Approach the
Wall". The wall will slide down to reveal a secret passage.
Secret Passage
Vaan will automatically walk inside and will be sealed in. Walk further down
the secret passage hall to see a door-like structure off to the right. The
door will not open but there is a hidden switch on the left wall. Standing
away from the door-like structure walk toward the wall ahead then turn right
and stay against the wall until you see an Action Icon pop up followed by a
"Switch" message. Press the switch and examine the door (or "wall"). After
the cutscene that follows, you will obtain the ++GODDESS'S MAGICITE++.
The Garden Stairs
Walk up all the stairs to trigger a group of cutscenes.
Garamsythe Waterway [PII3]
East Spur Stairs
Description Quote: I've got to find my way out of these sewers...
Balthier and Fran will join up with Vaan as the cutscenes end. Walk over to
the save crystal and save your game then prepare for an explanation of the
Gambit system as you walk down the stairs. Unlike later, you are now given the
option to setup your gambits per characters as you see fit. Gambits will allow
you to combine one action with a target for that action whether it be an ally,
foe, self or either of the three with a specific status. A more detailed
description will ensue as Balthier treads a little more deeply into the Gambit
system. Gambits will be displayed in the list of menus on the party menu.
When the gambit menu is pulled up under a character the column is the action to
be performed and left column is the target for that action. The Gambit at the
top will be performed as the first priority then the other Gambits will be
performed. Use the cursor to select two Gambits in order to switch their
positioning and double tap the X button to turn off a Gambit. More Gambit
spaces can be purchased through the License board and more Gambits can be
purchased from Gambit shops found throughout the world of Ivalice. Gambits are
always very cheap and you should buy them before just about anything else
before entering a new city. It's a little hard to set some good Gambits at the
moment since you have very few. ++GAMBITS++ and ++PARTY++ will be added to the
party menu after the conversation with Balthier.
Use the party menu to take a character in and out of your party. Press the X
button to slide their pic back and remove them from your party. Also, it
should be noted that if you want to change the leader of your party, you can do
so by using the D-pad to select a leader from your three main characters. In
the party menu, the character pic that the orange flag falls on is the leader
of the current party.
Now back to the situation at hand. Examine the "Fallen Soldiers" to the side
for an extra cutscene. Walk down the waterway up ahead to enter the next area.
East Waterway Control
Dire Rat / Weak: Water
Steeling / Weak: Earth
Gigantoad / Weak: Fire
The left path has an urn that contains the ++MAP OF THE GARAMSYTHE WATERWAY++.
Run up the stairs to find a treasure chest then follow the waterway and the
paths afterwards heading south. Try to keep your party cured with the cure
spell along the way - don't just rely on gambits for now since you have little
life. There is no reason to conserve magic since you can replenish it with
each character by moving. Try to get a License so Balthier can use Cure, that
way everyone can heal.
No. 11 Channel
The path across the metal piece has a chest. Keep heading south along the
waterway. Use Fran's Fire spell on any Gigantoads that stand in your way.
Toward the end of this area two Gigantoads and two bats will be near a
waterway. Do not get stuck in the middle of these enemies. Take them out from
a distance.
East Sluice Control
No enemies will step out just yet. Use the save crystal in the south and run
down the stairs for a cutscene. The cutscene will give way to a battle with
four Imperials.
++ B O S S B A T T L E ++
Recommended Level: 5 - 6
Lv. 5 / Imperial Swordsman A / HP 210
Lv. 5 / Imperial Swordsman B / HP 170 / Status: Protect
Lv. 5 / Imperial Swordsman C / HP 180
Lv. 5 / Imperial Swordsman D / HP 190
Steal: Potion, Phoenix Down
Exp: 0
LP: 2 LP each (if YOUR party defeats one)
Have a Cure gambit for curing an ally < 70% and this battle shouldn't be much
of a problem. All they do is attack normally without any sort of magic or
exclusive attacks so they won't take too much. Fran's Fire spell takes off a
larger amount of damage than normally attacking an Imperial, but it is not
necessary. With the extra support from the mysterious woman this will be a
fair match of four against four. Be sure to steal for some extra items. If a
member of your party defeats an Imperial you will gain 2 LP, but if the woman
kills one then you will gain nothing.
Walk up to Amalia and she will join +---------------------------------------+
your party as a guest after the | Amalia's Gambits |
cutscene. Guests cannot be |=======================================|
controlled at all and will act on | Ally: < 80% (>) Potion |
their own in battle. You are | Ally: any (>) Phoenix Down |
responsible for curing and keeping | Foe: nearest visible (>) Attack |
your guest alive however. A guest +---------------------------------------+
will also leave the party once a
certain point of the story has been reached. Amalia has gambits set to where
she will revive any fallen party member with a Phoenix Down and issue out a
potion to a weak party member free of charge! NEVER EVER get spoiled by a
party guest with special actions whether it be uber strength or constant
healing - this can happen very easily later in the game with one guest in
particular. Take advantage of your guest and get into a bunch of battles to
raise your levels since you have a fourth helper that doesn't take away from
your experience gaining. Run back to the save crystal and save your game then
continue to the east of the waterway.
Southern Sluiceway
Walk into the middle of the open space ahead for a cutscene. Four Lv. 4 Flans
will ambush your party.
++ B O S S B A T T L E ++
Recommended Level: 5 - 6
Lv. 5 / Flan A / HP 420 / Weak: Fire
Lv. 5 / Flan B / HP 360 / Weak: Fire
Lv. 5 / Flan C / HP 390 / Weak: Fire
Lv. 5 / Flan D / HP 420 / Weak: Fire
Steal: Caramel, Potion
LP: 2 LP each
All the flans in this group are weak against Fire, so use the Fire spell for
any character that has it at the moment. Normal attacks won't do that much
damage to a Flan, but it's better than nothing for non-magic characters. The
most important rule about this battle is to NOT let them surround you. They're
spiral attack hits very fast and sometimes they will chain it with another
attack for heavy damage. They will use Blind on your characters, so having a
Gambit set up for Eyedrops on an ally is suggested for at least one character.
Cure should be set up as a Gambit as usual, though set it to someone that isn't
casting Fire if possible. Sit back and enjoy the classic Final Fantasy victory
posing after the battle.
You may want to run back and save your game in the previous area after the
battle. Collect the items in the treasure chests on the east and west side.
West Sluice Control
Gigantoad / Weak: Fire
Garchimacera / Weak: Water
Ghost / Weak: Light
The coast appears clear once again, and there is even a treasure chest waiting
in the middle of the water. Move toward the stairs and a Gigantoad will hop
out of the water. A Ghost and a group of Garchimaceras will be lurking about
up ahead.
No. 10 Channel
The stairs on the west side have been damaged, so you will need to head east in
the middle area to get out of the waterway.
Central Waterway Control
A save crystal is in the middle of this area. There are four pedestals that
are surrounding the sides of the floor near the waterway that cannot be used
just yet. These pedestals are used in one of the side quests. Open the gate
to trigger a cutscene.
Overflow Cloaca
++ B O S S B A T T L E ++
+---------------------------------------------------------+
| Lv. 7 | Firemane |
|=========================================================|
| HP: 3571 | Weak: Water | Absorb: Fire |
|---------------------------------------------------------|
| Exp: 0 | Steal: Potion, Phoenix Down, Grimoire Togail |
| LP: 3 | |
|---------------------------------------------------------|
| Recommended Level: 6 - 7 |
+---------------------------------------------------------+
This is the first true boss battle of +------------------------------------+
the game. Firemane will absorb Fire | Recommended Gambits |
obviously, and you most likely don't |====================================|
have water yet, so his weakness cannot | Ally: HP < 70% (>) Potion |
be taken advantage of. He teleports | Ally: any (>) Antidote |
around the area much like a ghost so | Foe: nearest visible (>) Attack |
your attack may miss at times. Make +------------------------------------+
sure that you have a Cure or Potion
gambit on one of your party members since Firemane will take off about 50 - 100
HP with his kick attack and his Fire spell will take nearly 100 HP. Potions
may work better since it is basically an instant heal instead of having to wait
for a spell, though if any character falls or gets majorly low then Amalia will
start passing out some Potions and Phoenix Downs in that order. Firemane's big
attack is called "Bushfire". He will send out fire all around him and take off
nearly 100 HP from all party members and possibly inflict Poison on some of
them. He seems to always start this after 25% of his life has been taken. Do
not set up your Gambits so that one person does all the healing - you need to
mix and match so that each character performs a certain cure. Amalia is very
helpful in this fight thanks to her Potions and Phoenix Downs. If two or more
of your characters ever die and one of them is Amalia then bring her back to
life first so she can resurrect the others. Bushfire is the only major attack
that you have to watch out for in this battle because of the heavy damage and
possible status effect.
A few cutscenes will take place after the battle then your party will start in
the Nalbina Dungeons.
____ __________ ______
/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Part III - A Loyal Knight Branded as a Traitor | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/
[WT03]
Nalbina Dungeons [PIII1]
Stockade
Check around the area for a few chests containing Knots of Rust. Use the save
crystal at the north end then walk through the opening near it.
Arena
The cutscene that plays will give way to another boss fight.
++ B O S S B A T T L E ++
Lv. 6 / Galeedo / HP 158 / Weak: Fire
Lv. 7 / Gwitch / HP 142 / Weak: Fire
Lv. 8 / Daguzo / HP 232 / Weak: Fire / Status: Protect
Steal: 5 gil (Galeedo), Potion (Gwitch), 200 gil (Daguzo)
LP: 2 LP from each
You'll be barehanded for this fight, but you still have access to your
techniques and magicks. Only Balthier and Vaan will be in your control for the
fight. All three of the Seeqs are weak so it really doesn't matter which one
you go after first. Daguzo has Protect on him but it doesn't do him much good.
Cast Fire on any of them to speed up the battle and likely kill them with one
hit, otherwise, attack until they are defeated.
The Confiscatory
Walk toward the save crystal. A cutscene +-----------------------------------+
will play in which Fran will notice the | Do not open any of the chests in |
party's supplies in the side room. The | The Confiscatory if you want the |
party will recover all lost items and | Zodiac Spear later in the game. |
equipment after the cutscene and obtain | [SQ01-3] |
the ++MAP OF THE NALBINA DUNGEONS++. +-----------------------------------+
Save your game then continue to the
east.
The Black Watch
Imperial Hoplite / Weak: N/A
Imperial Magus / Weak: N/A
Imperial Marksman / Weak: N/A
Imperial Swordsman / Weak: N/A
The cutscene will leave your party on the southwest side of the area. You can
sneak around this area and avoid most battle as Balthier suggest in the prior
cutscene or you can fight all the Imperials. The bad part about alerting some
Imperials is that you will cause a whole group of them to surround you at once.
I would suggest having a Potion gambit on someone through this part since you
can get overwhelmed at times leading to quick deaths. Make sure to defeat the
Imperial Magus's and Imperial Hoplites first since they will only stand back
and use support magick mixed with Blind or Potions respectively on the other
Imperials. The Hoplites are the most aggressive with their constant rams.
Markmen can also heal others with Potions as well. It's easy to build up a
good chain at this part since all of the enemies are considered the same type.
Make sure to check for the chest - they are rather dark and hard to see while
near a wall. The objective here is to head toward the middle portion of the
north area. A cutscene will play once you get to the door at that portion.
Follow Judge Gabranth and the Imperials down the stairs after the cutscene.
Barheim Passage [PIII2]
The Lightworks
Basch will automatically join the +---------------------------------------+
party as a guest after freeing him. | Basch's Gambits |
Check in the area off to the right |=======================================|
as you venture down the stairs to | Foe: party leader's target (>) Attack |
find three chests full of gold. A | Foe: nearest visible (>) Attack |
save point will be to the side as +---------------------------------------+
you continue further down. The
first thing to do here is to examine the "Timeworn Device" in the middle of the
room. A short conversation will commence in which Balthier will mention that
the fuse is blown. The object will now be labeled "Power Relay". Walk down
the stairs and talk to the merchant, Burrogh. He will give your party a ++TUBE
FUSE++. Go back upstairs and "Install the Tube Fuse" on the "Power Relay".
The lights will come on and meter in the upper right hand corner will display
the charge as 100%. Press the Gate Switchboard to the left of the merchant
downstairs to open the gate to the side of him.
The Charge will drop by 30% and the merchant will explain to you that fierce
beasts come out in the dark. Make sure to buy both of his gambits before
leaving and stock up on any useful armor or magick that you would like. You
need to have the Blizzard spell for sure. Try to have about 10 antidotes and
eyedrops since they will cure status afflictions much quicker than magick.
About 5 Phoenix Downs wouldn't be a bad idea either. If a person with a one-
handed weapon can equip a shield then buy at least one. Sell your current Loot
if you have any for some extra gil - don't sell the Teleport Stones though.
Op Sector 29
Destination Quote: Gotta stop those mimics from feeding on the conduits.
Battery Mimic / Weak: Ice
Flan / Weak: Fire
Mimic / Weak: Ice
Skull Defender / Weak: Light
Specter / Weak: Light
Steeling / Weak: Earth
Suriander / Weak: Ice
Tiny Mimic / Weak: Wind
Zombie / Weak: Light
The Mimics up ahead will drain the power supply from the power cord to the
side. You must stop them from draining all the power or you will have to deal
with plenty of undead fiends as the lights go out. Remember that a mimic is
weak against ice, so use the Blizzard spell to heavily damage him. If all your
controllable party members have Blizzard then have everybody cast Blizzard to
really put the hurt on a mimic. It will use Discharge quite often to hit all
of your party members with electrical damage taking around 50 HP per hit.
While fighting the mimic it will sometimes feed some more off of the conduit
(Charge) to replenish its HP by 200. Basch will help out a good bit even while
barehanded. He will do combo attacks often. Any time that you see the power
charge dropping in the upper right hand portion of the screen then that means
there is a mimic up ahead feeding on one of the electric cords. You will
sometimes have to stop midfight and deal with a mimic up ahead or face the dark
fiends. "Mimic X is feeding on the energy conduit" will appear in the upper
left hand corner often when entering a new area. Check your map and look for
the "!" in places to find the power cords that the mimics are feeding off of.
Another mimic will be feeding on the electric cord down the stairs in the next
room. Fight through the Tiny Mimics quickly or just rush right past them and
start using Blizzard on the Battery Mimic. You'll have a bit of a break until
you reach the next area.
Great Eastern Passage
One Battery Mimic will start feeding on the cord against the wall as soon as
you enter the area and the other will run deeper into the tunnel - we'll get
that one later. Deal with the Battery Mimic in site first then run into the
tunnel and find the other one on the west side. You'll likely see the urn for
the map of this area below, but you need to go around to get it. Move down the
east tunnel. The next power cord is down the tunnel to the left once the path
splits, but a Battery Mimic will not show up until you run down the tunnel to
the right. He will run right past you and head for the power cord. Fight
through the enemies down the tunnel and hunt him down as he feeds off the
electricity. Run back out of the tunnel and head down the tunnel that the
mimic ran out of. At the intersection, turn around and run down the tunnel to
the west to find the urn with the ++MAP OF THE BARHEIM PASSAGE++.
Walk deeper into the tunnel to the south and be prepared to hunt down the mimic
at the far end as you reach some stairs. There is a cord at the top of the
stairs and the Battery Mimic will rush down the tunnel up ahead and run over to
it. Enter the opening to the west side above the stairs.
Op Sector 36
Defeat both of the Battery Mimics first as they feed on the power cords
upstairs and downstairs then leave. Enter the next area to the south in the
Great Eastern Passage.
Special Op Sector 3
A mimic will start to creep toward the power cord at the far end of the tunnel
so scare him with a Blizzard spell and watch him take off. The massive gate
(actually labeled as such) will be blocking the way to the southern end of the
tunnel. Go back up the tunnel a little bit and walk into the west section.
Some Flans will drop down from the entrance so have some Fire spells ready
because they are severely weak to Fire. The Flans are basically highly strong
against any type of physical attack this time. Have some eyedrops or a Blindna
spell ready for their Blinding spell. A Battery Mimic will start to feed on
the power cord as you walk through the next entrance but a Flan will drop in
front of the party so Fire him then get to the mimic quickly.
Op Sector 37
A mimic to the side will be feeding on a power cord and another one will creep
down the stairs and venture toward the cord in the hall below. Defeat the one
to the side then fight through the Flans that drop on your way down the stairs
and into the hall. Flip the Gate Switchboard up the stairs in the next room to
open the massive gate that was blocking your way further into the tunnel a few
moments ago. On your way back, be sure to heal your party members fully and
stay away from the Bombs that will by floating around the Special Op Sector 3
west area. They are neutral, but if they get after you and manage to self-
destruct, they can take nearly your entire party with them, so do not aggravate
them. They seem to attack if you use Fire on a Flan. If they do self destruct
and one of your party members survives, go ahead and walk past the gate in the
south and you will find a save crystal - no need to use Phoenix Downs, just
turn off the gambits via the command menu and run.
North-South Junction
Basch will gain some armor and a sword after the cutscene. Save your game then
enter the room to the south for a big battle.
Great Central Passage
The second treasure chest in this area is actually a Mimic. He will jump up
and attack if you examine it. Another Mimics will start to feed on the power
cord to the left. All the chests in this area that have a slight blueish glow
to them are Mimics. These mimics will do a new attack known as "Leech" in this
area where they will drain a party member of HP to restore their own.
The Zeviah Subterrane
Battery Mimics and Tiny Mimics will be spread out up ahead along with a new
Suriander enemy, much like the Gigantoad. Walk up the northeastern path to
find a sealed gate. Keep moving further up the path while fighting off
Skeletons and the feeding Battery Mimic then enter the next area to the east.
Terminus No. 4 Adjunct
Walk down the stairs to find a save point that sort of foreshadows something
wicked up ahead.
Terminus No. 4
++ B O S S B A T T L E ++
+--------------------------------------------------------------+
| Lv 10 | Mimic Queen |
|==============================================================|
| HP: 4073 | Weak: Ice | Absorb: Thunder |
|--------------------------------------------------------------|
| Exp: 0 | Steal: Knot of Rust, Rose Corsage, Storm Magicite |
| LP: 5 | |
|--------------------------------------------------------------|
| Recommended Level: 9 - 10 |
+--------------------------------------------------------------+
Tiny Battery / HP 120 / Weak: Ice
The best way to approach this +------------------------------------------+
battle is to go straight for | Recommended Gambits |
the Tiny Batteries right at the |==========================================|
beginning. There will be four | Ally: HP < 50% (>) Potion |
of them and they will all | Foe: party leader's target (>) Blizzard |
scatter at the beginning to suck | Foe: party leader's target (>) Attack |
the energy from the power cords +------------------------------------------+
to the sides. You will have to
worry about the charge gauge even during this boss fight. Set your party
members so they will cast Blizzard on whatever enemy that you target BUT turn
off their gambits at the beginning. Use the command menu to assign each party
member a Tiny Battery to cast Blizzard on along with your character and they
will kill all of them right at the beginning. Turn back on the gambits once
all the Tiny Batteries are gone and target the Queen then start casting
Blizzard on her and your controllable comrades will follow with a Blizzard
attack totally hammering away at her life gauge. Basch will help out by
attacking whichever enemy you target for this battle. I would recommend using
Potions instead of Cure spells to save your magic for Blizzard attacks. Run
around a bunch during this battle with your leader to gain back some MP and
your allies will run with you. The Queen will always perform a "Breath of
Life" shortly before the "Spawn" of a new Tiny Mimic. Take out any new Tiny
Batteries that she spawns by having one of your party members cast Blizzard on
it as soon as it spawns. She will attack with one of her legs or cast Thunder
occasionally. One of her big attacks is the Ground Shaker where she will jump
into the air and land on the ground producing a tremor that will take off
around 80 HP from the entire party. On her last 25% of life she will start
performing her Shockstorm attack that will take off nearly 170 HP from each
party member near her. She will be way too busy performing a Breath of Life
followed by a Spawn most of the time if you take out all the Tiny Batteries
however. If all of your party members can cast Blizzard for this battle then
she will not stand a chance whatsoever if all of her Tiny Batteries are dead
and will suffer a very cold and cruel death!
Dalmasca Estersand
Passage Entrance
Destination Quote: Penelo must be worried sick. Better head back to Rabanastre.
A save crystal is lying to the side as the cutscene ends. Make your way back
to Rabanastre to the south.
Sand-swept Naze
o-----------------------------------o
| Available Enemies |
|-----------------------------------|
| Alpha Wolf / Weak: Earth |
| Cactite / Weak: Wind |
| Cactoid / Weak: Wind |
| Cockatrice / Weak: Water |
| Nekhbet / Weak: Water (rare) |
| Wild Saurian / Weak: Wind |
| Wolf / Weak: Earth |
o-----------------------------------o
While moving through the sand dunes, if you happen upon a cockatrice that takes
off quite a bit more than the others then you have just run into a rare fiend
known as the Nekhbet. He will start to cast Slow on your once his HP starts to
drop. The only way to cure Slow at the moment is with a Remedy. Don't fool
with the Wild Saurian on the way back - not yet! Instead of treading through
all the sand to the south, you could go to South Bank Village to the north and
teleport to Rabanastre via the orange save crystal.
Rabanastre [PIII3]
Destination Quote: Can't wait to show Old Dalan and Penelo...wherever she is.
The party will go there separate way upon entering Rabanastre and Vaan will
mention that he would like to meet with Penelo. He mentions that she would
most likely be at Migelo's Place. Talk to the moogle, Hurdy, and teleport to
the Sandsea, which is right near Migelo's. These moogles are now positioned
throughout Rabanastre and will provide a very fast means of travel throughout
the city. Vaan will meet up with Kytes and will decide to meet up with Old
Dalan once again.
Head to Old Dalan's Place in the Lowtown area - use the shortcut at the
Southgate. Talk to him for a cutscene. Dalan will hand over the ++SWORD OF
ORDER++ and ask you to deliver it to a man by the name of Azelas. Dalan will
mark the destination on the map. Run over to the west portion of the North
Sprawl of Lowton as indicated on the map and talk to Balzac. When all the
cutscenes end, Basch will officially join the party. He has quite a bit of LP
so spend them wisely.
Destination Quote: Now, if I were a tired, thirsty sky pirate, where would I
be?
The quote pretty much speaks for itself - go to the Sandsea in Rabanastre to
find Balthier and Fran. A cutscene will play on the way to the Sandsea and
another will trigger once you walk to the second floor of the Sandsea.
Balthier and Fran will join the party once again and your next destination is
the Lhusu Mines in Bhujerba. Meet up with Balthier in the Aerodrome at the
Westgate when you're ready to leave. He's in the very back standing next to
the railing.
I would recommend buying all the Gambits from the Gambit shop in Rabanstre and
stocking up on the magick that you do not have yet. Eventually all magic will
be useful, so it's best to get it early. Stay behind in Rabanstre and perform
some of the Hunts at the Sandsea. This is the perfect time to start with the
hunts since you are able to have a party of three now. You can also sell all
the loot that you probably have a lot of by now, after the traveling through
Barheim Passage. All the newer items will be available in Bhujerba along with
two new magicks. MAKE SURE THAT YOU HAVE LIBRA WITH YOU BEFORE LEAVING
RABANASTRE! You will not be able to get Libra in Bhujerba and you will need it
for the Lhusu Mines, unless you want to risk stepping in a trap.
Bhujerba [PIII4]
Destination Quote: Time to find that magicite mine... I'm coming, Penelo!
Save your game at the save crystal. You can't teleport back to Rabanstre as
the moment even if you have a teleport stone. Upon leaving the Aerodrome
Lamont will join your party as a guest after the cutscene that takes place.
Stop by the Magicks store and pick up Vox if you have the extra 300 gil. The
way to the Lhusu Mines is straightforward since all other paths in the city are
sealed off.
Lhusu Square
A save crystal is nearby and this will be your only save crystal for the Lhusu
Mines. Walk down the stairs to trigger a cutscene.
Lhusu Mines [PIII5]
Shaft Entry
Yet another cutscene will trigger while walking down the stairs. The Marquis
in the cutscene is the same Marquis that narrates the journal entries in
between story sequences of FFXII.
Aerieel / Weak: Light (rare)
Skeleton / Weak: Light
Skull Defender / Weak: Light
Slaven / Weak: Wind
Steeling / Weak: Earth
Make sure to have a "Self (>) Libra" gambit set to one of your party members so
you will be able to see traps in the Lhusu Mines. Traps can possibly kill your
whole party with one triggering. Head to the north. The Steelings throughout
the Lhusu Mines may carry Teleport Stones, so you can get quite a bit of them
through stealing and I would advise you to get a few for later, unless you want
to buy them in the airship
cabins. One excellent feature +------------------------------------------+
you will find out about Lamont | Lamont's Gambits |
is that this fine lad comes |==========================================|
equipped with Potions and | Ally: HP < 20% (>) Hi-Potion |
Hi-Potions that he will gladly | Ally: HP < 50% (>) Potion |
give out if one of your party | Foe: party leader's target (>) Attack |
members is running low on health. | Foe: nearest visible (>) Attack |
Lamont is one of the best guests +------------------------------------------+
that you will get in your party
thanks to his generous nature of unlimited Potions and Hi-Potions. To the
south, Skeletons, Steelings, and Skull Defenders will be lurking in the
corridors. The entrance to the next area is in the southwest end of the
corridors.
Oltam Span
Be on the lookout for traps in this area. The main enemies will pop up on in
the middle of the bridge. Don't fight an enemy near a trap since your allies
may wind up walking right into it during a battle - this will happen often if
you are not careful.
Transitway 1
Go north. Walk down the actual tunnel with the railing and not the Skeleton-
filled side tunnel since you will find several traps inside that your party
might accidentally trigger during battles.
Shunia Twinspan
This is a wonderful area, but it is also a deadly area if you are low level.
Many Skeletons and Skull Defenders will pop up from the ground as you venture
toward the middle. These fiends are about 3 levels ahead of the ones that you
have been fighting so you cannot afford to have too many gang up at once. Try
not to move too far down the bridge or you will be dealing with about five of
them at a time. Stand back while holding the R2 button and let them come to
you. You can build up a chain extremely easy in this area since all you fight
is Skeletons and Skull Defenders! Building up a chain will cause the enemies
to drop more items at a time.
Site 2
Enter the tunnel to the right (east) to continue along. The tunnel to the left
has a chest but you must go past a trap that one of your allies will likely set
it off since it's in the middle of the path. Use cure magic and make sure all
of your people are fully healed before you step into the big cave to the north
while going up the stairs on the east side. A cutscene will trigger once you
step inside the middle open area.
++ B O S S B A T T L E ++
+-----------------------------------+---+-----------------------------------+
| Lv 12 | Ba'Gamnan | | Lv 11 | Bwagi |
|===================================| |===================================|
| HP: 3983 | Weak: Water | | HP: 1593 | Weak: Water |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Potion | | Exp: 0 | Steal: 30 gil |
| LP: 5 | | | LP: 5 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 11 | Gijuk | | Lv 11 | Rinok |
|===================================| |===================================|
| HP: 1650 | Weak: Water | | HP: 1745 | Weak: Water |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: | | Exp: 0 | Steal: 30 gil |
| LP: 5 | | | LP: 5 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: Determination and a bunch of items |
+---------------------------------------------------------------------------+
These four are not meant to be fought. You will start the battle a little ways
from them as the cutscene ends. You need to turn off all gambits, hold R2, and
run all the way back to the beginning of the mines. If you decide to fight
them, then you will not have Lamont's help since he has basically said "To hell
with you!" and has already started running. Several enemies will pop up along
the way, but you will need to run right by them. A cutscene in each area will
show Lamont just up ahead of your party as you continue to flee. Be sure to
keep that R2 button held down while running.
If you decide to fight them, then keep in mind that they can be beaten, though
not easily. All you will get is just a cutscene of Ba'Gamnan running away
however and no other reward. They all have Haste cast on them and Ba'Gamnan
has Protect and Shell. Sadly, you don't have Dispel yet, so this is going to
be one hell of a battle. Everybody except Ba'Gamnan can be blinded easily.
You really need to have Protect up at all time on all three party members.
Knots of Rust work very well for draining their HP along with a Water Mote
since they're weak against water. Have a Potion gambit set up to cure your
party members quickly. You will really have to pull out everything for this
battle, but it can be won depending on how determined you are!
Shaft Entry
By the time this area is reached Ba'Gamnan and his gang will have lost your
party. Go ahead and heal since there are still enemies in the area and exit
the mines. Don't forget to turn your gambits back on while going through the
tunnels on the way out.
Bhujerba
Lhusu Square
Two cutscenes will play. Once you run +-----------------------------------+
toward the save crystal the game will | The moogle Pilika has a side |
prompt you to press the [ ] button with | quest for your party at this time |
Vaan. This will make Vaan announce that | if you have done the "The Cry of |
he is Captain Basch to all the | Its Power" Elite Mark Hunt. |
surrounding citizens. The notoriety | [SQ03-1] |
gauge in the upper right hand corner will +-----------------------------------+
rise as people turn to look at him in
shock. You must run around the town of Bhujerba and press the [ ] button to
testify to a large group of citizens - look for the people with talk icons
above their head. The notoriety gauge will start to drop if you don't testify
to enough people in a certain amount of time. A message will pop up to let you
know how many people are listening each time you testify. Some citizen will
respond and the notoriety gauge will go up even quicker for their type - this
is usually the people that carry books with them. Don't testify near a
helmeted guard or they may stop you and the notoriety gauge will fall. Once
the notoriety bar has reached 100% Vaan will be stopped and the cutscenes will
pick up again.
The Cloudebourne
There is a bulletin board to the side that should have at least one hunt on it
by now if you are interested. This will offer the same hunts that are in the
Sandsea back in Rabanastre. Speaking of Rabanstre, you can now go back there
if you wish. To continue the story, run over to the area marked on your map
and speak to the Bhujerban Sainikah in order to talk to the Marquis. Be sure
to have the Blind Spell with you before talking to the Marquis.
____ __________ ______
/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Part IV - A Princess Who Had Lost Everything | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/
[WT04]
Dreadnought Leviathan [PIV1]
Port Launch
Destination Quote: I can't believe she's Princess Ashe. Better help her out, I
guess.
Vossler will join your party as a guest as the group of cutscenes come to an
end. The ++MAP OF LEVIATHAN++ will also be handed over. A save crystal will
be near as you start out. Be sure to make a separate save file since you
cannot leave the Leviathan for any extra gear. Vossler is another really good
guest to have in your party. He is a total powerhouse and will help you
greatly for the battles ahead.
Port Section
Imperial Gunner / Weak: N/A
Imperial Hoplite / Weak: N/A
Imperial Marksman / Weak: N/A
Imperial Magus / Weak: N/A
Imperial Swordsman / Weak: N/A
Mastiff / Weak: N/A
Vossler will warn your +-----------------------------------------------+
party of the security | Vossler's Gambits |
lasers found around the |===============================================|
Dreadnought. Anytime they | Foe: flying (>) Telekinesis |
are touched, an alarm will | Self: status = HP critical (>) Special Attack |
go off and Imperial guards | Foe: nearest visible (>) Attack |
will attack. Move through +-----------------------------------------------+
the middle path up ahead
and make a right. Turn left to find a patrolling Imperial. These Imperials
that are found throughout the Dreadnought will provide some gil at times after
being defeated and you should try to steal from them to boost your Potion
supply. Enter the open area up ahead and you will notice a chest in a dead end
hall. If you try to open the chest security lasers will prevent your party
from leaving without setting off an alarm, though a quick gamer can make it in
and out before the alarms go off, so you may want to try for it. The alarm
will not call an overwhelming group of Imperials, but be sure to move your
whole party away from a group of lasers so an ally will not constantly activate
it while fighting. Work your way toward the middle storage area on the map.
Large Freight Stores
There are two ways to get to the destination in the middle of the Dreadnought.
There is the long way to the second floor to the west that will provide an
easier journey since it's fairly straightforward with fewer Imperials, or the
short way downstairs to the north where many Imperials will lie in ambush and
security lasers will literally force your party to step into them. Going the
long way will net you three chests full of gil on the bottom floor of this
area. Many Imperials will ambush your party as you go down the stairs to the
first floor though. The security stations along the side cannot be used at
this time. Enter the door in the middle at the bottom if you want to go the
short way. Both ways are described below.
Starboard Section (long way)
Get to the first big room to the north then run down the hall to the left in
that room and continue to the north past the second big room. Turn right at
the dead end in the hall. Go down the first hall off to the left then make
another left followed by a right then take the second left. Security lasers
will show up along the entrance to the right so take a left and go the long way
around the corridor to arrive at the entrance to the north middle portion.
Along the way, there will be a switch off to the side labeled "Bulkhead
Release". Activate BULKHEAD RELEASE 1 then run up ahead and enter the Sub-
control Room.
Sub-control Room (long way)
The party will drop in on two Imperial Hoplites, an Imperial Magus, and an
Imperial Swordsman. This is as bad as the fights get while coming the long
way. Defeat the Magus first as always then concentrate on the others. Some
stragglers may be pacing around downstairs. The security controls cannot be
activated just yet. Walk into the dark area downstairs to find two treasure
chests, though a group of security lasers will catch you on the way out. Look
near one of the pillars in the middle of the back wall to find BULKHEAD RELEASE
2. Pressing this switch will open the door in the middle of the room.
Airship Berth Access (long way)
On the way to the south one Imperial will be standing guard. Do not venture
off to the left or right hall or you may get caught in a laser sensor. Enter
the door to the south to continue to the Central Block. Skip to the "Central
Block" area below.
Airship Berth Access (short way)
The door in the middle of the first floor of the storage area will lead you to
a corridor with two ways to choose from. Both ways are just as bad and just as
deadly if you at a low level. The east path is slightly easier since your
party will not trigger an alarm along the way. While moving down the corridor
of the east side, try to lure some Imperials out of the middle area and take
them on. DO NOT stand in the entrance to the middle area for very long since
some sensor lasers will appear as you enter the middle room. Run to the center
of the middle room to keep your party from stepping into the lasers again and
again while fighting. You will eventually have to step through some security
lasers since they will be blocking the hall ahead. Fight off the Imperials
that come as you head to the door in the middle portion of the area or just run
to the door immediately to reach the Central Block.
If you take the west route, the alarm caused from stepping through the security
lasers will call all the Imperial guards in the west middle room into the hall.
When the middle room is reached there will only be a few stragglers left
behind, but once again, your party will have to step through some lasers to
exit the room, calling even more guards.
Central Block
No matter which way is taken, you will arrive at the Central Block and a
cutscene will trigger after the door is opened.
++ B O S S B A T T L E ++
+-----------------------------------+---+-----------------------------------+
| Lv 11 | Judge (A) | | Lv 11 | Judge (B) |
|===================================| |===================================|
| HP: 2245 | Weak: N/A | | HP: 2245 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: 300 gil, | | Exp: 0 | Steal: 300 gil, |
| LP: 7 | Hi-Potion | | LP: 7 | Hi-Potion |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 10 | Imperial Swordsman (A) | | Lv 10 | Imperial Swordsman (B) |
|===================================| |===================================|
| HP: 430 | Weak: N/A | | HP: 430 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 34 | Steal: see Enemy List | | Exp: 34 | Steal: see Enemy List |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 10 | Imperial Swordsman (C) | | Lv 9 | Imperial Magus |
|===================================| |===================================|
| HP: 430 | Weak: N/A | | HP: 384 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 34 | Steal: see Enemy List | | Exp: 34 | Steal: See Enemy List |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: 12 - 14 |
+---------------------------------------------------------------------------+
This battle can get quite evil +------------------------------------------+
depending on how you approach | Recommended Gambits |
it. If you are strong enough, |==========================================|
you can do as Vossler says and | Ally: HP < 50% (>) Potion |
take out the Judges to end the | Ally: any (>) Eye Drops |
battle immediately, but dear | Foe: party leader's target (>) Attack |
lord, look at the Judges' HP +------------------------------------------+
gauge compared to the others!
I would recommend manually Blinding both of the Judges at the very beginning of
the battle since their attacks are the most damaging. Have two characters cast
blind on both of them. Blind may miss them a few times, but keep pouring on
the Blind spell until it blinds both of them! The Judges have a Tri Attack
that will take off about 150+ damage, but if they are blinded, they will likely
miss. Once both Judges have been blinded get really aggressive and target the
Magus followed by the Swordsmen and defeat them all quickly. Have a gambit set
to cure Blind on any of your allies. After the Swordsmen and Magus have been
taken care of, it is all a matter of wearing down the blind Judges. A blind
Judge is a severely handicapped Judge - keep that in mind. You may also want
to try Disable if you have it, but it will not last that long at all. Vossler
will be a godsend for this battle especially if your party is low level. The
++NO.1 BRIG KEY++ will be handed over after the fight. Use the Brig Key to
open the door to Brig No. 1.
Brig No. 1
Open C-201 to find the ++SYSTEMS ACCESS KEY++ inside of the urn and a blue save
crystal to the side. C-203 has two captive moogles inside. One of them is a
merchant by the name of Tetran. He has a few new armors and some new items.
You don't really need any Alarm Clocks or Handkerchiefs yet, but be sure to buy
a few once you have the extra gil, especially the Handkerchiefs. Cell C-202
will trigger a cutscene once it is opened and Ashe will officially join your
party. Ashe has tons of LP, so be sure to deck her out with some spells,
augments, and equipment. Cell C-204 has nothing inside. You need to prepare
for an upcoming boss battle, so be sure to buy all the equipment you need from
the moogle merchant. Be sure to have the Disable spell as well as Blind. Save
your game and leave once you have Ashe.
Central Block
Destination Quote: If we can get to a launch bay, we can escape on an airship.
Walking back into this area will trigger a cutscene. The alarm will go off and
continue to go off as you try to escape. For this portion, you need to run or
fight. The Imperial guards can really gang up on you, depending on what area
you are in. The goal here is to make it back to the Port Launch area in the
hope to hijack and airship. There is a Security Station in both the Sub-
control Room and storage area (Large Freight Stores) of the Dreadnought that
can be used to reset the alarm for 60 seconds after you use the System Access
Key on either of them. There is one on the right side of the main controls in
the Sub-control Room and two on both sides of the first floor in the storage
area. The only bad thing is that you have to stop and let go of R2 in order to
use either one. This will keep guards from chasing you all the around the
Dreadnought however. The short way back through the Airship Berth Access is
recommended since you will be able to get back much quicker and it really
doesn't matter about avoiding fights anymore since your party is the center of
attention anyway.
Port Section
Upon leaving the storage area, when you enter the first big room along the way,
a cutscene will play and Vossler will leave the party but Penelo will join.
Much like Ashe, Penelo has tons of LP so build her up a bit. After gaining
Penelo, your main party will be complete - the leftover space will be for any
guest that decides to join from now on. The party will also gain the ++PIECE
OF MANUFACTURED NETHICITE++ that was given to Penelo by Larsa. The
Manufactured Nethicite can be equipped to reduce the damage from all elemental
attacks but it will put a permanent Silence on that character while it remains
equipped. Continue onward to the Port Launch. Feel free to heal your party
members on the way since the Imperial guards will stop attacking after the
cutscene.
Port Launch
++ B O S S B A T T L E ++
+-----------------------------------+---+-----------------------------------+
| Lv 14 | Judge Ghis | | Lv 11 | Imperial Swordsman |
|===================================| |===================================|
| HP: 4120 | Weak: N/A | | HP: 615 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Potion, Dark | | Exp: 95 | Steal: See enemy list |
| LP: 22 | Mote, Jackboots | | LP: 1 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 12 | Imperial Swordsman | | Lv 12 | Imperial Swordsman |
|===================================| |===================================|
| HP: 615 | Weak: N/A | | HP: 615 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 95 | Steal: See enemy list | | Exp: 95 | Steal: See enemy list |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: 12 - 15 |
+---------------------------------------------------------------------------+
There are three Imperial Swordsmen +------------------------------------------+
behind your party and of course | Recommended Gambits |
Judge Ghis up ahead. Judge Ghis |==========================================|
will start the battle by casting | Ally: HP < 50% (>) Potion |
Protect on himself. Once Protect | Foe: party leader's target (>) Attack |
is cast, he will run toward one of | Foe: nearest visible (>) Attack |
your party members and start to +------------------------------------------+
attack. Judge Ghis can chain his
attacks fairly well at times and each attack will take around 50 HP so be sure
to have some healing gambits set. You can severely limit this whole crowd of
enemies by simply casting Blind on Judge Ghis and by casting Disable on all
three Imperial Swordsmen. Slow can also be cast on Judge Ghis. The Blind and
Slow spells may miss a few times, but keep drowning him with the same spell and
it will eventually take effect. The Swordsmen will not be able to attack and
Judge Ghis will not hit you near as much with both spells triggered. Disable
wears off quick so use that time to quickly defeat the three Swordsmen then go
for Judge Ghis. He has one powerful magic attack that he can still get off
even if Blind is cast on him however. His Aero spell will take nearly 150 HP
from all party members. Once enough HP has been taken he will use Great
Barrier to give himself Shell and Protect. If you have problems with this
battle then set a "Self (>) Shell" and "Self (>) Protect" gambit on each party
member or set it up so one party member will cast both spells on another. You
can actually stand outside the door to the Port Launch and cast both spells on
all party members before going inside to start the battle with both of them
activated. Judge Ghis will fall shortly before his entire life bar has been
drained.
Bhujerba
Aerodrome
Like Vossler suggests, the party needs to meet with Marquis Ondore once again.
Pull up the map to see that you need to speak with his guards just outside the
Aerodrome once again.
Dalmasca Westersand
The Western Divide
Destination Quote: West of the sandsea. Sounds...far.
