FAQ/Walkthrough - Guide for Final Fantasy XII
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_____ _____ _ _ ___ _ _____ ___ _ _ _____ ___ _______ __ | ___|_ _| \ | | / _ \ | | | ___/ _ \ | \ | |_ _/ _ \ / ___\ \ / / | |_ | | | \| |/ /_\ \| | | |_ / /_\ \| \| | | |/ /_\ \\ `--. \ V / | _| | | | . ` || _ || | | _|| _ || . ` | | || _ | `--. \ \ / | | _| |_| |\ || | | || |____ | | | | | || |\ | | || | | |/\__/ / | | \_| \___/\_| \_/\_| |_/\_____/ \_| \_| |_/\_| \_/ \_/\_| |_/\____/ \_/ ____ __________ ______ \ \/ /__ __|__ __| \ / | | | | 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 ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ^^^ ^^^ | \ / | | \ / | | \ / | | (*\ /*) | -------- -------- ^^ ^^ / \ / \ \ | --------------- | / \| | | | | | | | | | |/ \ | | | | | | | | | / ----------------- ___ __ __ __ __ __ __ __ / __\ /__\/__\/ _\ /__\/__\ /\ /\ /__\/__\ /__\// /_\ / \//\ \ /_\ / \// / //_//_\ / \// / \/ \//__/ _ \_\ \//__/ _ \/ __ \//__/ _ \ \_____/\__/\/ \_/\__/\__/\/ \_/\/ \/\__/\/ \_/ Thank you for reading! ------------------------------------------------------------------------------- -------------------------------------------------------------------------------