Latest updates can always be found at GameFAQs.com! ______ _____ _ _ _ | ____|_ _| \ | | /\ | | | |__ | | | \| | / \ | | | __| | | | . ` | / /\ \ | | | | _| |_| |\ |/ ____ \| |____ |_| |_____|_| \_/_/ \_\______| ______ _ _ _______ _______ __ __ _______ _____ | ____/\ | \ | |__ __|/\ / ____\ \ / / \ \ / /_ _|_ _| | |__ / \ | \| | | | / \ | (___ \ \_/ / \ ^ / | | | | | __/ /\ \ | . ` | | | / /\ \ \___ \ \ / \ \ | | | | | | / ____ \| |\ | | |/ ____ \ ____) | | | / . \ _| |_ _| |_ |_|/_/ \_\_| \_| |_/_/ \_\_____/ |_| /_/ \_\_____|_____| -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FAQ/WALKTHROUGH by Shotgunnova (P. Summers) / shotgunnova @ gmail.com -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [DISCLAIMER] This guide is intended for private, home use ONLY, and may not be reproduced via electronic or commercial means without the expressed written consent of the author (P. Summers). It also cannot be hosted, edited, distributed, or given away as any part of a paid package. All rights reserved to respective parties, even those not explicitly said here. Respect FAQ writers' efforts and report plagiarism when found! [STATS]---------------------------------------------------------------o - One-player game NOTE: MUST have controller with an - 94kb on a PS2 memory card analog function to play this - Analog control game! - Digital control - Vibration function [INDEX]---------------------------------------------------------------o I. Controls . . . . . . . . . . . . . . . . . . . . . . . . . CNT1 II. Th' Basics . . . . . . . . . . . . . . . . . . . . . . . . THB1 Battling....................................................BTL1 License Board...............................................LCB1 Transportation..............................................TRN1 Purchasing Equipment and Skills.............................PRC1 Statistic Explanation.......................................STT1 Status Effect Explanation...................................STX1 Traps.......................................................TRP1 Chaining....................................................CHN1 Concurrences................................................CNN1 Monographs..................................................MNG1 III. Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . WLK1 001 - Beginning + Configuration.............................BGCF 002 - Nalbina Fortress......................................NLF1 003 - Gerasmythe Waterway...................................GRM1 004 - Rabanastre............................................RBN1 005 - Dalmasca Estersand....................................DMT1 006 - Rabanastre............................................RBN2 007 - Lowtown...............................................LWT1 008 - Giza Plains...........................................GZP1 009 - Lowtown...............................................LWT2 010 - Gerasmythe Waterway...................................GRM2 011 - Royal Palace of Rabanastre............................RPR1 012 - Gerasmythe Waterway...................................GRM3 013 - Nalbina Dungeons......................................NLB1 014 - Barheim Passage.......................................BRH1 015 - Dalmasca Estersand....................................DMT2 016 - Rabanastre............................................RBN5 017 - Bhujerba..............................................BHJ1 018 - Lhuzu Mines...........................................LHZ1 019 - Bhujerba..............................................BHJ2 020 - Dreadnought Leviathan.................................DRL1 021 - Bhujerba..............................................BHJ3 022 - Dalmasca Westersand...................................DMW2 023 - Ogir-Yensa Sandsea....................................GRY1 024 - Nam-Yensa Sandsea.....................................NYS1 025 - The Tomb of Raithwall.................................TMR1 026 - Shiva.................................................SHV1 027 - Rabanastre............................................RBN6 028 - Giza Plains...........................................GZP2 029 - Ozmone Plain..........................................OZM1 030 - Jahara - Land of the Garif............................JLG1 031 - Golmore Jungle........................................GMJ1 032 - Eruyt Village.........................................RYT1 033 - Ozmone Plain..........................................OZM2 034 - Henne Mines...........................................HNM1 035 - Golmore Jungle........................................GMJ2 036 - Paramina Rift.........................................PRR1 037 - Mt. Bur-Omisace.......................................MTB1 038 - Paramina Rift.........................................PRR2 039 - Stilshrine of Miriam..................................STM1 040 - Mt. Bur-Omisace.......................................MTB2 041 - Nalbina Fortress......................................NLF2 042 - Mosphoran Highwaste...................................MSP1 043 - The Salikawood........................................SLK1 044 - Phon Coast............................................PHC1 045 - Tchita Uplands........................................TCH1 046 - Sochen Cave Palace....................................SCP1 047 - Old Archades..........................................LDR1 048 - Archades..............................................RCD1 049 - Draklor Laboratory....................................DRK1 050 - Balfonheim Port.......................................BLF1 051 - The Feywood...........................................FYW1 052 - Ancient City of Giruvegan.............................CTG1 053 - The Great Crystal.....................................TGC1 054 - Ancient City of Giruvegan.............................CTG2 055 - Balfonheim Port.......................................BLF2 056 - Ridorana Cataract.....................................RDC1 057 - Pharos at Ridorana - First Ascent.....................PHR1 058 - Pharos at Ridorana - Second Ascent....................PHR2 059 - Pharos at Ridorana - Third Ascent.....................PHR3 060 - Balfonheim Port.......................................BLF3 061 - Sky Fortress Bahamut..................................SKF1 IV. Sidequests The Zodiac Spear............................................ZSP1 Extra Esper: Zalera.........................................EXZ1 Extra Esper: Zeromus........................................EXM1 Extra Esper: Adrammelech....................................EXA1 Extra Esper: Cúchulainn.....................................EXQ1 Extra Esper: Exodus.........................................EXX1 Lost Cockatrice Flock.......................................LCF1 The Great North Bank Village Escape-o-rama..................NBV1 The Great South Bank Village Search-o-rama..................SBV1 Into the Wyrm's Nest........................................WRM1 Ann (Uh) and Her Sisters....................................NNH1 The Four Fragments..........................................THD1 A Second Medallion..........................................ASM1 A Third Medallion...........................................ATM1 Boozin' Bhujerbans..........................................BZB1 Viera Matchmaker............................................VRM1 Teaching a Man to Fish......................................TMF1 '-Fishing the Nebra........................................FTNB '-Message in a Bottle......................................MSGB Sky Pirate's Den............................................SKPD V. Bounties....................................................BNT1 -Montblanc's Rewards.........................................MNTR VI. Bestiary....................................................BST1 VII. Rare Game Outfitter Quest...................................RGQ1 VIII. Bazaar Package Combinations.................................BZZR '-Items . . . . . . . . . . . . . . . . . . . . . . . . . ITMC '-Loot . . . . . . . . . . . . . . . . . . . . . . . . . . LTCM '-Bow Types & Ammo . . . . . . . . . . . . . . . . . . . . BWMM '-Sword Types . . . . . . . . . . . . . . . . . . . . . . SWRD '-Guns & Ammo . . . . . . . . . . . . . . . . . . . . . . GNMM '-Axes . . . . . . . . . . . . . . . . . . . . . . . . . . XXCM '-Poles . . . . . . . . . . . . . . . . . . . . . . . . . PLCM '-Spears . . . . . . . . . . . . . . . . . . . . . . . . . SPRC '-Explosives . . . . . . . . . . . . . . . . . . . . . . . XPLS '-Miscellaneous . . . . . . . . . . . . . . . . . . . . . MSCL VIII. Frequently Asked Questions..................................FAQZ IX. Updates and Thanks..........................................UPD1 o-----------------------------------------------------------------------------o | I. CONTROLS [CNT1] | o-----------------------------------------------------------------------------o ____ | | ____ L2 BUTTON --> /____/\ | | /\____\ <-- R2 BUTTON L1 BUTTON --> /____/\ \_______| |_______/ /\____\ <-- R1 BUTTON / _ \________|__|________/ _ \ / _| |_ _ /_\ _\ <-- TRIANGLE BUTTON DIRECTIONAL --> | |_ _| [SELECT] [START] [_] (_)| <-- CIRCLE BUTTON PAD | |_| [ANALOG] (X) | <-- X BUTTON / ____ ____ \ / / \ __ / \ \ \ /\ \____/ / \ \____/ /\ / \ / \______/ \______/ \ / \_____/ LEFT ANALOG RIGHT ANALOG\_____/ (L3) (R3) ---------------- --------------- GENERAL CONTROLS BATTLE CONTROLS ---------------- --------------- START ----------> Un/pause the game Un/pause the game SELECT ---------> Bring up/cancel map display Bring up/cancel map display CIRCLE ---------> "Cancel" button "Cancel button" SQUARE ---------> Speak with certain NPCs Bring up/cancel battle menu TRIANGLE -------> Display party menu Display party menu X BUTTON -------> Confirm/speak with NPCs Display battle menu/inspect L2 BUTTON ------> Toggle zoom in menus Lock-on (hold down) L3 BUTTON ------> Defaults the camera POV R2 BUTTON ------> Toggle zoom @ map, license b. Flee battle (hold down) L1/R1 BUTTON ---> Change menu pages (sometimes) Change battle target groups ANALOG BUTTON --> UP/DOWN @ DPAD -> Move up/down in menus Change party leader L/RIGHT @ DPAD -> Target enemy or NPC in range Target enemy/friend/NPC L ANALOG STICK -> Walk/run (depends on angle) Walk/run (depends on angle) R ANALOG STICK -> Controls camera view Controls camera view NOTE: Analog mode can't be turned off. Sorry. o-----------------------------------------------------------------------------o | II. TH' BASICS [THB1] | o-----------------------------------------------------------------------------o This is a basic run-through of the "stuff" encountered in the game. Stop me if I ramble, now. o-------------o | i. BATTLING | [BTL1] o-------------o Battling is one of the draws to FFIX, and it's a change-up from what is the normal ATB (active time battle) system. Sort of. To start, the characters in the player's main party -- three normally, four with a guest -- walk around in dungeons and other areas where monsters have nested and infested. They [monsters] appear on the field, often times in plain view but sometimes hidden underground, and the party can "encounter" them by nearing them. When the party members and monsters near, everyone breaks out the weapons/skills and gets ready for a skirmish. FFXII uses a menu-driven battle system, half ATB gauge, half real-time fighting. To attack, select the Attack option, various magicks/technicks, or items; when selected, a time bar with the name of the skill shows up to the left of the character's name. It will fill until it's complete and the action will then be executed on the target(s). Actions are taken throughout the battle until the enemy is killed off; it then can no longer be selected as a target, naturally, and drops experience and LP (license points). When all enemies are dead, the party puts the weapons away and can run around normally again until the next enemy is put in their sights. And on and on. Techniques can be used when running around on the field even without being in battle -- you don't have to be fighting anything to Curaga someone or toss items around. Offensive options are "sealed" when there is no enemy around, although it /is/ possible to cast bad statuses and such on the party via R1 target-switching. o-------------------o | ii. LICENSE BOARD | [LCB1] o-------------------o The license board is the "sphere grid" of the game, and the means of getting everything from new abilities to stat/skill upgrades to equip permissions. Each person starts out with initial abilities filled; after that, the rest's up to the player. LP (license points) are used to purchase these licenses, and can be received by killing monsters in any form. A basic rundown of the board is that you can't unlock new licenses without first buying ones you already have. When you spend LP to get an ability, the licenses surrounding it (when applicable) will light up and give way to some different ones; by purchasing those, you open up more, and so on. The skill costs gradually go up as the expansion continues. Separated into four groups, the board caters to all facets of gameplay. The top section is composed of all the abilities (magicks/technicks), permanent stat increases, battle augmentations (ex: upgrade magic potency), as well as accessory equip-permissions. The bottom part of the board is reserved for the rest of the equipment-permissions, from weapons to armors. That's the default license board in a nutshell. Eventually after fighting and defeating espers (summon creatures), their spots appear in various places on the grid and can be bought. o---------------------o | iii. TRANSPORTATION | [TRN1] o---------------------o FF games typically have a wide array of options for getting around and this game is no different. The following are how one navigates the world 'round these parts: [WALKING] Yeah, the most basic of the basic, running is the cheapest and slowest way to traverse the landscapes. Enemies can be encountered while walking and one has to depend on a map to navigate to