There's an orange save crystal nearby and +-----------------------------------+
a merchant to the side. He has Rose | At this time, you may return to |
Corsage's for sale - be sure to pick up | the Nomad Village in Giza Plains |
one for each magic user in your party | for an optional side quest. Find |
since you will need them later, though | Masyua and speak with her. |
not at the moment. Stock up on some | [SQ04-1] |
Handkerchiefs as well. +-----------------------------------+
Ogir-Yensa Sandsea [PIV2]
Platform 1 - East Tanks
Alraune / Weak: Wind
Pineapple / Weak: Water
Urutan-Yensa / Weak: Wind
You really need to have a "Self (>) Libra" gambit set up for this area since
there are plenty of traps lying around. Climb to the top of the first tank off
to the south. Plenty of Alraunes will by walking around on the tops of the
tanks. Walk across them to enter the next area.
Platform 1 - Refinery
A cutscene will trigger in the next area and Vossler will once again join your
party as a guest! Keep heading to the west and go down the catwalks that lead
to desert below. Urutan-Yensa will be waiting in the desert portion. These
enemies are not too bad when there are two or less, but they will sometimes
come at you with Haste on them making then some bad HP chippers, so take them
out quickly and try not to let them group up on you too much. They also have a
deadly attack known as Tri Attack that they will use. This will take off about
150 HP from one person. It's best to have multiple curing gambits set up for
this part. Be sure to climb the tank to the west to find the map for this
area. You will find the ++MAP OF THE OGIR-YENSA SANDSEA++ on a broken catwalk.
Run back down the catwalk and climb the one in the northwest. You may notice a
bomb off to the side of the tank to the west - this is another rare enemy that
I would not advise messing with. Bombs in general are tough enemies, but this
Pineapple bomb with tons of HP should definitely not be picked on at the
moment.
The path will split up in three different sections once you reach the middle
tank on the map. The southwest route will lead you to an orange save crystal
and a merchant, the west route will lead you to a moogle with a special side
quest offering and a blue save crystal, and the north path will lead you to
several chests. Stay away from the Wyvern that flies around next to the
catwalks to avoid a tough fight. If any of your party members are ever put to
Sleep and you don't have an Alarm Clock then attack them with your weakest ally
(Select Attack then press R1 to choose from allies).
Yensa Border Tunnel
This is where you will wind up if you took the southwest route. Buy a Rose
Corsage for all of your magic users if you haven't already. The merchant has
four new spells as well (Cura, Raise, Sleep, Oil). Oil will definitely come in
use later. This is a new status effect that will cause any Fire magic to take
off more. You need to buy Cura and Raise for sure. This would be an excellent
time to teleport back to Rabanastre and perform the first of Montblanc's hunts
if you haven't started with them yet since you have a fourth party member with
you. Vossler will make the hunt much easier than with just three party
members. Continue further to the west to enter the next Sandsea.
You need to take the west route in the Platform 1 - Refinery area, or just go
to the northeast of the Nam Yensa Sandsea and perform the moogle's sidequest
since you will get a very helpful item.
Nam-Yensa Sandsea [PIV3]
The Sandscale Bank
Destination: We must be about halway across the sandsea. Gotta keep heading
west.
This is the area to the west of the Platform 1 - Refinery area. Save your game
then approach the Sandsea moogle off to the side. The Urutan-Yensa will run
off as you approach the moogle. Have the moogle tell you about the situation.
Enter the Nam-Yensa Sandsea and head for the Augur Hill area to find this
Urutan Eater.
+--------------------------------------------------------------+
| Lv 16 | Urutan Eater |
|==============================================================|
| HP: 8015 | Weak: Wind | Absorb: Thunder |
|--------------------------------------------------------------|
| Exp: 0 | Steal: Turtle Shell |
| LP: 8 | |
+--------------------------------------------------------------+
The Urutan Eater will ONLY appear if you talked to the Sandsea Moogle at the
Sanscale Bank area. This is not really a boss, but he does have quite a bit of
HP. The Urutan-Yensa in the area will start to attack him at the beginning.
Make sure to set a gambit so that your party members attack your leader's
target then keep attacking the Urutan Eater. Cast Blind on him at the
beginning to limit his attack precision. Hammer away on the Urutan Eater with
attacks while he is blinded and the fight should go rather smoothly. He will
occasionally cast weak elemental spells, but he shouldn't be able to hit you
well with physical attacks if you Blind him. As his HP falls, his armor will
get tougher - this is usually the case for a turtle-type enemy. He seems to
attack the Urutan-Yensa first, so keep them alive while fighting him. Run back
to the Sandscale Bank and talk to the Sandsea moogle once again. Head over to
the Platform 2 -Refinery area of the Ogir-Yensa Sandsea. Run up the catwalk to
the tanker and a cutscene will play where the Urutan-Yensa will run toward the
moogle and talk to him. Head back to the Sandscale Bank for another scene.
Talk to the moogle afterward then approach the Rogue Urutan Flower and pick the
berries to receive some ++EKSIR BERRIES++.
Augur Hill
Axebeak / Weak: Water
Bogaly / Weak: Earth
Danbania / Weak: Thunder
Urutan-Yensa / Weak: Wind
Yensa / Weak: Wind
The urn with the ++MAP OF THE NAM-YENSA SANDSEA++ is in between two bridges
near the middle of this area next to where the Yensa Border Tunnel is. Be sure
to keep your eye on your HP while fighting Bogalies in this area. They hit
multiple times and will try to crowd around one character. Yensa will pop up
out of the sandsea a bunch, but they're not really too much of a threat. Keep
heading to the west. Whichever way you take, you'll need to climb a tower to
proceed further to the west.
Demesne of the Sandqueen
Tons of Urutan-Yensa are spread around this area along with an occasionally
Yensa. Look out for traps!
Trail of Fading Warmth
There is an alternate area through the tunnel to the north of this area with a
few treasure pickups. I would advise you to save your game to the west in the
next map area before going to the north however since there are tons of
Bogalies and five of them will ambush you at once part. Our merchant friend
will be waiting at the end of this area on a Chocobo. He mentions that the
avion up ahead is said to have a weakness. Did you get those Eksir Berries
earlier? Good! The merchant now sells Hi-Potions if you have enough gil for
them. Make sure that you have the Dark spell before going up ahead.
The Tomb of Raithwall [PIV4]
Valley of the Dead
The game will give you the option to save upon entering this area. The save
will restore all of your HP, MP, and status just like a save crystal. There is
a big fight coming up. Run toward the tomb up ahead to see what I mean.
++ B O S S B A T T L E ++
+--------------------------------------------------------------+
| Lv 16 | Garuda |
|==============================================================|
| HP: 6754 | Weak: Dark | Absorb: Light |
|--------------------------------------------------------------|
| Exp: 0 | Steal: Giant Feather, Gold Needle, White Fang |
| LP: 11 | |
|--------------------------------------------------------------|
| Recommended Level: 15 - 18 |
+--------------------------------------------------------------+
First of all, Blind him! This +------------------------------------------+
boss relies on physical attacks | Recommended Gambits |
a bunch and will attack several |==========================================|
times in a row in a row, so | Ally: HP < 50% (>) Potion |
limit his hit ratio with a | Foe: flying (>) Blind |
Blind. Throw the Eksir Berries | Foe: flying (>) Dark |
at the beginning of this battle +------------------------------------------+
to take some decent damage with
their Dark attack. Being a light fiend, he is weak against Dark, so set a
gambit to cast Dark on him constantly. You cannot hit him physically without a
long range weapon such as a gun or without Telekinesis - the attack will always
miss with a short range weapon. Vossler will stand back and use Telekinesis to
put a constant hurt on Garuda. All you really have to do is blind Garuda then
spam this boss with Dark and he will go down quickly.
The "ancient device" at the top of the stairs will "stir" after defeating
Garuda and another cutscene will start. The merchant from before will be
standing at the bottom of the stairs and there is an orange save crystal at the
top of the stairs. Sell the following items to get the Aqua Shot for Balthier
at the Bazaar: Green Liquid (x3), Water Stone (x4), Yensa Scale (x1). An Aqua
Shot will help out later in the Tomb of Raithwall. Touch the ancient device to
be teleported inside of Raithwall's Tomb.
Hall of the Destroyer
++ B O S S B A T T L E ++
You either have to fight or run as the demon wall starts to move toward your
party after the cutscene. Hold R2 to escape from it then enter the door to
your back. If you fight him and win then you will have the chance to get a
powerful sword from a chest.
+---------------------------------------------------------------+
| Lv 16 | Demon Wall |
|===============================================================|
| HP: 22187 | Weak: Holy | Absorb: N/A |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Gold Needle, Quality Stone, Solid Stone |
| LP: 30 | |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20 (with Quickenings) |
+---------------------------------------------------------------+
Make sure all of your characters +--------------------------------------------+
in your main party, or at least | Recommended Gambits |
two, have a Quickening. A |============================================|
Quickening chain is the main key | Ally: any (>) Alarm Clock |
to beating this battle. Before | Ally: any (>) Eye Drops |
the battle starts, cast Berserk | Foe: party leader's target (>) Dark |
on Vossler. Have all three of +--------------------------------------------+
your party members equipped with
a Argyle Armlet to avoid the Demon Wall's Blindga spell. You also need the
best weapons you can get your hands on for your three main party members. Have
your most powerful person with a handaxe. At the beginning of the battle,
perform a Quickening with whatever characters you have one available for.
Switch in a magic user after the Quickening and cast Berserk on your most
powerful member of your party (probably Basch). DO NOT cast Berserk on
everyone and remember that a Berserk party member cannot perform a Quickening,
so don't start a powerful character out with Berserk unless he doesn't have a
Quickening chain. Don't have any cure gambits set up for this battle.
Manually use a Hi-Potion if you need some curing. You need to have gambits set
on a character that is not berserk to cure blind and sleep. The Demon Wall may
use his teleport attack (Telega) to automatically kill one of your party
members or another attack to zap away all their magic. Switch in another party
member immediately when he kills one. The Demon Wall may start this battle
with Haste or Reflect casted on itself. This is a hard battle, but not near
impossible. A little luck with the Quickening chains will go a long way! Use
some Ethers for a last minute Quickenings if you must.
** One extremely major aspect that can help you win this battle is to turn the
battle speed all the way up. The Demon Wall and your party will hit each other
quicker, but the Demon Wall will still move at the same speed allowing you to
kill him faster. **
After the battle, use the ancient device to teleport back outside and SAVE YOUR
GAME! The hidden jewel on the wall cannot be manipulated at this time - you
must destroy the second Demon Wall.
Hall of the Setinel
++ B O S S B A T T L E ++
+---------------------------------------------------------------+
| Lv 16 | Demon Wall |
|===============================================================|
| HP: 10332 | Weak: Holy | Absorb: N/A |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Gold Needle, Quality Stone, Solid Stone |
| LP: 9 | |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20 |
+---------------------------------------------------------------+
A cutscene will play and another Demon Wall will attack in the next area. This
wall is not near as bad as the last one - he's lower leveled and less
aggressive. You can touch the braziers (torches) on the side to possibly slow
the wall down (if the torch goes out) or speed it up (if the flame turns blue).
The effect is random. Run toward the demon wall at the beginning and attack it
constantly like with the first Demon Wall. Berserk your most powerful
characters and only cure when necessary. Have the Argyle Armlet equipped for
everybody to stop his Blindga spell.
Royal Passage
A cutscene will trigger upon entering the new area. Run down the stairs and
open the urn to get the ++MAP OF THE TOMB OF RAITHWALL++. The middle way stone
can be used to teleport back to the beginning of this tomb. I suggest
teleporting back there and saving your game. Also, you can touch the hidden
jewel in the wall behind where the first demon wall was it if you defeated him
to make stairs form to the two side areas. The demon wall will still be there
and will chase after you again if you haven't beaten him.
Royal Passage (Hidden Area)
Seeker / Weak: Earth
Tallow / Weak: Water
This is back in the area with the first Demon Wall. Both hidden doors will
lead you to the same area after you remove the hidden jewel. Fight through the
Seekers and Tallows on your way down the stairs. Tallows are weak to water to
spray with them with a few Water spells. Have some handkerchiefs ready since
there hits will Oil your party members sometimes making them more vulnerable to
their fire spells. There should be a chest in the middle of the bottom floor.
There is a 50% chance that will contain the Demonsbane Sword; other times it
will contain gil. If it doesn't have the Demonsbane Sword, reload your game
from the outside save point then venture back down there and try to open it
again. Sometimes the chest will not appear at all. Reload and try again if
don't get it. It's possible to get more than one Demonsbane.
Royal Passage (continued)
Lesser Chimera / Weak: Water
Lich / Weak: Light
Lost Soul / Weak: Light
Ragohs / Weak: Wind
Seeker / Weak: Earth
Skull Warrior / Weak: Light
Tallow / Weak: Water
Zombie / Weak: Light
Zombie Mage / Weak: Light
Now that everything is saved and all side quest explanations for this area are
out of the way, you will have a choice of going down two sets of stairs to the
floor below. It doesn't matter which way you go right now, but you will
eventually have to go both ways. I'll explain the south path first. A few
Seekers will attack on both sides as you move down the stairs. It doesn't
really matter which door you choose, but the longest way will give you some
treasure chest for each side. On the South, pick the door on top, on the
North, pick the door on the bottom. Both of these doors will allow you to run
across a set of three chest on your way toward the middle.
Southfall Passage
Lesser Chimeras, Lost Souls, Skull Warriors, and Ragohs will be lurking to the
west. Douse the Lesser Chimeras with Water and be sure to cast Aero on the
Ragohs - they tend to cast magic a bunch. The Lost Souls can be just as deadly
with their Dark magic. Use Cura often to heal your party along the way. The
halls are pretty straightforward and your destination is in the middle of this
area. Touch the green jewel on the Southfall Pedestal once you get in the
middle room. This will cause the statue head to the side to lower into the
floor a bit and 3 Lichs will appear to challenge your party. The Lichs will
Oil your party then cast Fire magic on everyone. Make sure to have some
Handkerchiefs ready and try to take them out as quick as possible. Touch the
Way Stone to be teleported back to the area with the three Way Stones at the
top of the stairs. You may want to go back outside of the tomb and save your
game. Run down the stairs on the other side and open either door - the door on
the bottom is the long way, but you'll run across three chest.
Northfall Passage
This area mainly consist of Zombies, Zombie Mages, and Ragohs. Touch the red
jewel on the Northfall pedestal in the middle room to lower the mystic altar to
the side all the way. This will lower it in the Southfall section as well.
Three Zombie mages will rise up from the floor. This battle is not near as bad
as the Liches were. I would advise you to save before going past the altar on
whichever side you choose. There is a boss down there without a save point in
site. You need to make sure to have plenty of Handkerchiefs! Buy them from
the merchant outside the tomb. Remember to use the Way Stone to teleport your
party back to the middle of whichever passage. Both passages will lead you to
a door.
Cloister of Flame
A cutscene will trigger upon stepping into this area. Find one of the
staircases on the side and go down. There is a treasure chest next to each
staircase on both sides. The treasure chest on the north side will contain an
Elixir ever time! A red figure will be standing in the middle of back area
downstairs. Approach it and it will attack.
+---------------------------------------------------------------+
| Lv 20 | Belias |
|===============================================================|
| HP: 15943 | Weak: Water | Absorb: Fire |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Aries Gem, Ether, High Arcana |
| LP: 15 | |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20 |
+---------------------------------------------------------------+
Belias is very weak against +---------------------------------------------+
water so set your gambits to | Recommended Gambits |
where your magic users will |=============================================|
cast Water on him the entire | Ally: any (>) Handkerchief |
battle. If you have the Aqua | Foe: party leader's target (>) Water |
Shot with Balthier then his | Foe: party leader's target (>) Attack |
gun will take off quite a bit. +---------------------------------------------+
Belias will cast Fire the
entire battle and will soon cast his big Firaja attack that will hit your whole
party. Not only does this attack take off around 250 HP per character, but it
will also randomly inflict Oil on your party members. Have some Handkerchiefs
set up on the gambit menu to quickly get rid of the Oil. An Oiled party member
in the middle of Firaja is instant death. Belias normal attacks take off about
150 HP, but he will usually stick with Fire magick. You can about half the
damage from Firaja by casting shell on each party member. Don't set a curing
gambit for this fight. It is best to manually use Cura once he cast his Firaja
magick since all of your party members will need it then. Make sure that one
character keeps some MP saved up for a Cura - don't spend it all on Water,
unless you are annihilating him. A Quickening will help out in this battle,
but it is really not needed if you can hose him down with some Water magick.
Remember that if he kills a party member with Firaja, that member may have Oil
inflicted on them as well, so you will need to cure that after bringing them
back with a Phoenix Down or Raise. Check the two treasure chests in this area
during the fight or afterward. One of them may contain a Water Mote, which you
can throw at Belias, or an Elixir.
Belias, the Gigas, will be the first of many Espers that your party will gain
throughout the game. To summon an Esper, buy the Esper on the Licences board.
Belias will be added to the License board the next time you open it up from the
main menu. Only one character can use an Esper and after it is bought with
that one character it will disappear from the board. Make sure you give the
Esper to a character that can support them very well - a person that can cure
the esper and survive on their own. Espers will attack according to preset
gambits much like the guests that occasionally get in your party. It will take
a full mist charge to summon Belias, so a character with no Quickenings will
lose their full MP gauge in summoning him. If you have more than one
Quickening then that character will keep one mist charge or two mist charges
(half of their MP or two thirds of their MP). Make sure to give Belias to one
character since he will really be able to help you out along the way and in
just a few minutes actually. A few words of advice: Don't give Belias to Fran
if you want to make the next boss fight easier. Anybody but her would be a
good choice. That is all.
A cutscene will play after you receive Belias. Open the door after the
cutscene to continue.
Chamber of First Light
The Way Stone at the bottom of the stairs has not been activated yet. Run up
the next set of stairs for another cutscene. You will obtain the ++DAWN
SHARD++ after the cutscene. This can actually be equipped to a party member to
boost their MP magic resist, but in turn it will take all of their MP and keep
them gaining any more while it remains equipped. The Way Stone at the bottom
of the stairs is now active. Use it to teleport back to the to the very
beginning of the tomb. Use the other Way Stone to teleport back outside of the
tomb. Save your game. Notice that you can't teleport away. The game won't
let you. I would advise you to save this file separate from your last because
you can't go back for supplies at the moment and there is a battle coming that
can be quite challenging if you don't know the secret to beating it - that is
why I'm here though.
At the bottom of the steps of the Valley of the Dead, a cutscene will trigger
that will lead to a whole group of cutscenes and, ultimately, a boss fight!
Close your eyes right now and don't scroll down if you haven't seen the
cutscenes yet.
Shiva
++ B O S S F I G H T ++
+-----------------------------------+---+-----------------------------------+
| Lv 20 | Vossler | | Lv 18 | Imperial Swordsman |
|===================================| |===================================|
| HP: 9318 | Weak: N/A | | HP: 845 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Potion, Hi- | | Exp: 112 | Steal: See enemy list |
| LP: 30 | Potion, Black Belt | | LP: 1 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 18 | Imperial Swordsman | | Lv 18 | Imperial Swordsman |
|===================================| |===================================|
| HP: 845 | Weak: N/A | | HP: 845 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 95 | Steal: See enemy list | | Exp: 95 | Steal: See enemy list |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: 17 - 20 |
+---------------------------------------------------------------------------+
Oh, Vossler, why!? My favorite guest! Cast Protect on everybody or at least
on Basch (if he is in your party) since Vossler likes to go straight after him.
Vossler will take off a bunch because he can string together a bunch of attacks
most of the time. Try to defeat the Swordsmen as quick as you can. Vossler
will start with Haste and Protect on himself and will add a Reflect status to
that at the very beginning of the battle. He will keep that Reflect shield on
him the entire battle and will even recast it immediately when it wears off so
he can't be hit with magick. Casting Berserk on Basch will really help you out
in this battle if he is on a high enough level. Use Hi-Potions to heal
yourself since Vossler will usually not give you time to cast a cure spell. He
likes to pick on one character at a time. He will do his special Enrage move
during his last 35% of life. This will cause him to basically go Berserk. His
attacks will chain up to four times usually and he will take off more. You
really need to do Quickening at the end of the battle to put an end to him
quickly. Your party will have a very hard time of taking him out while he is
Enraged. It's a good idea to save a person with a Quickening the entire battle
in your reserve party, then switch party members and pull that character out
during Vossler's enrage phase and Quicken him. Please note that Fran will
automatically start out in a Berserk phase caused from the prior cutscene, so
she isn't much use during this battle, unless you have built her up extremely
well.
Of course all of this can be avoided by simply summoning Belias. Belias will
strike through the Swordsmen and Vossler with such means of ownage that the
battle will be over in less than a minute! If you are low level, you NEED to
summon Belias. Make sure to run from Vossler if he starts to chase after you
while Belias is summoned and use Potions. Provide support for Belias or
yourself (cast Protect) to help out if you have the extra MP.
____ __________ ______
/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Part V - The Keenest Blade of Them All | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/
[WT05]
Rabanastre
Destination Quote: The Garif village should be south of Giza Plains.
Head for Giza Plains to continue the main storyline journey. The party must go
south and find Jahara. Many side quests have now opened so check the Side
Quest section for them.
Giza Plains (The Raining) [PV1]
Gigantoad / Weak: Fire
Hyena / Weak: Water
Great Tortoise / Weak: Fire
Ichthon / Weak: Thunder
Rain Dancer / Weak: Thunder
Silicon Tortoise / Weak: Fire
Storm Elemental / Weak: Ice
Wooly Gator / Weak: Earth
Giza Plains has now entered "The Raining" +-----------------------------------+
phase, where the plains basically turn | Need some Wymfire Shot with fire |
into a whole new area thanks to the lakes | elemental properties? Want 14000 |
that are now formed throughout it. There | extra gil? Want to start a quest |
are plenty of higher-level enemies | for a secret Esper? Three new |
stalking the area now, though you | side quests are now available. |
shouldn't have too many problems with | [SQ05-1] [SQ06-1] [SQ07-1] |
them. Gigantoads and Hyenas will be the +-----------------------------------+
main enemies now. There are six small
withered trees around many of the areas +-----------------------------------+
of the Giza Plains now that will help you | There is one more side quest that |
get to a new area if you happen to knock | can be started now but not |
down all of them. Approach each of the | finished. This must be started |
six trees and shoot them to make them | before long though, or it will be |
float down the river. They will all meet | unavailable later. |
at the Gizas South Bank and form a bridge | [SQ08-1] |
to an optional area. Here's a list of +-----------------------------------+
their locations:
Throne Road: Check near the path along the south that leads to the Nomad
Village.
Nomad Village: In the southeast portion, to the right of the fenced area.
Toam Hills: In the southeast corner. Some Ichthons should be near it.
Starfall Field: In the northeast corner. Ichthons will be near this one too.
Gizas North Bank: To the north, look along the east banks.
Crystal Glade: Directly across from the dark stone.
Once all six withered trees have been knocked down, they will form a bridge
leading to the area on the east side of the Gizas South Bank. The tree bridge
will be on the east side right before you cross the middle bridge heading
north. There are no enemies here accept for Lv. 35 Silicon Tortoises. Check
the urn in the southeast portion to find a ++FEATHER OF THE FLOCK++. This will
be used for a side quest.
Make sure to stay away from any elementals if you see one. A magic attack near
them will cause them to get aggressive and they will take off tons with their
spells. Keep your distance from them at all times. Your destination is to the
south. When you reach the Starfall Field, take the south path.
Ozmone Plain [PV2]
Black Chocobo / Weak: Thunder, Water, Light
Mesmenir / Weak: Ice
Ozmone Hair / Weak: Fire
Viper / Weak: Light
Zaghnal / Weak: Fire
Zu / Weak: Earth
Field of Fallen Wings
All the enemies around this area look fearsome, but they're not that bad. They
can gang up quickly though, so be ready to take them down fast. Make sure to
set some gambit up so that your short-range party members can attack the flying
Zus. The Zus have a very deadly Kamikaze attack that they will perform at
times when their HP is almost gone - these attacks will take nearly 400 HP from
an individual. Don't fight too many Zaghnals at one time. These are much like
the Werewolf enemies in the Giza Plains in that they can take you down quick
with their severe attacks. Vipers seem to pop up from the ground when you
least expect it all over the Ozmone Plain. Your destination is still to the
south.
The Switchback
In the Switchback area, you will likely notice a cave in the middle of the
area. This cave actually belongs to a secret Esper. Don't even try to go in
that cave yet or you will likely murdered! The Esper is around Lv 40 so you
don't stand a chance at the moment. Head south again.
Haulo Green
A lone Garif will help you fight off monsters in this area. He's far from
reliable at helping you though. Plenty of Black Chocobos fiends wander the
fields. Run down the path to the west to reach the Jahara.
Jahara - Land of the Garif [PV3]
Banks of the Sogoht
An orange save crystal is floating off to the right. Talk to the Garif warrior
in front of the bridge. The Garif that you met out in the Ozmone Plains will
walk up and allow you to pass into Jahara.
Lull of the Land
After talking with the Garif, run into the village and talk to High-chief
Zayula on the hill off to the right. He will tell you to see the Great Chief,
but first you need to meet with War-chief Supinelu. He will hand over a ++JAYA
STICK++ and ask you to give it to War-chief Supinelu. Make sure to visit the
item merchant to the left and stock up on supplies. Some Smelling Salts are
now available that will cure Confuse, so be sure to get some since Confuse can
be a very deadly status effect depending on your party members. War-chief
Supinelu is to the northwest talking with the guards at the bridge. Give him
the Jaya Stick and choose to meet with the Great-chief.
The Elderknoll
Walk up to the warriors and meet with the Great-chief. Plenty of cutscenes
will play and at the end of them all Larsa will join the party once again as a
guest. High-chief Zayula will give Vaan a ++BOWGUN and ONION BOLTS++ as he
leaves in the cutscene that follows. He will also mention that you can ride
the chocobo to the side for free by talking to the moogle. Speak to Gurdy and
she will allow you to ride one for free. Now the party must travel to Mt. Bur-
Omisace.
Destination Quote: Mt. Bur-Omisace should be in earstern Kerwon.
You should stock up on the +-----------------------------------------------+
latest armor and weapons to | Larsa's Gambits |
make this journey a bit |===============================================|
easier. Ride a Chocobo out | Ally: HP Critical (>) X-Potion |
into the Ozmone Plains or | Ally: HP < 40% (>) Hi-Potion |
head out on foot. Your party | Foe: flying (>) Telekinesis |
can use Larsa's company as an | Foe: nearest visible (>) Attack |
advantage to gain some easy +-----------------------------------------------+
levels in the Ozmone Plains.
He will still heal you as he did before, but this time the items will be all
Hi-Potions unless a party member slips to HP Critical status then he will throw
an X-Potion to completely restore them. This is the best guest in the game and
he will spoil you beyond belief. He'll stay with you for quite a while so be
sure take advantage of him and level up. Perform some Hunts with Larsa in your
party and they will be much easier! Leave Jahara and head to the north of the
first area. When you reach the Switchback, head to the east over to The
Greensnake. There is a shortcut you can
take in the Haulo Green area that will +-----------------------------------+
lead you straight to the next destination | Want to help some love birds in |
basically. You need a chocobo to take | Rabanastre and get a new bow in |
this path. Look along the southwest side | the process? A new side quest |
of the Haulo Green area for several | has just opened. |
chocobo tracks next to some tall grass | [SQ10-1] |
and bushes near the side of the wall. +-----------------------------------+
These paths are only accessible to
Chocobos. Run through it to get to The Shred area. Go through the next tall
grass area to the northwest to emerge in the Field of Light winds area and skip
to that part below.
Hybrid Gator / Weak: Water
Red Chocobo / Weak: Thunder, Water, Light
Wu / Weak: Wind
Zaghnol / Weak: Wind
The Greensnake
Much like the Bogalies from earlier in the Nam-Yensa Sandsea, you don't want to
take on too many Wu's at a time. Lure some away by running as they rush to
attack then stop and confront a few when you run across a crowd of three or
more. With Larsa along, the battles shouldn't be that bad. Head up north to
the Field of Light Winds.
Field of Light Winds
Several Zaghnols will be lurking about to the left as your party walks up the
path. The path to the east will trigger a cutscene once your party reaches the
new area.
Sunlit Path
Save your game at the crystal. To the east lies the Golmore Jungle.
Golmore Jungle [PV4]
Gargolye / Weak: Ice
Great Malboro / Weak: Wind
Hellhounds / Weak: Water
Malboro / Weak: Wind
Panther / Weak: Ice
Treant / Weak: Wind
Path of Chained Light
Panthers will be grouped around the entrance to this area. They have special
attacks that will inflict Stone, Silence, and Sleep so have the appropriate
healing potions or spells handy to counter the effect. You need to head to the
northwest. If you ever run into some blue flaming dog enemies (Lv. 39
Hellhounds) in the southeast then turn around and run. These enemies are
guarding that area for now and will kill off your party members in just a few
hits - those paths will be explored later in the game. Malboros will be
roaming around the middle path along with more Panthers and some Gargoyles in
the northwest. While moving along the northwest side, take the first right
path down the stairs to run across an urn with the ++MAP OF GOLMORE JUNGLE++
inside. Your destination is to the east - once you get the map the way will
become clear.
The Needlebrake
Stay along the north path here. Some barriers will prevent you from moving too
far south anyway. A cutscene will trigger when you're party reaches the
barrier along the east side of this area. Fran will show your party the way to
the Viera village in the cutscene. Walk down the path that forms in the north
portion of this area after the cutscene. Just as a reminder, you will need to
walk up to the side of this area and "Speak to the Wood" to reveal a pathway
after this visiting when you need to come back.
Eruyt Village [PV5]
Road of Verdant Praise
Fran will tell Vaan to find Mjrn and bring her back to Fran to speak. Fran
will stay behind as your party walks into the village. An orange save crystal
is lying to the side and you should take advantage of the moogle merchant to
the right after the cutscene. He will now have Float, Decoy, Drain, and
Curaga. Get Float and Curaga as soon as you can. Float will help your party
to move over traps without setting them off and it is also really, REALLY
needed for a boss fight much later in the game. Buy three Black Belt
accessories and make sure that your three main party members can equip them
before leaving this village for the next area.
Destination Quote: So, where is this Mjrn?
Run all the way to the northwest of the Spiritwood area and a cutscene will
trigger as you walk across the bridge in the Fane of the Path area. There is
nothing left to do now except leave Eruyt Village. On the way out of the
village a cutscene will play. Return all the way to the Sunlit Path of the
Ozmone Plain. A chocobo will be pacing back and forth near the save crystal
and two Imperials will be lying down to the left. Talk to the Imperial leaning
against the wall and give him one of your potions. Talk to him again after the
conversation to use his chocobo.
In the Field of Light Winds area of the Ozmone Plain, look to the right as you
exit from the Sunlit Path to see several chocobo tracks near some tall grass
and bushes. Walk through the area while on the chocobo. This will take you to
The Shred. The entrance to the Henne Mines is the southeast. A few Imperial
bodies will by lying next to the entrance and a cutscene will trigger as you
try to go inside. You must dismount (O) the chocobo and go on foot into the
Mines. There will always be a Wayward Chocobo outside of the mines so you can
go back through the shortcut.
Henne Mines [PV6]
Jelly / Weak: Fire
Nightmare / Weak: Light
Redmaw / Weak: Earth
Seeker / Weak: Earth
Thunderbugs / Weak: Ice
Tyranorox / Weak: Wind
North Entrance
Seekers and Redmaws will be flying about in this entrance area. Press the Gate
Switchboard halfway down this area on the left side to open the big gate to the
south. You'll likely notice an Advisory posted off to the side while moving
down the tunnel - basically, all the gates in the mines are one of two colors,
either blue or red, and all gates of the corresponding color will open once a
switch is pressed and the colored light glows.
Pithead Junction A
You can talk to the wounded Imperial and read the other advisory posted on the
west wall. There is another Gate Switchboard to the side, and you need to
press it in order to open the door leading to the map of this area if you want
it. Once the Gate Switchboard is pressed to blue, several Jellies will fall
from the ceiling above. Three will drop at first, but more will drop later (I
got a 10 combo chain here). You can either fight them or run. They will
provide your party with some very good experience, so I would suggest fighting
them. Do not get stuck in between them, or they will tear you up with physical
attacks. Fire magic and fire elemental weapons work well for them, even
physical attack weapon work pretty good. They actually have a move where they
will multiply. A summoned Belias should be enough to kill them quickly. If
they murder you, then you most likely need to level up some more before going
further into the mines. Try to have your characters around level 25 for this
area and you won't have many problems. Walk down the tunnel to the east after
the battle or while running.
Phase 1 Shaft (East End)
A few Seekers and Redmaws will attack on the way down the tunnel then a whole
crowd will ambush your party at the end. While they are just bats, they can be
overwhelming in large numbers so break out Cura if things get ugly. Grab the
++MAP OF THE HENNE MINES++ from the urn in the middle area and go back the way
you came or head west since they both lead back to the Junction. The Jellies
will still be in the area if you haven't killed them yet. Press the Gate
Switchboard once again to change the color back to red then head west through
the open path. No more Jellies will fall if you defeated them all in this
area.
Phase 1 Shaft (West End)
Seekers and Redmaws will litter the path ahead. They will try to ambush your
party like they did on the east end. Walk up the stairs and continue to the
west.
Phase 1 Dig
This area has bunch of extra corridors but the path that leads to the next area
is down a tunnel to the southeast. Several more Seekers and Redmaws will be
lurking about down the mine tunnel along with Nightmares. Float may help out
in this are since traps will be set up in the middle of the paths at times -
you don't want a party member to accidentally trigger one. There is a tunnel
off to the west that isn't labeled on the map so be sure to check this area
thoroughly if you want all of its treasures.
Crossover A
Check the map and you will notice another Junction up ahead to the east.
Pressing the switch on the wall of that Junction will open the door in the
north that will lead you to the next area. You must enter the Junction from
the north side. While moving down the tunnel you'll probably want to head back
once you see a Tyranorox down the sides of both pathways. They are not near as
bad as Wild Saurians since they are much weaker. Try to get rid of the bat
swarming around them first so it won't heal it with a Joyous Soundwave move.
Cast Protect if your party is low level. Aero works very well against them
thanks to their weakness to Wind and you can always blind one of them if they
start to get too aggressive. Enter the path to the right at the north end.
Crossover B
The treasure chests in this area are actually Thunderbugs. Much like the
Mimics from earlier they are weak to Ice, but physical attacks may work better
at the moment. Go around the left side since a red gate seals off the right
side. A red gate also seals off the path to the north - that is your
destination, but we will have to get to the south junction first. To the east
several Redmaws and Seekers will be scattered around the tunnel while moving to
the south.
Pithead Junction B
Alright, we've made it to the final junction. Now, an overwhelming amount of
Jellies are going to fall from the ceiling as soon as you press the Gateboard
Switch. I would suggest turning off all of your party's gambits before
pressing the switch. When the switch is pressed, run out of the area to the
west. Don't stand and fight - you are too close to a save point to die now!
These Jellies will be so numerous that it is hard to get by them if you stand
and wait for them all to drop and they will take you down incredibly fast while
standing in between them. These things will even murder Belias! Press the
switch and run, run, run! Head all the way back to the Crossover B tunnel and
enter the area to the north where the path was previously blocked. Don't
forget to turn the party's gambits back on if you turned them off.
Staging Shaft
A cutscene will play upon entering this area. Be sure to save your game at the
orange save crystal. If you didn't heed my warning from earlier then you
should teleport back to the Eruyt Village and buy some Black Belts to help make
the upcoming battle easier. Another advisory is off to the side if you care to
take a gander. Enter the area down the tunnel to the north for a big battle.
Ore Separation
++ B O S S B A T T L E ++
+---------------------------------------------------------------+
| Lv 25 | Tiamat |
|===============================================================|
| HP: 49993 | Weak: Earth | Absorb: Wind |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Hi-Potion, Ring Wyrm Scale, Leo Gem |
| LP: 15 | |
|---------------------------------------------------------------|
| Recommended Level: 24 - 27 |
+---------------------------------------------------------------+
This battle will be the toughest you have faced so far and may be a little
overwhelming if your level is low. Make sure to have Black Belts equipped and
Tiamat will not be able to Disable most of your party members with Disablaga.
He will sometimes Disable Larsa, so you need an Esuna gambit set to cure Larsa
quickly since Larsa will be a huge help for this battle. Depend on Larsa for a
lot of your curing, but be sure to set another curing gambit just in case.
Have a Raise gambit set up to revive any fallen party member since you will
most likely have a fallen person eventually thanks to Tiamat's sheer
aggression. Tiamat will mainly attack physically, but will sometimes cast Aero
on the whole party.
It is a good idea to cast Decoy on +------------------------------------------+
your strongest party member and | Recommended Gambits |
give him a shield to boost his |==========================================|
evasion. Have a gambit set to | Ally: any (>) Raise |
cast Decoy on your most powerful | Ally: HP < 30% (>) Curaga |
character since Decoy wears off | Ally: any (>) Esuna |
rather fast. Also, it's good to | Ally: status = Lure (>) Protect |
have Protect set up on that | Ally: powerful character (>) Lure |
decoyed character. Decoy will | Foe: party leader's target (>) Attack |
keep Tiamat from picking on your +------------------------------------------+
defenseless party members since he
tends to attack one at a time until he kills one off. Have someone equipped
with a Katana and that person will be able to string together many hits while
hitting Tiamat. The best way to attack Tiamat is through the use of physical
attacks. When his life is low, Tiamat will start to hit the party with his
Breath attack that will take off about 500 HP per hit and will randomly inflict
Sap on a party member. Cure Sap by casting Regen on the afflicted party member
or by using Esuna. You'll have to cast Regen manually since you don't have an
"Ally: status = Sap" gambit yet. He will inflict Petrify very rarely on a
party member, so have an Esuna gambit set for both this and Disable (Ally:
any). His defense will rise tremendously once his HP is low so try to finish
him off with a Quickening if at all possible to bring him to a quick death -
this way you want have to deal with his Breath attack either. Don't cast any
spells with your main attacker and have him start off the Quickening so the
other party members can hopefully gain a Mist Charge during his Quickening
animation.
Destination Quote: Larsa and Ashe both need to get to Bur-Omisace. Better
hurry.
After all the cutscenes that follow, your party will gain ++LENTE'S TEAR++.
This will allow your party to pass beyond the barriers in the Golmore Jungle.
Some more magicks and accessories are available from Tetran (the moogle
merchant). Buy all the upgraded elemental spells (Thundara, Blizzara, and
Fira) and grab yourself some Golden Amulets (double LP earned). Grab Haste
also - oh, how you will need Haste in the upcoming battles! You also need to
get a Rose Corsage for each member of your or at least your magick users -
teleport back to the Dalmasca Westersand and buy some from the merchant there.
This is some very important stuff, so go out and steal and defeat enemies in
the jungle if you must to afford it. Leave the Eruyt Village and go north
through the barrier.
Golmore Jungle [PV7]
Gargolye / Weak: Ice
Great Malboro / Weak: Wind
Hellhounds / Weak: Water
Malboro / Weak: Wind
Panther / Weak: Ice
Treant / Weak: Wind
The Parting Glade
Be sure to take advantage of the save crystal since there is another big battle
up ahead.
Dell of the Dreamer
++ B O S S B A T T L E ++
+---------------------------------------------------------------------------+
| Lv 27 | Elder Wyrm |
|===========================================================================|
| HP: 71692 | Weak: Wind | Absorb: N/A |
|---------------------------------------------------------------------------|
| Exp: 0 | Steal: Succulent Fruit, Feystone, Emperor Scale |
| LP: 14 | |
+---------------------------------------------------------------------------+
+----------------------------------+ +------------------------------------+
| Lv 26 | Treant | | Lv 26 | Treant |
|==================================| |====================================|
| HP: 4874 | Weak: Wind | | HP: 845 | Weak: Wind |
|----------------------------------| |------------------------------------|
| Exp: 120 | Steal: See enemy list | | Exp: 120 | Steal: See enemy list |
| LP: 1 | | | LP: 1 | |
+----------------------------------+---+------------------------------------+
| Recommended Level: 25 - 28 |
+---------------------------------------------------------------------------+
There is no reason to start this fight without a bunch of helpful status
effects cast on all party members. There is a save point right outside of this
area so cast Protect, Haste, and Regen on everyone in your party then use the
Save Crystal to get the MP back. You can actually save your game with all
these status effects on each party member so do so then enter the boss area.
This boss will have two Treants with him at the start of the battle. All
enemies are weak against Wind so cast some Aero on all of them. Wait until
they are grouped together then spam them with Aero. You can also use a
Quickening to defeat them both quickly, but you really need to save your magic
for this battle as much as you can.
Elder Wyrm is a highly status +---------------------------------------------+
effecting boss. He will spend | Recommended Gambits |
much of the battle attacking |=============================================|
and casting status effects such | Ally: any (>) Raise |
as Blind, Silence, Sleep, and | Ally: any (>) Esuna |
Confuse. Have Rose Corsages | Ally: any (>) Handkerchief |
equipped so you don't have to | Ally: status = Slow (>) Haste |
worry about curing Silence. Be | Foe: party leader's target (>) Attack |
sure to have an Esuna gambit +---------------------------------------------+
set to at least two people to
counter these status effects. Elder Wyrm's big attack is a close range attack
known as Sporefall. This attack will throw the whole book of status effects on
all party members that are right next to him - Sap, Silence, Poison, Confuse,
Blind, Slow, and Oil! Make sure to have someone set up to pass out
handkerchiefs for the Oil status. Elder Wyrm will perform his special fireball
attack that will instantly kill an Oiled member of your party if you don't cure
the Oil quick or he will take off about 600 HP from a non-oiled member. Have
Esuna set up to wipe out the other status effects. Use Haste to counter Slow.
