_____ _____ _ _ ___ _ _____ ___ _ _ _____ ___ _______ __ | ___|_ _| \ | | / _ \ | | | ___/ _ \ | \ | |_ _/ _ \ / ___\ \ / / | |_ | | | \| |/ /_\ \| | | |_ / /_\ \| \| | | |/ /_\ \\ `--. \ V / | _| | | | . ` || _ || | | _|| _ || . ` | | || _ | `--. \ \ / | | _| |_| |\ || | | || |____ | | | | | || |\ | | || | | |/\__/ / | | \_| \___/\_| \_/\_| |_/\_____/ \_| \_| |_/\_| \_/ \_/\_| |_/\____/ \_/ ____ __________ ______ \ \/ /__ __|__ __| \ / | | | | Discover the Secret That Will Unravel an Empire / \ _| |_ _| |_ /___/\___\______|______| FAQ/Walkthrough Version 2.5 Last updated: June 27, 2008 Authored by: Berserker Email: berserker_kev @ yahoo.com Homepage: http://www.berserkersblog.blogspot.com This document Copyright 2006 - 2008 Kevin Hall (Berserker) Final Fantasy XII Copyright 2006 Square-Enix. ******************************************************************************* * In order to better navigate through this guide, press Ctrl + F then type in * * the search code in brackets to the side of each section as shown in the * * Table of Contents. * ******************************************************************************* =============================================================================== >> TABLE OF CONTENTS << =============================================================================== Section I: Introduction . . . . . . . . . . . . . . . . . . . . . . [IN00] Section II: Basics . . . . . . . . . . . . . . . . . . . . . . . . . [BS00] - Gambits . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS01] - Quickenings . . . . . . . . . . . . . . . . . . . . . . . . . . [BS02] - Status Effects/Enhancements/Nihopalaoa Effects . . . . . . . . . [BS03] - Espers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS04] - Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS05] Section III: Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00] - Part I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT01] -- Rabanastre . . . . . . . . . . . . . . . . . . . . [PI1] -- Dalmasca Estersand . . . . . . . . . . . . . . . . [PI2] -- Lowtown . . . . . . . . . . . . . . . . . . . . . [PI3] -- Giza Plains . . . . . . . . . . . . . . . . . . . [PI4] - Part II . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT02] -- Garamsythe Waterway . . . . . . . . . . . . . . . [PII1] -- Royal Palace of Rabanastre . . . . . . . . . . . . [PII2] -- Garamsythe Waterway . . . . . . . . . . . . . . . [PII3] - Part III . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT03] -- Nalbina Dungeons . . . . . . . . . . . . . . . . . [PIII1] -- Barheim Passage . . . . . . . . . . . . . . . . . [PIII2] -- Rabanastre . . . . . . . . . . . . . . . . . . . . [PIII3] -- Bhujerba . . . . . . . . . . . . . . . . . . . . . [PIII4] -- Lhusu Mines . . . . . . . . . . . . . . . . . . . [PIII5] - Part IV . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT04] -- Dreadnought Leviathan . . . . . . . . . . . . . . [PIV1] -- Ogir-Yensa Sandsea . . . . . . . . . . . . . . . . [PIV2] -- Nam-Yensa Sandsea . . . . . . . . . . . . . . . . [PIV3] -- Tomb of Raithwall . . . . . . . . . . . . . . . . [PIV4] - Part V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT05] -- Giza Plains . . . . . . . . . . . . . . . . . . . [PV1] -- Ozmone Plains . . . . . . . . . . . . . . . . . . [PV2] -- Jahara . . . . . . . . . . . . . . . . . . . . . . [PV3] -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV4] -- Eruyt Village . . . . . . . . . . . . . . . . . . [PV5] -- Henne Mines . . . . . . . . . . . . . . . . . . . [PV6] -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV7] -- Mount Bur-Omisace . . . . . . . . . . . . . . . . [PV8] -- Paramina Rift . . . . . . . . . . . . . . . . . . [PV9] -- Stilshine of Miriam . . . . . . . . . . . . . . . [PV10] -- Mount Bur-Omisace . . . . . . . . . . . . . . . . [PV11] - Part VI . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT06] -- Nalbina Fortress . . . . . . . . . . . . . . . . . [PVI1] -- Mosphoran Highwaste . . . . . . . . . . . . . . . [PVI2] -- The Salikawood . . . . . . . . . . . . . . . . . . [PVI3] -- The Phon Coast . . . . . . . . . . . . . . . . . . [PVI4] -- Tchita Uplands . . . . . . . . . . . . . . . . . . [PVI5] -- Sochen Cave Palace . . . . . . . . . . . . . . . . [PVI6] -- Old Archades . . . . . . . . . . . . . . . . . . . [PVI7] -- The Imperial City of Archades . . . . . . . . . . [PVI8] -- Draklor Laboratory . . . . . . . . . . . . . . . . [PVI9] - Part VII . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT07] -- Balfonheim Port . . . . . . . . . . . . . . . . . [PVII1] -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PVII2] -- The Feywood . . . . . . . . . . . . . . . . . . . [PVII3] -- The Ancient City of Giruvegan . . . . . . . . . . [PVII4] -- The Great Crystal . . . . . . . . . . . . . . . . [PVII5] -- The Ancient City of Giruvegan . . . . . . . . . . [PVII6] -- Balfonheim Port . . . . . . . . . . . . . . . . . [PVII7] -- Ridorana Cataract . . . . . . . . . . . . . . . . [PVII8] -- The Pharos at Ridorana . . . . . . . . . . . . . . [PVII9] -- Pharos / First Ascent - Horizon of First Light . . [PVII10] -- Pharos / Second Ascent - Reach of Diamond Law . . [PVII11] -- Pharos / Third Ascent - Mete of Dynasty . . . . . [PVII12] - Part VIII . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT08] -- Balfonheim Port . . . . . . . . . . . . . . . . . [PVIII1] -- Sky Fortress Bahamut . . . . . . . . . . . . . . . [PVIII2] Section IV: Side Quests . . . . . . . . . . . . . . . . . . . . . . . [SQ00] - The Zodiac Spear . . . . . . . . . . . . . . . . . . . . . . . [SQ01] - Ktjn the Viera . . . . . . . . . . . . . . . . . . . . . . . . [SQ02] - Pilika's Diary . . . . . . . . . . . . . . . . . . . . . . . . [SQ03] - Sunstone Help . . . . . . . . . . . . . . . . . . . . . . . . . [SQ04] - The Lost Cactoid . . . . . . . . . . . . . . . . . . . . . . . [SQ05] - Bottles of Spirits . . . . . . . . . . . . . . . . . . . . . . [SQ06] - Patient in the Estersand . . . . . . . . . . . . . . . . . . . [SQ07] - July, the Archades Spy . . . . . . . . . . . . . . . . . . . . [SQ08] - Terror in the Westersand . . . . . . . . . . . . . . . . . . . [SQ09] - Dating Service . . . . . . . . . . . . . . . . . . . . . . . . [SQ10] - Necrohol of Nabudis & Nabreus Deadlands . . . . . . . . . . . . [SQ11] - Ann's Letter . . . . . . . . . . . . . . . . . . . . . . . . . [SQ12] - Cockatrice Quest . . . . . . . . . . . . . . . . . . . . . . . [SQ13] - To Hell and Back Again . . . . . . . . . . . . . . . . . . . . [SQ14] - Jovy's Story . . . . . . . . . . . . . . . . . . . . . . . . . [SQ15] - The Hunt Club/Rare Monster List . . . . . . . . . . . . . . . . [SQ16] - Fishing at South Bank . . . . . . . . . . . . . . . . . . . . . [SQ17] - The Omega Mark . . . . . . . . . . . . . . . . . . . . . . . . [SQ18] - Urutan Eater . . . . . . . . . . . . . . . . . . . . . . . . . [SQ19] - Secret Hunt . . . . . . . . . . . . . . . . . . . . . . . . . . [SQ20] - Mysterious Package . . . . . . . . . . . . . . . . . . . . . . [SQ21] - Secret Espers . . . . . . . . . . . . . . . . . . . . . . . . . [SE00] -- Adrammelech, the Wroth . . . . . . . . . . . . . . [SE01] -- Zalera, the Death Seraph . . . . . . . . . . . . . [SE02] -- C¿chulainn, the Impure . . . . . . . . . . . . . . [SE03] -- Exodus, the Judge-Sal . . . . . . . . . . . . . . [SE04] -- Zeromus, the Condemner . . . . . . . . . . . . . . [SE05] -- Chaos, Walker of the Wheel . . . . . . . . . . . . [SE06] -- Ultima, the High Seraph . . . . . . . . . . . . . [SE07] -- Zodiark, Keeper of Precepts . . . . . . . . . . . [SE08] - Hunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [HT00] -- Red & Rotten In the Desert . . . . . . . . . . . . [HT01] -- Wolf in the Waste . . . . . . . . . . . . . . . . [HT02] -- Dalmasca's Desert Bloom . . . . . . . . . . . . . [HT03] -- Waterway Haunting . . . . . . . . . . . . . . . . [HT04] -- Marauder in the Mines . . . . . . . . . . . . . . [HT05] -- Lost in the Pudding . . . . . . . . . . . . . . . [HT06] -- For Whom the Wyrm Tolls . . . . . . . . . . . . . [HT07] -- A Scream from the Sky . . . . . . . . . . . . . . [HT08] -- A Tingling Toast . . . . . . . . . . . . . . . . . [HT09] -- The Defense of Ozmone Plain . . . . . . . . . . . [HT10] -- A Ring in the Rain . . . . . . . . . . . . . . . . [HT11] -- The Dead Ought Sleep Forever . . . . . . . . . . . [HT12] -- Befoulment of the Beast . . . . . . . . . . . . . [HT13] -- A Chase Through the Woods . . . . . . . . . . . . [HT14] -- The Mind Flayer . . . . . . . . . . . . . . . . . [HT15] -- The Deserter's Revenge . . . . . . . . . . . . . . [HT16] -- Trouble in the Hills . . . . . . . . . . . . . . . [HT17] -- Adding Insult to Injury . . . . . . . . . . . . . [HT18] -- Rodeo to the Death . . . . . . . . . . . . . . . . [HT19] -- Shelled Obstruction . . . . . . . . . . . . . . . [HT20] -- Get My Stuff Back! . . . . . . . . . . . . . . . . [HT21] -- Old Legend, Decaying Bonds . . . . . . . . . . . . [HT22] -- The Things We Do... . . . . . . . . . . . . . . . [HT23] -- The Creature Collector . . . . . . . . . . . . . . [HT24] -- Dead City Watch . . . . . . . . . . . . . . . . . [HT25] -- Visitor on Deck . . . . . . . . . . . . . . . . . [HT26] -- The Child Snatcher . . . . . . . . . . . . . . . . [HT27] -- The Black Sorceror . . . . . . . . . . . . . . . . [HT28] -- A Wild Stench . . . . . . . . . . . . . . . . . . [HT29] -- Paying For the Past . . . . . . . . . . . . . . . [HT30] -- Wyrm Wrath's Renewal . . . . . . . . . . . . . . . [HT31] -- Who's the Strongest!? . . . . . . . . . . . . . . [HT32] - Elite Hunts . . . . . . . . . . . . . . . . . . . . . . . . . . [EH00] -- Little Love on the Big Plains . . . . . . . . . . [HT33] -- The Cry of Its Power . . . . . . . . . . . . . . . [HT34] -- Crime and Punishment . . . . . . . . . . . . . . . [HT35] -- Paradise Risen . . . . . . . . . . . . . . . . . . [HT36] -- Paramina Run . . . . . . . . . . . . . . . . . . . [HT37] -- Antlion Infestation . . . . . . . . . . . . . . . [HT38] -- A Carrot Stalk . . . . . . . . . . . . . . . . . . [HT39] -- Battle on the Big Bridge . . . . . . . . . . . . . [HT40] -- A Dark Rumor . . . . . . . . . . . . . . . . . . . [HT41] -- Truth Shrouded in Mist . . . . . . . . . . . . . . [HT42] -- Fishy Dreams . . . . . . . . . . . . . . . . . . . [HT43] -- God or Devil? . . . . . . . . . . . . . . . . . . [HT44] -- Farewell to a Legend . . . . . . . . . . . . . . . [HT45] Section V: Lists . . . . . . . . . . . . . . . . . . . . . . . . . . [LS00] - Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . [BE00] -- In-game Bestiary . . . . . . . . . . . . . . . . . [IB00] -- Normal Enemy Bestiary . . . . . . . . . . . . . . [NE00] - Sky Pirate's Den . . . . . . . . . . . . . . . . . . . . . . . [SK00] - Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE00] - Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . [SH00] UPDATE - Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [AR00] - Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . [AC00] - Magicks . . . . . . . . . . . . . . . . . . . . . . . . . . . . [MA00] - Tecknicks . . . . . . . . . . . . . . . . . . . . . . . . . . . [TE00] - Bazaar Items . . . . . . . . . . . . . . . . . . . . . . . . . [BI00] Section VI: Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00] __ _____ ___ __ _____ ___ \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _| \ / | | | | | INTRODUCTION | \ / | | | | / \ | | | | | [IN00] | / \ | | | | /_/\_\___|___| \==============================================/ /_/\_\___|___| The land of Ivalice. The city of Rabanastre. In the midst of the happy occasion of Lady Ashe of the Kingdom of Dalmasca and Lord Rasler of the Kindgom of Nabradia's wedding, Nabudis, the capital of Nabradia, falls to the Archadian empire in their quest for dominance. Out of fear that Dalmasca is next, King Raminas sends Basch and Lord Rasler to lead a defense force at the fortress of Nalbina. Lord Rasler falls in combat and is mortally wounded. Rasler is carried back to Dalmasca and laid to rest along with the hope of the surrounding region. King Raminas gives in to the demands of the Archadian army and travels to Nalbina to sign a treaty. And so a brand new chapter of Final Fantasy opens as you take control of a young soldier named Reks, and move onward to a group of freedom fighters that will help to decide the fate of Dalmasca and of the Archadian empire itself. A story full of power-hungry betrayal, tragedy, honor, and revenge is about to revolve around a princess that has lost her kingdom but is still trying to find the means to restore it. What aid will she seek to satisfy her goals? Does she only fight for revenge? What drives her? Will she be content with her decision? All those questions will be answered as she journies the world of Ivalice with her newfound companions. Hello and welcome to my Final Fantasy XII guide. This guide provides a full walkthrough of the main story along with every side quest pointed out to the reader during the main walkthrough for your convenience. The guide is still lacking in some areas and I'll get to those sections in future updates sometimes down the road. Oh, and those updates will come in due time. There is one major reason why I do not consider this guide complete and probably never will - that reason being: I am never satisfied. This is my first time writing a guide for an RPG, so please let me know what you think. I would love to have some feedback on how I am doing! Feel free to email me about any question that you may have but be sure to look over the guide before you email me - remember that Ctrl + F is your friend. ******************************************************************************* * I still continue to receive a bunch of emails about this guide daily, so * * don't take any offense if I don't manage to get back to you. I try to * * reply to all emails, but I do let some creep down into my inbox at times * * while taking slight breaks. * * * * Thanks for understanding, * * * * - B * ******************************************************************************* __ _____ ___ __ _____ ___ \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _| \ / | | | | | BASICS | \ / | | | | / \ | | | | | [BS00] | / \ | | | | /_/\_\___|___| \==============================================/ /_/\_\___|___| * Most of the basic information is in the walkthrough for the time being, except for Quickenings. All of the basic information will be listed here on a later date with plenty of detail. ----------- [BS01] - Gambits - ----------- Gambits are sets of commands that can be bought from gambit sellers in the game. These will allow you to configure the way your party members will react in certain situations or while fighting enemies. Below is a small list of gambits that I find useful for each particular situation. Support Gambits HP Healing [a] Ally: any (>) Phoenix Down, Raise, Arise, [b] Ally < 50% (>) Cure, Cura, Curaga, Curaja, Hi-Potion [c] Ally: status = HP Critical (>) X-Potion [a] A revive spell or item should be first on your list of Healing gambits. A Phoenix Down is nearly instant but the spells will restore an ally with more health than an item usually. A Phoenix Down is really good to use when you have Larsa with you since he will cure the newly restored member. In some fights it pays to have a backup Phoenix Down gambit even if you already have an Arise gambit just in case a party member run out of HP. [b] 50% is the best range to have for setting a curing gambit since some enemies tend to chain attacks and take off more HP while your caster is still charging. Cura and Curaja can turn into a mess when put on multiple characters but it will ensure that your characters are healed to the max, though multiple healers may each target a different ally in need and spam the spell resulting in two castings. [c] This is exactly what Larsa is set to the first time he joins your party. It works well, but you might want to set it to "< 20%" or even "< 50%" as the enemies get more aggressive later in the game, just in case. Status Effect Healing [a] Ally: status = Slow (>) Haste/Dispel/Remedy [b] Ally: status = Sap (>) Regen [c] Ally: any (>) Esuna/Remedy [d] Ally: status = Confuse (>) Attack [e] Ally: status = Stop (>) Chronos Tear/Remedy/Dispel [f] Ally: status = Disease (>) Vaccine/Remedy/Cleanse [g] Ally: status = Reverse (>) Attack [e] Ally: status = Berserk (>) Dispel [a] Along with a Remedy, Haste and Dispel is the only way to cure Slow. Haste will help to serve as extra support for the affected character aside from just curing the negative status. The only bad thing about setting a Haste gambit like this is if the caster is inflicted with Slow. [b] Esuna can cure Sap as well, but Regen takes less MP and it will also serve as support for the affected character. Be sure to have this gambit BEFORE the Esuna gambit or Esuna will automatically be cast on the affected member. [c] This is the best of all status effect cures since it will basically cure everything, with the exception of Slow, Death, Stop, and Disease. A Remedy can cure just about anything once you have all of the augments to enhance them. [d] You will not want this later in the game, but before Esuna is gained, this is the only way to cure this status effect along with a Remedy and Smelling Salts. You will not want to have Basch or Vaan set with this, but a person equipped with a Dagger, Bow, or Staff, among others, shouldn't take that much. [e] This is one of the worst spells in the game and it's hard to cure. You will either have to use a Chronos Tear, a Remedy with the correct Augment from the License Board, or Dispel. Remember that Dispel will take away any helpful status enhancements while removing Stop if any are active. [f] Most of the time, you will want to cure Disease instantly since it can stay with a character even after death, and that is something you do not want, especially during a boss fight. The spell Cleanse takes too long and I would not recommend using it unless you are out on the field and not in a boss fight. [g] Attacking a Reversed party member will give that party member HP. Put this above a curing gambit to ensure that your characters do not heal a Reversed ally. This is mainly helpful for the Ultima Esper fight. [e] This is good to have when your party enters a battle in which the enemy will constantly cast Berserk. Technick Gambits [a] Self (>) Libra [b] Foe: HP = 100% (>) Steal [c] Foe: HP Critical (>) Poach [d] Self: MP < 10% (>) Charge [a] Using Libra on any of your characters is one of the most important gambits to have set up in the entire game. Not only will this let you see the information about any normal enemy, but most importantly, it will reveal any traps that are in the area. Traps can take out your party instantly sometimes if you're not careful. [b] With this gambit, you're character will only steal from enemies with 100% of their life. This is perfect for when your party runs into a group of enemies since the stealer will run around to the different enemies and steal from them. The only negative aspects are when a character misses a steal, you will need to steal manually, or when one of the other characters in your party miss with their attack after your stealing character has performed a successful steal; in that case, you will need to cancel the steal manually. [c] I would recommend setting this to your quickest character (a character with a dagger) or set it to multiple characters to ensure the Poach. [d] This should be set to your caster for sure. Keep it at the top and it will ensure that your caster is never without MP. Even if it misses that character will try again. Status Enhancements [a] Self (>) Protect [b] Self (>) Haste [c] Self (>) Bubble [d] Self (>) Decoy + Reverse [a] This is a good gambit to have for the later dungeons, especially the Pharos. It's good to have all party members learn the Protect spell. It lasts a good little while and your party members will most likely gain the HP back through fighting or running. [b] A Haste gambit will help out extremely well in any boss fight. [c] This gambit is priceless for the harder boss battle found later in the game, and beats having to equip a Bubble Belt all the time. [d] Having a "Self (>) Decoy" and "Self (>) Reverse" gambit set up on a party member will ensure that the enemies attack that one character and give him or her life in the process. While this method can be deemed cheap, the Reverse effects doesn't last that long at all, so this isn't always helpful. Lower a party member's magick resist by unequipping helmets to make the spells hit more often. Attacking [a] Foe: any (>) Attack [b] Foe: party leader's target (>) Attack [c] Foe: flying (>) Telekinesis, Strong elemental spell [a] As long as you have this gambit set, or a "Foe: nearest visible", you will not need to issue out any attack commands with your leader. [b] This is one of the best gambits to set for a boss fight or any target that you want to cast constant pressure on. Be sure to set this to your other 2 party members and not your leader. The only bad aspect of this gambit is if the party leader is performing any other action beside readying an attack or attacking then the party members will not act - this is why you should always have a backup attack gambit listed up under it. [c] In the later stages, you will want to always have a gambit set for flying enemies on your short range attackers since a flying enemy can only be hit with long distance weapons, such as guns or bows, or magick. Obviously, you would want to use whatever element the flying enemy is weak against. --------------- [BS02] - Quickenings - --------------- Quickenings are FFXII's version of limit breaks. Quickenings are found throughout the License Board, usually around the edges. Only one character can buy a Quickening per block. The block will disappear from the board on all other character boards once a Quickening is purchased, though the icon will remain on the board of the character that gained that particular Quickening. Each character has three levels of Quickenings that are always purchased in the same order exclusive to that character. The character board will always display the Quickening exclusive to a particular character no matter which Quickening block is highlighted. Quickenings should be bought as soon as possible, and you should buy three for each character in your main party instead of buying for your secondary party. There are enough Quickening blocks on the License Board for each character in your party to gain all three Quickening levels each. Quickenings will start to double your MP once the Level 2 Quickening has been bought and they will triple your MP when the Level 3 Quickening is bought per character. When a Quickening is bought, that character's MP gauge will be displayed as an orange bar instead of the normal blue bar when it is full. Once Level 2 and Level 3 Quickenings have been purchased the MP gauge will display three separate orange bars. Each bar will remain full until a certain amount of MP has been used. The orange bars represent "Mist Charges" that are used to perform a Quickening. A character with 3 bars at full magic can perform a Level 3 Quickening or that same character can perform a Level 2 Quickening if he/she is not at full MP. Here is a minor tutorial of how to use a Quickening: Once a Quickening has been bought from the License Grid for a character, choose "Mist" from the on-screen command menu and choose "Quickening" for whichever particular character you wish to start the Quickening Chain with. Now, pretend that you have a party of Balthier, Basch, and Vaan and that you are starting the Quickening with Balthier. Once the Quickening has started Balthier will perform the beginning animation then pause and the following will be displayed on the screen. ------------------------------------------------------------------------------- /\ - Vaan's Quickening [] - X - Basch's Quickening _______________________________________________________________________ |_______________________________________________________________________| TIMER ------------------------------------------------------------------------------- While the screen is paused and the timer starts to deplete, you must either start another Quickening by pressing the corresponding button for an available Quickening, or press the R2 button and wait for the Mist Charge command to show. When the R2 button is pressed the button commands for the character that just performed a Quickening will sometimes display the Mist Charge option. For instance, you will be waiting until it displays this. ------------------------------------------------------------------------------- /\ - Vaan's Quickening [] - Mist Charge X - Basch's Quickening _______________________________________________________________________ |_______________________________________________________________________| TIMER ------------------------------------------------------------------------------- In this case, once you have pressed the R2 button enough times to where it displays Mist Charge next to the [] button you will want to press [] at that moment. This will give Balthier one level of Mist Charge and will allow him to perform another Quickening once it randomly displays again after pressing R2. Now, once you have pressed the button for the Mist Charge, press one of the other buttons immediately afterward to perform another character's Quickening to keep the chain going. This must be done before the timer depletes once again. Just to go a little further, suppose you Mist Charged with the [] button then chose to perform Vaan's Quickening next, the screen would display the following as the screen pauses for Vaan's Quickening. ------------------------------------------------------------------------------- /\ - [] - Balthier's Quickening X - Basch's Quickening _______________________________________________________________________ |_______________________________________________________________________| TIMER ------------------------------------------------------------------------------- Once again, you would need to press the R2 button to display the Mist Charge option, only this time it would show up next to /\ since you have used Vaan's Quickening. Quickenings are vital to finishing off bosses once you delve deeper into the game, especially when the bosses start to get super aggressive or perform some type of extremely damaging attack on their last 25% of HP. -- Quickening Concurrences (Bonus Attacks) Chain a certain amount of certain level (lvl 1, 2, 3) Quickenings in order to have a Concurrence added to the end of the Quickening chain. Here is a chart showing the different Concurrences and how to achieve each. /-------------------------------------------------\ | Concurrence | Level 1 | Level 2 | Level 3 | |=================================================| | Inferno | 3 | - | - | |-------------------------------------------------| | Cataclysm | 8 | - | - | |-------------------------------------------------| | Torrent | - | 3 | - | |-------------------------------------------------| | Wind Burst | - | 6 | - | |-------------------------------------------------| | Whiteout | - | - | 5 | |-------------------------------------------------| | Ark Blast | 2 | 2 | 2 | |-------------------------------------------------| | Luminescence | 3 | 3 | 3 | |-------------------------------------------------| | Black Hole | 4 | 4 | 4 | \-------------------------------------------------/ -------------------------------------------------- [BS03] - Status Effects/Enhancements/Nihopalaoa Effects - -------------------------------------------------- -- Status Effects Below is a list of all the various status effects along with a description, a way to cure the effect (whether it be action, magick, or item), and an accessory that will make the wearer immune to the status effect. Keep in mind that a Remedy has three levels of lore that can be bought on the augment section of the license grid for each character that will add more curing effects when the users uses a Remedy. /-----------------------------------------------------------------------------\ | STATUS | DESCRIPTION | CURE (actions, items, | IMMUNE | | EFFECT | | magicks) | ACCESSORY | |=============================================================================| | Blind | drastically reduces | Blindna, Esuna(ga), Eye | Argyle Armlet, | | | accuracy | Drops, Remedy (No Lore) | Ribbon | |-----------------------------------------------------------------------------| | Death | instant death | Arise, Raise, Phoenix | N/A | | | | Down | | |-----------------------------------------------------------------------------| | Disease | max HP = 1 | Bubble, Cleanse, Remedy | Ribbon | | | | (Lv.3 Lore), Vaccine | | |-----------------------------------------------------------------------------| | Doom | death after 10 second | Death, Remedy (Lv.3 | Ribbon | | | countdown | Lore) | | |-----------------------------------------------------------------------------| | Confuse | ally randomly attacks | Attack, Death, | Bowline Sash, | | | other allies | Esuna(ga), Remedy (Lv.2 | Ribbon | | | | Lore), Smelling Salts | | |-----------------------------------------------------------------------------| | Disable | disables all actions | Death, Esuna(ga), | Black Belt, | | | | Remedy (Lv.1 Lore) | Ribbon | |-----------------------------------------------------------------------------| | Immobi- | cannot move from | Death, Esuna(ga), | Jackboots, | | lize | current spot | Remedy (Lv.1 Lore) | Ribbon | |-----------------------------------------------------------------------------| | Oil | more susceptible to | Handkerchief, Remedy | Gillie Boots, | | | fire magick | (Lv.2 Lore) | Ribbon | |-----------------------------------------------------------------------------| | Petrify | stone status after 10 | Death, Esuna(ga), Gold | Fuzzy Miter, | | | second countdown | Needle, Remedy (Lv.2 | Ribbon | | | | Lore), Stona | | |-----------------------------------------------------------------------------| | Poison | HP lowers periodically | Antidote, Death, | Ribbon, | | | | Esuna(ga), Poisona, | Tourmaline | | | | Remedy (No Lore) | Ring | |-----------------------------------------------------------------------------| | Sap | HP gradually decreases | Death, Esuna(ga), Regen,| Quasimodo | | | | Remedy (Lv.1 Lore) | Boots, Ribbon | |-----------------------------------------------------------------------------| | Silence | cannot use magick | Echo Herbs, Esuna(ga), | Ribbon, Rose | | | | Remedy (No Lore), Vox | Corsage | |-----------------------------------------------------------------------------| | Sleep | falls asleep (cannot | Alarm Clock, Attack, | Nishijin Belt, | | | act) | Death, Esuna(ga), | Ribbon | | | | Remedy (Lv.1 Lore) | | |-----------------------------------------------------------------------------| | Slow | drastically reduces | Death, Esuna(ga), Haste,| Ribbon, Sash | | | speed | Remedy (No Lore) | | |-----------------------------------------------------------------------------| | Stop | all actions cease/ | Death, Chronos Tear, | Power Armlet, | | | character frozen | Dispel, Remedy (Lv.3 | Ribbon | | | | Lore) | | |-----------------------------------------------------------------------------| | Stone | * turns to stone/ | Gold Needle, Remedy | Fuzzy Miter, | | | removed from field | (Lv.2 Lore), Stona | Ribbon | |-----------------------------------------------------------------------------| | Reverse | curing damages and | Death, Esuna(ga) | Ribbon | | | attacking heals | | | \-----------------------------------------------------------------------------/ * Select the character's name that has been turned to stone to cure them since that party memeber is taken off the field once the Stone status is active. -- Status Enhancements Below is a list of all the various status enhancements along with a description and a way to nullify the enhancement. /-----------------------------------------------------------------------------\ | STATUS | DESCRIPTION | NULLIFY | | ENHANCEMENT | | | |-----------------------------------------------------------------------------| | Berserk | rages character and increases | Death, Dispel(ga) | | | attack power and accuracy | | |-----------------------------------------------------------------------------| | Bravery | increases physical attack power | Death, Dispel(ga) | |-----------------------------------------------------------------------------| | Bubble | doubles max HP | Death, Disease, Dispel(ga) | |-----------------------------------------------------------------------------| | Decoy | causes enemy to target | Death, Dispel(ga), Stop | | | inflicted character | | |-----------------------------------------------------------------------------| | Faith | increases magic power | Death, Dispel(ga) | |-----------------------------------------------------------------------------| | Float | hovers in air slightly avoiding | Death, Dispel(ga) | | | earth magick and traps | | |-----------------------------------------------------------------------------| | Haste | drastically increases speed | Death, Dispel(ga), Slow | |-----------------------------------------------------------------------------| | Protect | reduces physical damage | Death, Dispel(ga) | | | received | | |-----------------------------------------------------------------------------| | Reflect | reflects most magick | Death, Dispel(ga) | |-----------------------------------------------------------------------------| | Regen | restores HP over time | Death, Dispel(ga), Sap | |-----------------------------------------------------------------------------| | Shell | reduces magick damage received | Death, Dispel(ga) | |-----------------------------------------------------------------------------| | Vanish | invisible to certain enemy | Death, Dispel(ga) | | | types (human) | | \-----------------------------------------------------------------------------/ -- Nihopalaoa Effects The Nihopalaoa accessory can be bought from the Clan Provisioner in Rabanastre for 30,000 gil once the "Headhunter" hunting rank is reached. Equipping this item will reverse any status curing item's effect when the equipped character uses any status curing item. Using a Remedy on an enemy or boss is a perfect way to see what the foe is weak to statuswise. See the list below for a breakdown of each item and its new effect when the Nihopalaoa accessory is equipped. /-----------------------------------------------------------------------------\ | ITEM | EFFECT | |=============================================================================| | Alarm Clock | causes the status effect "Sleep" onto target | |-----------------------------------------------------------------------------| | Antidote | causes the status effect "Poison" onto target | |-----------------------------------------------------------------------------| | Chrono's Tear | causes the status effect "Stop" onto target | |-----------------------------------------------------------------------------| | Echo Herbs | causes the status effect "Silence" onto target | |-----------------------------------------------------------------------------| | Eye Drops | causes the status effect "Blind" onto target | |-----------------------------------------------------------------------------| | Gold Needle | causes the status effect "Petrify" onto target | |-----------------------------------------------------------------------------| | Handkerchief | causes the status effect "Oil" onto target | |-----------------------------------------------------------------------------| | Smelling Salts | causes the status effect "Confuse" onto target | |-----------------------------------------------------------------------------| | Vaccine | causes the status effect "Disease" onto target | |-----------------------------------------------------------------------------| | Remedy (No Lore) | causes the status effects "Blind", "Poison", | | | "Silence", and "Slow" onto target | |-----------------------------------------------------------------------------| | Remedy (Lv.1 Lore) | causes the status effects "Blind", "Poison", | | | "Silence", "Slow", "Sleep", "Disable", "Immobilize", | | | and "Sap" onto target | |-----------------------------------------------------------------------------| | Remedy (Lv.2 Lore) | causes the status effects "Blind", "Poison", | | | "Silence", "Slow", "Sleep", "Disable", "Immobilize", | | | "Sap", "Oil", "Confuse", and "Petrify" onto target | |-----------------------------------------------------------------------------| | Remedy (Lv.3 Lore) | causes the status effects "Blind", "Poison", | | | "Silence", "Slow", "Sleep", "Disable", "Immobilize", | | | "Sap", "Oil", "Confuse", "Petrify", "Disease", "Doom", | | | and "Stop" onto target | |-----------------------------------------------------------------------------| | Phoenix Down | causes the target to be instantly dead or near dead, | | | unless the target is an Undead type enemy, such as | | | skeletons or zombies. If the target is an Undead type | | | enemy, the Phoenix Down will fully heal the target | \-----------------------------------------------------------------------------/ ---------- [BS04] - Espers - ---------- The following is a list of all Espers that are found in the game along with the stats and gambits for each. This section is full of spoilers if you consider Esper names spoilers so tread carefull. For Gambits, please note that "Self" refers to the Esper and "Ally" refers to the summoner. Some of the Espers require two situations to activate an attack. Also, please visit aldoteng's Esper guide on GameFAQs for even more info on Espers: http://www.gamefaqs.com/console/ps2/file/459841/46306 -- Belias, the Gigas Belias is the first Esper that your party will control and is one of the more useful Espers since you get him early in the game when Espers are still considered powerful. He works well for a few boss fights and some hunts. Mist Charge: 1 Status Enhancement(s): Libra Elemental Properties: Fire: Absorb Water: Weak Ice: Half Thunder: Half Earth: Half Wind: Half Light: Half Dark: Half +------------------------------------------+ | Belias' Gambits | |==========================================| | Summon time < 10 seconds (>) Hellfire | | Self: status = HP Critical (>) Hellfire | | Foe: fire-absorb (>) Attack | | Foe: fire-weak (>) Painflare | | Foe: any (>) Painflare | +------------------------------------------+ -- Mateus, the Corrupt Mateus is most effective against enemies that are weak against ice. Other than ice-weak enemies, his Frostwave attack still takes off a good amount. He will cast Cura to heal himself and the summoner if the summoner's HP falls below 50%. Mist Charge: 1 Status Enhancement(s): Libra Elemental Properties: Fire: Half Water: Half Ice: Absorb Thunder: Weak Earth: Half Wind: Half Light: Half Dark: Half +---------------------------------------------+ | Mateus' Gambits | |=============================================| | Summon time < 10 seconds (>) Frostwave | | Self: status = HP Critical (>) Frostwave | | Ally: HP < 50% (>) Cura | | Foe: ice-absorb (>) Attack | | Foe: ice-weak (>) Flash-Freeze | | Foe: any (>) Flash-Freeze | +---------------------------------------------+ -- Shemhazai, the Whisperer Shemhazai is received a bit too late in the game to be really effective and her Mist Charge really asks for too much considering that she doesn't really damage an enemy that much with her normal attack, though her big attack is still fairly damaging. Mist Charge: 2 Status Enhancement(s): Haste, Libra Elemental Properties: Fire: Weak Water: Normal Ice: Normal Thunder: Normal Earth: Normal Wind: Normal Light: Normal Dark: Normal +--------------------------------------------+ | Shemhazai's Gambits | |============================================| | Summon time < 10 seconds (>) Soul Purge | | Self: status = HP Critical (>) Soul Purge | | Foe: any (>) Devour Soul | +--------------------------------------------+ -- Hashmal, Bringer of Order Hashmal will rip the floor with any enemy that is weak against earth. He will automatically perform his big attack once the summoner falls into HP Critical status. Summon Hashmal with an HP Critical status and he will automatically perform Gaia's Wrath. Mist Charge: 2 Status Enhancement(s): Libra Elemental Properties: Fire: Immune Water: Immune Ice: Immune Thunder: Immune Earth: Absorb Wind: Weak Light: Immune Dark: Immune +---------------------------------------------+ | Hashmal's Gambits | |=============================================| | Ally: status = HP Critical (>) Gaia's Wrath | | Foe: earth-absorb (>) Attack | | Foe: earth-weak (>) Roxxor | | Foe: any (>) Roxxor | +---------------------------------------------| -- Famfrit, the Darkening Cloud Famfrit is good against fire elemental enemies and any normal enemies. His mist charge ask a bit much for his lack of extreme damage but he is an all around good esper. Mist Charge: 3 Status Enhancement(s): Protect, Shell, Libra Elemental Properties: Fire: Weak Water: Absorb Ice: Immune Thunder: Immune Earth: Immune Wind: Immune Light: Immune Dark: Immune +------------------------------------------------+ | Famfrit's Gambits | |================================================| | Summon time < 10 seconds (>) Tsunami | | Self: status = HP Critical (>) Tsunami | | Foe: water-absorb (>) Attack | | Foe: water-weak (>) Briny Cannonade | | Foe: any (>) Briny Cannonade | +------------------------------------------------+ -- Adrammelech, the Wroth Adrammelech is one of the best Espers that you can get early in the game. He really shines against any magick user, as long as they do not cast ice. His Flash Arc deals some good damage even against non-ice elemental enemies. He is also the first Esper that will change his plan of attack based on how many enemies are grouped together - for multiple enemies, he will use Thundara. Couple all of this with the fact that he only requires one mist charge and you've got yourself a good all-around Esper. Mist Charge: 1 Status Enhancement(s): Faith, Libra Elemental Properties: Fire: Immune Water: Immune Ice: Weak Thunder: Absorb Earth: Immune Wind: Immnue Light: Immune Dark: Immune +-----------------------------------------------+ | Adrammelech's Gambits | |===============================================| | Summon time < 10 seconds (>) Judgement Bolt | | Self: status = HP Critical (>) Judgement Bolt | | Ally: HP < 50% (>) Curaga | | Foe: thunder-absorb (>) Bio | | Foe: total amount > 1 (>) Thundara | | Foe: thunder-weak (>) Flash Arc | | Foe: any (>) Flash Arc | +-----------------------------------------------+ -- Zalera, the Death Seraph Zalera is an excellent Esper to use in an area with powerful normal enemies since he will kill whatever enemy is in his path. If you despise the Shield Wyrm out in the Cerobi Steppe then summon Zalera and have him destroy it with one hit. You can literally race through an area and have Zalera kill all enemies in your path. No experience is gained from a Kill however. Zalera will change his attack based on if he is damaged or not. Hit him with a non-elemental weapon to have him cast Shock on nearby enemies instead of Kill. Zalera will automatically heal himself with Holy when no enemies are present. His big attack will only activate when an enemy is in HP Critical status. Elemental Properties: Fire: Immune Water: Immune Ice: Immune Thunder: Immune Earth: Immune Wind: Immune Light: Absorb Dark: Immune Mist Charge: 1 Status Enhancement(s): Libra +-------------------------------------------------+ | Zalera's Gambits | |=================================================| | Foe: status = HP Critical (>) Condemnation | | Self: HP < 100% (>) Shock (on enemy) | | Foe: any (>) Kill | | Self: HP < 100% (>) Holy (heals self) | +-------------------------------------------------+ -- C¿chulainn, the Impure C¿chulainn will only attack with Malaise unless the enemy is undead then C¿chulainn will switch to a physical attack. Malaise will drain life from enemies and give it to C¿chulainn. His attacks are non-elemental and he will only take half damage from each element no matter which. One interesting aspect of C¿chulainn is that he will actually attack the summoner with a physical attack if you try to hit him for whatever reason. Mist Charge: 2 Status Enhancement(s): Protect, Shell, Reflect, Brave, Libra Elemental Properties: Fire: Half Water: Half Ice: Half Thunder: Half Earth: Half Wind: Half Light: Half Dark: Half +--------------------------------------+ | C¿chulainn's Gambits | |======================================| | Summon time < 10 seconds (>) Blight | | Foe: undead (>) Attack | | Foe: any (>) Malaise | | Self: HP < 100% (>) Curaja | +--------------------------------------+ -- Zeromus, the Condemner Zeromus attacks enemies with a constant Gravity attack. The attack is most effective against enemies with a large amount of HP. Even his big attack is a gravity attack. Mist Charge: 2 Status enhancement(s): Libra Elemental Properties: Fire: Half Water: Half Ice: Half Thunder: Half Earth: Half Wind: Half Light: Half Dark: Half +-------------------------------------------+ | Zeromus' Gambits | |===========================================| | Summon time < 10 seconds (>) Big Bang | | Foe: any (>) Gravity Well | +-------------------------------------------+ -- Exodus, the Judge-Sal Exodus is a very simple Esper that will only cast Comet on enemies. His big attack requires that the summoner cast Immobilize on Exodus before he is dismissed - it damages rather well. Mist Charge: 2 Status Enhancement(s): Faith, Haste, Libra Elemental Properties: Fire: Half Water: Half Ice: Half Thunder: Half Earth: Half Wind: Half Light: Half Dark: Half +-------------------------------------+ | Exodus' Gambits | |=====================================| | Summon time < 10 seconds | | AND (>) Meteor | | Self: Immobilize | | Foe: any (>) Comet | +-------------------------------------+ -- Chaos, Walker of the Wheel If an enemy has a weakness then Chaos is bound to find it since he will change his plans of attack based on what element the enemy is weak against. The only element that he does not use is earth since he shares in that weakness. He will always use Whirlwind on any enemy that is weak against earth. Since he has reflect casted at all times, equip an Opal ring or cast Reflect on the summoner and have the summoner reflect the Heal spell off