the exit. Generally the worst in getting from place to place, but also the one the player will be doing the most often. [CHOCOBO] Anyone who knows anything about FF has probably seen these fluffy, yellow ostrich-looking things. I mean, they're a mascot! In this game they've been domesticated and are loaned out for gil (currency). Unlike previous games where the ride's been free of time constraints, once hired, the chocobo can only be used for a certain amount of time before it goes back and leaves its owner in the wasteland. Enemies cannot be encountered when riding choco-back but chocobos aren't exactly the fastest things either; however, they can be fed greens (up to three times) to sprint like the wind. Sometimes the player can encounter wayward domesticated chocobos and, should the inventory have any Gysahl Greens in it, they can "hire" the chocobo without paying. Since these errant birds are found in out-of-the-way places, this is mostly for convenience in getting back. Another downpoint is that once you get off the chocobo, it's gone... Also, chocobos can only be used for travel in one area. If you rent one for Ozmone Plain, fr'instance, it stays there and wants you to dismount if you are to continue. Real penny-pinchers these chocobo owners, I tell ya... [AIRSHIP FLIGHTS] Ivalice has charter flights from the big-name cities for a fee which takes a person through the skies to the destination. The player decides if the ship arrives immediately or if Vaan can meander around with the passengers, visit the shops onboard, basically loiter around. Ships can be booked from town aerodromes and nowhere else. Later in the game when a private airship is free to command, the player can instantly travel to destinations without having to pay the service fee. Of course, you still can't control the things manually... =( Although generally the "long way around" for traveling, the shops do stock some great items, including X-Potions and the Bubble spell, later on. [TELEPORTATION] Yeah, the big daddy of all maneuverings. During the course of the journey orange save crystals can be found in dungeons and towns. Not only do these act as healing points, but they also have the "Teleport" option. The catch is that there has to be a "Teleport Stone" in the inventory for it to work, and even then, one can only teleport to previous teleport stones. This is probably the quickest way to get around, but teleport stones can only be gotten as monster drops for most of the game. As soon as airship flights become available, however, you can buy them in bulk [200g]. There are other types of in-house dungeon teleportation devices called "way stones" that simply warp the party on a room-to-room basis, but they're free to use. o-------------------------------------o | iv. PURCHASING EQUIPMENT AND SKILLS | [PRC1] o-------------------------------------o Once equipment or skills are bought, it's time to use 'em, right? Wrong. Any thing that is "bought," with gil or LP, has to have a corresponding license before it's battle-ready. This is the system of checks and balances that will keep players from powerhousing too early and, with the exception of a couple story items that require no license, applies to EVERYTHING you buy. Well, not items. There's a common question that is "why can't I use _________!?!?" and this is the answer: get the license first. o---------------------------o | v. STATISTIC EXPLANATIONS | [STT1] o---------------------------o In case you missed out on what the manual said, Uncle Shotty's here to lay it straight: LEVEL - This relates to any one character's current level. Going up levels increases stat parameters (HP, MP, etc.) by a little each time. This obviously builds up after awhile, so higher levels are better than lower ones. Defeating enemies gives EXP, and EXP makes a character go up levels. Duh, right? HP ---- This stands for "Hit Points" and is basically the lifeline of every character and guest under the player's command. When hit points are reduced to zero, the character is put in "KO" status and can't act in battle any longer. To reverse the effect, use Raise, Arise, visit a save crystal, or use a phoenix down item. MP ---- A.K.A. "Magic Points," the currency of mages everywhere. Using magick consumes MP and, when MP bottoms out at zero, magick can no longer be used. This is told to the player by grayed-out options in the command menu's magick sections. To refill MP, either visit a save crystal, use an Ether/Hi-Ether, cast Syphon on an enemy, or walk around on the field; the latter is natural regeneration. EXP --- This is the character's EXPerience total. Defeating enemies will add to the EXP total and leads to a level-up. The "NEXT" that appears in the character status menu relates how much experience is needed to go a level-up. ATTACK - This total is determined by the equipped weapon (and ammunition if applicable) and relates how much physical damage can do to targets in battle. The Strength stat also figures in to the damage dealt. DEFENSE- A high total in this category will conversely give lower physical damage, and is something to strive for when buying different equips. Armor is what factors in here. MAGICK - Self-explanitory mostly, this is how resistant the character is to a RESIST magick spell or magick-type attack. The defensive stat for magicks, if you want. Since many enemies rely on powerful magicks in the late parts of the game, keeping this total high is invaluable. EVADE -- As you can imagine, a character's evasion ranking determines how well s/he may evade an attack. Evading an attack means the attack misses (any avid FF fan knows this) and no damage is dealt, so keeping this high is to one's benefit. Shields are the main source of raising the stat. MAGICK - Like "Evade," Magick Evade relates how well one can sidestep magick EVADE attacks and be dealt no damage. Weirdly, this stat isn't put into the player's control until far in the game when shields just start to offer augments in this category. Because many enemies use highly- -damaging or -annoying magick attacks, packing a high rating in this area is smart. STRENGTH - This factors into determining the potency of physical attacks. To raise it, gain levels and buy Battle Lore licenses (which add +1 to the permanent total). MAGICK - This determines the effectiveness of magic and, like Strength, can POWER be raised through levels and buying Magick Lore licenses. A few weapon types' damage uses magick power as a damage variable (katanas and staves?) VITALITY- This useful stat determines if and how long negative statuses will last. Going up levels increases it, but beyond that, artificially raising it through equipment (mostly armor/hats) is the only other way. SPEED -- What's there to say about speed? Having a high speed makes the ATB gauge fill faster (naturally) and also factors into some weapons' damage calculations, being ninja swords, I believe. Either way, to have low speed is to act slower, and that's certainly not what any smart player wants. o-------------------------------o | vi. STATUS EFFECT EXPLANATION | [STX1] o-------------------------------o A mainstay in the FF series, status effects are ways to augment a character's ability, either in a good or bad way. Save crystals remove ALL bad statuses upon being touched, but those aren't in that big of an abundance out in the wild, sadly. The bad statuses to look out for are: BLIND -----> Probably the game's most common annoyance, Blinding a character will make his/her physical attacks miss more than usual. Since it doesn't wear off, Eye Drops and Remedy are the item cures, with Blindna and Esuna being the magickal removers. SILENCE ---> The bane of mages everywhere, Silence prevents magick users from being able to cast spells of any kind. To get rid of this lip- -sealer, use Echo Herbs, Remedies, or Vox/Esuna magick. If you are KO'd with this on, it will not self-alleviate. SAP -------> Sap is basically the opposite of "Regen" magick, and the HP will steadily decrease and does not wear off. Counteracting against this nagging status is as easy as casting Regen (which puts that status on instead, not cancelling them out) or using a Remedy with a Remedy Lore 1 license. Unlike Poison, Sap cannot kill a character and stops damaging at 1 HP. STOP ------> Probably the worst status to get hit with in battle, Stop makes a character's actions shut down and changes them into the enemy punching bag. Time gradually wears this status off, but KOs can come easily before then; use Chronos Tear items or Remedies w/ a Remedy Lore 3 license. Esuna ain't very useful here, but this status (strangely) can be removed with Dispel. SLEEP -----> Much like Stop and a fully-petrified character, this can impede a character taking action by conking them out. Fortunately, any person in this status can be hit (suffer damage) to be woken up or given an Alarm Clock item. Esuna also works here. DISEASE ---> OK, maybe this is the worst status in the game. Disease ensures that a character cannot recover HP through healing methods and, what's worse, is that if s/he is KO'd with this status on, s/he is revived with 1 HP! To get this effect off, use Vaccine and Remedy (+ Remedy Lore 3 license) items. Cleanse magick becomes available later in the game and removes this, also. Be aware that while in Disease status, positive statuses will miss with 100% accuracy and as you lose HP, your current HP will become your maximum. POISON ----> When a character is poisoned, s/he will undergo HP decrements until the status wears off. It can be cured with Poisona and Esuna magick, as well as Antidote and Remedy items. CONFUSE ---> This horrible infliction makes an ally unable to distinguish between friend and foe, and so s/he will indiscriminantly take up arms to either. When the character takes damage from friend or foe, s/he will return to normal; until then, Smelling Salts and Remedies (+ Remedy Lore 2 license) work on the item end, and Esuna picks up the slack where magick is concerned. Note that you cannot run away or pick targets while confused, as in some other FF games. SLOW ------> That which makes the ATB load far slower and thereby make the battle last somewhat longer, Slow status popularity among the enemy's ranks isn't good news for you. Esuna does not cure it, but Haste reverses the effect (not cancel it); Remedies/Dispel remove the status as well. OIL -------> First seen in Final Fantasy Tactics, Oil isn't necessarily bad on its own, but should an enemy use a fire attack on an Oil-ed character, the damage is magnified greatly. Handkerchief items remove it, and Remedies can also after buying a Remedy Lore 2 license. PETRIFY ---> Whereas some FF games have had this as an instantaneous status, the game falls more in line with "Gradual Petrify" from FFIX. Instead of being instantly taken out of battle, a countdown will decrease from 10 to 1; when it finishes, the character is taken out of battle. Gold Needle items can cure this status, and so can Stone/Esuna magick. Remedies have to have a Remedy Lore 2 license before they're of use. DOOM ------> Much like Petrify, this status also has a countdown from ten; except, where Petrify can be cured and a character returns in the same health they left, doom inflicts Death on a character and takes off any temporary statuses. With a Remedy Lore 3 license, Doom is as good as gone...plus, it's the only way to get it off short of dying. BERSERK ---> Almost self-explanitory, Berserk status sends your enemy into a blind rage at which time it only uses physical attacks that have been powered-up a little. Coupled with other statuses, this can be used to cripple an enemy of its specialty skills. When used on a character, it has the same effects and can be cured with Dispel or the passage of time. NOTE: This can be a good or bad thing. I find losing control to be a bad thing. =p IMMOBILIZE > Similar to the "Don't Move" status in Final Fantasy Tactics, this status freezes a character in place. They can still take action and all, but aren't able to freely move around. Esuna magick cures this right up, and Remedies with a Remedy Lore 1 license do as well. X-ZONE ----> Some characters in the game will use Teleport or Telega, which sends them into this status. Made familiar in FF6, this will throw them into a dimensional pocket and they'll be unable to act in battle...or do anything in battle, since they won't be there any longer. The first Demon Wall boss at a certain tomb will try this, but its usage is far and in between, so don't bother protecting yourself from it -- there are none. It wears after awhile, though; just leave the room you're in. Well, that's all for the bad statuses. But, these are just one side to the coin: good statuses are simply great times to be had by all. Unlike some of the bad ones, though, these wear off after awhile, provided you're not in a town or save point area where no monsters lurk (time does not pass there). Dispel/ga can take these off, too. They are as follows: o----------------------------------------------------o | NOTE: Positive statuses can be removed with Dispel | o----------------------------------------------------o LIBRA -----> One of the first technicks one should get in the game, Libra can allow a player to see an enemy's level, HP, and weakness values. This is indispensible throughout the entire game and it has no downsides itself; however, some enemies, like bosses and a few rare game, cannot be "scanned" and will give a bunch of "????" values instead. HASTE -----> The complete opposite of Slow status, Haste speeds up the ATB gauge and allows the target to take actions sooner. Hermes Sandals can put this status on permanently, but Haste/ga magick does the trick for all other instances. PROTECT ---> Like a knight taking up shield, Protect status reduces damage inflicted by physical attacks for a short while. Shielded Armor puts this effect on permanently, but Protect/ga is what's used to kickstart the status