Right when you see the words "Elder Wyrm readies Sporefall" IMMEDIATELY run
away from him and you might escape the move. I would highly recommend having
Charge for this battle since you will be running out of MP toward the end most
likely. At least you can get some MP back to continue giving support to your
party members. With the way this battle is you should let Larsa handle all of
the healing this time. Elder Wyrm has no tricks up his sleeves for his last
bit of HP so there is really no need for a Quickening at the end of this battle
unless you want to go out with a bang.
The Branchway
The usual enemies will be down either path at this portion of the jungle. Keep
moving to the east through the Greenswathe to reach Paramina Rift.
Paramina Rift
Fading Vale
Save your game at the save crystal as usual and make your way to the north.
Mount Bur-Omisace is very close now.
Head of the Silverflow
Dark Skeleton / Weak: Light
Ice Elemental / Weak: Thunder
Lizard / Weak: Water
Skull Knight / Weak: Light
Slaven Warder / Weak: Water
White Wolf / Weak: Thunder
Wild Onion / Weak: Earth
Yeti / Weak: Thunder
I would advise you to level up a bit in this area, especially if you have
problems fighting the enemies. Walk up the path that leads to the east and
eventuall northeast.
Freezing Gorge
A cutscene will play upon stepping into this area. Down the path to the east,
go north to reach Bur-Omisace.
Mount Bur-Omisace [PV8]
Sand-strewn Pass
The merchants on each of the sides have +-----------------------------------+
some very good items that you will need | An optional boss has been lurking |
to get soon. I would suggest buying the | in the Dalmasca Westersand ever |
Thief's Cuffs right now so you can begin | since you picked up the Dawn |
stealing more rare and plain out MORE | Shard. You should be on a good |
items! Stock up on new equipment, | level to challenge him by now. |
especially Ice Shields. You will need an | Bring along some Shielded Armors, |
Ice Shield for each character where | the Decoy spell, and Larsa. |
you're going, not this moment though. | [SQ09-1] |
Make sure to buy three Nishijin Belts for +-----------------------------------+
your main party and some Light Armor for
each person as well - you will need all of this along with those Ice Shields
later on. So the checklist goes: Ice Shields x 3, Light Armor x 3, Nishijin
Belt x 3 - the Ice Shields and Nishijin Belts are the most important. This is
also a great time to finish up any side quest or hunts that you think you can
handle. Walk to the north on the Temple Approach just up ahead. A cutscene
will trigger when your party enter the Temple Grounds. You destination is the
Gate of the Holy Circle temple in the west. Head up the stairs and open the
doors. Approach the Gran Kilteas Anastasis in the back of the Hall of Light
for a group of cutscenes.
Hall of Light
Destination Quote: We can get the Sword of Kings in the Stilshrine of Miriam.
Larsa will leave the party after the group of cutscenes. You must now journey
to the Stilshrine of Miriam. The actual way to this place is a little tricky
so I will serve as your guide. First of all, you need to leave Mount Bur-
Omisace and travel back to the Paramina Rift.
Paramina Rift [PV9]
You may need to get a little adjusted to battles without Larsa's help. Set up
some cure gambits if you don't have any already activated. Head south into the
Freezing Gorge and go to the southeast. Be wary of the Ice Elemental if it
appears in this area. Run past him and all the other enemies to keep him from
getting aggressive. There is a path to the southwest that you need to enter.
It's very easily passed so makes sure you check the area well. You'll reach a
hill off to the right next to a frozen lake in the middle of the ice - this is
the path that you want to take.
Path of the Firstfall
At the top of the twisting path will be a blue save crystal. Continue to the
south.
Spine of the Icewyrm
Garud-Egi / Weak: Dark
Twintania / Weak: Thunder
The enemies in this area are much harder than the ones you've been facing in
the other sections of Paramina Rift. Have some Thundara gambits set to cast
Thundera on the Twintanias in this area and some Dark spells set for the flying
Garuda-Egis along the narrow strip leading to the south. Watch out for the
traps while fighting the Garudas - it is actually best to lure them away from
the narrow strip.
Silverflow's End
Run too fast in this area and you'll be dealing with quite a few Dark Skeletons
since they like to pop up from the ground in certain areas. A Yeti guards the
path leading to the Stilshrine. Zap him a bit with Thundara and continue
south.
Stilshine of Miriam [PV10]
No vicious guardians will impede your path, in fact, you'll have an orange save
crystal waiting when you enter the Walk of Mind outside the Stilshrine. I
would suggest that your party members be on about level 30 before stepping foot
inside since there are some vicious enemies awaiting. Open the ancient door up
ahead to begin.
Ward of Measure
Balloon / Weak: Water
Blood Gigas / Weak: Wind
Crystalbug / Weak: ???
Darkmane / Weak: Light
Dragon Aevis / Weak: Ice
Facer / Weak: Wind
Ghast / Weak: Light
Ghoul / Weak: Light
Miriam Facer / Weak: Wind
Miriam Guardian / Weak: Wind
Redmaw / Weak: Earth
Zombie / Weak: Light
Zombie Warrior / Weak: Light
Redmaws will be flying about freely throughout this area. The Way Stone in the
back is inactive for the moment. Approach the Pedestal of Dawn in the middle
of the front area. You need to equip the Dawn Shard to one of your party
members as an accessory then touch it to teleport to a different area. I would
suggest equipping it to a party member outside of you main party since the
equipped character will lose of all of his/her MP while it remains equipped.
If you touch the pedestal without the Dawn Shard, zombies will attack.
Ward of Velitation
Right off the bat, a Miriam Guardian will attack as your party teleports into
this area. You might want to set up some Protect shields while fighting him if
you don't have Shielded Armor. The chest to the left is definitely worth
grabbing even if you have to step through the trap since it will contain either
an Elixer or a Megalixer. Use float to avoid the trap if you have it.
Now, for the area ahead, you will find three Dragon Aevis's pacing around in a
circle. This area is a little cheap for so early in the game. They are all
weak against ice, so you can set up some Blizzara gambits and cast it on them
repetitively. I've also gotten through this part by summoning Belias on them,
and through the use of Quickening, so whatever floats your boat. It's a very
hard battle, even if you're on their level. If you run, be forewarned that two
statue heads (Miriam Facers) will pop out of the wall in the area ahead and
attempt to block you. They are not too bad, but be sure to have a Protect
shield up.
Walk of Torn Illusion
Miriam Facers and Miriam Guardians are sitting and waiting for your party to
walk by them in this area. All enemies provide some very good experience so
hunt them all down! Equip the Dawn Shard once again and touch the Pedestal of
Dawn at the top of this area to lower the statue heads along the side of the
room below. Go back down the stairs and enter the Ward of Velitation again.
Dragon Aevis's and the Miriam Facers may have respawned by now, so you either
need to make a break for the doors down the stairs along either of the sides to
the east or stand and fight again. I would run since there is a save point
past the side doors below either of the stairs...with a catch.
Walk of Revelation
A green save crystal!? Remember that catch that I mentioned? Well, the save
crystal in this room is an actual enemy and will attack with magick as soon as
you examine it. Stand around it with your party and attack it physically until
it turns blue. Bad save crystal! Use Cura often since the Crystalbug's magick
will hit all party members.
Ward of the Sword-King
The Blood Gigas's to each of the side are not as bad as they seem. They're
very slow. Turn left at the intersection since the door on the right is sealed
for the moment. Be sure to keep the Cura spell handy as you fight the Darkmare
since he will take off a good chunk of HP with his Dark spells. Examine the
Sword of Judgement to unlock the door at the north end. Open the door down the
other corridor to continue. Use the Way Stone inside to teleport back to the
room at the beginning of the shrine. The door on the west side of the Ward of
Measure is now open. Fight off the Miriam Guardians in the Cold Distance area
and enter the west path.
Walk of Prescience
This area is filled with Balloons that will easily kill your party members with
their exposions. Make sure to have a gambit set for the Raise spell and
Curaga. The left and middle path will only lead you to a fight with Balloons
and Facers. Go down the right path. Try to stick with physical attacks for
the Balloons since magick attacks will only make them explode faster. At the
end you will find a Stone Brave statue surrounded by Facers and Zombie
Warriors. Defeat the enemies then examine the statue. Rotate the statue so
that it faces to the east. Check your map to confirm its direction. There are
altogether three of these statues and they must all face each other - the
middle. Run down the stairs to the south and enter the next area.
Walk of Reason
The rooms ahead will contain a bunch of Zombies and Ghouls. Watch the HP and
the traps. Turn right after opening the second door and there will be some
treasure chest at the end of the path. You will fight tons of Zombie Warriors,
Ghasts, and Ghouls along the way. Head back and go up the stairs. It is best
to turn right and go up the next staircase since the other path is just
basically a longer way around with more Balloon fights. Turn to the left after
going up the stairs and to find two more treasure chest along the back
railings. You'll have to fight some Facers and Balloons to get to them. The
other path will lead you to the next Stone Brave statue. Turn the statue so
that it faces to the north. Run over to the right path and head north. This
will lead you to the east path with the last statue. Check around the area for
treasure chest while defeating the Balloons and Facers.
Cold Distance
Go through the door in the north and head back to the orange save crystal
outside of the shrine before you open the door in the east section. That door
will lead you to a boss fight.
Ward of Steel
++ B O S S B A T T L E ++
+---------------------------------------------------------------+
| Lv 27 | Vinuskar |
|===============================================================|
| HP: 15138 | Weak: N/A | Absorb: N/A |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Knot of Rust, Damascus Steel, Thief's |
| LP: 19 | Cuffs |
|---------------------------------------------------------------|
| Recommended Level: 27 - 30 |
+---------------------------------------------------------------+
A magnetic field will be laid over +-----------------------------------------+
your entire party and anyone | Recommended Gambits |
equipped with a heavy armor will |=========================================|
act as if they have been hit with a | Ally: any (>) Esuna |
Slow spell. For this battle, you | Ally: status = Slow (>) Haste |
need to equip only light armor to | Ally: HP < 50% (>) Curaga |
all members of your party. He will | Foe: party leader's target (>) Attack |
cast Break to pertrify party +-----------------------------------------+
members along with a rare Slow and
Confuse spell. The boss looks ferocious, but looks are extremely deceiving for
this battle. The only attack that you will really have to watch out for is his
Sword Dance, which takes off around 500 HP for all characters. Use Cura after
his Sword Dance move. You will take this boss out in a matter of seconds with
normal attacks if you have light armor! He is very slow so your party can get
in about two turns before he makes a move. I literally had to turn off all
party gambits to see his attacks in order to recommend gambits to you readers -
my party owned him that well. Try casting Haste on all your party members to
see if you can beat him in less than a minute!
Open the door after the battle and you will find the urn for this area with the
++MAP OF THE STILSHRINE OF MIRIAM++. Rotate the Stone Brave statue so that it
faces to the west. "The Colossus has undergone some change" will flash across
the screen. Go back the way you came and a cutscene will show the statue in
the middle as it lifts up its gigantic sword revealing a path behind it. Open
the door to the north and save your game outside the shrine or you can save at
the blue save crystal after using the Way Stone. Use the Way Stone in the
middle to teleport to the area below the statue then take the path to the left
in the room ahead. Fight through the Blood Gigas's and Darkmane once again
then enter the area past the statue's lifted sword. Open the door for another
boss battle.
Hall of Worth
++ B O S S B A T T L E ++
+----------------------------------------------------------------+
| Lv 30 | Mateus |
|================================================================|
| HP: 34259 | Weak: Thunder | Absorb: Ice |
|----------------------------------------------------------------|
| Exp: 0 | Steal: Ether, Pisces Gem, High Arcana |
| LP: 27 | |
|-----------+----------------------------------------+-----------|
|- - - - - -| Lv 26 | Ice Azer (x5) |- - - - - -|
|- - - - - -|========================================|- - - - - -|
|- - - - - -| HP: 2708 | Weak: Thunder | Absorb: Ice |- - - - - -|
|- - - - - -|----------------------------------------|- - - - - -|
|- - - - - -| Exp: 558 | Steal: Ice Magicite, Ice |- - - - - -|
|- - - - - -| LP: 1 | Crystal, Feystone |- - - - - -|
|-----------+----------------------------------------+-----------|
| Recommended Level: 29 - 32 |
+----------------------------------------------------------------+
This battle will really challenge +-----------------------------------------+
you compared to the last boss | Recommended Gambits |
battle you just had mainly because |=========================================|
of the sheer aggression that your | Ally: any (>) Raise |
party will have to put up with at | Ally: HP < 50% (>) Curaga |
the beginning. Mateus will start | Self (>) Shell |
the battle by casting Reflect on | Ally: status = Slow (>) Haste |
herself and summoning five Ice | Foe: party leader's target (>) Thundara |
Azers. First of all, make sure | Foe: party leader's target (>) Attack |
that everybody in your party is +-----------------------------------------+
equipped with a Nishijin Belt to
avoid the Ice Azers' Sleep spell. The Ice Azers will be constantly casting
Sleep and Blizzard. Blizzard isn't that bad at all when one Ice Azer hits a
party member with it, but the problem here is that all five Ice Azers will pick
one party member from the whole group to cast five Blizzards on. Mateus will
be hitting your party members physically while her minions cast magic. Equip
Ice Shields to all characters to half the damage of the Ice magic. The main
problem with this battle is that, unless you use a Quickening on the Ice Azers,
your party members will have to suffer some damage most likely in order to dish
out some damage on the Ice Azers. Every enemy is weak against Thunder, but
Mateus has up a reflect shield, so if you cast a Thundara spell that hits an
Ice Azer, you will more than likely hit Mateus unintentionally and get Thundara
reflected back on you. The good news is that the Thundara spell will take much
more off an Ice Azer then it will when reflected back on a party member. Make
sure NOT to target Mateus however, or the reflected Thundara spell will take
off heavy damage from the caster! The Ice Azers are immune to any type of
physical attack and Belias is powerless against them. Either use Quickenings
or use Thundara to get rid of the Ice Azers. I would recommend using Thundara.
Set two of your party members with the gambit "Foe: party leader's target (>)
Thundara" and manually cast Thundara on the Ice Azers. This will kill all of
the Ice Azers within a few castings, but make sure to turn off the Thundara
gambit when you go to challenge Mateus alone.
Another way to approach this battle from the beginning is to equip an Ice
Shield to one person and cast Decoy and Shell on him. The Ice Azers will all
target the Decoyed character along with Mateus. Cast Thundara on the Ice Azers
while they attack the Decoy. You could also equip the Decoyed character with
the Dawn Shard to boost his magic defense, but that will take all his MP - your
choice. There's no need to leave the Decoy gambit on while Mateus.
When fighting Mateus alone, use constant physical attacks and set up a Shell on
each of your party members. Most of the time she will attack physically and
use her Flash Freeze attack. She will cast her Blizzaja spell when her HP
reaches the halfway mark and will continue to cast it throughout the rest of
the battle (look for the "Mateus readies Chain Magic" message). As long as you
have up a Shell or have an Ice Shield to reduce damage it won't be much of a
problem. Her Blizzaja attack will sometime inflict Sap, so be ready to heal it
with Regen or Esuna. Be sure to set some healing gambits to heal party members
and cast Cura manually to heal the whole group when needed.
After the battle, the Esper, Mateus the Corrupt will be yours! Open the door
and run up the stairs to trigger a cutscene. Your party will obtain the
++SWORD OF KINGS++ after the cutscenes. Leave the Stilshrine and another
cutscene will play on the outside. Either use the orange save crystal to
teleport to Mount Bur-Omisace or go back on foot.
Mount Bur-Omisace [PV11]
No new items are available from the merchants in case you were wondering. The
rain in the village serves as a nice foreshadowing of what to expect as you
walk further up the path. Be sure to save your game at the Sand-strewn Path.
Run all the way to the Gate of Holy Circle and open the doors to trigger a
cutscene.
Hall of Light
++ B O S S B A T T L E ++
+-----------------------------------+---+-----------------------------------+
| Lv 20 | Judge Bergan | | Lv 29 | Judge |
|===================================| |===================================|
| HP: 17200| Weak: N/A | | HP: 3179 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Hi-Potion, Ruby | | Exp: 91 | Steal: See enemy list |
| LP: 19 | Ring, Ether | | LP: 1 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 28 | Judge | | Lv 28 | Judge |
|===================================| |===================================|
| HP: 3179 | Weak: N/A | | HP: 3179 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 91 | Steal: See enemy list | | Exp: 91 | Steal: See enemy list |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: 30 - 32 |
+---------------------------------------------------------------------------+
The battle will start your party +-----------------------------------------+
out in the middle of the Hall of | Recommended Gambits |
Light with three Judges behind them |=========================================|
and Judge Bergan all the way in the | Ally: any (>) Raise |
back of the main walkway. This | Ally: HP < 50% (>) Curaga |
setup should be taken to your | Ally: any (>) Blindna |
advantage and you should | Self (>) Haste |
immediately cast Haste on all party | Foe: party leader's target (>) Attack |
members then go after the Judges in +-----------------------------------------+
the back. All of the Judges will
try to cut through your party's defenses with their Water Spout attacks. Fight
them off as quick as possible while Judge Bergan approaches. Be sure to have
some Curaga gambits along with some Raise gambits ready. All three Judges can
be easily defeated with a Quickening chain as well, but keep in mind that you
will need some magick while facing Bergan. At lower levels you may want to use
Quickenings for the Judges since they can make the beginning of the battle a
bit overwhelming. If Judge Bergan joins in and starts dealing too much damage
attempt to Blind him. Cast Blind on him with all three party members in a row
if you have to. It will always eventually hit, but it takes a few tries. Once
the Judges have been defeated, Judge Bergan shouldn't be too much of a problem
to take on by himself. His hits will blind at times so a Blindna gambit will
be helpful for this battle. He will perform his Battle Cry move once his HP has
been taken down halfway. This will make him counter a bunch and he can
sometimes chain together enough hits to totally kill one party member at full
life while Battle Cry is activated - this is why I recommend blinding him
early.
A few cutscenes will play after the battle then your party will decide on the
next destination. Onwards to Archades! You need to go back to Rabanastre and
use an airship at the Aerodrome to take your party to Nalbina. Walk up and
talk to the woman behind the desk with the "Flights to Nalbina" icon over her.
Travel buy Leisure Craft and buy the Syphon spell (you'll need this later) and
some teleport stones from the Assistant Storekeeper at the top of the stairs in
the Airship. Talk to the Chief Steward through the door down the stairs in
order to exit to Nalina. There is a side quest you can start buy choosing
"Who's this...Rande?" from the list of answers after talking with her, but it
cannot be finished until you make it to Archades.
Nalbina Fortress
Destination Quote: Need to head north of Nalbina, through the Mosphoran
Highwaste and the Salikawood.
Talk to the Imperial and allow him to escort you in order to enter Nalbina.
There are some new items available from all merchants. Buy Dispel from the
Magick merchant. You will really need Dispel for the rest of the game mainly
for bosses! Vanishga would be another good spell to get. At the intersection
outside the city turn right to enter the Mosphoran Highwaste
Mosphoran Highwaste
Clay Golem / Weak: Wind
Fire Elemental / Weak: Fire
Humbaba / Weak: Ice
Python / Weak: Earth
Seeq Cateran / Weak: Fire
Slaven Wilder / Weak: Wind
Wary Wolf / Weak: Earth
Worgen / Weak: Water
Southern Skirts
Make sure you set up some Curaga gambits along with some Esuna gambits. The
Worgens will Screech to Confuse party members sometimes. They will also rush
at you with Berserk activated.
Summit Path
The Humbabas here can be difficult when fighting more than one so make sure to
have an active Protect shield up. Don't use magic near the Fire Elemental if
one appears. Keep heading to the north and you'll eventually reach the
Babbling Vale area.
Babbling Vale
Take a break and save your game at the orange save crystal or buy a few items
from the merchant. He has the 1000 Needles Technick, which could prove useful.
Be sure to stock up on some Chronos Tears since Stop is a very nasty status
effect that can only be cured by a Chronos Tear or through immunity with a
Power Armlet. This single area has many paths leading out, but you want to
take the northwest path if you want the quickest way to your destination.
Trail of Sky-flung Stone
Beware the Seeq Caterans in this area. They will run up to your party members
and throw an item to cause instant Berserk, which could be a good thing or a
bad thing depending on the individual. Stay away from the Fire Elemental as
usual and have some magick gambits set for the flying Vulture so your short
distance members can hit him. Beward the Vulture's Kamikaze attack when their
life is low - defeat them quickly if they ready the attack.
Northern Skirts
Three Humbabas are lurking in the front of this area. Try to lead one away
from the others or cast Blizzara on them all from a distance. Many more flying
Vultures will be hovering around the end of this area. Run across the bridge
in the Halny Crossing to reach the Salikawood.
The Salikawood
Malboro King / Weak: Light
Pumpkin Head / Weak: Ice
Sprinter / Weak: Water
Wyrdhard / Weak: Fire
The Omen-Spur
Don't take the Pumpkin Heads for granted; they take quite a bit of HP per
attack based on what you would think while just looking at them. They will use
Silence and Sleep so have some Esuna gambits set up.
Path of Hours
A blue save crystal is to the side. Notice the moogles off to the right
(Forest Bungalow); you'll be coming back to speak with them later.
Truckwall Road
Make a right when the path splits followed by another right to find the map urn
with the ++MAP OF THE SALIKAWOOD++ inside. Make sure to set some "Ally: status
= Slow (>) Haste" gambits up for the Malboros that you will find later and, of
course, an Esuna gambit along with Curaga. There is an orange save crystal in
the Quietened Trace in the northwest along with an optional boss fight. The
moogle at the entrance to the path will warn you of the great fiend. Your
destination is to the northeast.
Living Chasm
In the far northwest walk up to the Moogle Boss by the gate and speak with him.
It seems he needs to get his moogle workers back to complete the gate so access
to the Phon Coast can be granted and that just so happens to be where your
party's headed. A moogle counter will appear on the right hand side of the
screen letting you know how many moogles need to be found. Open your map to
find several exclamation points highlited on your map - these are the locations
of the moogle in the bungalows throughout the Salikawood. Go to each of those
areas and talk to the moogles to get them to head back to the Moogle Boss.
This is very straightforward so I'm not going into too much detail.
Trunkwall Road (middle) - 2 moogles
Garden of Decay (west) - 4 moogles
Path of Hours (north) - 3 moogles
The last set of moogles will give you an option to follow them to the gate.
The gate will open up and your party will be free to go to the Phon Coast. Be
sure to talk to the Boss Moogle along the way to get a free pair of ++QUASIMODO
BOOTS++.
Phon Coast
Kaukula Pass
Destination Quote: So this is the Empire. Archades should be to the northeast.
A cutscene will play upon entering the Phon Coast. A blue save crystal will be
off to the right as the cutscene ends.
The Reseta Strand
Archesaur / Weak: Ice
Bagoly / Weak: Earth
Iguion / Weak: Thunder
Mandrogora / Weak: Fire
Piranha / Weak: Thunder
Pyrolisk / Weak: Ice
Silver Lobo / Weak: Earth
Be sure to set some "Foe: flying (>) Blizzara" gambits for your short range
characters. You need to go southwest. Stay away from the Piranhas if your
party is at a low level since they will dish out some very damaging attacks
when their life gets low. The Bagoly's and Pyrolisk are very aggressive and
will actually gang up, so run if you have to. It doesn't really matter which
way you take since both of them will eventually lead to the Hunter's Camp.
Hunter's Camp
A cutscene will play upon walking into the camp...a most interesting cutscene.
There is an orange save crystal in the middle of the camp and plenty of items
available from the merchant of this area.
The Vaddu Strand
There is really nothing here but chests +-----------------------------------+
and a whole bunch of them along the beach | Don't open any of the chests on |
by the east side! The chests are a trick | the east side of the beach in |
however, since opening one of them will | this area or you won't get the |
guarantee that you will not receive the | Zodiac Spear! This is the fourth |
Zodiac Spear in the Necrohol of Nabudis. | and last set of chests that must |
This is the last set of chests that you | not be opened in order to obtain |
must not open in to get the Zodiac Spear. | the Zodiac Spear. |
Don't screw it up now! Take out your | [SQ01-4] |
anger on loosing so much gil on the +-----------------------------------+
defenseless little Mandragora.
Caima Hills
There is a Wayward Chocobo in the southwest section of this area that will off
your party a life if you feed it some Gysahl Greens. Buy Gysahl Greens from
any airship ride between cities or from the Clan Provisioner back in Rabanastre
after your party reaches Rear Guard rank. Keep heading northeast. Be careful
while fighting a group of Bagolies on the way; they will gang up very quickly!
You'll come upon a blue save crystal in Rava's Pass. To the north of Rava's
Pass lies the Tchita Uplands.
Tchita Uplands
Bellwyvern / Weak: Water
Coeurl / Weak: Ice
Feral Croc / Weak: Earth
Lizard / Weak: Water
Malboro Overking / Weak: Light
Serpent / Weak: Earth
Realm of Elder Dream
There are quite a number of new enemies here and they can easily get mixed into
a group with the Serpents rise up from the ground. You may want to equip your
magick user with a Rose Corsage to stop the Coeurl's silencing. Head to the
east. Any type of building structure will have Malboro Overkings lurking
around it and they can get extremely numerous at times - combine that with
their Bad Breath attacks and things can get ugly quickly.
The Chosen Path
To the east of The Skytrail, you will come upon an area with an orange save
crystal and an Archadian Wayfarer standing next to a fallen Bangaa. Talk with
the Wayfarer and he will ask to hire your party to dispose of a group of fiends
in the Sochen Cave Palace. He will hand over the bill with a picture he drew
on it, which is actually very close to what the group of fiends look like - oh,
how the appearances are so deceiving! As it says, this will not be listed in
the Clan Primer, but this hunt must be accepted to advance in the main story!
Head east to the Fields of Eternity and there you will find the entrance to the
Sochen Cave Palace. He will hand over the ++SOUL WARD KEY++ when the
conversation ends. This hunt can also be accepted from the boy's father in The
Nameless Spring to the south. Even though this isn't an official hunt, there
is still a bounty to be earned upon defeating the mark. Now, let see what
horrors await in the Sochen Cave! In the northwest of the next area (The
Highlands) lies the Fields of Eternity. The cave entrance is in the northwest
part of the Fields of Eternity. You'll probably fight or run from tons of more
Coeurls and Serpents along the way.
Sochen Cave Palace
Focalor / Weak: Ice
Gorgimera / Weak: Water
Iguion / Weak: Thunder
Imp / Weak: Ice
Pit Fiend / Weak: Earth
Striker / Weak: Wind
Wendigo / Weak: Ice
Zombie Knight / Weak: Light
Doubt Abandoned
Destination Quote: We'll use the Sochen Cave Palace to sneak into Archades.
A cutscene will play as your party enters the cave. Make sure that you have a
"Self (>) Libra" gambit set in here or else your party will might step on some
of the traps near the beginning. There are several traps in the area where the
stalagmites and Zombie Knights are. Try to lead the Zombie Knights out of that
area so your party members won't accidentally trigger a trap during the fight,
or you could always cast Float on everybody during the battle. The Imps in
this cave can be very dangerous as well with their damaging group attack that
they will perform while their HP is low. In the north, you will find the Gate
of the Soul Ward where you must use the Soul Ward Key that you got from the
petitioner earlier. Let's see what awaits inside shall we?
Hall of Lambent Darkness
++ B O S S B A T T L E ++
+-----------------------------------+---+------------------------------------+
| Lv 37 | Alraune King | | Lv 37 | Mandragora Prince |
|===================================| |====================================|
| HP: 9069 | Weak: Wind | | HP: 9069 | Weak: Fire |
|-----------------------------------| |------------------------------------|
| Exp: 0 | Steal: Gimble Stalk | | Exp: 0 | Steal: Four-leaf Clover |
| LP: 5 | | | LP: 5 | |
+-----------------------------------+ +------------------------------------+
+-----------------------------------+ +------------------------------------+
| Lv 37 | Onion Queen | | Lv 37 | Pumpkin Star |
|===================================| |====================================|
| HP: 9069 | Weak: Earth | | HP: 9069 | Weak: Ice |
|-----------------------------------| |------------------------------------|
| Exp: 0 | Steal: Onion | | Exp: 0 | Steal: Jack-o'-Lantern |
| LP: 5 | | | LP: 5 | |
+-----------------------------------+ +------------------------------------+
| +-----------------------------------+ |
| | Lv 37 | Topstalk | |
| |===================================| |
| | HP: 9069 | Weak: Water | |
| |-----------------------------------| |
| | Exp: 0 | Steal: Tomato Stalk | |
| | LP: 5 | | |
+--------------------+-----------------------------------+-------------------+
| Recommended Level: 36 - 39 |
+----------------------------------------------------------------------------+
Oh, my sweet Nightmare Before +-----------------------------------------+
Christmas! So, these little | Recommended Gambits |
Mandragoras are the marks!? They |=========================================|
most definetly are, and this is one | Ally: any (>) Raise |
battle where appearances are | Ally: HP < 50% (>) Curaga |
deceiving. If you try to rush all | Ally: any (>) Remedy |
of these little munchkins with your | Foe: party leader's target (>) Attack |
whole party then they will bathe +-----------------------------------------+
your whole group in status effects
similar to a Bad Breath Malboro attack - there is a slight difference though,
they will not miss like a Bad Breath! They will cast Blind, Disable, Slow,
Poison, Sleep, Sap, and Silence. If you plan to take them on physically, you
need to equip some Nishijin Belts to all party members to avoid Sleep. An
"Ally: any (>) Remedy" gambit is priceless for this battle if you can avoid
Sleep through the Nishijin Belts. Focus on each one's elemental weakness,
whether you have a weapon with that element or the magick. They fall fast if
you focus on one and pound his weakness into the ground. They can take off
quite a chunk of HP with their physical attacks while in groups, so have some
cure gambits ready. It is possible to Dispel their Haste, but it doesn't
really matter that much. You can set up a "Foe: status = Haste (>) Dispel"
gambit on your magick users to quickly get rid of it. They have a pattern
where they will rush into your party to cast status effects and attack then run
away and cure themselves, but they will always move in a group.
The best way to defeat them is to wait until they are all grouped together then
chain a Quickening on them. Stay on one side of the room and wait until they
run toward you while all grouped. This will totally pulverize a whole group of
them and defeat them quickly if you get the bonus attack at the end of the
Quickening. Be sure to have each character target a specific Mandragora. You
really need to have multiple characters outside of your main party with
Quickenings to take them all out if you can't chain them that well. Summoning
Belias seems to work well if he can get one by himself, but they will soon kill
him if the whole groups gangs up around him. Belias will immediately Painflare
Mandragora Prince because of his weakness to fire. If you plan on stealing
from all of them, you will need quite a bit of Remedies. They are very hard to
steal from. I would recommend setting a "Foe: party leader's target (>) Steal"
gambit for your party members if you are willing to try since it will take
several attempts most of the time.
Be sure to fully cure your people; you still have another minor battle left up
ahead. Open either of the doors to the side after the battle. They both lead
the same way. Go back to the petitioner to receive ++1000 GIL and 3
REMEDIES++.
The Acolyte's Burden
You'll find a save crystal, well, actually a Crystalbug in the next big room.
Be careful about keeping your group together since it will use elemental magick
that will hit everyone in a group. Defeat the Crystalbug and it will turn into
an actual blue save crystal. You can check the dead Bangaa corpse on your way
through the doors of the next area.
Mirror of the Soul
This cave will soon split into many different paths. Take the far east path to
find an urn containing the ++MAP OF THE SOCHEN CAVE PALACE++. Don't let all
the Imps and Pit Fiends gang up on you in this cave or they will surely make
quick work of your party. It's a good idea to keep some Nishijin Belts on
since the Pit Fiends like to cast Sleep. If you take the west set of paths,
you'll like notice the Pilgrim's Door along the way. You'll need to solve a
puzzle in order to open it. We'll get to that in just a moment. Use the far
east path to enter the next area.
Falls of Time
The Strikers are the only aggressive enemies in this area. Look around and
you'll notice several waterfalls blocking the paths to the different areas in
this cave. Now, about the puzzle in this area, if you look around in this area
(near the second door from the west), the next area (on the wall), and in the
previous area (The Pilgrim's Door), you will be able to read an inscription
that provides hints to the different routes you should take in order to change
the flow of the waterfalls.
** WATERFALL PUZZLE **
To start things off, you need to go back the way you came by enter the path on
the southeast side. I have drawn up some maps with the correct path outlined
that should be taken in order to stop the waterfalls.
Copy and paste the url into your browser to see the maps.
Waterfall Puzzle Path 1 - http://tinyurl.com/y7rkwy
Waterfall Puzzle Path 2 - http://tinyurl.com/t4xqt
Each time you enter a new area the message "The course of the waterfall seems
to have changed" should be displayed across the screen to let you know that you
took the correct path. The paths that you make do not need to be precise, but
you MUST enter and exit from the correct pathways when entering the bottom
(Mirror of the Soul), middle (Falls of Time), and top (Destiny's March) areas.
You can think of both maps as one long path, but I thought it would be best to
have two to avoid confusion. You'll get that previous mentioned message three
times as you enter the different areas, then on the final time you'll receive a
message that says "You hear a door open in the distance". This means the
middle path in the Falls of Time area is no longer blocked by a waterfall and
that the Pilgrim's Door is now unlocked. Walk toward the middle area and open
the treasure chest on the other side of the small bridge around the stone
structure for a chance at either an ++ELIXER++ or a ++DARK MATTER++. There is
also another chest off to the east that contains either an ++ELIXER++ or a
++KIKU-ICHIMONJI++ Katana. To the south, open the first Pilgrim's Door to find
a chest containing either the ++KOGA BLADE++ or the ++IGA BLADE++ Ninja Swords.
As of right now, this is the only way that I know of to get the Iga Blade, so
you may want to save your game after solving the puzzle and open the chest
until you get that weapon if getting every weapon in the game is important to
you since none of these chests will respawn. Keep in mind that the chests are
random, so if they don't all three appear then reload your game from the
previous save point (after saving when the puzzle is solved of course). As
long as you haven't opened one, then they will appear eventually.
Destiny's March
No matter which way you go to the north you will fight mainly Strikers and
Wendigos. The Wendigos will deliver a heavy ice attack to all members of your
party and the Strikers will do the same with an Earth attack when they are low
in HP so a manual Cura might save the day after they fall. Do not fight more
than two of these enemies at a time; lead some away from the others if you find
a group greater than two. Step through the Doors of Time and make your way to
the central north section. If you want to avoid most fights take the center
path. The door in the far north leads to a big room where you will enounter
another boss, so I would suggest backtracking and saving if you gained quite a
few levels and want to make sure you keep them.
Hall of Shadowlight
++ B O S S B A T T L E ++
+-------------------------------------+---+-----------------------------------+
| Lv 38 | Ahriman | | Lv 37 | Ahriman (Image) |
|=====================================| |===================================|
| HP: 62149 | Weak: Light | Abs: Dark | | HP: 700 | Weak: Light | Abs: Dark |
|-------------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Death Powder, | | Exp: 0 | Steal: same as Ahriman |
| LP: 28 | Maduin Gear, Sky Jewel | | LP: 0 | |
+-------------------------------------+ +-----------------------------------+
| Recommended Level: 37 - 40 |
+-----------------------------------------------------------------------------+
This boss isn't really too bad, but +-----------------------------------------+
that's not to say that he can't get | Recommended Gambits |
the best of you later into the |=========================================|
battle. He will start out by | Ally: any (>) Raise |
mainly casting Doom and elemental | Ally: HP < 50% (>) Curaga |
magicks on your party. Have a | Ally: any (>) Poisona |
gambit set up to throw a Remedy (if | Ally: any (>) Esuna |
you have unlocked Remedy Lore 3 on | Ally: any (>) Remedy |
the License Board) and it will cure | Foe: HP < 1,000 (>) Bio |
Doom. Otherwise, you will have to | Foe: party leader's target (>) Attack |
let Doom run its course and revive +-----------------------------------------+
the character after the countdown.
Make sure to have Remedy set up below Poisona and Esuna if you use both of the
gambits on one character so you won't be curing a simple poison with a Rememdy.
Speaking of Poison, I would set an extra gambit to cure poison by itself since
he will inflict your party members with it a bunch - make sure to set it above
Esuna on the gambit list. It would be a good idea to have your party members
equipped with Jackboots for when he starts to cast Immobilizega. Normal
attacks should work fine throughout the battle while attacking him, just don't
equip a weapon that has the element of dark of you will only give him life.
Keep in mind that you can actually attack him with Cure spells in this fight
since he is undead. Have one of your magick users toss Curaga or Potions at
him to damamge him even more at the beginning of the battle.
He will eventually teleport away from your party and make a separate image of
himself. Try to get rid of the image if at all possible since it will act on
its on just like a separate Ahriman, and just like a separate Ahriman, you can
also steal from the images! He can make up to six images so you may be
fighting up to seven Ahrimans by the end of the battle. Have a gambit set to
where a party member will cast Bio on an image and this will likely kill them
all with one casting. Since all of their HP is less than 1,000 set up a "Foe:
HP < 1,000 (>) Bio" gambit to quickly kill them off. The main annoyance of
this fight is his use of Confuse (Phantasmal Gaze) toward the end since it
tends to hit every party member that is close to him. Make sure to have one
character equipped with a long distance weapon so they will not be affected by
the Confuse spell and have them set with an Esuna gambit. He will also start
to attack with Maser Eye shortly before falling - this attack will take off
about 1500 HP per hit. Try to finish him off with a Quickening when his life
is down to about 25% HP and you won't have to worry about Maser Eye.
Open the three treasure chests found around the room after the battle then exit
through the east door. One of the chests will have an Elixer for sure!
Temptation Eluded
Some programmer has been very dirty! There is a trap right at your feet as you
come through the entrance door of this area. Make sure to have Libra setup
then carfully move agains the east wall. There's plenty more traps up the path
as well. More Strikers and Imps will be lurking up ahead. In the big room,
open the chest to the side for some possible extra gambits then go down the
tunnel to the west for an extra chest.
Chosen Path
Climb up the hill to find a lift at the top. Activate the lift with the
Disused Pedestal. You'll arrive in the Skybent Chamber after the cutscene.
Turn around to find a much needed orange save point! Exit via the door to the
north to enter Old Archades.
Old Archades
Alley of Low Whispers
The merchant off to the side has plenty of new accessories. It would be a good
idea to buy some Bowline Sashes and Winged Boots. The Embroidered Tippet will
double experience so it's a worthy purchase as well. Make sure to save at
least 4000 gil. Cross the bridge to the west.
Alley of Muted Sighs
There's a blue save crystal in the southwest. Talk to the Imperials in the
southwest and a conversation will begin after they refuse to let your party
through to Archades. He will ask your party to pay him 1500 gil in order for
him to help out. You must pay him. He will ask if you've heard any good
rumors and want your party to ask around for the latest gossip around town.
There are two ways to do this part, depending on the person you talk to:
a) Talk to the Ex-Broker on the northeast side of the Alley of Whisper. Return
to Jules and talk to him. Return to the Alley of Low Whispers and talk to the
Fresh Ardent on the steps in the middle portion on the map.
b) Talk to the Lucky Man speaking with the red Seeq on the west east side of
the Ally of Muted Sighs - he's at the bottom of the stairs that lead to the
bridge. Return and talk to Jules. Talk to Beasley; he sits against the wall
almost directly across from the red Seeq's back from earlier.
Whichever group of people you talk to run back and talk to Jules to trigger a
commotion on the town streets. Jules will have moved from his current spot and
will be sitting on the boxes before you get to the blue save crystal when you
speak to him the final time. The Imperial guards will rush forth to stop the
fight and your party will automatically enter Archades during the cutscene that
follows.
The Imperial City of Archades
Trant
Destination Quote: Gotta find some way to sneak inside the Drakor Laboratory.
Walk a little way to the west and Balthier will mention he has some business to
attend to and will leave the party. Well, he's still actually in the party,
but you know... Anyway, check around the shops to find plenty of new items,
equipment, and magicks. Be sure to get the Aeroga spell! Also, the item shop
now stocks X-Potions.
Talk to the Cap Guide in the southwest portion of the city. He will mention
that only those with 9 chops may ride the cab. Jules will break up the
conversation and mention that Balthier is waiting in central. You must once
again pay Jules to find out information. Pay him 2500 gil and he will tell
your party about chops. Basically, you must walk around town and perform good
deeds by matching townspeople up with other townspeople to help them out. They
will repay you with a chop each time you find a matching pair where one helps
the other. Most people will be labeled the same next to the talk icon as you
approach them. You need to talk to them to have them labeled. Each time you
talk to a person they will mention a certain phrase that will be highlighted.
You will have a choice to memorize the phrase the conversation. After setting
a person's words to memory, you must seek down a person with a matching phrase
and they will give you a ++PINEWOOD CHOP++ for helping them. All matching
people can always be found in the same district. You can only memorize one
phrase at a time and you can override once phrase with another. Below is a
list of everyone that can be matched up per district. There are altogether 28
chops to be earned, but remember that you only have to earn 9 chops to use the
cab.
Nilbasse
[ ] "Working up a Sweat" ~ Gentleman Onlooker --> Eager Crier
[ ] "Words of Encouragement ~ Senior Reseacher --> Failed Researcher
[ ] "Wages Halved" ~ Worried Husband --> Materialistic Woman
[ ] "A Grand Line of Gamesmen" ~ Athletic Woman --> Avid Reader
[ ] "The Path to Stardom" ~ Aspiring Starlet --> Faded Star
[ ] "Time To Leave ~ Determined Researcher --> Ex-Researcher
Rienna
[ ] "A Revolutionary Dish" ~ Philosopher of Cuisine --> Dangerous Chef
[ ] "A Gambit for the Market" ~ Lazy Profiteer --> Reseacher's Wife
[ ] "Out of Ears" ~ Greenseller --> Vegetable Seller
[ ] "What She Wants" ~ Good Brother --> Waiting Woman
[ ] "The Misfortune Teller " ~ Tarot Reader --> Happy Novelist
[ ] "An Epistle to Love" ~ Lucky Man --> Romantic Lady
[ ] "The Aerial Gardens" ~ Tour Leader --> Bhujerban Lady
Trant
[ ] "The Boutique" ~ Boutiquere --> Moneyed Gentleman
[ ] "A Ticket to the Farce" ~ Farce-Goer --> Girl on an Errand
[ ] "The Lutenist" ~ Music Appreciator --> Lutenist
[ ] "A History of Empire" ~ Historian --> Perceptive Man
[ ] "The Artisan Architect" ~ Builder --> Artistan Architect
[ ] "The Client's Daughter" ~ Smitten Man --> Smitten Woman
Molberry
[ ] "The Mummer" ~ Reminiscing Lady --> Family-minded Girl
[ ] "A Trinket From Giza" ~ Daugher-in-Law --> Man from Giza
[ ] "The Master of Disguises" ~ Look-Alike --> Look-Alike
[ ] "To be a Judge" ~ Would-be Judge --> Judge's Wife
[ ] "A Knack for Magick" ~ Talented Woman --> Akademician
[ ] "The Eight & Twenty Chops" ~ Ardent Woman --> Ardent Man
[ ] "The Tutor" ~ Proud Mother --> Tutor
[ ] "The Anniversary" ~ Poor Husband --> Poor Wife
[ ] "The Traveler" ~ Avid Traveler --> Traveling Gentleman
To finish up each area quicker, I suggest that you run to each person and talk
to them to get their talk icon to show their proper name, then go through and
match them up.
(More coming soon!)
__ _____ ___ __ _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
\ / | | | | | SIDE QUESTS | \ / | | | |
/ \ | | | | | [SQ00] | / \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|
-- Zodiac Spear [SQ01]
In order for the Zodiac Spear to be available in the chest later in the game a
few treasure chests must NOT be opened as you journey through the main story of
the game.
[ ] Do not open the treasure chest directly across from Old Dalan's front door
in the South Sprawl part of Lowtown. [SQ01-1]
[ ] Do not open either of the two chests in the Cellars area of the Royal
Palace of Rabanastre. This is the area where the red Seeq distracts the guard
while Vaan sneaks by. [SQ01-2]
[ ] Do not open any of the chests in The Confiscatory of the Nalbina Dungeons.
This is the room where the party gets their weapons back after being captured.
[SQ01-3]
[ ] Do not open any of the 16 chest on the Phon Coast that are lined up along
the beach of the Vaddu Strand area. All of them contain gil, but you want that
spear more than a one-time helping of gil right? [SQ01-4]
The Zodiac spear can be found inside of a treasure chest in the Necrohol of
Nabudis if you do not open any of the above chests.
-- Ktjn the Viera [SQ02]
When available: After the fight with the Mimic Queen in Barheim Passage.
Location: Muthuu Bazaar (Rabanastre); look for a Viera (bunny ears) named Ktjn
Ktjn can actually be found at many other places throughout Rabanastre
sometimes. She will ask the party a series of four questions. The reward will
differ depending on how many questions you get "right". She will be labeled as
"Viera" until you talk with her the first time. Keep talking to her until she
starts to ask a question. She will only ask a question after each major event
in the game, so she should have a new question for you after each major boss
fight. If she doesn't have a question for you, she will keep repeating the
same phrase. You should be negative with all answers except for the fourth
question. Here is a list of questions:
1. Is the city not wonderful? I still lose my way on occasion, but I have come
to know some of her walks and alleyways. But the land, I cannot hear it...
Should this not trouble me as a Viera?
(Correct) Yes, you should be ashamed.
(Wrong) No, don't be silly.
2. I knew my choice would bring hardship, yet...
(Correct) You should've thought it through.
(Wrong) Things will get better.
3. I would be as she is. Do you think it possible?
(Wrong) Sure, if you put your mind to it.
(Neutral) I don't know your sister.
(Correct) It'll never happen.
4. Perhaps it would be better if I too became a warrior like my sister. What
do you think?
(Correct) I think it's a good idea.
(Wrong) I'm not so sure.
The next time you meet Ktjn, after question 4, she will tell you that she has
made up her mind and she walks away from her current sitting place in the
Muthru Bazzar. If you answered all the questions correctly, go to the Clan
Hall to find her fighting with a Bangaa on the first floor. Talk to her and
she will give you a ++PLATINUM SWORD++. Her location for this final meeting
will differ depending on how many questions you answered correctly. The prize
will also differ depending on the questions answered as well.
** More on this side quest coming as I continue to figure it out **
-- Pilika's Diary [SQ03-1]
When available: After the party is attacked by Ba'Gamnan in the Lhusu mines,
but you must complete the "The Cry of Its Power" Elite Mark Hunt.
Location: Khus Skygrounds (Bhujerba)
Talk to the moogle, Pilika, in the Khus Skygrounds area of Bhujerba after
performing the "The Cry of Its Power" Hunt and she will ask your party to
retrieve her diary from the second floor of Clio's Technicks. She will give
your party the ++MERCHANT'S ARMBAND++, which must be worn to enter the second
floor of Clio's Technicks. Clio's Technicks is in the Miner's End of Bhujerba.
Go up the steps to the left and search the bookshelf with the ladder to get the
icon for ++PILIKA'S DIARY++. It doesn't matter whether you read it or not
right now. What matters is how you answer the question Pilika will ask when
you go back to her and give her the diary. You will receive a different item
for each answer:
You...didn't read it, did you, kupo?
(++KILIMWEAVE SHIRT++) Read it.
(++SHEPHERD'S BOLERO++) I've done nothing.
-- Sunstone Help [SQ04-1]
When available: When the party escapes from the Leviathan, this will be
available after talking with Marquis Ondore again (aka. when the party starts
out in the Dalmasca Westersand after the cutscenes). This side quest cannot be
performed while it is raining in the Giza Plains (after escaping from Shiva).
Location: Nomad Village (Giza Plains)
Return to the Nomad Village in Giza Plains and talk to Masyua beside the Dark
Stone. Choose "Can you tell me about the Sunstones?" He will ask if you are
interested in making some Sunstones. Agree to make the Sunstone and Masyua
will hand over a ++SHADESTONE++. You need to travel around to all the lit up
darkstones as shown on your map and hold the Shadestone up to them to charge it
like before. There are altogether four, but the map will only show two at a
time. They are in Starfall Field, Gizas North Bank, Gizas South Bank, and
Warrior's Wash. You must go to the ones that light up on your map, only they
will be lit up - the others will stay dark. Return the Sunstone to Masyua and
sell the sunstone to her. She will hand over ++200 GIL, 2 POTIONS, and a HOLY
MOTE++. Please note that you can repeat this side quest.
-- The Lost Cactoid [SQ05-1]
When available: You must complete "Dalmasca's Desert Bloom". This event will
be available after collecting the Dusk Shard from Raithwall's Tomb.
Talk to Dantro at the Outpost of the Esterland and he will ask you to deliver
the Cactus Flower, that you got from the Flowering Cactoid, to his wife in the
South Bank Village. South Bank Village is far to the north of the Outpost.
His wife is the woman standing at the entrance of the house across from the
campfire. Talk to her and she will give you a ++BUNDLE OF NEEDLES++ for
bringing her the Desert Flower.
Exit and reenter the village to find the Village Elder standing next to the boy
at the dock out in the water. Talk to the boy (Tchigri). He will mention that
his father has not come back yet and that he will go to the North Bank to find
him. Accept the Village Elder's request when she asks Vaan to go with Tchigri.
Speak with Ruksel after the cutscene with the Catoids. The Cactoids son, Dran,
is missing. Ruksel will want you to search the South Bank Village for Dran.
Vaan will automatically return to the South Village after the cutscene. Talk
to Dantro's wife and then search the back of the house she is standing in front
of. Approach the flower in the back and wait for the "Dran?" icon then examine
the flower. Allow Dran to follow you back to the dock then speak with Tchigri.
Walk over to the Cactoids after crossing the river. Dran will come back after
the other Cactoids walk away and award Vaan with ++1000 GIL and WYRMFIRE
SHOT++. You can now use the boat to cross the river between North and South
Bank Village any time you want by talking to Tchigri!
-- Bottles of Spirits [SQ06-1]
When available: After retrieving the Dawn Shard from Raithwall's Tomb.
Several bottles of Bhujerban Madhu are lying in different locations throughout
Bhujerba. These bottles can be sold to individuals for 1000 gil each. There
is one bottle in each area and one buyer in each area. The bottles will be
labeled as "Bottles of Spirits" as you approach each one. Only 14 bottles can
be sold. You can actually enter an area, find the bottle, sell that bottle in
that area, then reenter and sell the same bottle again until you get 14.
01 - Aerodrome
Bottle: On top of a pile of luggage. Look to the left of the standing Seeq and
to the left of the man sitting on the bench.
Buyer: The man sitting on the railing talking to an Imperial.
02 - Rithil's Protectives
Bottle: Inside of the cabinet next to the counter.
Buyer: Shop clerk, right next to the counter.
03 - Targe's Arms
Bottle: Walk up the stairs to the right upon entering and it is in between the
two weapon cases past the rack of spears.
Buyer: The woman talking to the sitting man.
04 - Mait's Magicks
Bottle: Run up the stairs to the left and go straight to the back to find it
lying among some bottles and vases.
Buyer: The Bhujerban Guru leaning against the wall right next to where you
found the bottle.
05 - Travica Way
Bottle: To the left of the squatting man who is talking to the street kid on
the southeast end.
Buyer: Man leaning against the wall across from Mait's Magicks.
06 - Khus Skygrounds
Bottle: To the left of the item vendor on a box behind a moogle.
Buyer: The woman leaning against the raised platform across the item vendor.
07 - Cloudborne Row
Bottle: On a box off to the left at the south dead end.
Buyer: The Cloudborne Patron next to his fallen friend. This is outside the
Cloudborne.
08 - The Cloudborne
Bottle: Lying on the table with a drunken woman closest to the bar.
Buyer: Magu, the Seeq directly across from the bar.
09 - The Staras Residence
Bottle: Turn to the right as you come in and look to the right of the dresser
facing you to find it on a box
Buyer: Niray, but you must first complete the "Antlion Infestation" hunt for
her to buy it. Sell it to someone else if you haven't - no big deal.
10 - Miner's End
Bottle: To the right of the entrance to Bashketi's Gambits on a box.
Buyer: The Lhusu Miner in the south who is staring up and talking to a moogle
on a building.
11 - Clio's Technicks
Bottle: To the left of the counter on a box near a desk.
Buyer: Front shop clerk moogle on the red carpet.
12 - Bashketi's Gambits
Bottle: Walk up the steps to the right and head toward the bookshelf on the
back wall directly ahead to find it.
Buyer: The red shop clerk Seeq on the north end of the raised area.
13 - Kaff Terrace
Bottle: Behind the blue Seeq who is leaning against the railing on the right as
you walk down the street.
Buyer: The woman staring off the north end of the terrace.
14 - Lhusu Square
Bottle: Directly in front of the entrance to the Lhusu Mines, lying on the
railing around the fountain.
Buyer: The Lhusu Miner sitting on the box to the right of the red item vendor
Seeq.
-- Patient in the Estersand [SQ07-1]
When available: After retrieving the Dawn Shard from Raithwall's Tomb. You
must have finished the "The Lost Cactoid" side quest and the "Marauder in the
Mines" Hunt to fully complete this side quest.
Talk to Dantro's wife in the South Bank Village. She will mention that she
needs some Semclam shells to ease her patient's pain. Check around the banks
of the river for two "Mysterious Glints" shining in the water - this is ++2
SEMCLAM SHELLS++. Leave the village and head to the south Bank of Nebra area
and check the banks to the west for ++3 SEMCLAM SHELLS++. One is all that is
needed but you will get a better reward for more.
Give the Semclam Shells to Dantro's Wife and she will ask for some Nebralim.
She mentions that Dantro has some, so go all the way back to the Outpost and
speak with him. He will tell you to look by the crates to the side. Check the
large canisters to find a "Small Phial" that is actually the ++NEBRALIM++. Go
all the way back to the South Bank Village and give the Nebralim to Dantro's
Wife.
Now she will want you to bring back some Valeblossom Dew to neutralize the
patient's poison. Use the boat to the side to cross the river and head for the
Broken Sands area of the Estersand. The Broken Sands area is to the North of
the area to the west of the North Bank Village. This area has some level 25
enemies and an aggressive Wild Saurian, so run if you must. Check the branches
with the pink leaves extending out of the side of the cliffs in the Broken
Sands are to find the Valeblossom Dew (labeled as "Mysterious Glint"). There
are altogether ++3 VALEBLOSSOM DEWS++. The first two are right near the
beginning, but the last one will require you to move to the other side of the
cliff in the middle to get one last drop of dew.
She will ask for a Great Serpentskin next. The ++GREAT SERPENTSKIN++ is the
reward for completing the "Marauder in the Mines" Hunt. She will tell you that
she respects a full recover from the traveler soon. Come back to this area
after the next major event of the game, whatever that may be for you, and the
traveler will give you something special. Talk to Dantro's wife upon returning
and she will tell you to talk to the patient behind the house. Talk to the
recovering patient and she will give you the ++BARHEIM KEY++. She will also
hand over a pair of ++MAGICK GLOVES++ as a bonus if you brought every item to
Dantro's Wife for her recovery.
-- July, the Archades Spy [SQ08-1]
When available: After retrieving the Dawn Shard. This can't be finished until
your party reaches Archades, BUT the first half MUST be done before you venture
off to Nalbina in the main story or the first event will never trigger.
Use the Aerodrome airship to fly over to Nalbina BEFORE the main story causes
your party to head for Nalbina. Run over the portion of the city in the west
(West Barbian) and walk over to the right path that leads out of the city to
trigger a conversation between two Imperials as your party approaches them. A
woman named July will be spying on them from the side. Deweg has sand in
places sand has no right to be and he has had it with the smell of chocobos.
Let's be an ass shall we? Walk over to Gurdy and rent a chocobo then ride it
in between Gibbs and Deweg. Gibbs will run off from the fear of smelling like
a chocobo. July will thank you since she now has the information that she
needs. She will tell you that perhaps the two of you will meet in Archades
someday. Perhaps indeed. Meet up with July in Charlotte's Magicks once you
have gained access to Archades and speak with her. She will be squatting near
a table by the chopmaster and will hand over a ++SALAMAND HALCYON++.
Notice that the Imperial Soldiers' names are Gibbs and Deweg. Their names are
basically anagrams of both Biggs and Wedge from the past Final Fantasy games -
the two reoccurring troublesome soldiers.
(Thanks to Lucifer from the Arctic Nightfall boards for the Biggs and Wedge
reference)
-- Earth Tyrant [SQ09-1]
Available: After retrieving the Dawn Shard from the Tomb of Raithwall.
This event starts in Rabanastre. Talk to Rimzat, the Green Bangaa near the
exit to the Dalmasca Westersand of the West Gate. Agree to help him. He will
ask you to meet with the man in Southern Plaza that is sitting inside the
fountain. Go to Southern Plaza and speak with Cotze in the middle of the area
on the inside railing of the fountain. He will ask you to go talk to his
friend Northon, over by Storehouse 5 in Lowtown. He's referring to the area
near the Garamsythe Waterway. Facing away from the entrance to Storehouse
five, walk to the left, then make a right and you will find Northom squatting
next to a red Bangaa. Talk to him to learn of the Windvane. The Windvane was
split up into two pieces. Northom's pice is in the west portion of the
Westersand under one of the giant dynast-cactuses. Go back to Cotze and he
will tell you that the piece is hidden in the northwest of the Shimmering
Horizons.
Head out to the Westersand and go west in the Galtea Downs then turn left and
head south immediately when you enter the The Midfault. This will take you to
the Shimmering Horizons. Now you need to stay along the north side and find a
path that will lead you to a small section of the Windtrace Dunes in the
northwest. This area only contains a few enemies - some Alraunes and a Wolf.
Check the Dynast-cactoid against the rock wall in the west portion of this area
to unearth the ++WIND GLOBE++. Take the Wind Globe back to Rabanastre.
Note about the Wind Globe location:
You must access the Windtrace Dunes from the Shimmering Horizons to find the
correct Dynast-cactoid. The Windtrace Dunes on the north side (accessible from
The Midfault) has nothing and every time you check the Dynast-cactoids in the
Shimmering Horizons south of the Galtea Downs and south of the Midfault you
will find nothing.
Northon and Cotze will now be standing at the Westgate along with Rimzat.
Speak with either of them to start a conversation. They will speak of a
mysterious egg then hand over a ++WINDVANE++ after Vann gives them the Wind
Globe. The Wyrm's Nest is in the northeast section of the Dalmasca Westersand.
Head north in the Galtea Downs portion then the Wyrm's Nest will be in the
northeast of the Corridor of Sand.
+---------------------------------------------------------------+
| Lv 30 | Earth Tyrant |
|===============================================================|
| HP: 70982 | Weak: Wind | Absorb: Earth |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Hi-Potion, Tyrant Hide, Tyrant Bone |
| LP: 21 | |
|---------------------------------------------------------------|
| Recommended Level: 27 - 30 |
+---------------------------------------------------------------+
This is a very tough battle at +---------------------------------------------+
low levels mainly because | Recommended Gambits |
Blind and Slow will miss the |=============================================|
Earth Tyrant almost every time. | Ally: any (>) Phoenix Down |
This boss is just like a Wild | Self (>) Haste |
Saurian and will mainly attack | Ally: strong character (>) Decoy |
physically and will take off | Foe: party leader's target (>) Attack |
around 500 HP per hit. The +---------------------------------------------+
main savior of this battle is
to have a tough party member with good evasion and a good shield along with
Decoy cast on them. Decoy will help out tremendously. Have the Decoyed party
member with a Tourmaline Ring to avoid the Earth Tyrant's poison attacks. He
doesn't afflict poison that often, but this is much better than setting up an
extra gambit just to cure a rare status effect. The only other problem is the
Earth Tyrant's Screwtail attack. This is an extremely damaging move that will
hit all close party members. Be sure to have a Protect shield set up on
everybody in the party - equip Shielded Armor from Mount Bur-Omisace. Larsa
will help out a bunch for this battle - in fact, cast Haste on Larsa at the
beginning of this battle or before entering and keep it on him at all times
along with Protect. If you don't have Larsa, then I suggest you make your own
Larsa out of a party member by placing Hi-Potion cure gambits on one person
because you will need a quick healer - magic takes too long and you'll be too
busy casting other spells. Instead of having one person to cast Decoy, have
two people (counting the Lured person) to cast Decoy on that one person. This
is going to be a long battle because of his tremendous HP, but if you have
everything set properly and keep your magick up then you should be able to beat
him. Once he nears a little lower than half life, his defense will increase a
bunch and the battle will get even longer. If you have a good trigger finger
then I would suggest performing a Quickening when he is at 75% life. Have a
person with a Quickening in your reserve party. No matter how much you plan for
this battle, it can all go to hell very quickly because of his Screwtail
attack.
-- A Group of Six Heroes, a Viera, and a Love Struck Man [SQ10-1]
When available: After talking with the Garif High-chief in Jahara.
In the Southgate section of Rabanastre, approach the Viera standing by the
chocobo stables and speak with her. She will mention that she came to
Rabanastre to search for a soul mater. She will walk off after talking. Enter
the Southern Plaza and talk with the "Lovestruck Man" by the fountain in the
middle. He will mention that he just saw a Viera head toward the East End of
the city and that he wants to score with her. Run through the East End and
enter the North End. Enter Yamoora's Gambits to find the Viera leaning against
a column. Speak with her again and she will mention that she needs a drink
then leave. Enter the Sandsea in East End to find her sitting on the second
floor railing. Spear with her once more. She will ask if you know of a person
that feels strongly for her. Well, it just so happens we do! Rush back to the
East end and talk to the Lovestruck Man. Agree to talk to the Viera for the
Lovestruck Man then go back to the Sandsea. Tell the Viera that "There's this
man in the Southern Plaza..." and she will hurriedly rush off to meet him.
Talk to them in the Southern Plaza (by the fountain) and the Viera will give
over a ++LOXLEY BOW and 2 HI-POTIONS++.
-- Necrohol of Nabudis and the Nabreus Deadlands
The Necrohol of Nabudis is the home of the Zodiac Spear (if you didn't open
those treasure chest that I listed throughout the walkthrough) and many extra
bosses. It is located in northwestern portion of The Salikawood. Along the
way, in the Grand Bower, your party will have to defeat an extra boss known as
the King Bomb.
Grand Bower
++ B O S S B A T T L E ++
+-----------------------------------+---+-----------------------------------+
| Lv 34 | King Bomb | | Lv 33 | Bomb |
|===================================| |===================================|
| HP: 37596| Weak: Water | Ab: Fire | | HP: 3233 | Weak: Water |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Bomb Shell, Bomb| | Exp: 137 | Steal: See enemy list |
| LP: 22 | Fragment, Fire Crystal | | LP: 1 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 32 | Bomb | | Lv 32 | Bomb |
|===================================| |===================================|
| HP: 3233 | Weak: Water | | HP: 3233 | Weak: Water |
|-----------------------------------| |-----------------------------------|
| Exp: 137 | Steal: See enemy list | | Exp: 137 | Steal: See enemy list |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: 33 - 36 |
+---------------------------------------------------------------------------+
** Before entering the area of the King Bomb, stand near the save point and
cast Haste, Regen, Protect, Shell, and Vanish on all party members then touch
the save point to recharge your MP. You can also save your game with the
status enhancements. This will help you start the battle with a bang - pardon
the pun.
After a very aggressively natured +-----------------------------------------+
entrance, the King Bomb and his | Recommended Gambits |
trio of Bombs will challenge your |=========================================|
party. First of all, Dispel the | Ally: any (>) Raise |
King Bomb of his Haste status right | Ally: HP < 50% (>) Curaga |
at the beginning. Have Aqua Shot | Foe: party leader's target (>) Attack |
ready with your gunner if you have +-----------------------------------------+
it, equip Gillie Boots to each
member of your party to avoid Oil and have some Adamant Hats, Adamant Vest, or
Flame Shields equipped to reduce the Fire damage your party will sustain. All
attacks from the King Bomb are fire-based - even his normal attacks! The most
important equipment to have is the Gillie Boots; the Bombs will cast Oil on all
your party members as the battle starts and any explosions from the Bombs are a
date with death when Oiled. What you want to do immediately after Dispeling
him is to Silence him. Either use Silent Shot with a gun or Silence him
normally with magick. Silencing him will keep him from performing his Cry for
Help move to summon more bombs. Quickly defeat the three bombs after silencing
the King Bomb.
The King Bomb is at a major disadvantage when he is the only enemy left. He
will only attack physically. The King Bomb will start to run from your party
once he reaches half of his HP and will perform his Renew move that will boost
him back to full health. It is possible to use a Quickening to immediately
stop the move, but make sure to kill him with that Quickening chain! He will
run and renew twice during the battle. The second time he will start the move
at 75% health. Believe it or not, Belias will work very well for this battle
if the enemies do not all gang up on the summoner. Cast Decoy on Belias to
help out the summoner. Belias will only attack the enemies with his weapon and
they will all heal him with their fire attacks. The only thing that can go
wrong is if Belias does his Hellfire attack he will cure the Bombs - make sure
to dismiss him before he does his Hellfire move. If all else fails, try
equipping a single character with nothing but flame armor (adamant hat, adamant
vest, fire shield) and cast Decoy on that person. The attacks should take off
very minimal damage.
------
**EXTRA CUTSCENES in Necrohol of Nabudis**
The same cutscene will play whether you enter the Necrohol of Nabudis or the
Nabreus Deadlands (once you reach the hill), but there is an extra cutscene
involving Ashe that will play if you have not journeyed to Archades yet.
------
The Necrohol of Nabudis is to the west beyond the area where you fight the King
Bomb. It is the home of many extra bosses, but first you need to gain three
medallions in order to open the doors to each of the boss rooms.
To start seaching for the three medallions, you will need to head back to
Lowtown and go back to the residence in Lowtown where Deeg was hiding out
during the "Waterway Haunting" Hunt. Enter the residence and talk to Deeg. He
will mention a letter on the table next to him that someone left behind.
Examine the ++DUSTY LETTER++ to find out about an item that was split into four
pieces.
"Stop the water's flow, then loose it once more. East Southeast East Southwest
Southeast I pray that it rest there undisturbed."
Talk to Deeg again to find out that a moogle carries the key mentioned in the
letter. The key is actually the Sluice Gate Key that you will receive from the
moogle Sorbet after performing the "Lost in the Pudding" hunt.
To start things off, go to the Garamsythe Waterway. Enter the Central Waterway
Control from the Overflow Cloaca area that you start out in. Open all the
gates by making sure that the light is off on all the controls. Follow the
directions below (or to the left):
Close Gate #11 (Light on) [East on map]
Close Gate #4 (Light on) [Southeast on map]
Open Gate #11 (Light off) [East on map]
Close Gate #3 (Light on) [Southwest on map]
Open Gate #4 (Light off) [Southeast on map]
The far right column is to show you how this refers to the Dusty Letter. After
opening and closing the gates listed above a small noise will be heard as if
something fell and a Shiny Object will appear in front of the middle southern
gate. Examine the Shiny Object to obtain the ++DULL FRAGEMENT++.
The ++BLACKENED FRAGMENT++ is received from Samal during the "Crime and
Punishment" Hunt.
You also need to head to the Nabreus Deadlands. The entrance is in the
northwest portion of the Salikawood, past the Grand Bower where you fought the
King Bomb. Speak with Ma'kleou (Quiet Nu Mou) at the top of the hill in the
Muted Scarp. Ask him "Who he is" and "Why is he there". Travel back to
Lowtown and enter Old Dalan's Place. Roh'kenmou will be inside talking with
Old Dalan. Speak with Roh'kenmou. He will mention the four objects that you
read about in the Dusty Letter and he will tell Vaan that he is in possession
of one. You already have two so there is only one more left. He will tell you
that he is looking for a piece that went on a medallion.
1) Speak with Filo in the southeast corner of Lowtown. She mentions that her
group has checked everywhere but the city streets.
2) Go to the Southern Plaza of Rabanastre and speak with the Curious Woman by
the fountain. Listen to what she has to say. She will mention a necklace that
was given to her, but she can't remember where she got it from.
3) Enter Muthru Bazaar and speak the Bangaa Merchant (labeled as "Merchant").
Ask about the necklace. He will tell you that he sold a necklace to an
Imperial. The Imperial is supposedly hanging out at one of the shops around
town.
4) Enter Yugri's Magicks. Speak with the Sotted Imperial kneeling to the left.
Ask about the necklace. Tell him about the womand near the fountain.
5) The woman will not be near the fountain when you go back to Southern Plaza,
so go back to the North Sprawl of Lowtown and talk to Kytes near Warehouse #5
(Garamsythe Waterway entrance). Hear both sets of news, doesn't matter which
is first.
6) Speak with Filo again in the southeast corner of Lowtown. Tell her you need
to see the woman. Agree to go with her and you will be taken straight to
Yugri's Magicks.
7) Talk with the Sotted Imperial. A conversation will commence then the girl
(Curious Woman) will hand over the ++GRIMY FRAGMENT++.
8) Give all three fragement pieces to Roh'kenmou back in Old Dalan's Place. He
asks Vaan to visit Nabudis later.
9) Go to Archades and enter Charlotte's Magickery. Speak with Roh'kenmu at the
top of the stairs. Inquire about the Moonsilver Medallion when he asks. It
turns out that he sold the Moonsilver Medallion to a person named Otto.
10) Enter Old Archades and talk to Otto (Proper Gent) in the northeast portion
of the Alley of Muted Sighs. After a brief conversation, Otto will hand over
the ++MOONSILVER MEDALLION++.
11) Return to Charlotte's Magickery and hand over the Moonsilver Medallion to
Roh'kenmu.
12) Return to the Nabreus Deadlands and speak with Ma'kleou once again at the
top of the Muted Scarp.
All three of the Acolytes will now be grouped at the Muted Scarp. He will
mention three beasts: Humbaba, Fury, and Chaos. He says that they were sealed
away after a great battle. He mentions that the final medallion, the Medallion
of Might rest in a small shrine in the Overlooking Eternity portion of the
Nabreus Deadlands. They will then travel to the Overlooking Externity and
await your party's entry.
-- Cockatrice Quest
To start this off you need to go to Giza Plains (The Raining). There are six
small withered trees around many of the areas of the Giza Plains now that will
help you get to a new area if you happen to knock down all of them. Approach
each of the six trees and shoot them to make them float down the river. They
will all meet at the Gizas South Bank and form a bridge to an optional area.
Here's a list of their locations:
Throne Road: Check near the path along the south that leads to the Nomad
Village.
Nomad Village: In the southeast portion, to the right of the fenced area.
Toam Hills: In the southeast corner. Some Ichthons should be near it.
Starfall Field: In the northeast corner. Ichthons will be near this one too.
Gizas North Bank: To the north, look along the east banks.
Crystal Glade: Directly across from the dark stone.
Once all six withered trees have been knocked down, they will form a bridge
leading to the area on the east side of the Gizas South Bank. The tree bridge
will be on the east side right before you cross the middle bridge heading
north. There are no enemies here accept for Lv. 35 Silicon Tortoises. Check
the urn in the southeast portion to find a ++FEATHER OF THE FLOCK++. This will
be used for a side quest.
(rest coming soon)
-- Espers
_ _ _ _
/_\ __| |_ _ __ _ _ __ _ __ ___| |___ __| |_
/ _ \/ _` | '_/ _` | ' \| ' \/ -_) / -_) _| ' \ _
/_/ \_\__,_|_| \__,_|_|_|_|_|_|_\___|_\___\__|_||_( )
|/
________ _ __ __ __
/_ __/ / ___ | | /| / /______ / /_/ /
/ / / _ \/ -_) | |/ |/ / __/ _ \/ __/ _ \
/_/ /_//_/\__/ |__/|__/_/ \___/\__/_//_/
Enter the Zertinan Caverns from any entrance found around the different areas:
Dalmasca Westersand (Shimmering Horizons), Nam-Yensa Sandsea (Yellow Sands),
Ogir-Yensa (East Junction), Ozmone Plains (The Switchback) and head to the
center section of the caverns (Athroza Quicksands) to engage in a battle with
this hidden Esper. It is best to enter from the Ogir-Yensa Sandsea or the
Dalmasca Westersand since you will run into a blue save crystal in the east
section of the cave. You'll find a few boulders that will need to be knocked
into quicksand pools (tap X near them) in order to get by them. The map to the
side of the screen will jam up in this area when you make it to the Athroza
Quicksands in the middle.
+---------------------------------------------------------------+
| Lv. 39 | Adrammelech |
|===============================================================|
| HP: 39630 | Weak: Ice | Absorb: Thunder |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Capricorn Gem, High Arcana, Pebble |
| LP: 42 | |
|---------------------------------------------------------------|
| Recommended Level: 40 - 43 |
+---------------------------------------------------------------+
Immediately Dispel his Haste +----------------------------------------------+
or whatever other status | Recommended Gambits |
enhancement he may have if you |==============================================|
have received Dispel by now. | Ally: any (>) Raise |
He is a flying enemy so you | Ally: HP < 50% (>) Curaga |
will need some long distance | Ally: any (>) Esuna |
weapons or some gambits set up | Foe: undead (>) Disable |
to cast magick on flying | Foe: flying (>) Blizz-ara/aga |
enemies (whatever strong Ice | Foe: party leader's target (>) Attack |
attack you have). Several +----------------------------------------------+
Shambling Corpses will rise
from the ground to accompany Adrammelech. The Shambling Corpses will continue
to rise from the ground after your party defeats them. To deal with the
Shambling Corpse underlings, set up a gambit to cast Disable on them to keep
them from attacking. The Disable casting will not stay in effect the whole
fight, but it should last long enough to let you get in a few attacks without
having to worry about constantly curing. Disable will not hit them every time,
but it will eventually. Adrammelech will mainly cast Thundara and Bleed on
your party from the beginning of the battle. I would suggest equipping
Quasimodo Boots to some of your party members to avoid constantly curing Sap.
He will soon perform his Thundaja attack that will take off a little over 1,000
HP from each party member. Have a Shell up on your party once his life reaches
the halfway mark and you won't have to worry about Thundaja as bad. He will
also put up a Perfect Defense shield that will make him invulnerable to magicks
for a while. You just have to wait out the shield and attack him physically
until it wears off. Turn off any attacking magick gambits at that point.
Quickenings will NOT work on him at while his shields is up so don't even try!
The combat log at the top of the screen will mention when the Perfect Defense
shield stops supporting him. Do not be afraid to launch a Quickening chain as
his life gets toward the 25% mark. It really helps to have some reserve
characters with a Quickening toward the end of this battle. He will do
Thundaja more frenquently when he is low in HP.
(Thanks to eonyx for the help with Adrammelech)
You will gain control of the esper ++ADRAMMELECH, THE WROTH++ after the battle.
The Shambling Corpses will continue to rise from the ground even after the
fight. Be sure to save your game in the east portion of the cave after the
battle.
The urn containing the ++MAP OF THE ZERTINAN CAVERNS++ is in the middle section
to the north of where you fight the Esper. The section is named The Balamka
Fault.
It should be noted that the there is a secret area on the east side of the
Zertinan Caverns to the side of the save point that will lead you to some extra
chests and Grenade enemies. Look for a path that will lead you though the
falling sand. This is not labeled on the map.
-- Hunts
Check a bulletin board inside of the pub in a city to be able to find different
hunts posted up. In order to engage in a hunt, you must:
(1) accept the hunt from the board
(2) find the petitioner and agree to perform the hunt
(3) find the mark and defeat it
(4) report back to the petitioner for your bounty reward.
Please note that Elite Marks (marked as such) can only be performed by talking
to Montblanc in the Clan Centurio building of Rabanastre. The Clan Centurio
building is mentioned after the first hunt and can be found in the Northwestern
part of Rabanastre.
The requirements that I listed for some of the marks will also require that you
have performed enough hunts up to that point to have extra hunts available.
For instance, you can't go through the main story of the game and expect to
have every hunt available to you at the end. You need to perform easier hunts
to have harder hunts available to you.
01 - Red & Rotten in the Desert
Rank: I
Mark: Rogue Tomato
Petitioner: Tomaj (Rabanastre) - he'll give you an explanation of hunts for
this first hunt so there is no need to track him down.
Mark Location: Dalmasca Estersand/The Stepping
Bounty: 300 gil, 2 Potions, 1 Teleport Stone
The Rogue Tomato hunt is part of the main game. He is in the Dalmasca
Estersand (East Gate) on the hill overlooking the valley next to the two trees
with pink blossoms. This is in The Stepping area of the Estersand (first
area).
02 - Wolf in the Waste
Rank: I
Mark: Thextera
Requirement: Complete "Red & Rotten in the Desert"
Petitioner: Gatsly (Rabanastre) - Gatsly is lying down to the right of the
bulletin board.
Mark Location: Dalmasca Westersand/Galtea Downs
Bounty: 500 gil, Headguard, Teleport Stone
+--------------------------------------------------------------+
| Lv. 6 | Thextera |
|==============================================================|
| HP: 380 | Weak: Wind | Absorb: N/A |
|--------------------------------------------------------------|
| Exp: 0 | Steal: Pebble, Potion, Wolf Pelt |
| LP: 2 | |
|--------------------------------------------------------------|
| Recommended Level: 7 - 9 |
+--------------------------------------------------------------+
Head to the Westersand via the Westgate of Dalmasca and run over to the cliff
wall on the left side of the area to find Thextera along with a few Wolves. It
would be a good idea to have at least two party members to perform this hunt.
Thextera is fairly low level and doesn't take too much off, but he will use a
"Cry for Help" move to call Wolves in the area over to your current location.
His attacks take off about 15 HP per hit and his Fang attack will take nearly
50 HP. There will sometimes be three Wolf helpers as well, so make sure to
have a Curing gambit of some sort. Gatsly will ask that you visit his shop in
the Bazaar area of Rabanastre after you complete this task and talk to him
again.
03 - Dalmasca's Desert Bloom
Rank: I
Mark: Flowering Cactoid
Requirement: Complete "Wolf in the Waste"
Petitioner: Dantro (Dalmasca Estersand) - Dantro is north of The Stepping area
of the Dalmasca Estersand. Look next to the fire.
Mark Location: Dalmasca Estersand/Yardang Labyrinth
Bounty: 500 gil, 10 Potions
Special Item: Cactus Flower
+--------------------------------------------------------------+
| Lv. 4 | Flowering Cactoid |
|==============================================================|
| HP: 755 | Weak: Wind | Absorb: Earth |
|--------------------------------------------------------------|
| Exp: 0 | Steal: Cactus Fruit, Earth Stone, Potion |
| LP: 2 | |
|--------------------------------------------------------------|
| Recommended Level: 7 - 10 |
+--------------------------------------------------------------+
Go out the Eastgate and talk to Dantro in the Outpost portion of the Dalmasca
Estersand. The Yardang Labyrinth is north of the Outpost. Enter the labyrinth
and look for a Cactoid with a red flower on its head and that will be your
mark. He wanders around throughout the area so you'll have to hunt him down
while killing the Wolves and Cockatrices. Unlike the other Cactoids, he will
immediately attack your party once you see him so his cover is blown rather
easily. He basically attacks like all the other Cactoids in the area and will
even start to run once he is down to half of his life. What seems like a super
easy battle will suddenly take a turn for the worse as he unleashes his 1,000
needle attack when his life is extremely low. Kill him fast or one of your
party members will instantly die if they are not over 1,000 HP! Your party
will take a ++CACTUS FLOWER++ as proof of victory.
04 - Waterway Haunting
Rank: I
Mark: Wraith
Requirement: Complete "Wolf in the Waste"
Petitioner: Milha (Rabanastre) - Milha is in the northeastern North Sprawl
Lowtown area next to the Residence marker.
Mark Location: Garamsythe Waterway/Overflow Cloaca
Bounty: 500 gil, Ether, Gauntlets
+--------------------------------------------------------------+
| Lv. 9 | Wraith |
|==============================================================|
| HP: 5146 | Weak: Thunder | Absorb: Ice |
|--------------------------------------------------------------|
| Exp: 0 | Steal: Dark Magacite, Glass Jewel, Hi-Potion |
| LP: 5 | |
|--------------------------------------------------------------|
| Recommended Level: 9 - 11 |
+--------------------------------------------------------------+
Find the stairwell in the North End +----------------------------------------+
of Rabanastre to be taken to the | Recommended Gambits |
area right by Milha. Go down the |========================================|
path then take the first two rights | Foe: party leader's target (>) Thunder |
to find Milha kneeling next to a | Foe: party leader's target (>) Attack |
door. Run over to Storehouse 5 +----------------------------------------+
(labeled Garamsythe Waterway) and
enter the waterway through the right door. Go down both sets of stairs up
ahead and the Wraith will appear after a certain amount of time in the open
area. The Wraith will not attack, but will start the battle by casting Doom on
each individual party member. If Doom misses then he will cast it again on
that same person. Once every member of your party has a Doom countdown, the
Wraith will start to attack by casting Blizzard, Dark, or by attacking
normally. He will also cast Blind sometimes. It is very important that you
spam him with Thunder as much as you can at the very beginning of this fight.
Set gambits where your party will cast Thunder on him along with your leader
(target him yourself with the leader) - if you have Thundera then you will
obviously want to use that. Switch out your MP exhausted party members with
others to keep pounding on him. Beat him quick and get out of the waterway
before Doom kills you and you will be able to recover at a save crystal. Keep
in mind that the Doom status will count down from where it left off once you
enter the field again if you don't touch a save crystal. You can enter the
Private Residence afterward and find a Dusty Letter that is actually a hint,
which will lead to one of the game's many side quests.
05 - Marauder in the Mines
Rank: I
Mark: Nidhogg
Requirement: Complete the Lhusu Mines task of the main story.
Petitioner: Aekom (Bhujerba) - He is the blue Seeq in front of the Lhusu Mines.
Mark Location: Lhusu Mines/Transitway 1
Bounty: 600 gil, Rose Corsage, Balaclava
Special Item: Great Serpentskin
+--------------------------------------------------------------+
| Lv. 10 | Nidhogg |
|==============================================================|
| HP: 6079 | Weak: Fire | Absorb: Earth |
|--------------------------------------------------------------|
| Exp: 0 | Steal: Antidote, Tanned Hide, Aries Gem |
| LP: 5 | |
|--------------------------------------------------------------|
| Recommended Level: 13 - 15 |
+--------------------------------------------------------------+
Enter the mines and continue +----------------------------------------+
through the areas until you find | Recommended Gambits |
a path that splits into two at the |========================================|
beginning of the Transitway 1 | Foe: party leader's target (>) Slow |
area. The Nidhogg will be moving | Ally: HP < 50% (>) Potion |
about in the intersection. Make | Foe: party leader's target (>) Fire |
sure to have full HP and MP before | Foe: party leader's target (>) Attack |
entering this area. It is very +----------------------------------------+
important to have Slow for this
battle since the Nidhogg will start out with Haste and Protect (and possibly
Bravery). If you have Dispel then Dispel him of both and cast Slow. This
enemy can sometimes attack about four times in a row and he is very quick even
without Haste. Cast Blind on him at the very beginning to decrease the
accuracy of his attacks. Spam him with Fire the entire battle to take his HP
down quickly. Make sure to get rid of any Steeling that happens to attack you
during this battle. If the Steeling uses Joyous Soundwave, it will heal the
Nidhogg too. The most important aspect of this battle is for the Needhog to
have Slow cast on him at all times.