normally. SHELL -----> The cousin to Protect, Shell is the "shield" that reduces magick damage on characters. Equipping the Shell Shield puts this good status on permanently, but Shell/ga is what's used besides. BUBBLE ----> This new status is ever-useful since it doubles a character's current HP and makes that the new maximum (i.e. 5000/2500 HP). Though it wears off after a short while, Bubble magick can be bought midway through the game after some hunts, and the Bubble Belt (auto-Bubble) accessory is obtained in the same way. Also, when in Bubble status, it prevents you from being inflicted with Disease. REGEN -----> This boon gradually restores HP in increments, just not as fast as its estranged cousin "Sap" would. It wears off after a short while, so equipping a Renewing Morion hat (auto-Regen) is a good idea to ensure it stays on. Sadly, there is no Regenga magick (sounds stupid) so single-serve castings will have to do. BRAVERY ---> Fit for the finest warriors, Bravery increases attack damage on the target. And that's it. It wears off after awhile, like all good statuses. FAITH -----> This lovely status increases magickal potency, not just magickal damage. It'll make Firaga hurt more, it'll make Cura heal more. Anyone packing a staff instead of a sword should be packing this spell as well. REFLECT ---> Only as "positive" of a status as one makes of it, Reflect is a mixed bag when it comes to battle use. Essentially, it can throw back (some) magicks at the caster, letting them take HP damage instead of the target. Problem is, unless an ally has an Opal Ring equipped (magicks pierce Reflect status), magickal buffing and healing isn't possible on the player's characters! There is a way around this, however, known to most FF players: should you want to cure your allies but have Reflect status on them, bounce the magick off the enemy's reflect and it will work on your own characters! Mirror Mail armor has auto-reflect on, but it takes a smart user to really make this status shine. Gambits can often screw up here unless tweaked accordingly. LURE ------> Sort of a positive status, sort of not, using Decoy on someone will send them into this status...and make them and them alone the beating bag of the nearby monsters! Naturally, this works best on a "tank" character, someone with high HP and defensive/ magickal resist, but it does have select uses in boss fights to stop the randomized attacking fashion. Like Reflect, this should also be used wisely. o------------o | vii. TRAPS | [TRP1] o------------o Coming off the status explanations, there are invisible traps one encounters when walking the field that can blow up in your face, in more ways than one. It sounds like it slights the player, but by using Libra, they'll be visible to the naked eye, looking like little red pillars of light. It does one well to avoid all of them since the vast number of them are negative statuses; but, since that can be impossible with party members flailing around behind the leader in passages, here are the types: OIL BUG --------> Inflicts Oil CHOKING GAS ----> Inflicts Sap BLINDING SMOKE -> Inflicts Blind SWARM ----------> Inflicts Disease STONE GAS ------> Inflicts Petrify SILENCE GAS ----> Inflicts Silence LEECH ----------> Reduces all MP to zero WIZARDSBANE ----> Reduces all MP heavily BEFUDDLEMENT ---> Inflicts Confuse/Berserk STASIS ---------> Inflicts Disable/Reverse GIL BUG --------> Makes player lose some gil EXPLODER -------> Inflicts minor-to-medium damage STEN NEEDLE ----> Inflicts random (mostly heavy) damage MANAFONT -------> Refills all current-party allies' MP to maximum REJUVENATION ---> Refills all current-party allies' HP to maximum FUSILLADE ------> Inflicts random (mostly heavy) damage and/or Death By the way, monsters CANNOT set off any traps. o----------------o | viii. CHAINING | [CHN1] o----------------o As you fight through the game's leagues of enemies, you'll often find a chain counter that tallies up a number of creatures you've killed. Chaining occurs when you kill one enemy (ex: Gespenst) or one type of enemy repeatedly (ex: Striker & Wendigo). The chain breaks when you kill a different type of enemy than the ones you've been killing or enter a town area, thus resetting the chain. Touching a save/teleport crystal and boarding the Strahl also defaults the chain. So just what is the chain for? Well, chaining allows you to go up "levels" which govern the amount and rarity of the enemies' dropped items. Most rare items have an extremely low percentage of being dropped regularly, but by going up chain levels, their probability of occuring rises. Anyone can simply kill stuff and go up a level, but what may not be obvious is that by avoiding the dropped loot, you can go up chain levels sooner. As the chain levels rise and you get more items of better quality, you'll also find that picking up bags of loot can cure your current party members as well as give some positive statuses on occasion (Protect, Shell, etc.). The loot bags gain qualities gradually, healing first and incidental statuses after that. One tip for chaining is that using Break on monsters does NOT break chains, but lets you get good drops from them just like you had chained them over and over. For example, if you kill a bunch of Wyldhares and petrify a Sprinter, the chain remains intact and you may get a rarer item from the Sprinter than normal. This "trick" is useful for getting better drops from enemies that are a pain in the rear to chain manually (Entites, rare game, etc.) o------------------o | ix. CONCURRENCES | [CNN1] o------------------o These are the 'happy endings' to Quickening chains. If you're wondering what that huge blast of energy (like Inferno) is, it's this -- which is also the result of the quickening levels you used and how many. Only one can be used as the chain reconciles, i.e. they do not double up in any way. o--------------.------.------.------o Concurrences are pure physical, so | CONCURRENCE | LV 1 | LV 2 | LV 3 | they inflict no elemental damage o--------------'------'------'------o like their names seem to suggest. | Inferno | 3 | ---- | ---- | | Cataclysm | 7 | ---- | ---- | So, how do you know the level of a | Windburst | ---- | 5 | ---- | Quickening? Once you've learned one, | Torrent | 2 | 3 | ---- | go to the in-battle menu and select | White Out | ---- | ---- | 5 | the Mist option, then 'Quickening.' | Ark Blast | 2 | 2 | 2 | You'll see the name with a little | Luminescence | 3 | 3 | 3 | orange/red disc beside it. One means | Black Hole | 5 | 5 | 5 | the skill is level one, two means it '--------------'------'------'------' is level two, and so on... You probably noticed that the levels correspond to the order you learn 'em, yeah? Good job because that's exactly how they are. Now, about using them in battle... When you want to try for a concurrence, you select a quickening in battle and an applicable target. Some animations play and you'll see your party's names, maybe a button (triangle/square/circle/X) beside it, and a timer. The timer will roll and you will have to press the corresponding button to continue the chain -- the button corresponds to the quickening displayed. If no buttons show up, tap the R2 button to cycle through once again, repeating ad nauseum or until the timer runs out. This is how one builds up a large chain, simple as. The timer eventually gets shorter and burns faster, making the need for more hectic/precise hits. ...well, maybe not so simple if you're aiming for quickenings. This requires the player to associate the names with the levels and vice versa, since the quickenings can be reused throughout the chain. Should you be wondering what the 'Mist Charge' part means when displayed with a button, it picks a random (I think) quickening for one to do. Of course, talking and using big words doesn't mean crap on its own -- go out and try a quickening chain to get the visual part represented. It can be a bit hard, but you can get it eventually, whether through luck or trial and error... o---------------o | x. MONOGRAPHS | [MNG1] o---------------o Monographs are expensive items bought at the bazaar, letting one get better drops out of monsters. They're "released" into the bazaar through a fairly odd method: talking/looking at things repeatedly. In fact, once you know how to get one, you can simply walk into a shop and repeatedly talk to a person to get it opened up -- it doesn't have to be different people! Here's how to send these puppies into the market: o-------------o-------------------------------------o--------o | MONOGRAPH | OBTAIN | COST | o-------------o-------------------------------------o--------o |-------------+-------------------------------------+--------| | Dragoon's | View the mark bulletin board x 40 | 22000 | |-------------+-------------------------------------+--------| | Hunter's | Reward for completing Thextera hunt | 18000 | |-------------+-------------------------------------+--------| | Knight's | Talk w/ any armory shopkeep x 30 | 19000 | |-------------+-------------------------------------+--------| | Mage's | Talk w/ any magick shopkeep x 25 | 21000 | |-------------+-------------------------------------+--------| | Sage's | Talk w/ any shopkeep x 100 | 25000 | |-------------+-------------------------------------+--------| | Scholar's | Talk w/ any armor shopkeeper x 15 | 22000 | |-------------+-------------------------------------+--------| | Warmage's | View the mark bulletin board x 20 | 20000 | '-------------'-------------------------------------'--------' But, there is one 'secret' item to get as well: the Canopic Jar. It's a very expensive (250,000g) key item that works in the same vein as the monographs, making all monsters able to drop Arcana items (before only rare game could drop this). To get it onto the market, buy all monographs and sell these 3 special loots: * Phobos Glaze -------> Hunt reward for: Gil Snapper * Horakhty's Flame ---> Hunt reward for: Orthros * Deimos Clay --------> Hunt reward for: Trickster Once the preparations are done, you should be able to find the Canopic Jar on the market, under an 'alias' of course. It's so pricy, though, there's no mistaking it as anything else. o-----------------------------------------------------------------------------o | III. WALKTHROUGH [WLK1] | o-----------------------------------------------------------------------------o The walkthrough you're about to read operates like so: o-------------------------------------------------------------------o | [0] - [ 1 ] [2] | o-------------------------------------------------------------------o | [3] | o-------------------------------------------------------------------o | [4] | [5] [6] [7] [8] [9] | | | | o-----------------------------o-------------------------------------o [0] - ID number [1] - Name of area [2] - Cntrl+F ID number [3] - Key/mandatory items in area [4] - List of enemy names and levels [5] - Enemy HP [6] - Enemy EXP (level-approximate) [7] - Enemy Gil (when applicable) [8] - Enemy LPs [9] - Enemy weaknesses Any items given their own section are ones you can get 100% of the time, either through certain tasks or mandatory events. Random pots and stuff will not be listed unless they hold rare items. EXP values are based on three party members + a guest if applicable. And if I use some phrases you're not familiar with: "SPAWNING" -> Appearing or reappearing in an area, area section, etc. "FARMING" --> Fighting monsters over and over to get their dropped items "BUFFING" --> Casting any number of positive statuses on your allies "ZONING" ---> Respawning enemies in a certain section by leaving that area and going into any other part of the map, two areas away. o-------------------------------------------------------------------o | 001 - Beginning + Configuration [BGCF] | o-------------------------------------------------------------------o Select 'New Game' on the main title to bring up the pre-game feature options, which include: OPTIONS DEFAULT o Controller Vibration - toggle it on/off Off o Screen Shake - toggle it on/off Off o Subtitles - toggle subtitle display on/off Off o Screen Size - Change to/from Normal & Widescreen Normal (4:3) o Flicker Filter - toggle filter on/off On o Sound - Toggle Pro Logic II/Stereo/Monoaural sound Stereo o Screen Position - change viewing for your television --- You can restore defaults at the bottom, and can also change all of these features in-game by using the Config menu. Let's start 'er up! o-------------------------------------------------------------------o | 002 - Nalbina Fortress NLF1 | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP GIL LP WEAK | | | | | Imperial Magus | ~80 --- --- --- ----- | | Imperial Swordsman A | ~80 --- --- --- ----- | | Air Cutter Remora [BOSS] | ~700 --- --- --- ----- | o-----------------------------o--------------------------------o [AERIAL GARDENS] As you start the first area (as Reks), Basch will give you a small tutorial on moving around. The commands appear in the upper-left and tell what Basch wants you to do. Twist teh camera, move over to him, then talk to the Dalmascan by the gate. Walk up to the iron gate fourthly, and inspect it with (X) to open it. Easy-peasy. [INNER WARD] After entering the hall beyond, you can use the party menu and examine your equipment and inventory (with Triangle). An Imperial Swordsman attacks you, though, and Basch walks you through the targeting and fighting system. If you mess up, your allies murder the guard for you. =) These guys will follow you around (Basch did say he would take up the rearward guard), and heal around if needed. Continue down the long stone path and a boss fight will ensue with an Air Cutter Remora. Everyone will start flaying into its metal hide, and you can't really lose it due to the ally soldiers healing abilities. After awhile, Basch damages the unit's engines and makes it disengage. Laff. Three more Imperial Swordsmen appear immediately following, which get disposed of