06 - Lost in the Pudding
Rank: V
Mark: White Mousse
Requirements: Meet the Garif-chief in Jahara.
Petitioner: Sorbet (Rabanastre)
Mark Location: Garamsythe Waterway/West Sluice Control
Bounty: 2800 gil, Yoichi Bow
Special Item: Sluice Gate Key
Make sure that you are on about level 30 for this hunt since the mark's level
is deceiving and you will fight Lv.38 fiends on your way to him. Run over to
the Westgate of Rabanastre and speak with Sorbet. Sorbet is the moogle that
you normally use for teleportation on that side of Rabanastre. Head to the
Lowtown area and enter the Garamsythe Waterway area from the right gate. Enter
the Central Waterway Control area via the large gate then head west (look at
your map). Be sure to have some Esuna gambits set to your characters since you
will fight some Lv 38+ Malboro Overkings down here. Go through the northwest
set of paths and keep looking at your map to find the way that will take you to
the West Sluice Control to the southwest. Facing all the pathways on the right
side, the fourth path to the left is the one you will want to take then go
through the fourth path on the left once again, which should lead you up some
stairs. Go across the bridge then fight or run through the Malboro Overkings
and head south. In the West Sluice Control area, you MUST defeat all four
Malboros in the area or they will follow you down to where White Mousse it. If
there is an Ice Elemental among them then you will just have to beat him or
exit the area from the way you came and reenter to hopefully make it disappear.
White Mousse will drop from the ceiling as you walk into the area with water.
DO NOT run to the save point in the east or you will only make things worse.
If you enter the area after saving, Malboro Overkings will have respawned near
the stairs and will join White Mousse in battle.
+---------------------------------------------------------------+
| Lv. 15 | White Mousse |
|===============================================================|
| HP: 69469 | Weak: Fire | Absorb: Water |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Potion, Echo Herbs, Hi-Potion |
| LP: 24 | |
|---------------------------------------------------------------|
| Recommended Level: 30 - 33 |
+---------------------------------------------------------------+
It really helps if you have Larsa +-------------------------------------------+
for this fight since you will | Recommended Gambits |
need an item healer. Have Argyle |===========================================|
Armlets equipped for this battle | Ally: any (>) Raise |
so White Mousse can't blind you | Self (>) Reflect |
with his Flash attack. Make sure | Ally: HP < 50% (>) Hi-Potion |
everybody has Reflect on them | Foe: party leader's target (>) Attack |
before the battle starts +-------------------------------------------+
(including Larsa) then cast Blind
on White Mousse and summon Belias right at the beginning. Cast Reflect on
Belias to keep White Mousse from hitting him with Waterga and be sure to keep
Reflect on yourself. You'll need a few Hi-Potions to toss to either Belias or
yourself since White Mousse will attack physically eventually. Belias will
constantly hit him with Painflare since White Mousse is weak against fire. If
you have enough magick to at least summon Belias twice then this battle won't
be that tough at all. Keep in mind that Waterga will kill Belias in one hit,
so you must be quick to cast Reflect on him. If a Lizard jumps up from the
small section to the north then take him down immediately - he won't be much of
a bother like the Malboro Overkings were. White Mousee will gain life from a
reflected Waterga attack but you will take off more from him. Fira or more
importantly, Firaga, will take more than physical attacks but don't set a fire
spell as a gambit since you will need some MP for Reflect. If you have the
Flametounge Sword then equip that for this battle.
On his last 75% of life, White Mousse will only use Waterga every turn - cast
Berserk on him at this point to stop him. Have a Quickening ready for his last
bit of life if Berserk starts to wear off. You will receive a ++BROKEN KEY++
upon beating him. Save your game at the East Sluice Control and go ahead and
grab the ++GARAMSYTHE CANDLE++ from the urn to the side of the save point.
This will show all the secret areas on the map of the Garamsythe Waterway.
Give Sorbet the Broken Key and he will give your party the bounty plus a
++SLUICE GATE KEY++.
(Thanks to Akagami No Steven, P P Panda, and FE_Papiroku from the Arctic
Nightfall boards for their strategies)
07 - For Whom the Wyrm Tolls
Rank: III
Mark: Ring Wyrm
Requirements: Meet the Garif-chief in Jahara.
Petitioner: Balzac (Rabanastre)
Mark Location: Dalmasca Westersand/Windtrace Dunes (During a sandstorm)
Bounty: 200 gil, Moon Ring, Icebrand
Go to the Lowtown area of Rabanastre. Facing away from the north item
merchant, Balzac is in the southwest big area. This is the same guy that you
talked to when you first brought Basch back to Rabanastre. The Ring Wyrm will
only show up in the south portion of the Windtrace Dunes during a sandstorm.
If the skies are dark in the Westerland then there will be a sandstorm when the
Windtrace Dunes is entered. If there is not a sandstorm there then you need to
enter and exit from the Zertinan Caverns entrance of the Shimmering Horizones
until the sky is full of dark clouds. This zoning should also work from
Rabanastre, the Westersand, and Giza Plains, but it seems to work better with
the Zertinan Caverns for me.
+----------------------------------------------------------------+
| Lv. 32 | Ring Wyrm |
|================================================================|
| HP: 128648 | Weak: Fire | Absorb: Water |
|----------------------------------------------------------------|
| Exp: 0 | Steal: Phoenix Down, Hi-Potion, Water Magicite |
| LP: 16 | |
|----------------------------------------------------------------|
| Recommended Level: 29 - 32 |
+----------------------------------------------------------------+
Equip all three party members with some Jackboots to avoid the Ring Wyrm's
Immobilizaga. He will constantly perform this move nearly ever other turn.
Set up a gambit for Esuna if you don't have enough Jackboots for everyone. At
the start of the battle begin casting Blind on the Ring Wyrm as much as you can
until he is blinded - it will take a few castings but it will affect him
eventually. The Ring Wyrm will mainly try to hit your party physically and use
his Breath command to breathe fire on the whole party. His Breath will
randomly inflict Sap so cast Regen or let an Esuna gambit handle it. Have some
Curaga gambits setup and manually cast Cura when all party members start to get
low in life. It's good to have Shielded Armors for this fight and if you still
have Larsa then he will help out a bunch in the curing department as usual.
The Ring Wyrm's extreme amount of HP will make the battle last quite long and
he will even use Restore to give himself another HP boost. He will only use
Restore once. He's weak against fire, so you can cast Fire spells or summon
Belias. Belias will constantly use Painflare for about 2000 HP damage and Ring
Wyrm's Breath will actually heal
Belias! I would recommend saving +-----------------------------------------+
most of your MP for healing, but | Recommended Gambits |
two Belias summons would definitely |=========================================|
help out in this battle. Equip | Ally: any (>) Raise |
Wyrmfire Shot with your guns or | Ally: HP < 50% (>) Curaga |
Flametounge and to take off some | Self (>) Protect |
extra elemental damage from the | Foe: party leader's target (>) Attack |
Ring Wrym. Haste can also speed up +-----------------------------------------+
the battle a bit. Cast Haste on
Belias to help him out a bit!
08 - A Scream from the Sky
Rank: II
Mark: Wyvern Lord
Requirements: Escape from Shiva in the main story.
Petitioner: Sherral (Rabanastre) - Sherral is inside of Amal's Weaponry. Walk
over to the Imperial on the left as you enter.
Mark Location: Nam-Yensa Sandsea/Simoon Bluff
Bounty: 1000 gil, Longbow, Shell Shield
It's best to teleport via an orange crystal, over to The Tomb of Raithwall.
Run down the steps and enter the Nam-Yensa Sandsea. Turn and enter the tunnel
off to the left while in the Trail of Fading Warmth to enter the Simoon Bluff.
Watch out for the traps in front of the bridge! Fight through all the Bogalies
and head all the way to the north. The Wyvern Lord will appear next to the
cliff, but don't fight him just yet. I would recommend dealing with all the
Bogalies to the northeast or they will most likely interrupt your battle with
the Wyvern Lord.
+---------------------------------------------------------------+
| Lv. 18 | Wyvern Lord |
|===============================================================|
| HP: 18669 | Weak: Earth | Absorb: Wind |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Crooked Fang, Yensa Scale, Wyvern Wing |
| LP: 8 | |
|---------------------------------------------------------------|
| Recommended Level: 20 - 23 |
+---------------------------------------------------------------+
A long-range weapon will work +-----------------------------------------------+
the best for this fight. For | Recommended Gambits |
party members without a long- |===============================================|
range weapon, set a gambit | Ally: HP < 70% (>) Hi-Potion |
for "Foe: flying (>) Dark" | Foe: flying (>) Powerful Magic |
and that will keep them +-----------------------------------------------+
attacking him. If you have a
more powerful elemental spell such as Fira, Blizzara, etc. then use any of
those - don't use Aero though since he will absorb it. Be sure to Blind him at
the beginning to limit his attacks greatly. You will mainly only have to watch
out for his Aero attack while he is blinded, but it takes about 250 so be ready
to heal with Hi-Potions preferably. Arrive into this battle with Shell cast on
all party members to limit the damage of Aero. If you don't have some high
level magic for this fight then a Quickening will be your main savior. Keep
reserve characters with Quickenings so you can hopefully get lucky and get a
mist charge for your MP exhausted characters.
09 - A Tingling Toast
Rank: V
Mark: Marilith
Requirements: Meet the Garif-chief in Jahara.
Petitioner: Tavernmaster (Rabanastre)
Mark Location: Zertinan Caverns/Invitation to Heresy
Bounty: 2200 gil, Serpent Eye, 3 Teleport Stones
Walk up to the bar in the Sandsea of Rabanastre and speak with the
Tavernmaster. Do just as the Tavernmaster says and enter the Zertinan Caverns
from the Shimmering Horizons area of the Westersand. The hardest part about
this hunt is getting the Marilith to appear. You need to go to the south
portion of the middle area and defeat the Speartongues then wait for about 3 to
5 minutes near the area where the sun is shinging. Wait by the west wall.
Walk over to the eastern wall where the sun is shining in, near the cactuses,
to have the Marilith pop out of the ground after a near five minute wait.
+---------------------------------------------------------------+
| Lv. 38 | Marilith |
|===============================================================|
| HP: 54921 | Weak: Water | Absorb: Fire |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Fire Crystal, Fire Stone, Prime Tanned |
| LP: 22 | Hide |
|---------------------------------------------------------------|
| Recommended Level: 37 - 40 |
+---------------------------------------------------------------+
When the Marilith finally surfaces +----------------------------------------+
from the sand in that area, Blind it | Recommended Gambits |
and use Slow on it. Be sure to |========================================|
Blind it or you will pay! The | Ally: any (>) Raise |
Marilith can get many attacks in a | Ally: HP < 50% (>) Curaga |
row and he takes off around 700 HP | Ally: status = Slow (>) Haste |
per attack. After Blinding him, it | Foe: party leader's target (>) Blind |
is simply a matter of wearing him | Foe: party leader's target (>) Slow |
down with physical attacks. His | Foe: party leader's target (>) Attack |
Tail Spear attack can inflict Slow, +----------------------------------------+
but it's not too much of a bother
when he is blinded. The Marilith will leave you with a cask of ++SERPENTWYNE
MUST++. Return the Serpentwyne Must to the Tavernmaster in Rabanastre to get
your bounty.
10 - The Defense of Ozmone Plain
Rank: II
Mark: Enkelados
Requirements: Escape from Shiva in the main story.
Petitioner: Sugumu (Jahara, Land of the Garif) - Speak to Low-chief Sugumu in
the north part of the Elderknoll in Jahara.
Mark Location: Ozmone Plain/The Shred
Bounty: 1100 gil, Ether, Golden Amulet
Special Item: Errmonea Leaf
** NOTE: Make sure to go the Ozmone Plain/The Shred area and defeat the Bull
Croc and Aeros rare fiends in that area before starting this hunt. If not, you
will be kicking yourself when they show up during the battle with the
Enkelados.
After talking with Low-chief Sugumu, speak to Warrior Hsemu to the left of the
bridge as you exit from the Elderknoll. Basically, you have to rid The Shred
of all the Wu enemies. The Shred is in the East part of Ozmone Plains. It's a
small area with only a few Wus. After clearing them out, exit the area and
reenter to find the Enkelados.
+---------------------------------------------------------------+
| Lv. 22 | Enkelados |
|===============================================================|
| HP: 18709 | Weak: Water | Absorb: Earth |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Potion, Earth Magicite, Slaven Harness |
| LP: 9 | |
|---------------------------------------------------------------|
| Recommended Level: 23 - 25 |
+---------------------------------------------------------------+
This can be a very tough battle in more than ways than one. First of all, this
is an area where two rare game fiends will often spawn (Bull Croc and Aeros).
You really need to defeat them before you fight the Enkelados. If you don't
beat them before killing all the Wus then they might be in this area when you
come back to fight the Enkelados - both of them! Fighting Enkelados can be bad
enough, but fighting two rare game fiends at the same time is pretty insane.
Enkelados will seem fairly tame at the beginning of the battle and will mainly
rely on his spin kick that does about 150 damage to everyone in range. Try to
Blind him at the beginning of this battle to keep from suffering much damage.
Just when the battle seems to be going fairly well, he cast a special "Restore"
magick that will cause him to regain most of his health followed by a "Purify"
magick that will remove any negative status effects and make him immune to all
of them. It is best to use a Quickening right when you see him preparing his
restore move. He will cast Berserk on himself along with Restore when you take
his HP down low a second time. A berserk Enkelados is truly a powerhouse with
a move where he can hit your whole party in one swing. If you have Vanish then
be sure to use it so he won't be able to hit you as much. Most of his attacks
are close hits so distant weapons will help you to avoid damage. Use Decoy on
a close range party member along with Vanish and you can just stand back and
heal them while they attack. When the Enkelados is finally defeated, your
party will receive a ++ERRMONEA LEAF++. Go back and talk to Low-chief Sugumu
and he will reward you then ask you to deliver the Errmonea Leaf to Lesina in
the Giza Plains village (talk to him twice). Visit Lesina during the Giza
Plains dry weather and she will give you ++2 REMEDIES++ when the Errmonea Leaf
is given to her.
11 - A Ring in the Rain
Rank: II
Mark: Croakadile
Requirements: Escape from Shiva in the main story.
Petitioner: Sadeen (Giza Plains, The Rains) - Head to the Nomad Village during
the Raining and Sadeen will be in front of the fenced area.
Mark Location: Giza Plains (The Raining)/Starfall Field
Bounty: 1200 gil, Serpent Rod, Teleport Stone
Special Item: Ring of the Toad
Talk to Sadeen and he will tell you that the Croakadile is near a bridge. He
is talking about the bridge in the Starfall Field part of Giza Plains (The
Raining). The whole area of Starfall Field will be abandoned until your party
crosses the bridge. The Croakadile will leap directly in front of your party
and attack.
+---------------------------------------------------------------+
| Lv. 24 | Croakadile |
|===============================================================|
| HP: 19449 | Weak: Fire | Absorb: Water |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Horn, Pointed Horn, Aries Gem |
| LP: 10 | |
|---------------------------------------------------------------|
| Recommended Level: 23 - 25 |
+---------------------------------------------------------------+
This battle is surprisingly easy considering his appearance. He is much like a
normal Gigantoad, but he will take off just a bit more per hit. He will use
Regen on himself at the beginning of the fight. Hammer away with physical
attacks throughout the battle and save your magic. The only problem with the
battle starts when he is low in HP. He will perform a move that will double
his current level and will unleash a powerful water attack that will hit
multiple party members while his HP is low. You should use a Quickening on him
as soon as he doubles his level or take him down extremely quick. He will
cough up the ++RING OF THE TOAD++ after being defeated. Sadeen will ask you to
give the ring to his beloved. Give the ring to Elder Brunoa in the Giza Plains
Nomad Village during the Dry then go back to Sadeen during the Rain to finish
this event.
12 - The Dead Ought Sleep Forever
Rank: II
Mark: Ixtab
Requirements: Complete the Henne Mines
Petitioner: High-chief Zayalu (Jahara, Land of the Garif)
Mark Location: Henne Mines/Phase 1 Shaft (east side)
Bounty: 1300 gil, Ether, Soul Powder
Teleport to Jahara and speak with High-chief Zayalu. He's in the Elderknoll
area standing next to the Great-chief by a fire in the middle of the area.
It's best to rent a chocobo from Gurdy the moogle and use the chocobo parth
(look for tall grass anc chocobo footprints) on the west side of the Haulo
Green area to go straight to the Henne Mines. You'll have to flip the Gate
Switchboard to open the Junction then flip it again and fight off the Jellies
to get to the east side of the Phase 1 Shaft. He'll literally appear from
nowhere and surprise your party while fighting the bats at the intersection.
+---------------------------------------------------------------+
| Lv. 24 | Ixtab |
|===============================================================|
| HP: 22562 | Weak: Light | Absorb: Dark |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Dark Crystal, Book of Orgaine-Mille, Flame |
| LP: 12 | Shield |
|---------------------------------------------------------------|
| Recommended Level: 24 - 28 |
+---------------------------------------------------------------+
This boss can hit several times in +-----------------------------------------+
a row, so you need to have Protect | Recommended Gambits |
on everybody or at least a decoyed |=========================================|
person if you cast Decoy. Ixtab | Ally: any (>) Raise |
teleports around the area like | Ally: HP < 50% (>) Curaga |
other spirit enemies so your hits | Ally: powerful character (>) Decoy |
will occasionally miss him while he | Ally: powerful character (>) Protect |
is targeted. He will cast Water on | Foe: party leader's target (>) Attack |
the whole party eventually along +-----------------------------------------+
with Death on one person. Don't
worry about Death that much since he will only use it once most likely. Have a
Gambit set to bring the doomed person back to life if they fall. He will use
Annul toward the end of the battle that will zap one party member of all their
HP. This really isn't too hard of a battle compared to what you have dealt
with before. If you have Larsa with you then just drop the cure gambit from
the list - he will be a good enough healer for the battle. Ride the Wayward
Chocobo straight back through the chocobo trail leading to Jahara and talk to
the High-chief to get your reward as usual.
13 - Befoulment of the Beast
Rank: III
Mark: Feral Retriever
Requirements: Arrive at Mount Bur-Omisace.
Petitioner: Hymms (Bur-Omisace)
Mark Location: Paramina Rift/Spine of the Ice Wyrm
Bounty: 1500 gil, Recurve Crossbow, 2 Teleport Stones
Hymms is found at the Sand-strewn Pass across from Gurdy at Mount Bur-Omisace.
The mark is on the way to the Stilshrine of Miriam. Go to the Frozen Brook in
the south and take the path to the southwest that leads to the Path of the
Firstfall. There is a blue save crystal here. Once you get to the Spine of
the Icewyrm in the south the Feral Retriever will be walking around up ahead.
+---------------------------------------------------------------+
| Lv. 28 | Feral Retriever |
|===============================================================|
| HP: 22559 | Weak: Earth | Absorb: Wind |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Pebble, Quality Pelt, Prime Pelt |
| LP: 14 | |
|---------------------------------------------------------------|
| Recommended Level: 28 - 30 |
+---------------------------------------------------------------+
If you have Dispel then Dispel him +-----------------------------------------+
of his status enhancements | Recommended Gambits |
immediately. Much like a Panther, |=========================================|
the Feral Retriever uses Blaster to | Ally: any (>) Raise |
possibly cause some status effects. | Ally: HP < 50% (>) Curaga |
Esuna is the most important Gambit | Ally: any (>) Esuna |
to have set for this battle. Set | Foe: party leader's target (>) Attack |
it to all characters! He will +-----------------------------------------+
mainly use Rake, attack physically,
or use Stone Gaze. He can get quite happy with his physical attacks, chaining
them like mad on one party member, so be sure to have Raise set up to revive
any fallen party members. Thankfully, only the mark will appear, so you don't
have to worry about taking out any other obstacles to get to him. Once again,
Larsa is a godsend for this fight and this hunt will open right before he
leaves the party, so take him out for one last hunt and this will ease the
battle a bunch. If you don't have Larsa, set up a curing gambit with Hi-
Potions or Curaga.
14 - A Chase Through the Woods
Rank: III
Mark: Vorpal Bunny
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: Nera (Eruyt Village)
Mark Location: Golmore Jungle/The Rustling Chapel
Bounty: 2000 gil, Lightning Arrows, Gillie Boots
Teleport to Eruyt Village and go to the big circular area in The Spiritwood to
find Nera sitting on the outside railing. She will tell you that the Vorpal
Bunny is "Somewhere in the Golmore Jungle". Nice. What she really meant to
say is that the Vorpal Bunny will appear around the southern Rustling Chapel
area in the second big square portion. You're going to have to fight through
some Lv. 39 Hellhounds to get there though, so make sure to be at least a
little past Lv. 30. If you have Aqua Shot with Balthier then that would be a
big help for the Hellhounds. You'll enter an area with plenty of Coeurls and
more Hellhounds.
+---------------------------------------------------------------+
| Lv. 31 | Vorpal Bunny |
|===============================================================|
| HP: 20010 | Weak: Holy | Absorb: Dark |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Hi-Potion, Drab Wool, Blood Wool |
| LP: 16 | |
|---------------------------------------------------------------|
| Recommended Level: 30 - 33 |
+---------------------------------------------------------------+
The Vorpal Bunny will appear on the west side of the square area. You'll
probably catch a glimpse of him before he runs away. He will run throughout
the paths of this section of the Golmore Jungle and lead you into fights with
Hellhounds and Coeurls. He will disappear and reappear often. What you need
to do is catch up with him and cast Berserk on him. Have all three members of
your party cast Berserk just in case the first casting misses. This will make
him come to you. Have some Shielded armors equipped for instant protect and
use Cura often to heal the whole party while you attack him. His normal hits
will inflict Sap at times so be ready to cast Regen or Esuna to cure it. You
can try to cast Slow and Blind on him, but that really isn't needed if you have
Protect on your allies and use cure often. Your party will gain a ++RABBIT'S
TAIL++ after the fight. Nera will approach your party once you enter The
Spiritwood of Eruyt Village.
(thanks to FE_Papiroku for the Berserking technique against the bunny)
15 - The Mind Flayer
Rank: IV
Mark: Mindflayer
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: Goromu (Jahara, Land of the Garif)
Mark Location: Henne Mines/Phase 1 Dig
Bounty: 2200 gil, Carmagnole
Warrior Goromu will be off to the left on a hill as you enter the Lull of Land
portion of Jahara. He will tell you that the Mindflayer is drawn to mist and
to look where the mist is densest. He will tell you that it was last seen in
the Phase 1 Dig area. It would be best to take a chocobo to the Henne Mines.
Go past the first junction then hang a right followed by another right to enter
the Phase 1 Dig. The mark is located at the southern most three-way
intersection, right next to the dead end in the southeast.
+---------------------------------------------------------------+
| Lv. 35 | Mindflayer |
|===============================================================|
| HP: 31161 | Weak: N/A | Absorb: N/A |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Pebble, Float Mote, Vanishga Mote |
| LP: 18 | |
|---------------------------------------------------------------|
| Recommended Level: 32 - 35 |
+---------------------------------------------------------------+
He will be floating around the +---------------------------------------------+
three-way intersection of the | Recommended Gambits |
Phase 1 Dig as you approach so |=============================================|
try to sneak up on him and cast | Ally: status = Stop (>) Chronos Tear |
Berserk right at the beginning. | Ally: HP < 50% (>) Curaga |
Have all party members cast it | Foe: party leader's target (>) Berserk |
for three chances to hit him | Foe: party leader's target (>) Attack |
just in case the first misses. +---------------------------------------------+
It really helps if you sneak a
Berserk casting on him at the very beginning or else he will cast Stop on
everybody on his first turn (Time Requiem) most likely. He will stand back and
hit physically and cast Blizzara or some other elemental spell on your stopped
party. In order to prevent this you need a Power Armlet accessory that will
make your party immune to Stop or use some Chrono Tears to remove Stop. It is
possible to outlast the stop if you are leveled up enough. Once he is
berserked, kill him fast!
Have a Protect shield (use Shielded Armor) up and use Cura often to heal your
members from his physical attacks. Use a Quickening on him when he is almost
dead. You DO NOT want Berserk to wear off or he will automatically restore
himself to full health and perform a move that will give him Faith, Bravery,
Protect, and Shell. This is one battle where it pays to have a backup person
with a full MP gauge ready to start a Quickening chain. Besides Stop, this
boss has some other dangerous spells such as Invert (switches HP and MP of
opponent), Drain, and, of course, the move that will replenish his full health
bar. He will also Berserk a party member sometimes. He may seem overwhelming
at first with his constant use of spells mixed with Stop, but the moment you
Berserk him will be his last if you use Quickenings toward the end. Keep in
mind that his use of Invert can actually work in your favor - think of more
Quickenings!
When you talk to Warrior Goromu after the battle, he will ask you to speak to
Geomancer Yugelu - he's sitting crosslegged on the hill across from the current
hill. Speak with him to learn of great power at the bottom of the Henne Mines.
He feels that you are not up to the task of vanquishing this great power in
your current state. He asks that you gather up the protection of many great
beings and return to him. What he actually means is that you must gather the
power from 10 Espers in the game and return to him and he will then reveal the
location of the great Esper, Zodiark. Don't worry about this now however -
we'll kick its ass later.
16 - Trouble in the Hills
Rank: III
Mark: Atomos
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: Burrough (Nalbina Fortress)
Mark Location: Mosphoran Highwaste
Bounty: 1800 gil, Gaia Rod, Diamond Shield
Burrough is located in the Jajim Bazzard of Nalbina. He's the Bangaa sitting
on the blue carpet to the left of Morning Star Gambits. He doesn't give you a
good location for the Atomos, but it is in the middle portion of the Northern
Skirts of the Mosphoran Highwast. This is right before you get to the area
with the bridge that leads to the Salikawood. Try to defeat the Vultures first
by leading them away from Atomos then deal with him.
+---------------------------------------------------------------+
| Lv. 33 | Atomos |
|===============================================================|
| HP: 40020 | Weak: Light | Absorb: Dark |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Gemini Gem, Potion, Tanned Giant Skin |
| LP: 16 | |
|---------------------------------------------------------------|
| Recommended Level: 32 - 35 |
+---------------------------------------------------------------+
Use Dispel to remove his status enhancements if you have it. He will
constantly cast status enhancments on himself throughout the battle though that
shouldn't be much of a problem. Blind him immediately because he can take off
quite a bit damage with his normal attacks. He can also be Disabled - use the
Sledgehammer. Pound on him with normal physical attacks, but beware his
restoration move that will remove all negative status effects. Protect may
help, but you really need to concentrate on defeating as fast as possible once
he has been blinded or disabled.
17 - Rodeo to the Death
Rank: IV
Mark: Braegh
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: Va'Kansa (Mosphoran Highwaste)
Mark Location: Salikawood/Corridor of Ages
Bounty: 1700 gil, Obelisk, Hi-Ether
Teleport out to the Babbling Vale of the Mosphoran Highwaste (the area with the
orange save crystal) and talk to the Bangaa, Va'Kansa, by the item merchant.
He will tell you that the Braegh is in the northwest of the Salikawood, right
next to the Necrohol of Nabudis. In order to find this mark, the King Bomb
blocking the path to the northwest portion of the Salikawood must be defeated.
Enter the area where the King Bomb was (Grand Bower) and turn left at the
intersection. Upon entering the Corridor of Ages, you can look off the wooden
walkway and see Braegh below. Head up the path ahead and make a left then go
south toward the entrance to the Necrohol of Nabudis to fight him.
+---------------------------------------------------------------+
| Lv. 35 | Braegh |
|===============================================================|
| HP: 43283 | Weak: Ice | Absorb: Thunder |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Grimoire Aidhed, Storm Crystal, Storm |
| LP: 17 | Magicite |
|---------------------------------------------------------------|
| Recommended Level: 33 - 36 |
+---------------------------------------------------------------+
Braegh has some powerful physical +-----------------------------------------+
attacks that will take a party | Recommended Gambits |
member's HP rather quickly so you |=========================================|
need all characters set with a | Ally: any (>) Raise |
Curaga gambit or Cura gambit. He | Ally: HP < 50% (>) Curaga |
can be silenced to prevent his | Ally: any (>) Esuna |
constant casting of Sap, Berserk, | Foe: party leader's target (>) Attack |
and Invert and, most importantly, +-----------------------------------------+
he can also be disabled. Equip a
Sledgehammer and a gun with Silent Shot and your party will have him at their
mercy in no time. He's immune to every element except his weak and absorb
elements so don't use elemental weapons unless they are the element of ice.
Mateus works well for this battle, but Braegh will put up a barrier to all
magick attacks once his HP falls to 25%, so Mateus won't be of much help at
that time since she will keep casting Flash Freeze and missing. I wouldn't
worry much about hitting him an Ice spell unless your party members aren't
taking off enough. If you have Blizzaga then should help out a bunch, but
Blizzara isn't really worth fooling with. He will cast Thundara almost every
turn and will sneak in an Immobilizega when he is almost dead so take him out
quick before he engulfs the party in magick!
When you speak to Va'Kansa again he will give your party the bounty and will
mention a partner of his that has gone missing. You can go to the Phon Coast
and talk with Hawker. He is the Hume leaning against some crates by the
Huntmaster's Building. Talk with him and deliver the message back to Va'Kansa
for a little bit of extra story. Nothing else.
?? - Little Love on the Big Plains
Rank: I (ELITE MARK)
Mark: Cluckatrice
Requirements: Reach Hedge Knight rank.
Petitioner: Dania (Giza Plains) - she is standing in the area with all the
herded Cockatrices of the Nomad Village.
Mark Location: Giza Plains / Gizas North Bank (East of the village)
Bounty: 1000 gil, Jackboots, Rainbow Egg
Get to Giza Plains by heading out the Southgate of Rabanastre and go to the
south to find the Nomad Village. Talk to Dania and she will tell you to look
in the Gizas North Bank. She will also tell you that it is hard to find and
that you should talk to some of the children in the village about this fiend.
The girl leaning on the fence on the outside of the fenced area will mention
the Cluckatrice, but she says that she only saw it when there were no other
monsters in the area.
+----------------------------------+---+------------------------------------+
| Lv 15 | Cluckatrice | | Lv 13 | Chickatrice |
|==================================| |====================================|
| HP: 7509 | Weak: N/A | Abs: Wind | | HP: 3067 | Weak: Earth | Abs: Wind |
|----------------------------------| |------------------------------------|
| Exp: 0 | Steal: Small Feather | | Exp: 0 | Steal: Small Feather, |
| LP: 6 | Wind Stone, Taurus Gem| | LP: 1 | Potion, Large Feather |
+----------------------------------+ +------------------------------------+
| Recommended Level: 15 - 18 |
+---------------------------------------------------------------------------+
I would advise having a fourth +----------------------------------------+
party member for this fight if | Recommended Gambits |
you are low level. Go to the |========================================|
Gizas North Bank area of the Giza | Ally: HP < 50% (>) Potion |
Plains and defeat every enemy in | Ally: Any (>) Stona |
that area, even the neutral Giza | Foe: party leader's target (>) Attack |
Rabbits, then exit and reenter +----------------------------------------+
that area. A yellow Chickatrice
will be rolling around somewhere in the area, and as you approach it, the
mother Cluckatrice will dart out from somewhere along the side. The
Cluckatrice and the Chickatrice will attack. Soon more Chickatrices will join
the fight. Protect will really help out for this fight since they basically
attack normally most of the time. Have a gambit set up to cure stone since the
Cluckatrice will cast stone on your entire party sometimes. When Slow is cast
on your party, remove it with a Remedy or Haste. If you have a Quickening then
use it on one and try to get at least a three hit chain to have the extra
multiple hit attack at the end of the sequence. A Quickening and a fourth
party member's help will be the keys to winning this battle if your party is
not that high of a level yet.
?? - The Cry of Its Power
Rank: I (ELITE MARK)
Mark: Rocktoise
Requirements: Reach Hedge Knight rank.
Petitioner: Pilika (Bhujerba) - go to the Khus Skyground area of Bhujerba and
speak with the moogle on the south side.
Mark Location: Lhusu Mines/Site 2
Bounty: 1200 gil, Hi-Potion, Heavy Coat
Talk to the moogle, Pilika, in the Khus Skyground area of Bhujerba then head to
Site 2 of the Lhusu Mines. Site 2 is the area where your party ran into
Ba'Gamnan and his crew.
+---------------------------------------------------------------+
| Lv. 16 | Rocktoise |
|===============================================================|
| HP: 17548 | Weak: Wind | Absorb: Earth |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Potion, Turtle Shell, Aged Turtle Shell |
| LP: 8 | |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20 |
+---------------------------------------------------------------+
What you REALLY need for this +-------------------------------------------+
battle will not be received | Recommended Gambits |
until much later in the game, |===========================================|
when you can basically take | Ally: HP < 70% (>) Hi-Potion |
him down through sheer levels | Foe: party leader's target (>) Aero |
gained - Decoy and Vanish | Foe: party leader's target (>) Attack |
would work extremely well for +-------------------------------------------+
this battle if you received
them earlier when this quest was first available. He is weak against Aero,
though not really weak enough, but still, it takes off the most. Arrive at
this battle with Protect cast on all party members, especially any short-range
weapon members. Cast Blind on him at the beginning of the battle. This will
decrease his accuracy, but he will still hit for big damage sometimes.
Rocktoise relies on close attacks so the party members that must attack with a
sword or mace will have to deal with most of the damage. Long-range character
will have a good advantage since they will not get hit most of the time. You
can literally take control of someone with a gun or bow and run around the cave
while shooting at him without having to worry about getting hit. The main
problem of this battle besides his HP is the fact that Skull Defenders will
attack while fighting the Rocktoise. Try to take out the Skull Defenders as
quickly as possible so you won't suffer extra damage from their attacks. A
Quickening will really help when the Skull Defenders start to rise up out of
the ground if you can get one of the bonus attacks from a big Quickening chain.
Quickenings and the latest powerful weapons are the main ways to win this
battle unless you wait until you have Vanish and Decoy - you can then cast
Vanish and Decoy on your most powerful close range fighter and have them be the
Rocktoise main target. Decoy may work well with a person who has a good shield
with high attack evasion as well. It's hard to have gambits set for this
battle since you will have to deal Skull Defenders throughout the battle, so I
would suggest doing most attacks manually or having a "Foe: party leader's
target (>) Aero" set up, and just turn off gambits while dealing with a Skull
Defender.
?? - Crime and Punishment
Rank: V (ELITE MARK)
Mark: Orthros
Requirements: Reach Headhunter Rank?
Petitioner: Contrite Thief (Rabanastre)
Mark Location: Garamsythe Waterway/Southern Sluice Way
Bounty: 3800 gil, Horakhty's Flame, Unpurified Ether
Special Item: Blackened Fragment
Walk inside of Warehouse #5 (near Garamsythe Waterway entrance) in Lowtown and
talk to the Contrite Theif. She will be the Seeq lieing on the ground. She
will tell you that Orthros is particular about who he attacks. Talk to Samal
in the South Sprawl court to find out that it only attacks females. Go down to
the Garamsythe waterway and close Gate #10 as soon as you enter the Central
Waterway Control by using the Sluice Gate Key that you got from the "Lost in
the Pudding" Hunt if it is not already closed (lit up). Just like in the "Lost
in the Pudding" hunt, take the fourth path from the right on the west set of
paths. Make another right at the next fourth path on the left in the next area
and go up the stairs. Head to the Southern Sluiceway. I would advise you to
have a male in your party so he won't attack the first time through and save
your game in the East Sluice Way. You must ENTER the Southern Sluiceway (the
middle) with Ashe, Fran, and Penelo in order to get him to attack. You can
switch back to whatever characters you're comfortable with once he attacks.
+---------------------------------------------------------------+
| Lv. 34 | Orthros |
|===============================================================|
| HP: 87141 | Weak: Fire | Absorb: Water |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Caramel, Phoenix Down, Slime Oil |
| LP: 25 | |
|---------------------------------------------------------------|
| Recommended Level: 33 - 36 |
+---------------------------------------------------------------+
Orthros will inflict Confuse and +----------------------------------------+
Sap on your party at the beginning | Recommended Gambits |
of the battle and by the end he |========================================|
will start to cast Slowga and | Ally: any (>) Raise |
Break on all of your party | Ally: HP < 50% (>) Curaga |
members. His main attacks are his | Ally: any (>) Esuna |
physical attacks and Darkra. He's | Ally: status = Slow (>) Haste |
weak against fire so you can cast | Foe: party leader's target (>) Attack |
your strongest Fire spells +----------------------------------------+
throughout the battle or summon
Belias. Use Decoy on Belias after summoning him and stay away from him to
avoid Orthros' spells. Most of the attacks will miss Belias. Make sure to
have some Esuna gambits setup for each character and have an "Ally: status =
Slow (>) Haste" gambit set for his Slowga. As long as you have some Cure
gambits set up he shouldn't be much of a problem. With his constant use of
Darkra, a Bone Helmet and Bone Mail would help to reduce a good amount of
damage for this fight. Physical attacks take just as much as elemental attacks
depending on the characters weapon, but hitting him with an elemental Fire
attack will be a guaranteed heavy hit. Make sure to be aware of his Mythril
Bubble attack that he will do when his HP is extremely low. He will hit any
close party members with bubbles that will take off around 1000 HP and inflict
Poison and Confuse. I would advise using a Quickening to finish him off. Try
to keep your distance with at least one party member and cure the status
effects quickly with Esuna. Orthros will leave the party with a bundle of
++STOLEN ARTICLES++ upon his defeat. Go back up to the Contrite Thief and
speak with her to get your reward. Samal will also hand over a ++BLACKENED
FRAGMENT++ which can be used later during a side quest.
?? - Paradise Risen
Rank: III (ELITE MARK)
Mark: Gil Snapper
Requirement: Reach Vanguard Rank?
Petitioner: Nanau (Giza, The Rains)
Mark Location: Giza Plains/Tracks of the Beast
Bounty: 3000 gil, Phobos Glaze
Bansat will hear your conversation with Montblanc about the hunt and will
insist on helping the party after the hunt is accepted in the Clan Centurio
Clan Hall. Talk to Nanau in the Crystal Glade of Giza Plains during The Rains.
The boy will give your party the ++SILENT URN++ upon accepting the hunt. The
urn must be pointed at the Gil Snapper when your party lands the finishing blow
(this is automatic). The Gil Snapper is located in the Tracks of the Beast
area of the Giza Plains. You must knock down all of the tree branches found
around the areas in order to make a bridge over to it in the southeast area.
Bansat will be waiting in the Tracks of the Beast are as your party arrives.
Bansat mentions that the Gil Snapper favors a particular weather and will only
come out at that time. The truth is that you must enter the Tracks of the
Beast area when the rain is heavy (with thunder and lightening). Enter and
exit the area until it storms heavy in that area. Bansat will meet your party
at the entrance and let you know when the Gil Snapper is around.
+---------------------------------------------------------------+
| Lv. 37 | Gil Snapper |
|===============================================================|
| HP: 86956 | Weak: Thunder | Absorb: Ice |
|---------------------------------------------------------------|
| Exp: 0 | Steal: 1000 gil, 2000 gil, 4000 gil |
| LP: 20 | |
|---------------------------------------------------------------|
| Recommended Level: 37 - 40 |
+---------------------------------------------------------------+
Gil Snapper has a reddish brown shell and will have Protect, Shell, and Haste
casted on himself. Use Dispel to get rid of his status enhancements then Blind
and Slow him. He will mainly cast Blizzara instead of using physical attacks
so have a shell up on all party members. Gil Snapper will sometimes perform a
Flash move to Blind all party members so either have some Argyle Armlets
equipped to have immunity or use Blindna to cure it. Use Thundara or -daga to
defeat him quicker. If you by any chance have Adrammelech then summon him and
he will really hurt Gil Snapper bad with his Flash Arc Thunder attacks (around
5000 HP per zap). Bansat will help your party out with support magick as well
as attack Gil Snapper so he will be a valuable asset during the fight. Be sure
to steal from Gil Snapper before he dies for quite a bit of extra gil. As
already mentioned, the Gil Snapper will be automatically drawn into the urn
once he is defeated. Go back to the Crystal Glade to collect your bounty once
the Gil Snapper is defeated and Nanua will give you...no, I'm sorry, leave
behind a Soggy Letter!? She will ask that you meet up with her in The Dry.
She means that she will meet you in the Nomad Village during The Dry near the
northern entrance.
Rank: V
Mark: Bloodwing
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: No. 381 (Dalmasca Estersand)
Mark Location: Barheim Passage/West Annex
Bounty:
Go to the South Bank Village in the Dalmasca Estersand and talk to No. 381
(Bangaa by the shores). In order to get back inside of Barheim, you will need
to have collected the Barheim Key from the patient in the "Patient in the
Estersand" side quest. The door to Barheim is in the southeast area of the
South Bank Village - go outside the village and head to the southeast. In the
Great Central Passage there are two path on the west side - take the path on
the right. You might as well pick up the map from the urn while you're here if
you haven't been here yet. The map is down the stairs to the right once you
get on the bridge on The Zeviah Span. At the end of Zeviah Span, you will need
to approach a mine cart and hit it by tapping X to make it fall over and make a
bridge to the other side.
** Hunt is on hault because of low level ;p **
Rank: VI
Mark: Roblon
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: Morgen (Nalbina Fortress)
Mark Location:
Bounty:
Rank: V (ELITE MARK)
Mark: Trickster
Requirements: Arrive at Mount Bur-Omisace.
Petitioner: Gurdy (Mt Bur-Omisace)
Mark Location:
Bounty:
?? - Antlion Infestation
Rank V (ELITE MARK)
Mark: Antlion
Requirements: Arrive at Mount Bur-Omisace.
Petitioner: Niray (Bhujerba)
Mark Location: Lhusu Mines/Site 9
Bounty:
Find the Residence in Bhujerba. It's in the middle of the map of Bhujerba (The
Staras Residence). Talk to Niray to learn of her children that have gone
missing in the Lhusu Mines. She will give you the ++SITE 3 KEY++. The Site 3
Key will open the gate in the cave where Ba'Gamnan and his crew once were at
Site 2. Enter the Lhusu Mines and travel to that cave in Site 2. Your party
will run into Yrlon on the first bridge, but he will run deeper into the mines.
Use the key on the Wrought Iron Gate to open it and venture deeper into the
Lhusu Mines. It really helps if you have Aeroga at this point in the game
since the Lv. 40 Headless that you find will be weak to Wind as well as the
Antlion. Site 9 is in the southwest portion of the Lhusu Mines. Beware the
Gazer fiends that will follow you to different areas if your party tries to
run! You'll fight many enemies between Level 40 - 45 along the way, but you
will get an orange save crystal at Transitway 2 right before the Tasche Span
that leads to the Site 9 entrance. Kait will he huddled up against the side of
the middle border next to the crystal. Defeat any Killer Mantis's you find
along the way just in case the mark leaves his area in the battle ahead!
The Antlion will be lurking at the end of the Site 9 tunnel along with tons of
Killer Mantis's. Use Aeroga on all the Killer Mantis and do not let up until
they are ALL dead. You must defeat all the Killer Mantis's quickly before the
Antlion consumes them with Cannibalize. If he consumes more than one, then I
would suggest reloading your save and coming back to try again since he will be
way too powerful then.
(postponed due to low level. More like postPWNED actually. x_x)
Rank VII
Mark: Carrot
Requirements: Arrive at Mount Bur-Omisace. (Clan Rank: Brave Companion)
Petitioner: Zammadria (Nalbina Fortress)
Mark Location:
Bounty:
Rank IV
Mark: Darksteel
Requirements: Arrive at Archades
Petitioner: Homesick Man (Archades)
Mark Location:
Bounty:
__ _____ ___ __ _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
\ / | | | | | LISTS | \ / | | | |
/ \ | | | | | [LI01] | / \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|
-- Clan Ranks
Note: Talk to Ma'kenroh at the top of the stairs in The Clan Hall to find out
how many more marks and clan points your party must earn for the next rank.
1. Moppet
Requirements: Starting Rank
2. Hedge Knight
Requirements: Defeat two marks and obtain 700 clan points.
3. Rear Guard
Requirements: Defeat four marks and obtain 8000 clan points.
4. Vanguard
Requirements: Defeat eight marks and obtain 20000 clan points.
5. Headhunter
Requirements: Defeat ten marks and obtain 30000 clan points.
6. Ward of Justice
Requirements: Defeat twelve marks and obtain 40000 clan points.
7. Brave Companion
Requirements: Defeat fourteen marks and obtain 100000 clan points.
8. Riskbreaker
Requirements: Defeat sixteen marks and obtain 200,000 clan points.
-- Clan Provision Items
Potion (70 gil) - Achieve "Moppet" rank and talk to Montblanc.
Hi-Potion (210 gil) - Achieve "Hedge Knight" rank.
Gysahl Greens (108 gil) - Achieve "Rear Guard" rank.
Teleport Stone (200 gil) - Achieve "Vanguard" rank.
Nihopalaoa (30000 gil) - Achieve "Headhunter" rank.
Reverse Magick (7600 gil)
Bubble Magick (3300 gil) - Achieve "Ward of Justice" rank.
Faith Magick (5800 gil) - Achieve "Brave Companion" rank.
Bubble Belt (19800 gil) - Achieve "Riskbreaker" rank.
Bravery Magick (5800 gil)
-- Montblanc Gifts
Clan Rank
Achieve "Moppet" Clan Rank: 3 Potions
Achieve "Hedge Knight" Clan Rank: 2 Warp Motes, 2 Teleport Stones
Achieve "Rear Guard" Clan Rank: 3 Remedies, 2 Teleport Stones
Achieve "Vanguard" Clan Rank: 3 Hi-Potions, 2 Teleport Stones
Achieve "Headhunter: Clan Rank: 2 Ethers, 2 Teleport Stones
Achieve "Ward of Justice" Rank: 2 X-Potions, 2 Teleport Stones
Achieve "Brave Companion" Rank: 2 Hi-Ethers, 3 Teleport Stones
Achieve "Riskbreaker" Rank: 2 Elixers, 3 Teleport Stones
Bosses
Defeat the Flans in the Garamsythe Waterway: 150 gil
Defeat Firemane: 200 gil
Defeat Mimic Queen: 300 gil
Defeat Demon Wall 1: 1200 gil, 1 Electrum
Defeat Demon Wall 2: 600 gil, 1 Warp Mote
Defeat an Esper: 2 Arcanae, 2 Teleport Stones
Defeat Tiamat: 900 gil
Defeat Elder Wyrm: 800 gil
Defeat Earth Tyrant: 1200 gil
Defeat Vinuskar: 1100 gil
Defeat King Bomb: 1300 gil, Mallet
Defeat the Mandragoras: 1600 gil
Defeat Ahriman: 1600 gil
-- Enemy List
* This list is still missing a bunch of enemies at the moment.
Aerieel (rare game)
Lv 12
HP 3017
Weak: Light
Exp: 93 - 124
LP: 3
Steal: Bat Wing
Drop:
Location: Lhusu Mines/Oltam Span
Aeros (rare game)
Lv. 23 - 24
HP: 12497 - 12837
Weak: Thunder
Exp: 542
LP: 5
Steal: Wyvern Wing
Drop: Crooked Fang, Wyvern Fang
Location: Ozmone Plain/The Shred
Alpha Wolf
Lv 5
HP: 113
Weak: Earth
Exp: 5
LP: 1
Steal: Wolf Pelt
Drop: Wolf Pelt
Location: Dalmasca Estersand
Alraune
Lv 11 - 13
HP: 670 - 694
Weak: Wind
Exp: 85 - 87
LP: 1
Steal: Succulent Fruit
Drop: Succulent Fruit
Location: Ogir-Yensa Sandsea, Nam-Yensa Sandsea
Archaeoaevis
Lv. 39 - 40
HP: 1169 - 12605
Weak: Ice
Exp: 1482 - 1549
LP: 2
Steal: Battlewyrm Carapace
Drop: Battlewyrm Carapace, Storm Crystal
Location: Zertinan Caverns
Archesaur
Lv. 38
HP: 12591
Weak: Ice
Exp: 1527
LP: 2
Steal: Storm Magicite
Drop: Gold Needle
Location: Phon Coast
Axebeak
Lv. 13 - 15
HP: 922 - 954
Weak: Water
Exp: 93 - 95
LP: 1
Steal: Alarm Clock, Fire Stone
Drop: Small Feather
Location: Nam-Yensa Sandsea
Bagoly
Lv. 37 - 38
HP: 4610 - 4720
Weak: Earth
Exp: 714 - 745
LP: 1
Steal: 480 gil, Bundle of Feathers
Drop: Bundle of Feathers, Bent Staff, Wind Magicite
Location: Phon Coast
Balloon
Lv. 28 - 30
HP: 1878 - 1936
Weak: Water
Exp: 374 - 407
LP: 1
Steal: Chronos Tear, Handkerchief, Recurve Crossbow
Drop: Bomb Ashes, Eye Drops, Fire Magicite, Scorpio Gem
Location: Stilshrine of Miriam
Baritine Croc
Lv. 26
HP: 4448
Weak: Earth
Exp: 390
LP: 1
Steal: Wind Magicite
Drop: Broken Sword, Fine Wool
Location: Paramina Rift
Battery Mimic
Lv. 7
HP: 520
Weak: Ice
Exp: 34 - 41
LP: 2
Steal: Alarm Clock, Iron Scraps
Drop: Eye Drops
Location: Barheim Passage
Bellwyvern
Lv. 38
HP: 8267
Weak: Water
Exp: 1280
LP: 2
Steal: Spiral Incisor
Drop: Fire Crystal, Spiral Incisor
Location: Tchita Uplands
Black Chocobo
Lv. 23
HP: 1180
Weak: Thunder, Water, Light
Exp: 234
LP: 1
Steal: Dark Magacite
Drop: Chocobo Feather, Dark Magicite, Gysahl Greens
Location: Ozmone Plain
Blood Gigas
Lv. 27 - 29
HP: 2609 - 2849
Weak: Wind
Exp: 485 - 552
LP: 1
Steal: Earth Magicite
Drop: Antidote, Earth Magicite
Location: Stilshrine of Miriam
Bogaly
Lv. 14 - 15
HP: 1110 - 1120
Weak: Earth
Exp: 122 - 145
LP: 1
Steal: 480 gil, Echo Herbs, Large Feather
Drop: Large Feather, Wind Stone, Teleport Stone, Aries Gem
Location: Nam-Yensa Sandsea
Bomb
Lv. ?? / 32 - 33
HP: 317 / 3233
Weak: Water
Exp: 38 - 53 / 137
LP: 1
Steal: Fire Magicite, Gold Needle
Drop: Bomb Ashes
Location: Barheim Passage, The Salikawood
Brown Chocobo
Lv. 33 - 35
HP: 3786 - 3922
Weak: Thunder, Water, Light
Exp: 608 - 669
LP: 1
Steal: Chocobo Feather
Drop: Chocobo Feather, Gysahl Greens
Location: The Salikawood
Bogey
Lv. 38
HP: 3808
Weak: Light
Exp: 842
LP: 1
Steal: Gold Needle
Drop: Death Powder
Location: Zertinan Caverns
Buer
Lv. 37
HP: 5622
Weak: Thunder
Exp: 774
LP: 1
Steal: Ice Stone
Drop: Demon Tail, Ice Crystal
Location: Zertinan Caverns
Bull Croc (rare game)
Lv. 23 - 24
HP: 13968 - 14078
Weak: Earth
Exp: 542
LP: 5
Steal: Blood Wool
Drop: Braid Wool
Location: Ozmone Plain/The Shred
Cactite
Lv. 1
HP: 72
Weak: Wind
Exp: 1
LP: 1
Steal: Earth Stone, Broadsword
Drop: Cactus Fruit, Earth Stone
Location: Dalmasca Estersand
Cactoid
Lv. 6
HP: 112
Weak: Wind
Exp: 8
LP: 1
Steal:
Drop:
Location: Dalmasca Estersand
Clay Golem
Lv. 31 - 32
HP: 6283 - 6393
Weak: Wind
Exp: 628 - 679
LP: 2
Steal: Earth Magicite, Gold Needle
Drop: Earth Magicite, Iron Pole, Solid Stone
Location: Mosphoran Highwaste
Cockatrice
Lv. 4 - 8
HP: 152
Weak: Water
Exp: 2 - 3
LP: 1
Steal: Fire Stone, tuft of Phoenix Down, Small Feather
Drop: Small Feather
Location: Dalmasca Estersand
Coeurl
Lv. 36 - 37
HP: 3944 - 4264
Weak: Blizzard
Exp: 477 - 535
LP: 1
Steal: Embroidered Tippet, Quality Pelt, Storm Stone
Drop: Coeurl Pelt, Pebble, Storm Crystal
Location: Tchita Uplands
Crystalbug (green, blue, orange)
Lv. 26 / 38 / 45
HP: 2326 / 3589 / 5457
Weak: N/A
Exp: 0
LP: 10
Steal: Ether, Feystone
Drop: N/A
Location: Stilshrine of Miriam (green), Sochen Cave Palace (blue)
Danbania
Lv. 11 - 14
HP: 966 - 999
Weak: Thunder
Exp: 72 - 75
LP: 1
Steal: Water Stone
Drop: Fish Scale, Water Stone
Location: Nam-Yensa Sandsea
Dark Skeleton
Lv. 26
HP: 1548
Weak: Light
Exp: 314
LP: 1
Steal: Sturdy Bone
Drop: Dark Stone
Location: Paramina Rift
Darkmare
Lv. 31
HP: 14098
Weak: Light
Exp: 761
LP: 1
Steal: Grimoire Togail
Drop:
Location: Stilshrine of Miriam
Dead Bones
Lv. 38 - 39
HP: 6786 - 6966
Weak: Light
Exp: 887 - 940
LP: 1
Steal: Dark Crystal
Drop: Dark Crystal, Eye Drops
Location: Barheim Passage
Dire Rat
Lv. 2 - 5
HP: 77 - 232
Weak: Water
Exp: 5 - 18
LP: 1
Steal: 1 gil, Libra Gem, Fire Stone, Potion, Rat Pelt
Drop: Antidote, Fire Stone, Rat Pelt
Location: Garamsythe Waterway
Dragon Aevis
Lv. 30
HP:
Weak: Ice
Exp: 891 - 933
LP: 1
Steal:
Drop: Storm Magicite, Wyrm Carapace
Location: Stilshrine of Miriam
Dullahan
Lv. 40
HP: 9520
Weak: Water
Exp: 1034
LP: 1
Steal: Fire Magicite
Drop: Forbidden Flesh
Location: Lhusu Mines
Facer
Lv. 26
HP:
Weak: Wind
Exp: 383
LP: 1
Steal: Aquarius Gem, Earth Magicite, Pirate Hat
Drop: Earth Magicite
Location: Stilshrine of Miriam
Feral Croc
Lv. 38
HP: 9393
Weak: Earth
Exp: 992
LP: 1
Steal: Blood Wool
Drop:
Location: Tchita Uplands
Fire Elemental
Lv. 25
HP: 14830
Weak: Water
Exp:
LP: 1
Steal:
Drop:
Location: Mosphoran Highwaste
Flan
Lv. 7
HP: 294
Weak: Fire
Exp: 50 - 51
LP: 1
Steal: Gold Needle, Water Stone
Drop: Green Liquid, Topkapi Hat, Water Stone
Location: Barheim Passage
Focalor
Lv. 36
HP: 4513
Weak: Ice
Exp: 711
LP: 1
Steal: Ichthon Scale
Drop: Ichthon Scale
Location: Sochen Cave Palace
Garchimacera
Lv. 4 - 7
HP: 287 - 317
Weak: Water
Exp: 31 - 34
LP: 1
Steal: 10 gil, Demon Eyeball
Drop: Demon Eyeball
Location: Garamsythe Waterway
Gargoyle
Lv. 24
HP: 1436 - 1494
Weak: Ice
Exp: 223 - 248
LP: 1
Steal: Demon Eyeball, Storm Magicite
Drop: Demon Eyeball, Storm Magicite, Gilt Measure
Location: Golmore Jungle
Garuda-Egi
Lv. 26 - 27
HP: 2997 - 3056
Weak: Dark
Exp:
LP: 1
Steal: Holy Stone
Drop: Holy Magicite, Large Feather
Location: Paramina Rift
Ghast
Lv. 29
HP: 1826
Weak: Light
Exp: 359
LP: 1
Steal: Festering Flesh, Paramina Crossbow
Drop: Festering Flesh, Teleport Stone
Location: Stilshrine of Miriam
Ghost
Lv. 6
HP: 334
Weak: Holy
Exp: 34
LP: 1
Steal: Glass Jewel
Drop: Dark Stone
Location: Garamsythe Waterway
Ghoul
Lv. 29
HP: 2104
Weak: Light
Exp: 359
LP: 1
Steal: Dark Magicite
Drop: Dark Magicite, Festering Flesh, Hi-Potion
Location: Stilshrine of Miriam
Gigantoad
Lv. 5 - 6 / 20
HP: 341 - 361 / 1489
Weak: Fire
Exp: 33 - 44 / 282 - 283
LP: 1
Steal: Horn, 50 gil
Drop: Horn, Potion, Water Stone
Location: Garamsythe Waterway
Giza Rabbit
Lv. 2
HP: 105
Weak: Fire
Exp: 7 - 9
LP: 1
Steal: Drab Wool, Water Stone
Drop: Drab Wool
Location: Giza Plains
Gorgimera
Lv. 38 / 36 - 37
HP: 4266 / 5385
Weak: Water
Exp: 569 / 626
LP: 1
Steal: Fire Magicite, Gold Needle, Taurus Gem
Drop: Bundle of Feathers, Fire Magicite
Location: Sochen Cave Palace, Zertinan Caverns
Great Malboro
Lv. 22
HP: 1630
Weak: Wind
Exp: 285
LP: 1
Steal: Earth Magicite
Drop: Earth Magicite, Malboro Vine
Location: Golmore Jungle
Great Tortoise
Lv. 21
HP: 3838
Weak: Fire
Exp:
LP: 1
Steal: Water Stone
Drop: Turtle Shell, Water Stone
Location: Giza Plains (The Rains)
Grenade
Lv. 37 - 38
HP: 5139 - 5299
Weak: Water
Exp:
LP: 1
Steal: Fire Crystal
Drop:
Location: Zertinan Caverns
Headless
Lv. 39 - 40
HP: 9287
Weak: Wind
Exp: 979 - 1034
LP: 1
Steal: Foul Flesh
Drop: Earth Crystal, Festering Flesh
Location: Lhusu Mines
Humbaba
Lv. 32 - 33
HP: 5403 - 5523
Weak: Ice
Exp: 763 - 796
LP: 2
Steal: Storm Magicite, Teleport Stone
Drop: Echo Herbs, Storm Magicite, Tanned Giantskin
Location: Mosphoran Highwaste
Hybrid Gator
Lv. 23
HP: 2273
Weak: Water
Exp: 283
LP: 1
Steal: Bacchus's Wine
Drop: Gold Needle, Fire Magicite
Location: Ozmone Plane
Hyena
Lv. 2 - 3 / 19
HP: 95 - 115 / 960
Weak: Water
Exp: 4 - 11 / 147 - 148
LP: 1
Steal: Fire Stone, Potion, Wolf Pelt
Drop: Fire Stone, Wolf Pelt, Green Beret
Location: Giza Plains
Ice Elemental
Lv. 25
HP: 14830
Weak: Thunder
Exp:
LP:
Steal:
Drop:
Location: Paramina Rift
Ichthon
Lv. 3 - 4 / 20
HP: 130 - 141 /1315
Weak: Thunder
Exp: 17 - 21
LP: 1
Steal: Eye Drops, Fish Scale
Drop: Fish Scale, Water Stone
Location: Garamsythe Waterway, Giza Plains (The Raining)
Iguion
Lv. 35 - 36 / 36 - 38
HP: 4892 - 5002 / 5129 - 5349
Weak: Thunder
Exp: 455 - 486 / 776 - 838
LP: 1
Steal: Aries Gem, Phoenix Down, Survival Vest
Drop: Frogspawn, Ice Magicite, Pointed Horn
Location: Phon Coast, Sochen Cave Palace
Imp
Lv. 37 - 39
HP: 4390 - 4710
Weak: Ice
Exp: 743 - 861
LP: 1
Steal: 130 gil, Antidote, Storm Crystal
Drop: Blue Fang, Storm Magicite
Location: Sochen Cave Palace
Imperial Gunner
Lv. 9
HP: 647
Weak: N/A
Exp: 41
LP: 1
Steal: Potion
Drop: 6 gil
Location: Dreadnought Leviathan
Imperial Hoplite
Lv. 8 - 11
HP: 275 - 682
Weak: N/A
Exp: 24 - 42
LP: 1
Steal: 8 gil, 180 gil, Phoenix Down, Potion
Drop: 10 gil, 11 gil, 13 gil, Potion
Location: Nalbina Dungeons, Dreadnought Leviathan
Imperial Magus
Lv. 7 - 9
HP: 201 - 485
Weak: N/A
Exp: 28 - 39
LP: 1
Steal: Antidote, Water Mote
Drop: 7 gil, 9 gil, 10 gil, Potion
Location: Nalbina Dungeons, Dreadnought Leviathan
Imperial Marksman
Lv. 7
HP: 264
Weak: N/A
Exp: 21 - 32
LP: 1
Steal: Potion
Drop: 6 gil, Potion
Location: Nalbina Dungeons, Dreadnought Leviathan
Imperial Swordsman
Lv. 8 - 9
HP: 229 - 570
Weak: N/A
Exp: 21 - 39
LP: 1
Steal: Potion, Phoenix Down
Drop: 8 gil, 11 gil, 150 gil, 300 gil, Potion, Phoenix Down, Hi-Potion
Location: Nalbina Dungeons, Dreadnought Leviathan
Jelly
Lv. 24
HP: 1913
Weak: Fire
Exp: 276 - 303
LP: 1
Steal: Water Magicite
Drop: Water Magicite, Yellow Liquid
Location: Henne Mines
Killer Mantis
Lv. 43 - 44
HP: 11703 - 11943
Weak: Wind
Exp: 1021 - 1073
LP: 1
Steal: Earth Crystal
Drop: Earth Crystal, Echo Herbs, Insect Husk
Location: Lhusu Mines
Lesser Chimera
Lv. 15 - 18
HP: 1014 - 1062
Weak: Water
Exp: 124 - 127
LP: 1
Steal: Fire Stone
Drop: Fire Stone, Handkerchief
Location: The Tomb of Raithwall
Lich
Lv. 18 - 19
HP: 1158 - 1164
Weak: Light
Exp: 176
LP: 1
Steal: Dark Stone
Drop:
Location: The Tomb of Raithwall
Lizard
Lv. 26 / 39
HP: 2562 / 7069
Weak: Water
Exp: 339 / 841
LP: 1
Steal: Fire Crystal, Fire Magicite, Pointed Horn
Drop: Fire Magicite, Horn, Pebble, Pointed Horn
Location: Paramina Rift, Garamsythe Waterway, Tchita Uplands
Lost Soul
Lv. 18
HP: 972
Weak: Light
Exp: 179
LP: 1
Steal:
Drop: Bone Fragment, Dark Stone
Location: The Tomb of Raithwall
Malboro
Lv. 22
HP: 1573
Weak: Wind
Exp: 268
LP: 1
Steal: Earth Magicite
Drop: Earth Magicite, Smelling Salts, Malboro Vine, Bacchus's Wine
Location: Golmore Jungle
Malboro King
Lv. 34 - 36
HP: 4501 - 4621
Weak: Light
Exp: 820 - 855
LP: 1
Steal: Dark Magicite, Malboro Fruit, Virgo Gem
Drop: Dark Magicite, Malboro Fruit, Thorned Mace
Location: The Salikawood
Malboro Overking
Lv. 38 - 39
HP: 6503 - 6743
Weak: Light
Exp: 967 - 1029
LP: 1
Steal: Adamant Hat, Dark Magicite, Virgo Gem, Malboro Flower, Malboro Fruit
Drop: Dark Crystal, Dark Magicite, Malboro Fruit
Location: Garamsythe Waterway, Tchita Uplands
Mallicant
Lv. 37 - 38
HP: 6158 - 6318
Weak: Wind
Exp: 808 - 867
LP: 1
Steal: Grimoire Aidhed, Phoenix Down, Scorpio Gem
Drop: Earth Crystal, Eye Drops
Location: Zertinan Caverns
Mandrogora
Lv. 34 - 37
HP: 2739 - 3099
Weak: Fire
Exp: 202 - 306
LP: 1
Steal: Water Magicite
Drop: Succulent Fruit, Water Magicite
Location: Phon Coast
Mastiff
Lv. 11
HP: 535
Weak: N/A
Exp: 40
LP: 1
Steal: Potion
Drop:
Location: Dreadnought Leviathan
Mesmenir
Lv. 20
HP: 1528
Weak: Ice
Exp: 284
LP: 1
Steal: Storm Magacite
Drop: Destrier Mane, Echo Herbs, Iron Carapace, Storm Magacite
Location: Ozmone Plain
Mimic
Lv. 7 - 8
HP:
Weak: Ice
Exp:
LP: 1
Steal: Earth Stone, Eye Drops, Iron Scraps
Drop: 20 gil, Earth Stone, Iron Scraps
Location: Barheim Passage
Mimeo
Lv. 39
HP: 6446
Weak: Light
Exp: 631
LP: 1
Steal: 500 gil
Drop: Dark Crystal
Location: Barheim Passage
Miriam Facer
Lv. 29
HP: 5540
Weak: Wind
Exp: 502
LP: 1
Steal: N/A
Drop:
Location: Stilshrine of Miriam
Miriam Guardian
Lv. 28
HP: 6827
Weak: Wind
Exp: 534
LP: 1
Steal: N/A
Drop:
Location: Stilshrine of Miriam
Nekhbet (rare game)
Lv. 5
HP: 3963
Weak: Water
Exp: 156
LP: 3
Steal: Fire Stone
Drop: Small Feather
Location: Dalmasca Estersand
Nightmare
Lv. 24
HP: 1630
Weak: Light
Exp: 276
LP: 1
Steal: Dark Magicite, Grimoire Togail
Drop: Dark Magicite, Grimoire Togail, Smelling Salts
Location: Henne Mines
Ozmone Hair
Lv. 20
HP: 843
Weak: Fire
Exp: 113
LP: 1
Steal: Water Magacite
Drop:
Location: Ozmone Plain
Panther
Lv. 23
HP: 1519
Weak: Ice
Exp: 225 - 248
LP: 1
Steal: Coeurl Pelt, Storm Magicite
Drop: Coeurl Pelt, Storm Magicite, Pebble, Warp Mote
Location: Golmore Jungle
Pineapple (rare game)
Lv. 16
HP: 4668
Weak: Water
Exp:
LP:
Steal:
Drop: Bomb Ashes
Location: Ogir-Yensa Sandsea/Platform 1 - Refinery
Pirahna
Lv. 35 - 37
HP: 4305 - 4469
Weak: Thunder
Exp: 653 - 719
LP: 1
Steal: Antidote, Chronos Tear
Drop: Eye Drops, Ichthon Scale, Water Magicite
Location: Phon Coast
Pit Fiend
Lv. 37 - 39
HP: 4390 - 4710
Weak: Ice
Exp: 743 - 861
LP: 1
Steal: Eye Drops
Drop: Blue Fang
Location: Sochen Cave Palace
Pumpkin Head
Lv. 32 - 33
HP: 2739 - 2859
Weak: Ice
Exp: 356 - 391
LP: 1
Steal: Black Garb, Screamroot, Storm Magicite
Drop: Succulent Fruit
Location: The Salikawood
Pyrolisk
Lv. 25 - 37
HP: 3241 - 6330
Weak: Ice
Exp: 861 - 892
LP: 2
Steal: Bundle of Feathers, Gold Needle
Drop: Bundle of Feathers, Pebble, Storm Magicite, White Fang
Location: Phon Coast
Python
Lv. 29 - 31
HP: 3016 - 3236
Weak: Earth
Exp: 583 - 676
LP: 1
Steal: 400 gil, Wind Magicite
Drop: Great Serpent's Fang, Tanned Hide, Wind Magicite
Location: Mosphoran Highwaste
Ragoh
Lv. 17 - 18
HP: 1420 - 1440
Weak: Wind
Exp: 132 - 133
LP: 1
Steal: 90 gil, Earth Stone
Drop: Earth Stone, Solid Stone
Location: The Tomb of Raithwall
Rain Dancer (rare game)
Lv. 23 - 24
HP: 8084 - 8166
Weak: Thunder
Exp:
LP: 5
Steal: Miter
Drop: Fish Scale, Ichthon Scale
Location: Giza Plains (The Raining)/Toam Hills
Red Chocobo
Lv. 22
HP: 1443
Weak: Thunder, Water, Light
Exp: 171 - 174
LP: 1
Steal: Feathered Cap, Taurus Gem
Drop: Chocobo Feather, Fire Magacite
Location: Ozmone Plain
Redmaw
Lv. 23 / 26 - 27
HP: 1134 / 1670 - 1738
Weak: Earth
Exp: 194 - 218 / 212 - 243
LP: 1
Steal: Crooked Fang
Drop: Bloodsword, Crooked Fang, Pebble, Red Fang, Wind Magicite
Location: Henne Mines, Stilshrine of Miriam
Rogue Tomato
Lv. 2
HP: 134
Weak: Water
Exp: 0
LP: 3
Steal: Pebble
Drop: 300 gil
Location: Dalmasca Estersand
Scythe Mantis
Lv. 36 - 39
HP: 8835 - 9315
Weak: Water
Exp: 779 - 894
LP: 1
Steal: Fire Crystal
Drop: Fire Crystal, Insect Husk
Location: Zertinan Caverns
Seeker
Lv. 15 - 16 / 23
HP: 773 - 789 / 1134
Weak: Earth
Exp: 74 - 75 / 188
LP: 1
Steal: Taurus Gem, Wind Stone
Drop: Antidote, Bat Wing, Crooked Fang, Wind Stone
Location: The Tomb of Raithwall, Henne Mines
Seeq Cateran
Lv. 32 - 34
HP: 3770 - 3920
Weak: Fire
Exp: 593
LP: 1
Steal:
Drop: 128 gil, Water Stone
Location: Mosphoran Highwaste
Serpent
Lv. 35 - 36
HP: 4982 - 5302
Weak: Earth
Exp: 769 - 827
LP: 1
Steal: Aries Gem, Quality Hide, Wind Magicite
Drop: Pebble, Wind Magicite
Location: Tchita Uplands
Shambling Corpse
Lv. 38
HP: 4518
Weak: Light
Exp: 202
LP: 1
Steal: Foul Flesh
Drop: Blood-stained Necklace, Foul Flesh,
Location: Zertinana Caverns
Silicon Tortoise
Lv. 36 - 37
HP: 12852 - 13923
Weak: Fire
Exp: 1145
LP: 2
Steal: 100 gil, Aged Turtle Shell
Drop: Aged Turtle Shell, Pebble, Water Crystal
Location: Giza Plains (The Raining), Zertinan Caverns
Silver Lobo
Lv. 34 - 35
HP: 3131 - 3241
Weak: Earth
Exp: 416 - 447
LP: 1
Steal: Eye Drops, Libra Gem, Sorcerer's Habit
Drop: Pebble, Quality Pelt, Wind Magicite
Location: Phon Coast
Skeleton
Lv. 7 - 10
HP: 312 - 798
Weak: Light
Exp: 53 - 93
LP: 1
Steal: 20 gil, Bone Fragment
Drop: Antidote, Bone Fragment, Dark Stone
Location: Barheim Passage, Lhusu Mines
Skull Defender
Lv. 7 - 11
HP: 510 - 798
Weak: Light
Exp: 72 - 98
LP: 1
Steal: Bone Fragment
Drop: Bone Fragment, Dark Stone, Iron Helmet
Location: Barheim Passage, Lhusu Mines
Skull Knight
Lv. 26
HP: 1933
Weak: Light
Exp: 332
LP: 1
Steal: Capricorn Gem, Sturdy Bone
Drop: Dark Magicite, Sturdy Bone
Location: Paramina Rift
Skull Warrior
Lv. 18
HP: 882
Weak: Light
Exp: 178
LP: 1
Steal: Dark Stone
Drop: Bone Fragment
Location: The Tomb of Raithwall
Skulwyrm
Lv. 38 - 40
HP: 14895 - 16255
Weak: Light
Exp: 1714 - 1850
LP: 2
Steal: Dark Crystal
Drop: Battlewyrm Carapace, Dark Crystal
Location: Zertinan Caverns
Slaven
Lv. 5 - 11
HP: 302 - 802
Weak: Wind
Exp: 15 - 89
LP: 1
Steal: Earth Stone, Tanned Hide
Drop: Earth Stone, Shortbow
Location: Giza Plains, Lhusu Mines
Slaven Warder
Lv. 27
HP: 2623
Weak: Water
Exp: 281
LP: 1
Steal: Headband
Drop: Tanned Giantskin
Location: Paramina Rift
Slaven Wilder
Lv. 31
HP: 3638
Weak: Wind
Exp: 549
LP: 1
Steal: Gemini Gem, Tanned Giantskin, White Fang
Drop: Earth Magicite, Tanned Giantskin
Location: Mosphoran Highwaste
Slime
Lv. 15 - 17
HP: 1659 - 2119
Weak: Earth
Exp: 225 - 339
LP: 1
Steal: Green Liquid, Wind Stone
Drop: Green Liquid, Pebble, Wind Stone
Location: Zertinan Caverns
Speartounge
Lv. 16
HP: 1792
Weak: Fire
Exp: 225
LP: 1
Steal: Potion, Water Stone
Drop: Frog Oil, Water Stone
Location: Zertinan Caverns
Specter
Lv. 8
HP: 402
Weak: Light
Exp:
LP: 1
Steal: Dark Mote
Drop:
Location: Barheim Passage
Sprinter
Lv. 33 - 34
HP: 4070 - 4198
Weak: Water
Exp: 523 - 553
LP: 1
Steal: Bundle of Feathers, Taurus Gem
Drop: Bundle of Feathers, Pebble
Location: The Salikawood
Steeling
Lv. 2 - 5 / 6
HP: 94 - 462
Weak: Earth
Exp: 6 - 41
LP: 1
Steal: Bat Fang, Teleport Stone (Lv 6), Wind Stone (Lv 6)
Drop: Antidote, Eye Drops, Wind Stone (Lv 6)
Location: Garamsythe Waterway, Barheim Passage, Lhusu Mines
Storm Elemental
Lv. 25
HP: 14380
Weak: Ice
Exp:
LP:
Steal:
Drop:
Location: Giza Plains (The Raining)
Striker
Lv. 37 - 38
HP: 5129 - 5549
Weak: Ice
Exp: 776 - 830
LP: 1
Steal: Earth Magicite, Gemini Gem, Maggoty Flesh
Drop: Maggoty Flesh, Kagenui, Teleport Stone
Location: Sochen Cave Palace
Suriander
Lv. 8 - 9
HP: 410 - 430
Weak: Ice
Exp: 50
LP: 1
Steal: Antidote, Horn, Storm Stone
Drop: Storm Stone, Pebble
Location: Barheim Passage
Tallow
Lv. 17
HP: 1317
Weak: Water
Exp: 168 - 170
LP: 1
Steal: Fire Stone
Drop: Green Liquid
Location: Tomb of Raithwall
Thunderbugs
Lv. 24 - 25
HP: 2193 - 2303
Weak: Ice
Exp: 208 - 230
LP: 1
Steal: Storm Magicite
Drop: Iron Scraps
Location: Henne Mines
Tiny Battery
Lv. 6 - 7
HP: 120
Weak: Ice
Exp: 19
LP: 1
Steal: Pebble
Drop:
Location: Barheim Passage
Tiny Mimic
Lv. 7 - 8
HP: 211 - 217
Weak: Wind
Exp: 13 - 14
LP: 1
Steal: 1 gil, Earth Stone
Drop: Earth Stone, Iron Scraps, Potion
Location: Barheim Passage
Treant
Lv. 23
HP: 4764
Weak: Wind
Exp: 272
LP: 2
Steal: Earth Magicite
Drop: Earth Magicite, Lumber
Location: Golmore Jungle
Twintania
Lv. 27 - 28
HP: 4917 - 5257
Weak: Thunder
Exp: 725
LP: 2
Steal:
Drop: Wyrm Carapace
Location: Paramina Rift
Tyranorox
Lv. 27
HP: 4190
Weak: Wind
Exp: 443 - 475
LP: 2
Steal: Earth Magacite
Drop: Earth Magacite
Location: Henne Mines
Urutan-Yensa
Lv. 13 - 14
HP: 710 - 718
Weak: Wind
Exp: 86 - 96
LP: 1
Steal: 29 gil, Echo Herbs, Pebble, Potion, Yensa Fin
Drop: 23 gil, 26 gil, 27 gil, Earth Stone, Potion, Teleport Stone
Location: Ogir-Yensa Sandsea, Nam-Yensa Sandsea
Urstrix
Lv. 4
HP: 190
Weak: Wind
Exp: 12 - 13
LP: 1
Steal: Large Feather, Earth Stone
Drop: Large Feather, Earth Stone, Potion
Location: Giza Plains
Vampyr
Lv. 43 - 44
HP: 5795 - 5915
Weak: Light
Exp: 485 - 542
LP: 1
Steal: Dark Crystal
Drop: Dark Crystal, Spiral Incisor
Location: Lhusu Mines
Viper
Lv. 20
HP: 1138
Weak: Light
Exp: 306 - 307
LP: 1
Steal: Alarm Clock
Drop: Dark Magacite, Quality Hide, Tanned Hide
Location: Ozmone Plain
Vulture
Lv. 31
HP: 4090
Weak: Earth
Exp: 650 - 712
LP: 2
Steal: Bundle of Feathers, Red Fang, Wind Magicite
Drop: Giant Feather, Wind Magicite
Location: Mosphoran Highwaste
Wary Wolf (rare game)
Lv. 34
HP: 14227
Weak: Earth
Exp: 847
LP: 8
Steal: Prime Pelt
Drop: Wolf Pelt
Location: Mosphoran Highwaste / Summit Path
Wendigo
Lv. 38
HP: 5878
Weak: Thunder
Exp: 830
LP: 1
Steal: Forbidden Flesh, Ice Magicite
Drop: Ice Magicite
Location: Sochen Cave Palace
White Wolf
Lv. 24 - 25
HP: 1498 - 1608
Weak: Thunder
Exp: 223 - 246
LP: 1
Steal: Crossbow, Ice Stone
Drop: Phoenix Down, Ice Magicite, Pebble, Quality Pelt, Tanned Hide
Location: Paramina Rift
Wild Onion
Lv. 27
HP: 1736
Weak: Earth
Exp: 226
LP: 1
Steal: Phoenix Down, Wind Magicite
Drop: Succulent Fruit
Location: Paramina Rift
Wild Saurian
Lv. 30
HP: 6111
Weak: Wind
Exp:
LP:
Steal:
Drop:
Location: Dalmasca Estersand
Wildsnake
Lv. 3
HP: 210
Weak: Earth
Exp:
LP: 1
Steal:
Drop: Snake Skin
Location: Giza Plains
Wolf
Lv. 1 - 7
HP: 94 - 135
Weak: Earth
Exp: 2 - 6
LP: 1
Steal: Wind Stone, Wolf Pelt
Drop: Antidote, Wind Stone, Wolf Pelt
Location: Dalmasca Estersand
Worgen
Lv. 29 - 31
HP: 2011 - 2231
Weak: Water
Exp: 214 - 376
LP: 1
Steal: Fire Magicite, Hi-Potion, Steel Poleyns
Drop: Fire Magicite, Smelling Salts, Throat Wolf Blood
Location: Mosphoran Highwaste
Wooly Gator
Lv. 21
HP: 2233
Weak: Earth
Exp: 377
LP: 1
Steal: Braid Wool
Drop: Braid Wool
Location: Giza Plains (The Raining)
Wu
Lv. 21
HP: 1709
Weak: Wind
Exp: 203
LP: 1
Steal: 10 gil
Drop: Earth Magicite, Large Feather, Eye Drops
Location: Ozmone Plain
Wyrdhare
Lv. 33 - 34
HP: 2739 - 2849
Weak: Fire
Exp: 285 - 316
LP: 1
Steal: Aries Gem, Echo Herbs, Water Magicite
Drop:
Location: The Salikawood
Yensa
Lv. 15
HP: 1010
Weak: Wind
Exp: 112 - 113
LP: 1
Steal: Yensa Scale
Drop: Earth Stone, Gold Needle
Location: Nam-Yensa Sandsea
Yeti
Lv. 29
HP: 4477
Weak: Thunder
Exp: 465 - 620
LP: 2
Steal: Tanned Giantskin
Drop: Teleport Stone
Location: Paramina Rift
Zaghnal
Lv. 24
HP: 3179
Weak: Wind
Exp: 300 - 301
LP: 2
Steal: Earth Magicite
Drop: Earth Magicite, Quality Hide
Location: Ozmone Plain
Zombie
Lv. 7 / 16 / 27 - 28
HP: 277 / 784 / 2254 - 2260
Weak: Light
Exp: 30 - 42 / 103 - 104 / 1
LP: 1 / 0
Steal: Alarm Clock, Foul Flesh, Dark Stone / Dark Magicite, 2 gil, 50 gil
Drop: Dark Stone, Teleport Stone / Dark Stone, Foul Flesh
Location: Barheim Passage, Tomb of Raithwall, Stilshrine of Miriam
Zombie Knight
Lv. 36 - 38
HP: 3693 - 4053
Weak: Light
Exp: 475 - 582
LP: 1
Steal: 80 gil, Maggoty Flesh, Vanishga Mote
Drop: Dark Magicite, Maggoty Flesh
Location: Sochen Cave Palace
Zombie Mage
Lv. 16
HP: 960
Weak: Light
Exp: 103 - 105
LP: 1
Steal: Dark Stone
Drop:
Location: Tomb of Raithwall
Zombie Warrior
Lv. 27 - 29
HP: 1878 - 1998
Weak: Light
Exp: 297 - 359
LP: 1
Steal: 16 gil, Dark Magicite, Blue Fang, Handkerchief, Red Fang
Drop: Dark Magicite, Festering Flesh
Location: Stilshrine of Miriam
Zu
Lv. 22
HP: 1896
Weak: Earth
Exp:
LP: 1
Steal: Wind Magicite
Drop:
Location: Ozmone Plain
-- Store List
Rabanastre
-- Migelo's Sundries
Items
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
AFTER RETRIEVING SUNSTONE
Phoenix Down None 250
AFTER FIGHTING MIMIC QUEEN
Echo Herbs None 50
Gold Needle None 100
Ammunition
Name Element AP Price
Onion Arrows None 1 100
-- Batahn's Technicks
Name Price
Steal 1600
Libra 500
AFTER RETRIEVING SUNSTONE
First Aid 700
AFTER FIGHTING MIMIC QUEEN
Poach 7000
Charge 1700
AFTER VISITING BHUJERBA
Horology 2000
???????????????????????