quickly, whether you want to or not. Sprint up the far stairs to the open doorway. Basch explains that the minimap may not be enough to get one's bearings; pressing [SELECT] will bring up the Location Map. Bring it up and it will tell you the room you're currently in (and which I will separate the dungeons by). Enter thru the dots on the ground. [LOWER APARTMENTS] Cutscene and you can move again. Ignore the long left corridor and head north (assuming up is north on map) to have Basch tell you the way to retreat -- hold R2. There's no shame in fleeing from battles that serve no purpose, after all. Imperial Magus enemies can appear from hereon in, and cast magick which makes them a prime target for slaughterin'. Dispose of them first off, if possible. In that same corridor where you learned the escape ability, go right into the small antechamber and inspect the urn there to get a [POTION]. Lead the men into the second horizontal hall and go into the second vertical hallway (right hallway is dead end). There is an ornate room adjoining this path with an upward stairway. Before you ascend, walk the rest of the length of the hall and find another [POTION] in a nook. Head upstairs when you're ready to move on. [UPPER APARTMENTS] Approach Basch and he'll tell you about a save crystal nearby. It is possible to save here (dur!) and also refill HP/MP along with the action. Always remember to save, folks. Ascend the stairway to exit. [THE HIGHHALL] Reks tells the others to move on as move cronies come here. You'll be fighting these guys solo, so make use of your magick and heal if you need to. You can backtrack to the save point to heal up once the blood's off your sword. Your upward climb gets stopped short by a gate you can't open; use a door in the adjoining hallway. Enter and arc around right to the other open door, where you will automatically enter the treaty room. Events insue, then it's off to the... o-------------------------------------------------------------------o | 003 - Garamsythe Waterway [GRM1] | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Dire Rat | ~60 3 --- 2 ------ | o-----------------------------o--------------------------------o [OVERFLOW CLOACA] You'll now be in control of Vaan. Hooray? Anyway, he's fighting the city vermin down in some sewer-type place. You can straight-up deal out some murder, but it's not such a bad idea to use Vaan's Steal Technick, which lets you get Fire Stones and Rat Pelts from the baddies. Once all of them are dead, Vaan and Kytes leave to... o-------------------------------------------------------------------o | 004 - Rabanastre [RBN1] | o-------------------------------------------------------------------o | ITEMS | | Orrachea Amulet Writ of Transit | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | None | ------ ------ --- --- ------ | o-----------------------------o--------------------------------o [EAST END] Another scene. <3 Penelo tells Vaan that Migelo has some work for him...maybe. The Location Map comes up automatically and tells you the World Map's now available on the Party Menu. Wheee. NPCs you can talk to will appear on the map as green dots, while places you can enter are red blotches. Also, area exits are blinking green, so they should be easy to find. Continue east and south (on map) to meet with Migelo outside, who wants you to fetch Kytes at the Sandsea. Yawn. Consider selling the Fire Stones/Rat Pelts you got for some dough at a nearby shop. The Sandsea is to the very north of the East End (now marked with a large X). Along the way, you might spot the Technick shop, but it ain't open -- oh well. Enter The Sandsea, which should be a blinking exit. [THE SANDSEA] Vaan locates Kytes looking at a monster poster (attack of the killer tomatohead?), of the creature who stopped a courier before. Sounds like a good idea-r... Hehe. What Kytes is actually looking at is the Notice Board, where people post bills (jobs) for hunters to go out and perform. The ol' monster Vaan's after is the Rogue Tomato. The way this works: 1) Talk to the petitioner of the bill first, to let him know you're interested in taking the job. 2) The petitioner tells you how to find the mark. Then, you hunt it, report back, and claim the bounty. Tomaj (Rogue Tomato petitioner) gives you a Clan Primer, which lets you have a new option in the main menu, as well as an [ORRACHEA AMULET] to commemorate your first hunt. You can't equip it though, so you need to find a license for it. Tomaj gives a license lesson, which, summed up, basically means the more licenses you have, the more equipment and abilities you can choose from; more flexibility. You can only acquire licenses next to ones you already have, but you need enough license points (LP) to "buy" 'em. To use the amulet you just got, you'll need to get an Accessories 1 license, placed at a convenient 5 LP price. Purchase it to make three more squares on the ol' checkerboard light up. Press [] when asked to look at available abilities, and Licenses will be available on your main menu now. A [WRIT OF TRANSIT] is given to you so you can leave the east gate. And so the hunt begins for the Rogue Tomato... Equip the Orrachea Amulet [MAX HP +25] on Vaan and you'll be all set. If you're still confused, Tomaj can re- -explain the procedures. Leave when you're ready. NOTE ABOUT LICENSE BOARD: Although there is a lot of options you can buy at first, go for a few quickenings on each character when you can. You may not want to use them, but they can double and triple your MP upon purchase. Think 'bout it. [EAST SIDE] The Technick Shop nearby's opened shop, and you can buy the Libra ability for 500 gil. Probably can't buy it for now, though. Job back to Migelo's shop and find the exit into the... [SOUTHERN PLAZA] The western and southern exits are blocked until the Consul's fete is over, so don't bother approaching. Down the large stairway in the eastern part of the fountain square, Vaan finds a guard and tells him he's here to pick up provisions for the night's fete. He'll be permitted entrance the Eastgate, which will shut behind him. [EASTGATE] Hey-o! A save point for ye here. Save up and leave to the wasteland nearby. If you need to get back into town, talk to the Queue Guard at the back of the waiting line and just wait your turn. Eventually you can talk to the head Queue Guard and enter without foodstuffs, for now anyway. o-------------------------------------------------------------------o | 005 - Dalmasca Estersand DMT1 | |-------------------------------------------------------------------o | ITEMS | | Galbana Lilies | |-----------------------------+--------------------------------| | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 1 Cactite | 72 7 -- 01 Wind | | Lv. 2 Cactite | 84 10 -- 01 Wind | | Lv. 2 Wolf | 94 9 -- 01 Earth | | Lv. 3 Wolf | 114 11 -- 01 Earth | | Lv. 2 Rogue Tomato [MARK] | 134 -- -- -- Water | o-----------------------------o--------------------------------o Just a note: when you take items the first time around, the pots and holders can respawn but may not have the same items inside. Oh, and stealing from sleeping enemies won't wake them up, so make sure to get some Cactus Fruits if you can. [THE STEPPING] Ah, a lovely desert beneath your shoes. You can fight Cactrites and Wolves here, which aren't too hard -- they should go down in three or four hits apiece. Continue down the sandy slope to another flat cliff area with trees. The Rogue Tomato you've been looking for lounges around here. When it's HP has been halved, it will jump off the cliff and Vaan will have to arc around and down to get it. There are a few wolves here, but if you engage all enemies one at a time, this won't be a trial. Watch out for the vegetable-monster's Flame Breath! Afterwards, Vaan finds some [GALBANA LILIES] growing nearby. You can leave again, although sticking around and roughing it to get the Libra and White Magic 1 licenses isn't such a bad idea. o-------------------------------------------------------------------o | 006 - Rabanastre [RBN2] | o-------------------------------------------------------------------o | ITEMS | | 300 Gil Teleport Stone Potion x 4 | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | None | ------ ------ --- --- ------ | o-----------------------------o--------------------------------o [EASTGATE] Talk to Kytes to learn you've been locked out until the Consul's ceremony has passed. Migelo saves the day with a little wine for the soldiers, so best be hurrying...well, that's done for you. The parade cutscene takes place, the new consul Vayne gives a nice heart-warming speech. Vaan and Penelo start to scheme up a way to get into the fete. Penelo suggests seeing Old Dalan in Lowtown... [NORTH END] You'll get a notice that says you can enter Lowtown and leave the city at leisure. Any shops that were closed before the inauguration ceremony -- the magick, technick, and gambit shops -- are now open for business. Exit the North End through the eastern gate. [EAST END] Stop by the Sandsea to claim your bounty: [300 GIL], a [POTION], and one [TELEPORT STONE]. Tomaj asks if you've ever seen a Bangaa guard a North End door and won't let you in -- 'pparently, it's time to pay him a visit. You can also take another bounty at the Notice Board if you want (Thextera). The petitioner Gratly is right by the door, and tells you the monster's in the Westersands. Accept his mission to learn the monster stalks the Galtea Downs portion of said sands. Gatsly's caravan drivers said they were set upon the left wall as you leave via the west gate. Go back to the North End. [NORTH END] Take the cut-across west to the other side and look for the blinking part of the map. Talk to the Conspicuous Bangaa and tell him you're heading inside. [THE CLAN HALL] Talk around to learn some tips for hunting. Ma'kenroh in the balcony will tell you that your rank will go up after two marks and 700 pts. The moogle in charge is Montblanc (from FFTA fame), the founder of Clan Centurio -- he's on the balcony bannister. He'll make you an official member and lets you buy from the clan shop in the Muthru Bazaar! Talk to him again to get three [POTIONS]; if he doesn't, it might be because you haven't accepted the Thextera job. Leave the hall and go south down the nearest thoroughfare to enter the... [MUTHRU BAZAAR] Look or the green, glowing pot icon on the map to find the clan's provisioner. The stuff you're sold is based upon your clan rank; raise it to get a crack at the good stuff. It should only be potions currently unless you've sold off your pelts and whatnot, opening up more Bazaar options. Anyway, now that you know where that is, time to get down to business. Exit this busy place. [NORTH END] Take the cut-across east to the southern exit path. [EAST END] Continue south past the Sandsea and maybe check out the Magicks shop, if you bought any kind of Magick licenses. You'll want to take the path west of Migelo's Sunderies. [SOUTHERN PLAZA] Now that the parade is over, this place has cooled down and people have returned to standing around. There's a cartographer moogle that can sell you maps of the Dalmasca Estersand, the Westersand, and the Giza Plains -- he's in the northwest corner. Might want to buy one for the Giza Plains. The West Gate is open if you're looking to hunt Thextera, but the way to the Lowtown lies due south. Exit through the gate. [SOUTHGATE] You can gaze upon your first Teleport Crystal here, which doubles as a save stone and a teleportation (duh!) device. Don't waste any of the Teleport Stones you may have, though. The glowing map icon leads to a Tomb Raider-style, stone-hewn piece of rock cut in the shape of a circle. Exit through /there/. o-------------------------------------------------------------------o | 007 - Lowtown [LWT1] | |-------------------------------------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | None | ------ ------ --- --- ------ | o-----------------------------o--------------------------------o [SOUTH SPRAWL] Slums...sigh. Old Dalan's place is right to the left of this place, by a waterwheel. IF YOU ARE GOING FOR THE ZODIAC SPEAR, avoid the urn near Dalan's house as this will prevent you from getting the 100%-dropped one!!!! See the [ZSP1] sidequest for more details, if you are unaware of what's going on. [DALAN'S HOUSE] Dalan's already heard Vaan's coming, and knows a rumor about a secret passagewary to the palace vaults, opened by a magicked stone. Dalan has the "magicked" Crescent Stone himself, but a Sunstone is needed as well. Seems the nomads in the Giza Plains know where to find 'em... A woman here thinks you should have a map, which can be bought from the cartographer moogle in the Southern Plaza. DO EET!! [SOUTH SPRAWL] Back to Southgate. o-------------------------------------------------------------------o | 008 - Giza Plains [GZP1] | o-------------------------------------------------------------------o | ITEMS | | Shadestone Sunstone Potion x 2 | | 50 Gil Phoenix Down x 2 Teleport Stone x 2 | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 1 Giza Rabbit | 85 7 --- 1 Fire | | Lv. 2 Giza Rabbit | 105 9 --- 1 Fire | | Lv. 2 Hyena | 95 9 --- 1 Water | | Lv. 3 Hyena | 115 11 --- 1 Water | | Lv. 3 Urstrix | 170 12 --- 1 Wind | | Lv. 5 Slaven | 302 15 --- 1 Wind | | Lv. 20 Werewolf | 2548 Wind | o-----------------------------o--------------------------------o Hyenas can drop Cotton Caps, if it matters (need Mystic Armor 1 license) to use. [THRONE ROAD] You start at the north and can follow the southern depression (ditch) towards the wigwams of... [NOMAD VILLAGE] Save point's in the SW part of the village, by the way. Kind of funny how a moogle is named Nutsy -- Montblanc's clan in FFTA was called Clan Nutsy by default. Still...good Stiltzkin replacement, if you know what I'm talking 'bout. --- Talk to the merchant on the left to get a selection of weapons and accessories. Pretty meager, but better than nothing. Continue into town a bit further