Souleater 6400
Traveler 6700
Numerology 2049
AFTER ESCAPING SHIVA
Shear 3600
Achilles 8800
???????????????????????
Gil Toss 2000
Charm 5000
Sight 6800
Unseeing
Infuse 2000
Addle 3500
Bone 700
crusher
-- Yugri's Magicks
Name MP Cost Element Price
Cure 8 None 200
Fire 8 Fire 200
Thunder 8 Thunder 200
Blizzard 8 Ice 200
AFTER RETRIEVING SUNSTONE
Blinda 8 None 200
Poisona 8 None 200
Slow 8 None 200
Blind 10 None 200
Protect 8 None 200
AFTER FIGHTING MIMIC QUEEN
Immobilize 16 None 600
Disable 16 None 600
Poison 10 None 500
Shell 8 None 300
Silence 8 None 400
Dark 10 None 500
AFTER LHUSU MINES TASK
Stona 12 None 800
Water 12 Water 800
Break 14 None 900
Reflect 12 None 800
AFTER VISITING OGIR-YENSA
Raise 22 None 1900
Cura 32 None 1500
Sleep 10 None 700
Oil 8 None 600
Warp 18 None 1700
Bleed 12 None 1100
Berserk 10 None 1000
AFTER ESCAPING SHIVA
Regen 16 None 1900
Esuna 24 None 2800
Confuse 10 None 1400
Gravity 20 None 2800
?????????????
Curaga 28 None 3200
Dispel 16 None 4500
Fira 18 Fire 3000
Thundara 18 Thunder 3000
Blizzara 18 Ice 3000
Bio 24 None 4900
Float 20 None 2800
Haste 20 None 3400
Countdown 8 None 3100
Stop 20 None 3700
Toxify 26 None 4100
Decoy 10 None 2500
Drain 18 None 3200
AFTER FIGHT WITH JUDGE BERGAN
Vanish 24 None 4900
Death 30 None 5200
Vanishga 60 None 8700
-- Panamis's Protectives
Armor
Name Defense Element M Resist Price
Leather Cap 0 None 4 100
Leather Clothing 4 None 0 100
Cotton Cap 0 None 4 100
Cotton Shirt 4 None 0 100
AFTER RETRIEVING SUNSTONE
Headgear 0 None 5 200
Chromed Leathers 5 None 0 200
Magic Curch 0 None 5 200
Light Woven Shirt 5 None 0 200
Leather Helm 0 None 5 500
Leather Armor 6 None 0 500
AFTER FIGHTING MIMIC QUEEN
Headgear 0 None 5 200
Chromed Leathers 5 None 0 200
Magic Curch 0 None 5 200
Light Woven Shirt 5 None 0 200
Leather Helm 0 None 5 500
Leather Armor 6 None 0 500
Headguard 0 None 6 300
Leather Breastplate 6 None 0 300
Pointy Hat 0 None 6 300
Silken Shirt 6 None 0 300
Bronze Helmet 0 None 6 700
Bronze Armor 7 None 0 700
Leather Headgear 0 None 8 500
Bronze Chestplate 8 None 0 500
Topkapi Hat 0 None 8 500
Kilimweave Shirt 8 None 0 500
Sallet 0 None 7 1000
Scale Armor 9 None 0 1000
AFTER DREADNOUGHT
Horned Hat 0 None 10 700
Ringmail 10 None 0 700
Calot Hat 0 None 10 700
Shepherd's Bolero 10 None 0 700
AFTER VISITING OGIR-YENSA?
Iron Helm 0 None 9 1400
Iron Armor 11 None 0 1400
Balaclava 0 None 12 1000
Windbreaker 12 Half Wind 0 1000
Damage
Wizard's Hat 0 None 12 1000
Wizard's Robes 12 None 0 1000
Barbut 0 None 11 1900
Linen Cuirass 13 None 0 1900
AFTER VISITING TOMB OF RAITHWALL?
Soldier's Cap 0 None 14 1400
Heavy Coat 14 None 0 1400
Lambent Hat 0 None 15 1400
Chanter's Djellaba 14 None 0 1400
Winged Helmet 0 None 13 2500
Chainmail 16 None 0 2500
Green Beret 0 None 16 1900
Survival Vest 16 None 0 1900
Feathered Cap 0 None 18 1900
Traveler's Vestment 16 None 0 1900
Golden Helmet 0 None 15 3200
Golden Armor 20 None 0 3200
?????????????
Red Cap 0 None 18 2500
Brigandine 18 None 0 2500
Mage's Hat 0 None 21 2500
Mage's Habit 18 None 0 2500
Burgonet 0 None 17 4000
Shielded Armor 24 Protect 0 4000
Headband 0 None 20 3200
Jujitsu Gi 20 None 0 3200
Lamia's Tear 0 None 25 3200
Enchanter's Habit 21 None 0 3200
AFTER FIGHT WITH JUDGE BERGAN
Pirate Hat 0 None 23 4000
Viking Coat 23 Immune Water 0 4000
Sorcerer's Hat 0 None 29 4000
Sorcerer's Habit 24 None 0 4000
Close Helmet 0 None 19 4900
Demon Mail 29 None 0 4900
Goggle Mask 0 Immune Blind 26 4900
Metal Jerkin 26 None 0 4900
Black Cowl 0 None 35 4900
Black Garb 27 None 0 4900
Bone Helm 0 Half Dark 22 5900
Weak Light
Bone Mail 34 Half Dark 0 5900
Weak Light
Shields
Name Element Evade M Evade Price
Escutcheon None 6 0 300
AFTER FIGHTING MIMIC QUEEN
Leather Shield None 8 0 600
Buckler None 10 0 1000
AFTER VISITING OGIR-YENSA?
Bronze Shield None 12 0 1200
Round Shield None 14 0 1600
AFTER ESCAPING SHIVA
Golden Shield None 16 0 2100
?????????????
Ice Shield Half Ice 16 0 2500
AFTER FIGHT WITH JUDGE BERGAN
Flame Shield Half Fire 16 0 3200
Diamond Shield None 18 0 3900
-- Amal's Weaponry
Name AP Element Type Extra Effect Price
Broadsword 15 None Sword (1H) N/A 400
Dagger 14 None Dagger (1H) N/A 200
AFTER FIGHTING MIMIC QUEEN
Shortbow 17 None Bow (2H) N/A 500
Altair 6 None Gun (2H) N/A 500
Longsword 19 None Sword (1H) N/A 700
Mage Masher 19 None Dagger (1H) Silence 700
Silver Bow 22 None Bow (2H) N/A 1000
Iron Sword 24 None Sword (1H) N/A 1200
Oak Staff 18 None Staff (2H) N/A 400
Javelin 30 None Spear (2H) N/A 1400
Assassin's
Dagger 25 None Dagger (1H) KO 1400
Capella 10 None Gun (2H) N/A 1400
Oaken Pole 27 None Pole (2H) N/A 1300
AFTER VISITING BHUJERBA
Aevis Killer 27 None Bow (1H) N/A 1500
Zwill Blade 29 None Sword (1H) N/A 1700
Cherry Staff 24 None Staff (1H) N/A 800
AFTER VISITING OGIR-YENSA?
Killer Bow 33 None Bow (1H) N/A 2000
Spear 36 None Spear (2H) N/A 2200
Handaxe 47 None Axe (1H) N/A 2200
Chopper 31 None Dagger (1H) Sap 2200
Cypress Pole 33 Earth Pole (2H) N/A 2000
Mace 24 None Mace (1H) N/A 1800
Ancient Sword35 None Sword (1H) Petrify 2400
Vega 14 None Gun (2H) N/A 2400
AFTER ESCAPING SHIVA
Longbow 39 None Bow (1H) N/A 3000
Wizard's 30 None Staff (2H) N/A 1500
Staff
Rod 30 None Rod (2H) N/A 1500
Iron Hammer 53 None Hammer (1H) N/A 3300
Bronze Mace 30 None Mace (1H) N/A 3000
Blood Sword 41 None Sword (1H) Sap 5000
Partisan 42 None Spear (2H) N/A 3500
Main Gauche 38 None Dagger (1H) N/A 3500
Battle 39 None Pole (2H) N/A 3200
Bamboo
Kotetsu 50 None Katana (2H) N/A 3800
Bowgun 40 None Crossbow (2H) N/A 3800
Sirius 18 None Gun (2H) N/A 4000
Elfin Bow 45 None Bow (2H) N/A 4200
???????????
Broadaxe 59 None Axe (1H) N/A 4200
Serpent Rod 34 Ice Rod (2H) N/A 2100
Lohengrin 47 None Sword (1H) N/A 4500
Heavy Lance 48 None Sword (1H) Slow 4800
Osafune 54 None Katana (2H) N/A 4800
Gladius 45 Wind Dagger (1H) N/A 4800
Musk Stick 45 None Pole (2H) N/A 4300
Gilt Measure 5 None Measure (1H) Protect 4000
Bhuj 36 None Mace (1H) N/A 4100
Flame Staff 33 None Staff (2H) N/A 2400
Storm Staff 33 None Staff (2H) N/A 2400
Glacial Staff33 None Staff (2H) N/A 2400
Flametounge 53 Fire Sword (1H) N/A 5200
Loxley Bow 51 None Bow (2H) N/A 5200
War Hammer 65 None Hammer (1H) N/A 5200
Crossbow 46 None Crossbow (2H) N/A 5200
Healing Rod 13 None Rod (2H) Regen 3000
Betelgeuse 22 None Gun (2H) N/A 5400
Kogarasumaru 22 None Katana (2H) N/A 5600
Ashura 51 Dark N. Sword (2H) N/A 5600
Miter 42 Water Mace (1H) N/A 5000
Storm Spear 54 Thunder Spear (2H) N/A 5800
Iron Pole 51 None Pole (2H) Slow 5300
Hornito 50 None H-Bomb (2H) N/A 5800
Arc Scale 10 None Measure (1H) Shell 5500
AFTER FIGHT WITH JUDGE BERGAN
Demonsbane 59 None Sword (1H) N/A 6000
Giant Stone 57 None Bow (2H) N/A 6000
bow
Slasher 71 None Axe (1H) N/A 6000
Avenger 52 None Dagger (1H) Berserk 6000
Magoroku 62 None Katana (2H) N/A 6600
Paramina 52 None Crossbow (2H) N/A 6600
Crossbow
Gaia Rod 38 Earth Rod (2H) N/A 3300
Icebrand 65 Ice Sword (1H) N/A 7000
Ras Algethi 26 None Gun (2H) N/A 7000
Sakura- 56 Dark N. Sword (2H) N/A 7000
saezuri
Golden Staff 38 None Staff (2H) N/A 3500
-- Yamoora's Gambits, Bashketi's Gambits
Name Price
IN NALBINA DUNGEON
Ally: HP < 50% 50
Ally: HP < 30% 50
AFTER FIGHTING MIMIC QUEEN
Ally: any 50
Ally: party leader 50
Ally: HP < 80% 50
Ally: HP < 70% 50
Ally: HP < 60% 50
Ally: HP < 40% 50
Ally: HP < 20% 50
Ally: MP < 80% 50
Ally: MP < 70% 50
Ally: MP < 60% 50
Ally: MP < 50% 50
Ally: MP < 40% 50
Ally: MP < 30% 50
Ally: MP < 20% 50
Ally: status = Sleep 50
Ally: status = Confuse 50
Ally: status = HP Critical 50
Foe: any 50
Foe: targeting leader 100
Foe: targeting self 100
Foe: targeting ally 100
Foe: HP = 100% 50
Foe: HP >= 70% 50
Foe: HP >= 50% 50
Foe: HP >= 30% 50
Foe: status = Sleep 50
Foe: status = Oil 50
Foe: status = Disable 50
Foe: status = Immobilize 50
Foe: status = Reflect 50
Foe: status = HP Critical 50
Foe: flying 100
Self 50
????????????????????
Ally: HP < 100% 50
Ally: HP < 90% 50
Ally: HP < 10% 50
Ally: MP < 100% 50
Ally: MP < 90% 50
Ally: MP < 10% 50
Ally: status = Stop 50
Ally: status = Reverse 50
Ally: status = Slow 50
Ally: status = Lure 50
Ally: status = Reflect 50
Ally: status = Berserk 50
Ally: item AMT >= 10 100
Foe: furthest 50
Foe: nearest 50
Foe: HP >= 1,000 50
Foe: HP >= 500 50
Foe: HP < 1,000 50
Foe: HP < 500 50
Foe: status = Blind 50
Foe: status = Silence 50
Foe: status = Reverse 50
Foe: undead 100
Foe: character HP = 100% 100
Foe: item AMT >= 10 100
AFTER FIGHT WITH JUDGE BERGAN
Ally: lowest HP 50
Ally: strongest weapon 50
Ally: lowest defense 50
Ally: lowest magick resist 50
Foe: highest HP 50
Foe: lowest HP 50
Foe: highest max HP 50
Foe: lowest max HP 50
Foe: highest MP 50
Foe: lowest MP 50
Foe: highest max MP 50
Foe: lowest max MP 50
Foe: highest level 50
Foe: lowest level 50
Foe: highest strength 50
Foe: lowest strength 50
Foe: highest magick power 50
Foe: lowest magick power 50
Foe: highest speed 50
Foe: lowest speed 50
Foe: highest defense 50
Foe: highest magick resist 50
Foe: HP >= 3,000 50
Foe: HP >= 2,000 50
Foe: HP < 3,000 50
Foe: HP < 2,000 50
Foe: status = Protect 50
Foe: status = Shell 50
Foe: status = Haste 50
Foe: status = Bravery 50
Foe: status = Faith 50
Foe: character status = Blind 100
Foe: character status = Silence 100
Foe: character status = HP Critical 100
Foe: character MP >= 90% 100
Foe: character MP >= 70% 100
Foe: character MP >= 50% 100
Foe: character MP >= 30% 100
Foe: character MP >= 10% 100
Foe: character MP < 90% 100
Foe: character MP < 70% 100
Foe: character MP < 50% 100
Foe: character MP < 30% 100
Foe: character MP < 10% 100
Foe: character HP >= 90% 100
Foe: character HP >= 70% 100
Foe: character HP >= 50% 100
Foe: character HP >= 30% 100
Foe: character HP >= 10% 100
Foe: character HP < 90% 100
Foe: character HP < 70% 100
Foe: character HP < 50% 100
Foe: character HP < 30% 100
Foe: character HP < 10% 100
-- Nomad Village
Weapons
Name AP Element Type Price
Broadsword 15 None Sword (1H) 400
Dagger 14 None Dagger (1H) 200
Accessories
Name Effect
Orrachea Armlet Slightly raises max HP.
Bangle Equip: Libra
-- South Bank Village - Dalmasca Estersand (Unlucky Merchant)
Items
Name Price
Potion 70
Antidote 50
Eye Drops 50
Phoenix Down 250
Echo Herbs 50
Accessories
Name Effect Price
Bangle Equip: Libra 500
Steel Gorget Raises strength when HP Critical. 1500
Armguard Reduces physical damage taken when HP Critical. 800
Tourmaline Ring Immune: Poison 300
Gauntlets Improves chance to block with a shield. 1200
Battle Harness When attacked, automatically counter with 1000
weapon in hand.
Barheim Passage
-- Burrogh
Weapons
Name AP Element Type Extra Effect Price
Broadsword 15 None Sword (1H) N/A 400
Dagger 14 None Dagger (1H) N/A 200
Shortbow 17 None Bow (2H) N/A 500
Altair 6 None Gun (2H) N/A 500
Longsword 19 None Sword (1H) N/A 700
Mage Masher 19 None Dagger (1H) Silence 700
Armor
Name Defense Element M Resist Price
Headgear 0 None 5 200
Chromed Leathers 5 None 0 200
Magic Curch 0 None 5 200
Light Woven Shirt 5 None 0 200
Leather Helm 0 None 5 500
Leather Armor 6 None 0 500
Headguard 0 None 6 300
Leather Breastplate 6 None 0 300
Pointy Hat 0 None 6 300
Silken Shirt 6 None 0 300
Bronze Helmet 0 None 6 700
Bronze Armor 7 None 0 700
Accessories
Name Effect Price
Bangle Equip: Libra 500
Steel Gorget Raises strength when 1500
HP Critical.
Armguard Reduces physical damage 800
taken when HP Critical.
Shields
Element Evade M Evade Price
Escutcheon None 6 0 300
Leather Shield None 8 0 600
Items
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
Phoenix Down None 250
Magicks
Name MP Cost Element Price
Thunder 8 Thunder 200
Blizzard 8 Ice 200
Blinda 8 None 200
Poisona 8 None 200
Slow 8 None 200
Blind 10 None 200
Protect 8 None 200
Gambits
Name Price
Ally: HP < 50% 50
Ally: HP < 30% 50
Bhujerba
-- Rithil's Protectives
Name Defense Element M Resist Price
Leather Headgear 0 None 8 500
Bronze Chestplate 8 None 0 500
Topkapi Hat 0 None 8 500
Kilimweave Shirt 8 None 0 500
Sallet 0 None 7 1000
Scale Armor 9 None 0 1000
Headguard 0 None 6 300
Leather Breastplate 6 None 0 300
Pointy Hat 0 None 6 300
Silken Shirt 6 None 0 300
Bronze Helmet 0 None 6 700
Bronze Armor 7 None 0 700
AFTER DREADNOUGHT
Horned Hat 0 None 10 700
Ringmail 10 None 0 700
Calot Hat 0 None 10 700
Shepherd's Bolero 10 None 0 700
Shields
Element Evade M Evade Price
Buckler None 10 0 1000
Leather Shield None 8 0 600
-- Targe's Arms
Name AP Element Type Extra Effect Price
Iron Sword 24 None Sword (1H) N/A 1200
Oak Staff 18 None Staff (2H) N/A 400
Javelin 30 None Spear (2H) N/A 1400
Assassin's
Dagger 25 None Dagger (1H) KO 1400
Capella 10 None Gun (2H) N/A 1400
Oaken Pole 27 None Pole (2H) N/A 1300
Broadsword 15 None Sword (1H) N/A 400
Dagger 14 None Dagger (1H) N/A 200
Shortbow 17 None Bow (2H) N/A 500
Altair 6 None Gun (2H) N/A 500
Longsword 19 None Sword (1H) N/A 700
Mage Masher 19 None Dagger (1H) Silence 700
Silver Bow 22 None Bow (2H) N/A 1000
AFTER LHUSU MINES TASK
Aevis Killer 27 None Bow (1H) N/A 1500
Zwill Blade 29 None Sword (1H) N/A 1700
Cherry Staff 24 None Staff (1H) N/A 800
-- Mait's Magicks
Name MP Cost Element Price
Vox 8 None 300
Immobilize 16 None 600
Disable 16 None 600
Blind 10 None 200
Protect 8 None 200
Poison 10 None 500
Shell 8 None 300
Silence 8 None 400
Dark 10 Dark 500
AFTER LHUSU MINES TASK
Stona 12 None 800
Water 12 Water 800
Break 14 None 900
Reflect 12 None 800
-- Clio's Technicks
Name Price
Poach 7000
Charge 1700
Horology 2000
Tetran (Dreadnought Leviathan) & Desert Merchant (Dalmasca Westersand)
Weapons
Name AP Element Type Extra Effect Price
Iron Sword 24 None Sword (1H) N/A 1200
Oak Staff 18 None Staff (2H) N/A 400
Javelin 30 None Spear (2H) N/A 1400
Assassin's
Dagger 25 None Dagger (1H) KO 1400
Capella 10 None Gun (2H) N/A 1400
Oaken Pole 27 None Pole (2H) N/A 1300
Aevis Killer 27 None Bow (1H) N/A 1500
Zwill Blade 29 None Sword (1H) N/A 1700
Cherry Staff 24 None Staff (1H) N/A 800
Broadsword 15 None Sword (1H) N/A 400
Dagger 14 None Dagger (1H) N/A 200
Shortbow 17 None Bow (2H) N/A 500
Altair 6 None Gun (2H) N/A 500
Longsword 19 None Sword (1H) N/A 700
Mage Masher 19 None Dagger (1H) Silence 700
Silver Bow 22 None Bow (2H) N/A 1000
Armor
Name Defense Element M Resist Price
Leather Headgear 0 None 8 500
Bronze Chestplate 8 None 0 500
Topkapi Hat 0 None 8 500
Kilimweave Shirt 8 None 0 500
Sallet 0 None 7 1000
Scale Armor 9 None 0 1000
Horned Hat 0 None 10 700
Ringmail 10 None 0 700
Calot Hat 0 None 10 700
Shepherd's Bolero 10 None 0 700
Headguard 0 None 6 300
Leather Breastplate 6 None 0 300
Pointy Hat 0 None 6 300
Silken Shirt 6 None 0 300
Bronze Helmet 0 None 6 700
Bronze Armor 7 None 0 700
Shields
Element Evade M Evade Price
Buckler None 10 0 1000
Leather Shield None 8 0 600
Accessories
Name Effect Price
Steel Gorget Raises strength when 1500
HP Critical.
Armguard Reduces physical damage 800
taken when HP Critical.
Tourmaline Ring Immune: Poison 300
Gauntlets Improves chance to block 1200
with shield.
Battle Harness When attacked, automatically 1000
counter with weapon in hand.
Leather Gorget Raises magick power when HP 1500
Critical.
DESERT MERCHANT ONLY
Rose Corasage Immune: Silence 800
Items
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
Phoenix Down None 250
Echo Herbs None 50
Gold Needle None 100
Alarm Clock None 50
Handkerchief None 50
Magicks
Name MP Cost Element Price
Vox 8 None 300
Stona 12 None 800
Water 12 Water 800
Immobilize 16 None 600
Disable 16 None 600
Break 14 None 900
Reflect 12 None 800
Blind 10 None 200
Protect 8 None 200
Poison 10 None 500
Shell 8 None 300
Silence 8 None 400
Dark 10 Dark 500
Gambits
same
Ogir-Yensa Merchant
Magicks
Name MP Cost Element Price
Raise 22 None 1900
Cura 32 None 1500
Vox 8 None 300
Stona 12 None 800
Water 12 Water 800
Immobilize 16 None 600
Disable 16 None 600
Break 14 None 900
Reflect 12 None 800
Blind 10 None 200
Protect 8 None 200
Poison 10 None 500
Shell 8 None 300
Sleep 10 None 700
Oil 8 None 600
Silence 8 None 400
Dark 10 Dark 500
THIRD MEETING
Aero 16 Wind 1200
Balance 18 None 1500
Accessories
Name Effect Cost
Leather Gorget Raises magick power when 1500
HP Critical.
Rose Corsage Immune: Silence 800
Amber Armlet Increases physical damage 6600
Dealt while empty-handed
Sash Immune: Slow 500
THIRD MEETING
Argyle Armlet Immune: Blind 600
Blazer Gloves Raises strength when 3200
Character has full HP
Items
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
Phoenix Down None 250
Echo Herbs None 50
Gold Needle None 100
Alarm Clock None 50
Handkerchief None 50
SECOND MEETING
Hi-Potion None 210
THIRD MEETING
Bacchus's None 120
Wine
Weapons (Second Meeting Only!)
Name AP Element Type Extra Effect Price
Capella 10 None Gun (2H) N/A 1400
Aevis Killer 27 None Bow (1H) N/A 1500
THIRD MEETING
Zwill Blade 29 None Sword (1H) N/A 1700
Cherry Staff 24 None Staff (1H) N/A 800
Killer Bow 33 None Bow (1H) N/A 2000
Spear 36 None Spear (2H) N/A 2200
Handaxe 47 None Axe (1H) N/A 2200
Chopper 31 None Dagger (1H) Sap 2200
Cypress Pole 33 Earth Pole (2H) N/A 2000
Mace 24 None Mace (1H) N/A 1800
Ancient Sword35 None Sword (1H) Petrify 2400
Vega 14 None Gun (2H) N/A 2400
Longbow 39 None Bow (1H) N/A 3000
Wizard's 30 None Staff (2H) N/A 1500
Staff
Rod 30 None Rod (2H) N/A 1500
Iron Hammer 53 None Hammer (1H) N/A 3300
Bronze Mace 30 None Mace (1H) N/A 3000
Ammunition (Second Meeting Only!)
Name AP Element Price
Onion Arrows 1 None 100
Onion Bolts 1 None 100
Onion Shot 1 None 100
Onion Bombs 1 None 100
Armor (Third Meeting Only!)
Name Defense Element M Resist Price
Horned Hat 0 None 10 700
Ringmail 10 None 0 700
Calot Hat 0 None 10 700
Shepherd's Bolero 10 None 0 700
Iron Helm 0 None 9 1400
Iron Armor 11 None 0 1400
Balaclava 0 None 12 1000
Windbreaker 12 Half Wind 0 1000
Damage
Wizard's Hat 0 None 12 1000
Wizard's Robes 12 None 0 1000
Barbut 0 None 11 1900
Linen Cuirass 13 None 0 1900
Soldier's Cap 0 None 14 1400
Heavy Coat 14 None 0 1400
Lambent Hat 0 None 15 1400
Chanter's Djellaba 14 None 0 1400
Shields (Third Meeting Only!)
Name Element Evade M Evade Price
Bronze Shield None 12 0 1200
Round Shield None 14 0 1600
Garif Trader
Weapons
Name AP Element Type Extra Effect Price
Partisan 42 None Spear (2H) N/A 3500
Main Gauche 38 None Dagger (1H) N/A 3500
Battle 39 None Pole (2H) N/A 3200
Bamboo
Kotetsu 50 None Katana (2H) N/A 3800
Bowgun 40 None Crossbow (2H) N/A 3800
Sirius 18 None Gun (2H) N/A 4000
Elfin Bow 45 None Bow (2H) N/A 4200
Broadaxe 59 None Axe (1H) N/A 4200
Serpent Rod 34 Ice Rod (2H) N/A 2100
Lohengrin 47 None Sword (1H) N/A 4500
Heavy Lance 48 None Sword (1H) Slow 4800
Osafune 54 None Katana (2H) N/A 4800
Gladius 45 Wind Dagger (1H) N/A 4800
Musk Stick 45 None Pole (2H) N/A 4300
Gilt Measure 5 None Measure (1H) Protect 4000
Bhuj 36 None Mace (1H) N/A 4100
Flame Staff 33 None Staff (2H) N/A 2400
Storm Staff 33 None Staff (2H) N/A 2400
Glacial Staff33 None Staff (2H) N/A 2400
Armor
Name Defense Element M Resist Price
Soldier's Cap 0 None 14 1400
Heavy Coat 14 None 0 1400
Lambent Hat 0 None 15 1400
Chanter's Djellaba 14 None 0 1400
Winged Helmet 0 None 13 2500
Chainmail 16 None 0 2500
Green Beret 0 None 16 1900
Survival Vest 16 None 0 1900
Feathered Cap 0 None 18 1900
Traveler's Vestment 16 None 0 1900
Golden Helmet 0 None 15 3200
Golden Armor 20 None 0 3200
Red Cap 0 None 18 2500
Brigandine 18 None 0 2500
Name Element Evade M Evade Price
Golden Shield None 16 0 2100
Ammunition
Name AP Element Price
Onion Arrows 1 None 100
Onion Bolts 1 None 100
Onion Shot 1 None 100
Onion Bombs 1 None 100
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
Phoenix Down None 250
Echo Herbs None 50
Gold Needle None 100
Alarm Clock None 50
Handkerchief None 50
Hi-Potion None 210
Bacchus's None 120
Wine
Smelling None 50
Salts
Technicks
Name Price
Shear 3600
Achilles 8800
Gil Toss 2000
Charm 5000
Tetran (Eruyt Village)
Items
Accessories
Name Effect Cost
Amber Armlet Increases physical damage 6600
Dealt while empty-handed
Sash Immune: Slow 500
THIRD MEETING
Argyle Armlet Immune: Blind 600
Blazer Gloves Raises strength when 3200
Character has full HP
Jade Collar Improves chance of 3300
Avoiding attacks.
Jackboots Immune: Immobilize 600
Black Belt Immune: Disable 600
Magick Gloves Increases magick power 3200
when HP is full.
AFTER HENNE MINES
Golden Amulet Doubles license points 4500
earned.
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
Phoenix Down None 250
Echo Herbs None 50
Gold Needle None 100
Alarm Clock None 50
Handkerchief None 50
Hi-Potion None 210
Bacchus's None 120
Wine
Smelling None 50
Salts
Magicks
Name MP Cost Element Price
Raise 22 None 1900
Cura 32 None 1500
Warp 18 None 1700
Bleed 12 None 1100
Berserk 10 None 1000
Aero 16 Wind 1200
Balance 18 None 1500
Confuse 10 None 1400
Regen 16 None 1900
Esuna 24 None 2800
Gravity 20 None 2800
Float 20 None 2800
Decoy 10 None 2500
Drain 18 None 3200
Curaga 28 None 3200
HENNE MINES COMPLETED
Fira 18 Fire 3000
Thundara 18 Thunder 3000
Blizzara 18 Ice 3000
Haste 20 None 3400
Toxify 26 None 4100
Countdown 8 None 3100
Mount Bur-Omisace (Traveling Merchant)
Weapons
Name AP Element Type Extra Effect Price
Serpent Rod 34 Ice Rod (2H) N/A 2100
Lohengrin 47 None Sword (1H) N/A 4500
Heavy Lance 48 None Sword (1H) Slow 4800
Osafune 54 None Katana (2H) N/A 4800
Gladius 45 Wind Dagger (1H) N/A 4800
Musk Stick 45 None Pole (2H) N/A 4300
Gilt Measure 5 None Measure (1H) Protect 4000
Bhuj 36 None Mace (1H) N/A 4100
Flame Staff 33 None Staff (2H) N/A 2400
Storm Staff 33 None Staff (2H) N/A 2400
Glacial Staff33 None Staff (2H) N/A 2400
Flametounge 53 Fire Sword (1H) N/A 5200
Loxley Bow 51 None Bow (2H) N/A 5200
War Hammer 65 None Hammer (1H) N/A 5200
Crossbow 46 None Crossbow (2H) N/A 5200
Healing Rod 13 None Rod (2H) Regen 3000
Betelgeuse 22 None Gun (2H) N/A 5400
Kogarasumaru 22 None Katana (2H) N/A 5600
Ashura 51 Dark N. Sword (2H) N/A 5600
Miter 42 Water Mace (1H) N/A 5000
Storm Spear 54 Thunder Spear (2H) N/A 5800
Iron Pole 51 None Pole (2H) Slow 5300
Hornito 50 None H-Bomb (2H) N/A 5800
Arc Scale 10 None Measure (1H) Shell 5500
AFTER FIGHT WITH JUDGE BERGAN
Demonsbane 59 None Sword (1H) N/A 6000
Giant Stone 57 None Bow (2H) N/A 6000
bow
Slasher 71 None Axe (1H) N/A 6000
Avenger 52 None Dagger (1H) Berserk 6000
Magoroku 62 None Katana (2H) N/A 6600
Paramina 52 None Crossbow (2H) N/A 6600
Crossbow
Gaia Rod 38 Earth Rod (2H) N/A 3300
Armor
Name Defense Element M Resist Price
Golden Helmet 0 None 15 3200
Golden Armor 20 None 0 3200
Red Cap 0 None 18 2500
Brigandine 18 None 0 2500
Mage's Hat 0 None 21 2500
Mage's Habit 18 None 0 2500
Burgonet 0 None 17 4000
Shielded Armor 24 Protect 0 4000
Headband 0 None 20 3200
Jujitsu Gi 20 None 0 3200
Lamia's Tear 0 None 25 3200
Enchanter's Habit 21 None 0 3200
AFTER FIGHT WITH JUDGE BERGAN
Pirate Hat 0 None 23 4000
Viking Coat 23 Immune Water 0 4000
Sorcerer's Hat 0 None 29 4000
Sorcerer's Habit 24 None 0 4000
Close Helmet 0 None 19 4900
Demon Mail 29 None 0 4900
Shields
Name Element Evade M Evade Price
Golden Shield None 16 0 2100
Ice Shield Half Ice 16 0 2500
Items
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
Phoenix Down None 250
Echo Herbs None 50
Gold Needle None 100
Alarm Clock None 50
Handkerchief None 50
Hi-Potion None 210
Bacchus's None 120
Wine
Smelling None 50
Salts
AFTER FIGHT WITH JUDGE BERGAN
Remedy None 400
Accessories
Name Effect Cost
Jackboots Immune: Immobilize 600
Black Belt Immune: Disable 600
Magick Gloves Increases magick power 3200
when HP is full.
Golden Amulet Doubles license points 4500
earned.
Magick Gloves Increases magick power 3200
when HP is full.
Nishijin Belt Immune: Sleep 800
Thief's Cuffs Enables the theft of 3000
superior items.
Gillie Boots Immune: Oil 700
AFTER FIGHT WITH JUDGE BERGAN
Quasimodo Boots Immune: Sap 800
Ruby Ring Equip: Reflect 8500
Ammunition
Name AP Element Price
Onion Arrows 1 None 100
Onion Bolts 1 None 100
Onion Shot 1 None 100
Onion Bombs 1 None 100
Magicks
Name MP Cost Element Price
Regen 16 None 1900
Esuna 24 None 2800
Gravity 20 None 2800
Float 20 None 2800
Decoy 10 None 2500
Drain 18 None 3200
Curaga 28 None 3200
Fira 18 Fire 3000
Thundara 18 Thunder 3000
Blizzara 18 Ice 3000
Haste 20 None 3400
Toxify 26 None 4100
Countdown 8 None 3100
Stop 20 None 3700
AFTER FIGHTING JUDGE BERGAN
Vanish 24 None 4900
Nalbina
Antiqued Armors
Name Defense Element M Resist Price
Headguard 0 None 6 300
Leather Breastplate 6 None 0 300
Pointy Hat 0 None 6 300
Silken Shirt 6 None 0 300
Bronze Helmet 0 None 6 700
Bronze Armor 7 None 0 700
Leather Headgear 0 None 8 500
Bronze Chestplate 8 None 0 500
Topkapi Hat 0 None 8 500
Kilimweave Shirt 8 None 0 500
Pirate Hat 0 None 23 4000
Viking Coat 23 Immune Water 0 4000
Sorcerer's Hat 0 None 29 4000
Sorcerer's Habit 24 None 0 4000
Close Helmet 0 None 19 4900
Demon Mail 29 None 0 4900
Goggle Mask 0 Immune Blind 26 4900
Metal Jerkin 26 None 0 4900
Black Cowl 0 None 35 4900
Black Garb 27 None 0 4900
Bone Helm 0 Half Dark 22 5900
Weak Light
Bone Mail 34 Half Dark 0 5900
Weak Light
Shields
Name Element Evade M Evade Price
Leather Shield None 8 0 600
Flame Shield Half Fire 16 0 3200
Diamond Shield None 18 0 3900
Weapons of War
Name AP Element Type Extra Effect Price
Altair 6 None Gun (2H) N/A 500
Longsword 19 None Sword (1H) N/A 700
Mage Masher 19 None Dagger (1H) Silence 700
Silver Bow 22 None Bow (2H) N/A 1000
Iron Sword 24 None Sword (1H) N/A 1200
Oak Staff 18 None Staff (2H) N/A 400
Flame Staff 33 None Staff (2H) N/A 2400
Storm Staff 33 None Staff (2H) N/A 2400
Glacial Staff33 None Staff (2H) N/A 2400
Flametounge 53 Fire Sword (1H) N/A 5200
Loxley Bow 51 None Bow (2H) N/A 5200
War Hammer 65 None Hammer (1H) N/A 5200
Crossbow 46 None Crossbow (2H) N/A 5200
Healing Rod 13 None Rod (2H) Regen 3000
Betelgeuse 22 None Gun (2H) N/A 5400
Kogarasumaru 22 None Katana (2H) N/A 5600
Ashura 51 Dark N. Sword (2H) N/A 5600
Miter 42 Water Mace (1H) N/A 5000
Storm Spear 54 Thunder Spear (2H) N/A 5800
Iron Pole 51 None Pole (2H) Slow 5300
Hornito 50 None H-Bomb (2H) N/A 5800
Arc Scale 10 None Measure (1H) Shell 5500
Demonsbane 59 None Sword (1H) N/A 6000
Giant Stone 57 None Bow (2H) N/A 6000
bow
Slasher 71 None Axe (1H) N/A 6000
Avenger 52 None Dagger (1H) Berserk 6000
Magoroku 62 None Katana (2H) N/A 6600
Paramina 52 None Crossbow (2H) N/A 6600
Crossbow
Gaia Rod 38 Earth Rod (2H) N/A 3300
Icebrand 65 Ice Sword (1H) N/A 7000
Ras Algethi 26 None Gun (2H) N/A 7000
Sakura- 56 Dark N. Sword (2H) N/A 7000
saezuri
Golden Staff 38 None Staff (2H) N/A 3500
Troublesome Technicks
Name Price
First Aid 700
Poach 7000
Charge 1700
Horology 2000
Souleater 6400
Traveler 6700
Numerology 2049
Shear 3600
Achilles 8800
Gil Toss 2000
Charm 5000
Sight 6800
Unseeing
Infuse 2000
Mysterious Magicks
Name MP Cost Element Price
Cure 8 None 200
Fire 8 Fire 200
Thunder 8 Thunder 200
Blizzard 8 Ice 200
Blinda 8 None 200
Poisona 8 None 200
Slow 8 None 200
Blind 10 None 200
Protect 8 None 200
Curaga 28 None 3200
Dispel 16 None 4500
Fira 18 Fire 3000
Thundara 18 Thunder 3000
Blizzara 18 Ice 3000
Bio 24 None 4900
Haste 20 None 3400
Countdown 8 None 3100
Stop 20 None 3700
Toxify 26 None 4100
Decoy 10 None 2500
Vanish 24 None 4900
Death 30 None 5200
Vanishga 60 None 8700
Mosphoran Highwaste (Caravaner)
Name AP Element Type Extra Effect Price
Icebrand 65 Ice Sword (1H) N/A 7000
Ras Algethi 26 None Gun (2H) N/A 7000
Sakura- 56 Dark N. Sword (2H) N/A 7000
saezuri
Golden Staff 38 None Staff (2H) N/A 3500
Burning Bow 63 None Bow (2H) N/A 7500
Obelisk 60 None Spear (2H) N/A 7500
Sledgehammer 77 None Hammer (1H) Disable 7500
Six-fluted 57 None Pole (2H) N/A 6800
Pole
Thorned Mace 48 None Mace (1H) Poison 6500
Multiscale 15 None Measure (1H) Bravery 8000
Armor
Name Defense Element M Resist Price
Adamant Hat 0 Half Fire 29 5900
Weak Ice
Adamant Vest 29 Half Fire 0 5900
Weak Ice
Astrakhan Hat 0 None 37 5900
Carmagnole 29 None 0 5900
Diamond Helm 0 None 25 7000
Diamond Armor 39 None 0 7000
Shields
Name Element Evade M Evade Price
Platinum Shield None 20 0 5300
Accesories
Name Effect Cost
Golden Amulet Doubles license points 4500
earned.
Magick Gloves Increases magick power 3200
when HP is full.
Nishijin Belt Immune: Sleep 800
Thief's Cuffs Enables the theft of 3000
superior items.
Gillie Boots Immune: Oil 700
Quasimodo Boots Immune: Sap 800
Ruby Ring Equip: Reflect 8500
Items
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
Phoenix Down None 250
Echo Herbs None 50
Gold Needle None 100
Alarm Clock None 50
Handkerchief None 50
Hi-Potion None 210
Bacchus's None 120
Wine
Smelling None 50
Salts
Remedy None 400
Chronos Tear None 50
Technicks
Name Price
1000 7000
Needles
Phon Coast Merchant
Weapons
Name AP Element Type Extra Effect Price
Burning Bow 63 None Bow (2H) N/A 7500
Obelisk 60 None Spear (2H) N/A 7500
Sledgehammer 77 None Hammer (1H) Disable 7500
Six-fluted 57 None Pole (2H) N/A 6800
Pole
Thorned Mace 48 None Mace (1H) Poison 6500
Multiscale 15 None Measure (1H) Bravery 8000
Murasame 66 Water Katana (2H) N/A 8500
Orichalcum 59 None Dagger (1H) Slow 8500
Dirk
Fumarole 58 None H. Bomb (2H) N/A 8500
Platinum 70 None Sword (1H) N/A 9000
Sword
Power Rod 44 None Rod (2H) N/A 4000
Hammerhead 83 None Axe (1H) N/A 9500
Recurve 58 None Crossbow (2H) N/A 9500
Crossbow
Traitor's 69 None Bow (2H) N/A 10000
Bow
Halberd 66 None Spear (2H) N/A 10000
Aldebaran 30 None Gun (2H) N/A 10000
Gokuu Pole 63 None Pole (2H) N/A 9000
Kagenui 62 Dark N. Sword (2H) Slow 10000
Armor
Name Defense Element M Resist Price
Adamant Hat 0 Half Fire 29 5900
Weak Ice
Adamant Vest 29 Half Fire 0 5900
Weak Ice
Astrakhan Hat 0 None 37 5900
Carmagnole 29 None 0 5900
Diamond Helm 0 None 25 7000
Diamond Armor 39 None 0 7000
Officer's Hat 0 None 32 7000
Barrel Coat 32 None 0 7000
Gaia Hat 0 None 41 7000
Maduin Gear 31 None 0 7000
Steel Mask 0 None 28 8100
Mirror Mail 43 Reflect 0 8100
Shields
Name Element Evade M Evade Price
Platinum Shield None 20 0 5300
Dragon Shield Earth 23 0 6000
Accessories
Name Effect Cost
Thief's Cuffs Enables the theft of 3000
superior items.