towards the cockatrice corral, which the village elder sits by. He says all things relating the Sunstone are handled by Masyua, near the dark crystal. Head behind the tent to find the large, monolithic crystal. Listen to her offer, and she'll tell you about Jinn, a child who hasn't returned from his chores. Vaan can have a Sunstone if he finds this brat. >=p Penelo joins your party after this (^__^) and comes license points in accordance with about how many you've earned already. She starts out with White Magick 1, Light Armor 1, and Daggers 1. Suit her up license-wise however you see fit, then leave to the east. [GIZAS NORTH BANK] Penelo gives Vaan three [POTION]s and two tufts of [PHOENIX DOWN] to help with monsters. What a sweet girl! You can now change leaders and issue party commands, as well as use Gambits for each character. You can't modify the gambits you have currently, but can still turn them on/off. Meh. Jinn's supposedly south of village, so time to round 'im up. Head west and you'll see a strange creature -- that's an Urstrix, which you (probably) haven't seen before. Slavens appear 'round here, too. Leave to the south. [GIZAS SOUTH BANK] Hehe, you may see hunters here, but you can't fight them; they're on the "good" side. Nice shiny rifles, though. Regardless of which route you take, the exit is in the very southwest corner. [CRYSTAL GLADE] There's a save point here, right next to a sleeping kid. Who is it? Jinn, natch. He's hurt his leg and is resting up instead of heading back to the village with an insufficient Sunstone quota. Whatta trooper. You can "explain the situation" to him or "leave"; pick the former. Jinn will give you a [SHADESTONE] and explain the process of making a Sunstone. There are 4 shining dark crystals in all of Giza Plains at the moment, and a percentage gauge shows up to show how much the Shadestone's absorbed. Jinn marks all the locations on the map and tells you to bring it back to him when you're done. The locations of the shinies are: o Starfall Field o Giza South Bank o Warrior's Wash o Gizas North Bank Since you have to bring the stones back to him, you might as well go with the easier ones first. Exit west. [STARFALL FIELD] Go to the dark crystal here and hold the Shadestone up. Vaan should get an amount of energy, approximately thirty percent worth. You'll also see some gigantor Werewolf enemies around here -- they'll maul your face off if you try to tango with 'em, so avoid them and they won't come after you (there's only two, anyway). The northwest area exit leads to the Dalmasca Westersand, but that is out of the way at the moment. Cut back through the Crystal Glade to the southern banks area. [GIZAS SOUTH BANK] Soak up the rays from the crystal in the northern section for some fifty-odd percentage points. Exit to the upper bank. [GIZAS NORTH BANK] The dark crystal here should max out your rock and turn it into a [SUNSTONE]. You automatically appear back at... [CRYSTAL GLADE] Jinn checks out the Sunstone and you race him back to... [NOMAD VILLAGE] For helping her out, Masyua gives you [50 GIL], two [POTIONS], and two [TELEPORT STONE]s. Yowza! She seems happy as a lark. Time to head back to Rabanastre. Doesn't matter how you get there, so long as you hit up Lowtown. o-------------------------------------------------------------------o | 009 - Lowtown [LWT2] | o-------------------------------------------------------------------o | ITEMS | | Crescent Stone Potion x 2 Eye Drops x 4 | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | None | ------ ------ --- --- ------ | o-----------------------------o--------------------------------o Penelo leaves the party as you approach the old man's house. She was supposed to be minding the store, anyway... Check out Yugri's Magicks store in town if you want to; it'll pay to stock up before you continue. Shops now carry: + White Magicks 1 & 2 + Some Green Magicks + Mystic Armor 1 & 2 + Shields + Bow Ammunition (Onion Arrows) @ Migelo's [DALAN'S HOUSE] Vann hands over the Sunstone to get the Crescent Stone back its magicks. The secret passage to the castle lies in Storehouse 5. You might have visited it while going to the Gerasmythe Waterway. There are two doors there; the left one's been locked up until now. That path leads into the waterway, and the waterway leads to the cellars. So what of the Crescent Stone? It opens the hidden treasury entrance! The key to remember is: "The signet yearns for sunstone's strength, to light the clouded way." The palace's signet tile will lead the way. Vaan gets the [CRESCENT STONE]. As you leave, a scene takes place in which some soldiers are already in the waterway...doing something nefarious? Perhaps. [SOUTH SPRAWL] Head north into the...well, North Sprawl. [NORTH SPRAWL] Head straight north to the top of the screen and you'll find a bunch of orphans atop boxes. Enter Storehouse 5 nearby and you'll find Kytes inside -- the left door's now open. He also gives you two [POTION]s and four [EYE DROPS] for the long journey ahead. Enter the left door and descend into the depths of... o-------------------------------------------------------------------o | 010 - Gerasmythe Waterway [GRM2] | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 2 Dire Rat | 77 12 --- 1 Water | | Lv. 3 Dire Rat | 97 14 --- 1 Water | | Lv. 2 Steeling | 94 18 --- 1 Earth | | Lv. 3 Steeling | 110 22 --- 1 Earth | | Lv. 3 Ichthon | 130 17 --- 1 Thndr | | Lv. 4 Ichthon | 141 21 --- 1 Thndr | | Lv. ? Razorfin |~160 34 --- 2 ????? | o-----------------------------o--------------------------------o [CENTRAL SPUR STAIRS] Save point here, but nothin' else, really. Head around the corner opposite the stairs if you want a treasure pot at a dead end; go up the nearest stairs when you're ready to continue. [NORTHERN SLUICEWAY] From the lamp-lit walkway, continue north to the top of the channel. Due east is a grating-type walkway which bridges across the aqueduct system below. Continue east along the high ground before ducking south to find a watery, eastern road, also lamp-lit. On the other side is a passage almost a mirror image of the one you just came through. Cross to the north to find more grate bridges and take the down-stairway around to the exit. [NORTH SPUR SLUICEWAY] Time to get soggy! The path extends west across the screen, now. Beyond, some flying fish monsters (Ichthon) are around, but Thunder spells drop their life expectancy rate to zero. Keep heading west to come to a stairway. Cross west, to a passage where more Ichthons roam. A Razorfin also floats along here, so make sure to kill it -- drops 2 LP! Head up the north passage and get onto dry land via the small stair near there, coming to the level's exit. You can choose to stay or press on... No immediate boss fight or anything, so don't bother waiting for HP/MP to refill. Enjoy the scenes! o-------------------------------------------------------------------o | 011 - Royal Palace of Rabanastre [RPR1] | o-------------------------------------------------------------------o | ITEMS | | Goddess's Magicite | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | None | ------ ------ --- --- ----- | o-----------------------------o--------------------------------o [CELLAR STORES] As the save point tells you, you won't be able to exit this area easily. Think about saving the game in a second or third slot if you're unsure of yourself. Not a bad idea, since Vaan says he ain't leaving the royal digs empty-handed. Touch the urn here for a map of the royal palace before leaving the room. NOTE: If you plan on getting the collect-all-maps icon in the Sky Pirate's Den, make sure to get the map. It will only be available for this dungeon. [CELLARS] NOTE: The urn here that contains an Elixir can prevent you from getting the Zodiac Spear or, rather, the 100%-dropped one later on. Avoid everything like it's a bear trap, and check the [ZSP1] section for more information if you're oblivious. --- There's a large pillar corridor here, with working servants and laborers. Let's get busy. Continue north to find some guards who say no one's getting past them until they say so. Approach the guard who tells you to wait for further instructions; this catches the attention of a piggy palace servant. He'll tell you to press [] to call a guard, then he'll handle him when he comes. Funfun...basically, you're sneaking up without him noticing. Call the guard and stand by the barrels stuffed under the stairway. When the guard passes out of view, run up the stairs and exit. Thx pig-snout! [LOWER HALLS] Vaan recalls Dalan's saying about the "signet yearns for sunstone's strength, to light the clouded way." Time to find a certain signet. A word of advice: you'll have to Shout at enemies to get their attention, and enemies always stop at any intersection or when they get to a bend in the path. Let's go... S = Start There are stationed patrols all over this L = Lion Signet corridor network, but this isn't so hard to 1 = Patrol [etc] navigate. Vaan's big mouth can finally be put to good use. _ _ __| |______| |___ First, head east and shout to the "2" soldiers, E|__ 6 ______ 5__| then flee south at the crossroads and down near __| |______| | the "3" guard. This one won't bother with you, |__ 1 __L___ |___ same as 4, 5, and 7 -- you have to try to pass __| |______| 4__| before they tangle with you. S|__ ______ 2| | |______| |___ The "2" guard will stop at the crossroad near |________ 3__| the exit, leaving you able to continue north. | | Go to the "L" and use the Crescent Stone to | | make a dead-end somewhere light up with a glow. | |___ |__7__| OK, now you have to distract the guards so you can get up to the "E" on the map. Go back to the path elbow south of where the "2" guards are currently standing and shout at 'em to make them go south. Head right, north, and west to where they were just standing and make the "1" guard go south. Loop around the long way to where the "1" guard was just standing and holler at the "6" guard to make it come to your current position. You can now use the northernmost horizontal passage to get to the "E" on the map. Inspect the suspicious-looking wall with the faint glow and a door makes itself known! [SECRET PASSAGE] The door closes behind Vaan...aww. Follow the path to find an odd- -looking door/wall and a dead end. Find the hidden switch in the dead-end portion and you can enter the wall. [TREASURY] Vaan meets a Viera and her human companion, both of whom you saw in the earlier cutscene. After some voices rabble-rouse outside the door, they give up on trying to take Vaan's treasure and he receives the [GODDESS'S MAGICITE]. He automatically ends up... [THE GARDEN STAIRS] The only thing to do is keep following the path, up and up. Scenes play where Vaan and the bandit from before meet. The Viera (Fran) comes on her bike and saves the day, as a huge battle takes place below, and you end up even further below in... o-------------------------------------------------------------------o | 012 - Gerasmythe Waterway [GRM3] | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 2 Dire Rat | 77 12 --- 1 Water | | Lv. 3 Steeling | 110 22 --- 1 Earth | | Lv. 4 Steeling | 218 19 --- 1 Earth | | Lv. 5 Steeling | 234 20 --- 1 Earth | | Lv. 5 Gigantoad | 341 43 --- 1 Fire | | Lv. 6 Gigantoad | 361 44 --- 1 Fire | | Lv. 4 Garchimacera | 287 31 --- 1 Water | | Lv. 5 Garchimacera | 302 32 --- 1 Water | | Lv. 6 Ghost | 334 34 --- 1 Holy | | Lv. 7 Ghost | 340 35 --- 1 Holy | | Lv. 5 Imperial Swordsman | 170-210 --- --- 2 ----- | | Lv. 5 Flan x 4 [BOSS] | 360-420 --- --- 2 Fire | | Lv. 7 Firemane [BOSS] | 3571 --- --- Water | o-----------------------------o--------------------------------o [EAST SPUR STAIRS] Vaan is introduced to Balthier and Fran, two sky pirates, all of whom have crashed into the lower aqueducts. Time to partner up to get out of this alive! They join the party, so check out their skills and teach 'em some new ones -- both have excess LP just waiting to be spent. Once again, the save point reminds you that you may not be able to escape this place easily. Consider another save, if you please. --- Exit down the stairway nearby to have Baltheir teach you about the Gambit system. To use the system (which is now available, btw), you need to select an action and a target for it. New Targets have to be picked up at gambit shops. Also, Gambits in the #1 slot get to have precedence any others that may follow, so plan accordingly. The Party option is now available in the menu, too. 