Gillie Boots Immune: Oil 700
Quasimodo Boots Immune: Sap 800
Ruby Ring Equip: Reflect 8500
Firefly Reduces EXP earned to 0. 5000
(Raise STR by 2)
Steel Poleyns Move safely past traps. 1000
Items
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
Phoenix Down None 250
Echo Herbs None 50
Gold Needle None 100
Alarm Clock None 50
Handkerchief None 50
Hi-Potion None 210
Bacchus's None 120
Wine
Smelling None 50
Salts
Remedy None 400
Chronos Tear None 50
Magicks
Name MP Cost Element Price
Vanish 24 None 4900
Bio 24 None 4900
Dispel 16 None 4500
Death 30 None 5200
Vanishga 60 None 8700
Darkga 20 None 5800
Cleanse 20 None 5800
Reverse 50 None 7600
Old Archades (Stranded Merchant)
Accessories
Name Effect Cost
Steel Poleyns Move safely past traps. 1000
Fuzzy Miter Immune: Petrify 1200
Bowline Sash Immune: Confuse 1000
Winged Boots Equip: Float 500
Pheasant Netsuke Improves potency of 4000
restorative items such
as Potions.
Embroidered Doubles EXP earned. 5000
Tippet
Items
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
Phoenix Down None 250
Echo Herbs None 50
Gold Needle None 100
Alarm Clock None 50
Handkerchief None 50
Hi-Potion None 210
Bacchus's None 120
Wine
Smelling None 50
Salts
Remedy None 400
Chronos Tear None 50
Archades
Charlotte's Magickery
Name MP Cost Element Price
Aeroga 38 Wind 6800
Reflectga 24 None 6800
Silenga 22 None 6800
Blindga 20 None 6800
Graviga 36 None 6800
Bulward's Technicks
Name Price
Infuse 2000
Addle 3500
Bone 700
crusher
Shades of 5000
Black
Stamp 4500
Vint's Armaments
Armor
Name Defense Element M Resist Price
Diamond Helm 0 None 25 7000
Diamond Armor 39 None 0 7000
Officer's Hat 0 None 32 7000
Barrel Coat 32 None 0 7000
Gaia Hat 0 None 41 7000
Maduin Gear 31 None 0 7000
Steel Mask 0 None 28 8100
Mirror Mail 43 Reflect 0 8100
Chakra Band 0 None 34 8100
Power Vest 34 None 0 8100
Hypnocrown 0 None 44 8100
Jade Gown 33 None 0 8100
Platinum Helm 0 None 31 9300
Platinum Armor 47 None 0 9300
Shields
Name Element Evade M Evade Price
Platinum Shield None 20 0 5300
Dragon Shield Earth 23 0 6000
Crystal Shield None 25 10 7200
Weapons
Name AP Element Type Extra Effect Price
Platinum 70 None Sword (1H) N/A 9000
Sword
Power Rod 44 None Rod (2H) N/A 4000
Hammerhead 83 None Axe (1H) N/A 9500
Recurve 58 None Crossbow (2H) N/A 9500
Crossbow
Traitor's 69 None Bow (2H) N/A 10000
Bow
Halberd 66 None Spear (2H) N/A 10000
Aldebaran 30 None Gun (2H) N/A 10000
Gokuu Pole 63 None Pole (2H) N/A 9000
Kagenui 62 Dark N. Sword (2H) Slow 10000
Kiku- 70 None Katana (2H) N/A 10500
ichimonji
Claymore 82 None Sword (2H) N/A 10500
Chaos Mace 54 None Mace (1H) Confuse 8800
Bastard 75 None Sword (1H) N/A 11000
Sword
Cross Scale 20 None Measure (2H) Invisible 11000
Francisca 89 None Axe (1H) N/A 11500
Platinum 66 None Dagger (1H) Immobilize 11500
Dagger
Tumulus 66 None H. Bomb (2H) N/A 12000
Judicer's 43 None Staff (2H) Stop 5700
Staff
Granch's Requisites
Name Element Price
Potion None 70
Antidote None 50
Eye Drops None 50
Phoenix Down None 250
Echo Herbs None 50
Gold Needle None 100
Alarm Clock None 50
Handkerchief None 50
Hi-Potion None 210
Bacchus's None 120
Wine
Smelling None 50
Salts
Remedy None 400
Chronos Tear None 50
X-Potion None 630
-- Item List
Weapons
Name AP Element Type Effect Location
Broadsword 15 None Sword (1H) N/A Rabanastre, Nomad Village
Bhujerba, Dreadnought,
Westersand
Dagger 14 None Dagger (1H) N/A Rabanastre, Nomad Village
Bhujerba, Dreadnought,
Westersand
Shortbow 17 None Bow (2H) N/A Barheim Passage, Rabanastre
Bhujerba, Dreadnought,
Westersand
Altair 6 None Gun (2H) N/A Barheim Passage, Rabanastre
Bhujerba, Dreadnought,
Westersand, Nalbina
Longsword 19 None Sword (1H) N/A Barheim Passage, Rabanastre
Bhujerba, Dreadnought,
Westersand, Nalbina
Mage Masher 19 None Dagger (1H) Silence Barheim Passage, Rabanastre
Bhujerba, Dreadnought,
Westersand, Nalbina
Silver Bow 22 None Bow (2H) N/A Rabanstre, Bhujerba,
Dreadnought, Westersand
Nalbina
Iron Sword 24 None Sword (1H) N/A Rabanstre, Bhujerba,
Dreadnought, Westersand
Nalbina
Oak Staff 18 None Staff (2H) N/A Rabanstre, Bhujerba,
Dreadnought, Westersand
Nalbina
Javelin 30 None Spear (2H) N/A Rabanstre, Bhujerba,
Assassin's Dreadnought, Westersand
Dagger 25 None Dagger (1H) KO Rabanstre, Bhujerba
Dreadnought, Westersand
Capella 10 None Gun (2H) N/A Rabanstre, Bhujerba
Dreadnought, Westersand
Ogir-Yensa Merchant
Oaken Pole 27 None Pole (2H) N/A Rabanstre, Bhujerba
Dreadnought, Westersand
Aevis Killer 27 None Bow (1H) N/A Bhujerba, Dreadnought,
Westersand
Ogir-Yensa Merchant
Zwill Blade 29 None Sword (1H) N/A Bhujerba, Dreadnought,
Westersand
Ogir-Yensa Merchant
Cherry Staff 24 None Staff (1H) N/A Bhujerba, Dreadnought,
Westersand
Ogir-Yensa Merchant
Killer Bow 33 None Bow (1H) N/A Rabanastre, Ogir-Yensa
Merchant
Spear 36 None Spear (2H) N/A Rabanastre, Ogir-Yensa
Merchant
Handaxe 47 None Axe (1H) N/A Rabanastre, Ogir-Yensa
Merchant
Chopper 31 None Dagger (1H) Sap Rabanastre, Ogir-Yensa
Merchant
Cypress Pole 33 Earth Pole (2H) N/A Rabanastre, Ogir-Yensa
Merchant
Mace 24 None Mace (1H) N/A Rabanastre, Ogir-Yensa
Merchant
Ancient 35 None Sword (1H) Petrify Rabanastre, Ogir-Yensa
Sword Merchant
Vega 14 None Gun (2H) N/A Rabanastre, Ogir-Yensa
Merchant
Longbow 39 None Bow (1H) N/A Ogir-Yensa Merchant,
Rabanastre
Wizard's 30 None Staff (2H) N/A Ogir-Yensa Merchant,
Staff Rabanastre
Rod 30 None Rod (2H) N/A Ogir-Yensa Merchant,
Rabanastre
Iron Hammer 53 None Hammer (1H) N/A Ogir-Yensa Merchant,
Rabanastre
Bronze Mace 30 None Mace (1H) N/A Ogir-Yensa Merchant,
Rabanastre
Blood Sword 41 None Sword (1H) Sap Rabanastre
Partisan 42 None Spear (2H) N/A Rabanastre, Garif Trader
Main Gauche 38 None Dagger (1H) N/A Rabanastre, Garif Trader
Battle 39 None Pole (2H) N/A Rabanastre, Garif Trader
Bamboo
Kotetsu 50 None Katana (2H) N/A Rabanastre, Garif Trader
Bowgun 40 None Crossbow (2H) N/A Rabanastre, Garif Trader
Sirius 18 None Gun (2H) N/A Rabanastre, Garif Trader
Elfin Bow 45 None Bow (2H) N/A Rabanastre, Garif Trader
Broadaxe 59 None Axe (1H) N/A Rabanastre, Garif Trader
Serpent Rod 34 Ice Rod (2H) N/A Rabanastre, Garif Trader,
Mount Bur-Omisace
Lohengrin 47 None Sword (1H) N/A Rabanastre, Garif Trader,
Mount Bur-Omisace
Heavy Lance 48 None Sword (1H) Slow Rabanastre, Garif Trader,
Mount Bur-Omisace
Osafune 54 None Katana (2H) N/A Rabanastre, Garif Trader,
Mount Bur-Omisace
Gladius 45 Wind Dagger (1H) N/A Rabanastre, Garif Trader,
Mount Bur-Omisace
Musk Stick 45 None Pole (2H) N/A Rabanastre, Garif Trader,
Mount Bur-Omisace
Gilt Measure 5 None Measure (1H) Protect Rabanastre, Garif Trader,
Mount Bur-Omisace
Bhuj 36 None Mace (1H) N/A Rabanastre, Garif Trader,
Mount Bur-Omisace
Flame Staff 33 None Staff (2H) N/A Rabanastre, Garif Trader,
Mount Bur-Omisace, Nalbina
Storm Staff 33 None Staff (2H) N/A Rabanastre, Garif Trader,
Mount Bur-Omisace, Nalbina
Glacial Staff33 None Staff (2H) N/A Rabanastre, Garif Trader,
Mount Bur-Omisace, Nalbina
Flametounge 53 Fire Sword (1H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Loxley Bow 51 None Bow (2H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
War Hammer 65 None Hammer (1H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Crossbow 46 None Crossbow (2H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Healing Rod 13 None Rod (2H) Regen Rabanastre
Mount Bur-Omisace, Nalbina
Betelgeuse 22 None Gun (2H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Kogarasumaru 22 None Katana (2H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Ashura 51 Dark N. Sword (2H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Miter 42 Water Mace (1H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Storm Spear 54 Thunder Spear (2H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Iron Pole 51 None Pole (2H) Slow Rabanastre
Mount Bur-Omisace, Nalbina
Hornito 50 None H-Bomb (2H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Arc Scale 10 None Measure (1H) Shell Rabanastre
Mount Bur-Omisace, Nalbina
Demonsbane 59 None Sword (1H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Giant Stone 57 None Bow (2H) N/A Rabanastre
bow Mount Bur-Omisace, Nalbina
Slasher 71 None Axe (1H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Avenger 52 None Dagger (1H) Berserk Rabanastre
Mount Bur-Omisace, Nalbina
Magoroku 62 None Katana (2H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Paramina 52 None Crossbow (2H) N/A Rabanastre
Crossbow Mount Bur-Omisace, Nalbina
Gaia Rod 38 Earth Rod (2H) N/A Rabanastre
Mount Bur-Omisace, Nalbina
Icebrand 65 Ice Sword (1H) N/A Rabanastre, Nalbina,
Mosphoran Highwaste
Ras Algethi 26 None Gun (2H) N/A Rabanastre, Nalbina,
Mosphoran Highwaste
Sakura- 56 Dark N. Sword (2H) N/A Rabanastre, Nalbina,
Saezuri Mosphoran Highwaste
Golden Staff 38 None Staff (2H) N/A Rabanastre, Nalbina,
Mosphoran Highwaste
Burning Bow 63 None Bow (2H) N/A Mosphoran Highwaste,
Phon Coast
Obelisk 60 None Spear (2H) N/A Mosphoran Highwaste,
Phon Coast
Sledgehammer 77 None Hammer (1H) Disable Mosphoran Highwaste,
Phon Coast
Six-fluted 57 None Pole (2H) N/A Mosphoran Highwaste,
Pole Phon Coast
Thorned Mace 48 None Mace (1H) Poison Mosphoran Highwaste,
Phon Coast
Multiscale 15 None Measure (1H) Bravery Mosphoran Highwaste,
Phon Coast
Murasame 66 Water Katana (2H) N/A Phon Coast
Orichalcum 59 None Dagger (1H) Slow Phon Coast
Dirk
Fumarole 58 None H. Bomb (2H) N/A Phon Coast
Platinum 70 None Sword (1H) N/A Phon Coast, Archades
Sword
Power Rod 44 None Rod (2H) N/A Phon Coast, Archades
Hammerhead 83 None Axe (1H) N/A Phon Coast, Archades
Recurve 58 None Crossbow (2H) N/A Phon Coast, Archades
Crossbow
Traitor's 69 None Bow (2H) N/A Phon Coast, Archades
Bow
Halberd 66 None Spear (2H) N/A Phon Coast, Archades
Aldebaran 30 None Gun (2H) N/A Phon Coast, Archades
Gokuu Pole 63 None Pole (2H) N/A Phon Coast, Archades
Kagenui 62 Dark N. Sword (2H) Slow Phon Coast, Archades
Kiku- 70 None Katana (2H) N/A Archades
ichimonji
Claymore 82 None Sword (2H) N/A Archades
Chaos Mace 54 None Mace (1H) Confuse Archades
Bastard 75 None Sword (1H) N/A Archades
Sword
Cross Scale 20 None Measure (2H) Invisible Archades
Francisca 89 None Axe (1H) N/A Archades
Platinum 66 None Dagger (1H) Immobilize Archades
Dagger
Tumulus 66 None H. Bomb (2H) N/A Archades
Judicer's 43 None Staff (2H) Stop Archades
Staff
Armor
Name Defense Element M Resist Location
Leather Cap 0 None 4 Rabanastre
Leather Clothing 4 None 0 Rabanastre
Cotton Cap 0 None 4 Rabanastre
Cotton Shirt 4 None 0 Rabanastre
Headgear 0 None 5 Rabanastre, Barheim Passage
Chromed Leathers 5 None 0 Rabanastre, Barheim Passage
Magic Curch 0 None 5 Rabanastre, Barheim Passage
Light Woven Shirt 5 None 0 Rabanastre, Barheim Passage
Leather Helm 0 None 5 Rabanastre, Barheim Passage
Leather Armor 6 None 0 Rabanastre, Barheim Passage
Headguard 0 None 6 Barheim Passage, Rabanastre,
Bhujerba, Dreadnought, Westersand
Nalbina
Leather Breastplate 6 None 0 Barheim Passage, Rabanastre,
Bhujerba, Dreadnought, Westersand
Nalbina
Pointy Hat 0 None 6 Barheim Passage, Rabanastre,
Bhujerba, Dreadnought, Westersand
Merchant
Nalbina
Silken Shirt 6 None 0 Barheim Passage, Rabanastre,
Bhujerba, Dreadnought, Westersand
Nalbina
Bronze Helmet 0 None 6 Barheim Passage, Rabanastre,
Bhujerba, Dreadnought, Westersand
Nalbina
Bronze Armor 7 None 0 Barheim Passage, Rabanastre,
Bhujerba, Dreadnought, Westersand
Nalbina
Leather Headgear 0 None 8 Rabanastre, Bhujerba, Dreadnought
Desert Merchant
Nalbina
Bronze Chestplate 8 None 0 Rabanastre, Bhujerba, Dreadnought
Westersand
Nalbina
Topkapi Hat 0 None 8 Rabanastre, Bhujerba, Dreadnought
Westersand
Nalbina
Kilimweave Shirt 8 None 0 Rabanastre, Bhujerba, Dreadnought
Westersand
Nalbina
Sallet 0 None 7 Rabanastre, Bhujerba, Dreadnought
Westersand
Scale Armor 9 None 0 Rabanastre, Bhujerba, Dreadnought
Westersand
Horned Hat 0 None 10 Dreadnought, Westersand
Ogir-Yensa Merchant
Ringmail 10 None 0 Dreadnought, Westersand
Ogir-Yensa Merchant
Calot Hat 0 None 10 Dreadnought, Westersand
Ogir-Yensa Merchant
Shepherd's Bolero 10 None 0 Dreadnought, Westersand
Ogir-Yensa Merchant
Iron Helm 0 None 9 Rabanastre, Ogir-Yensa Merchant
Iron Armor 11 None 0 Rabanastre, Ogir-Yensa Merchant
Balaclava 0 None 12 Rabanastre, Ogir-Yensa Merchant
Windbreaker 12 Half Wind 0 Rabanastre, Ogir-Yensa Merchant
Damage
Wizard's Hat 0 None 12 Rabanastre, Ogir-Yensa Merchant
Wizard's Robes 12 None 0 Rabanastre, Ogir-Yensa Merchant
Barbut 0 None 11 Rabanastre, Ogir-Yensa Merchant
Linen Cuirass 13 None 0 Rabanastre, Ogir-Yensa Merchant
Soldier's Cap 0 None 14 Ogir-Yensa Merchant, Rabanastre
Garif Trader
Heavy Coat 14 None 0 Ogir-Yensa Merchant, Rabanastre
Garif Trader
Lambent Hat 0 None 15 Ogir-Yensa Merchant, Rabanastre
Garif Trader
Chanter's Djellaba 14 None 0 Ogir-Yensa Merchant, Rabanastre
Garif Trader
Winged Helmet 0 None 13 Rabanastre, Garif Trader
Chainmail 16 None 0 Rabanastre, Garif Trader
Green Beret 0 None 16 Rabanastre, Garif Trader
Survival Vest 16 None 0 Rabanastre, Garif Trader
Feathered Cap 0 None 18 Rabanastre, Garif Trader
Traveler's Vestment 16 None 0 Rabanastre, Garif Trader
Golden Helmet 0 None 15 Rabanastre, Garif Trader
Mount Bur-Omisace
Golden Armor 20 None 0 Rabanastre, Garif Trader
Mount Bur-Omisace
Red Cap 0 None 18 Rabanastre, Garif Trader
Mount Bur-Omisace
Brigandine 18 None 0 Rabanastre, Garif Trader
Mount Bur-Omisace
Mage's Hat 0 None 21 Rabanastre, Mount Bur-Omisace
Mage's Habit 18 None 0 Rabanastre, Mount Bur-Omisace
Burgonet 0 None 17 Rabanastre, Mount Bur-Omisace
Shielded Armor 24 Protect 0 Rabanastre, Mount Bur-Omisace
Headband 0 None 20 Rabanastre, Mount Bur-Omisace
Jujitsu Gi 20 None 0 Rabanastre, Mount Bur-Omisace
Lamia's Tear 0 None 25 Rabanastre, Mount Bur-Omisace
Enchanter's Habit 21 None 0 Rabanastre, Mount Bur-Omisace
Pirate Hat 0 None 23 Rabanastre, Mount Bur-Omisace,
Nalbina
Viking Coat 23 Immune Water 0 Rabanastre, Mount Bur-Omisace,
Nalbina
Sorcerer's Hat 0 None 29 Rabanastre, Mount Bur-Omisace,
Nalbina
Sorcerer's Habit 24 None 0 Rabanastre, Mount Bur-Omisace,
Nalbina
Close Helmet 0 None 19 Rabanastre, Mount Bur-Omisace,
Nalbina
Demon Mail 29 None 0 Rabanastre, Mount Bur-Omisace,
Nalbina
Goggle Mask 0 Immune Blind 26 Rabanastre, Nalbina
Metal Jerkin 26 None 0 Rabanastre, Nalbina
Black Cowl 0 None 35 Rabanastre, Nalbina
Black Garb 27 None 0 Rabanastre, Nalbina
Bone Helm 0 Half Dark 22 Rabanastre, Nalbina
Weak Light
Bone Mail 34 Half Dark 0 Rabanastre, Nalbina
Weak Light
Adamant Hat 0 Half Fire 29 Mosphoran Highwaste, Phon Coast
Weak Ice
Adamant Vest 29 Half Fire 0 Mosphoran Highwaste, Phon Coast
Weak Ice
Astrakhan Hat 0 None 37 Mosphoran Highwaste, Phon Coast
Carmagnole 29 None 0 Mosphoran Highwaste, Phon Coast
Diamond Helm 0 None 25 Mosphoran Highwaste, Phon Coast,
Archades
Diamond Armor 39 None 0 Mosphoran Highwaste, Phon Coast,
Archades
Officer's Hat 0 None 32 Phon Coast, Archades
Barrel Coat 32 None 0 Phon Coast, Archades
Gaia Hat 0 None 41 Phon Coast, Archades
Maduin Gear 31 None 0 Phon Coast, Archades
Steel Mask 0 None 28 Phon Coast, Archades
Mirror Mail 43 Reflect 0 Phon Coast, Archades
Chakra Band 0 None 34 Archades
Power Vest 34 None 0 Archades
Hypnocrown 0 None 44 Archades
Jade Gown 33 None 0 Archades
Platinum Helm 0 None 31 Archades
Platinum Armor 47 None 0 Archades
Shields
Name Element Evade M Evade Location
Escutcheon None 6 0 Rabanastre, Barheim Passage
Leather Shield None 8 0 Barheim Passage, Rabanastre,
Bhujerba, Dreadnought, Westersand,
Nalbina
Buckler None 10 0 Rabanastre, Bhujerba, Dreadnought
Westersand
Bronze Shield None 12 0 Rabanastre, Ogir-Yensa Merchant
Round Shield None 14 0 Rabanastre, Ogir-Yensa Merchant
Golden Shield None 16 0 Rabanastre, Garif Trader
Mount Bur-Omisace
Ice Shield Half Ice 16 0 Rabanastre, Mount Bur-Omisace
Flame Shield Half Fire 16 0 Rabanastre, Nalbina
Diamond Shield None 18 0 Rabanastre, Nalbina,
Mosphoran Highwaste
Platinum Shield None 20 0 Mosphoran Highwaste, Phon Coast,
Archades
Dragon Shield Earth 23 0 Phon Coast, Archades
Crystal Shield None 25 10 Archades
Magicks
Black
Name MP Cost Element Location
Aero 16 Wind Ogir-Yensa Merchant, Eruyt Village
Aeroga 38 Wind Archades
Bio 24 None Rabanastre, Nalbina
Blizzard 8 Ice Rabanastre, Barheim Passage, Nalbina
Blizzara 18 Ice Rabanastre, Eruyt Village
Mount Bur-Omisace, Nalbina
Fire 8 Fire Rabanastre, Nalbina
Fira 18 Fire Rabanastre, Eruyt Village
Mount Bur-Omisace, Nalbina
Thunder 8 Thunder Rabanastre, Barheim Passage, Nalbina
Thundara 18 Thunder Rabanastre, Eruyt Village
Mount Bur-Omisace, Nalbina
Water 12 Water Bhujerba, Dreadnought, Westersand
Ogir-Yensa Merchant
White
Blinda 8 None Rabanastre, Barheim Passage, Nalbina
Cleanse 20 None Phon Coast
Cure 8 None Rabanastre, Nalbina, Nalbina
Cura 32 None Ogir-Yensa Merchant, Eruyt Village
Curaga 28 None Rabanastre, Eruyt Village
Mount Bur-Omisace, Nalbina
Dispel 16 None Rabanastre, Nalbina, Phon Coast
Esuna 24 None Rabanastre, Eruyt Village
Mount Bur-Omisace
Poisona 8 None Rabanastre, Barheim Passage, Nalbina
Raise 22 None Ogir-Yensa Merchant, Eruyt Village
Regen 16 None Rabanastre, Eruyt Village
Mount Bur-Omisace
Stona 12 None Bhujerba, Dreadnought, Westersand
Ogir-Yensa Merchant
Vox 8 None Bhujerba, Dreadnought, Westersand
Ogir-Yensa Merchant
Time
Balance 18 None Ogir-Yensa Merchant, Eruyt Village
Break 14 None Bhujerba, Dreadnought, Ogir-Yensa Merchant
Bleed 12 None Rabanastre, Ogir-Yensa Merchant
Eruyt Village
Countdown 8 None Rabanastre, Eruyt Village
Mount Bur-Omisace, Nalbina
Disable 16 None Rabanastre, Bhujerba, Dreadnought
Westersand, Ogir-Yensa Merchant
Float 20 None Rabanastre, Eruyt Village
Mount Bur-Omisace
Haste 20 None Rabanastre, Eruyt Village
Mount Bur-Omisace, Nalbina
Immobilize 16 None Rabanastre, Bhujerba, Dreadnought
Westersand, Ogir-Yensa Merchant
Reflect 12 None Rabanastre, Bhujerba, Dreadnought,
Westersand, Ogir-Yensa Merchant
Reflectga 24 None Archades
Slow 8 None Rabanastre, Barheim Passage, Nalbina
Stop 20 None Rabanastre, Mount Bur-Omisace, Nalbina
Green
Blind 10 None Rabanastre, Barheim Passage, Bhujerba,
Dreadnought, Westersand
Ogir-Yensa Merchant, Nalbina
Blindga 20 None Archades
Bravery 24 None Clan Provisioner (Riskbreaker Rank)
Faith 24 None Clan Provisioner (Brave Companion Rank)
Poison 10 None Rabanastre, Bhujerba, Dreadnought
Westersand, Ogir-Yensa Merchant, Nalbina
Protect 8 None Rabanastre, Barheim Passage, Bhujerba,
Dreadnought, Westersand
Ogir-Yensa Merchant, Nalbina
Shell 8 None Rabanastre, Bhujerba, Dreadnought
Westersand, Ogir-Yensa Merchant
Silence 8 None Bhujerba, Dreadnought, Westersand
Rabanastre, Ogir-Yensa Merchant
Silenga 22 None Archades
Sleep 10 None Ogir-Yensa Merchant, Rabanastre
Toxify 26 None Rabanastre, Eruyt Village
Mount Bur-Omisace, Nalbina
Oil 8 None Ogir-Yensa Merchant, Rabanastre
Arcane
Berserk 10 None Rabanastre, Eruyt Village
Bubble 32 None Clan Provisioner (Ward of Justice Rank)
Confuse 10 None Rabanastre, Eruyt Village
Dark 10 Dark Rabanastre, Dreadnought, Westersand,
Ogir-Yensa Merchant
Darkga 20 None Phon Coast
Death 30 None Rabanastre, Nalbina, Phon Coast
Decoy 10 None Rabanastre, Eruyt Village
Mount Bur-Omisace
Drain 18 None Rabanastre, Eruyt Village
Mount Bur-Omisace
Gravity 20 None Rabanastre, Eruyt Village
Mount Bur-Omisace
Graviga 36 None Archades
Reverse 50 None Clan Provisioner (Headhunter Rank),
Phon Coast
Vanish 24 None Rabanastre, Mount Bur-Omisace, Nalbina,
Phon Coast
Vanishga 60 None Rabanastre, Nalbina
Accessories
Name Effect Location
Orrachea Armlet Slightly raises max HP. Nomad Village
Bangle Equip: Libra Nomad Village, South Bank Village,
Barheim Passage, Westersand
Steel Gorget Raises strength when South Bank Village, Barheim Passage,
HP Critical. Dreadnought, Westersand
Armguard Reduces physical damage South Bank Village, Barheim Passage,
taken when HP Critical. Dreadnought, Westersand
Tourmaline Ring Immune: Poison South Bank Village, Dreadnought,
Westersand
Gauntlets Improves chance to South Bank Village, Dreadnought,
block with a shield. Westersand
Battle Harness When attacked, South Bank Village, Dreadnought,
automatically counter Westersand
with weapon in hand.
Leather Gorget Raises magick power when Dreadnought, Westersand
HP Critical. Ogir-Yensa Merchant
Rose Corsage Immune: Silence Westersand, Ogir-Yensa Merchant
Amber Armlet Increases physical damage Ogir-Yensa Merchant, Eruyt Village
Dealt while empty-handed
Sash Immune: Slow Ogir-Yensa Merchant, Eruyt Village
Argyle Armlet Immune: Blind Ogir-Yensa Merchant, Eruyt Village
Blazer Gloves Raises strength when Ogir-Yensa Merchant, Eruyt Village
Character has full HP
Jade Collar Improves chance of Eruyt Village
Avoiding attacks.
Jackboots Immune: Immobilize Eruyt Village, Mount Bur-Omisace
Black Belt Immune: Disable Eruyt Village, Mount Bur-Omisace
Magick Gloves Increases magick power Eruyt Village, Mount Bur-Omisace
when HP is full.
Golden Amulet Doubles license points Eruyt Village, Mount Bur-Omisace
earned. Mosphoran Highwaste
Magick Gloves Increases magick power Mount Bur-Omisace,
when HP is full. Mosphoran Highwaste
Nishijin Belt Immune: Sleep Mount Bur-Omisace,
Mosphoran Highwaste
Thief's Cuffs Enables the theft of Mount Bur-Omisace,
superior items. Mosphoran Highwaste, Phon Coast
Gillie Boots Immune: Oil Mount Bur-Omisace,
Mosphoran Highwaste, Phon Coast
Quasimodo Boots Immune: Sap Mount Bur-Omisace,
Mosphoran Highwaste, Phon Coast
Ruby Ring Equip: Reflect Mount Bur-Omisace,
Mosphoran Highwaste, Phon Coast
Firefly Reduces EXP earned to 0. Phon Coast
(Raise STR by 2)
Steel Poleyns Move safely past traps. Phon Coast, Old Archades
Fuzzy Miter Immune: Petrify Old Archades
Bowline Sash Immune: Confuse Old Archades
Winged Boots Equip: Float Old Archades
Pheasant Netsuke Improves potency of Old Archades
restorative items such
as Potions.
Embroidered Doubles EXP earned. Old Archades
Tippet
Technicks
Name Location
Steal Rabanastre
Libra Rabanastre
First Aid Rabanastre
Poach Rabanastre, Bhujerba
Charge Rabanastre, Bhujerba
Horology Bhujerba
Souleater Rabanastre
Traveler Rabanastre
Numerology Rabanastre
Shear Rabanastre, Garif Trader
Achilles Rabanastre, Garif Trader
Gil Toss Rabanastre, Garif Trader
Charm Rabanastre, Garif Trader
Sight Rabanastre
Unseeing
Infuse Rabanastre, Archades
Addle Rabanastre, Archades
Bone Rabanastre, Archades
crusher
1000 Mosphoran Highwaste
Needles
Shades of Archades
Black
Stamp Archades
Gambits
Ally: any
Ally: party leader
Ally: lowest HP
Ally: strongest weapon
Ally: lowest defense
Ally: lowest magick resist
Ally: HP < 100%
Ally: HP < 90%
Ally: HP < 80%
Ally: HP < 70%
Ally: HP < 60%
Ally: HP < 50%
Ally: HP < 40%
Ally: HP < 30%
Ally: HP < 20%
Ally: HP < 10%
Ally: MP < 100%
Ally: MP < 90%
Ally: MP < 80%
Ally: MP < 70%
Ally: MP < 60%
Ally: MP < 50%
Ally: MP < 40%
Ally: MP < 30%
Ally: MP < 20%
Ally: MP < 10%
Ally: status = Stop
Ally: status = Sleep
Ally: status = Confuse
Ally: status = Reverse
Ally: status = Slow
Ally: status = Lure
Ally: status = Reflect
Ally: status = Berserk
Ally: status = HP Critical
Ally: item AMT >= 10
Foe: any
Foe: targeting leader
Foe: targeting self
Foe: targeting ally
Foe: furthest
Foe: nearest
Foe: highest HP
Foe: lowest HP
Foe: highest max HP
Foe: lowest max HP
Foe: highest MP
Foe: lowest MP
Foe: highest max MP
Foe: lowest max MP
Foe: highest level
Foe: lowest level
Foe: highest strength
Foe: lowest strength
Foe: highest magick power
Foe: lowest magick power
Foe: highest speed
Foe: lowest speed
Foe: highest defense
Foe: highest magick resist
Foe: HP >= 3,000
Foe: HP >= 2,000
Foe: HP >= 1,000
Foe: HP >= 500
Foe: HP < 3,000
Foe: HP < 2,000
Foe: HP < 1,000
Foe: HP < 500
Foe: HP = 100%
Foe: HP >= 70%
Foe: HP >= 50%
Foe: HP >= 30%
Foe: status = Sleep
Foe: status = Blind
Foe: status = Silence
Foe: status = Oil
Foe: status = Reverse
Foe: status = Disable
Foe: status = Immobilize
Foe: status = Protect
Foe: status = Shell
Foe: status = Haste
Foe: status = Bravery
Foe: status = Faith
Foe: status = Reflect
Foe: status = HP Critical
Foe: undead
Foe: flying
Foe: character HP = 100%
Foe: item AMT >= 10
Foe: character status = Blind
Foe: character status = Silence
Foe: character status = HP Critical
Foe: character MP >= 90%
Foe: character MP >= 70%
Foe: character MP >= 50%
Foe: character MP >= 30%
Foe: character MP >= 10%
Foe: character MP < 90%
Foe: character MP < 70%
Foe: character MP < 50%
Foe: character MP < 30%
Foe: character MP < 10%
Foe: character HP >= 90%
Foe: character HP >= 70%
Foe: character HP >= 50%
Foe: character HP >= 30%
Foe: character HP >= 10%
Foe: character HP < 90%
Foe: character HP < 70%
Foe: character HP < 50%
Foe: character HP < 30%
Foe: character HP < 10%
Self
Loot
Name Sell Price Drop Steal Poach
Arcana 10
Aries Gem 150
Bat Fang 105
Bat Wing 647
Bone Fragment 193
Braid Wool 465
Bundle of Needles 92
Cactus Fruit 59
Caramel 276
Capricorn Gem 150
Chocobo Feather 480
Coeurl Pelt 454
Crooked Fang 287
Dark Magicite 80
Dark Stone 35
Demon Eyeball 123
Drab Wool 63
Earth Stone 35
Earth Magicite 80
Electrum 3563
Fire Magicite 80
Fire Stone 35
Fish Scale 151
Foul Flesh 143
Glass Jewel 115
Great Serpentskin 70
Green Liquid 206
Grimoire Togail 475
Gysahl Greens 54
Horn 120
Ice Magicite 80
Ice Stone 35
Iron Carapace 413
Iron Scraps 185
Large Feather 71
Libra Gem 150
Malboro Vine 433
Molting 74
Pebble 2
Quality Hide 384
Rainbow Egg 538
Rat Pelt 35
Small Feather 49
Snake Skin 53
Solid Stone 358
Storm Stone 35
Storm Magicite 80
Sturdy Bone 428
Succulent Fruit 363
Tanned Hide 77
Taurus Gem 150
Teleport Stone 100
Turtle Shell 447
Water Magicite 80
Water Stone 35
Wind Magicite 80
Wind Stone 35
Wolf Pelt 41
Yellow Liquid 531
Yensa Fin 409
Yensa Scale 319
Bazaar Items
(COMING SOON...Almost done!...For real!)
__ _____ ___ __ _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
\ / | | | | | EVERYTHING ELSE | \ / | | | |
/ \ | | | | | [EE00] | / \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|
-- Copyright
This document Copyright 2006 Kevin Hall (Berserker)
Final Fantasy XII copyright © 2006 Square-Enix.
This document is for private and personal use only. Do not try to sell this
document for profit. This is a free document and should remain free. Do not
try to reproduce this document in any way, shape, or form. Do not alter this
FAQ in any way. Use of this guide on any other web site, besides the sites
that have contacted me, or as a part of any public display is strictly
prohibited, and a violation of copyright.
If you want to use this FAQ on your site, then contact me for permission first.
This FAQ can only be found on a few sites as of now and I am keeping a list of
those sites. Contact me if you want to use it.
-- Special Thanks
- my parents.
- Final Fantasy fans at the Arctic Nightfall forums.
- all the sites that host this guide.
- BradyGames for some of the monster stats that are impossible to find without
the use of their guide due to some of the monster's immunity to Libra. Brady
did a good job with FFXII as they do with all their FF games, so it is a
worthy pickup.
-- Version History
Version 0.2 - (November 21, 2006) - Finished up to the Dreadnought Leviathan of
the main walkthrough.
Version 0.25 - (November 22, 2006) - The Tomb of Raithwall section of the main
walkthrough is now finished.
Version 0.27 - (November 23, 2006) - The side quests "Pilika's Diary" and
"Sunstone Help" are now in the side quest section along with notes in the
walkthrough for them. The "Ktjn the Viera" side quest has a new question and
"The Cry of Its Power" Elite Mark Hunt and "A Scream from the Sky" Hunt are
finished. The list section was updated with new items also.
Version 0.3 - (November 24, 2006) - The side quests "The Lost Cactoid", "Bottle
of Spirits" and "Patient in the Esterland" have now been added and the
walkthrough is now up to the meeting in Jahara. Keep in mind that the
formatting for this guide will look much better once I finish up everything. I
apologize for how hard to read some of the sections are at this point with
little formatting and very little in the way of any proofread paragraphs. :\
Version 0.35 - (November 27, 2006) - Two more side quests added: "July, the
Archadia Spy" and "Six Heroes, a Viera, and a Lovestruck Man". "The Defense of
Ozmone Plain" and "A Ring in the Rain" hunts are now up - still working on the
Earth Tyrant side quest at the moment. Walkthrough is finished up to Mount
Bur-Omisace.
Version 0.36 - (November 28, 2006) - "The Dead Ought Sleep Forever" and
"Befoulment of the Beast" are now up in the Hunts section and the final
question for the Viera side quest has been added - I'm still not finished with
that side quest yet though.
Version 0.37 - (November 29, 2006) - Finished the "Lost in the Pudding" hunt
and continued some more with the walkthrough. Begun the Ring Wyrm hunt, but
haven't finished it yet.
Version 0.38 - (November 30, 2006) - Walkthrough is now up to the arrival at
Nalbina. The Viera sidequest is now complete...most of the way.
Version 0.40 - (December 01, 2006) - "A Chase Through the Woods" and "The Mine
Flayer" hunts are now up. The walkthrough was continued slightly - the items
and enemies section for the new areas took the majority of my time.
Version 0.45 - (December 04, 2006) - "Trouble in the Hills", "Rodeo to the
Death", and "Crime and Punishment" hunts are now up. Necrohol of Nabudis side
quest started. The walkthrough is complete up to the Mandragora fight in the
Sochen Cave Palace.
Version 0.46 - (December 05, 2006) - Waterfall Puzzle added to the Sochen Cave
walkthrough. Very minor update this time. :(
Version 0.47 - (December 07, 2006) - Walkthrough is now up to Archades. An
explanation of getting all the chops in Archades has been added along with a
bit more for the Necrohol of Nabudis (and Nabreus Deadlands) side quest - the
quest for the Nabreus Medals has been started.
Version 0.48 - (December 08, 2006 - "A Tingling Toast" and "Paradise Risen" are
now up in the Hunts section. Adrammelech, the Wroth was added and I started an
Espers section under side quests. "Antlion Infestation" hunt was started but
postponed because he is owning me at the moment.
-- Contact Info
I can be reached at my email address, which is > [email protected] <, so
please contact me if you have any questions, comments, etc. I don't mind
receiving emails at all. All I ask is for you to try to make the email decent.
I realize that some people do not speak perfect English or cannot type that
well, so that doesn't really matter to me, but all that I ask is that you try
to make it readable. If you found this walkthrough helpful, an email would be
most appreciated.
I would prefer you not to add me to your messenger, but if you do, at least
tell me a bit about yourself and why, or if I know you, tell me who you are.
One of my pet peeves is when people just add me to their messenger without
saying anything. I usually just deny their request.
-- About Me
Well, my name is Kevin. I'm 26 years old and reside in the US (Mississippi).
I've been an avid player of video games ever since I first got an Atari 2600
back when I was 6 years old. I've tried to escape into many other hobbies but
always wind up back to square one with video games. My favorite gaming series
is Resident Evil by far, then second would be Castlevania. Playing just about
any survival horror is a major high point in my gaming experience. A few of my
other interests include horror movies, anime, and I'm a complete message board
junkie. You can find me at Artic Nightfall (Berserker) or the Resident Evil or
Castlevania IGN message boards (berserker_kev). I'm also a big fan of viewing
artwork, though I can't draw myself. Even though I can't draw, I try to be a
creative person through writing, and hopefully that reflects in my guides. My
dream is to be a professional walkthrough writer, but until then I will
continue to publish guides for free on GameFAQs and the various other gaming
sites.
For any other info about me, please see my FAQ Writer of the Month interview at
IGN:
http://faqs.ign.com/articles/637/637797p1.html
-- My other work can be found at both IGN and GameFAQs.
http://users.ign.com/about/berserker_kev (IGN)
http://www.gamefaqs.com/features/recognition/21400.html (GameFAQs)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
_-_ Cheat Happens Guides (www.cheathappens.com) _-_
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This is a list of HTML guides with pics that I have done for Cheat Happens. If
you like my work in my FAQs found around the various gaming sites then you will
find that these are similar.
--> God Hand
Have Fist Will Travel!
http://www.cheathappens.com/features/god_hand/gh_index.asp
--> Dead Rising
Freelance photojournalist Frank West + a mall of full of zombies + tons of
stores where anything and everything is a weapon = the scoop of a lifetime!
http://www.cheathappens.com/features/dead_rising/dr_index.asp
--> Tomb Raider: Legend
Lady Croft's next big adventure crosses multiple platforms and delivers on all!
http://www.cheathappens.com/features/tomb_raider_legend/trl_index.asp
--> Prince of Persia: The Two Thrones
"Come, and I will tell you a tale like none you have ever heard..."
http://www.cheathappens.com/features/two_thrones/poptt_index.asp
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^^ ^^
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-----------------
___ __ __ __ __ __ __ __
/ __\ /__\/__\/ _\ /__\/__\ /\ /\ /__\/__\
/__\// /_\ / \//\ \ /_\ / \// / //_//_\ / \//
/ \/ \//__/ _ \_\ \//__/ _ \/ __ \//__/ _ \
\_____/\__/\/ \_/\__/\__/\/ \_/\/ \/\__/\/ \_/
Thank you for reading!
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