'Kay, that's all. Inspect the fallen soldiers nearby to hear Balthier's poetic tongue before walking down the tunnel into... [EAST WATERWAY CONTROL] Take a left turn (south on map) to find a fancy urn with a map of the Garasmythe Waterway. The other pot nearby contains [EYE DROPS]. Down the watery path, take the first stairs and cross the grate bridge -- the opposite stairs are broken, but you can raid an item pot. Descend and dip back into the water. Around the corner is another stairway that ultimately leads to the southern alley complex. There are not treasures here, so simply exit down the main passage and lead your party members into the spillage. Exit's in the south. [NO. 11 CHANNEL] This should be semi-familiar territory. Head down the southern path straight in front of your characters, which will arc east. Two urns are visible across the water, but a sleeping Gigantoad is ruining the easy advance. Sneak-attack it with some fire skills before it can use Angel Song to give itself Regen status. Follow the path south again (like one big, piece of spaghetti...) until you get onto some high ground above some more snoozing Gigantoads. Kill 'em if you haven't done so already, then follow the bridge beyond them south. The upward slant leads to... [EAST SLUICE CONTROL] Cross the sluice and find the save point on the other side. Use the stairway nearby to descend, and you'll have a new girl in your party for awhile. You also have to fight with 4 Lv. 5 Imperial Swordsmen, which are pretty pathetic for a mid-boss troupe. Cast Blind if you have it or use elemental skills if you don't. One enemy starts with Protect, but it shouldn't stop you from a romp. The girl introduces herself as Amalia and will join your party as a guest -- meaning, she won't take orders from anyone and will leave whenever she feels like it. Continue beyond where Amalia stood to leave. [SOUTHERN SLUICEWAY] As you enter, you'll find a large, flat platform. Continue forth platform and you'll be subjected to a gooey ambush o-------------------o-------------o------------o | BOSS: Flan x 4 | HP: 360-420 | Weak: Fire | o-------------------o-------------o------------o Well, at least one good thing comes of this -- they're ALL weak to fire-elemental spells. Concentrate on one at a time and use Blindna to counter the bosses' Blind spells -- if you're just casting magic though, don't bother; it doesn't affect magic success rates. Unlike in previous Final Fantasy games, the Flan's soft body doesn't quite make it strong against physical attacks. Fire-elemental skills are just the easier way out to an easy battle. Once you're done making pancakes out of the enemy, continue out the other side of the room, opposite of where you start. [WEST SLUICE CONTROL] Up the stairs, dispatch the Gigantoad and the Garchimaceras as they reside near the bridge. Continue north and down the walkway, into... [NO. 10 CHANNEL] Ignore the stairway on your right and round the 1st left corner to find an item pot. Go north across the makeshift bridge, then take the grate bridge east across the channel. Go south once across and you can find a second item jar in the rounded part of the path's shape. Make your way east again, where you can exit into... [CENTRAL WATERWAY CONTROL] This room is shaped like a...lesse, a protractor (XD), so get into the 'interior' where you can see four rusted devices. There's also a save point. Nothin' else to do here, so approach the door that leads to... [OVERFLOW CLOACA] Ahh, the very beginning of the dungeon. You're faced with a boss here, who appears out of nowhere... o----------------o----------o-------------o | BOSS: Firemane | HP: 3571 | Weak: Water | o----------------o----------o-------------o Yes, that's really how much HP he has. Cast Protect if you have it; if you don't, keep your cure spells at the ready. Mess around with your gambits to get "Ally: HP<70% -> Cure" on all applicable people (probably Vaan and Fran). Firemane has two main attacks: Rush and Brushfire. The former is a strong physical attack, while the latter can do damage and also poison multiple people (in range). Its Kick and Fire attacks are fairly easy to swallow. All in all, it's got a lot of HP but it's not too hard considering the rate of attacks. After battle, the consul appears and all the "thieves" are taken to... o-------------------------------------------------------------------o | 013 - Nalbina Dungeons NLB1 | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 8 Daguza | 232 ------ --- 2 Fire | | Lv. 7 Gwitch | 142 ------ --- 2 Fire | | Lv. 7 Galeedo | 158 ------ --- 2 Fire | | Lv. 6 Imperial Magus | 197 21 8 1 ----- | | Lv. 8 Imperial Magus | 201 28 8 1 ----- | | Lv. 8 Imperial Hoplite | 275 24 10 1 ----- | | Lv. 9 Imperial Hoplite | 283 30 13 1 ----- | | Lv. 7 Imperial Marksman | 264 21 6 1 ----- | | Lv. 8 Imperial Swordsman | 229 21 8 1 ----- | | Lv. 9 Imperial Swordsman | 237 28 11 1 ----- | o-----------------------------o--------------------------------o [STOCKADE] The bottom of a sealed-off fortress, these dungeons are. Save crystal's in the very north, but a prisoner warns you not to go in that direction. Like the prior dungeons, you're advised not to save in one slot alone if you think it might cause trouble down the line. Exit north. [ARENA] Vaan sets in alone and gets dragged into the arena by three Seeq brutes. You must fight them, of course. o---------o---------o------------o | Daguza | HP: 232 | Weak: Fire | o---------o---------o------------o | Gwitch | HP: 142 | Weak: Fire | o---------o---------o------------o | Galeedo | HP: 158 | Weak: Fire | o---------o---------o------------o They may have confiscated your weaponry, but both you and Balthier are more than enough to fry these piggies. One Fire spell should be able to put one away, with the exception of Daguza. He has Protect status, so tag-team him last. Use the Knots of Rust you have for quick attack-item damage, although there's little chance you'll need to. When more troops appear in the arena, Fran gets you out under a portcullis. After a scene, you'll have to make your escape. They just don't build prisons like they used to... [THE CONFISCATORY] NOTE: If you want the collect-all-maps icon in the Sky Pirate's Den make sure to get the map here -- it's only available for a short while. --- Approach the save point and you'll find your stolen loot and also a map of the Nalbina Dungeons. IF YOU ARE GOING FOR THE ZODIAC SPEAR, avoid the items in this area -- getting the wrong one can prevent you from getting the 100%-dropped spear. For more information, if you're unaware, check the [ZSP1] sidequest section. [THE BLACK WATCH] Balthier's had his fill of turnkeys...time to tread lightly. Along the western wall is a treasure chest with an [Ally:HP<60%] gambit for you (I did get a Knot of Rust once, though). You may get Chromed Leathers from a pot around here, if you're lucky. Tread north along the raised eastern wall. If you look at the map, you'll see the sections here are symmetrical to each other. Try to go west to view the Judge passing through a magicked door, which is left open (XD). Head downstairs to find an imprisoned...Basch! All parties plummet into the... o-------------------------------------------------------------------o | 014 - Barheim Passage [BRH1] | |-----------------------------o-------------------------------------o | ITEMS | | Tube Fuse | o-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 8 Bomb | 347 --- 1 Water | | Lv. 7 Flan | 294 51 --- 1 Fire | | Lv. 8 Mimic | 340 34 --- 1 Wind | | Lv. 7 Zombie | 277 31 --- 1 Holy | | Lv. 7 Seeker | 551 34 --- 1 Earth | | Lv. 8 Skeleton | 318 53 --- 1 Holy | | Lv. 7 Steeling | 298 23 --- 1 Earth | | Lv. 8 Suriander | 410 50 --- 1 Ice | | Lv. 9 Suriander | 430 50 --- 1 Ice | | Lv. 7 Tiny Mimic | 211 13 --- 1 Wind | | Lv. 8 Tiny Mimic | 217 14 --- 1 Wind | | Lv. 6 Tiny Battery | 120 --- 1 Ice | | Lv. 7 Tiny Battery | 120 --- 1 Ice | | Lv. 7 Battery Mimic | 520 41 --- 2 Ice | | Lv. 10 Mimic Queen [BOSS] | 4073 --- --- Ice | o-----------------------------o--------------------------------o BATTERY MIMICS ARE WEAK TO ICE! NOTE: If the electricity runs out, harder monsters appear. Don't dilly-dally if you want an easier time! [THE LIGHTWORKS] Basch is just a guest at the moment, but at least he's got a sword arm. Head down the stairs to the save crystal, then head east into the circular cul-de-sac-type room for three item chests (gil...). Inspect the device on the main pillar to find the power relay with a blown fuse. Talk to Burrogh down at the bottom of the stairs to get a [TUBE FUSE]. Install the fuse up at the power relay and the place will light up (Charge: 100%). Press the switchboard down by Burrogh once the place is shimmerin' and the gate nearby will be in working condition; however, the Charge% dropped by thirty. It seems some evil beasties come out in the dark, and it takes thirty% to work the gates... Burrogh can act as a shop complete with wares from weapons to magicks. Stock up for what you intend to get later, because this dungeon is L-E-N-G-T-H-Y and backtracking would be incredibly idiotic. :p Buy a Slow spell just the same, then exit south. [OP SECTOR 29] Everyone witnesses a mimic sucking energy (40%) from the electrical conduits here. Balthier says they might give it back if you were to "ask nicely." Swordpoint first, naturally. Kill the Battery Mimics before they can siphon all the energy out, then deal with the zombie about. This should fill some of the Charge gauge back up -- it still decreases, though, meaning another Mimic's nearby. Get the treasure urn by the central pillar and leave through the adjacent hallway, which takes you into a southern room. Deal with the Tiny Mimics and destroy the Battery Mimic eating the wiring at the stair bottom. Once order's been restored, exit the room. [GREAT EASTERN CONDUIT] There are four mimics that appear on your map, now. Enter the railway and kill the first two by the exposed cords, then go south through the train tunnel. At the fork, sprint down the right (SW on map) and take out the mimic duo there. Double back and take the left fork (S on map). There's another fork here; the left goes south, the right goes SW. Follow the long southern one (it has a curve) and dispose of the mimicks there. Double back to the 2nd fork and take the SW path. It leads down to a V-fork. Take the northern path at this 3rd fork to an ornate urn with the Barheim Passage's complete map. Near the very southern part of the area, the last mimic will try to feed on the conduit at the station platform. Exit into the dead-end area by that platform, once the enemy's dead. [OP SECTOR 36] Two more Battery Mimics are feeding on the electricity here, one at the mid-level part of the stair and the other at the bottom. Nothing else here, though; exit back to the Great Eastern Conduit and leave via the train tunnel. [SPECIAL OP SECTOR 3] Two mimics here are looking to feed, by the tracks and in a west room from there. Flans appear in that adjacent room -- they're weak to fire, remember. In the westernmost room, climb and exit. [OP SECTOR 37] There's a mimick left of where you enter, and another in the tunnel that runs north/south on the eastern side of the room. Enter the small north/south platform west of the first mimic and get some an item chest. After taking out the one on the low ground, enter the large northern room. Head up the nearby stairs, take care of the flans, and flip the gate switchboard fixed on the wall. This opens the train-tunnel gate in Special Op Sector 3. Backtrack out and head back there. [SPECIAL OP SECTOR 3] Go east to the train tracks, and go through the newly-opened gate in the south. [NORTH-SOUTH JUNCTION] Vaan confronts Basch and you learn about what went down in Nalbina Fortress at the game's start. Use the save crystal (thank god!), check out Basch's new outfit and sword, then get southbound. [GREAT CENTRAL PASSAGE] Only one idiot mimic here, down the tunnel on the eastern side. The party can also happen upon an actual Mimic, disguised as a pot by some track rubble. Continue south, getting the [POTION] pot on the west side of the route. [THE ZEVIAH SUBTERRANE] If you check the large map, you'll see there are three mimics in two different parts of the map; two nearby and another along the looping path (entire room is V-shaped). Down the southern path you'll find a Suriander enemy, which may or may not be in Confuse status. Kill it and continue heading south, until you have to turn west along the water. Destroy the rest of the enemies and head to the far container, which has an [OAKEN POLE] inside (and respawns). You need to have the Poles 1 license to use it, though. Go back to dry land and take the northeasternly path to the the 3rd Battery Mimic. Some Skeletons should appear here, also. Follow the path to the exit. [TERMINUS NO. 4 ADJUNCT] Hey, no electric eaters here! Use the save point and check licenses to make sure someone knows Slow. Set your gambits to Ally<70% or Ally HP: <60% -> Cure/Potion, and move into... [TERMINUS NO. 4] Uh...is that how babies are made? o-------------------o----------o-----------o | BOSS: Mimic Queen | HP: 4073 | Weak: Ice | o-------------------o----------o-----------o | Tiny Battery x 4 | HP: 120 | Weak: Ice | o-------------------o----------o-----------o The little accompanying enemies are pretty pathetic, but killing them only makes more spawn. First order of business would be using a Slow spell and pounding queenie with Blizzard. Once it's slowed (HUGE help), attempt to cast Blind on it -- this seems to fail for awhile before working. Now impaired, the Queen is weapon fodder. Kill off the li'l battery mimics but leave ONE -- otherwise, the mama will use Breath of Life and start spitting out more. The main thing to watch out for here is Shockstorm, which can do damage to allies surrounding the boss, usually for 100+. The Ground Shaker attack does ~70 damage to surrounding areas, so it's not as important. As long as you keep up the Slow status, though, you will always have the advantage. Once everything's said and done, the Mimic Queen falls over and starts a cavern collapse. Everyone splits down a tunnel and exits into... o-------------------------------------------------------------------o | 015 - Dalmasca Estersand DMT2 | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 6 Wolf | 94 --- 1 Earth | | Lv. 7 Wolf | 114 2 --- 1 Earth | | Lv. ? Nekhbet |~2500 --- ????? | | Lv. 8 Cactoid | 136 10 --- 1 Wind | | Lv. 9 Ichthon | 387 46 --- 1 Thndr | | Lv. 7 Cockatrice | 136 2 --- 1 Water | | Lv. 8 Cockatrice | 152 3 --- 1 Water | o-----------------------------o--------------------------------o [PASSAGE ENTRANCE] The passage to Barheim is closed, at least for now. After some dialogue, the map shows you exactly where you are. Not sure if it does it completely, because I bought the map, but the party's about halfway in. The objective says "Penelo must be worried sick. Better head back to Rabanastre." Yes, let's. Save and go west. [SAND-SWEPT NAZE] From here, you can go south to familiar territory or go north to a teleport crystal. Either way's up to you, but the walkthrough'll go the easier. The party starts on the west side of the massive area. Cockatrices and Wolves appear here, as well as Nekhbets, which you'll probably want to avoid (2500ish HP). Head northwest from Passage Entrance towards the exit. The western side of the area is shaped like: [BANKS OF THE NEBRA] The northern coast of the screen is water, and you can find Ichthon enemies which give better EXP than you're sure to get from the crap you've been fighting (besides Nekhbet). When you see some buildings, the exit is close by. [SOUTH BANK VILLAGE] Ahh, peace and quiet. There's a cartographer moogle nearby who'll sell you maps -- it's possible you have all of them by now, though, should you have found the ones in the dungeons and such. 'Sides that, there's an accessory/item merchant to deal with. The ferry's out so you can't advance north...time to leave. Use a Teleport Stone to get out. o-------------------------------------------------------------------o | 016 - Rabanastre [RBN3] | o-------------------------------------------------------------------o | ITEMS | | Sword of the Order | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | None | ------ ------ --- --- ------ | o-----------------------------o--------------------------------o [SOUTHGATE] The party splits up, so it's just our li'l man on his own. Vaan suggests going to show Penelo the Goddess's Magicite he theived to get, and she'll be at Migelo's. Talk to Horne the Moogle to use the Moogling teleportation device -- the closest you can get is the Sandsea. [EAST END] Enter the sunderies and Kytes will tell you that Migelo and Penelo are both absent and that Old Dalan had something for him to do. Vaan volunteers to visit Dalan in Lowtown in his place. Enter Lowtown via Southgate and go to visit pops. [DALAN'S HOUSE] Converse with Dalan and he'll ask you to bring a sword to Azalas. He marks your map where he can be found. The [SWORD OF THE ORDER] you get has to be taken personally to a guy in the North Sprawl. [NORTH SPRAWL] Move to the red "X" in the southwestern part of the sprawl to find a buy with the unfortunate name of Balzac. He wouldn't talk to you before now, but now that you talk to him, you're permitted passage into the room beyond. The Resistance meets here, and Basch has already arrived and got himself cleaned up. After some dialogue, he joins Vaan as an actual member this time 'round. Fiddle with his licenses (200+!) and exit back into the town proper. Basch wants to find Balthier to get some wings, so where else would a tired, thirsty sky pirate go...? [THE SANDSEA] Approach the meeting place to get a scene, then enter inside. Go up to the balcony to learn that Penelo's been kidnapped by the bounty hunter Ba'Gamnan -- that lizard-face you saw in the Nalbina Dungeon arena. Balthier and Fran rejoin the party, saying that the note left to tell Migelo what happened alludes to the Lhusu Mines near Bhujerba. When you're ready, meet up with the party at the Aerodrome at Westgate. It's recommended you upgrade everyone's weapons and armor, as well as Magicks and Technicks. Recommended: Immobilize and Disable. You've probably got a wallet full of various Loot, so unload 'em for cash and get a move on. Take use of the Moogling device to get to the destination immediately. ^_^ [WESTGATE] Enter the Aerodrome and find Balthier. He can tell you about the destination if you want. Tell him you're ready to leave and you will board the Strahl, Balthier's glorious airship. MOOGLEEEEE MECHANICSSSS! Blast-off time! o-------------------------------------------------------------------o | 017 - Bhujerba [BHJ1] | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | None | ------ ------ --- --- ------ | o-----------------------------o--------------------------------o [AERODROME] The teleport crystal here lacks teleportation (thanks Mist), but it still has save functionality. Exit into the bright lights. [TRAVICA WAY] Balthier tells the party the Lhusu Mines are up ahead, and a passer-by named Lamont asks if he can join the party. Vaan calls Basch by his real name accidentally...sigh. Lamont joins the party en route to the mines. Head west to the first city junction to find a cartographer moogle, selling Bhujerba and Lhusu Mines maps (primarily). You can also outfit your party with the shops that are around here. To leave, head south along the winding street into... [MINER'S END] The Technick shop is here, along the east road. The destination is in the northwest, past the Gambit shop, where the mini-map is blinking green. [LHUSU SQUARE] Past another cartographer moogle is a save point. Head north when you're ready to learn the Imperial Guard isn't allowed in every one of Bhujerba's locations. Thanks, Lamont... >_> o-------------------------------------------------------------------o | 018 - Lhuzu Mines [LHZ1] | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 10 Slaven | 780 86 --- 1 Wind | | Lv. 11 Gijuk | 1650 ?? --- Water | | Lv. 11 Rinok | 1745 ?? --- Water | | Lv. 11 Bwagi | 1593 ?? --- Water | | Lv. 07 Steeling | 446 30 --- 1 Earth | | Lv. 08 Steeling | 462 31 --- 1 Earth | | Lv. 08 Skeleton | 557 72 --- 1 Holy | | Lv. 09 Skeleton | 563 73 --- 1 Holy | | Lv. 11 Skeleton | 804 93 --- 1 Holy | | Lv. 12 Ba'Gamnan | 3908 ?? --- Water | | Lv. 08 Skull Defender | 510 72 --- 1 Holy | | Lv. 09 Skull Defender | 516 73 --- 1 Holy | | Lv. 10 Skull Defender | 702 97 --- 1 Holy | | Lv. 11 Skull Defender | 708 98 --- 1 Holy | o-----------------------------o--------------------------------o [SHAFT ENTRY] Go down the stairways on either side of the fountain and the party hides from a Judge, the Marquis Ondore, and his entourage. Once they're gone, reformate your party (max: 4) and continue into the train tunnel, going west. When you see two southern passages, take either towards another train tunnel (dotted lines on the map). The red light you see is an Explosion trap -- use Libra to see them. Claim the item pot and go back to the horizontal corridor north of the station. Go all the way west and then south, exiting on the tracks where you couldn't get to previously. [OLTAM SPAN] Another explosion trap is here -- avoid! There is a northern and a southern passage lining the train tracks, and you should take the northern since it has no explosion trap. Going across the train tracks lets you fight skeletons, if you want. Either way, exit to the far west. [TRANSITWAY 1] Follow the train tracks west, and at the fork, arc north. Get the [191 GIL] treasure on your way. [SHUNIA TWINSPAN] Basically the same as the spanning bridge earlier, but the tracks are a venerable skeleton-type graveyard now. Take the northern, concrete side-path west if you want to avoid battle. Just get really close and you can take it without eating some shrapnel. Far-west exit again. [SITE 2] Continue down the train tracks that run east. Follow the path to a lit stairway that brings you into a primitive mining area. Look by some crates for a [111 GIL] container, then heal up and head north. A scene plays where Lamont finds manufactured nethicite. Ba'Gamnan pays here appears with a chainsaw weapon, but he gets pushed over and the party starts to flee back the way they came. Run back to the train tunnel and exit to the southwest. Don't bother engaging them for a fight unless you want the cronies' 5 LP (Ba'Gamnan has no reward, for semi-obvious reasons...). [SHUNIA TWINSPAN] The enemy is still tailing you, and it'll be in your best interest to run on one of the side paths instead of the tracks -- that way there isn't a gaggle of skeletons also pining to murder you. [TRANSITWAY 1] Follow the tracks south to the exit. Straightforward. [OLTAM SPAN] Again, flee east, on a side-path if you prefer. Since it's hard to get in healing while you split through, might as well minimize the damage you take. [SHAFT ENTRY] By some miracle, you've lost the stupid Bangaa bounty hunters. Follow the path back to the exit, where the big, red "X" is now. o-------------------------------------------------------------------o | 019 - Bhujerba [BHJ2] | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | None | ------ ------ --- --- ------ | o-----------------------------o--------------------------------o [LHUSU SQUARE] Penelo is here, and it turns out that "Lamont" is actually Emperor Gramis' son, and Vayne's brother. When Penelo is led away by the young boy, Fran comments that she's probably going to be treated well. Time to approach the Marquis... Approach the save point and the party plots to get Ondore's ear by spreading rumors that Basch is still alive. Vaan will split up to run the gossip mill, and you'll notice a Notoriety gauge now. Press Square to spread news, which raises the gauge. The more around to witness, the more the gauge rises. ^___^ Tell your lies to the Bhujerbans in the areas, the NPCs you can normally talk to -- the other people will fail to care. The gauge also decreases over time, so make sure to have crowds hear you. Just make sure not to spread falsehoods Sainikah's earshot, or the gauge takes a hefty reduction. On the other hand, yelling where Parijanahs can hear raises the gauge more than normal. Once you have 100%, Vaan gets cornered by some Sainikahs and is taken to a tavern... [THE CLOUDBORNE] At the back of the tavern, the resistance meets with everyone and Basch shows himself. A scene where Penelo and Larsa speak in the Marquis' palace shows him promising to keep her from harm. A meeting is arranged for Basch and Ondore at the tavern, so it's time to go to back to... [TRAVICA WAY] In the northern part of the area, talk to the Sainikah who'll tell you His Excellency awaits. He'll take you to an audience in... [OMDORE'S MANOR] Basch and the Marquis meet to discuss Amalia's rescue, and Vaan learns Penelo's been taken with Larsa's cortege, leaving on the morrow. High above, a warship drops tiny vessels that fly toward the manor everyone's currently in... After some more scenes, it's back into chains for a nonstop flight on the... o-------------------------------------------------------------------o | 020 - Dreadnought Leviathan [DRL1] | o-------------------------------------------------------------------o | ITEMS | | Manufactured Nethicite No. 1 Brig Key | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 11 Judge | 2245 --- 11 7 ----- | | Lv. 11 Mastiff | 535 40 --- 1 ----- | | Lv. 10 Imperial Magus | 384/489 34/44 11 1 ----- | | Lv. 09 Imperial Gunner | 647 41 6 1 ----- | | Lv. 11 Imperial Hoplite | 678 42 11 1 ----- | | Lv. 12 Imperial Hoplite | 690 47 15 1 ----- | | Lv. 09 Imperial Swordsman | 562 34 1 ----- | | Lv. 10 Imperial Swordsman | 570/615 39 11 1 ----- | | Lv. 11 Imperial Swordsman | 430/615 34 9 1 ----- | | Lv. ?? Judge Ghis | ???? --- --- --- ----- | o-----------------------------o--------------------------------o Amalia is revealed to be Ashe, "dead" princess of Dalmasca. Vaan hands over the Goddess's Magicite -- the Dusk Shard -- and everyone gets to be quartered elsewhere. As the party heads to the elevator, the guards are overtaken and the Resistance member you met at the Cloudborne (Vossler) joins your party as a guest. He alone has been keeping Ashe hidden; she must stay that way. A map of the Leviathan is received, also. [PORT LAUNCH] Save the game if the disclaimer doesn't phase you, and exit through the sliding-glass doors. [PORT SECTION] Vossler has a word of caution before you set out -- don't trip the alarm beams! Those red criss-crossing lasers will summon the guard should they be broken. Back at the first laser array and go down the path (middle) beside it. Turn west and go down the left side of the area until you come upon a square-shaped room. Run east and up into another square-shaped room. From there, head into the right, adjacent passage with squiggly-type corridors. There are two exits here, both in south, on either side of the room. Arc north and around, then get the treasure canister by the east side. Leave to the south. [LARGE FREIGHT STORES] Go along either side of the walkway to find some stairs that bring you down into the freight storage. There are three treasure pots sitting in a cluster here, one of which may be a Reflectga Mote. Take the small stair at your height down to the exit. [AIRSHIP BERTH ACCESS] There's a laser to the west, preventing easier access to Ashe's cabin. Follow the right path north through a sentry room, and past that you'll be trapped in by lasers, forcing you to sound the alarm to advance. Kill the Hoplite/Magus/Swordsman who come and keep the course north. When you get to a large crossroads, take the southern exit. [CENTRAL BRIG ACCESS] There's a forced battle here with: o Judge x 2 o Imperial Magus o Imperial Swordsman x 3 The Magus will cast Poison and other nasty attacks, so kill it first. Aftewards, cast Immobilize to really make this battle a bit easier (Judges can be affected). Take out the cronies before doing the full-scale offensive on a Judge. Tri-Attack can do 150+ damage so always keep your HPs in a comfortable range. Using Slow will also help the Judges into a nice peaceful dirtnap. You earn the [NO. 1 BRIG KEY] after you're done. Enter the No. 1 Brig to the south. [BRIG NO. 1] Open the cell nearby to find a save point and a [SYSTEMS ACCESS KEY] inside the ornate urn. In the brig opposite the save point, you can find two incarcerated moogles who can sell you stuffs. Unlock Ashe's cell and she'll join the party. Tweak her licenses (300+ LP) and sell your Loot to see if you can buy the Bazaar package that gives you Balthier's Capella + Silent Shot. This will be useful later, if you're using him. [CENTRAL BRIG ACCESS] Exit here to see an alarm going off. The new red-X destination is back where you first entered -- the Port Launch section. [AIRSHIP BERTH ACCESS] Run along either left or right side of this area, looping 'round to the southern exit. [LARGE FREIGHT STORES] Get the three treasure urns in the lower section and flee up either stair to the northern exit. Almost there. ------------------------------------------------------------------ Reader "John Lipka" writes: After you get the Systems Access Key, on your way back to the Judge Ghis fight, you can use the Systems Access Key on a computer in the Large Freight Stores. It stops the alarm for 60 seconds, and then the alarm will start again. But, 60 seconds without a mass of people behind you is always a good thing. ------------------------------------------------------------------ [PORT SECTION] Exit into the western doorway nearby to have "Lamont" meet up with you. Penelo joins the party while the powerhouse Vossler leaves to secure an airship. You obtain a piece of [MANUFACTURED NETHICITE] before the split. Use Penelo's licenses (400+ LP!?) and equip that Nethicite on someone -- it halves all damage but puts auto-Silence on someone. Any fighter should be able to deal with it. Flee all the way north, then all the way west. Heal up before you enter... [PORT LAUNCH] The Nethicite saves everyone's hides when Judge Ghis fires some magic. Now it's down to brass tacks, f00! o------------------o----------o-----------o | BOSS: Judge Ghis | HP: ???? | WEAK: --- | o------------------o----------o-----------o Some Imperial lackeys accompany this guy, so take them out before casting Slow on Ghis. Afterwards, cast Protect on yourselves and dig into the Judge. He will cast Greater Barrier (Shell+Protect) after awhile, and start doing a sweeping attack which can hit multiple times -- keep Protect on your characters! If someone in the party falls, switch 'em out for someone else; just make sure to keep him Slow'd. The judge's true face is revealed after you're finished, and Vossler appears to say they've secured an Atomos "skiff" for departure. Vaan still can't fly it, though. :p Fran gets the party outta there with some kind of nonpareil flyin'. We're goin' back to... o-------------------------------------------------------------------o | 021 - Bhujerba [BHJ2] | o-------------------------------------------------------------------o | ITEMS | | None | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | None | ------ ------ --- --- ------ | o-----------------------------o--------------------------------o [AERODROME] Basch tells Ashe that speaking with the Marquis will be beneficial, and Vossler agrees to it, as well as keeping Basch at her side as a protector. Time to see Ondore, although you're free to go anywhere you've previously been via teleportation. [TRAVICA WAY] Talk to the Sainikah blocking the northern road and he can take you to the Marquis. After the meeting, Ashe tries to steal Balthier's airship to fly to King Raithwall's tomb. After a little pressing, Balthier agrees to "kidnap" her to get some of the treasure that awaits. Of course, Penelo can't be left behind either. It's settled. Watch the scene in Archades. o-------------------------------------------------------------------o | 022 - Dalmasca Westersand [DMW2] | o-------------------------------------------------------------------o | ITEMS | | None | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | None | ------ ------ --- --- ----- | o-----------------------------o--------------------------------o [THE WESTERN DIVIDE] With the airship transparent and everyone dropped off below, it's time to head for the tomb. There's a teleportation crystal here if you need to do some shopping, and head west into the "???" location to find... o-------------------------------------------------------------------o | 023 - Ogir-Yensa Sandsea [GRY1] | |-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 15 Wyvern | 1603 --- 2 Water | | Lv. 11 Alraune | 670 85 --- 1 Wind | | Lv. 12 Alraune | 682 86 --- 1 Wind | | Lv. 13 Alraune | 694 87 --- 1 Wind | | Lv. 11 Danbania | 977 73 --- 1 Thndr | | Lv. 12 Danbania | 988 74 --- 1 Thndr | | Lv. 13 Danbania | 999 75 --- 1 Thndr | | Lv. 12 Urutan-Yensa | 702 86/96 24 1 Wind | | Lv. 13 Urutan-Yensa | 710 91 27 1 Wind | | Lv. 14 Urutan-Yensa | 718 96 29 1 Wind | o-----------------------------o--------------------------------o [PLATFORM 1 - EAST TANKS] Use Libra to see the hidden explosion traps. Head west a bit to get the official area introduction, with the royal city of Archades off in the distance. The sand truly does wave like water... Basch says that beyond this desert, there's still another that has to be crossed before Raithwall's tomb is even close to being found. Continue south to the large metal ramp and climb the red tanker's stairs to the top. Take the southwestern path to a second tanker, heading west from there. Fight any pesky Alraunes and loop to the other side, going west across the skypath over the sandsea. [PLATFORM 1 - REFINERY] Basch tells that the Rozarrians made the oil constructs around the area, just before Vossler arrives to find the party. Balthier tells that this is Urutan-Yensa territory, and they're not fond of visitors. That's Fran's senses at work for you. Out in the Sandsea, people are riding fish-animals towards you -- time to move! Vossler joins the party as a guest. Head down the northwestern ramp at the third oil strut and meet the Urutan-Yensa creatures below. They have Haste on, but aren't too tough -- they can, however, use Sleep attacks. Head into the tanker directly east and you can find an ornate urn with the map of the entire Ogir-Yensa Sandsea. NOTE: if you're low on health, at the base of the ramp where you first saw the Urutan-Yensa, there is a trap that can heal all of your HP. Few and far between, so make use of it if possible. ANOTHER NOTE: Only Urutan-Yensa with swords can use the damaging "Tri-Attack" skill, so always take them out first. The ones with the bows only have magicks. With the complete map, head up the ramp to the north of the area and continue west to the "O----" tanker on the crappy map below. Head to where the "X" is to get a treasure, an Ether probably. O | If you look at the completed map, you'll see four blue O----- arrows that show exits to the sandy dungeon you're in. The _/ northeastern one leads to the Zertinan Caverns and so does \ the one stemming from the Central Junction. The other two O <-X point to areas in the west -- both go to the Nam-Yensa Sandsea. The southernmost exit is the way to go, so move into the SW exit nearby. [PLATFORM 1 - SOUTH TANKS] Clear the tanker you see and only head south if you want to fight a Wyvern. On the leftmost part of the southern extention, you can get some treasure pots. Don't bother... From the first tanker, continue west to the second and third ones, then exit south from there. Almost done with this ridiculous level. [SOUTH TANK APPROACH] Leave the tanker via the west side, and at the bottom of the ramp, go west. [YENSA BORDER TUNNEL] There's a teleportation crystal (why you came this way) and also a merchant, who has accessories and a nice supply of magicks. If you don't have Teleport Stones, Urutan-Yensa sometimes drop 'em. o-------------------------------------------------------------------o | 024 - Nam-Yensa Sandsea [NYS1] | |-----------------------------o-------------------------------------o | ITEMS | | Eksir Berries | o-----------------------------+--------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 15 Yensa | 1010 112 --- 1 Wind | | Lv. 16 Yensa | 1021 113 --- 1 Wind | | Lv. 17 Yensa | 1032 114 --- 1 Wind | | Lv. 14 Bagoly | 1010 122 --- 1 Earth | | Lv. 15 Bagoly | 1120 145 --- 1 Earth | | Lv. 16 Bagoly | 1230 169 --- 1 Earth | | Lv. 17 Wyvern | 1603 174 --- 2 Water | | Lv. 14 Alraune | 694 65 --- 1 Wind | | Lv. 13 Axebeak | 922 93 --- 1 Water | | Lv. 15 Axebeak | 954 95 --- 1 Water | | Lv. 11 Danbania | 966/977 72/73 --- 1 Thndr | | Lv. 12 Danbania | 977/988 73/74 --- 1 Thndr | | Lv. 16 Urutan Eater | 8015 --- --- 8 Wind | | Lv. 13 Urutan-Yensa | 702 86 27 1 Wind | | Lv. 14 Urutan-Yensa | 710 91 29 1 Wind | | Lv. 12 Bull Danbania | 1159 81 --- 1 Thndr | o-----------------------------o--------------------------------o Note: If you entered the sandsea from The Sandscale Bank, you can talk to a moogle which makes a Urutan Eater appear in the Withering Shores area. The Urutan-Yensa aid you in fighting it. Go back to the moogle once you've defeated it to learn the Urutan-Yensa from before went to the Ogir-Yensa Sandsea. Head into the Platform 2 - Refinery portion and as you go up the oil rig, the Urutan-Yensa will run back into the Nam-Yensa. Re-enter the Sandscale Bank to find a gathering of the sand-dwellers who execute the good Urutan-Yensa for seeking outside help. After they leave, get some [EKSIR BERRIES] where he once stood. The description says the "Avion" really detests the smell of these berries... Useful later on! [AUGUR HILL] Yes, more stupid Urutan-Yensas can be found here. Follow the path until it opens up into a wider, sandier one. Out in the larger sand channel, use Libra to find exploder traps. Head west or east -- doesn't matter. You'll come by a bridge either way. Cross it and find the ornate urn with, you guessed it, the entire Nam-Yensa map inside. A nearby pot can give up a Leather Gorget accessory, too. [YELLOW HILLS] Bagoly birds frequent this sand-hole -- try to fight 'em one at a time for easier disposal. Head northwest to the next bridge, taking the two pots here; one may be a Killer Bow. The exit in the SW leads to the Zertinan Caverns, so don't bother going there. Cross the bridge north to the old rig construct. On the SW side, exit. [DEMESNE OF THE SANDQUEEN] Exit the oil rig on the SW side and take the western route. Use Libra to see the exploder traps around the corner. North past the exploder traps is a dead end made of bridges; ignore it unless you need a few hi-potions and want to fight Yensa fish. On dry land, head west to where some Axebeaks are rolling, and exit northwest. [TRAIL OF FADING WARMTH] Note: Axebeaks can drop Vega guns. Try to get a free one by making the kill-chains level-up. Remember, avoiding loot is a way to expedite the process. Cross the southwestern bridge and make drumsticks out of the local Axebeak population. Follow the path until you get to the large middle section of the area. The nearby tunnel (to NE) leads to the dead-end area of Simoon Bluff, which you can avoid for all intents and purposes. Follow the northwest bridge and you'll come to your merchant friend from the Yensa Border Tunnel. He's now got weapons, a larger supply of Onion ammo, and better white magicks (as well as the previous magicks). I suggest buying Cura here, for later on. Exit west via the nearby path. You automatically get the option of saving your game here, which is convenient. Don't worry; you can return to the other places and stuff, still -- this one's just to aid you, not to trick you into restarting the game. :p o-------------------------------------------------------------------o | 025 - The Tomb of Raithwall [TMR1] | |-------------------------------------------------------------------o | ITEMS | | Dawn Shard | o-----------------------------+-------------------------------------o | ENEMIES | HP EXP G LP WEAK | | | | | Lv. 18 Lich | 1158 ??? --- --- Holy | | Lv. 19 Lich | 1164 ??? --- --- Holy | | Lv. 16 Ragoh | 1400 132 --- 1 Wind | | Lv. 17 Ragoh | 1420 133 --- 1 Wind | | Lv. 18 Ragoh | 1440 134 --- 1 Wind | | Lv. 15 Seeker | 773 74 --- 1 Earth | | Lv. 16 Seeker | 789 75 --- 1 Earth | | Lv. 16 Zombie | 794 103 --- 1 Holy | | Lv. 18 Zombie | 881 105 --- 1 Holy | | Lv. 17 Lost Soul | 966 178 --- 1 Holy | | Lv. 18 Lost Soul | 972 179 --- 1 Holy | | Lv. 16 Zombie Mage | 960 103 --- 1 Holy | | Lv. 17 Zombie Mage | 966 104 --- 1 Holy | | Lv. 18 Zombie Mage | 972 105 --- 1 Holy | | Lv. 17 Skull Warrior | 876 178 --- 1 Holy | | Lv. 18 Skull Warrior | 882 179 --- 1 Holy | | Lv. ?? Belias [BOSS] | ????? ???? --- --- ----- | | Lv. ?? Garuda [BOSS] | ????? ???? --- --- ----- | | Lv. 16 Lesser Chimera | 1030 125 --- 1 Water | | Lv. 17 Lesser Chimera | 1046 126 --- 1 Water | | Lv. ?? Demon Wall [BOSS] | ????? ???? --- --- ----- | o-----------------------------o--------------------------------o Quite a sight this tomb...an evil-looking sight... Consider having the following by now: + Cura magick and people who can use it + Shell magick and people who can use it (buy in Bhujerba) + "Self:" gambit (buy in a gambit shop) [VALLEY OF THE DEAD] Head west into the austere line of columns, leading to the tomb's doorstep. From behind the structure flies a mean, lean, and fairly keen boss. Libra doesn't work here, so it's time to fry this ol' pheasant. o--------------o----------o------------o | BOSS: Garuda | HP: ???? | Weak: ---- | o--------------o----------o------------o The merchant guy spoke of the "Avion" having a weakness... One is the Eksir Berry you could have gotten earlier by helping the rogue Urutan-Yensa; the second one (sort of) is Blind. It's immune to Slow, but you can still declaw it by casting Blind. Given its predisposition to violently rip into your allies' faces, make this your first priority. Sling Protect around to the party member it sets its sights on and get to work on it with magic or long-range weapons -- it is a Flying type after all. Garuda can inflict Sleep, but since it uses an onslaught on one character for quite awhile, it's bound to wake him/her up. Just keep Protect on everyone. It has about ~5000 HP, I would guess. The single-minded attacking regimen the boss does may actually play into your hand, provided you tweak the gambits to cure that one character it goes after. Once Garuda's turned into birdfeed, an ancient device stirs. After the scene where Ashe tells of the Dynast-King, a shop opens up at the temple's base. The boss ahead will use Blindga, so think about stocking up on Argyle Amulets (need Accessories 7 license). The last boss will inflict Oil, so get some Handkerchiefs as well. Save at the tomb's teleportation device and touch the device to be warped into the interior. [HALL OF THE DESTROYER] The Waystone here does nothing, but if you travel behind it, the Demon Wall boss will try to smush you against the far doorway. It has 10000+ HP, so you should take the alternative: run away. You can fight this battle at a later date. Exit to the western door. [HALL OF THE SENTINEL] You can run from this one as well, but it's only delaying the inevitable... o------------------o----------o------------o--------------o | BOSS: Demon Wall | H