of the reflect shield on his or herself if Chaos needs healing. Mist Charge: 3 Status Enhancement(s): Faith, Haste, Reflect, Libra Elemental Properties: Fire: Immune Water: Immune Ice: Immune Thunder: Immune Earth: Weak Wind: Absorb Light: Immune Dark: Immune +------------------------------------------+ | Chaos' Gambits | |==========================================| | Summon time < 10 seconds (>) Tornado | | Self: status = HP Critical (>) Tornado | | Foe: light-weak (>) Holy | | Foe: dark-weak (>) Darkga | | Foe: thunder-weak (>) Thundaga | | Foe: ice-weak (>) Blizzaga | | Foe: fire-weak (>) Firaga | | Foe: wind-weak (>) Aeroga | | Foe: wind-absorb (>) Scourge | | Foe: any (>) Whirlwind | +------------------------------------------+ -- Ultima, the High Seraph Ultima attacks much like a normal Esper and will change her attack only if the enemy is able to absorb light. Her big attack requires that the summoner be at HP Critical status along with herself. The best way to do this is through Gravity or by already having the summoner at HP Critical status and then attacking Ultima so that she falls to HP Critical status herself. Ultima is another esper with the Reflect status so use Reflect on the summoner and reflect any heal spells needed. Mist Charge: 3 Status Enhancement(s): Protect, Shell, Haste, Reflect, Libra Elemental Properties: Fire: Immune Water: Immune Ice: Immune Thunder: Immune Earth: Immune Wind: Immune Light: Absorb Dark: Weak +-------------------------------------------+ | Ultima's Gambits | |===========================================| | Ally: status = HP Critical | | AND (>) Eschaton | | Self: status = HP Critical | | Foe: light-absorb (>) Flare | | Foe: light-weak (>) Redemption | | Foe: any (>) Redemption | +-------------------------------------------+ -- Zodiark, Keeper of Precepts Zodiark is the only other Esper besides Adrammelech that will change his plan of attack based on the number of enemies present. His Banish Ray almost always hits for 9999 damage and his Final Eclipse is the first attack to break the 9999 damage rate. Cast Break on the summoner at any time to have Zodiark instantly perform his Final Eclipse attack to take a whopping 50000 damage from all enemies on the field. Zodiark performs this move with no charge time whatsoever! Have a summoner in Petrify status summon Zodiark and Final Eclipse will be his first attack. Zodiark is an excellent Esper for later boss fights since his summon can equal an instant 50000 damage to a boss. Mist Charge: 3 Status Enhancement(s): Faith, Protect, Shell, Haste, Libra Elemental Properties: Fire: Immune Water: Immune Ice: Immune Thunder: Immune Earth: Immune Wind: Immune Light: Weak Dark: Absorb +--------------------------------------------+ | Zodiark's Gambits | |============================================| | Ally: status = petrify (>) Final Eclipse | | Foe: total amount < 1 (>) Scathe | | Foe: dark-absorb (>) Flare | | Foe: dark-weak (>) Banish Ray | | Foe: any (>) Banish Ray | +--------------------------------------------+ --------- [BS05] - Tips - --------- Here are a few tips that may help out: - To use a status enhancement on an enemy or a status ailment on a party member press R1 or L1 after selecting the command. This also how to attack party members among other options. - Many bosses are weak to certain status effects and this should be taken adavantage of. Status effects such as Blind, Slow, Silence, and Disable will severly handicap a boss. - On the flip side, status enhancements such as Haste, Shell, Protect, Bravery, and Faith will come in handy for boss fights as well. Haste is one of the best status enhancements that can be used on a party member in a boss fight. - Dispel. Buy Dispel the moment you can get your hands on it and always look for status enhancements on enemies or bosses and Dispel them quickly. Choose the attack option or some other form of attack then highlight an enemy to see if it has status enhancements on it. Don't forget that Dispel can remove Stop and status enhancements such as Reflect from party members as well. - When a save crystal is directly in front of a boss room, cast every status enhancement that you can think of on your party then retouch the save crystal and save your game. Your party will gain all of their MP back and all the current status enhancements will remain on the party the next time you load up that game. Enter the boss area to get a major advantage on the boss. This will often turn the tides greatly. - Status enhancements will stay on your reserve party as long they are not in battle, so you could cast tons of status enhancements on them and bring them into battle with a major advantage. - Equip a Main Gauche dagger along with a Demon Shield or greater for some extremely impressive evasion stats. Use Decoy on that character during a boss fight and that character will evade a big chunk of the boss' attack. It's also good to equip both items to a low level ally when trying to level them up - like when you want to take a level 12 character into the Necrohol of Nabudis or deeper into the Henne Mines on the way to Zodiark. - Match elemental weapons with elemental weaknesses in enemies and your party will have a great advantage! - When an enemy has a particular elemental spell that takes off extreme damage, equip an armor that will half the elemental damage or possibly absorb the elemental damage. (Adamant armor, Rubber Suit, Black Mask, White Mask, Demon Shield, Ice Shield, Fire Shield, etc.) - Equip Accessories that will make a party member immune to a certain status effect if a particular enemy continues to cast it. Power Armlets (Immune: Stop), Bowline Sashes (Immune: Confuse), Nishijin Belts (Immune: Sleep), Black Belts (Immune: Disable), and Rose Corsages (Immune: Silence) guard against some of the worst status effects. - Items are a near instant heal for status effects while spells take charge time. Some status effects are extremely dangerous and should be cured quickly with the proper item cure instead of magick (Disease, Confuse, Sleep, Disable). - Equip a Nihopalaoa to reverse the effects of restoring or healing items and use the items on enemies. Remedies will hit every weak status in an enemy and inflict whichever status effects that boss is not immune to. Phoenix Downs will kill. Potions will take life. Surely you get the picture. Thanks again Lucifer! - Using Reverse on a party member will allow them to absorb damage for a short time. Combine Reverse with Lure and this will force the enemy to hit that particular character thus giving that character HP. Reverse will cause curing spells to take HP from an ally however. - If you ever find an enemy that is weak to Reverse, cast Regen on them followed by the Reverse spell then cast Renew to kill them quickly. Renew will take all but 1 HP and Regen will act as a Sap that will drain the rest. - When trying to get a specific item from an enemy drop, try chaining that particular enemy and it will start to drop more rare items faster in greater amounts. - Move two zones away to respawn enemies in a specific area and move three zones away to respawn chests in a specific area. Some chests will not respawn though. - Many chest will give you greater items if a member of your party has the Diamond Armlet equipped (sold in Estersand [Unlucky Merchant] after Giruvegan). Sometimes the Diamond Armlet will make you miss out on a valuable treasure however. Check the other maps on GameFAQs for information about the contents of certain chests in hidden areas, namely Sephirosuy's area maps for the Great Crystal, Henne Mines, and Subterra in the Pharos. - Since I receive TONS of emails asking where to find a Ribbon accessory, I will go ahead and mention it since I haven't covered accessories at this moment, but I will in later update. You can find one in either the Henne Mines secret area or the Pharos Subterra. Check sephirosuy's map for each of those areas on GameFAQs to find the chests that hold them. The Henne Mines secret area is your best bet at finding one. __ _____ ___ __ _____ ___ \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _| \ / | | | | | WALKTHROUGH | \ / | | | | / \ | | | | | [WT00] | / \ | | | | /_/\_\___|___| \==============================================/ /_/\_\___|___| Please use your in-game map (press Select) to find the name of each area surrounded by "~"'s. ____ __________ ______ /\ /\ \ \/ /__ __|__ __| /\ /\ / \ / \ \ / | | | | / \ / \ | | | | Prologue - The Fall of a Kingdom | | | | \ / \ / / \ _| |_ _| |_ \ / \ / \/ \/ /___/\___\______|______| \/ \/ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Nalbina Fortress | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Aerial Gardens ~~ Imperial Swordsman / Weak: N/A Imperial Magus / Weak: N/A Destination Quote: I must reach the King before he signs the treaty! You will take on the role of a young soldier by name of Reks from the game's starting point. A tutorial will display at the beginning to familiarize you with the control setup. Rotate the camera with the right analog and move with the left analog toward Basch to finish the first part. The tutorial for the talk icon will appear above Basch's head then an explanation for the icon will commence. Any character that has the talk icon (the smiley face) above their head may be interacted with by pressing the X button near that person. Approach the Dalmascan (actually labeled so) near the gate and talk with him. Open the gate to continue, but before doing so, you may want to walk around a bit to get adjusted to feel of this Final Fantasy. Battle will be presented in this same 3-D view as well so it's good to get familiar with it while all is calm. Walk toward the gate when you're ready. An explanation of the action icon (!) will appear. This icon will let you know when you're near an object that can be interacted with by pressing the X button. Walk toward the gate and open it when the command appears above Reks' head. ~~ Inner Ward ~~ An explanation of the party menu followed by a mentioning of equipment and your inventory will appear then Reks will be thrown into battle with an Imperial. The red line that appears between Reks and the enemy will let you know that an enemy has targeted you and is about to attack. A blue line will appear whenever your character targets an enemy. Pull up the usual command menu by pressing X then select attack one time to make Reks attack the Imperial. As the game says, there is no need to keep issuing the order to attack since Reks will automatically perform it again after the first command until the target falls. Follow Basch's squad down the path ahead for a cutscene. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ Air Cutter Remora Lv.?? HP: ???? Weakness: Thunder Open the command menu and select Thunder from "Black Magic" to take off some heavy damage from this foe. Basch and his squad will do most of the work for you however since they will gang up underneath it and hack away. The boss' Remora Strike is the only major concern and it will usually hit Basch or his men with that. Use the Cure spell found under "White Magic" if too much damage is suffered. Don't worry about your MP - you can regain it by walking and running. Once 25% of the Air Cutter's HP has been taken a cutscene will commence where Basch will finish it off. Basch is actually performing his Quickening attack, which will be explained later. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Follow the path ahead once the battle is over and fight through the wave of Imperial Swordsmen as they run down the stairs to confront you. You'll have to reissue the order to attack each time one of them falls. Notice that the enemies are displayed by red dots on the mini map in the top right of your screen. This will help you to see what enemies lie ahead. At the top of the stairs, enter the area with the blue dots - this will always signify a new area. Before you enter, an explanation of the mini map and map will commence. Press the Select button to examine the full map of an area at any time. Your location will be shown as an orange marker and your destination (if any) will be shown by the circled X displayed on the map. ~~ Lower Apartments ~~ The cutscene will leave you at the beginning of the new area. The first few side areas are empty of items so head north. A few Imperial Swordsmen and Magus' will rush toward you from the hall ahead. Basch will most likely take care of them if you don't attack quick enough. The Magus' like to move away from you while in the middle of casting their spells. An explanation of running from enemies will be shown as you head down the hall. Hold R2 to escape from enemies - hold it the entire time while running. Check the +-----------------------------------+ halls to the sides to find some | There is a secret weapon that one | treasure chests. The treasure chests | can obtain by NOT opening certain | in the game will be displayed | chests. Check the Side | differently depending on your current | Quest/Secrets section and look | area. Most of the time they carry | for the "Zodiac Spear" for more | random items. Your destination is | details. | the stairs leading up in the north | [SQ01-0] | but continue around the corner past +-----------------------------------+ the area with the stairs to find another chest. ~~ Upper Apartments ~~ On the next floor, Basch will explain the save crystal to you as you walk toward it. Like Final Fantasy X, touch the save point to have all your HP, MP, and status restored and of course save your game. Run up the stairs to the side after saving. ~~ The Highhall ~~ The cutscene that plays will leave you with fighting three Imperial Swordsmen. They will only take two hits to kill depending on if they block or not. Use the Cure spell if you start to take too much damage. Enter the hall ahead and open the passage door on the left side (the action icon will appear as you near it). Walk toward the current destination as noted on the map and a cutscene will take place that will end the prologue. ____ __________ ______ /\ /\ \ \/ /__ __|__ __| /\ /\ / \ / \ \ / | | | | / \ / \ | | | | Part I - A Boy Who Sees Freedom In the Skies | | | | \ / \ / / \ _| |_ _| |_ \ / \ / \/ \/ /___/\___\______|______| \/ \/ [WT01] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Garamsythe Waterway | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Overflow Cloaca ~~ Dire Rat / Weak: Water You will be given control of Vaan and must fight three Dire Rats. Try to steal from each of them to get a few Rat Pelts, Fire Stones, or Potions before you defeat them. Use the mini map on the top right hand side of the screen to keep up with them. ++EQUIP++ will be added to your party menu during this fight. Press /\ to select it. You only have basic equipment equipped at the moment. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Rabanastre | [PI1] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ East End ~~ Destination Quote: What could Migelo want? Better go see him at his shop. The cutscene will introduce you to Penelo and will set up your next destination. Use the map as your guide and head to Migelo's shop - look for the X with the circle and his shop is the one labeled with the pot icon. The ++WORLD MAP++ will be added to your party menu as well. Select it from the party menu by pressing /\. After the cutscene in front of Migelo's shop, run over to the Sandsea (as labeled on the map) and find Kytes. ~~ The Sandsea ~~ Tomaj will explain the Hunting quests to you after Kytes leaves. Basically, you need to examine the notice board and select one of the hunts or what is referred to as your "mark". After selecting the mark, find the petitioner that posted the bill - the game will automatically show you where the petitioner is located. Accept the petitioner's hunt and he/she will tell you about the hunt and where the mark is located. Hunt the mark in the location pointed out then go back to the petitioner and claim your bounty once the mark is defeated. This first hunt, regarding the Rogue Tomato, is the only required hunt in the game. You do not have to seek out a petitioner this time since the petitioner is the one giving the explanation. Tomaj will hand over the key item ++CLAN PRIMER++. This can be viewed in the party menu. The clan primer is a collection of information regarding current and past hunts. Tomaj will also hand over an ++ORRACHEA ARMLET++. This accessory will raise a character's current HP. You can't equip it just yet though since you don't have the license for it at the moment. The game will talk you through how the License system at this point. In order to use anything in this game (weapons, armors, accessories, magicks, teknicks, etc.) you must first have the license to use them. Choose "License" from the party menu followed by whichever character you wish to obtain a license for. On the license board, choose whichever block with a number you wish to activate then press X to obtain the license for it if you have enough points. The number represents how many license points you will need. The license points (LP) is displayed in the upper left hand corner next to the character picture. Each character will have his or her own amount of LP. LP is gained, along with experience (EXP), from defeating monsters. After acquiring a license for a certain square, the squares around the current square will light up allowing you to purchase them for a certain amount of LP. Users of the Sphere Grid from Final Fantasy X should catch on to this fairly well. The top board consists of magicks, accessories, technicks, and attributes, while the bottom consist of weapons and armors. Remember that you must buy and equip all the items and techniques before you can use them. On the flip side, you must have the license for each of them to be able to equip them. A new sword or magick is no good without the proper license for it. The game will talk you through the process of obtaining "Accessories 1" on the License Board. You can also press [ ] to view all the current actions for your current character while on the License Board. ++LICENSES++ will be added to the party menu after the explanation. Tomaj's final gift will be the key item ++WRIT OF TRANSIT++ that will allow you to leave the city to pursue your hunts. Be sure to equip the Orrachea Armlet after talking with Tomaj! Destination Quote: That mark should be somewhere in the Dalmasca Estersand. Leave The Sandsea and head out the east +-----------------------------------+ gate of Rabanastre. A cutscene will | Talk to the Desert Merchant once | activate once you reach the entrance of | you reach the Southern Plaza to | the East Gate. Be sure to use the save | engage in a very minor delivery | crystal on your way out to the Estersand | side quest. This can only be | in order to restore your current status | done at this time! | and save your game. All three exits | [SQ21-1] | (west, east, and south) of Rabanastre +-----------------------------------+ have a save crystal near them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Dalmasca Estersand | [PI2] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ The Stepping ~~ Cactite / Weak: Wind Wolf / Weak: Earth Cockatrice / Weak: Water Wild Saurian / Weak: Wind You might as well go ahead and fight off some Cactites for some experience. Steal from the sleeping Cactites to get some Earth Stones. Notice how some of the enemies have a green bar and red bar below them. These bars are their life bars. Green represents a neutral enemy that will not attack unless you attack them first and red represents a hostile enemy that will attack if you get near it. I wouldn't advise fighting too many wolves at the moment - get the Cure spell before you start fighting them in order to save some potions. Walk down into the Estersand and look for the cliff in the middle that overlooks the valley below. The Rogue Tomato will be near the two trees with pink blossoms. He'll take off about 10 HP per hit so use one of Vaan's potions if needed. Once half of his life is taken he will jump down to the valley below. Follow him and defeat him while trying to stay away from the wolves. He gets all of his life back once he jumps. A cutscene will activate once the Rogue Tomato is defeated and you will receive the key item ++A HANDFUL OF GALBANA LILIES++ afterwards. Whatever you do, DO NOT mess with the Wild Saurian (T-rex) in this area since he can kill you with one hit. He is neutral, but can easily be aggravated by attacking too many wolves near him. Return to Rabanastre. ~~ East Gate ~~ Save your game near the East Gate and talk to Kytes for a cutscene. He's standing in front of the gate. ~~ North End ~~ Destination Quote: Old Dalan in Lowtown must know a way into the palace... As the game states after the cutscenes, you can now enter the Lowtown area. The entrance to the Lowtown is on the Northeast side of the North End of Rabanastre. Look for the stairs icon on the map. Before you go down to Lowtown, you need to go back to The Sandsea and talk to Tomaj to get your bounty for defeating the Rogue Tomato. He is standing at the counter. He will give you ++300 GIL, 2 POTIONS, and 1 TELEPORT STONE++. Tomaj will also let you in on some information about another hunter clan in the North End. The building has a Bangaa standing watch near the front. The Bangaa will let you in as long as you show him the Clan Primer that Tomaj handed over. Find the "Conspicuous Bangaa" on the west part of the North End and talk to him to enter. Walk to the top of the stairs inside the building and speak to the moogle, Montblanc. It turns out that Montblanc is the founder of this clan, Clan Centurio. You will automatically become a member of Clan Centurio during the conversation. He will tell you of many high mark hunts that are exclusive to his clan and he will mention the clan shop in the Muthru Bazaar. This shop will allow you to make special purchases depending on your current clan rank. Talk to Montblanc again after the first conversation to receive a reward of ++3 POTIONS++. He will have a special reward for you each time you reach a new clan rank so be sure to come back and visit him at Clan Centurio often. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Lowtown | [PI3] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ North Sprawl ~~ Old Dalan's place is in the far south +-----------------------------------+ area of South Sprawl. It is labeled | The treasure chest directly | with an X on your map. There are | across from Old Dalan's front | plenty of treasure chests found around | door is the first of the treasure | North and South Sprawl so it may pay | chests that you must NOT open in | you to do a little exploring before | order to obtain the Zodiac Spear | meeting up with Dalan. | later in the game. | | [SQ01-1] | +-----------------------------------+ Destination Quote: Better head down to the village on Giza Plains. Leave Old Dalan's Place. Giza Plains is on the south side of Rabanastre and you can get to it through the door to the right of where you exit from Old Dalan's Place. Walk over to the large circular door and open it to exit out to the Southgate of Rabanastre. You'll likely notice the orange save crystal. These save crystals will allow you to teleport to other orange save crystals by the use of a teleport stone. These will come in much handy later. You already have one teleport stone if you got your bounty from Tomaj. Make sure to not sell it with the rest of your loot since it is displayed at the top of that list. Before you venture out into Giza Plains, I would suggest buying a Cure spell and licensing it to Vaan. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Giza Plains | [PI4] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Throne Road ~~ Hyena / Weak: Water Giza Rabbit / Weak: Fire Urstrix / Weak: Wind Slaven / Weak: Wind Head to the south portion of Throne Road to reach the village. The enemies here are much like the Estersand enemies, consisting mainly of four-legged fiends. ~~ Nomad Village ~~ There is a save crystal in the southwest. Talk to the Nomad Elder in front of the middle tent. Walk over to Masyua who is standing next to the large Dark Crystal and talk to her. Agree to her offer. In order to get a Sunstone, you will need to seek out Jinn. Destination Quote: So, Jinn's...south of the village, right? Penelo will join you after the cutscene at the end of the conversation. Penelo has quite a few LP so buy her a few licenses. Buy a map of Giza Plains from the moogle in red before you leave. Penelo will hand over ++3 POTIONS and 2 PHOENIX DOWNS++ as you leave the village. ++GAMBITS++ will be added to the command menu (not party menu) as well when you try to leave. You can only turn the Gambits on or off at the moment. Penelo will act according to a list of preset gambits that you can't see at the moment. Gambits are a list of commands that the character(s) will choose to perform based on the setup order. Right now, you cannot program any gambits, but later you can. Penelo will attack as Vaan attacks but you can still control what she does by switching over to her command menu - press to the right or left once you pull up Vaan's command menu. Jinn is in the southern middle area, but you will need to head east or west from your current location (the village), then south, and finally walk toward the middle area of Giza Plains. Hold R2 and run from the enemies if they start to give your party too much trouble. This will automatically stop any attacking party member once the "Flee" command appears. Remember this for future use. You might run across some enemies that you can't handle at the moment. ~~ Crystal Glade ~~ A save crystal will be waiting for you here. Jinn will be leaning against the Dark Crystal. Walk over to him and talk to him. Explain everything to him and he will give you a ++SHADESTONE++. You will need to make your own Sunstone. Take the Shadestone and travel to the different areas of the Giza Plains and look for shining dark stones. Walk over to each shining dark stone and hold up the shadestone to drain the light from the dark stone. You will have a percentage up in the upper right hand corner along with an energy meter and will need to fill it all the way up by visiting enough dark stones until you make a sunstone. It may take all four shining dark stones to fully charge the shadestone. The shining dark crystals are conveniently marked on your map with "!". Run around the four different areas and charge the shadestone to receive a ++SUNSTONE++. The party will automatically wind up back at the area where Jinn is located once the stone is fully charged. ~~ Nomad Village ~~ Back in the village, Masyua will hand over ++50 GIL, 2 POTIONS, and 2 TELEPORT STONES++ as a reward for bringing Jinn back. Now it's time to head back to Old Dalan's Place in Rabanastre. Go back to the Southgate and open the circular door to the side to quickly get back to the Lowtown area near Old Dalan's Place. ~~ Lowtown ~~ A cutscene will begin as you get near Old Dalan's front door and Penelo will leave the party. Walk up and talk to Dalan for yet another cutscene. The ++CRESCENT STONE++ will be given to you after the cutscene. Destination Quote: Storehouse 5's my way down to the sewers. I'll start there. Storehouse 5's entrance is in the northwest corner of the North Sprawl area of Lowtown. Make sure that you equip yourself with any last minute items that you want to have available and have a Cure spell for sure! Vaan will be by himself for the upcoming area so I wouldn't rely on a limited supply of potions since the area is rather long. Kytes will be behind the door of Storehouse 5 and will give you ++2 POTIONS and 4 EYEDROPS++. Enter through the left gate after talking with Kytes. ____ __________ ______ /\ \ \/ /__ __|__ __| /\ / \ \ / | | | | / \ | | Part II - A Dashing Sky Pirate and a Master of Weapons | | \ / / \ _| |_ _| |_ \ / \/ /___/\___\______|______| \/ [WT02] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Garamsythe Waterway | [PII1] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Central Spur Stairs ~~ Dire Rat / Weak: Water Steeling / Weak: Earth Ichthon / Weak: Thunder A save crystal is off to the left. The right path doesn't hold anything except for some extra Dire Rat battles. Run around the left side and continue down the waterway. Head north and fight off the Dire Rats then go east. Keep heading northeast while fighting off the vermin of the sewers. Go down the stairway to the north and head down the waterway ahead. ~~ North Spur Sluiceway ~~ Neutral Ichthons will be floating around above the waterway. Go up the stairs on the left and across the bridge then down the next set of stairs. Keep moving west then go north to find some more stairs. Head up the second set of stairs to exit the waterway. The game will give you choice as to whether to go ahead or not once you reach the stairs to the far north. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Royal Palace of Rabanastre | [PII2] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Cellar Stores ~~ Save your game. You might want to choose another block since you can't leave from this area without doing a lot of backtracking. Check the Urn to the side to obtain a ++MAP OF THE ROYAL PALACE OF RABANASTRE++. Always be sure to scope out these urns when you enter a new area since they will always contain the area's map. ~~ Cellars ~~ Run to the north end of the Cellars to +-----------------------------------+ activate a scene with two Imperials. | The two treasure chests in the | Try to go up the stairs and the imperial | southeast portion of this room | will stop you. A Seeq will notice that | should NOT be opened if you want | you are trying to get upstairs. Talk to | to gain the Zodiac Spear later in | the red "Palace Servant" Seeq standing | the game. | next to the stairs. Press [ ] to call | [SQ01-2] | the Imperial guard afterwards and run +-----------------------------------+ around his right side (your left) while making your way to the stairs then enter the door at the top. ~~ Lower Halls ~~ Imperials are grouped throughout these halls and you will need to lure them out in order to find the lion signet. From the starting point, head down the hall to the right (south). Two guards will be standing near the left of the single guard at the end of the hall. Press the [ ] button to call to the two guards from the entrance to the hall then run back down the hall. The guards will stop at the front of the hall where you yelled. Now we need to distract the two guards near the entrance. Call to the group of three guards near the entrance. When they come after you, run down the hall directly in front of the door that you came through to enter this area (ignore the hawk signet) and walk by the standing guard to the north. The group of three guards will stay near the entrance. Enter the other side of the hall where the three guards were standing patrol. Use the Crescent Stone on the Lion Signet in the middle of the hall. This will cause a green light to appear behind some latticework in the north. This is the same hall that the single guard is standing near. Head to the west intersection of the hall with the Lion Signet and yell at the single guard standing patrol at the north hall. Run back down the hall with the Lion Signet and enter the other side of the hall where the single guard was. The green light behind the latticework is on the northwest side of this hall. Walk up to latticework and examine the "Faint Light" and "Approach the Wall". The wall will slide down to reveal a secret passage. ~~ Secret Passage ~~ Vaan will automatically walk inside and will be sealed in. Walk further down the secret passage hall to see a door-like structure off to the right. The door will not open but there is a hidden switch on the left wall. Standing away from the door-like structure walk toward the wall ahead then turn right and move against the wall until you see an Action Icon pop up followed by a "Switch" message. Press the switch and examine the door (or "wall"). After the cutscene that follows, you will obtain the ++GODDESS'S MAGICITE++. ~~ The Garden Stairs ~~ Walk up all the stairs to trigger a group of cutscenes. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Garamsythe Waterway | [PII3] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ East Spur Stairs ~~ Destination Quote: I've got to find my way out of these sewers... Balthier and Fran will join up with Vaan as the cutscenes end. Walk over to the save crystal and save your game then prepare for an explanation of the Gambit system as you walk down the stairs. Unlike later, you are now given the option to set up your gambits per characters as you see fit. Gambits will allow you to combine one action with a target for that action whether it be an ally, foe, self or either of the three with a specific status. A more detailed description will ensue as Balthier treads a little more deeply into the Gambit system. Gambits will be displayed in the list of menus on the party menu. When the gambit menu is pulled up under a character, the right column is the action to be performed and left column is the target for that action. The Gambit at the top will be performed as the first priority then the other Gambits will be performed. Use the cursor to select two Gambits in order to switch their positioning and double tap the X button to turn off a Gambit. Use the Select button to remove a gambit from a space. More Gambit spaces can be purchased through the License board and more Gambits can be purchased from Gambit shops found throughout the world of Ivalice. Gambits are always very cheap and you should buy them before just about anything else before entering a new city. It's a little hard to set some good Gambits at the moment since you have very few. ++GAMBITS++ and ++PARTY++ will be added to the party menu after the conversation with Balthier. Use the party menu to take a character in and out of your party. Press the X button to slide their pic back and remove them from your party. Also, it should be noted that if you want to change the leader of your party, you can do so by using the D-pad to select a leader from your three main characters. In the party menu, the character pic that the orange flag appears on is the leader of the current party. Now back to the situation at hand. Examine the "Fallen Soldiers" to the side for an extra cutscene. Walk down the waterway up ahead to enter the next area. ~~ East Waterway Control ~~ Dire Rat / Weak: Water Steeling / Weak: Earth Gigantoad / Weak: Fire The left path has an urn that contains the ++MAP OF THE GARAMSYTHE WATERWAY++. Run up the stairs to find a treasure chest then follow the waterway and the paths afterward heading south. Try to keep your party cured with the cure spell along the way - don't just rely on gambits for now since you have little life. There is no reason to conserve magic since you can replenish it with each character by moving. Try to get a License that will allow Balthier to use Cure, that way everyone can heal. ~~ No. 11 Channel ~~ The path across the metal piece has a chest. Keep heading south along the waterway. Use Fran's Fire spell on any Gigantoads that stand in your way. Toward the end of this area two Gigantoads and two bats will be near a waterway. Do not get stuck in the middle of these enemies. Take them out from a distance. ~~ East Sluice Control ~~ No enemies will step out just yet. Use the save crystal in the south and run down the stairs for a cutscene. The cutscene will give way to a battle with four Imperials. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ Recommended Level: 5 - 6 Lv. 5 / Imperial Swordsman A / HP 210 Lv. 5 / Imperial Swordsman B / HP 170 / Status: Protect Lv. 5 / Imperial Swordsman C / HP 180 Lv. 5 / Imperial Swordsman D / HP 190 Steal: Potion, Phoenix Down Exp: 0 LP: 2 LP each (if YOUR party defeats one) Have a Cure gambit for curing an ally < 70% and this battle shouldn't be much of a problem. All they do is attack normally without any sort of magic or exclusive attacks so they won't take too much damage. Fran's Fire spell takes off a larger amount of damage than normally attacking an Imperial, but it is not necessary. With the extra support from the mysterious woman this will be a fair match of four against four. Be sure to steal for some extra items. If a member of your party defeats an Imperial you will gain 2 LP, but if the woman kills one then you will gain nothing. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Walk up to Amalia and she will join +---------------------------------------+ your party as a guest after the | Amalia's Gambits | cutscene. Guests cannot be |=======================================| controlled at all and will act on | Ally: < 80% (>) Potion | their own in battle. You are | Ally: any (>) Phoenix Down | responsible for curing and keeping | Foe: nearest visible (>) Attack | your guest alive however. A guest +---------------------------------------+ will also leave the party once a certain point of the story has been reached. Amalia has gambits set to where she will revive any fallen party member with a Phoenix Down and issue out a potion to a weak party member free of charge - this does not take away from your current inventory! NEVER EVER get spoiled by a party guest with special actions whether it be uber strength or constant healing - this can happen very easily later in the game with one guest in particular. Take advantage of your guest and get into a bunch of battles to raise your levels since you have a fourth helper that slightly takes away from your experience gaining. Run back to the save crystal and save your game then continue to the east of the waterway. ~~ Southern Sluiceway ~~ Walk into the middle of the open space ahead for a cutscene. Four Lv. 4 Flans will ambush your party. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ Recommended Level: 5 - 6 Lv. 5 / Flan A / HP 420 / Weak: Fire Lv. 5 / Flan B / HP 360 / Weak: Fire Lv. 5 / Flan C / HP 390 / Weak: Fire Lv. 5 / Flan D / HP 420 / Weak: Fire Steal: Caramel, Potion LP: 2 LP each All the flans in this group are weak against Fire, so use the Fire spell for any character that has it at the moment. Normal attacks won't do that much damage to a Flan, but it's better than nothing for non-magic characters. The most important rule about this battle is to NOT let them surround you. They're spiral attack hits very fast and sometimes they will chain it with another attack for heavy damage. They will use Blind on your characters, so having a Gambit set up for Eyedrops on an ally is suggested for at least one character. Cure should be set up as a Gambit as usual, though set it to someone that isn't casting Fire if possible. Sit back and enjoy the classic Final Fantasy victory posing after the battle. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ You may want to run back and save your game in the previous area after the battle. Collect the items in the treasure chests on the east and west side. ~~ West Sluice Control ~~ Gigantoad / Weak: Fire Garchimacera / Weak: Water Ghost / Weak: Light The coast appears clear once again, and there is even a treasure chest waiting in the middle of the water. Move toward the stairs and a Gigantoad will hop out of the water. A Ghost and a group of Garchimaceras will be lurking about up ahead. ~~ No. 10 Channel ~~ The stairs on the west side have been damaged, so you will need to head east in the middle area to get out of the waterway. ~~ Central Waterway Control ~~ A save crystal is in the middle of this area. There are four pedestals that are surrounding the sides of the floor near the waterway that cannot be used just yet. These pedestals are used in one of the side quests and they reqrire the Sluice Gate Key which is obtainable in the "Lost in the Pudding" hunt. Open the gate to trigger a cutscene. ~~ Overflow Cloaca ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------+ | Lv. 7 | Firemane | |=========================================================| | HP: 3571 | Weak: Water | Absorb: Fire | |---------------------------------------------------------| | Exp: 0 | Steal: Potion, Phoenix Down, Grimoire Togail | | LP: 3 | | |---------------------------------------------------------| | Recommended Level: 6 - 7 | +---------------------------------------------------------+ This is the first true boss battle of +------------------------------------+ the game. Firemane will absorb Fire | Recommended Gambits | obviously, and you most likely don't |====================================| have water yet, so his weakness cannot | Ally: HP < 70% (>) Potion | be taken advantage of. He teleports | Ally: any (>) Antidote | around the area much like a ghost so | Foe: nearest visible (>) Attack | your attack may miss at times. Make +------------------------------------+ sure that you have a Cure or Potion gambit on one of your party members since Firemane will take off about 50 - 100 HP with his kick attack and his Fire spell will take nearly 100 HP. Potions may work better since it is basically an instant heal instead of having to wait for a spell, though if any character falls or gets majorly low then Amalia will start passing out some Potions and Phoenix Downs in that order. Firemane's big attack is called "Bushfire". He will send out fire all around him and take off nearly 100 HP from all party members and possibly inflict Poison on some of them. He seems to always start this after 25% of his life has been taken. Do not set up your Gambits so that one person does all the healing - you need to mix and match so that each character performs a certain cure. Amalia is very helpful in this fight thanks to her Potions and Phoenix Downs. If two or more of your characters ever die and one of them is Amalia then bring her back to life first so she can resurrect the others. Bushfire is the only major attack that you have to watch out for in this battle because of the heavy damage and possible status effect. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A few cutscenes will take place after the battle then your party will start in the Nalbina Dungeons. ____ __________ ______ /\ /\ \ \/ /__ __|__ __| /\ /\ / \ / \ \ / | | | | / \ / \ | | | | Part III - A Loyal Knight Branded as a Traitor | | | | \ / \ / / \ _| |_ _| |_ \ / \ / \/ \/ /___/\___\______|______| \/ \/ [WT03] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Nalbina Dungeons | [PIII1] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Stockade ~~ Check around the area for a few chests containing Knots of Rust. Use the save crystal at the north end then walk through the opening near it. ~~ Arena ~~ The cutscene that plays will give way to another boss fight. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ Lv. 6 / Galeedo / HP 158 / Weak: Fire Lv. 7 / Gwitch / HP 142 / Weak: Fire Lv. 8 / Daguzo / HP 232 / Weak: Fire / Status: Protect Steal: 5 gil (Galeedo), Potion (Gwitch), 200 gil (Daguzo) LP: 2 LP from each You'll be barehanded for this fight, but you still have access to your technicks and magicks. Only Balthier and Vaan will be in your control for the fight. All three of the Seeqs are weak so it really doesn't matter which one you go after first. Daguzo has Protect on him but it doesn't do him much good. Cast Fire on any of them to speed up the battle and likely kill them with one hit, otherwise, attack until they are defeated. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~ The Confiscatory ~~ Walk toward the save crystal. A cutscene +-----------------------------------+ will play in which Fran will notice the | Do not open any of the chests in | party's supplies in the side room. The | The Confiscatory if you want the | party will recover all lost items and | Zodiac Spear later in the game. | equipment after the cutscene and obtain | [SQ01-3] | the ++MAP OF THE NALBINA DUNGEONS++. +-----------------------------------+ Save your game then continue to the east. ~~ The Black Watch ~~ Imperial Hoplite / Weak: N/A Imperial Magus / Weak: N/A Imperial Marksman / Weak: N/A Imperial Swordsman / Weak: N/A The cutscene will leave your party on the southwest side of the area. You can sneak around this area and avoid most battle as Balthier suggests in the prior cutscene or you can fight all the Imperials. The bad part about alerting some Imperials is that you will cause a whole group of them to surround you at once. I would suggest having a Potion gambit on someone through this part since you can get overwhelmed at times leading to quick deaths. Make sure to defeat the Imperial Magus's and Imperial Hoplites first since they will only stand back and use support magick mixed with Blind or Potions respectively on the other Imperials. The Hoplites are the most aggressive with their constant rams. Markmen can also heal others with Potions as well. It's easy to build up a good chain at this part since all of the enemies are considered the same type. Make sure to check for the chests around the area - they are rather dark and hard to see while near a wall. The objective here is to head toward the middle portion of the north area. A cutscene will play once you get to the door at that part. Follow Judge Gabranth and the Imperials down the stairs after the cutscene. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Barheim Passage | [PIII2] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ The Lightworks ~~ Basch will automatically join the +---------------------------------------+ party as a guest after freeing him. | Basch's Gambits | Check in the area off to the right |=======================================| as you venture down the stairs to | Foe: party leader's target (>) Attack | find three chests full of gold. A | Foe: nearest visible (>) Attack | save point will be to the side as +---------------------------------------+ you continue further down. The first thing to do here is to examine the "Timeworn Device" in the middle of the room. A short conversation will commence in which Balthier will mention that the fuse is blown. The object will now be labeled "Power Relay". Walk down the stairs and talk to the merchant, Burrogh. He will give your party a ++TUBE FUSE++. Go back upstairs and "Install the Tube Fuse" on the "Power Relay". The lights will come on and the meter in the upper right hand corner will display the charge as 100%. Press the Gate Switchboard to the left of the merchant downstairs to open the gate to the side of him. The Charge will drop by 30% and the merchant will explain to your party that fierce beasts come out in the dark. Make sure to buy both of his gambits before leaving and stock up on any useful armor or magick that you would like. You need to have the Blizzard spell for sure. Try to have about 10 antidotes and eyedrops since they will cure status afflictions much quicker than magick. About 5 Phoenix Downs wouldn't be a bad idea either. If a person with a one- handed weapon can equip a shield then buy at least one. Sell your current Loot if you have any for some extra gil - don't sell the Teleport Stones though. ~~ Op Sector 29 ~~ Destination Quote: Gotta stop those mimics from feeding on the conduits. Battery Mimic / Weak: Ice Flan / Weak: Fire Mimic / Weak: Ice Skull Defender / Weak: Light Specter / Weak: Light Steeling / Weak: Earth Suriander / Weak: Ice Tiny Mimic / Weak: Wind Zombie / Weak: Light The Mimics up ahead will drain the power supply from the power cord to the side. You must stop them from draining all the power or you will have to deal with plenty of undead fiends as the lights go out. Remember that a mimic is weak against ice, so use the Blizzard spell to heavily damage him. If all your controllable party members have Blizzard then have everybody cast Blizzard to really put the hurt on a mimic. It will use Discharge quite often to hit all of your party members with electrical damage taking around 50 HP per hit. While fighting the mimic it will sometimes feed some more off of the conduit (Charge) to replenish its HP by 200. Basch will help out a good bit even while barehanded. He will do combo attacks often. Any time that you see the power charge dropping in the upper right hand portion of the screen then that means there is a mimic up ahead feeding on one of the electric cords. You will sometimes have to stop midfight and deal with a mimic up ahead or face the dark fiends. "Mimic X is feeding on the energy conduit" will appear in the upper left hand corner often when entering a new area. Check your map and look for the "!" in places to find the power cords that the mimics are feeding off of. Another mimic will be feeding on the electric cord down the stairs in the next room. Fight through the Tiny Mimics quickly or just rush right past them and start using Blizzard on the Battery Mimic. You'll have a bit of a break until you reach the next area. ~~ Great Eastern Passage ~~ One Battery Mimic will start feeding on the cord against the wall as soon as you enter the area and the other will run deeper into the tunnel - we'll get that one later. Deal with the Battery Mimic in site first then run into the tunnel and find the other one on the west side. You'll likely see the urn for the map of this area below, but you need to go around to get it. Move down the east tunnel. The next power cord is down the tunnel to the left once the path splits, but a Battery Mimic will not show up until you run down the tunnel to the right. He will run right past you and head for the power cord. Fight through the enemies down the tunnel and hunt him down as he feeds off the electricity. Run back out of the tunnel and head down the tunnel that the mimic ran out of. At the intersection, turn around and run down the tunnel to the west to find the urn with the ++MAP OF THE BARHEIM PASSAGE++. Walk deeper into the tunnel to the south and be prepared to hunt down the mimic at the far end as you reach some stairs. There is a cord at the top of the stairs and the Battery Mimic will rush down the tunnel up ahead and run over to it. Enter the opening to the west side above the stairs. ~~ Op Sector 36 ~~ Defeat both of the Battery Mimics first as they feed on the power cords upstairs and downstairs then leave. Enter the next area to the south in the Great Eastern Passage. ~~ Special Op Sector 3 ~~ A mimic will start to creep toward the power cord at the far end of the tunnel so scare him with a Blizzard spell and watch him take off. The massive gate (actually labeled as such) will be blocking the way to the southern end of the tunnel. Go back up the tunnel a little bit and walk into the west section. Some Flans will drop down from the entrance so have some Fire spells ready because they are severely weak to Fire. The Flans are basically highly strong against any type of physical attack this time. Have some eyedrops or a Blindna spell ready for their Blind spell. A Battery Mimic will start to feed on the power cord as you walk through the next entrance but a Flan will drop in front of the party so Fire him then get to the mimic quickly. ~~ Op Sector 37 ~~ A mimic to the side will be feeding on a power cord and another one will creep down the stairs and venture toward the cord in the hall below. Defeat the one to the side then fight through the Flans that drop on your way down the stairs and into the hall. Flip the Gate Switchboard up the stairs in the next room to open the massive gate that was blocking your way further into the tunnel a few moments ago. On your way back, be sure to heal your party members fully and stay away from the Bombs that will by floating around the Special Op Sector 3 west area. They are neutral, but if they get after your party and manage to self-destruct, they can nearly take your entire party with them, so do not aggravate them. They will attack if you fight a Flan near them. If they do self destruct and one of your party members survives, go ahead and run past the gate in the south and you will find a save crystal - no need to use Phoenix Downs, just turn off the gambits via the command menu and run. ~~ North-South Junction ~~ Basch will gain some armor and a sword after the cutscene. Save your game then enter the room to the south for a big battle. ~~ Great Central Passage ~~ The second treasure chest in this area is actually a Mimic. He will jump up and attack if you examine it. Another Mimic will start to feed on the power cord to the left. All the chests in this area that have a slight blueish glow to them are Mimics. These Mimics will do a new attack known as "Leech" in this area in which they will drain a party member of HP to restore their own. ~~ The Zeviah Subterrane ~~ Battery Mimics and Tiny Mimics will be spread out up ahead along with a new Suriander enemy, much like the Gigantoad. Walk up the northeastern path to find a sealed gate. Keep moving further up the path while fighting off Skeletons and the feeding Battery Mimic then enter the next area to the east. ~~ Terminus No. 4 Adjunct ~~ Walk down the stairs to find a save point that sort of foreshadows something wicked up ahead. ~~ Terminus No. 4 ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +--------------------------------------------------------------+ | Lv 10 | Mimic Queen | |==============================================================| | HP: 4073 | Weak: Ice | Absorb: Thunder | |--------------------------------------------------------------| | Exp: 0 | Steal: Knot of Rust, Rose Corsage, Storm Magicite | | LP: 5 | | |--------------------------------------------------------------| | Recommended Level: 9 - 10 | +--------------------------------------------------------------+ Tiny Battery / HP 120 / Weak: Ice The best way to approach this +------------------------------------------+ battle is to go straight for | Recommended Gambits | the Tiny Batteries right at the |==========================================| beginning. There will be four | Ally: HP < 50% (>) Potion | of them and they will all | Foe: party leader's target (>) Blizzard | scatter at the beginning to suck | Foe: party leader's target (>) Attack | the energy from the power cords +------------------------------------------+ to the sides. You will have to worry about the charge gauge even during this boss fight. Set your party members so they will cast Blizzard on whatever enemy that you target BUT turn off their gambits at the beginning. Use the command menu to assign each party member a Tiny Battery to cast Blizzard on along with your character and they will kill all of them right at the beginning. Turn back on the gambits once all the Tiny Batteries are gone and target the Queen then start casting Blizzard on her and your controllable comrades will follow with a Blizzard attack totally hammering away at her life gauge. Basch will help out by attacking whichever enemy you target for this battle. I would recommend using Potions instead of Cure spells to save your magic for Blizzard attacks. Run around a bunch during this battle with your leader to gain back some MP and your allies will run with you. The Queen will always perform a "Breath of Life" shortly before the "Spawn" of a new Tiny Mimic. Take out any new Tiny Batteries that she spawns by having one of your party members cast Blizzard on it as soon as it spawns. She will attack with one of her legs or cast Thunder occasionally. One of her big attacks is the Ground Shaker where she will jump into the air and land on the ground causing a tremor that will take off around 80 HP from the entire party. On her last 25% of life she will start performing her Shockstorm attack that will take off nearly 170 HP from each party member near her. She will be way too busy performing a Breath of Life followed by a Spawn most of the time if you take out all the Tiny Batteries however. If all of your party members can cast Blizzard for this battle then she will not stand a chance whatsoever if all of her Tiny Batteries are dead and will suffer a very cold and quick death! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Dalmasca Estersand | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Passage Entrance ~~ Destination Quote: Penelo must be worried sick. Better head back to Rabanastre. A save crystal is lying to the side as the cutscene ends. Make your way back to Rabanastre to the south. ~~ Sand-swept Naze ~~ o-----------------------------------o | Available Enemies | |-----------------------------------| | Alpha Wolf / Weak: Earth | | Cactite / Weak: Wind | | Cactoid / Weak: Wind | | Cockatrice / Weak: Water | | Nekhbet / Weak: Water (rare) | | Wild Saurian / Weak: Wind | | Wolf / Weak: Earth | o-----------------------------------o While moving through the sand dunes, if you come upon a cockatrice that takes off quite a bit more than the others then you have just run into a rare fiend known as the Nekhbet. He will start to cast Slow on your party once his HP starts to drop. The only way to cure Slow at the moment is with a Remedy. Don't fool with the Wild Saurian on the way back - not yet! Instead of treading through all the sand to the south, you could go to South Bank Village to the north and teleport to Rabanastre via the orange save crystal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Rabanastre | [PIII3] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Destination Quote: Can't wait to show Old Dalan and Penelo...wherever she is. The party will go there separate ways +-----------------------------------+ upon entering Rabanastre and Vaan will | A Viera is now sitting on the | mention that he would like to meet with | railing of the stairs leading up | Penelo. He mentions that she would most | to the Clan Hall of the Muthru | likely be at Migelo's Place. Talk to the | Bazaar. She will ask a question | moogle, Hurdy, and teleport to the | each time you approach her in | Sandsea, which is right near Migelo's. | between major events of the main | These moogles are now positioned | story. It's a good idea to start | throughout Rabanastre and will provide a | this side quest now. | very fast means of travel via | [SQ02-1] | teleportation throughout the city. Vaan +-----------------------------------+ will meet up with Kytes and will decide to meet up with Old Dalan once again. Head to Old Dalan's Place in the Lowtown area - use the shortcut at the Southgate. Talk to him for a cutscene. Dalan will hand over the ++SWORD OF ORDER++ and ask you to deliver it to a man by the name of Azelas. Dalan will mark the destination on the map. Run over to the west portion of the North Sprawl of Lowton as indicated on the map and talk to Balzac. When all the cutscenes end, Basch will officially join the party. He has quite a bit of LP so spend it wisely. Destination Quote: Now, if I were a tired, thirsty sky pirate, where would I be? The quote pretty much speaks for itself - go to the Sandsea in Rabanastre to find Balthier and Fran. A cutscene will play on the way to the Sandsea and another will trigger once you walk to the second floor of the Sandsea. Balthier and Fran will join the party once again and your next destination is the Lhusu Mines in Bhujerba. Meet up with Balthier in the Aerodrome at the Westgate when you're ready to leave. He's in the very back standing next to the railing. I would recommend buying all the Gambits from the Gambit shop in Rabanastre and stocking up on magick that you do not have yet. Eventually all magic will be useful, so it's best to get it early. Stay behind in Rabanstre and perform some of the Hunts at the Sandsea. This is the perfect time to start with the hunts since you are able to have a party of three now. You can also sell all the loot that you probably have a lot of by now - especially after the journey through Barheim Passage. All the newer items will be available in Bhujerba along with two new magicks. MAKE SURE THAT YOU HAVE LIBRA WITH YOU BEFORE LEAVING RABANASTRE! You will not be able to get Libra in Bhujerba and you will need it for the Lhusu Mines, unless you want to risk stepping in a trap. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Bhujerba | [PIII4] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Destination Quote: Time to find that magicite mine... I'm coming, Penelo! Save your game at the save crystal. You can't teleport back to Rabanastre at the moment even if you have a teleport stone. Upon leaving the Aerodrome Lamont will join your party as a guest after the cutscene that takes place. Stop by the Magicks store and pick up Vox if you have the extra 300 gil. The way to the Lhusu Mines is straightforward since all other paths in the city are sealed off. ~~ Lhusu Square ~~ A save crystal is nearby and this will be your only save crystal for the Lhusu Mines. Walk down the stairs to trigger a cutscene. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Lhusu Mines | [PIII5] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Shaft Entry ~~ Yet another cutscene will trigger while walking down the stairs. The Marquis in the cutscene is the same Marquis that narrates the journal entries in between story sequences of FFXII, just in case you didn't know. Aerieel / Weak: Light (rare) Skeleton / Weak: Light Skull Defender / Weak: Light Slaven / Weak: Wind Steeling / Weak: Earth Make sure to have a "Self (>) Libra" gambit set to one of your party members so you will be able to see traps in the Lhusu Mines. Traps can possibly kill your whole party with one triggering. Head to the north. The Steelings throughout the Lhusu Mines may carry Teleport Stones, so you can get quite a bit of them through stealing and I would advise you to get a few for later, unless you want to buy them in the airship cabins. One excellent feature +------------------------------------------+ you will find out about Lamont | Lamont's Gambits | is that this fine lad comes |==========================================| equipped with Potions and | Ally: HP < 20% (>) Hi-Potion | Hi-Potions that he will gladly | Ally: HP < 50% (>) Potion | give out if one of your party | Foe: party leader's target (>) Attack | members is running low on health. | Foe: nearest visible (>) Attack | Lamont is one of the best guests +------------------------------------------+ that you will get in your party thanks to his generous nature of unlimited Potions and Hi-Potions. To the south, Skeletons, Steelings, and Skull Defenders will be lurking in the corridors. The entrance to the next area is in the southwest end of the corridors. You can use the Gate Switchboard on the raised area (up the steps) of the southeast side to raise the gate in the middle. ~~ Oltam Span ~~ Be on the lookout for traps in this area. The main enemies will pop up in the middle of the bridge. Don't fight an enemy near a trap since your allies may wind up walking right into it during a battle - this will happen often if you are not careful. ~~ Transitway 1 ~~ Go north. Walk down the actual tunnel with the railing and not the Skeleton- filled side tunnel since you will find several traps inside that your party might accidentally trigger during battles. ~~ Shunia Twinspan ~~ This is a wonderful area to level up, but it is also a deadly area if you are low level. Many Skeletons and Skull Defenders will pop up from the ground as you venture toward the middle. These fiends are about 3 levels ahead of the ones that you have been fighting so you cannot afford to have too many gang up at once. Try not to move too far down the bridge or you will be dealing with about five of them at a time. Stand back while holding the R2 button and let them come to you. You can build up a chain extremely easy in this area since all you fight is Skeletons and Skull Defenders! Building up a chain will cause the enemies to drop more items at a time. ~~ Site 2 ~~ Enter the tunnel to the right (east) to continue to your destination. The tunnel to the left has a chest but you must go past a trap that one of your allies will likely set off since it's in the middle of the path. Use cure magic and make sure all of your party memebers are fully healed before you step into the big cave to the north while going up the stairs on the east side. A cutscene will trigger once you step inside the middle open area. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------+---+-----------------------------------+ | Lv 12 | Ba'Gamnan | | Lv 11 | Bwagi | |===================================| |===================================| | HP: 3983 | Weak: Water | | HP: 1593 | Weak: Water | |-----------------------------------| |-----------------------------------| | Exp: 0 | Steal: Potion, Hi- | | Exp: 0 | Steal: 30 gil, Potion | | LP: 5 | Potion, Round Shield | | LP: 5 | | +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ | Lv 11 | Gijuk | | Lv 11 | Rinok | |===================================| |===================================| | HP: 1650 | Weak: Water | | HP: 1745 | Weak: Water | |-----------------------------------| |-----------------------------------| | Exp: 0 | Steal: 30 gil, Potion | | Exp: 0 | Steal: 30 gil, Potion | | LP: 5 | | | LP: 5 | | +-----------------------------------+---+-----------------------------------+ | Recommended Level: Determination and a bunch of items | +---------------------------------------------------------------------------+ These four are not meant to be fought. Your party will start the battle a little ways from them as the cutscene ends. You need to turn off all gambits, hold R2, and run all the way back to the beginning of the mines. If you decide to fight them, then you will not have Lamont's help since he has basically said "The hell with you!" and has already started running. Several enemies will pop up along the way, but you will need to run right by them. A cutscene in each area will show Lamont just up ahead of your party as you continue to flee. Be sure to keep that R2 button held down while running. If you decide to fight them, then keep in mind that they can be beaten, though not easily. All you will get is just a cutscene of Ba'Gamnan running away after defeating them and no other reward. They all have Haste cast on them and Ba'Gamnan has Protect and Shell. Sadly, you don't have Dispel yet, so this is going to be one hell of a battle. Everybody except Ba'Gamnan can be blinded easily. You really need to have Protect up at all time on all three party members. Knots of Rust work very well for draining their HP along with a Water Mote since they're weak against water. Have a Potion gambit set up to cure your party members quickly. You will really have to pull out everything for this battle, but it can be won depending on how determined you are! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~ Shaft Entry ~~ By the time this area is reached Ba'Gamnan and his gang will have lost your party. Go ahead and heal since there are still enemies in the area then exit the mines through the entrance. Don't forget to turn your gambits back on while going through the tunnels on the way out. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Bhujerba | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Lhusu Square ~~ Two cutscenes will play. Once you run +-----------------------------------+ toward the save crystal, the game will | The moogle Pilika has a side | prompt you to press the [ ] button with | quest for your party at this time | Vaan. This will make Vaan announce that | if you have done the "The Cry of | he is Captain Basch to all the | Its Power" Elite Mark Hunt. | surrounding citizens. The notoriety | [SQ03-1] | gauge in the upper right hand corner will +-----------------------------------+ rise as people turn to look at him in shock. You must run around the town of Bhujerba and press the [ ] button to testify to a large group of citizens - look for the people with talk icons above their head since these are the only people that will listen. The notoriety gauge will start to drop if you don't testify to enough people in a certain amount of time. A message will pop up to let you know how many people are listening each time you testify. Some citizen will respond and the notoriety gauge will go up even quicker for their type - this is usually the people that carry books with them. Don't testify near a helmeted guard or they may stop you and the notoriety gauge will fall. Once the notoriety bar has reached 100% Vaan will be stopped and the cutscenes will pick up again. Here's an alternate way to raise the notoriety gauge: There is an area where there are a few people labeled as "Staras Residents" outside the Staras Residence. Walk over to them and inform them (press [ ]), then go inside the house and there should be three people inside the house (press [ ] again). Leave the house and go back to the same "residents" again and tell them the whole thing over again and then go back into the house and repeat. Your notoriety should rise within three to five minutes. (thanks to nemesys_syndrome) ~~ The Cloudebourne ~~ There is a bulletin board to the side that should have at least one hunt on it by now if you are interested. This will offer the same hunts that are in the Sandsea back in Rabanastre. Speaking of Rabanstre, you can now go back there if you wish. To continue the story, run over to the area marked on your map and speak to the Bhujerban Sainikah in order to talk to the Marquis. Be sure to have the Blind spell with you before talking to the Marquis. ____ __________ ______ /\ /\ \ \/ /__ __|__ __| /\ /\ / \ / \ \ / | | | | / \ / \ | | | | Part IV - A Princess Who Had Lost Everything | | | | \ / \ / / \ _| |_ _| |_ \ / \ / \/ \/ /___/\___\______|______| \/ \/ [WT04] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Dreadnought Leviathan | [PIV1] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Port Launch ~~ Destination Quote: I can't believe she's Princess Ashe. Better help her out, I guess. Vossler will join your party as a guest as the group of cutscenes come to an end. The ++MAP OF LEVIATHAN++ will also be handed over. A save crystal will be nearby as your party starts out in the Leviathan. Be sure to make a separate save file since you cannot leave the Leviathan for any extra gear. Vossler is another really good guest to have in your party. He is a total powerhouse and will help you greatly for the battles ahead. ~~ Port Section ~~ Imperial Gunner / Weak: N/A Imperial Hoplite / Weak: N/A Imperial Marksman / Weak: N/A Imperial Magus / Weak: N/A Imperial Swordsman / Weak: N/A Mastiff / Weak: N/A Vossler will warn your +-----------------------------------------------+ party of the security | Vossler's Gambits | lasers found around the |===============================================| Dreadnought. Anytime they | Foe: flying (>) Telekinesis | are touched, an alarm will | Self: status = HP critical (>) Special Attack | go off and Imperial guards | Foe: nearest visible (>) Attack | will attack. Move through +-----------------------------------------------+ the middle path up ahead and make a right. Turn left to find a patrolling Imperial. These Imperials that are found throughout the Dreadnought will provide some gil at times after being defeated and you should try to steal from them to boost your Potion supply. Enter the open area up ahead and you will notice a chest in a dead end hall. If you try to open the chest security lasers will prevent your party from leaving and stepping through them will set off an alarm, though a quick gamer can make it in and out before the alarms go off, so you may want to try for it. The alarm will not call an overwhelming group of Imperials, but be sure to move your whole party away from a group of lasers so an ally will not constantly activate it while fighting. Work your way toward the middle storage area on the map. ~~ Large Freight Stores ~~ There are two ways to get to the destination in the middle of the Dreadnought. There is the long way to the second floor to the west that will provide an easier journey since it's fairly straightforward with fewer Imperials, or the short way downstairs to the north where many Imperials will lie in ambush and security lasers will literally force your party to step into them. Going the long way will net your party three chests full of gil on the bottom floor of this area. Many Imperials will ambush your party as you go down the stairs to the first floor though. The security stations along the side cannot be used at this time. Enter the door in the middle at the bottom if you want to go the short way. Both ways are described below. ~~ Starboard Section (long way) ~~ Get to the first big room to the north then run down the hall to the left in that room and continue to the north past the second big room. Turn right at the dead end in the hall. Go down the first hall off to the left then make another left followed by a right then take the second left. Security lasers will appear along the entrance to the right so take a left and go the long way around the corridor to arrive at the entrance at the north middle portion. Along the way, there will be a switch off to the side labeled "Bulkhead Release". Activate BULKHEAD RELEASE 1 then run ahead and enter the Sub-control Room. ~~ Sub-control Room (long way) ~~ The party will drop in on two Imperial Hoplites, an Imperial Magus, and an Imperial Swordsman. This is as bad as the fights get while coming the long way. Defeat the Magus first as always then concentrate on the others. Some stragglers may be pacing around downstairs. The security controls cannot be activated just yet. Walk into the dark area downstairs to find two treasure chests, though a group of security lasers will catch your party on the way out. Look near one of the pillars in the middle of the back wall to find BULKHEAD RELEASE 2. Pressing this switch will open the door in the middle of the room. ~~ Airship Berth Access (long way) ~~ On the way to the south one Imperial will be standing guard. Do not venture off to the left or right hall or you may get caught in a laser sensor. Enter the door to the south to continue to the Central Block. Skip to the "Central Block" area below. ~~ Airship Berth Access (short way) ~~ The door in the middle of the first floor of the storage area will lead your party to a corridor with two ways to choose from. Both ways are just as bad and just as deadly if your party is at a low level. The east path is slightly easier since your party will not trigger an alarm along the way. While moving down the corridor of the east side, try to lure some Imperials out of the middle area and take them on. DO NOT stand in the entrance to the middle area for very long since some sensor lasers will appear as your party enters the middle room. Run to the center of the middle room to keep your party from stepping into the lasers again and again while fighting. Your party will eventually have to purposely step through some security lasers since they will be blocking the hall ahead. Fight off the Imperials that come as your party heads to the door in the middle portion of the area or just run to the door immediately to reach the Central Block. If you take the west route, the alarm caused from stepping through the security lasers will call all the Imperial guards from the west middle room into the hall. When the middle room is reached there will only be a few stragglers left behind, but once again, your party will have to step through some lasers to exit the room, calling even more guards. ~~ Central Block ~~ No matter which way is taken, you will arrive at the Central Block and a cutscene will trigger after the door is opened. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------+---+-----------------------------------+ | Lv 11 | Judge (A) | | Lv 11 | Judge (B) | |===================================| |===================================| | HP: 2245 | Weak: N/A | | HP: 2245 | Weak: N/A | |-----------------------------------| |-----------------------------------| | Exp: 0 | Steal: 300 gil, | | Exp: 0 | Steal: 300 gil, | | LP: 7 | Hi-Potion | | LP: 7 | Hi-Potion | +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ | Lv 10 | Imperial Swordsman (A) | | Lv 10 | Imperial Swordsman (B) | |===================================| |===================================| | HP: 430 | Weak: N/A | | HP: 430 | Weak: N/A | |-----------------------------------| |-----------------------------------| | Exp: 34 | Steal: see Enemy List | | Exp: 34 | Steal: see Enemy List | | LP: 1 | | | LP: 1 | | +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ | Lv 10 | Imperial Swordsman (C) | | Lv 9 | Imperial Magus | |===================================| |===================================| | HP: 430 | Weak: N/A | | HP: 384 | Weak: N/A | |-----------------------------------| |-----------------------------------| | Exp: 34 | Steal: see Enemy List | | Exp: 34 | Steal: See Enemy List | | LP: 1 | | | LP: 1 | | +-----------------------------------+---+-----------------------------------+ | Recommended Level: 12 - 14 | +---------------------------------------------------------------------------+ This battle can get quite evil +------------------------------------------+ depending on how you approach | Recommended Gambits | it. If you are strong enough, |==========================================| you can do as Vossler says and | Ally: HP < 50% (>) Potion | take out the Judges to end the | Ally: any (>) Eye Drops | battle immediately, but dear | Foe: party leader's target (>) Attack | lord, look at the Judges' HP +------------------------------------------+ gauge compared to the others! I recommend manually Blinding both of the Judges at the very beginning of the battle since their attacks are the most damaging. Have two characters cast blind on both of them. Blind may miss them a few times, but keep pouring on the Blind spell until it blinds both of them! The Judges have a Tri Attack that will take off about 150+ damage, but if they are blinded, they will likely miss. Once both Judges have been blinded get really aggressive and target the Magus followed by the Swordsmen and defeat them all quickly. Have a gambit set to cure Blind on any of your allies. After the Swordsmen and Magus have been taken care of, it is all a matter of wearing down the blind Judges. A blind Judge is a severely handicapped Judge - keep that in mind. You may also want to try Disable if you have it, but it will not last that long at all. Vossler will be a godsend for this battle especially if your party is low level. The ++NO.1 BRIG KEY++ will be handed over after the fight. Use the Brig Key to open the door to Brig No. 1. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~ Brig No. 1 ~~ Open C-201 to find the ++SYSTEMS ACCESS KEY++ inside of the urn and a blue save crystal to the side. C-203 has two captive moogles inside. One of them is a merchant by the name of Tetran. He has a few new armors and some new items. You don't really need any Alarm Clocks or Handkerchiefs yet, but be sure to buy a few once you have the extra gil, especially the Handkerchiefs. Cell C-202 will trigger a cutscene once it is opened and Ashe will officially join your party. Ashe has tons of LP, so be sure to deck her out with some spells, augments, and equipment. Cell C-204 has nothing inside. You need to prepare for an upcoming boss battle, so be sure to buy all the equipment your party needs from the moogle merchant. Be sure to have the Disable spell as well as Blind. Save your game and leave once you have Ashe. ~~ Central Block ~~ Destination Quote: If we can get to a launch bay, we can escape on an airship. Walking back into this area will trigger a cutscene. The alarm will go off and continue to go off as your party tries to escape. For this portion, you need to run or fight. The Imperial guards can really gang up on your party, depending on what area you are in. The goal here is to make it back to the Port Launch area in the hope of hijacking an airship. There is a Security Station in both the Sub-control Room and storage area (Large Freight Stores) of the Dreadnought that can be used to reset the alarm for 60 seconds after you use the System Access Key on either of them. There is one on the right side of the main controls in the Sub-control Room and two on both sides of the first floor in the storage area. The only bad thing is that you have to stop and let go of R2 in order to use either one. Resetting the alarm will keep guards from chasing you all the around the Dreadnought however. The short way back through the Airship Berth Access is recommended since you will be able to get back much quicker and it really doesn't matter about avoiding fights anymore since your party is the center of attention anyway. ~~ Port Section ~~ Upon leaving the storage area, when you enter the first big room along the way, a cutscene will play and Vossler will leave the party then Penelo will join. Much like Ashe, Penelo has tons of LP so build her up a bit. After gaining Penelo, your main party will be complete - the leftover space will be for any guest that decides to join from now on. The party will also gain the piece of ++MANUFACTURED NETHICITE++ that was given to Penelo by Larsa. The Manufactured Nethicite can be equipped to reduce the damage from all elemental attacks but it will put a permanent Silence on that character while it remains equipped. Continue onward to the Port Launch. Feel free to heal your party members on the way since the Imperial guards will stop attacking after the cutscene. ~~ Port Launch ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------+---+-----------------------------------+ | Lv 14 | Judge Ghis | | Lv 11 | Imperial Swordsman | |===================================| |===================================| | HP: 4120 | Weak: N/A | | HP: 615 | Weak: N/A | |-----------------------------------| |-----------------------------------| | Exp: 0 | Steal: Potion, Dark | | Exp: 95 | Steal: See enemy list | | LP: 22 | Mote, Jackboots | | LP: 1 | | +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ | Lv 12 | Imperial Swordsman | | Lv 12 | Imperial Swordsman | |===================================| |===================================| | HP: 615 | Weak: N/A | | HP: 615 | Weak: N/A | |-----------------------------------| |-----------------------------------| | Exp: 95 | Steal: See enemy list | | Exp: 95 | Steal: See enemy list | | LP: 1 | | | LP: 1 | | +-----------------------------------+---+-----------------------------------+ | Recommended Level: 12 - 15 | +---------------------------------------------------------------------------+ There are three Imperial Swordsmen +------------------------------------------+ behind your party and of course | Recommended Gambits | Judge Ghis up ahead. Judge Ghis |==========================================| will start the battle by casting | Ally: HP < 50% (>) Potion | Protect on himself. Once Protect | Foe: party leader's target (>) Attack | is cast, he will run toward one of | Foe: nearest visible (>) Attack | your party members and start to +------------------------------------------+ attack. Judge Ghis can chain his attacks fairly well at times and each attack will take around 50 HP so be sure to have some healing gambits set. You can severely limit this whole crowd of enemies by simply casting Blind on Judge Ghis and by casting Disable on all three Imperial Swordsmen. Slow can also be cast on Judge Ghis. The Blind and Slow spells may miss a few times, but keep drowning him with the same spell and it will eventually take effect. The Swordsmen will not be able to attack and Judge Ghis will not hit your party near as much with both spells triggered. Disable wears off quick so use that time to quickly defeat the three Swordsmen then go for Judge Ghis. He has one powerful magic attack that he can still get off even if Blind is cast on him however. His Aero spell will take nearly 150 HP from all party members. Once enough HP has been taken he will use Great Barrier to give himself Shell and Protect. If you have problems with this battle then set a "Self (>) Shell" and "Self (>) Protect" gambit on each party member or set it up so one party member will cast both spells on another. You can actually stand outside the door to the Port Launch and cast both spells on all party members before going inside to start the battle with both of them activated. Judge Ghis will fall shortly before his entire life bar has been drained. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Bhujerba | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Aerodrome ~~ Like Vossler suggests, the party needs to meet with Marquis Ondore once again. Pull up the map to see that you need to speak with his guards just outside of the Aerodrome once again. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Dalmasca Westersand | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ The Western Divide ~~ Destination Quote: West of the sandsea. Sounds...far. There's an orange save crystal nearby and +-----------------------------------+ a merchant to the side. He has Rose | At this time, you may return to | Corsage's for sale - be sure to pick up | the Nomad Village in Giza Plains | one for each magic user in your party | for an optional side quest. Find | since you will need them later, though | Masyua and speak with her. | not at the moment. Stock up on some | [SQ04-1] | Handkerchiefs as well. +-----------------------------------+ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Ogir-Yensa Sandsea | [PIV2] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Platform 1 - East Tanks ~~ Alraune / Weak: Wind Pineapple / Weak: Water Urutan-Yensa / Weak: Wind You really need to have a "Self (>) Libra" gambit set up for this area since there are plenty of traps lying around. Climb to the top of the first tank off to the south. Plenty of Alraunes will by walking around on the tops of the tanks. Walk across them to enter the next area. ~~ Platform 1 - Refinery ~~ A cutscene will trigger in the next area and Vossler will once again join your party as a guest! Keep heading to the west and go down the catwalks that lead to the desert below. Urutan-Yensa will be waiting in the desert portion. These enemies are not too bad when there are two or less, but they will sometimes come at you with Haste on them making then some bad HP chippers, so take them out quickly and try not to let them group up on your party too much. They also have a deadly attack known as Tri Attack that they will use. This will take off about 150 HP from one person. It's best to have multiple curing gambits set up for this part. Be sure to climb the tank to the west to find the map for this area. You will find the ++MAP OF THE OGIR-YENSA SANDSEA++ on a broken catwalk. Run back down the catwalk and climb the one in the northwest. You may notice a bomb off to the side of the tank to the west or somewhere else in this area - this is another rare enemy that I would not advise messing with. Bombs in general are tough enemies, but this Pineapple bomb with tons of HP so he should definitely not be picked on at the moment. He may not even appear at all. The path will split up in three different sections once you reach the middle tank on the map. The southwest route will lead your party to an orange save crystal and a merchant, the west route will lead your party to a moogle with a special side quest offering and a blue save crystal, and the north path will lead your party to several chests. Stay away from the Wyvern that flies around next to the catwalks to avoid a tough fight. If any of your party members are ever put to Sleep and you don't have an Alarm Clock then attack that character with your weakest ally (Select Attack then press R1 to choose from allies). ~~ Yensa Border Tunnel ~~ This is where you will wind up if you took the southwest route. Buy a Rose Corsage for all of your magic users if you haven't already. The merchant has four new spells as well (Cura, Raise, Sleep, Oil). Oil will definitely come in use later - this is a new status effect that will cause any Fire magic to take off more damage. You need to buy Cura and Raise for sure. This would be an excellent time to teleport back to Rabanastre and perform the first of Montblanc's hunts if you haven't started with them yet since you have a fourth party member with you. Vossler will make the hunt much easier than with just three party members. Continue further to the west to enter the next Sandsea. You need to take the west route in the Platform 1 - Refinery area, or just go to the northeast of the Nam Yensa Sandsea and perform the moogle's sidequest since you will get a somewhat helpful item. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Nam-Yensa Sandsea | [PIV3] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ The Sandscale Bank ~~ Destination: We must be about halway across the sandsea. Gotta keep heading west. This is the area to the west of the Platform 1 - Refinery area. Save your game then approach the Sandsea moogle off to the side. The Urutan-Yensa will run off as your party approaches the moogle. Have the moogle tell you about the situation. Enter the Nam-Yensa Sandsea and head for the Augur Hill area to find this Urutan Eater that the moggle describes. +--------------------------------------------------------------+ | Lv 16 | Urutan Eater | |==============================================================| | HP: 8015 | Weak: Wind | Absorb: Thunder | |--------------------------------------------------------------| | Exp: 0 | Steal: Turtle Shell | | LP: 8 | | +--------------------------------------------------------------+ The Urutan Eater will ONLY appear if you talked to the Sandsea Moogle at the Sanscale Bank area. This is not really a boss, but he does have quite a bit of HP. The Urutan-Yensa in the area will start to attack him at the beginning. Make sure to set a gambit so that your party members attack your leader's target then keep attacking the Urutan Eater. Cast Blind on him at the beginning to limit his attack precision. Hammer away on the Urutan Eater with attacks while he is blinded and the fight should go rather smoothly. He will occasionally cast weak elemental spells, but he shouldn't be able to hit your party well with physical attacks if you Blind him. As his HP falls, his armor will get tougher - this is usually the case for a turtle-type enemy. He seems to attack the Urutan-Yensa first, so keep them alive while fighting him. Run back to the Sandscale Bank and talk to the Sandsea moogle once again. Head over to the Platform 2 - Refinery area of the Ogir-Yensa Sandsea. Run up the catwalk to the tanker and a cutscene will play where the Urutan-Yensa will run toward the moogle and talk to him. Head back to the Sandscale Bank for another scene. Talk to the moogle afterward then approach the Rogue Urutan Flower and pick the berries to receive some ++EKSIR BERRIES++. ~~ Augur Hill ~~ Axebeak / Weak: Water Bagoly / Weak: Earth Danbania / Weak: Thunder Urutan-Yensa / Weak: Wind Yensa / Weak: Wind The urn with the ++MAP OF THE NAM-YENSA SANDSEA++ is in between two bridges near the middle of this area next to where the Yensa Border Tunnel is. Be sure to keep your eye on your HP while fighting Bagolies in this area. They hit multiple times and will try to crowd around one character. Yensa will pop up out of the sandsea a bunch, but they're not really too much of a threat. Keep heading to the west. Whichever way your party takes, you'll need to climb a tower to proceed further to the west. ~~ Demesne of the Sandqueen ~~ Tons of Urutan-Yensa are spread around this area along with an occasional Yensa. Look out for traps! ~~ Trail of Fading Warmth ~~ There is an alternate area through the tunnel to the north of this area with a few treasure pickups. I would advise you to save your game to the west in the next map area before going to the north however since there are tons of Bogalies and five of them will ambush your party at one part. Our merchant friend will be waiting at the end of this area while on a Chocobo. He mentions that the avion up ahead is said to have a weakness. Did you get those Eksir Berries earlier? Good! The merchant now sells Hi-Potions if you have enough gil for them. Make sure that you have the Dark spell before going up ahead. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | The Tomb of Raithwall | [PIV4] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Valley of the Dead ~~ The game will give you the option to save upon entering this area. The save will restore all of your HP, MP, and status just like a save crystal. There is a big fight coming up. Run toward the tomb up ahead to see what I mean. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +--------------------------------------------------------------+ | Lv 16 | Garuda | |==============================================================| | HP: 6754 | Weak: Dark | Absorb: Light | |--------------------------------------------------------------| | Exp: 0 | Steal: Giant Feather, Gold Needle, White Fang | | LP: 11 | | |--------------------------------------------------------------| | Recommended Level: 15 - 18 | +--------------------------------------------------------------+ First of all, Blind him! This +------------------------------------------+ boss relies on physical attacks | Recommended Gambits | a bunch and will attack several |==========================================| times in a row, so limit his hit | Ally: HP < 50% (>) Potion | ratio with a Blind. Throw the | Foe: flying (>) Blind | Eksir Berries at the beginning | Foe: flying (>) Dark | of this battle to take some +------------------------------------------+ decent damage with their Dark attack. Being a light fiend, the Garuda is weak against Dark, so set a gambit to cast Dark on him constantly. You cannot hit him physically without a long range weapon such as a gun or without Telekinesis - the attack will always miss with a short range weapon. Vossler will stand back and use Telekinesis to put a constant hurt on the Garuda. All you really have to do is blind the Garuda then spam this boss with Dark and he will go down quickly. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The "ancient device" at the top of the stairs will "stir" after defeating the Garuda and another cutscene will start. The merchant from before will be standing at the bottom of the stairs and there is an orange save crystal at the top of the stairs. Sell the following items to get the Aqua Shot for Balthier at the Bazaar: Green Liquid (x3), Water Stone (x4), Yensa Scale (x1). An Aqua Shot will help out quite a bunch later in the Tomb of Raithwall. Touch the ancient device to be teleported inside of Raithwall's Tomb. ~~ Hall of the Destroyer ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ You either have to fight or run as the demon wall starts to move toward your party after the cutscene. Hold R2 to escape from it then enter the door to your back. If you fight him and win then you will have the chance to get a powerful sword from a chest. +---------------------------------------------------------------+ | Lv 16 | Demon Wall | |===============================================================| | HP: 22187 | Weak: Holy | Absorb: N/A | |---------------------------------------------------------------| | Exp: 0 | Steal: Gold Needle, Quality Stone, Solid Stone | | LP: 30 | | |---------------------------------------------------------------| | Recommended Level: 17 - 20 (with Quickenings) | +---------------------------------------------------------------+ Make sure all of your characters +--------------------------------------------+ in your main party, or at least | Recommended Gambits | two, have a Quickening. A |============================================| Quickening chain is the main key | Ally: any (>) Alarm Clock | to beating this battle. Before | Ally: any (>) Eye Drops | the battle starts, cast Berserk | Foe: party leader's target (>) Attack | on Vossler. Have all three of +--------------------------------------------+ your party members equipped with a Argyle Armlet to avoid the Demon Wall's Blindga spell. You also need the best weapons you can get your hands on for your three main party members. Have your most powerful character equipped with a handaxe. At the beginning of the battle, perform a Quickening with whatever characters you have one available for. Switch in a magic user after the Quickening and cast Berserk on the most powerful member of your party (probably Basch). DO NOT cast Berserk on everyone and remember that a Berserk party member cannot perform a Quickening, so don't start a powerful character out with Berserk unless he doesn't have a Quickening chain. Don't have any cure gambits set up for this battle. Manually use a Hi-Potion if you need some curing. You need to have gambits set on a character that is not berserk to cure blind and sleep. The Demon Wall may use his teleport attack (Telega) to automatically kill one of your party members or another attack to zap away all their magic. Switch in another party member immediately when he kills one since you can't bring them back to life with the way he kills them. The Demon Wall may start this battle with Haste or Reflect cast on itself. This is a hard battle, but not impossible. A little luck with the Quickening chains will go a long way! Use some Ethers for a last minute Quickening chain if you must. ** One extremely major aspect that can help your party win this battle is to turn the battle speed all the way up. The Demon Wall and your party will hit each other quicker, but the Demon Wall will still move at the same speed allowing your party to kill him faster. ** +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle, use the ancient device to teleport back outside and SAVE YOUR GAME! The hidden jewel on the wall cannot be manipulated at this time - you must destroy the second Demon Wall first. ~~ Hall of the Setinel ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 16 | Demon Wall | |===============================================================| | HP: 10332 | Weak: Holy | Absorb: N/A | |---------------------------------------------------------------| | Exp: 0 | Steal: Gold Needle, Quality Stone, Solid Stone | | LP: 9 | | |---------------------------------------------------------------| | Recommended Level: 17 - 20 | +---------------------------------------------------------------+ A cutscene will play and another Demon Wall will attack in the next area. This wall is not near as bad as the last one - he's lower leveled and less aggressive. You can touch the braziers (torches) on the side to possibly slow the wall down (if the torch goes out) or speed it up (if the flame turns blue). The effect is random. Run toward the Demon Wall at the beginning of the battle and attack it constantly like with the first Demon Wall. Berserk your most powerful characters and only cure when necessary. Have the Argyle Armlet equipped for everybody to stop his Blindga spell. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~ Royal Passage ~~ A cutscene will trigger upon entering the new area. Run down the stairs and open the urn to get the ++MAP OF THE TOMB OF RAITHWALL++. The middle Way Stone can be used to teleport back to the beginning of this tomb. I suggest teleporting back there and saving your game. Also, you can touch the hidden jewel in the wall behind where the first demon wall was at if your party defeated him to make stairs form near the two side areas. The Demon Wall will still be in the area ahead and will chase after your party again if you haven't defeated him. ~~ Royal Passage (Hidden Area) ~~ Seeker / Weak: Earth Tallow / Weak: Water This is back in the area with the first Demon Wall. Both hidden doors will lead your party to the same area after you remove the hidden jewel. Fight through the Seekers and Tallows on your way down the stairs. Tallows are weak to water so spray them with a few Water spells. Have some handkerchiefs ready since their hits will Oil your party members sometimes making them more vulnerable to the Tallow's fire spells. There should be a chest in the middle of the bottom floor. There is a 50% chance that it will contain the Demonsbane Sword; other times it will contain gil. If it doesn't have the Demonsbane Sword, reload your game from the outside save point then venture back down here and try to open it again. Sometimes the chest will not appear at all. Reload and try again if don't get it. It's possible to get more than one Demonsbane. The chest continually respawns after moving three zones (areas) away. ~~ Royal Passage (continued) ~~ Lesser Chimera / Weak: Water Lich / Weak: Light Lost Soul / Weak: Light Ragohs / Weak: Wind Seeker / Weak: Earth Skull Warrior / Weak: Light Tallow / Weak: Water Zombie / Weak: Light Zombie Mage / Weak: Light Now that everything is saved and all side quests explanations for this area are out of the way, you will have a choice of going down two sets of stairs to the floor below. It doesn't matter which way you go right now, but your party will eventually have to go both ways. I'll explain the south path first. A few Seekers will attack on both sides as your party moves down the stairs. It doesn't really matter which door you choose, but the longest way on each side will give you some treasure chest. On the South, pick the door on top, on the North, pick the door on the bottom. Both of these doors will allow your party to run across a set of three chests on your way toward the middle. ~~ Southfall Passage ~~ Lesser Chimeras, Lost Souls, Skull Warriors, and Ragohs will be lurking to the west. Douse the Lesser Chimeras with Water and be sure to cast Aero on the Ragohs - they tend to cast magic a bunch. The Lost Souls can be just as deadly with their Dark magic. Use Cura often to heal your party along the way. The halls are pretty straightforward and your destination is in the middle of this area. Touch the green jewel on the Southfall Pedestal once you get in the middle room. This will cause the statue head on the side to lower into the floor a bit and 3 Lichs will appear to challenge your party. The Lichs will Oil your party members then cast Fire magic on everyone. Make sure to have some Handkerchiefs ready and try to take them out as quick as possible. Touch the Way Stone to be teleported back to the area with the three Way Stones at the top of the stairs. You may want to go back outside of the tomb and save your game. Run down the stairs on the other side and open either door - the door on the bottom is the long way, but you'll run across three chests. ~~ Northfall Passage ~~ This area mainly consists of Zombies, Zombie Mages, and Ragohs. Touch the red jewel on the Northfall pedestal in the middle room to lower the mystic altar to the side all the way. This will lower it in the Southfall section as well. Three Zombie mages will rise up from the floor. This battle is not near as bad as the Liches were. I would advise you to save before going past the altar on whichever side you choose. There is a boss down there and no save point in sight. You need to make sure to have plenty of Handkerchiefs! Buy them from the merchant outside the tomb. Aqua Shot is a good ammo to have for the upcoming fight as well. Remember to use the Way Stone to teleport your party back to the middle of whichever passage. Both passages will lead you to a door. ~~ Cloister of Flame ~~ A cutscene will trigger upon stepping into this area. Find one of the staircases on the side and go down. There is a treasure chest next to each staircase on both sides. The treasure chest on the north side will contain an Elixir ever time! A red figure will be standing in the middle of the back area downstairs. Approach it and it will attack. +---------------------------------------------------------------+ | Lv 20 | Belias | |===============================================================| | HP: 15943 | Weak: Water | Absorb: Fire | |---------------------------------------------------------------| | Exp: 0 | Steal: Aries Gem, Ether, High Arcana | | LP: 15 | | |---------------------------------------------------------------| | Recommended Level: 17 - 20 | +---------------------------------------------------------------+ Belias is very weak against +---------------------------------------------+ water so set your gambits to | Recommended Gambits | where your magic users will |=============================================| cast Water on him the entire | Ally: any (>) Handkerchief | battle. If you have the Aqua | Foe: party leader's target (>) Water | Shot with Balthier then his | Foe: party leader's target (>) Attack | gun will take off quite a bit. +---------------------------------------------+ Belias will cast Fire the entire battle and will soon cast his big Firaja attack that will hit your whole party. Not only does this attack take off around 250 HP per character, but it will also randomly inflicts Oil on your party members. Have some Handkerchiefs set up on the gambit menu to quickly get rid of the Oil status. An Oiled party member in the middle of Firaja is instant death most of the time. Belias' normal attacks take off about 150 HP, but he will usually stick with Fire magick. You can half the damage from Firaja by casting Shell on each party member. Don't set a curing gambit for this fight. It is best to manually use Cura once he casts his Firaja magick since all of your party members will need it then. Make sure that one character keeps some MP saved up for a Cura - don't spend it all on Water, unless you are annihilating him. A Quickening will help out in this battle, but it is really not needed if you can hose him down with some Water magick. Remember that if he kills a party member with Firaja, that member may have Oil inflicted on them as well, so you will need to cure that after bringing them back to life with a Phoenix Down or Raise. Check the two treasure chests in this area during the fight or afterward. One of them may contain a Water Mote, which you can throw at Belias, or an Elixir. ++BELIAS, THE GIGAS++, will be the first of many Espers that your party will gain throughout the game. To summon an Esper, buy the Esper on the Licence board. Belias will be added to the License board the next time you open it up from the main menu. Only one character can use an Esper and after it is bought with that one character it will disappear from the board. Make sure you give the Esper to a character that can support them very well - a person that can cure the esper and survive on their own. Espers will attack according to preset gambits much like the guests that occasionally join your party. It will take one full mist charge to summon Belias, so a character with no Quickenings will lose their full MP gauge in summoning him. If you have more than one Quickening then that character will keep one mist charge or two mist charges (half of their MP or two thirds of their MP). Make sure to give Belias to one of your characters since he will really be able to help you out along the way and in just a few minutes actually. A few words of advice: Don't give Belias to Fran if you want to make the next boss fight easier. Anybody but her would be a good choice - Basch is, arguably, a bad choice, but not completely wrong. The next boss fight is a major spoiler, so don't skip down if this is your first time through. That is all. A cutscene will play after your party receives Belias. Open the door after the cutscene to continue. ~~ Chamber of First Light ~~ The Way Stone at the bottom of the stairs has not been activated yet. Run up the next set of stairs for another cutscene. Your party will obtain the ++DAWN SHARD++ after the cutscene. This can actually be equipped to a party member to boost their MP magic resist, but in turn it will take all of their MP and keep them from gaining any more while it remains equipped. The Way Stone at the bottom of the stairs is now active. Use it to teleport back to the very beginning of the tomb. Use the other Way Stone to teleport back outside of the tomb. Save your game. Notice that your party can't teleport away. The game won't let you. I would advise you to save this file separate from your last because you can't go back for supplies at the moment and there is a battle coming that can be quite challenging if you don't know the secret to beating it - that is why I'm here though. At the bottom of the steps of the Valley of the Dead, a cutscene will trigger that will lead to a whole group of cutscenes and, ultimately, a boss fight! Close your eyes right now and don't scroll down if you haven't seen the cutscenes yet. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Shiva | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------+---+-----------------------------------+ | Lv 20 | Vossler | | Lv 18 | Imperial Swordsman | |===================================| |===================================| | HP: 9318 | Weak: N/A | | HP: 845 | Weak: N/A | |-----------------------------------| |-----------------------------------| | Exp: 0 | Steal: Potion, Hi- | | Exp: 112 | Steal: See enemy list | | LP: 30 | Potion, Black Belt | | LP: 1 | | +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ | Lv 18 | Imperial Swordsman | | Lv 18 | Imperial Swordsman | |===================================| |===================================| | HP: 845 | Weak: N/A | | HP: 845 | Weak: N/A | |-----------------------------------| |-----------------------------------| | Exp: 95 | Steal: See enemy list | | Exp: 95 | Steal: See enemy list | | LP: 1 | | | LP: 1 | | +-----------------------------------+---+-----------------------------------+ | Recommended Level: 17 - 20 | +---------------------------------------------------------------------------+ Oh, Vossler, why!? My favorite guest! Cast Protect on everybody or at least on Basch (if he is in your party) since Vossler likes to go straight after him. Vossler will take off a bunch because he can string together a bunch of attacks most of the time. Try to defeat the Swordsmen as quick as you can. Vossler will start with Haste and Protect on himself and will add a Reflect status to that at the very beginning of the battle. He will keep that Reflect shield on him the entire battle and will even recast it immediately when it wears off so he can't be hit with magick. Casting Berserk on Basch will really help you out in this battle if he is on a high enough level. Use Hi-Potions to heal yourself since Vossler will usually not give you time to cast a cure spell. He likes to pick on one character at a time. He will do his special Enrage move during his last 35% of life. This will cause him to basically go Berserk. His attacks will chain up to four times usually and he will take off more. You really need to perform a Quickening chain at the end of the battle to put an end to him quickly. Your party will have a very hard time of taking him out while he is Enraged. It's a good idea to save a person with a Quickening the entire battle in your reserve party, then switch party members and pull that character out during Vossler's Enrage phase and Quicken him. Please note that Fran will automatically start out in a Berserk phase caused from the prior cutscene, so she isn't much use during this battle, unless you have built her up extremely well. Of course all of this can be avoided by simply summoning Belias. Belias will strike through the Swordsmen and Vossler with such means of ownage that the battle will be over in less than a minute! If you are low level, you NEED to summon Belias. Make sure to run from Vossler if he starts to chase after you while Belias is summoned and use Potions. Provide support for Belias or yourself (cast Protect) to help out if you have the extra MP. If Basch is the summoner for Belias then keep in mind that Vossler will always attack Basch and never Belias. ++ Here's an alternate method for fighting Vossler: Right at the start cast slow on Vossler. You get one chance before his reflect shield is up and most of the time it will hit. First, take out the three (3) Imperial Swordsman. Then, turn off their attack gambits. Second, have your extra two characters set up to heal themselves and you to stay alive. Third, cast reflect on yourself. Fourth, cast sleep with all three characters on your guy with reflect until Vossler is asleep. Fifth, cast reflect on the other two characters in your party. Sixth, cast aero on any party member with all three characters to hit Vossler with an easy 4500 HP (1500 each character, 500 each reflected attack). He will go down way before the sleep spell wears off and will never be able to chain more than 2 or 3 attacks. His 'Enrage' move will not even come to pass. He'll be dead too fast. You could possibly do this without even putting him to sleep. The shear amount of life you take away is daunting. 2-3 rounds of aero with each character and down he goes. (thanks to Ryan for the info) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ____ __________ ______ /\ /\ \ \/ /__ __|__ __| /\ /\ / \ / \ \ / | | | | / \ / \ | | | | Part V - The Keenest Blade of Them All | | | | \ / \ / / \ _| |_ _| |_ \ / \ / \/ \/ /___/\___\______|______| \/ \/ [WT05] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Rabanastre | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Destination Quote: The Garif village should be south of Giza Plains. Head for Giza Plains to continue the main storyline journey. The party must go south and find Jahara. Many side quests have now opened so check the Side Quest section for them. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Giza Plains (The Rain) | [PV1] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Gigantoad / Weak: Fire Hyena / Weak: Water Great Tortoise / Weak: Fire Ichthon / Weak: Thunder Rain Dancer / Weak: Thunder Silicon Tortoise / Weak: Fire Storm Elemental / Weak: Ice Wooly Gator / Weak: Earth Giza Plains has now entered "The Rain" +-----------------------------------+ phase, where the plains basically turn | Need some Wymfire Shot with fire | into a whole new area thanks to the lakes | elemental properties? Want 14000 | that are now formed throughout it. There | extra gil? Want to start a quest | are plenty of higher-level enemies | for a secret Esper? Three new | stalking the area now, though you | side quests are now available. | shouldn't have too many problems with | [SQ05-1] [SQ06-1] [SQ07-1] | them. Gigantoads and Hyenas will be the +-----------------------------------+ main enemies now. There are six small withered trees around many of the areas +-----------------------------------+ of the Giza Plains now that will help you | There is one more side quest that | get to a new area if you happen to knock | can be started now but not | down all of them. Approach each of the | finished. This must be started | six trees and attack them to make them | before long though, or it will be | float down the river. They will all meet | unavailable later. | at the Gizas South Bank and form a bridge | [SQ08-1] | to an optional area. +-----------------------------------+ Here's a list of the tree locations: Throne Road: Check near the path along the south that leads to the Nomad Village. Nomad Village: In the southeast portion, to the right of the fenced area. Toam Hills: In the southeast corner. Some Ichthons should be near it. Starfall Field: In the northeast corner. Ichthons will be near this one too. Gizas North Bank: To the north, look along the east banks. Crystal Glade: Directly across from the dark stone. Once all six withered trees have been knocked down, they will form a bridge leading to the area on the east side of the Gizas South Bank. The tree bridge will be on the east side right before you cross the middle bridge heading north. There are no enemies here accept for Lv. 35 Silicon Tortoises. Check the urn in the southeast portion to find a ++FEATHER OF THE FLOCK++. This will be used for a side quest. Make sure to stay away from any elementals if you see one. A magic attack near them will cause them to get aggressive and they will take off tons with their spells. Keep your distance from them at all times. Your destination is to the south. When you reach the Starfall Field, take the south path. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Ozmone Plain | [PV2] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Black Chocobo / Weak: Thunder, Water, Light Mesmenir / Weak: Ice Ozmone Hair / Weak: Fire Viper / Weak: Light Zaghnal / Weak: Fire Zu / Weak: Earth ~~ Field of Fallen Wings ~~ All the enemies around this area look +-----------------------------------+ fearsome, but they're not that bad. They | Three optional Espers are now | can gang up quickly though, so be ready | available if your party can best | to take them down fast. Make sure to set | them in battle: | some magick gambits up so that your | Adrammelech, the Wroth [SE01-1] | short-range party members can attack the | Zalera, the Death Seraph [SE02-1] | flying Zus. The Zus have a very deadly | C¿chulainn, the Impure [SE03-1] | Kamikaze attack that they will perform at +-----------------------------------+ times when their HP is almost gone - these attacks will take nearly 400 HP from an individual. Also, don't fight too many Zaghnals at one time. These are much like the Werewolf enemies in the Giza Plains in that they can take your party down quick with their severe attacks. You may also notice Vipers seem to pop up from the ground when you least expect it all over the Ozmone Plain. Your destination is still to the south. ~~ The Switchback ~~ In the Switchback area, you will likely notice a cave in the middle of the area. This cave actually belongs to a secret Esper. Don't even try to go in that cave yet or you will likely get murdered! The Esper is around Lv 40 so you don't stand a chance at the moment unless you are good at Quickening chains. Head south again. ~~ Haulo Green ~~ A lone Garif will help you fight off monsters in this area. He's far from reliable at helping your party though. Plenty of Chocobo fiends wander the fields. Run down the path to the west to reach the Jahara. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Jahara - Land of the Garif | [PV3] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Banks of the Sogoht ~~ An orange save crystal is floating off to the right. Talk to the Garif warrior in front of the bridge. The Garif that you met out in the Ozmone Plains will walk up and allow your party to pass into Jahara. ~~ Lull of the Land ~~ After talking with the Garif, run into the village and talk to High-chief Zayula on the hill off to the right. He will tell you to see the Great Chief, but first you need to meet with War-chief Supinelu. He will hand over a ++JAYA STICK++ and ask your party to give it to War-chief Supinelu. Make sure to visit the item merchant to the left and stock up on supplies. Some Smelling Salts are now available that will cure Confuse, so be sure to get some since Confuse can be a very deadly status effect depending on your party members. War-chief Supinelu is to the northwest talking with the guards at the bridge. Give him the Jaya Stick and choose to meet with the Great-chief. ~~ The Elderknoll ~~ Walk up to the warriors and meet with the Great-chief. Plenty of cutscenes will play and at the end of them Larsa will join the party once again as a guest. High-chief Zayula will give Vaan a ++BOWGUN and ONION BOLTS++ as he leaves in the cutscene that follows. He will also mention that you can ride the chocobo to the side for free by talking to the moogle. Speak to Gurdy (the moogle) and she will allow you to ride one for free. Now the party must travel to Mt. Bur-Omisace. Destination Quote: Mt. Bur-Omisace should be in eastern Kerwon. You should stock up on the +-----------------------------------------------+ latest armor and weapons to | Larsa's Gambits | make this journey a bit |===============================================| easier. Ride a Chocobo out | Ally: HP Critical (>) X-Potion | into the Ozmone Plains or | Ally: HP < 40% (>) Hi-Potion | head out on foot. Your party | Foe: flying (>) Telekinesis | can use Larsa's company as an | Foe: nearest visible (>) Attack | advantage to gain some easy +-----------------------------------------------+ levels in the Ozmone Plains. Larsa will still heal your party as he did before, but this time the items will be all Hi-Potions unless a party member slips to HP Critical status then he will throw an X-Potion to completely restore that ally. This is the best guest in the game and he will spoil you beyond belief. He'll stay with you for quite a while so be sure take advantage of him and level up. Perform some Hunts with Larsa in your party and they will be much easier! Leave Jahara and head to the north of the first area. When you reach the Switchback, head to the east over to The Greensnake. There is a shortcut you can take in the Haulo Green area that +-----------------------------------+ will lead your party straight to the | Want to help some love birds in | next destination basically. You need a | Rabanastre and get a new bow in | chocobo to take this path. Look along | the process? A new side quest | the southwest side of the Haulo Green | has just opened. | area for several chocobo tracks that can | [SQ10-1] | be found next to some tall grass and +-----------------------------------+ bushes near the side of the wall. These paths are only accessible to Chocobos. Run through it to get to The Shred area. Go through the next tall grass area to the northwest to emerge in the Field of Light winds area and skip to that part below. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Ozmone Plain | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Hybrid Gator / Weak: Water Red Chocobo / Weak: Thunder, Water, Light Wu / Weak: Wind Zaghnol / Weak: Wind ~~ The Greensnake ~~ Much like the Bagolies from earlier in the Nam-Yensa Sandsea, you don't want to take on too many Wu's at a time. Lure some away by running as they rush to attack then stop and confront a few when your party runs across a crowd of three or more. With Larsa along, the battles shouldn't be that bad. Head up north to the Field of Light Winds. ~~ Field of Light Winds ~~ Several Zaghnols will be lurking about to the left as your party walks up the path. The path to the east will trigger a cutscene once your party reaches the new area. ~~ Sunlit Path ~~ Save your game at the crystal. To the east lies the Golmore Jungle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Golmore Jungle | [PV4] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Gargolye / Weak: Ice Great Malboro / Weak: Wind Hellhounds / Weak: Water Malboro / Weak: Wind Panther / Weak: Ice Treant / Weak: Wind ~~ Path of Chained Light ~~ Panthers will be grouped around the entrance to this area. They have special attacks that will inflict Stone, Silence, and Sleep so have the appropriate healing potions or spells handy to counter the effect. You need to head to the northwest. If you ever run into some blue flaming dog enemies (Lv. 39 Hellhounds) in the southeast then turn around and run. These enemies are guarding that area for now and will kill off your party members in just a few hits - those paths will be explored later in the game. Update: Belias can be used to defeat Hellhounds for low level part since he will absorb their fire attacks. Basically, they will heal him with each attack. Malboros will be roaming around the middle path along with more Panthers and some Gargoyles in the northwest. While moving along the northwest side, take the first right path down the stairs to run across an urn with the ++MAP OF GOLMORE JUNGLE++ inside. Your destination is to the east - once you get the map the way will become clear. ~~ The Needlebrake ~~ Stay along the north path here. Some barriers will prevent your party from moving too far south anyway. A cutscene will trigger when your party reaches the barrier along the east side of this area. Fran will show your party the way to the Viera village in the cutscene. Walk down the path that forms in the north portion of this area after the cutscene. Just as a reminder, you will need to walk up to the side of this area and "Speak to the Wood" to reveal a pathway after this visiting when your party returns to this area later. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Eruyt Village | [PV5] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Road of Verdant Praise ~~ Fran will tell Vaan to find Mjrn and bring her back to Fran to speak. Fran will stay behind as your party walks into the village. An orange save crystal is lying to the side and you should take advantage of the moogle merchant to the right after the cutscene. He will now have Float, Decoy, Drain, and Curaga. Get Float and Curaga as soon as you can. Float will help your party to move over traps without setting them off and it is also really, REALLY needed for a boss fight much later in the game. Buy three Black Belt accessories and make sure that your three main party members can equip them before leaving this village for the next area. Destination Quote: So, where is this Mjrn? Run all the way to the northwest of the Spiritwood area and a cutscene will trigger as you walk across the bridge in the Fane of the Path area. There is nothing left to do now except leave Eruyt Village. On the way out of the village a cutscene will play. Return all the way to the Sunlit Path of the Ozmone Plain. A chocobo will be pacing back and forth near the save crystal and two Imperials will be lying down to the left. Talk to the Imperial leaning against the wall and give him one of your potions. Talk to him again after the conversation to use his chocobo. In the Field of Light Winds area of the Ozmone Plain, look to the right as your party exits from the Sunlit Path to see several chocobo tracks near some tall grass and bushes. Walk through the area while on the chocobo. This will take your party to The Shred. The entrance to the Henne Mines is to the southeast. A few Imperial bodies will by lying next to the entrance and a cutscene will trigger as you try to go inside. You must dismount (O) the chocobo and go on foot into the Mines. There will always be a Wayward Chocobo outside of the mines so your party can go back through the shortcut. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Henne Mines | [PV6] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Jelly / Weak: Fire Nightmare / Weak: Light Redmaw / Weak: Earth Seeker / Weak: Earth Thunderbugs / Weak: Ice Tyranorox / Weak: Wind ~~ North Entrance ~~ Seekers and Redmaws will be flying about in this entrance area. Press the Gate Switchboard halfway down this area on the left side to open the big gate to the south. You'll likely notice an advisory posted off to the side while moving down the tunnel - basically, all the gates in the mines are one of two colors, either blue or red, and all gates of the corresponding color will open once a switch is pressed and the colored light glows. ~~ Pithead Junction A ~~ You can talk to the wounded Imperial and read the other advisory posted on the west wall. There is another Gate Switchboard to the side, and you need to press it in order to open the door leading to the map of this area if you want it. Once the Gate Switchboard is pressed to blue, several Jellies will fall from the ceiling above. Three will drop at first, but more will drop later (I got a 10 kill combo chain here). You can either fight them or run. They will provide your party with some very good experience, so I would suggest fighting them. Do not get stuck in between them, or they will tear your party up with physical attacks. Fire magic and fire elemental weapons work well for them - even physical attack weapons work pretty good. They actually have a move where they will multiply. A summoned Belias should be enough to kill them quickly also. If they murder your party, then you most likely need to level up some more before going further into the mines. Try to have your characters around level 25 for this area and you won't have many problems. Walk down the tunnel to the east after the battle or while running. ~~ Phase 1 Shaft (East End) ~~ A few Seekers and Redmaws will attack on the way down the tunnel then a whole crowd will ambush your party at the end. While they are just bats, they can be overwhelming in large numbers so break out Cura if things get ugly. Grab the ++MAP OF THE HENNE MINES++ from the urn in the middle area and go back the way you came or head west since they both lead back to the Pithead Junction. ~~ Pithead Junction A ~~ The Jellies will still be in the area if your party hasn't killed them yet. Press the Gate Switchboard once again to change the color back to red then head west through the open path. No more Jellies will fall if your party defeated them all in this area. ~~ Phase 1 Shaft (West End) ~~ Seekers and Redmaws will litter the path ahead. They will try to ambush your party like they did on the east end. Walk up the stairs and continue to the west. ~~ Phase 1 Dig ~~ This area has bunch of extra corridors but the path that leads to the next area is down a tunnel to the southeast. Several more Seekers and Redmaws will be lurking about down the mine tunnel along with Nightmares. Float may help out in this area since traps will be set up in the middle of the paths at times - you don't want a party member to accidentally trigger one. There is a tunnel off to the west that isn't labeled on the map so be sure to check this area thoroughly if you want all of its treasures. ~~ Crossover A ~~ Check the map and you will notice another Junction up ahead to the east. Pressing the switch on the wall of that Junction will open the door in the north that will lead your party to the next area. You must enter the Junction from the north side. While moving down the tunnel you'll probably want to head back once you see a Tyranorox down the sides of both pathways. They are not near as bad as Wild Saurians since they are much weaker. Try to get rid of the bat swarming around them first so it won't heal it with a Joyous Soundwave move. Cast Protect if your party is low level. Aero works very well against them thanks to their weakness to Wind and you can always blind one of them if they start to get too aggressive. Enter the path to the right at the north end. ~~ Crossover B ~~ The treasure chests in this area are actually Thunderbugs. Much like the Mimics from earlier they are weak to Ice, but physical attacks may work better at the moment. Go around the left side since a red gate seals off the right side. A red gate also seals off the path to the north - that is your destination, but we will have to get to the south junction first. To the east several Redmaws and Seekers will be scattered around the tunnel while moving to the south. ~~ Pithead Junction B ~~ Alright, we've made it to the final junction. Now, an overwhelming amount of Jellies are going to fall from the ceiling as soon as you press the Gateboard Switch. I would suggest turning off all of your party's gambits before pressing the switch so no ally will attack them. When the switch is pressed, hold R2 and run out of the area to the west. Don't stand and fight - you are too close to a save point to die now! These Jellies will be so numerous that it is hard to get by them if you stand and wait for them all to drop and they will take your party down incredibly fast while standing in between them. These things will even murder Belias! Press the switch and run, run, run! Head all the way back to the Crossover B tunnel and enter the area to the north where the path was previously blocked. Don't forget to turn the party's gambits back on if you turned them off. ~~ Staging Shaft ~~ A cutscene will play upon entering this area. Be sure to save your game at the orange save crystal. If you didn't heed my warning from earlier then you should teleport back to the Eruyt Village and buy some Black Belts to help make the upcoming battle easier. Another advisory is off to the side if you care to take a gander. Enter the area down the tunnel to the north for a big battle. ~~ Ore Separation ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 25 | Tiamat | |===============================================================| | HP: 49993 | Weak: Earth | Absorb: Wind | |---------------------------------------------------------------| | Exp: 0 | Steal: Hi-Potion, Ring Wyrm Scale, Leo Gem | | LP: 15 | | |---------------------------------------------------------------| | Recommended Level: 24 - 27 | +---------------------------------------------------------------+ This battle will be the toughest you have faced so far and may be a little overwhelming if your level is low. Make sure to have Black Belts equipped and Tiamat will not be able to Disable most of your party members with Disablaga. He will sometimes Disable Larsa, so you need an Esuna gambit set to cure Larsa quickly since Larsa will be a huge help for this battle. Depend on Larsa for a lot of your curing, but be sure to set another curing gambit just in case. Have a Raise gambit set up to revive any fallen party member since you will most likely have a fallen person eventually thanks to Tiamat's sheer aggression. Tiamat will mainly attack physically, but will sometimes cast Aero on the whole party. It is a good idea to cast Decoy on +------------------------------------------+ your strongest party member and | Recommended Gambits | give him a shield to boost his |==========================================| evasion. Have a gambit set to | Ally: any (>) Raise | cast Decoy on your most powerful | Ally: HP < 30% (>) Curaga | character since Decoy wears off | Ally: any (>) Esuna | rather fast. Also, it's good to | Ally: status = Lure (>) Protect | have Protect set up on that | Ally: powerful character (>) Lure | decoyed character. Decoy will | Foe: party leader's target (>) Attack | keep Tiamat from picking on your +------------------------------------------+ defenseless party members since he tends to attack one at a time until he kills one off. Have someone equipped with a Katana and that person will be able to string together many hits while hitting Tiamat. The best way to attack Tiamat is through the use of physical attacks. When his life is low, Tiamat will start to hit the party with his Breath attack that will take off about 500 HP per hit and will randomly inflict Sap on a party member. Cure Sap by casting Regen on the afflicted party member or by using Esuna. You'll have to cast Regen manually since you don't have an "Ally: status = Sap" gambit yet. He will inflict Petrify very rarely on a party member, so have an Esuna (or Stona for Petrify) gambit set for both this and Disable (Ally: any). His defense will rise tremendously once his HP is low so try to finish him off with a Quickening if at all possible to bring him to a quick death - this way you won't have to deal with his Breath attack either. Don't cast any spells with your main attacker and have him start off the Quickening so the other party members can hopefully gain a Mist Charge during his Quickening animation. Keeping a reserve party member with full MP and a Quickening can help as well. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Destination Quote: Larsa and Ashe both need to get to Bur-Omisace. Better hurry. After all the cutscenes that follow, your party will gain ++LENTE'S TEAR++. This will allow your party to pass beyond the barriers in the Golmore Jungle. Some more magicks and accessories are available from Tetran (the moogle merchant). Buy all the upgraded elemental spells (Thundara, Blizzara, and Fira) and grab yourself some Golden Amulets (double LP earned). Grab Haste also - oh, how you will need Haste in the upcoming battles! You also need to get a Rose Corsage for each member of your or at least your magick users - teleport back to the Dalmasca Westersand and buy some from the merchant there. This is some very important stuff, so go out and steal and defeat enemies in the jungle if you must to afford it. Leave the Eruyt Village and go north through the barrier. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Golmore Jungle | [PV7] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Gargolye / Weak: Ice Great Malboro / Weak: Wind Hellhounds / Weak: Water Malboro / Weak: Wind Panther / Weak: Ice Treant / Weak: Wind ~~ The Parting Glade ~~ Be sure to take advantage of the save crystal since there is another big battle up ahead. ~~ Dell of the Dreamer ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------------------+ | Lv 27 | Elder Wyrm | |===========================================================================| | HP: 71692 | Weak: Wind | Absorb: N/A | |---------------------------------------------------------------------------| | Exp: 0 | Steal: Succulent Fruit, Feystone, Emperor Scale | | LP: 14 | | +---------------------------------------------------------------------------+ +----------------------------------+ +------------------------------------+ | Lv 26 | Treant | | Lv 25 | Treant | |==================================| |====================================| | HP: 4874 | Weak: Wind | | HP: 4764 | Weak: Wind | |----------------------------------| |------------------------------------| | Exp: 120 | Steal: See enemy list | | Exp: 120 | Steal: See enemy list | | LP: 1 | | | LP: 1 | | +----------------------------------+---+------------------------------------+ | Recommended Level: 25 - 28 | +---------------------------------------------------------------------------+ There is no reason not to start this fight without a bunch of helpful status effects cast on all party members. There is a save point right outside of this area so cast Protect, Haste, and Regen on everyone in your party then use the Save Crystal to get the MP back. You can actually save your game with all these status effects on each party member so do so then enter the boss area. This boss will have two Treants with him at the start of the battle. All enemies are weak against Wind so cast some Aero on all of them. Wait until they are grouped together then spam them with Aero. You can also use a Quickening to defeat them both quickly, but you really need to save your magic for this battle as much as you can. Elder Wyrm is a highly status +---------------------------------------------+ effecting boss. He will spend | Recommended Gambits | much of the battle attacking |=============================================| and casting status effects such | Ally: any (>) Raise | as Blind, Silence, Sleep, and | Ally: any (>) Esuna | Confuse. Have Rose Corsages | Ally: any (>) Handkerchief | equipped so you don't have to | Ally: status = Slow (>) Haste | worry about curing Silence. Be | Foe: party leader's target (>) Attack | sure to have an Esuna gambit +---------------------------------------------+ set to at least two people to counter these status effects. Elder Wyrm's big attack is a close range attack known as Sporefall. This attack will throw the whole book of status effects on all party members that are right next to him - Sap, Silence, Poison, Confuse, Blind, Slow, and Oil! Make sure to have someone set up to pass out handkerchiefs for the Oil status. Elder Wyrm will perform his special fireball attack that will instantly kill an Oiled member of your party if you don't cure the Oil quick or he will take off about 600 HP from a non-oiled member. Have Esuna set up to wipe out the other status effects. Use Haste to counter Slow. Right when you see the words "Elder Wyrm readies Sporefall" IMMEDIATELY run away from him and you might escape the move. I would highly recommend having Charge for this battle since your party will be running out of MP toward the end most likely. At least you can get some MP back to continue giving support to your party members. With the way this battle is set up you should let Larsa handle all of the healing this time. Elder Wyrm has no tricks up his sleeves for his last bit of HP so there is really no need for a Quickening at the end of this battle unless you want to go out with a bang. ** This boss is actually an optional boss! He can be avoided by entering the Feywood in the south portion of the Golmore Jungle past the barrier. You'll fight some level 35+ enemies on the way. In The Feywood, Walk of Flitting Rifts, take the first exit to the east and go to the Paramina Rift. From the Icebound Flow of the Paramina Rift, go northeast to find the entrance to Mount Bur-Omisace. (thanks to Seph/Sephirosuy for this method of skipping the Elder Wyrm fight) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~ The Branchway ~~ The usual enemies will be down either path at this portion of the jungle. Keep moving to the east through the Greenswathe to reach the Paramina Rift. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Paramina Rift | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Fading Vale ~~ Save your game at the save crystal as usual and make your way to the north. Mount Bur-Omisace is very close now. ~~ Head of the Silverflow ~~ Dark Skeleton / Weak: Light Ice Elemental / Weak: Thunder Lizard / Weak: Water Skull Knight / Weak: Light Slaven Warder / Weak: Water White Wolf / Weak: Thunder Wild Onion / Weak: Earth Yeti / Weak: Thunder I would advise you to level up a bit in this area, especially if you have problems fighting the enemies. Walk up the path that leads to the east and eventually northeast. ~~ Freezing Gorge ~~ A cutscene will play upon stepping into this area. Down the path to the east, go north to reach Bur-Omisace. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Mount Bur-Omisace | [PV8] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Sand-strewn Pass ~~ The merchants on each of the sides have +-----------------------------------+ some very good items that you will need | An optional boss has been lurking | to get soon. I would suggest buying the | in the Dalmasca Westersand ever | Thief's Cuffs right now so you can begin | since you picked up the Dawn | stealing more rare and plain out MORE | Shard. You should be on a good | items! Stock up on new equipment, | level to challenge him by now. | especially Ice Shields. You will need an | Bring along some Shielded Armors, | Ice Shield for each character where | the Decoy spell, and Larsa. | you're going, not this moment though. | [SQ09-1] | Make sure to buy three Nishijin Belts for +-----------------------------------+ your main party and some Light Armor for each person as well - you will need all of this along with those Ice Shields later on. So the checklist goes: Ice Shields x 3, Light Armor x 3, Nishijin Belt x 3 - the Ice Shields and Nishijin Belts are the most important. This is also a great time to finish up any side quests or hunts that you think you can handle - your guest will not be offering his help to your party for that much longer. Walk to the north on the Temple Approach just up ahead. A cutscene will trigger when your party enters the Temple Grounds. Your destination is the Gate of the Holy Circle temple in the west. Head up the stairs and open the doors. Approach the Gran Kilteas Anastasis in the back of the Hall of Light for a group of cutscenes. ~~ Hall of Light ~~ Destination Quote: We can get the Sword of Kings in the Stilshrine of Miriam. Larsa will leave the party after the group of cutscenes. You must now journey to the Stilshrine of Miriam. The actual way to this place is a little tricky so I will serve as your guide. First of all, you need to leave Mount Bur- Omisace and travel back to the Paramina Rift. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Paramina Rift | [PV9] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - You may need to get a little adjusted to battles without Larsa's help. Set up some cure gambits if you don't have any already activated. Head south into the Freezing Gorge and go to the southeast. Be wary of the Ice Elemental if it appears in this area. Run past him and all the other enemies to keep him from getting aggressive - any type of magick aggravates him. There is a path to the southwest that you need to enter. It's very easily passed so makes sure you check the area well. You'll reach a hill off to the right next to a frozen lake in the middle of the ice - this is the path that you want to take. ~~ Path of the Firstfall ~~ At the top of the twisting path there will be a blue save crystal. Continue to the south. ~~ Spine of the Icewyrm ~~ Emperor Aevis / Weak: Thunder Garud-Egi / Weak: Dark Twintania / Weak: Thunder The enemies in this area are much harder than the ones you've been facing in the other sections of the Paramina Rift. Have some Thundara gambits set to cast Thundara on the Twintanias in this area and some Dark spells set for the flying Garuda-Egis along the narrow strip leading to the south. Watch out for the traps while fighting the Garudas - it is actually best to lure them away from the narrow strip. ~~ Silverflow's End ~~ Run too fast in this area and your party will be dealing with quite a few Dark Skeletons since they like to pop up from the ground in certain areas. A Yeti guards the path leading to the Stilshrine. Zap him a bit with Thundara and continue south. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Stilshine of Miriam | [PV10] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - No vicious guardians will impede your path, in fact, you'll have an orange save crystal waiting when your party enters the Walk of Mind outside the Stilshrine. I would suggest that your party members be on about level 30 before stepping foot inside since there are some vicious enemies awaiting. Open the ancient door up ahead to begin. ~~ Ward of Measure ~~ Balloon / Weak: Water Blood Gigas / Weak: Wind Crystalbug / Weak: N/A Darkmare / Weak: Light Dragon Aevis / Weak: Ice Facer / Weak: Wind Ghast / Weak: Light Ghoul / Weak: Light Miriam Facer / Weak: Wind Miriam Guardian / Weak: Wind Redmaw / Weak: Earth Zombie / Weak: Light Zombie Warrior / Weak: Light Redmaws will be flying about freely throughout this area. The Way Stone in the back is inactive for the moment. Approach the Pedestal of Dawn in the middle of the front area. You need to equip the Dawn Shard to one of your party members as an accessory then take control of that character and touch the Pedestal of Dawn to teleport to a different area. I would suggest equipping the Dawn Shard to a party member outside of your main party since the equipped character will lose of all of his/her MP while it remains equipped. Please note that you must take control of that character (that person must be the party leader) and touch the pedestal. If you touch the pedestal without the Dawn Shard, zombies will attack. ~~ Ward of Velitation ~~ Right off the bat, a Miriam Guardian will attack as your party teleports into this area. You might want to set up some Protect shields while fighting him if your party doesn't have Shielded Armor. The chest to the left is definitely worth grabbing even if you have to step through the trap since it will contain either an Elixer or a Megalixer. Use float to avoid the trap if you have it. Now, for the area ahead, you will find three Dragon Aevis' pacing around in a circle. This area is a little cheap for so early in the game. They are all weak against ice, so you can set up some Blizzara gambits and cast it on them repetitively. I've also gotten through this part by summoning Belias on them, and through the use of Quickenings, so whatever floats your boat. It's a very hard battle, even if you're on their level. If you run, be forewarned that two statue heads (Miriam Facers) will pop out of the wall in the area ahead and attempt to block you. They are not too bad, but be sure to have a Protect shield up. ~~ Walk of Torn Illusion ~~ Miriam Facers and Miriam Guardians are sitting and waiting for your party to walk by them in this area. All enemies provide some very good experience so hunt them all down! Equip the Dawn Shard once again to your party leader and touch the Pedestal of Dawn at the top of this area to lower the statue heads along the side of the room below. Go back down the stairs and enter the Ward of Velitation again. Dragon Aevis's and the Miriam Facers may have respawned by now, so you either need to make a break for the doors down the stairs along either of the sides to the east or stand and fight again. I would run since there is a save point past the side doors below either of the stairs... with a catch. ~~ Walk of Revelation ~~ A green save crystal!? Remember that catch that I mentioned? Well, the save crystal in this room is an actual enemy (Crystalbug) and will attack with magick as soon as you examine it. Stand around it with your party and attack it physically until it turns blue. Bad save crystal! Use Cura often since the Crystalbug's magick will hit all party members. ~~ Ward of the Sword-King ~~ The Blood Gigas' to each of the sides are not as bad as they seem. They're very slow. Turn left at the intersection since the door on the right is sealed for the moment. Be sure to keep the Cura spell handy as you fight the Darkmare since he will take off a good chunk of HP with his Dark spells. There is a secret room that is not on the map on the right wall as you approach the Darkmare. Run against that wall and a staircase should appear eventually. Make sure that you cast Float on all party member BEFORE entering since your party will start right in a trap that will inflict Berserk and Confuse on everybody - the perfect recipe for instant death. The stairs will take you to the Cold Distance room that has Oilings and a Bomb along with a chest containing either a ++DARK MATTER or a ++SHELL SHIELD++. The trap below the chest will inflict Berserk and Confuse as well, so cast Float. Back in the Ward of the Sword-King, examine the Sword of Judgement to unlock the door at the north end. Open the door down the other corridor to continue. Use the Way Stone inside to teleport back to the room at the beginning of the shrine. The door on the west side of the Ward of Measure is now open. Fight off the Miriam Guardians in the Cold Distance area and enter the west path. ~~ Walk of Prescience ~~ This area is filled with Balloons that will easily kill your party members with their exposions. Make sure to have a gambit set for the Raise spell and Curaga. The left and middle path will only lead your party to a fight with Balloons and Facers. Go down the right path. Try to stick with physical attacks for the Balloons since magick attacks will only make them explode faster. At the end, you will find a Stone Brave statue surrounded by Facers and Zombie Warriors. Defeat the enemies then examine the statue. ** Rotate the statue so that it faces to the east. Check your map to confirm its direction. There are altogether three of these statues and they must all face each other - the middle. Run down the stairs to the south and enter the next area. ~~ Walk of Reason ~~ The rooms ahead will contain a bunch of Zombies and Ghouls. Watch your party HP and the traps. Turn right after opening the second door and there will be some treasure chests at the end of the path. Your party will fight tons of Zombie Warriors, Ghasts, and Ghouls along the way. Head back and go up the stairs. It is best to turn right and go up the next staircase since the other path is just basically a longer way around with more Balloon fights. Turn to the left after going up the stairs to find two more treasure chests along the back railings. You'll have to fight some Facers and Balloons to get to them. The other path will lead your party to the next Stone Brave statue. ** Turn the statue so that it faces to the north. Run over to the right path and head north. This will lead you to the east path with the last statue. Check around the area for treasure chests while defeating the Balloons and Facers. ~~ Cold Distance ~~ Go through the door in the north and head back to the orange save crystal outside of the shrine before you open the door in the east section. That door will lead you to a boss fight. ~~ Ward of Steel ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 27 | Vinuskar | |===============================================================| | HP: 15138 | Weak: N/A | Absorb: N/A | |---------------------------------------------------------------| | Exp: 0 | Steal: Knot of Rust, Damascus Steel, Thief's | | LP: 19 | Cuffs | |---------------------------------------------------------------| | Recommended Level: 27 - 30 | +---------------------------------------------------------------+ A magnetic field will be laid over +-----------------------------------------+ your entire party and anyone | Recommended Gambits | equipped with a heavy armor will |=========================================| act as if they have been hit with a | Ally: any (>) Esuna | Slow spell. For this battle, you | Ally: status = Slow (>) Haste | need to equip only light armor to | Ally: HP < 50% (>) Curaga | all members of your party. He will | Foe: party leader's target (>) Attack | cast Break to pertrify party +-----------------------------------------+ members along with a rare Slow and Confuse spell. The boss looks ferocious, but looks are extremely deceiving for this battle. The only attack that you will really have to watch out for is his Sword Dance, which takes off around 500 HP for all characters. Use Cura after his Sword Dance move. Your party will take this boss out in a matter of seconds with normal attacks if you equip light armor! He is very slow so your party can get in about two turns before he makes a move. I literally had to turn off all party gambits to see his attacks in order to recommend gambits to you readers - my party owned him that well. Try casting Haste on all your party members to see if you can beat him in less than a minute! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Open the door after the battle and you will find the urn for this area with the ++MAP OF THE STILSHRINE OF MIRIAM++. ** Rotate the Stone Brave statue so that it faces to the west. "The Colossus has undergone some change" should flash across the screen since all three statues have been placed in the correct position. Go back the way you came and a cutscene will show the statue in the middle as it lifts up its gigantic sword revealing a path behind it. Open the door to the north and save your game outside the shrine or you can save at the blue save crystal after using the Way Stone. Use the Way Stone in the middle to teleport to the area below the statue then take the path to the left in the room ahead. Fight through the Blood Gigas and Darkmare once again then enter the area past the statue's lifted sword. Open the door for another boss battle. ~~ Hall of Worth ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +----------------------------------------------------------------+ | Lv 30 | Mateus | |================================================================| | HP: 34259 | Weak: Thunder | Absorb: Ice | |----------------------------------------------------------------| | Exp: 0 | Steal: Ether, Pisces Gem, High Arcana | | LP: 27 | | |-----------+----------------------------------------+-----------| |- - - - - -| Lv 26 | Ice Azer (x5) |- - - - - -| |- - - - - -|========================================|- - - - - -| |- - - - - -| HP: 2708 | Weak: Thunder | Absorb: Ice |- - - - - -| |- - - - - -|----------------------------------------|- - - - - -| |- - - - - -| Exp: 558 | Steal: Ice Magicite, Ice |- - - - - -| |- - - - - -| LP: 1 | Crystal, Feystone |- - - - - -| |-----------+----------------------------------------+-----------| | Recommended Level: 29 - 32 | +----------------------------------------------------------------+ This battle will really challenge +-----------------------------------------+ you compared to the last boss | Recommended Gambits | battle you just had mainly because |=========================================| of the sheer aggression that your | Ally: any (>) Raise | party will have to put up with at | Ally: HP < 50% (>) Curaga | the beginning. Mateus will start | Self (>) Shell | the battle by casting Reflect on | Ally: status = Slow (>) Haste | himself and summoning five Ice | Foe: party leader's target (>) Thundara | Azers. First of all, make sure | Foe: party leader's target (>) Attack | that everybody in your party is +-----------------------------------------+ equipped with a Nishijin Belt to avoid the Ice Azers' Sleep spell. The Ice Azers will be constantly casting Sleep and Blizzard. Blizzard isn't that bad at all when one Ice Azer hits a party member with it, but the problem here is that all five Ice Azers will pick one party member from the whole group to cast five Blizzards on. Mateus will be hitting your party members physically while his minions cast magic. Equip Ice Shields to all characters to half the damage of the Ice magic. The main problem with this battle is that, unless you use a Quickening on the Ice Azers, your party members will have to suffer some damage most likely in order to dish out some damage on the Ice Azers. Every enemy is weak against Thunder, but Mateus has a reflect shield on himself, so if you cast a Thundara spell that hits an Ice Azer, you will more than likely hit Mateus unintentionally and get Thundara reflected back on that caster. The good news is that the Thundara spell will take much more off an Ice Azer then it will when reflected back on a party member. Make sure NOT to target Mateus however, or the reflected Thundara spell will take off heavy damage from the caster! Belias is powerless against the Ice Azers. Either use Quickenings or use Thundara to get rid of the Ice Azers. I would recommend using Thundara. Set two of your party members with the gambit "Foe: party leader's target (>) Thundara" and manually cast Thundara on the Ice Azers. This will kill all of the Ice Azers within a few castings, but make sure to turn off the Thundara gambit when you go to challenge Mateus alone. Another way to approach this battle from the beginning is to equip an Ice Shield to one ally and cast Decoy and Shell on that character. The Ice Azers will all target the Decoyed character along with Mateus. Cast Thundara on the Ice Azers while they attack the Decoy. You could also equip the Decoyed character with the Dawn Shard to boost his magic defense, but that will take all that character's MP - your choice. There's no need to leave the Decoy gambit on while Mateus fights alone. UPDATE: Physical attacks will work on the Ice Azers, but you must equip non- elemental weapons. This can really help out for when an Ice Azer only has just a bit of life left. When fighting Mateus alone, use constant physical attacks and set up a Shell on each of your party members. Most of the time he will attack physically and use his Flash Freeze attack. He will cast his Blizzaja spell when his HP reaches the halfway mark and will continue to cast it throughout the rest of the battle (look for the "Mateus readies Chain Magic" message). As long as your party has up Shell magick or if they have Ice Shields to reduce damage it won't be much of a problem. His Blizzaja attack will sometimes inflict Sap, so be ready to heal it with Regen or Esuna. Be sure to set some healing gambits to heal party members and cast Cura manually to heal the whole group when needed. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After the battle, the Esper, ++MATEUS, THE CORRUPT++ will be yours! Open the door and run up the stairs to trigger a cutscene. Your party will obtain the ++SWORD OF KINGS++ after the cutscenes. Leave the Stilshrine and another cutscene will play on the outside. Either use the orange save crystal to teleport to Mount Bur-Omisace or go back on foot. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Mount Bur-Omisace | [PV11] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - No new items are available from the merchants in case you were wondering. The rain in the village serves as a nice foreshadowing of what to expect as you walk further up the path. Be sure to save your game at the Sand-strewn Path. Run all the way to the Gate of Holy Circle and open the doors to trigger a cutscene. ~~ Hall of Light ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------+---+-----------------------------------+ | Lv 20 | Judge Bergan | | Lv 29 | Judge | |===================================| |===================================| | HP: 17200| Weak: N/A | | HP: 3179 | Weak: N/A | |-----------------------------------| |-----------------------------------| | Exp: 0 | Steal: Hi-Potion, Ruby | | Exp: 91 | Steal: See enemy list | | LP: 19 | Ring, Ether | | LP: 1 | | +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ | Lv 28 | Judge | | Lv 28 | Judge | |===================================| |===================================| | HP: 3179 | Weak: N/A | | HP: 3179 | Weak: N/A | |-----------------------------------| |-----------------------------------| | Exp: 91 | Steal: See enemy list | | Exp: 91 | Steal: See enemy list | | LP: 1 | | | LP: 1 | | +-----------------------------------+---+-----------------------------------+ | Recommended Level: 30 - 32 | +---------------------------------------------------------------------------+ The battle will start your party +-----------------------------------------+ out in the middle of the Hall of | Recommended Gambits | Light with three Judges behind them |=========================================| and Judge Bergan all the way in the | Ally: any (>) Raise | back of the main walkway. This | Ally: HP < 50% (>) Curaga | setup should be taken to your | Ally: any (>) Blindna | advantage and you should | Self (>) Haste | immediately cast Haste on all party | Foe: party leader's target (>) Attack | members then go after the Judges in +-----------------------------------------+ the back. All of the Judges will try to cut through your party's defenses with their Water Spout attacks. Fight them off as quick as possible while Judge Bergan approaches. Be sure to have some Curaga gambits along with some Raise gambits. All three Judges can be easily defeated with a Quickening chain as well, but keep in mind that you will need some magick while facing Bergan. At lower levels you may want to use Quickenings for the Judges since they can make the beginning of the battle a bit overwhelming. If Judge Bergan joins in and starts dealing too much damage attempt to Blind him. Cast Blind on him with all three party members in a row if you have to. It will always eventually hit, but it takes a few tries. Once the Judges have been defeated, Judge Bergan shouldn't be too much of a problem to take on by himself. His hits will blind at times so a Blindna gambit will be helpful for this battle. He will perform his Battle Cry move once his HP has been taken down halfway. This will make him counter a bunch and he can sometimes chain together enough hits to totally kill one party member at full life while Battle Cry is activated - this is why I recommend blinding him early. I have received a few emails that mention that a party can launch Quickenings to defeat Judge Bergan right at the beginning of the battle and end the battle then and there. It just depends on how well you are at performing Quickening chains. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A few cutscenes will play after the +-----------------------------------+ battle then your party will decide on the | A new optional Espers is now | next destination. Onward to Archades! | available in the Stilshrine of | You need to go back to Rabanastre and use | Miriam: | an airship at the Aerodrome to take your | Zeromus, the Condemner [SE05-1] | party to Nalbina. Walk up and talk to +-----------------------------------+ the woman behind the desk with the "Flights to Nalbina" talk icon over her. Travel buy Leisure Craft and buy the Syphon spell (you'll need this later) and some Teleport Stones from the Assistant Storekeeper at the top of the stairs in the Airship. Talk to the Chief Steward through the door down the stairs in order to exit to Nalbina. There is a side quest you can start buy choosing "Who's this...Rande?" from the list of answers after talking with her, but it cannot be finished until you make it to Archades. ____ __________ ______ /\ /\ \ \/ /__ __|__ __| /\ /\ / \ / \ \ / | | | | / \ / \ | | | | Part VI - A War in the Making | | | | \ / \ / / \ _| |_ _| |_ \ / \ / \/ \/ /___/\___\______|______| \/ \/ [WT06] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Nalbina Fortress | [PVI1] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Destination Quote: Need to head north of Nalbina, through the Mosphoran Highwaste and the Salikawood. Talk to the Imperial and allow him to escort you in order to enter Nalbina. There are some new items available from all merchants. Buy Dispel from the Magick merchant. You will really need Dispel for the rest of the game mainly for bosses! Vanishga would be another good spell to get. At the intersection outside the city turn right to enter the Mosphoran Highwaste - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Mosphoran Highwaste | [PVI2] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Clay Golem / Weak: Wind Fire Elemental / Weak: Fire Humbaba / Weak: Ice Python / Weak: Earth Seeq Cateran / Weak: Fire Slaven Wilder / Weak: Wind Wary Wolf / Weak: Earth Worgen / Weak: Water ~~ Southern Skirts ~~ Make sure you set up some Curaga gambits along with some Esuna gambits. The Worgens will Screech to Confuse party members sometimes. They will also rush at you with Berserk activated. ~~ Summit Path ~~ The Humbabas here can be difficult when fighting more than one so make sure to have an active Protect shield up. Don't use magic near the Fire Elemental if one appears. Keep heading to the north and you'll eventually reach the Babbling Vale area. ~~ Babbling Vale ~~ Take a break and save your game at the orange save crystal or buy a few items from the merchant. He has the 1000 Needles Technick, which could prove useful. Be sure to stock up on some Chronos Tears since Stop is a very nasty status effect that can only be cured by a Chronos Tear, immunity with a Power Armlet, or Dispel. This single area has many paths leading out, but you want to take the northwest path if you want the quickest way to your destination. ~~ Trail of Sky-flung Stone ~~ Beware the Seeq Caterans in this area. They will run up to your party members and throw an item to cause instant Berserk, which could be a good thing or a bad thing depending on the individual. Stay away from the Fire Elemental as usual and have some magick gambits set for the flying Vulture so your short distance members can hit him. Beward the Vulture's Kamikaze attack when their life is low - defeat them quickly if they ready the attack. ~~ Northern Skirts ~~ Three Humbabas are lurking in the front of this area. Try to lead one away from the others or cast Blizzara on them all from a distance. Many more flying Vultures will be hovering around the end of this area. Run across the bridge in the Halny Crossing to reach the Salikawood. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | The Salikawood | PVI3 | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Malboro King / Weak: Light Pumpkin Head / Weak: Ice Sprinter / Weak: Water Wyrdhard / Weak: Fire ~~ The Omen-Spur ~~ Don't take the Pumpkin Heads for granted; they take quite a bit of HP per attack based on what you would think while just looking at them. They will use Silence and Sleep so have some Esuna gambits set up. ~~ Path of Hours ~~ A blue save crystal is to the side. Notice the moogles off to the right (Forest Bungalow); you'll be coming back to speak with them later. ~~ Truckwall Road ~~ Make a right when the path splits followed by another right to find the map urn with the ++MAP OF THE SALIKAWOOD++ inside. Make sure to set some "Ally: status = Slow (>) Haste" gambits up for the Malboros that you will find later and, of course, an Esuna gambit along with Curaga. There is an orange save crystal in the Quietened Trace in the northwest along with an optional boss fight. The moogle at the entrance to the path will warn you of the great fiend. Your destination is to the northeast. ~~ Living Chasm ~~ In the far northwest walk up to the Moogle Boss by the gate and speak with him. It seems he needs to get his moogle workers back to complete the gate so access to the Phon Coast can be granted and that just so happens to be where your party's headed. A moogle counter will appear on the right hand side of the screen letting you know how many moogles need to be found. Open your map to find several exclamation points highlited on your map - these are the locations of the moogle in the bungalows throughout the Salikawood. Go to each of those areas and talk to the moogles to get them to head back to the Moogle Boss. This is very straightforward so I'm not going into too much detail. Trunkwall Road (middle) - 2 moogles Garden of Decay (west) - 4 moogles Path of Hours (north) - 3 moogles The last set of moogles will give you an option to follow them to the gate. The gate will open up and your party will be free to go to the Phon Coast. Be sure to talk to the Boss Moogle along the way to get a free pair of ++QUASIMODO BOOTS++. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Phon Coast | [PVI4] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Kaukula Pass ~~ Destination Quote: So this is the Empire. Archades should be to the northeast. A cutscene will play upon entering the Phon Coast. A blue save crystal will be off to the right as the cutscene ends. ~~ The Reseta Strand ~~ Archesaur / Weak: Ice Bagoly / Weak: Earth Iguion / Weak: Thunder Mandrogora / Weak: Fire Piranha / Weak: Thunder Pyrolisk / Weak: Ice Silver Lobo / Weak: Earth Be sure to set some "Foe: flying (>) +-----------------------------------+ Blizzara" gambits for your short range | A new optional Espers is now | characters. You need to go southwest. | available in the Mospharan | Stay away from the Piranhas if your party | Highwaste: | is at a low level since they will dish | Exodus, the Judge-Sal [SE04-1] | out some very damaging attacks when their +-----------------------------------+ life gets low. The Bagoly's and Pyrolisk are very aggressive and will actually gang up, so run if you have to. It doesn't really matter which way you take since both of them will eventually lead to the Hunter's Camp. ~~ Hunter's Camp ~~ A cutscene will play upon walking into the camp...a most interesting cutscene. There is an orange save crystal in the middle of the camp and plenty of items available from the merchant of this area. ~~ The Vaddu Strand ~~ There is really nothing here but chests +-----------------------------------+ and a whole bunch of them along the beach | Don't open any of the chests on | by the east side! The chests are a trick | the east side of the beach in | however, since opening one of them will | this area or you won't get the | guarantee that you will not receive the | Zodiac Spear! This is the fourth | Zodiac Spear in the Necrohol of Nabudis. | and last set of chests that must | This is the last set of chests that you | not be opened in order to obtain | must not open in to get the Zodiac Spear. | the Zodiac Spear. | Don't screw it up now! Take out your | [SQ01-4] | anger on loosing so much gil on the +-----------------------------------+ defenseless little Mandragora. ~~ Caima Hills ~~ There is a Wayward Chocobo in the southwest section of this area that will off your party a life if you feed it some Gysahl Greens. Buy Gysahl Greens from any airship ride between cities or from the Clan Provisioner back in Rabanastre after your party reaches Rear Guard rank. Keep heading northeast. Be careful while fighting a group of Bagolies on the way; they will gang up very quickly! You'll come upon a blue save crystal in Rava's Pass. To the north of Rava's Pass lies the Tchita Uplands. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Tchita Uplands | [PVI5] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Bellwyvern / Weak: Water Coeurl / Weak: Ice Feral Croc / Weak: Earth Lizard / Weak: Water Malboro Overking / Weak: Light Serpent / Weak: Earth ~~ Realm of Elder Dream ~~ There are quite a number of new enemies here and they can easily get mixed into a group with the Serpents rise up from the ground. You may want to equip your magick user with a Rose Corsage to stop the Coeurl's silencing. Head to the east. Any type of building structure will have Malboro Overkings lurking around it and they can get extremely numerous at times - combine that with their Bad Breath attacks and things can get ugly quickly. ~~ The Chosen Path ~~ To the east of The Skytrail, you will come upon an area with an orange save crystal and an Archadian Wayfarer standing next to a fallen Bangaa. Talk with the Wayfarer and he will ask to hire your party to dispose of a group of fiends in the Sochen Cave Palace. He will hand over the bill with a picture he drew on it, which is actually very close to what the group of fiends look like - oh, how the appearances are so deceiving! As it says, this will not be listed in the Clan Primer, but this hunt must be accepted to advance in the main story! Head east to the Fields of Eternity and there you will find the entrance to the Sochen Cave Palace. He will hand over the ++SOUL WARD KEY++ when the conversation ends. This hunt can also be accepted from the boy's father in The Nameless Spring to the south. Even though this isn't an official hunt, there is still a bounty to be earned upon defeating the mark. Now, let see what horrors await in the Sochen Cave! In the northwest of the next area (The Highlands) lies the Fields of Eternity. The cave entrance is in the northwest part of the Fields of Eternity. You'll probably fight or run from tons of more Coeurls and Serpents along the way. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Sochen Cave Palace | [PVI6] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Focalor / Weak: Ice Gorgimera / Weak: Water Iguion / Weak: Thunder Imp / Weak: Ice Pit Fiend / Weak: Earth Striker / Weak: Wind Wendigo / Weak: Ice Zombie Knight / Weak: Light ~~ Doubt Abandoned ~~ Destination Quote: We'll use the Sochen Cave Palace to sneak into Archades. A cutscene will play as your party enters the cave. Make sure that you have a "Self (>) Libra" gambit set in here or else your party will might step on some of the traps near the beginning. There are several traps in the area where the stalagmites and Zombie Knights are. Try to lead the Zombie Knights out of that area so your party members won't accidentally trigger a trap during the fight, or you could always cast Float on everybody during the battle. The Imps in this cave can be very dangerous as well with their damaging group attack that they will perform while their HP is low. In the north, you will find the Gate of the Soul Ward where you must use the Soul Ward Key that you got from the petitioner earlier. Let's see what awaits inside shall we? ~~ Hall of Lambent Darkness ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------+---+------------------------------------+ | Lv 37 | Alraune King | | Lv 37 | Mandragora Prince | |===================================| |====================================| | HP: 9069 | Weak: Wind | | HP: 9069 | Weak: Fire | |-----------------------------------| |------------------------------------| | Exp: 0 | Steal: Gimble Stalk | | Exp: 0 | Steal: Four-leaf Clover | | LP: 5 | | | LP: 5 | | +-----------------------------------+ +------------------------------------+ +-----------------------------------+ +------------------------------------+ | Lv 37 | Onion Queen | | Lv 37 | Pumpkin Star | |===================================| |====================================| | HP: 9069 | Weak: Earth | | HP: 9069 | Weak: Ice | |-----------------------------------| |------------------------------------| | Exp: 0 | Steal: Onion | | Exp: 0 | Steal: Jack-o'-Lantern | | LP: 5 | | | LP: 5 | | +-----------------------------------+ +------------------------------------+ | +-----------------------------------+ | | | Lv 37 | Topstalk | | | |===================================| | | | HP: 9069 | Weak: Water | | | |-----------------------------------| | | | Exp: 0 | Steal: Tomato Stalk | | | | LP: 5 | | | +--------------------+-----------------------------------+-------------------+ | Recommended Level: 36 - 39 | +----------------------------------------------------------------------------+ Oh, my sweet Nightmare Before +-----------------------------------------+ Christmas! So, these little | Recommended Gambits | Mandragoras are the marks!? They |=========================================| most definetly are, and this is one | Ally: any (>) Raise | battle where appearances are | Ally: HP < 50% (>) Curaga | deceiving. If you try to rush all | Ally: any (>) Remedy | of these little munchkins with your | Foe: party leader's target (>) Attack | whole party then they will bathe +-----------------------------------------+ your whole group in status effects similar to a Bad Breath Malboro attack - there is a slight difference though, they will not miss like a Bad Breath! They will cast Blind, Disable, Slow, Poison, Sleep, Sap, and Silence. If you plan to take them on physically, you need to equip some Nishijin Belts to all party members to avoid Sleep. An "Ally: any (>) Remedy" gambit is priceless for this battle if you can avoid Sleep through the Nishijin Belts. Focus on each one's elemental weakness, whether you have a weapon with that element or the magick. They fall fast if you focus on one and pound his weakness into the ground. They can take off quite a chunk of HP with their physical attacks while in groups, so have some cure gambits ready. It is possible to Dispel their Haste, but it doesn't really matter that much. You can set up a "Foe: status = Haste (>) Dispel" gambit on your magick users to quickly get rid of it. They have a pattern where they will rush into your party to cast status effects and attack then run away and cure themselves, but they will always move in a group. The best way to defeat them is to wait until they are all grouped together then chain a Quickening on them. Stay on one side of the room and wait until they run toward you while all grouped. This will totally pulverize a whole group of them and defeat them quickly if you get the bonus attack at the end of the Quickening. Be sure to have each character target a specific Mandragora. You really need to have multiple characters outside of your main party with Quickenings to take them all out if you can't chain them that well. Summoning Belias seems to work well if he can get one by himself, but they will soon kill him if the whole groups gangs up around him. Belias will immediately Painflare Mandragora Prince because of his weakness to fire. If you plan on stealing from all of them, you will need quite a bit of Remedies. They are very hard to steal from. I would recommend setting a "Foe: party leader's target (>) Steal" gambit for your party members if you are willing to try since it will take several attempts most of the time. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Be sure to fully cure your people; you still have another minor battle left up ahead. Open either of the doors to the side after the battle. They both lead the same way. Go back to the petitioner to receive ++1000 GIL and 3 REMEDIES++. ~~ The Acolyte's Burden ~~ You'll find a save crystal, well, actually a Crystalbug in the next big room. Be careful about keeping your group together since it will use elemental magick that will hit everyone in a group. Defeat the Crystalbug and it will turn into an actual blue save crystal. You can check the dead Bangaa corpse on your way through the doors of the next area. ~~ Mirror of the Soul ~~ This cave will soon split into many different paths. Take the far east path to find an urn containing the ++MAP OF THE SOCHEN CAVE PALACE++. Don't let all the Imps and Pit Fiends gang up on you in this cave or they will surely make quick work of your party. It's a good idea to keep some Nishijin Belts on since the Pit Fiends like to cast Sleep. If you take the west set of paths, you'll like notice the Pilgrim's Door along the way. You'll need to solve a puzzle in order to open it. We'll get to that in just a moment. Use the far east path to enter the next area. ~~ Falls of Time ~~ The Strikers are the only aggressive enemies in this area. Look around and you'll notice several waterfalls blocking the paths to the different areas in this cave. Now, about the puzzle in this area, if you look around in this area (near the second door from the west), the next area (on the wall), and in the previous area (The Pilgrim's Door), you will be able to read an inscription that provides hints to the different routes you should take in order to change the flow of the waterfalls. ** WATERFALL PUZZLE ** To start things off, you need to go back the way you came by enter the path on the southeast side. I have drawn up some maps with the correct path outlined that should be taken in order to stop the waterfalls. Copy and paste the url into your browser to see the maps. Waterfall Puzzle Path 1 - http://tinyurl.com/y7rkwy Waterfall Puzzle Path 2 - http://tinyurl.com/t4xqt Each time you enter a new area the message "The course of the waterfall seems to have changed" should be displayed across the screen to let you know that you took the correct path. The paths that you make do not need to be precise, but you MUST enter and exit from the correct pathways when entering the bottom (Mirror of the Soul), middle (Falls of Time), and top (Destiny's March) areas. You can think of both maps as one long path, but I thought it would be best to have two to avoid confusion. You'll get that previous mentioned message three times as you enter the different areas, then on the final time you'll receive a message that says "You hear a door open in the distance". This means the middle path in the Falls of Time area is no longer blocked by a waterfall and that the Pilgrim's Door is now unlocked. Walk toward the middle area and open the treasure chest on the other side of the small bridge around the stone structure for a chance at either an ++ELIXER++ or a ++DARK MATTER++. There is also another chest off to the east that contains either an ++ELIXER++ or a ++KIKU-ICHIMONJI++ Katana. To the south, open the first Pilgrim's Door to find a chest containing either the ++KOGA BLADE++ or the ++IGA BLADE++ Ninja Swords. The only other way to get an Iga Blade is through a drop by Bogey's in the Zertinan Caverns, so you may want to save your game after solving the puzzle and open the chest until you get that weapon if getting every weapon in the game is important to you since none of these chests will respawn. The Koga Blade can be achieved through a side quest. Keep in mind that the chests are random, so if they don't all three appear then reload your game from the previous save point (after saving when the puzzle is solved of course). As long as you haven't opened one, then they will appear eventually. ~~ Destiny's March ~~ No matter which way you go to the north you will fight mainly Strikers and Wendigos. The Wendigos will deliver a heavy ice attack to all members of your party and the Strikers will do the same with an Earth attack when they are low in HP so a manual Cura might save the day after they fall. Do not fight more than two of these enemies at a time; lead some away from the others if you find a group greater than two. Step through the Doors of Time and make your way to the central north section. If you want to avoid most fights take the center path. The door in the far north leads to a big room where you will enounter another boss, so I would suggest backtracking and saving if you gained quite a few levels and want to make sure you keep them. ~~ Hall of Shadowlight ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-------------------------------------+---+-----------------------------------+ | Lv 38 | Ahriman | | Lv 37 | Ahriman (Image) | |=====================================| |===================================| | HP: 62149 | Weak: Light | Abs: Dark | | HP: 700 | Weak: Light | Abs: Dark | |-------------------------------------| |-----------------------------------| | Exp: 0 | Steal: Death Powder, | | Exp: 0 | Steal: same as Ahriman | | LP: 28 | Maduin Gear, Sky Jewel | | LP: 0 | | +-------------------------------------+ +-----------------------------------+ | Recommended Level: 37 - 40 | +-----------------------------------------------------------------------------+ This boss isn't really too bad, but +-----------------------------------------+ that's not to say that he can't get | Recommended Gambits | the best of you later into the |=========================================| battle. He will start out by | Ally: any (>) Raise | mainly casting Doom and elemental | Ally: HP < 50% (>) Curaga | magicks on your party. Have a | Ally: any (>) Poisona | gambit set up to throw a Remedy (if | Ally: any (>) Esuna | you have unlocked Remedy Lore 3 on | Ally: any (>) Remedy | the License Board) and it will cure | Foe: HP < 1,000 (>) Bio | Doom. Otherwise, you will have to | Foe: party leader's target (>) Attack | let Doom run its course and revive +-----------------------------------------+ the character after the countdown. Make sure to have Remedy set up below Poisona and Esuna if you use both of the gambits on one character so you won't be curing a simple poison with a Rememdy. Speaking of Poison, I would set an extra gambit to cure poison by itself since he will inflict your party members with it a bunch - make sure to set it above Esuna on the gambit list. It would be a good idea to have your party members equipped with Jackboots for when he starts to cast Immobilizega. Normal attacks should work fine throughout the battle while attacking him, just don't equip a weapon that has the element of dark of you will only give him life. Keep in mind that you can actually attack him with Cure spells in this fight since he is undead. Have one of your magick users toss Curaga or Potions at him to damamge him even more at the beginning of the battle. He will eventually teleport away from your party and make a separate image of himself. Try to get rid of the image if at all possible since it will act on its on just like a separate Ahriman, and just like a separate Ahriman, you can also steal from the images! He can make up to six images so you may be fighting up to seven Ahrimans by the end of the battle. Have a gambit set to where a party member will cast Bio on an image and this will likely kill them all with one casting. Since all of their HP is less than 1,000 set up a "Foe: HP < 1,000 (>) Bio" gambit to quickly kill them off. The main annoyance of this fight is his use of Confuse (Phantasmal Gaze) toward the end since it tends to hit every party member that is close to him. Make sure to have one character equipped with a long distance weapon so they will not be affected by the Confuse spell and have them set with an Esuna gambit. He will also start to attack with Maser Eye shortly before falling - this attack will take off about 1500 HP per hit. Try to finish him off with a Quickening when his life is down to about 25% HP and you won't have to worry about Maser Eye. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Open the three treasure chests found around the room after the battle then exit through the east door. One of the chests will have an Elixer for sure! ~~ Temptation Eluded ~~ Some programmer has been very dirty! There is a trap right at your feet as you come through the entrance door of this area. Make sure to have Libra setup then carfully move agains the east wall. There's plenty more traps up the path as well. More Strikers and Imps will be lurking up ahead. In the big room, open the chest to the side for some possible extra gambits then go down the tunnel to the west for an extra chest. ~~ Chosen Path ~~ Climb up the hill to find a lift at the top. Activate the lift with the Disused Pedestal. You'll arrive in the Skybent Chamber after the cutscene. Turn around to find a much needed orange save point! Exit via the door to the north to enter Old Archades. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Old Archades | [PVI7] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Alley of Low Whispers ~~ The merchant off to the side has plenty of new accessories. It would be a good idea to buy some Bowline Sashes and Winged Boots. The Embroidered Tippet will double experience so it's a worthy purchase as well. Make sure to save at least 4000 gil. Cross the bridge to the west. ~~ Alley of Muted Sighs ~~ There's a blue save crystal in the southwest. Talk to the Imperials in the southwest and a conversation will begin with Jules after they refuse to let your party through to Archades. Jules will ask your party to pay him 1500 gil in order for him to help out. You must pay him. He will ask if you've heard any good rumors and will want your party to ask around for the latest gossip around town. There are three ways to do this part, depending on the person you talk to: a) Talk to the Ex-Broker on the northeast side of the Alley of Low Whispers. Return to Jules and talk to him. Return to the Alley of Low Whispers and talk to the Fresh Ardent on the steps in the middle portion on the map. b) Talk to the Lucky Man speaking with the red Seeq on the west east side of the Ally of Muted Sighs - he's at the bottom of the stairs that lead to the bridge. Return and talk to Jules. Talk to Beasley; he sits against the wall almost directly across from the red Seeq's back from earlier. c) Talk to the Shady Seeq in the southeast of the Moogles Eight in the Alley of Low Whispers. Return and talk to Jules. Talk to the Moogles Eight after speaking with Jules. Whichever group of people you talk to run back and talk to Jules to trigger a commotion on the town streets. Jules will have moved from his current spot and will be sitting on the boxes before you get to the blue save crystal when you speak to him the final time. The Imperial guards will rush forth to stop the fight and your party will automatically enter Archades during the cutscene that follows. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | The Imperial City of Archades | [PVI8] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Trant ~~ Destination Quote: Gotta find some way to sneak inside the Drakor Laboratory. Walk a little way to the west and Balthier will mention he has some business to attend to and will leave the party. Well, he's still actually in the party, but you know... Anyway, check around the shops to find plenty of new items, equipment, and magicks. Be sure to get the Aeroga spell! Also, the item shop now stocks X-Potions. Talk to the Cap Guide in the southwest +-------------------------------------+ portion of the city. He will mention | A new optional Esper is now | that only those with 9 chops may ride | available in the Necrohol of | the cab. Jules will break up the | Nabudis, but you must first gain | conversation and mention that Balthier | some items before you can fight | is waiting in Central. You must once | him. Check out the side quests | again pay Jules to find out | section for the item locations | information. Pay him 2500 gil and he | [SQ11-2] and the hidden Esper: | will tell your party about chops. | Chaos, Walker of the Wheel [SE06-1] | Basically, you must walk around town +-------------------------------------+ and perform good deeds by matching townspeople up with other townspeople to help them out. They will repay you with a chop each time you find a matching pair where one helps the other. Most people will be labeled the same next to the talk icon as you approach them. You need to talk to them to have them labeled more specifically. Each time you talk to a person they will mention a certain phrase that will be highlighted and you will have a choice to memorize the phrase. After setting a person's words to memory, you must seek down a person with a matching phrase and they will give you a ++PINEWOOD CHOP++ for helping them. All matching people can always be found in the same district. You can only memorize one phrase at a time and you can override one phrase with another. Below is a list of everyone that can be matched up per district. There are altogether 28 chops to be earned, but remember that you only have to earn 9 chops to use the cab. Nilbasse [ ] "Working up a Sweat" ~ Gentleman Onlooker --> Eager Crier [ ] "Words of Encouragement ~ Senior Reseacher --> Failed Researcher [ ] "Wages Halved" ~ Worried Husband --> Materialistic Woman [ ] "A Grand Line of Gamesmen" ~ Athletic Woman --> Avid Reader [ ] "The Path to Stardom" ~ Aspiring Starlet --> Faded Star [ ] "Time To Leave ~ Determined Researcher --> Ex-Researcher Rienna [ ] "A Revolutionary Dish" ~ Philosopher of Cuisine --> Dangerous Chef [ ] "A Gambit for the Market" ~ Lazy Profiteer --> Reseacher's Wife [ ] "Out of Ears" ~ Greenseller --> Vegetable Seller [ ] "What She Wants" ~ Good Brother --> Waiting Woman [ ] "The Misfortune Teller " ~ * Tarot Reader --> Happy Novelist [ ] "An Epistle to Love" ~ Lucky Man --> Romantic Lady [ ] "The Aerial Gardens" ~ Tour Leader --> Bhujerban Lady Trant [ ] "The Boutique" ~ Boutiquere --> Moneyed Gentleman [ ] "A Ticket to the Farce" ~ Farce-Goer --> Girl on an Errand [ ] "The Lutenist" ~ Music Appreciator --> Lutenist [ ] "A History of Empire" ~ Historian --> Perceptive Man [ ] "The Artisan Architect" ~ Builder --> Artistan Architect [ ] "The Client's Daughter" ~ Smitten Man --> Smitten Woman Molberry [ ] "The Mummer" ~ Reminiscing Lady --> Family-minded Girl [ ] "A Trinket From Giza" ~ Daugher-in-Law --> Man from Giza [ ] "The Master of Disguises" ~ Look-Alike --> Look-Alike [ ] "To be a Judge" ~ Would-be Judge --> Judge's Wife [ ] "A Knack for Magick" ~ Talented Woman --> Akademician [ ] "The Eight & Twenty Chops" ~ Ardent Woman --> Ardent Man [ ] "The Tutor" ~ Proud Mother --> Tutor [ ] "The Anniversary" ~ Poor Husband --> Poor Wife [ ] "The Traveler" ~ Avid Traveler --> Traveling Gentleman * Talk to the Tarot Reader after the Misfortune Teller chop is earned. He will ask you if you want your fortune told to you. If you say yes, he will tell you how many more good deeds are unfinished in each of the boroughs (e.g. 'I see 4 in Nilbasse' = there are four more unfinished good deeds/tales left). (thanks to Shaun for the Tarot Reader info) To finish up each area quicker, I suggest that you run up to each person and talk to them so that their talk icon will show their proper name, then go through and match them up. A total of 28 chops can be gathered from helping all the townsfolk in Archades. Trade all 28 chops into the chopmaster in any shop to gain a ++SANDALWOOD CHOP++. This will allow you to go to the more high-class residence of Archades and is needed for a cetain side quest. Don't sweat if you traded in your chops for a Sandalwood Chop and won't to go to where Balthier is; a Sandalwood Chop is just as acceptable as 9 chops only you just overdid it a little. Return and talk to the Cab Guide and the cab will take your party to Tsenoble after 9 chops are collected. Balthier will meet Vaan as he steps out of the cab. There's an orange save crystal on the south side (to the left). Go north to activate a cutscene. Approach the Imperial in the north and he will not let you through to Central. Run back the way you came to trigger a conversation. It seems Jules has arranged a destination for when a certain message is given to the cab driver. Talk to the Cab Guide after the conversation and choose "You know where to go" and will take your party to the Draklor Laboratory. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Draklor Laboratory | [PVI9] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ 66th Floor ~~ Start by moving through the west doorway. +-----------------------------------+ The camera will show many Imperials lying | Talk to the Huntmaster back at | around the hall ahead as Balthier | the Phon Coast to participate in | comments. A few of the Imperials can be | the Hunt Club side quest at this | spoken to along the way through the | time or any time afterward. This | building. The Direct Lift in the middle | side quest cannot be completed | of the building cannot be used so go to | until later in the game however. | the North Lift and use the control panel | [SQ16-1] | to select 67F. 68F is merely a dead end +-----------------------------------+ at the moment. ~~ 67th Floor ~~ Your destination is to the northeast. Enter the C.D.B. room. Your party will gain the ++LAB ACCESS KEY++ that Balthier found along with a ++MAP OF DRAKLOR LABORATORIES++ after the cutscene inside. The minimap in the upper left hand corner of the screen will scramble so use the main map (Select) for the time being. Enter Room 6704 East to find a blue save point along with some laboratory workers. This is another one of those areas that you can't leave, so a backup save is advisable. Go ahead and run to Room 6711 East right if you want to learn Cid's current location. He's on the 70th floor. Enter Room 6703 East to the left of the 6704 East. Inside you will find the Bulkhead Controls. These controls will open and close the various doors throughout the laboratory depending on what color the device is set to. The control is set to blue right now letting you know that the blue doors are all closed. Press the button to change the controls to red and open the blue doors. Imperial Hoplite / Weak: N/A Imperial Pilot / Weak: N/A Imperial Swordsman / Weak: N/A Judge / Weak: N/A Mastiff / Weak: N/A When your party turns at the west corridor, low and behold, Imperials will rush your party from the back of hall. These Imperials now come at you with status enhancements already on them and they will now inflict status effects while hitting your party members at times. The Imperial Swordsman can inflict Slow with their physical attacks, so I would suggest activating an "Ally: status = Slow (>) Haste" gambit. They can chain together many more hits than the other Imperials that you fought earlier and will block your hits more often. I would suggest equipping the Sledgehammer with its nice Disable status effect to handicap the attackers and equip a gun with Silent Shot to shut up the pilots that try to Silence your party when they appear later. Make sure to have a Raise gambit ready along with a Cure gambit and DO NOT run down the halls too fast or you might be dealing with 7 Imperials at once sometimes! Use Blindga if you run into a large group. You can either take the North Lift to floor 68 right now or wander over to the west hall and open the red doors to gain access to the additional room to the southwest. Room 6711 West contains two chests - one of them possibly containing a Doom Mace (50% chance; save and reopen if you want it). You'll need to close the red gates once again to get back to the elevator. There is no need to go back to 66F except for a treasure chest in Room 6613 East. A whole group of Imperials will run at your party when you move down the east hall. Take the second right and enter Room 6613 East to find the treasure chest. ~~ 68th Floor ~~ Your destination is the South Life in the middle southern corridor; you'll have to enter that middle room from the west side. Imperials will swarm your party from both sides as you move down the east corridor. This is the floor where the Imperials can overwhelm your party with sheer numbers. Make sure to take them down fast and do not run through the halls too fast or you'll have a whole group following you! Enter Room 6803 East and change the controls to blue. Room 6814 East in the northeast is a room of tons of confused Lv 37 Dire Rats, so don't enter. Room 6801 East in the southeast is where you'll find the next Bulkhead controls. Imperials will run out from the room right beside it before you enter. Change the controls to red. There is nothing in Room 6811 East except a few Hecteyes. Be sure to change the control back to blue. With controls switched back to blue so that all red doors are open, you can ride back down to the 66th Floor and enter the rooms on the west side that were previously locked, though you won't find anything inside of them except more Bulkhead Controls. The main room you want to enter is Room 6804 West on the current floor. Get to this by going down the northern corridor over to the west side. Change the controls to red to open the blue doors. Enter Room 6813 West to find a Judge inside. Make sure to dispel his Bravery if you fight him. Room 6801 West has a damaged Bulkhead console inside so run down the western corridor and enter the Room 6811 West in the southwest. Change the console to blue to opne the red doors. Run toward the southern middle area and use Blindga on the group of Judges and Hoplites that will swarm your party from the South Lift area. Use Blindga until at least three of the enemies are blinded. The Judges can get very dangerous with their ice attacks as they get low in life and all enemies will sometimes pick on one party member all at once. It would be a good idea to use some area magicks such as Aeroga or Bio that will hit all four at once. The South Lift is just up ahead so run and hit the control if things get too bad. You don't want to die now! The elevator will only go to the 70th floor. ~~ 70th Floor ~~ A cutscene will play upon stepping out of the lift. Use the blue save crystal after the cutscene and walk around the east side of the corridor ahead. Enter Room 7002 East to find a treasure chest containing either a Pheasant Netsuke (improves potency of restorative items) or a Hastaga Mote. Another cutscene will play when you reach the middle portion of the stairs. ~~ Energy Transitarium ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-------------------------------------+---+-----------------------------------+ | Lv 40 | Doctor Cid | | Lv 38 | Rook | |=====================================| |===================================| | HP: 72989 | Weak: Light | Abs: Dark | | HP: 9859 | Weak: N/A | Abs: N/A | |-------------------------------------| |-----------------------------------| | Exp: 0 | Steal: Hi-Potion, Knot | | Exp: 261 | Steal: Hi-Potion, Knot | | LP: 29 | of Rust, Potion | | LP: 5 | or Rust, Potion | +-------------------------------------+ +-----------------------------------+ | Recommended Level: 40 - 42 | +-----------------------------------------------------------------------------+ Set up some gambits to cast Haste +-----------------------------------------+ on each member of your party since | Recommended Gambits | there are actually 5 foes for this |=========================================| battle. The four Rooks that hover | Ally: any (>) Raise | around Cid will cast Protect, | Ally: HP < 50% (>) Curaga | Regen, Shell, and Curaga, upon him, | Self (>) Haste | so you need to get rid of them as | Foe: party leader's target (>) Attack | soon as possible. They will cast +-----------------------------------------+ Reflect on each other so don't use magick attacks on them. Focus all of your physical attacks on them at the beginning of the battle after Haste is cast on everybody. Don't worry about Cid at the moment. The Rooks only take half damage from elemental attacks so use a weapon without any type of element. When one Rook falls, a small cutscene will commence. Eventually a "Paling" will rise around Doctor Cid and he will become immune to physical damage. You'll just have to wait this out and use magick IF the Rooks are gone. The main hard part about this battle is keeping your MP up since the Rooks will sometimes use Syphon on you. They won't take too much MP, but still it's not very welcoming. If you have three Quickenings per character then you shouldn't need to worry about running out of MP; if not, you may want to use Charge if you have it. Don't use Syphon on either of the enemies since Cid is immune and Rooks will have up a Reflect shield. You may want to set up a Hi-Potion or X-Potion gambit at the end of the battle. The Rooks are the main bosses of this fight, as you will quickly find out when they fall. When all the Rooks fall, Cid will cast Haste on himself. Dispel him of all his status enhancements immediately and pound on him with your main attackers. He will walk toward the back of the area, totally ignoring your attacks, and will unleash his S-27 Tokamak attack that will hit for about 1000 HP per character. He only hits party members in front of him though. Your party members will make quick work of him while he is by himself. You can even Silence him. The battle will stop once 75% of his health bar has been taken. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A new set of cutscenes will begin after the battle as the story continues into another chapter. ____ __________ ______ /\ /\ \ \/ /__ __|__ __| /\ /\ / \ / \ \ / | | | | / \ / \ | | | | Part VII - Desire for the Nethicite | | | | \ / \ / / \ _| |_ _| |_ \ / \ / \/ \/ /___/\___\______|______| \/ \/ [WT07] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Balfonheim Port | [PVII1] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Destination Quote: Hmm, Giruvegan... Better start by exploring the Feywood. Elza, Rikken, and Raz will talk with Vaan +-----------------------------------+ afterwards about the Feywood. Do not | A few side quests can now be | leave this area without the latest | finished at this time. The | magicks: Curaja, Blizzaga, Firaga, and | Cockatrice Quest will reward the | Thundaga especially. Quite a few new | party with some really good | gambits are available as well - buy them | weapons for their current level | and you will almost have all the | and the Ring of Renewal is good | remaining gambits. Buy some Teleport | for those that like Regen. | Stones from the merchant on the chocobo | [SQ12-1] [SQ13-1] [SQ14-1] | at the northeast entrance. There is also | [SQ17-1] | a chest near him with quite a bit of gil +-----------------------------------+ inside. Once you're satisfied with your equipment go back to the Golmore Jungle and head to the south. It's quicker to teleport to Eruyt Village instead of directly to Golmore Jungle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Golmore Jungle | [PVII2] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ The Rustling Chapel ~~ Coeurl / Weak: Ice Hellhounds / Weak: Water The Hellhounds shouldn't be much of a problem now like they were before. The Coeurl are basically on the same level as they were at the Tchita Uplands. Keep heading south and eventually you'll find the path that leads to the Feywood. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | The Feywood | [PVII3] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Destination Quote: Cross the Mist and head south through the Feywood. Easier said than done. ~~ Walk of Flitting Rifts ~~ Cerberus / Weak: Water Deadly Nightshade / Weak: Water Golem / Weak: Wind Mirrorknight / Weak: Earth Mu / Weak: Water Tartarus / Weak: Light There is a trap directly in front of your party as you start - use Float! Float may be handy for some other traps in this area as well. When you get in a fight with any of the small fiends, make sure to end the battle quick since all you will find in this area are enemies ready to inflict all kinds of status effects to screw up your party. Try to equip something that will avoid Stop, Sleep, and Confuse to members of the party. The Mu's in The Feywood actually have a spell that will hit the whole party with Stop. The west path will lead you back to the Paramina Rift. Go through the southeast path. ~~ Walk of Stolen Truths ~~ The Mist has jammed the small map to the side of the screen for this area. Move down the east side of this area to find an urn with the ++MAP OF THE FEYWOOD++ inside. Enter the path to the far south. ~~ Antiquity's End ~~ A blue save crystal will be floating in the north portion of this area. Approach the thick Mist to the south for a cutscene. If you need to level up any be sure to run over to the Walk of Dancing Shadow's area to the west and defeat some Mirrorknights. Don't enter the Henne Mines path to the northwest unless you want your ass handed to you by some Lv. 64 - 65 Abysteel bats. Didn't think so. Otherwise, continue through the path with the thick mist to the south of this area. ~~ Redolent Glade ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-------------------------------------+--+------------------------------------+ | Lv 43 | Rafflesia | | Lv 40-41 | Malboro | |=====================================| |====================================| | HP: 73393 | Weak: Wind | Abs: Earth | | HP: 4902+ | Weak: Wind | |-------------------------------------| |------------------------------------| | Exp: 0 | Steal: Purtrid Liquid, | | Exp: 242+ | Steal: See enemy list | | LP: 31 | Screamroot, X-Potion | | LP: 1 | | +-------------------------------------+ +------------------------------------+ | Recommended Level: 42 - 45 | +-----------------------------------------------------------------------------+ There is no reason not to +---------------------------------------------+ arrive to this battle without | Recommended Gambits | Haste, Protect, Shell, Regen, |=============================================| Reflect, and Bubble (if you | Ally: any (>) Phoenix Down | have it) cast on the party | Ally: HP < 50% (>) X-Potion | since there was a save point in | Ally: any (>) Remedy | the prior area where you could | Foe: HP < 10000 (>) Attack | have gotten your MP back. A | Foe: party leader's target (>) Attack | Mirror Mail will really help +---------------------------------------------+ out for this battle since it will deflect the bad status magick that Rafflesia will throw at you, though not the status attacks. It's good to arrive at this battle with some Nishijin Belts and Bowline Sashes equipped to avoid Sleep and Confuse respectively - equip them to different members so the whole party doesn't fall victim to one status effect. Don't hold MP back for this battle since at the beginning the combat log will inform you that a magick field has fallen over the party and it will slowly drain MP. Right at the beginning, cast Dispel on Rafflesia then immediately launch the biggest Quickening chain you can get with your current party. Start with a level 1 Quickening since the field will most likely drain enough magick to where you can't get a level 2 starter. His Nectar Volley will inflict Sap, his Toxify will Poison, he will cast Sleep, he will cast Disabliga, he will Curse you with Sap, Poison, and Disease, his Pollen Dance will Confuse, the Malboros that he calls on will use Bad Breath...got the point yet? Exactly. You need some item gambits for each specific status effect or you need a Remedy gambit (with all Rememdy Lores) that can cure all status effects. He will use his "Call for help" to call a total of three Malboros to his aid and he will start to use Drain later in the battle. You can SEVERLY limit this bosses attacks by silencing him, but you need to either do this at the beginning with magick or through a status-effecting weapon (Silence Shot). While silenced, all he can do is Nectar Volley and Pollen Dance. He cannot "Call for help" or perform any type of magick attack and will completely be at your mercy as long as you can cure Sap and Confuse. Equip Bowline Sashes if he is silenced and you will only have to cure Sap. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~ White Magick's Embrace ~~ Basilisk / Weak: Thunder Behemoth / Weak: Ice Giruveganus / Weak: Light Mirrorknight / Weak: Earth Preying Mantis / Weak: Light This area is even more dangerous than the northern part of the Feywood. The Preying Mantis's and other enemies can crowd up very fast in this are so be ready to deal with a group at times. Use Warp on the Mantis's or Mirrorknights if they group up and you might just banish a few of them to the X-zone. Stay against the east wall of this area and you'll find an urn with the ++FEYWOOD CANDLE++ inside in the southern portion. Keep heading south. ~~ Ice Field of Clearsight ~~ Visibility is not too great here, so you'll see a bunch of silhouettes of enemies before you actually run into them. Just like the last area, the Preying Mantis will be lurking about quite numerously. Enter the northern shrine and examine the pattern of the "Feywood Glyph" in the middle. "In this sanctum shall the pilgrim find truth and illusion both. Illusion betokens the true way" In other words, you must stand in the middle of the glyph then move the camera around to look at the different openings in the shrine. One of the openings will have an image of a forest scene while the rest will only show the snow outside. The opening with the illusion will lead you to the next shrine. Walk through the opening and run toward the next shrine across from the current one. Try not to let the enemies impede your path - run from them if necessary. You can check your map to see which shrine to head to next or which shrine you have already been to. The shrines with the glyphs will be marked with exclamation points. Stand on the "Feywood Glyph" in the second shrine and find the illusion path once again to get to the third shrine. You don't need to examine it again. Plan your attacks against the Behemoth enemies carefully since they will use Bacchu's Wind to Berserk themselves when the reach HP critical status. Spam them with Blizzaga and they will fall fast, but don't let them gang up too much! ~~ The Edge of Reason ~~ If you exited the area from the correct path up above your party will wind up in this new area of shrines. The same shrine puzzle is here, but this time there are a few more shrines. The starting shrine for this portion should be in the middle. One of these shrines has three Behemoths guarding it so watch your HP and Blizzaga them to death. In the middle of this area (to the west a bit) there is a chest lying inside of a trap that may contain a Deathbringer sword, an Ensanguined Shield, or something else, so you may want to give a try - cast Float and walk over to it. There are actually three chests that spawn in that one chest at times, so it may look like you're opening the same chest three times. Find the correct path and journey to the other shrines to find a door at the end. The door is labeled "Gate Gigas". "Gigas summoner, gate's power is yours to claim. Beyond the one gate lies sacred Giruvegan. Over the one gate the Gigas holds sway." In a nutshell, you need to summon Belias near the gate then touch the gate after examining it. Belias will do the rest. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | The Ancient City of Giruvegan | [PVII4] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Gate of Earth ~~ A cutscene will play upon entering the city. Walk to the middle of pathway and an orange save crystal will be waiting on the left (south) side side. If you do not have the -aga elemental spells, then you need to teleport back to Balfonheim and get them now! It is good to have three mist charges per main party member to extend your MP gauge since you will be using a bunch of magick up ahead. Make sure you have an item cure for every possible status effect or the Rememdy Lore on the License grid that will allow you to cure everything with a Rememdy - have plenty of Remedies in this case. You're about to enter one of the hardest areas in the game. Try to have the Martyr (gain MP after attacking) and Inquisitor (gain MP after suffering damage) augements from the license board for each member of your party by the time you reach the next save crystal since they will help in the next upcoming boss fights. Travel further to the west and touch the Way Stone. ~~ Gate of Water ~~ The camera will show off a statue up ahead. Walk toward the status to trigger a cutscene. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 42 | Daedalus | |===============================================================| | HP: 65644 | Weak: Light | Absorb: Dark | |---------------------------------------------------------------| | Exp: 0 | Steal: Damascus Steel, Dark Crystal, Forbidden | | LP: 33 | Flesh | |---------------------------------------------------------------| | Recommended Level: 43 - 46 | +---------------------------------------------------------------+ Daedalus is a mixture of a Striker, a +---------------------------------------+ Wendigo, and a Behemoth. He has all | Recommended Gambits | of their critical attacks and will |=======================================| use them eventually - Tremor and Ice | Ally: any (>) Raise | Break. Shell can help to lessen the | Ally: HP < 50% (>) Curaja | damage from them along with the | Ally: status = Slow (>) Haste | appropriate elemental shield. Use | Foe: status = Haste (>) Dispel | Dispel on him whenever he cast Haste | Self (>) Haste | on himself at the beginning then try | Foe: party leader's target (>) Attack | to Silence him so he can't cast +---------------------------------------+ anything else. He mainly sticks with physical attacks and can chain them very well at times. His Tri-Attack will randomly cause Slow, so have a Haste gambit ready to turn the tides. Use Decoy on your main attacker and equip him with your best shield and that should keep Daedalus busy while you whittle his HP down. Cast Haste on all of your party members to take him down quicker along with Protect to guard against his strong attacks. His Smite of Rage move will take off around 700+ HP of a party member's life if the hit connects. If you don't Silence him, he will cast Darkra on the party. Keep your weaker characters away from him since he will perform his Rage attack when his life is low that will hit the immediate area around him and take quite a chunk of HP (around 1500 HP). His strength and defense will both increase when he has reached HP critical status so a Quickening will help out a bunch at the end of this battle. He will chain so many damaging hits while he is in HP critical that he will likely kill a party member in one turn. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A new Way Stone will appear after the boss' defeat. Go back and save your game at the blue save crystal and use the new Way Stone to travel deeper into Giruvegan. ~~ The Trimahla Water-Steps ~~ Behemoth / Weak: Ice Diakon Entite / Weak: Dark Gargoyle Baron / Weak: Light Mythril Golem / Weak: Water Vivian / Weak: Light This place has some steep ramps, so you'll probably have to tilt the camera at times to see them from your current platform. Walk down the ramp to the south and use Blizzaga on the Behemoths as you work your way down. Set up a "Foe: ice-weak (>) Blizzaga" gambit if you have it, otherwise just cast Blizzaga normally on the Behemoths. The Behemoths can really gang up on you quick in this area. Approach the "Avrio Gate Stone" down the ramp to the left and touch it to release the barrier to the south, "Gate Avrio", on the current platform. Keep moving further to the south. Grab the ++MAP OF GIRUVEGAN++ from the urn before going down the ramp on the south side (NOTE: this map will only appear after Giruvegan is finished). You will find another gate stone guarded by two Mythril Golems at the bottom of the ramp. This is the "Chthes Gate Stone" that will open Gate Chthes to the northwest. Run back up the ramp, then run down the ramp to the northwest. You'll fight some more Behemoths when you reach the bottom. Go down the ramp to the north then turn left and run down the next ramp. Vivian's will be guarding a treasure orb at the bottom. Be VERY cautious while fighting the Vivians since they can inflict all status effects in the game on your party members in one breath attack. Go back the way you came, up both ramps and go down the ramp on the south side. Behemoths will be lurking about. Blizzaga them to death then run down the next ramp (heading north) and you'll run across some Vivians. Keep heading north, through the Gargoyle Barons, then run down the ramp to the south and you'll see what appears to be a dead end with two Mythril Golems standing to each of the sides. Defeat the Mythril Golems and step out into the empty space to the south to make a hidden glowing green pathway appear in front of your party. Move further to the south along the pathway to exit this area. ~~ The Aadha Water-Steps ~~ The Behemoths on the first platform will likely not even let your party off the glowing path before they start their assault. Go ahead and touch the "Paron Gate Stone" but know that the gate is further down below. The Parelthon Gate to the side is opened from below. Beware the Diakon Entite below. This is an elemental that will unleash powerful magick if you fight anything near it or use magick near it. If this happens, run to an area where you can fight it by itself. Physical attacks will work the best for it. Be sure to heal often if you choose to fight it. Continue down the zigzagging ramps. In the northwest two Mythril golems will be standing guard next to the "Parelthon Gate Stone". Further south, Tychi Gate will be blocking your path to the exit for this area. Move up the ramp to the left of the gate. Plenty of Vivians will be lurking up ahead. Run up the south set up of ramps. Two Mythril Golem will be standing guard at the "Gate Tychi Stone". Touch the stone to release the Gate Tychi barrier at the bottom. Go back or climb further up the ramps to find a few treasure orbs. The Paron gate will be blocking your way up above if you didn't deactivate it on the other side at the top. Return to the northwest portion where the Tychi Gate was at earlier. Gargoyle Barons will be flying around the area below the ramp and Mythril Golems will be standing guard on the sides of the last platform. Step out into the area to the south of the last platform to make another glowing green path appear just like before. Run along the path to trigger a cutscene in the next area. ~~ The Haalmikah Water-Steps ~~ Continue along the glowing green path and open the Bulwark Chronos ahead. A refreshing site of a blue save crystal will be on the other side. Open Bulwark Hemera. ~~ Gate of Fire ~~ This area is quiet for the moment and there are no treasure chests around the area if you're wondering. There is a hidden pathway around here. Go up either ramp to the left. Stay on the current path at the top of the ramp and don't turn left again. While running down the path, you will come upon an open view to the right, across from the next set of ramps to the left - look below to see several floating circular objects. Step out toward them and a green glowing path will form. This will take you to a boss fight. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +----------------------------------------------------------------+ | Lv 43 | Tyrant | |================================================================| | HP: 180248 | Weak: Ice | Absorb: Thunder | |----------------------------------------------------------------| | Exp: 0 | Steal: N/A | | LP: 33 | | |----------------------------------------------------------------| | Recommended Level: 45 - 48 | +----------------------------------------------------------------+ For this battle, a magick field +-----------------------------------------+ will fall over the party and will | Recommended Gambits | not allow the use of Tecknicks. |=========================================| Immediately Dispel the boss of his | Ally: any (>) Raise | status enhancements. He has one | Ally: HP < 50% (>) Curaja | hell of a defense so whatever your | Self (>) Haste | party does to attack him it is not | Self (>) Protect | going to take off much HP from him. | Foe: party leader's target (>) Blizzaga | He attacks much like other wyrms | Foe: party leader's target (>) Attack | you have faced, in that he will use +-----------------------------------------+ Sonic Fangs a bunch along with physical attacks and Fireballs. His Piercing Graviga will drain 1/4 of any party member's HP if it hits. For his other magick attacks, he will use all the -aga elemental attacks including his weak element. Have some Raise gambits ready along with Curaja since his attacks are quite damaging and will most likely kill a few party members every now and then (especially Sonic Fangs). Equip some Quasimodo Boots to your party members or have some gambits to avoid or cure Sap when he spits Bile. Have one person set up to cast nothing but Blizzaga on him and have one person who will constantly cure the party with Curaja. Have everybody set to cast Haste and Protect on each other or themselves since you will need both! You may actually want to arrive at the battle with both of these status enhancements. I wouldn't worry too much about shell since you don't want to overload your caster with just status enhancement jobs. This is going to be one long fight, but if you are fast enough and spam him with Blizzaga, he should fall in time. The Martyr and Inquisitor augments from the license board will really help for this prolonged fight. He does not do anything special when he reaches HP critical status unlike most other bosses, so you don't really need a Quickening finish. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Don't use the Way Stone just yet. Make sure to backtrack and save your game after the boss fight since there is not another one for quite a while! Gargoyle Barons and Vivians will populate the Gate of Fire area on your way back from the save crystal. Touch the Way Stone on the glowing platform where the boss was to be transported to the next area. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | The Great Crystal | [PVII5] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Mom Bomb / Weak: Water Mythril Golem / Weak: Water Necrophobe / Weak: Light Ose / Weak: Light Reaper / Weak: Light Dha Vikaari Bhrum / / Kabonii Jilaam Avaa \ \ Sthaana Scorpio ----- A Prama Viakaari ----- Kabonii Jilaam Pratii'vaa / / ? ~~ A Prama Vikaari ~~ Facing away from Gate Scorpio, there is no need to enter the path on the left side to unlock Gate Scorpio. Gate Scorpio will lead you to a hidden Esper that is probably more powerful than you are now. Walk down the path on the right. ~~ Kabonii Jilaam Pratii'vaa ~~ Watch out for the dangerous Ose enemies. Two hits from a Hell Blaster is instand death! You'll have to use Float to get the Treasure (Elixir or Black Mask). ~~ Kabonii Jilaam Avaa ~~ The Ose will likely try to lead you toward the pack of three. Try to lure one of them out so you don't have to fight all three at once. ~~ Dha Vikaari Bhrum ~~ Use Way Stone VII to teleport to the next area. Trahk | | Cancer ----- Avaa Pratii \ | / \ | / A Vikaari Kabonii Paths Areas Contents (current) - A Bikaari Kabonii --> Way Stone VI (right) - Bhrum Pis Pratii --> Gate Cancer (middle) - Bhrum Pis Avaa --> Treasure (Knot of Rust or White Robes) (left) - Sthaana Cancer --> Gate Cancer Stone ~~ A Vikaari Kabonii ~~ Take the left path and touch the "Gate Cancer Stone" to open Gate Cancer. Mythril Golems will be guarding the area. Collect the treasure from the middle path or head straight for Dha Vikaari Trahk. ~~ Dha Vikaari Trahk ~~ Touch Way Stone V to be transported to Way Stone IV. Aries | | Praa'dii Praa ----- Pisces \ / \ | \ / \ | A Bikaari Bhrum ----- Dha Vikaari Jula (right) - Trahk Pis Praa - Sthaana Pisces --> Gate Pisces Stone (left) - Trahk J. Praa'dii --> Treasure - Sthaana Aries --> Gate Aries Stone (sealed) - Dha Vikaari Jula ~~ A Bikaari Bhrum ~~ The first thing to do here is to enter the area up the left path. Get the treasure in the sphere and defeat the Mom Bombs quickly. Travel to Sthaana Aries by going up the path ahead and deactivate the "Gate Aries Stone". Go back to A Bikaari Bhrum and run down the right path then make another right (heading down again) and activate the "Gate Pisces Stone". Gate Aries was once standing to the right, but it's now gone, so go up the path. You will arrive a Dha Vikaari Jula and will see Way Stone III in the middle. Use Way Stone III to teleport to a new area and trigger a cutscene. ~~ Crystal Core ~~ Move down the path ahead after the cutscene. A save crystal will be off to the right on the bottom platform along with Way Stone I. Use Way Stone I to teleport out of the Great Crystal. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | The Ancient City of Giruvegan | [PVII6] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Gate of Wind ~~ Open the Bulwark Minas up ahead for a cutscene that will introduce the next boss. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 45 | Shemhazai | |===============================================================| | HP: 91136 | Weak: Random element | Absorb: Random Element | |---------------------------------------------------------------| | Exp: 0 | Steal: Hi-Ether, High Arcana, Sagittarius Gem | | LP: 47 | | |---------------------------------------------------------------| | Recommended Level: 45 - 48 | +---------------------------------------------------------------+ Dispel her Haste at the beginning of the battle. Have some Rose Corsages equipped to your magick users or a Vox or Esuna gambit ready to cure Silence since she will cast Silence quite a bit. In addition to Silence, her normal attacks can cause Disease, which should be cured immediately with an item (Vaccine or Remedy [w/Remedy Lore 3]) or magick (Cleanse), preferably an item. Disease will cause a party member's maximum HP to drop as their life falls, therefore, a revived party member with disease will have 1 HP when brought back to life with the Disease status. It of the utmost importance to cure Disease immediately! She will cast both Shock and +------------------------------------------------+ Flare. Each spell will take | Recommended Gambits | off quite a bit from a party |================================================| member without a shell. She | Ally: any (>) Raise | is only weak against a | Ally: HP < 50% (>) Curaja | certain type of element that | Ally: any (>) Cleanse/Vaccine | will randomly change | Self (>) Shell | throughout the course of the | Foe: party leader's target (>) Attack | battle. She will absorb all +------------------------------------------------+ other elements except for the one that she is weak against. When she uses Mana Spring that means that she is changing her current elemental weakness. The best way to approach this battle is to use non-elemental physical attacks since it is too much of a tossup to use elemental weapons or magick. Haste may help your party to defeat her quicker, but you need to have a Shell up at all times while healing and attacking physically. She will Syphon the party of their magick - about enough for one mist charge. When she reaches HP critical status she will Enrage herself and start to take off more with her physical and magick attacks. Finish her off with a Quickening or keep nailing her with physical attacks. After the battle, the party will gain ++SHEMHAZAI, THE WHISPERER++. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Open Bulwark Aeon and run toward the Way Stone up ahead. Get to the middle area by moving down one of the ramps on the right or left side. Read the inscription then touch the "Empyrean Way Stone" for a cutscene. When the cutscene ends, your party will receive the ++TREATY-BLADE++. Another cutscene will commence. Destination Quote: Better go back to Balfonheim and see if Reddas knows anything. Read the inscription then touch the "Tellurian Way Stone" afterwards to teleport back to the beginning of Giruvegan. ~~ Gate of Earth ~~ Use the orange save crystal to teleport +-----------------------------------+ back to Balfonheim. At this time, your | A new optional Espers is now | party can now go back and collect the | available in Giruvegan: | ++MAP OF GIRUVEGAN++ in The Trimahla | Ultima, the High Seraph [SE07-1] | Water-Steps. Go back to that portion of +-----------------------------------+ the walkthrough above to find the exact location. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Balfonheim Port | [PVII7] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Make your way over to the far west portion to meet with Reddas. Stop by the Magick shop on the way there and pick up all the new magicks, especially Arise and Esunaga. All the rest of the gambits that you've been lacking are now available at the gambit shops. Remember all of those useless merchants in some of the oddest of areas? Well, many of them have now restocked some powerful items and accessories. Go to Barheim Passage, Bhujerba (Skygrounds Merchant), Old Archades, Rabanastre (Lowtown Merchant), Westersand, and South Bank Village to find some new items. It would be good to pick up the Diamond Armlet (find more rare items from all chests) from the South Bank Village merchant, the Sage's Ring (Absorb Holy; reduces MP cost by half) from the Old Archades merchant, Hermes Sandles (Equip: Haste) from the Barheim Passage merchant. Some of them have some more powerful weapons and armor as well. Check the item list (the main list) to see all of them. If you can buy enough Hermes Sandles for each person of your main party, you will not have many problems with the hard dungeon that is coming up. When you're ready to continue, go to Saccio Lane and speak with the Manse Watch in order to talk to Reddas. A cutscene will trigger upon entering the Manse. Reddas will join your party as a guest after the cutscene. Destination Quote: The Strahl should be able to reach the tower of Ridorana. As you will learn in the +--------------------------------------------+ conversation that follows you | Reddas' Gambits | must go to the Aerodrome and fly |============================================| to Jagd to get to the Pharos. A | Foe: flying (>) Telekinesis | message will appear that will | Foe: highest level (>) Attack | inform you that your party can +--------------------------------------------+ now fly through Jagd. Your next destination is the Ridorana Cataract in Jagd. Head to the Aerodrome in Balfonheim and talk to the person behind the desk with the "Private Airships" talk icon on the left to get aboard the Strahl. The Strahl will take you just +-----------------------------------+ about anywhere you want to go in Ivalice | Now that the Strahl can be used, | with a few exceptions, so you don't have | the party may now finish the Hunt | to use as many Teleport Stones now. | Club side quest back at the Phon | Select The Ridorana Cataract to continue | Coast. Talk to the Huntmaster | with the main story. In order to reenter | at the Phon Coast if you haven't | the Strahl, you need to press X near the | yet to start this side quest. | anchor in the field or talk to a "Private | [SQ16-2] | Airships" correspondent in a city. Your +-----------------------------------+ map will show an anchor icon in the field for where the Strahl is located if there is one nearby. Since you have a new guest along with your party I would suggest performing some of the hunts that are available to your now or maybe fight some hidden Espers. Reddas will help out a bunch for either one. Use Berserk on him often. Since you can't control him anyway, why not give him a little extra power. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | The Ridorana Cataract | [PVII8] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Cassie / Weak: Wind Deathclaw / Weak: Ice ~~ Footfalls of the Past ~~ A cutscene will play as the party descends upon the first portion of the Ridorana Cataract. Use the blue save crystal up ahead then go east. ~~ Echoes from Time's Garden ~~ The Deathclaws here are weak against ice and the Cassies fall fast to wind so cast Blizzaga and Aeroga on them respectively to lay the smackdown. The Deathclaws can Cannibalize on each other when one if weak making them level up about 5+ levels, so try to fight them alone. Your new party member Reddas may not have any items or special abilities, but he can chain attacks very well. Berserk him often to bring out his true potential! The path to the northeast will be the shortest way to your destination, but you may want to enter the Colliseum to the southeast to pick up the map for this area. ~~ Colliseum ~~ There are many traps around this area so use Float to avoid them. Enter the path to the left as you enter then make another quick left to find an urn with the ++MAP OF THE RIDORANA CATARACT++ inside. The other paths will lead to treasure chests. ~~ City of Other Days ~~ Many more Deathclaws and Cassies roam around in this area. Enter the path to the east. ~~ Path of Hidden Blessing ~~ You do have Libra set up right? Good. There is a whole row of six traps to the left of the blue save crystal up ahead, so proceed with caution. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | The Pharos at Ridorana | [PVII9] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ They Who Thirst Not ~~ Continue up the stairs to the east. The whole area up ahead is covered in mist, almost as if... ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +----------------------------------------------------------------+ | Lv 47 | Hydro | |================================================================| | HP: 203800 | Weak: Light | Absorb: Dark | |----------------------------------------------------------------| | Exp: 0 | Steal: Corpse Fly, Maggoty Flesh, Wyrm Bone | | LP: 35 | | |----------------------------------------------------------------| | Recommended Level: 47 - 50 | +----------------------------------------------------------------+ Arrive at this battle with tons of status enhancements on every member of the party (Haste, Protect, Regen, Bravery, etc.) - there's a save crystal outside this battle area so cast them all, save, then enter the battleground. Dispel him of any status enhancements. Use Slow on him at the beginning after dispeling him. It's a good idea to equip your party members with some Bowline Sashes to avoid Confuse from his castings of Curse. Curse will place Disease, Poison, Sap, and Confuse on any party member that it manages to hit. He will attack with Bile and cast Bio, Countdown, and Immobilizega as well, but that shouldn't be too much of a problem; just use Regen, Remedy, and Esuna accordingly. The main attack to look out for his is his Fearga spell that will drain a targeted party member (and any surrounding party member) of their MP. The main problem with this battle is that he likes to pressure your party with status effects then drain them of MP, so it is a good idea to bring along some Remedies (with all Remedy Lores bought on the License board) and have Charge gambits in place. He's also really bad at chaining physical attacks so an Arise gambit will be needed. One trick that I have found that works extremely well against him is to equip a character with a gun or long distance weapon and take control of that character. Hydro likes to pick on one character at a time and stay with that character, but he is very slow, so just run from him the whole time while shooting. The rest of your party can be attacking him the whole time he chases the bait. This also works well for his Fearga spell. Take control of the character that he is currently targeting and run away from him to make Fearga only hit that one character. His slowness can really be his main downfall if you take advantage of it. Here's another method for defeating Hydro: "If you go into the battle with everyone buffed up with everything including reflect, you can cast curaja on yourself with everyone and Hydro will only get out around 10 or so attacks before he's dead again. I found he did drain my characters of all there MP at some point but a character: MP < 10% --> charge gambit did the trick. With the MP gaining augments, each round of curaja after the first charge should give you enough to perform the next after your MP is drained." (thanks to Ryan) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ There's really no need to run back and save your game since there is an orange save crystal through the door ahead. Walk up to the door for a cutscene that will lead the party inside the building. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Pharos / First Ascent - Horizon of First Light | [PVII10] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Aeronite / Weak: Thunder Brainpan / Weak: Light Chimera Brain / Weak: Light Deidar / Weak: Light Mimeo / Weak: Light Mistmare / Weak: Fire ~~ The Wellspring ~~ The Way Stone in the middle of the floor can't be used just yet. Save your game at the orange save crystal up ahead and use this time to teleport back to any towns if you need to. Make sure that you have about 20 - 30 Vaccines or Remedies (if you have all the Remedy Augments) since you will need them to cure Disease in a fight near the top! You need the Float spell as well for traps and for that same aforementioned fight. Examine the "Carven Pillars" in the middle for some clues as to what you need to do here. You will need to collect Black Orbs from defeated enemies and place them in the each of the three Altars of Night spread around this area. The first Altar of Night can be reached by moving to the southwest of the current area, but the others will require your party to go through the paths on the north and south side near the Way Stone. I will start with the north side. ~~ Wellspring Labyrinth ~~ Many of the enemies come equipped with Bravery and Faith on this floor. Kill them quick and don't worry about dispeling them. Any one of the enemies here can give your party a ++BLACK ORB++, so be sure to look for a glowing orb when after defeating each enemy. Approach it for an action command that will allow the party leader to take it. They seem to disappear very quickly at times so grab them fast. The paths that lead to the Altars of Night are on the east side of the labyrinth. Place a Black Orb on each of the two Altars of Night that you must reach via the east pathways then return to where the save point is and place the last Black Orb in the third Altar of Night. The Seal of Night will break and the Threshold of Night door will open once all Altars of Night have been activated with a Black Orb. The Threshold of Night door is in the eastern middle part of the labyrinth. This will lead you to a boss fight so be sure to save your game before going inside. The urn containing the ++MAP OF THE PHAROS: FIRST ASCENT++ is in the far south of the labyrinth. Once you get to the path that leads to the Altar of Night on the southeast side go up the stairs in the room to the southwest, move one room to the east, go south one room, west one room, south one room, and it will be at the end of the hall to the west. ~~ Dunes of Profaning Wind ~~ If you go the wrong way here, your party will get teleported back to the beginning of this area. Walk toward the open path to the right of the starting point. Take the right path again and walk toward the large rock in the back. It's not really a rock though, it's... ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +----------------------------------------------------------------+ | Lv 45 | Pandaemonium | |================================================================| | HP: 116678 | Weak: Wind | Absorb: Earth | |----------------------------------------------------------------| | Exp: 0 | Steal: Ancient Turtle Shell, Aries Gem, | | LP: 36 | Scarletite | |----------------------------------------------------------------| | Recommended Level: 46 - 49 | +----------------------------------------------------------------+ Which status effect do you hate +---------------------------------------+ worse? Petrify or Blind? Equip | Recommended Gambits | either a Fuzzy Miter or an Argyle |=======================================| Armlet depending on your answer to | Ally: any (>) Arise | that question and set up a gambit to | Ally: HP < 50% (>) Curaja | cure the other since this boss will | Ally: any (>) Esuna | use both Flash and Stone Gaze. | Ally: status = Slow (>) Haste | Reddas will have to put up with both | Foe: party leader's target (>) Attack | unfortunately. Dispel Pandaemonium at +---------------------------------------+ the beginning of the battle of whatever status enhancements he may have. He is weak against wind, so either spam him with Aeroga or attack physically. Whichever you do, be sure to Berserk Reddas. You can also use Expose on him to lower his defense. Pandaemonium will use the usual tortoise Power Spin (which can cause Slow) and Flatten to attack physically. Keep you weakest character in the background with a long distance weapon and they won't get hit. It's a good idea to have up a Protect shield by casting Protectga for this fight. Pandaemonium will set up a Perfect Defense when he nears half life that will make him immune to both physical and magick attacks, so you can't hit him until it wears off. Either run (with R2) or turn off all gambits until the Perfect Defense shield wears off then continue your assault on him. If you run, your party can stay ahead of him, but he will eventually corner you. There is no way to hit him while his shield is up so you just have to wait it out. It seems to take quite a while, but it will eventually fade. Other than the Perfect Defense, he has no tricks up his sleeves for the remainder of the battle. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~ Blackrock Vault ~~ Upon the defeat of Pandemonium, the magicks binding the Way Stone at the beginning of the Labyrinth will fade. Run back to the beginning and activate the Way Stone after saving your game at the orange save crystal. ~~ Wellspring Ravel - 1st Flight ~~ Both Ancient Doors lead the same way so pick one and open it. The Carven Pillar to the side will give some hints about the situation ahead. Proceed down the steps and fight off the Brain Chimeras. You'll have a choice of two paths. The north path will lead to a dead end, but it is actually a destroyable wall known as a "Fool's Facade". Approach it and press X to destroy it. This area will not lead you anywhere at the moment however. Go up the steps to the east. Fight of the Brainpan enemies up the stairs. Notice how whenever one is defeated, a sound will be heard and a glowing segment of the bridge up ahead will appear. For this area, you must track down all the green Brainpans and defeat them in order to make a bridge appear in each new area. Notice how I said green Brainpans? Red Brainpans will appear later and must not be destroyed. The next bridge requires four. (1) On 12F you'll run across another Green Brainpan (2) followed another on 14F. (3) You'll need to go up the stairs to 15F and defeat one around the corner of the doorway and (4) in the room off to the left after you go throught he door. The bridge on 14F will now be available for crossing. Keep climbing the stairs to reach the next area. ~~ Wellspring Ravel - 2nd Flight ~~ Plenty more Chimera Brains will attack as you walk up the stairs ahead. (1) On 20F, you'll run across a green Brainpan to the right of the doorway (2) followed by another to the left as you proceed through the door. The wall to the right of the second Brainpan is actually a Fool's Facade. Blast through the Fool's Facade to find a treasure chest...maybe. Remember they're random! (3) Another Brainpan will be off to the left on 21F. On 23F another Fool's Facade wall will be off to the left, and this may lead you to another treasure chest (look behind the railing of 24F) and eventually the next floor. You can always just go the normal way. (4)(5)(6) On 25F a whopping three green Brainpans will lie in wait for your party. Try to stay away from the others as you take on each of them. Reddas might split from the group since you can't control him. That very aspect will become a real nuisance later. Notice the treasure chest in the far away space to the right as you venture futher along 25F? Well, you can't get that just yet. That requires you to defeat red Deidars in the next area. The chest holds the ++HOLY ROD++ (if the chest appears). Keep running up the stairs to reach the next area. ~~ Wellspring Ravel - 3rd Flight ~~ (1)(2) The first two green Brainpans will be agains the far wall on 29F. The party will have a choice of three paths once you reach 30F. The north path will only lead to a Fool's Facade with an area where nothing can be accomplished at the moment. Take the south path and make an immediate right to find an Ancient Door. (3) In the far back of the room behind the door you will spot another green Brainpan. The Carven Pillar will give you a hint that your party will run into red Brainpans (Deidars) soon. (4) Continue up the stairs along the south path and another green Brainpan will be against the back wall. Go back to the intersection and climb the stairs to east to reach 30F. When you reach the doorway, there will be a red Deidar off to the side, but you must avoid him. Flee! If a red Deidar is destroyed, that will destroy one of the green blocks on the bridge and cause you to have to track down another green Brainpan that you have already defeated once again. Reddas will likely cause you problems with the red Deidar since you can't set his gambits. He will always attack them, so you just have to hold R2 and run by them. Equip some Black Belts to avoid their Lv. 3 Disable if a party member just happens to fall within a level divisible by 3. (5)(6) Run to the other side of the entrance and defeat the green Brainpans. If Reddas starts to attack the red one then hold R2 to make him stop. (1) On 32F a green Brainpan will be on the left and a red Deidar will be against the back wall. Stay away from the Deidar and use R2 if Reddas starts to attack it. Climb the stairs and (2)(3) on 34F, two green Brainpans will be along the side of the walls behind the columns. Run up either staircase to the north or west - it really doesn't matter. (4) At the top of the north stairs another green Brainpan is near the railing and (5) another is beside the column. (6) The final green Brainpan is down the hall to the west. But wait, that is still not enough! Exactly. (7)(8) Two more green Brainpans have spawned where the second and third one were on 34F. (8)(9) Climb back up the stairs to 35F on the north side and another two green Brainpains will have spawned at the top. When you go across the bridge, you will notice a path up ahead that lacks a bridge. Go back to the previous areas and find 3 red Deidars and destroy them to make a path to the other side. Destroy the Fool's Facade on the wall and you'll find a treasure chest containing a ++DUELING MASK++ and an area where you'll have to make another bridge across by defeating red Deidars on the 4th Flight to reach the chest on the other side. It contains the ++ZEUS MACE++ or ++MURAMASA++ (with the Diamond Armlet equipped). Now that the first two bridges are made, you can start making the bridge to the treasure on the 2nd Flight by exiting and reentering this area and defeating all the red Deidars in this area. ~~ Wellspring Ravel - 4th Flight ~~ (1)(2) At the top of the stairs on 36F, two green Brainpans will attack. Run by the red Deidar up ahead and run up the next set of stairs. (3) Stay away from the red Deidar on 38F and defeat the green Brainpan. Keep moving to the north and enter the set of rooms in the far north. (4)(5) Defeat the two green Brainpans in the large room and keep away from the red Deidar. Leave the set of rooms and climb the stair to the west. Ignore the red Deidar on 41F, (6) defeat the green Brainpan on 42F then (7) defeat the next green Brainpan on 43F while keeping away from the red Deidar. (8) The set of rooms on 46F will hide another green Brainpan and there is a Fool's Facade on the right wall of the south room leading to a possible treasure chest. Continue along the outside path heading west then south. (9) Another green Brainpan will be waiting beside the green glowing bridge (should be). The bridge only takes three glowing stones to cross but there is another up ahead. Now that the bridge is complete, you can go back and defeat all the red Deidars to make a path to the treasure chest on the 3rd Flight containing the Zeus Mace. Climb up the stairs and open the Ancient Door. NOTE: All the treasure chests listed above will randomly appear, so you might have to save your game and reload it to make them appear. They WILL contain the items listed however, unless you have the Diamond Armlet equipped. The Zeus Mace chest will contain the Muramasa if that is the case. ~~ Horizon's Break ~~ There is a blue save crystal through the doorway off to the right. Go through the doorway in the southwest corner. Turn to the left upon entering the door and run up the stairs on to reach the next Ancient Door. ~~ Horizon's Cusp ~~ Run up the stairs and open the next Ancient Door. ~~ Marsh of Profaning Wind ~~ Run to the right side to trigger a cutscene. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 47 | Slyt | |===============================================================| | HP: 92661 | Weak: Fire | Absorb: Water | |---------------------------------------------------------------| | Exp: 0 | Steal: Pisces Gem, Yensa Fin, Yensa Scale | | LP: 36 | | |---------------------------------------------------------------| | Recommended Level: 46 - 49 | +---------------------------------------------------------------+ Dispel him of his status enhancements +---------------------------------------+ as usual. He'll use Enrage on | Recommended Gambits | himself to boost his attack at the |=======================================| beginning, which is kind of bad | Ally: any (>) Arise | considering he is very fast! He'll | Ally: HP < 50% (>) Curaja | likely kill off a party member or two | Foe: status = Oil (>) Firaga | since he will always pick on one | Foe: party leader's target (>) Attack | character at a time, so you will need +---------------------------------------+ an Arise gambit set up. This boss is weak against Fire, so let's try to use Oil on him. Well, that works. Now, let's cast Firaga and see how much it takes while he is inflicted with Oil. Booyah! Over 5,000+ HP damage per casting on his Oiled ass! Set up a gambit so that all magick users will cast Fire on him while he has Oil inflicted on him. The only hard part about this boss is his intense rate of attack combined with his Enraging - set up a Protect shield on everybody at the beginning of the battle along with Haste on your magick users then Oil him and heat him up. He may recast Regen, but just keep flaming him and don't worry about it. His defense will increase at HP Critical status, but he still falls prey to Firaga while Oiled so don't worry about Quickenings. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~ Horizon's Cusp ~~ Open the Ancient Door and continue straight ahead. Use the Way Stone in the circular room up ahead to teleport to the next ascent. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Pharos / Second Ascent - Reach of Diamond Law | [PVII11] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Abaddon / Weak: Light Bune / Weak: Water Crusader / Weak: Light Dragon Lich / Weak: Light Necrofiend / Weak: Light Reaver / Weak: Earth Zombie Warlock / Weak: Light ~~ The Reach ~~ There's a blue save crystal in the northwest next to the Altar of Steel. The doors all around this area are sealed. In order to open the doors, approach one of the altars and touch it. Your party must give up one of the following depending on which altar is touched. [ ] Altar of Wealth - Cannot Use ITEMS - Yellow [ ] Altar of Steel - Cannot Use ATTACK - Clear [ ] Altar of Magicks - Cannot Use MAGICK - Purple [ ] Altar of Knowledge - Cannot Use MINI-MAP - Pink Remember which one you choose! Checkmark it since you'll need to remember later! It doesn't matter which door is entered. I would recommend giving up your Items or the Mini-map. Keep in mind that you can still look at the main map by pressing Select if you choose the Altar of Knowledge - the mini-map is the only map that is taken away. Whichever door is enter, turn to left and walk up the steps around the corner after opening the door. ~~ Station of Banishment ~~ Your party will start in the southwest, southeast, northwest, or northeast, depending on which door was chosen in The Reach. Crusaders roam the maze-like rooms and they will keep your healers busy. Syphon the Abaddons on the outside circular area if your magick users start to run low on MP. Don't let the Crusaders pile up on your party too often or they will wipe them out quickly. Keep Reddas Berserked and he will help out quite a bit in this area. Cast Curaja on a whole group of them for some big damage. I would suggest running if you ever feel overwhelmed. The exit for this floor is in the southwest corner and there is another in the northeast corner. ~~ Station of Suffering ~~ Bunes will join the Crusaders as normal enemies on this floor. Watch out for the Bunes with Bravery on them. Reavers occupy many of the room in the south. Be sure to keep Reddas Berserked at all times. The urn with the ++MAP OF THE PHAROS: SECOND ASCENT++ is in the northwest room. You will have to travel down a long hall in the far north that leads west to get to it. Open the Ancient Door from the other side after collecting the map. The exit for this level is in the southeast and this is the only exit this time. Go through either hall in the south (heading east) to reach the stairway to the exit door. ~~ Station of Ascension ~~ This is the final area of the nightmarish maze and the Reavers and Bunes can really pile up here fast. The exit to this area is in the northwest corner. There is a Fool's Facade against the left wall as you run up the steps in the first room of the northwest entrance (look for the action icon). The only other way is to enter from the northeast corner. Take the long hall in the far north and that path will take you to an Ancient Door that will lead you to some stairs and finally the exit door. You'll get an extra treause chest for taking the path without using the Fool's Facade, but it only contains either a Phoenix Down, Hi-Potion, or gil. ~~ Reach of the Damned ~~ Your party is home free for the moment! Save your game at the blue save crystal down the stairs to the right. Make your way to the southwest portion of this area and open the Ancient Door up the stairs to the left as you enter. ~~ The Bounds of Truth ~~ Run ahead and open the Ancient Door to trigger a cutscene. ~~ Cleft of Profaning Wind ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +----------------------------------------------------------------+ | Lv 49 | Fenrir | |================================================================| | HP: 189992 | Weak: Earth | Absorb: Wind | |----------------------------------------------------------------| | Exp: 0 | Steal: Beastlord Hide, Beastlord Horn, Behemoth | | LP: 36 | Steak | |----------------------------------------------------------------| | Recommended Level: 47 - 50 | +----------------------------------------------------------------+ Whichever feature you chose to give up back in The Reach will be in affect for this boss fight as well. Dispel him of his status enhancements! Set up a gambit to dispel Bravery for when he tries to recast it later in the battle or you could cast Reflect on him and it will be reflected on one of your party members - your choice. Equip some Argyle Armlets or Rose Corsages to avoid his Blinding and Silencing Wail attack or set up some Blindna and Vox (or Eye Drop and Echo Herbs) gambits to compensate. He mainly attacks physically, so equip your strongest member with a good shield and cast Decoy on him to draw Fenrir's attention away from your weaker party members. His attacks cause around 1,000+ HP damage per hit and his Wail can take off around 1500+ from multiple party members as well as cause Blind and Silence. His ram will take off around 2500+ damage and his Ice Break will hit for about 1500+ damage. Use a Protect shield! He can also chain his physical attacks sometimes so you may need Arise active. Keep Reddas Berserked and make sure to cure often and this battle shouldn't be too bad. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~ The Bounds of Truth ~~ Continue through the Ancient Door up ahead then open the Threshold of Sacrifice. Walk over to whichever altar your party leader touched before and touch it to release the binding on whatever command the party gave up. The lift (Dais of Ascendance) is now active in the west corner of the area. Walk over to the lift and select your destination as "67F" to continue. ~~ Reach of the Occult ~~ A save crystal is off to the right and a Way Stone is up ahead. Touch the Way Stone to be transported to the next ascent. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Pharos / Third Ascent - Mete of Dynasty | [PVII12] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Aeronite / Weak: Thunder Cataract Aevis / Weak: Thunder Dead Bones / Weak: Light Necrofiends / Weak: Light Purobolos / Weak: Light Tower / Weak: Dark (rare) Zombie Warlock / Weak: Light ~~ Spire Ravel - 1st Flight ~~ Walk up ahead to see some new enemies that you will be faced with throughout this area. Kill the Purobolos fast before they have a chance to Self Destruct. They will aggressively attack once they spot your party. Attack aggressively or run. Read the Carven Pillar and it will end with the phrase "To seal of night look first" and will mention a punishment for choosing the wrong sigil twice. You must touch the correct sigil to be transported to a different area. Touch the Black Sigil on the northwest side to begin. Touch the wrong sigil once and the party will be teleported back to the middle of the room, but touch the wrong sigil twice in a row, and your party will be transported to an area with sealed Ancient Doors. You will have to deal with a whole legion of undead enemies in order to escape from the room. Dead Bones, Necrofiends, and Zombie Warlocks will attack. They are all weak to cure spell so use Curaja for some massive damage. An urn containing the ++MAP OF THE PHAROS: THIRD ASCENT++ will be near the southern door. The Carven Pillars in this room will tell your party what order to touch the Sigils in (only the first four). Sigil 1 - To seal of night look first - Black Sigil Sigil 2 - Next turn you to living flame - Green Sigil Which to your earthbound form gave wing Sigil 3 - The third, too, is of the flame - Red Sigil Hungering, consuming, denying wings Sigil 4 - The fourth is that you sacrificed - Sacrificed Color Sigil (see walkthrough) Sigil 5 - Untainted by glyph and color - Clear Sigil Upon touching the Black Sigil the party will be transported to an area across from the platform you were just on. Walk up the stairs and fight off the Purobolos. Beward the Cataract Aevis in the lone room up ahead since his normal attacks will cause Disease! There is a Fool's Facade to the right of the room with the Cataract Aevis. This is the small little dead end on the southeast portion of the map. Attack the Fool's Facade and use Float to move over the traps. The chest inside will either contain a ++RUBBER SUIT++ or a ++DRAGON WHISKER++ spear. There is another chest inside of a trap down the hall to the left of the Green Sigil that will contain the same items (50% chance once again). Touch the Green Sigil to be teleported to the next area. ~~ Spire Ravel - 2nd Flight ~~ Open the chest inside of the trap for an ++ELIXIR++. Move down either hall and attack the next two Fool's Facade at either end - they both lead the same way. Defeat the Aeronite outside with a blast of thunder then walk up the steps. Touch the Red Sigil to teleport to the next area. Two Aeronites will attack right off the bat. Zap them with Thundaga. Open the chest up ahead for a ++CIRCLET++ or possibly a Ring of Renewal if you have the Diamond Armlet. Now comes the reason why you should remember the command that you gave up ealier in The Reach of the Second Ascent. Touch the Purple Sigil (Magick), the Yellow Sigil (Items), the Clear Sigil (Attack), or the Pink Sigil (Mini-Map) to advance further depending on which command you gave up on the Second Ascent. Many Porobolos will be be lurking about up the steps ahead and two Cataract Aevis's will be walking around next to the sigils at the top of the area to the right. You do not need to go to that area though! Read the Carven Pillar in the back to learn that the final sigil is "untainted by glyph or color". Touching any of the four sigils near the Cataract Aevis's will transport the party back to the beginning of this area. Turn to the right of where your party starts and find the Fool's Facade on the northwest wall. A Way Stone with a clear crystal will be visible in the distance. Touch the Way Stone to continue. There is a possibility that there will be a rare fiend known as Tower in this area. You should run to the lift if he is there - if you don't want to deal with a really long battle right before a boss battle. If you touch the Way Stone to the side, the party will be teleported all the way back near the beginning of this area. Be sure to pick up the map in the urn through the door if you haven't yet. The undead enemies will not attack. Touch the Way Stone again in the north area to teleport back to the lift area - this is a good way to get the rare fiend Tower to appear. Take the lift (Dais of Ascendance) to 90F to trigger a cutscene. ~~ Heavan's Challenge ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +----------------------------------------------------------------+ | Lv 50 | Hashmal | |================================================================| | HP: 209060 | Weak: Wind | Absorb: Earth | |----------------------------------------------------------------| | Exp: 0 | Steal: Hi-Ether, High Arcana, Leo Gem | | LP: 52 | | |----------------------------------------------------------------| | Recommended Level: 49 - 51 | +----------------------------------------------------------------+ Start out by Dispeling Hashmal of whatever status enhancements he may have then cast Float on your entire party. It is really good to have some Winged Boots equipped to your main party but Float will do just fine - you'll need to cast it on Reddas anyway. You can actually wait until he nears half of his life to cast Float, but wait no longer! Hashmal's normal attacks will inflict Disease, so you need a gambit that will cure Disease IMMEDIATELY. Don't use Cleanse; it takes too long and that is when people start dying fast! Set up an item gambit to cure Disease. If a person dies with Disease inflicted then that person will be brought back to life with a maximum HP of 1 and will stay like that until Disease is cured. Death does not cure Disease. Have Vaccine item gambits set up on at least two people to counter Disease. Hashmal chains together his physical +----------------------------------------+ attacks very often and each hit is | Recommended Gambits | capable of causing Disease on his |========================================| target as well as taking nearly | Ally: any (>) Arise | 1,000+ HP per hit. He will also use | Ally: HP < 50% (>) Curaja | an earth-based attack reminiscent of | Ally: status = Disease (>) Vaccine | an internet slang term known as | Ally: status = Slow (>) Haste | Roxxor to take off slightly over | Foe: party leader's target (>) Attack | 1,000 HP damage. He's weak against +----------------------------------------+ Wind, but you'll probably be too busy curing to cast another spell. I would recommend using physical attacks for most of the battle. Keep Reddas Berserked as usual. At around half life, he will perform his Battle Cry move to boost his attack power then he will start to perform his Quakeja attack. This move can be totally avoided by simply casting Float on your entire party before Hashmal performs the move. Quakeja will usually cause 1500+ HP damage as well as inflict Slow if a party member is not floating. His physical attacks are very brutal after his use of War Cry since they can kill a party member quickly and Disease him or her at the same time. The main aspect that can make this battle hard is if you fail to cure Disease with gambits. Do not perform the cure manually! Set up gambits properly and your party will overcome his Roxxor with their /PWNED...that was a joke. When the battle is over, ++HASHMAL, BRINGER OF ORDER++ will be added to the License board. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ~~ Empyrean Ravel ~~ Follow the path up ahead and run each set of steps until a cutscene begins. The path will lead the party past a blue save crystal and another Way Stone will be waiting at the end. Make sure to save your game then touch the Way Stone. ~~ Womb of the Sun-cryst ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 47 | Judge Gabranth | |===============================================================| | HP: 64049 | Weak: N/A | Absorb: N/A | |---------------------------------------------------------------| | Exp: 0 | Steal: Potion, Hi-Potion, X-Potion | | LP: 18 | | |---------------------------------------------------------------| | Recommended Level: 49 - 51 | +---------------------------------------------------------------+ Judge Gabranth will start the battle with a status enhancement and will quickly cast Protect on himself. Wait until he cast Protect then Dispel all of his status enhancements. Attack him physically. He has a high tendency to block and dodge most physical attack, but this boss is rather weak. His main attacks are Sentence, Guilt, and Circle of Judgement. Sentence and Guilt will take around 1,000+ HP damage from a single ally and Circle of Judgement will hit all party members around him and take about 700+ damage. Other than those few moves he will attack physically and chain together many of his attack. Use a Protect shield on any weak party members. A cutscene will start once half of life has been taken. The cutscene will differ depending on if you have Basch in your party or not. Basch will respond directly to Gabranth if Basch is present in the party. It should be noted that you can steal from Judge Gabranth twice during the battle: once before the mid- battle cutscene and once after the mid-battle cutscene. He will have the same set of items both times. After the cutscene, Gabranth will set up a Magick Shield that will make him immune to all magick. You can't Dispel his Haste at this point, though it's not that big of a deal. Pound on him with physical attacks and Berserk Reddas and you should defeat him rather easily. Once Judge Gabranth reaches his last 25% of life, the battle will cease and more cutscenes will play. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 50 | Doctor Cid | |===============================================================| | HP: 92093 | Weak: Light | Absorb: Dark | |---------------------------------------------------------------| | Exp: 0 | Steal: Hi-Potion, Ketu Board, Magepower Shishak | | LP: 18 | | |---------------------------------------------------------------| | Recommended Level: 49 - 51 | +---------------------------------------------------------------+ Dispel Doctor Cid of his status enhancements right from the beginning. Cid will mainly attack with both of his guns at the beginning of the battle. His Gatling Gun attack may have a big startup animation and look really over-the- top, but it only takes off around 700+ damage and may even miss. Attack physically and Berserk Reddas. The battle will stop and a cutscene will play once Cid reaches half of his HP. What does he have up his sleeve? +----------------------------------------------------------------+ | Lv 52 | Famfrit | |================================================================| | HP: 149060 | Weak: Fire | Absorb: Water | |----------------------------------------------------------------| | Exp: 0 | Steal: Aquarius Gem, Elixir, High Arcana | | LP: 52 | | |----------------------------------------------------------------| | Recommended Level: 49 - 51 | +----------------------------------------------------------------+ Cid uses his Manufactured Nethicite to summon Famfrit! You will battle both Famfrit and Doctor Cid during this battle. The HP bar at the top of the screen still represents Cid, Famfrit's displays below himself. You cannot harm Cid at the moment since he will set up a shield that will make him immune to physical and magick attacks right from the start. This also means that you can't Dispel his status enhancements. He will spend the whole battle shooting at your party while you fight Famfrit. Doctor Cid will also recast Shell, Protect, and Haste on Famfrit if your party happens to Dispel it. Don't set up a gambit to Dispel any of them though, since your party members will try to Dispel Cid in vain. Equip Rose Corsages to all your +----------------------------------------+ magick users since Famfrit will | Recommended Gambits | inflict Silence later in the battle. |========================================| Dispel Famfrit of his status | Ally: any (>) Arise | enhancements and turn all of your | Ally: HP < 50% (>) Curaja | party's attention on him. Set up a | Foe: status = Oil (>) Firaga | "Foe: highest level (>) Attack" | Foe: highest level (>) Attack | gambit to make sure that the party +----------------------------------------+ focuses on Famfrit. Famfrit is weak against Fire, so Oil him and burn his ass with Firaga for 9999 HP damage! Famfrit will mainly attack physically and may perform a water attack (Briny Cannonade). When Famfrit nears half of his HP bar, Cid will unleash his S-85 Cyclotrone attack and Famfrit will start to cast Waterja. Cid's attack will hit all party members for about 1000+ HP damage and Famfrit's Waterja will take around 1500+ as well as cause Silence (use Rose Corsages to avoid the Silence). As you might notice, this can be one hell of a combination if both bosses do their big attacks one right after the other, and oh, how they will! This is why you should set up a Protect or Shell shield on all party members toward the end of the battle with Famfrit. Famfrit's defense will increase at HP critical status, though you may not even notice since his weakness to Oil and Fire is too much of a downfall for him. A cutscene will play as Famfrit is defeated that will show his demise. Cid's magick and physical shield will fall shortly after Famfrit is defeated, so go back to wailing on him with constant physical attacks and Dispel him of any status enhancements he may have. Be sure to steal from him again as well - he still carries the same items. He will continue with the same attacks (Gatling Gun and S-85 Cyclotrone) for the remainder of the battle. Cid's defense will increase at HP critical like most bosses. ++FAMFRIT, THE DARKENING CLOUD++ will be added to the License Board after the battle. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Many cutscenes will take place after the battle and you will have the option to save. ____ __________ ______ /\ \ \/ /__ __|__ __| /\ / \ \ / | | | | / \ | | Part VIII - A Princess as Herself, No More or No Less | | \ / / \ _| |_ _| |_ \ / \/ /___/\___\______|______| \/ [WT08] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Balfonheim Port | [PVIII1] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The party will gain the option to travel +-----------------------------------+ to the Imperial Sky Fortress Bahamut | Once 10 or more Espers have been | after the cutscenes. The Bahamut | defeated and after "The Mine | Fortress is the final stage of the game | Flayer" hunt, return to Jahara | so prepare well! Stop by all the shops | and speak with Geomancer Yugelu | in Balfonheim to pick up some new | to have him open a secret area in | supplies. All the shops now carry some | the Henne Mines that leads to the | very valuable items including the | most powerful Esper in the game. | Deathbringer Sword (Instant KO [Death]), | Beware the Darkja! | Black Mask (Absorb Dark), White Mask | Zodiark, Keeper of Precepts | (Absorb Holy), Rubber Suit (Immune to | [SE08-1] | Thunder), Holy (Light Magick), Flare +-----------------------------------+ (Good Non-elemental Magick). You can also buy the following powerful magicks if you visit the merchants in the locations provided: Ardor (Barheim Passage), Renew (Dalamasca Westersand), Scathe (Necrohol of Nabudis), Hastega (Dalamasca Estersand). Get in the Strahl by going to the Aerodrome or the anchor (depending on where you are) and choose to fly to the Bahamut by Rabanastre to enter the final area of the game. Like the game will explain to you, once you leave for the Bahamut, you can't return. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Sky Fortress Bahamut | [PVIII2] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Antechamber ~~ Your party will start in the Antechamber of the Bahamut after a series of cutscenes and you'll have the option of choosing between two doors. Choose either one since they will both lead the same way basically. ~~ Periphery ~~ Whichever way is chosen, your party will wind up in the Periphery. Many Imperials of various types will rush your party. Either fight them or run. The Imperials should basically drop like flies once each character attacks them by now. Make your way to the stairs that lead up in the middle of the Periphery and go through that doorway. ~~ Catwalk ~~ A group of cutscenes will play as your party enters this area. It is meaningless to get in a battle in this area since your party will likely get overwhelmed by the Rooks and Imperials. The Helm-Rooks will cast mainly -ara spells and the Sphere-Rook will lend support magick to the others (Reflect, Shell, etc.) while the Spinner-Rooks will use status effecting spells such as Immobilize, Bio, and Toxify and they will also use Gravity. Fighting them will only drain your valuable MP, so flee and make your way to the elevator in the middle portion. The elevator is actually counted as a separate area, so it will have the line of the blue lights across it. ~~ Central Lift ~~ Use this chance to cure and administer any appropriate items as you see fit. Walk over to the lift controls on the left side and engage the lift. A cutscene will play when your group attempts to start the elevator. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 49 | Judge Gabranth | |===============================================================| | HP: 70719 | Weak: N/A | Absorb: N/A | |---------------------------------------------------------------| | Exp: 0 | Steal: Elixir, Hi-Potion, X-Potion | | LP: 25 | | |---------------------------------------------------------------| | Recommended Level: 50+ | +---------------------------------------------------------------+ Start off by dispeling him as usual. Judge Gabranth is really no differerent that he was in the last battle. He still uses the same moves minus Guilt (Circle of Judgement and Sentence). They all still take around the same HP amount. He can be Blinded and Silenced if you feel the need. When his HP reaches the halfway point, a cutscene will begin. The cutscene will differ depending on if Basch is in your party or not. He will be free of any status effects that you had on him after the cutscene and will have his Haste up once again. Be sure to Silence and Blind him at this point if you are at a low level since things will get ugly in just a bit. He can cast Renew on himself at this point to get his full health bar back so try to cast Silence as soon as you can or put a Reflect shield on him. Go ahead and steal from him again as well even if you already have. Gabranth will gain a new attack attack at this point - Innocence, which will take around 1500+ damage. He will also Enrage himself when his life bar gets low this is when you should either use a Quickening on him or Blind him. While Enraged, he will frantically chain attacks on one character up to about 5 hits and go on a rampage with chains while using the occasional Innocence attack. His defense will grow greatly at HP Critical status much like all bosses. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Gabranth will remain kneeling to the side. Take this time to replenish everybody. You might as well pass out any Elixirs or Ethers if you have a collection of them since there is little reason to save them now. Approach the life controls once again attempt to engage the lift again. The elevator will begin to rise and another cutscene will begin. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 50 | Vayne Solidor | |===============================================================| | HP: 76755 | Weak: N/A | Absorb: N/A | |---------------------------------------------------------------| | Exp: 0 | Steal: N/A | | LP: 0 | | |---------------------------------------------------------------| | Recommended Level: 50+ | +---------------------------------------------------------------+ The party will have an unofficial guest for this party. Larsa will once again step in and help the party out. Vayne will only attack physically. Who knew he could throw out such powerful moves? He will chain together many physical attacks at times, taking around 500+ damage per hit. Other than chaining physical attacks, he will throw in a Pummel every now and then that will hit for about 1000+ damage and add an occasional Lunge or Kick for about 500+ HP damage. Blind him and he will be pretty much helpless as your party hammers away on him. Larsa will rarely attack Vayne and he will take off very little when he actually does. He seems to be around the same level as he was when he was a Guest in your party. Most of the time he will stay in the back of your party and hand over an X-Potion when a party member only has about 30% HP remaining. Don't rely on Larsa to cure your party however. He does not have a gambit set to react every time a party member's HP gets low. His curing is random. Larsa will also use a Protect shield on all party members eventually if the battle last that long. Like the Gabranth battles, a cutscene will play when Vayne reaches half life. He will begin to use Mach Wave during his last half, which will take around 500+ damage from all in it's path. Dispel his new status enhancements and recast Blind. Toward the end, Vayne will use Force of Will that will take around 1000+ on each character and looks rather impressive. You're party will probably kill him before he gets to use it through. His defense will kick up knotch when he is at HP critical status. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ A cutscene will play once again then a new battle will begin. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +------------------------------------+---+------------------------------------+ | Lv 53 | Vayne Novus | | Lv 50 | Sephira A | |====================================| |====================================| | HP: 104210 | Weak: N/A | | HP: 12121 | Weak: Water | Abs: Fire| |------------------------------------| |------------------------------------| | Steal: N/A | | Steal: Hi-Ether | +------------------------------------+ +------------------------------------+ | Lv 50 | Sephira B | | Lv 50 | Sephira C | |====================================| |====================================| | HP: 12121 | Weak: Wind| Abs: Earth| | HP: 12121 | Weak: Thunder| Abs: Ice| |------------------------------------| |------------------------------------| | Steal: Hi-Ether | | Steal: Hi-Ether | +------------------------------------+ +------------------------------------+ | Lv 50 | Sephira D | | Lv 50 | Sephira E | |====================================| |====================================| | HP: 12121 | Weak: Dark| Abs: Light| | HP: 12121 | Weak: Light | Abs: Dark| |------------------------------------| |------------------------------------| | Steal: Hi-Ether | | Steal: Hi-Ether | +------------------------------------+---+------------------------------------+ | Recommended Level: 50+ | +-----------------------------------------------------------------------------+ A brand new unofficial guest will help out in this battle - Judge Gabranth! He will attack randomly between Vayne and the Sephiras. Dispel Vayne of his status enhancements first off then try to match up the elemental weakness of each of the Sephiras with a magick to defeat them quickly. They will constantly cast -aga magick on your party depening on their element. You'll have to run around the area to keep up with some of them. A Holy spell will take major damage from Sephira E, so begin casting starting with E. You can also steal a Hi-Ether from each one. As for Vayne, he will still chain together hits just like before and use an -aga magick every now and then. A cutscene will activate when Vayne is near half life and he will shoot out some babble then the fight will continue. He will start to use his Invoilable Will attack that will hit for 1500+ damage. Vayne eventually set up a magick shield, though it doesn't really help him out that much since you should keep attacking him physically anyway. Set up a shell on all characters for this fight so his magick won't take as much off since that will be his main attack toward the end. If Gabranth starts to get low in HP he will sometimes throw out an X-Potion to himself, but you should really try to keep him cured by casting Curaja on a party member near him. It's possible to cast Regen and Haste on Gabranth to help him out a bit also. Vayne will use Tree of Sephira toward the end of the battle to to take off around 2500+ damage from each party member - this can be a very devastating attack so you may want to set up some Protect shields and be ready to cast Curaja after this attack. Keep hammering away with physical attacks and Vayne should fall before too long. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ More cutscenes will play then the final battle will begin! ++++++++++++++++++++++ F I N A L B O S S B A T T L E ++++++++++++++++++++++++ +----------------------------------------------------------------+ | Lv 55 | The Undying | |================================================================| | HP: 228299 | Weak: N/A | Absorb: N/A | |----------------------------------------------------------------| | Exp: 0 | Steal: N/A | | LP: 0 | | |----------------------------------------------------------------| | Recommended Level: 50+ | +----------------------------------------------------------------+ I'm suddenly reminded of how awesome Vagrant Story was thanks to how The Undying moves around the Bahamut much like the setup of the final boss of Vagrant Story. Oh, how this game pleases me! I would recommend that you perform +---------------------------------------+ most of your attacks on him manually | Recommended Gambits | (mainly for spells) since the queue |=======================================| will not allow you to cure or Arise | Ally: any (>) Arise | while a powerful spell is being | Ally: HP < 50% (>) Curaja | casted. Dispel him of his status | Foe: status = Faith (>) Dispel | enhancements at the start. Set up a | Foe: status = Bravery (>) Dispel | Protect shield via Protectga right | Foe: party leader's target (>) Attack | now and this will save your party a +---------------------------------------+ bunch. Run up to the boss and start to hammer away with physical attacks, Flares, and Scathes. No Holy! He takes very minimal damage from elemental attacks, which means that he will be strong versus any elemental weapon so keep that in mind. The Undying will start the battle most likely with Divine Sword, which will do around 3000+ damage on the target. Be sure to set up a Curaja gambit since he can hit you from a distance with a physical attack that will take between 2000 - 3000 damage per hit; this is why I also recommend the Protect shield. His long distance attack is very sneaky since there is little animation for it - this is his primary attack. Piercing -aga is another of his attacks that will hit for 2000+ damage - this is a more powerful version of all the -aga elemental attacks, hence the name. Megaflare will hit all party members for around 2000+ damage. He will mainly use Megaflare only at the beginning of this battle. If at any time he starts to get the best of you within any of the below phases, use a Megalixir or Elixir. You are at the final battle and there is no reason to save anything. He will use Chain Magick to allow him himself to cast magick even faster then set up Faith afterwards. Dispel Faith immediately if you can! He will set up a Magick Shield making him vulnerable to all magicks right after the casting of Faith. Cast Shellga immediately after dispelling Faith. He will start to use Ascension around this time to take off 2500+ damage from all party members. The Undying will use Dispelga to take away any status enhancements the party may have then use constant Piercing -aga magick. He will likely use Dispel again, but be sure to keep shell up! For his next trick he will cast Enrage on himself to chain attacks greatly then will cast Bravery on himself followed by a Physical Shield that will make him immune to physical damage. Set up a Protect shield immediately and cast Haste or Hastega! Turn off all attacks gambits or simply turn off all gambits and cure manually. He will use Gigaflare Sword that will hit for around a whopping 3000+ damage to all party members. His attacks are extremely rapid at this stage, so a Protect shield is mandatory! Hit him with a Flare attack ONLY if all party members are healed and they have a Protect shield since you will not be able to heal while Flare is being casted - the queue will not allow it. Even though Shock takes off less, it is really the best spell to use around this time since it doesn't have a long attack animation like Flare. He will likely mix in another Ascension attack before his physical shield wears off. Pound on him with more physical attacks and spells while you can once the shield wears off. He will attack with his usual long distance physical attacks and use Gigaflare Sword eventually. The Undying will soon set up a Perfect Defense Shield that will make him immune to all types of attacks both magick and physical. Like the battle with Pandemonium from earlier, you must simply wait this out while trying to survive. During this stage, he will perform his physical attacks, big attacks, and will use Teraflare to cause around 3500+ damage. The good thing about Teraflare is that it means that he is almost dead! When his Perfect Defense fades, pummel him with magick and physical attacks until he dies. His defense will increase greatly like most bosses. He will use Dispelga constantly at this point if you set up Protect and Shell shields, but I would advise you to keep casting them. If this boss manages to beat your party badly because of low maximum HP, try setting up a "Self (>) Bubble" gambit on each character and it will make your party stand up to his attacks better. Bubble can be bought from the Clan Provisioner after the "Ward of Justice" rank is achieved. You can also try equipping Bubble Belts. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Once the finishing blow has been dealt to Vayney, sit back and enjoy the ending to this wonderful game! Not since Final Fantasy VI have I enjoyed a Final Fantasy so much. __ _____ ___ __ _____ ___ \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _| \ / | | | | | SIDE QUESTS | \ / | | | | / \ | | | | | [SQ00] | / \ | | | | /_/\_\___|___| \==============================================/ /_/\_\___|___| IMPORTANT: Please note that the last three hunts are out of order when compared to the rest. I didn't want to go back and renumber everything to put them all in order. #21 is actually the first side quest and should be looked at if you plan on performing it (since it can be missed). Forgive me! #20 and #19 are both discussed in the walkthrough and can always be done later. Side quests that can be skipped over, without another chance to perform them are as follows: #21 Mysterious Package # 1 The Zodiac Spear # 2 Ktjn, the Viera # 8 July, the Archades Spy -- The Zodiac Spear ____ ___ ____ [SQ01-1] /------\ /_ / ___ ___/ (_)__ _____ / __/__ ___ ___ _____ /------\ \------/ / /_/ _ \/ _ / / _ `/ __/ _\ \/ _ \/ -_) _ `/ __/ \------/ [SQ01] /___/\___/\_,_/_/\_,_/\__/ /___/ .__/\__/\_,_/_/ [SQ01-0] /_/ In order for the Zodiac Spear to be available in the chest later in the game a few treasure chests must NOT be opened as you journey through the main story of the game. [ ] Do not open the treasure chest directly across from Old Dalan's front door in the South Sprawl part of Lowtown. [SQ01-1] Pic: http://tinyurl.com/3bshnu [ ] Do not open either of the two chests in the Cellars area of the Royal Palace of Rabanastre. This is the area where the red Seeq distracts the guard while Vaan sneaks by. [SQ01-2] Pic: http://tinyurl.com/3ds66o [ ] Do not open any of the chests in The Confiscatory of the Nalbina Dungeons. This is the room where the party gets their weapons back after being captured. [SQ01-3] Pic: http://tinyurl.com/2mag9l [ ] Do not open any of the 16 chest on the Phon Coast that are lined up along the beach of the Vaddu Strand area. All of them contain gil, but you want that spear more than a one-time helping of gil right? [SQ01-4] Pic: http://tinyurl.com/2uezoo The Zodiac spear can be found inside of a treasure chest in the Necrohol of Nabudis/Cloister of the Highborn if you do not open any of the above chests. See Necrohol of Nabudis/Nabreus Deadlands section under this section for more info. The spear has a whopping AP of 150 and is the most powerful weapon in the game. Enjoy! IMPORTANT: Be sure to NOT equip the Diamond Armlet when attempting to collect the spear from the chest or your party will receive a Dark Matter instead! -- Ktjn the Viera __ ____ _ __ __ _ ___ /------\ / //_/ /_ (_)__ / /_/ / ___ | | / (_)__ _______ _ /------\ \------/ / ,< / __/ / / _ \ / __/ _ \/ -_) | |/ / / -_) __/ _ `/ \------/ [SQ02] /_/|_|\__/_/ /_//_/ \__/_//_/\__/ |___/_/\__/_/ \_,_/ [SQ02-1] |___/ Availability: She will appear after the party escapes from Barheim Passage. Once your party enters Rabanastre again, she will be in Muthruu Bazaar. Location: Muthruu Bazaar (Rabanastre); look for a Viera (bunny ears) named Ktjn Ktjn can actually be found at many other places throughout Rabanastre sometimes. She will ask the party a series of four questions. The reward will differ depending on how many questions you get "right". She will be labeled as "Viera" until you talk with her the first time. Keep talking to her until she starts to ask a question. She will only ask a question after each major event in the game, so she should have a new question for you after each major boss fight. If she doesn't have a question for you, she will keep repeating the same phrase. You should be negative with all answers except for the fourth question. Here is a list of questions: 1. Is the city not wonderful? I still lose my way on occasion, but I have come to know some of her walks and alleyways. But the land, I cannot hear it... Should this not trouble me as a Viera? (Correct) Yes, you should be ashamed. (Wrong) No, don't be silly. 2. I knew my choice would bring hardship, yet... (Correct) You should've thought it through. (Wrong) Things will get better. 3. I would be as she is. Do you think it possible? (Wrong) Sure, if you put your mind to it. (Neutral) I don't know your sister. (Correct) It'll never happen. 4. Perhaps it would be better if I too became a warrior like my sister. What do you think? (Correct) I think it's a good idea. (Wrong) I'm not so sure. The next time you meet Ktjn, after question 4, she will tell you that she has made up her mind and she walks away from her current sitting place in the Muthru Bazzar. If you answered all the questions correctly, go to the Clan Hall to find her fighting with a Bangaa on the first floor. Talk to her and she will give you a ++PLATINUM SWORD++. Her location for this final meeting will differ depending on how many questions you answered correctly. The prize will also differ depending on the questions answered as well. If one question is answered wrong, in this case, the first question, she will appear in the far west portion of Rabanastre's East End, and will hand over an ++ETHER and 3 HI-POTIONS++. I have also been told that she can appear on the right side of the North End, in Migello's Sundries shop, and in the Aerodrome. (thanks to "the captain" and nirvana_psp for the extra reward info and many other readers for their emails on this side quest.) * Supposedly, if you talk to the Viera in the Clan Hall, she will give you a hint as to Ktjn's location. -- Pilika's Diary ___ _ ___ __ __ ___ _ /------\ / _ \(_) (_) /_____ _/_/___ / _ \(_)__ _______ __ /------\ \------/ / ___/ / / / '_/ _ `/ (_-< / // / / _ `/ __/ // / \------/ [SQ03] /_/ /_/_/_/_/\_\\_,_/ /___/ /____/_/\_,_/_/ \_, / [SQ03-1] /___/ Availability: After the party is attacked by Ba'Gamnan in the Lhusu mines, but you must complete the "The Cry of Its Power" Elite Mark Hunt. Location: Khus Skygrounds (Bhujerba) Talk to the moogle, Pilika, in the Khus Skygrounds area of Bhujerba after performing the "The Cry of Its Power" Hunt and she will ask your party to retrieve her diary from the second floor of Clio's Technicks. She will give your party the ++MERCHANT'S ARMBAND++, which must be worn to enter the second floor of Clio's Technicks. Clio's Technicks is in the Miner's End of Bhujerba. Go up the steps to the left and search the bookshelf with the ladder to get the icon for ++PILIKA'S DIARY++. It doesn't matter whether you read it or not right now. What matters is how you answer the question Pilika will ask when you go back to her and give her the diary. You will receive a different item for each answer: You...didn't read it, did you, kupo? (++KILIMWEAVE SHIRT++) Read it. (++SHEPHERD'S BOLERO++) I've done nothing. -- Sunstone Help ____ __ /------\ / __/_ _____ ___ / /____ ___ ___ ___ /------\ \------/ _\ \/ // / _ \(_-) Phoenix Down | This boss is just like a Wild | Self (>) Haste | Saurian and will mainly attack | Ally: strong character (>) Decoy | physically and will take off | Foe: party leader's target (>) Attack | around 500 HP per hit. The +---------------------------------------------+ main savior of this battle is to have a tough party member with good evasion and a good shield along with Decoy cast on them. Decoy will help out tremendously. Have the Decoyed party member with a Tourmaline Ring to avoid the Earth Tyrant's poison attacks. He doesn't afflict poison that often, but this is much better than setting up an extra gambit just to cure a rare status effect. The only other problem is the Earth Tyrant's Screwtail attack. This is an extremely damaging move that will hit all close party members. Be sure to have a Protect shield set up on everybody in the party - equip Shielded Armor from Mount Bur-Omisace. Larsa will help out a bunch for this battle - in fact, cast Haste on Larsa at the beginning of this battle or before entering and keep it on him at all times along with Protect. If you don't have Larsa, then I suggest you make your own Larsa out of a party member by placing Hi-Potion cure gambits on one person because you will need a quick healer - magic takes too long and you'll be too busy casting other spells. Instead of having one person to cast Decoy, have two people (counting the Lured person) to cast Decoy on that one person. This is going to be a long battle because of his tremendous HP, but if you have everything set properly and keep your magick up then you should be able to beat him. Once he nears a little lower than half life, his defense will increase a bunch and the battle will get even longer. If you have a good trigger finger then I would suggest performing a Quickening when he is at 75% life. Have a person with a Quickening in your reserve party. No matter how much you plan for this battle, it can all go to hell very quickly because of his Screwtail attack. One more note about this boss that I'd like to make is that he can indeed be Blinded then Berserked to make the battle a whole lot easier. While Berserked he will not do his Screwtail attack. For an easy Blind, have the Nihopalaoa equipped and use a Remedy on him to hit all of his status weak points. The Nihopalaoa is sold by the Clan Provisioner once the Headhunter rank is reached (ten marks defeated). This is an extremely useful item when combined with items. I'll probably list this in another section at a later date. (thanks to Lucifer from the Arctic Nightfall boards) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -- Dating Service ___ __ _ ____ _ /------\ / _ \___ _/ /_(_)__ ___ _ / __/__ _____ __(_)______ /------\ \------/ / // / _ `/ __/ / _ \/ _ `/ _\ \/ -_) __/ |/ / / __/ -_) \------/ [SQ10] /____/\_,_/\__/_/_//_/\_, / /___/\__/_/ |___/_/\__/\__/ [SQ10-1] /___/ Availability: After talking with the Garif High-chief in Jahara. Location: Rabanastre In the Southgate section of Rabanastre, approach the Viera standing by the chocobo stables and speak with her. She will mention that she came to Rabanastre to search for a soul mater. She will walk off after talking. Enter the Southern Plaza and talk with the "Lovestruck Man" by the fountain in the middle. He will mention that he just saw a Viera head toward the East End of the city and that he wants to score with her. Run through the East End and enter the North End. Enter Yamoora's Gambits to find the Viera leaning against a column. Speak with her again and she will mention that she needs a drink then leave. Enter the Sandsea in East End to find her sitting on the second floor railing. Spear with her once more. She will ask if you know of a person that feels strongly for her. Well, it just so happens we do! Rush back to the East end and talk to the Lovestruck Man. Agree to talk to the Viera for the Lovestruck Man then go back to the Sandsea. Tell the Viera that "There's this man in the Southern Plaza..." and she will hurriedly rush off to meet him. Talk to them in the Southern Plaza (by the fountain) and the Viera will give over a ++LOXLEY BOW and 2 HI-POTIONS++. -- Necrohol of Nabudis & Nabreus Deadlands _ __ __ ___ [SQ11-1] /------\ / |/ /__ _/ / __ _____/ (_)__ /------\ \------/ / / _ `/ _ \/ // / _ / (_-< \------/ [SQ11] /_/|_/\_,_/_.__/\_,_/\_,_/_/___/ [SQ11-2] Availability: When the party enters the Salikawood/after "Waterway Haunting" and "Lost in Pudding" hunts are complete. The Necrohol of Nabudis is the home of the Zodiac Spear (if you didn't open those treasure chests that I listed throughout the walkthrough) and many extra bosses. It is located in northwestern portion of The Salikawood. Along the way, in the Grand Bower, your party will have to defeat an extra boss known as the King Bomb. ~~ Grand Bower ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------+---+-----------------------------------+ | Lv 34 | King Bomb | | Lv 33 | Bomb | |===================================| |===================================| | HP: 37596| Weak: Water | Ab: Fire | | HP: 3233 | Weak: Water | |-----------------------------------| |-----------------------------------| | Exp: 0 | Steal: Bomb Shell, Bomb| | Exp: 137 | Steal: See enemy list | | LP: 22 | Fragment, Fire Crystal | | LP: 1 | | +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ +-----------------------------------+ | Lv 32 | Bomb | | Lv 32 | Bomb | |===================================| |===================================| | HP: 3233 | Weak: Water | | HP: 3233 | Weak: Water | |-----------------------------------| |-----------------------------------| | Exp: 137 | Steal: See enemy list | | Exp: 137 | Steal: See enemy list | | LP: 1 | | | LP: 1 | | +-----------------------------------+---+-----------------------------------+ | Recommended Level: 33 - 36 | +---------------------------------------------------------------------------+ ** Before entering the area of the King Bomb, stand near the save point and cast Haste, Regen, Protect, Shell, and Vanish on all party members then touch the save point to recharge your MP. You can also save your game with the status enhancements. This will help you start the battle with a bang - pardon the pun. After a very aggressively natured +-----------------------------------------+ entrance, the King Bomb and his | Recommended Gambits | trio of Bombs will challenge your |=========================================| party. First of all, Dispel the | Ally: any (>) Raise | King Bomb of his Haste status right | Ally: HP < 50% (>) Curaga | at the beginning. Have Aqua Shot | Foe: party leader's target (>) Attack | ready with your gunner if you have +-----------------------------------------+ it, equip Gillie Boots to each member of your party to avoid Oil and have some Adamant Hats, Adamant Vest, or Flame Shields equipped to reduce the Fire damage your party will sustain. All attacks from the King Bomb are fire-based - even his normal attacks! The most important equipment to have is the Gillie Boots; the Bombs will cast Oil on all your party members as the battle starts and any explosions from the Bombs are a date with death when Oiled. What you want to do immediately after Dispeling him is to Silence him. Either use Silent Shot with a gun or Silence him normally with magick. Silencing him will keep him from performing his Cry for Help move to summon more bombs. Quickly defeat the three bombs after silencing the King Bomb. The King Bomb is at a major disadvantage when he is the only enemy left. He will only attack physically. The King Bomb will start to run from your party once he reaches half of his HP and will perform his Renew move that will boost him back to full health. It is possible to use a Quickening to immediately stop the move, but make sure to kill him with that Quickening chain! He will run and renew twice during the battle. The second time he will start the move at 75% health. Believe it or not, Belias will work very well for this battle if the enemies do not all gang up on the summoner. Cast Decoy on Belias to help out the summoner. Belias will only attack the enemies with his weapon and they will all heal him with their fire attacks. The only thing that can go wrong is if Belias does his Hellfire attack he will cure the Bombs - make sure to dismiss him before he does his Hellfire move. If all else fails, try equipping a single character with nothing but flame armor (adamant hat, adamant vest, fire shield) and cast Decoy on that person. The attacks should take off very minimal damage. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------ **EXTRA CUTSCENES in Necrohol of Nabudis** The same cutscene will play whether you enter the Necrohol of Nabudis or the Nabreus Deadlands (once you reach the hill), but there is an extra cutscene involving Ashe that will play if you have not journeyed to Archades yet. ------ The Necrohol of Nabudis is to the west beyond the area where you fight the King Bomb. It is the home of many extra bosses, but first you need to gain three medallions in order to open the doors to each of the boss rooms. To start seaching for the three medallions, you will need to head back to Lowtown and go back to the residence in Lowtown where Deeg was hiding out during the "Waterway Haunting" Hunt. Enter the residence and talk to Deeg. He will mention a letter on the table next to him that someone left behind. Examine the ++DUSTY LETTER++ to find out about an item that was split into four pieces. "Stop the water's flow, then loose it once more. East Southeast East Southwest Southeast I pray that it rest there undisturbed." Talk to Deeg again to find out that a moogle carries the key mentioned in the letter. The key is actually the Sluice Gate Key that you will receive from the moogle Sorbet after performing the "Lost in the Pudding" hunt. To start things off, go to the Garamsythe Waterway. Enter the Central Waterway Control from the Overflow Cloaca area that you start out in. Open all the gates by making sure that the light is off on all the controls. Follow the directions below (or to the left): Close Gate #11 (Light on) [East on map] Close Gate #4 (Light on) [Southeast on map] Open Gate #11 (Light off) [East on map] Close Gate #3 (Light on) [Southwest on map] Open Gate #4 (Light off) [Southeast on map] The far right column is to show you how this refers to the Dusty Letter. After opening and closing the gates listed above a small noise will be heard as if something fell and a Shiny Object will appear in front of the middle southern gate. Examine the Shiny Object to obtain the ++DULL FRAGEMENT++. The ++BLACKENED FRAGMENT++ is received from Samal during the "Crime and Punishment" Hunt. You also need to head to the Nabreus Deadlands. The entrance is in the northwest portion of the Salikawood, past the Grand Bower where you fought the King Bomb. Speak with Ma'kleou (Quiet Nu Mou) at the top of the hill in the Muted Scarp. Ask him "Who he is" and "Why is he there". Travel back to Lowtown and enter Old Dalan's Place. Roh'kenmou will be inside talking with Old Dalan. Speak with Roh'kenmou. He will mention the four objects that you read about in the Dusty Letter and he will tell Vaan that he is in possession of one. You already have two so there is only one more left. He will tell you that he is looking for a piece that went on a medallion. 1) Speak with Filo in the southeast corner of Lowtown. She mentions that her group has checked everywhere but the city streets. 2) Go to the Southern Plaza of Rabanastre and speak with the Curious Woman by the fountain. Listen to what she has to say. She will mention a necklace that was given to her, but she can't remember where she got it from. 3) Enter Muthru Bazaar and speak the Bangaa Merchant (labeled as "Merchant"). Ask about the necklace. He will tell you that he sold a necklace to an Imperial. The Imperial is supposedly hanging out at one of the shops around town. 4) Enter Yugri's Magicks. Speak with the Sotted Imperial kneeling to the left. Ask about the necklace. Tell him about the womand near the fountain. 5) The woman will not be near the fountain when you go back to Southern Plaza, so go back to the North Sprawl of Lowtown and talk to Kytes near Warehouse #5 (Garamsythe Waterway entrance). Hear both sets of news, doesn't matter which is first. 6) Speak with Filo again in the southeast corner of Lowtown. Tell her you need to see the woman. Agree to go with her and you will be taken straight to Yugri's Magicks. 7) Talk with the Sotted Imperial. A conversation will commence then the girl (Curious Woman) will hand over the ++GRIMY FRAGMENT++. 8) Give all three fragement pieces to Roh'kenmou back in Old Dalan's Place. He asks Vaan to visit Nabudis later. 9) Go to Archades and enter Charlotte's Magickery. Speak with Roh'kenmu at the top of the stairs. Inquire about the Moonsilver Medallion when he asks. It turns out that he sold the Moonsilver Medallion to a person named Otto. 10) Enter Old Archades and talk to Otto (Proper Gent) in the northeast portion of the Alley of Muted Sighs. After a brief conversation, Otto will hand over the ++MOONSILVER MEDALLION++. 11) Return to Charlotte's Magickery and hand over the Moonsilver Medallion to Roh'kenmu. 12) Return to the Nabreus Deadlands and speak with Ma'kleou once again at the top of the Muted Scarp. All three of the Acolytes will now be grouped at the Muted Scarp. He will mention three beasts: Humbaba, Fury, and Chaos. He says that they were sealed away after a great battle. He mentions that the final medallion, the Medallion of Might rest in a small shrine in the Overlooking Eternity portion of the Nabreus Deadlands. They will then travel to the Overlooking Eternity and await your party's entry. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Nabreus Deadlands | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Vale of Lingering Sorrow ~~ The urn with the ++MAP OF THE NABREUS DEADLANDS++ is in the northwest portion of this area (to the left as you enter). The Crusaders here can be deadly with their high amount of HP. They will cast Slowga on the party so be ready to counter with Haste or Hastega. You need to go northeast. ~~ The Slumbermead ~~ There is a hidden path in the northwest portion of this area that will lead you to the secret area on the northwest portion of your map. You will need to find a path around the side of the mountain wall beyond the tall grass in the northwest. Plenty of Dead Bones and other enemies will spawn from the ground. The Dead Bones are not as strong as Crusades, but they have more powerful magick. ~~ The Fog Mutters ~~ Follow the path to the northwest. ~~ Overlooking Eternity ~~ DO NOT run up the path too fast or the Dead Bones will easily overwhelm your party. This can be a very dangerous area since the Dead Bones will rise from the ground constantly. It may be a good idea to equip the party with Argyle Armlets to avoid their Flash (Blind). Ma'kleou and the rest of the Acolyte's will meet your party at the top of this mountain once your party steps up to the engraved stone. Ma'kleou will hand over the ++MEDALLION OF BRAVERY, the ++MEDALLION OF LOVE, and once he walk off your party will gain the ++LUSTERLESS MEDALLION++. When you get the Field of Fallen the Fallen Lord in the northeast portion of the Nabreus Deadlands, you can enter the Necrohol of Nabudis from the area, or you can go back and enter the Necrohol from the Salikawood. Both ways will lead you close to one of the doors that can be open using the first two medallions. The Nabreus Deadlands entrance will start you close to the door that can be opened with the Medallion of Love (Door of Loathing), while the entrance from the Salikawood will lead you to the door that can be opened with the Medallion of Bravery (Door of Horrors). In order to use the Lusterless Medallion you must first defeat the two bosses that lie behind the doors that the Medallion of Bravery and Love unlock. Head to the northeast if you want to enter the Necrohol from the Nabreus Deadlands. ~~ Succor Midst Sorrow ~~ A Crystalbug is off to the left. This one has uses some very damaging spells so have Curaja handy. It will turn into an orange save crystal once you defeat it. ~~ Lifeless Stand ~~ The extra portions of this area will contain many chests and there are quite a few areas that stray off from the main path so you want to do a little exploring. The Leynire should be no problem. Make sure the Baknamys don't gang up too much. ~~ Field of the Fallen Lord ~~ This area doesn't contain too many enemies. The east path will lead you to the Necrohol of Nabudis. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Necrohol of Nabudis | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Hall of Slumbering Might ~~ Be on your guard while moving through these dangerous halls. The enemies here can get very aggressive and they all of them on are higher levels then they were in the Nabreus Deadlands. The Baknamys are some of the most dangerous enemies you will encounter for the moment. They can gang up on you in a matter of seconds while wandering around this areas, so make sure to have an Arise gambit set and use Curaja often. Use Blizzaga on the Baknamys to quickly drain their life gauges. You'll need to go to the northwest portion of this area to go downstairs. There are many twist and turns in this area, but they mainly lead to just more enemy fights. ~~ Hall of the Ivory Covenant ~~ In the middle part of this area to the south, you will find the Door of Loathing. Examine the impression in the door and the option to place the Medallion of Love will appear. Place the Medallion on the door to open the room with the first boss of the Necrohol. ~~ Cloister of Reason ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +---------------------------------------------------------------+ | Lv 46 | Fury | |===============================================================| | HP: 69710 | Weak: Water | Absorb: Fire | |---------------------------------------------------------------| | Exp: 0 | Steal: Aries Gem, Blood Wool, Moondust | | LP: 35 | | |---------------------------------------------------------------| | Recommended Level: 50 - 53 | +---------------------------------------------------------------+ What the hell!? Alright...? Dispel +---------------------------------------+ him of his status enhancements right | Recommended Gambits | away. As you might expect, this boss |=======================================| is much tougher than he looks. If he | Ally: any (>) Arise | ever uses Hero's March, dispel him of | Ally: HP < 50% (>) Curaja | everything that he casts on himself. | Ally: status = Berserk (>) Dispel | He will use a variety of status | Foe: status = Berserk (>) Dispel | enhancements the whole battle. His | Foe: party leader's target (>) Attack | normal hits will Berserk your party +---------------------------------------+ at times, so if there is a certain person that you do not want Berserked, set up a gambit for "Ally: status = Berserk (>) Dispel" to quickly get rid of the Berserk status. It is a good idea to have Protectga casted at the beginning of the battle. Fury takes off quite a bit per physical attack so have a gambit set up to Arise any fallen party member. Your party should take off quite a bit from him while attacking. Since it is so hard to reach him here in the Necrohol, your party will be a little overleveled for the fight most likely, but that doesn't mean that it can't get hard. When he uses a Bacchu's Wine, quickly dispel him of his Berserk. He will constantly use another Bacchu's Wine once his life is at HP critical so it would be best to set up a gambit to dispel Berserk. You will find that he is extremely intent on keeping up his Berserk but do not let him keep Berserk on himself or he will tear your party up quickly. Dispeling his Berserk will actually cause him to waste a turn with his Bacchu's wine, so it actually works out in your favor. Have one party member curing, one attacking, and one dispeling him and you will defeat him soon. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The Lusterless Medallion will "keen" after the battle. I would go back outside of the Necrohol and save my game in the Nabreus Wastelands if I were you. ~~ Cloister of the Highborn ~~ In the middle of this area is a room that contains 16 treasure chest and one of them contains the Zodiac Spear if you have performed the requirements of not opening certain chests throughout the game (see Side Quest). As you walk through the entrance to the room and face the treasure chests here is a diagram showing you the one that should contain the ++ZODIAC SPEAR++. +---------+ | * * * * | | * * * * | * * * * <-- Zodiac Spear | * * * * | +---------+ The Door of Despair in the south portion must be opened with the Medallion of Might that you get from defeating the two other bosses in the Necrohol. The door will lead to the fight with the hidden Esper known as Chaos. ~~ Cloister of Distant Song ~~ Three Babils will be guarding the hall leading to the Door of Horrors. The hall in question is in the middle of this area on the west side. Place the Medallion of Bravery on the impression in the door. ~~ Cloister of Solace ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +----------------------------------------------------------------+ | Lv 46 | Humbaba Mistant | |================================================================| | HP: 314086 | Weak: Holy | Absorb: N/A | |----------------------------------------------------------------| | Exp: 0 | Steal: Beastlord Hide, Beastlord Horn, Behemoth | | LP: 35 | Steak | |----------------------------------------------------------------| | Recommended Level: 50 - 53 | +----------------------------------------------------------------+ Use Dispel to get rid of the +---------------------------------------+ Humbaba's status enhancements right | Recommended Gambits | from beginning. He will mainly |=======================================| attack physically and use his | Ally: any (>) Arise | Darkness attack that will take around | Ally: HP < 50% (>) Curaja | 1500+ HP damage. The Darkness is | Ally: any (>) Esuna | just like a dark version of | Foe: status = Protect (>) Dispel | Pyromania. You may want to equip | Foe: HP >= 50% (>) Expose | some Demon Shields to absorb or block | Self (>) Shell | the attack. His normal physical | Foe: party leader's target (>) Attack | attacks can be chained for some +---------------------------------------+ tremendous damage so it is adviseable to cast Protect on the whole party through Protectga. He will also use Smite of Rage to take off around 1000 HP. His Temblor attack will likely inflict Disable and Immobilize on a target. Cast Float to avoid the entire attack or use Black Belts to avoid the Disabling part. This is one battle where Expose will help out tremendously since it will hit him almost every time and bring his defense down to nothing if you spam him with it. Set up a gambit to dispel his Protect since he will recast it the entire battle. He has no real tricks up his sleeve at HP Critical status. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After defeating both the Humbaba Mistant and The Fury, the party will obtain the ++MAP OF THE NECROHOL OF NABUDIS++ along with the ++MEDALLION OF MIGHT++. Don't go using that medallion on the Door of Despair in the Cloister of the Highborn just yet - you'd best save your game outside of the Necrohol! ~~ Hall of Enffulgent Light ~~ Baknamys can really gang up on your party quick in this so proceed with caution if you are still at a low level. There is a hidden merchant in this portion of the Necrohol. Run all the way down the hall in the northwest and enter the doorm off to the right. The room that it leads to will not be on the map and there will be a red treasue chest inside - this is actually a Pandora. Walk to the southeast corner of the room to reveal a "???" action icon as you approach the column. Examine the column and a Baknamy Merchant will appear. He sells some rare merchandise including the Telekinesis technick. -- Ann's Letter ___ __ __ __ __ /------\ / _ | ___ ___ /_/___ / / ___ / /_/ /____ ____ /------\ \------/ / __ |/ _ \/ _ \ (_-< / /__/ -_) __/ __/ -_) __/ \------/ [SQ12] /_/ |_/_//_/_//_/ /___/ /____/\__/\__/\__/\__/_/ [SQ12-1] When available: After escaping from Barheim Passage, but this cannot be complete until after finishing up the Draklor Laboratory. While riding on an airship to a different location by the way of a Leisure Craft, an optional event will occur while speaking with the Chief Steward when "Who's this...Rande?" is chosen. Rande, who will suggest that she collect flowers for her mother's name day. Ann will give Vaan ++ANN'S LETTER++ if he agrees to show the letter to her sisters on the other airship flights. Rande promises that he and his brothers will leave Ann and her sisters alone if Vaan can accomplish this task. The flights are: [ ] Archades <--> Nalbina [ ] Archades <--> Rabanastre [ ] Balfonheim <--> Archades [ ] Balfonheim <--> Nalbina [ ] Bhujerba <--> Balfonheim [ ] Bhujerba <--> Rabanastre [ ] Nalbina <--> Rabanastre The order does not matter and the sisters will always be in the same order no matter which route is taken. The Chief steward is located through the door in front of the stairs that your party will always start next to each time "Leisure Craft is chosen. The area is called the Sky Saloon. The party will receive a ++RING OF RENEWAL++ from the final sister for this task. UPDATE: If your party speaks with one of the brothers during this side quest then that brother will mention how many more sisters are left. Speaking with the sisters may let the party in on how many more sisters are left as well. -- Cockatrice Quest _____ __ __ _ /------\ / ___/__ ____/ /_____ _/ /_____(_)______ /------\ \------/ / /__/ _ \/ __/ '_/ _ `/ __/ __/ / __/ -_) \------/ [SQ13] \___/\___/\__/_/\_\\_,_/\__/_/ /_/\__/\__/ [SQ13-1] Availability: After finishing Draklor Laboratory. Visit the Giza Plains Village during The Dry to find out the all the cockatrices have disappeared. Speak with the boy Terra to find out about a feather that will allow one to communicate with these birds. To start this off you need to go to Giza Plains (The Raining). There are six small withered trees around many of the areas of the Giza Plains now that will help you get to a new area if you happen to knock down all of them. Approach each of the six trees and shoot them to make them float down the river. They will all meet at the Gizas South Bank and form a bridge to an optional area. Here's a list of their locations: Throne Road: Check near the path along the south that leads to the Nomad Village. Nomad Village: In the southeast portion, to the right of the fenced area. Toam Hills: In the southeast corner. Some Ichthons should be near it. Starfall Field: In the northeast corner. Ichthons will be near this one too. Gizas North Bank: To the north, look along the east banks. Crystal Glade: Directly across from the dark stone. Once all six withered trees have been knocked down, they will form a bridge leading to the area on the east side of the Gizas South Bank. The tree bridge will be on the east side right before you cross the middle bridge heading north. There are no enemies here accept for Lv. 35 Silicon Tortoises. Check the urn in the southeast portion to find a ++FEATHER OF THE FLOCK++. This will be used for a side quest. > Chit Go to Eruyt Village and speak with Mjrn and Chit (the cockatrice) in the east portion of the Fane of the Path section. Look around the ground right next to Mjrn and Chit to notice a "Sparkling Light". Examine the object to receive a ++DEWDROP PEBBLE++. Talk to Mjrn again after collecting the pebble and offer it to her. Talk to her again and she will ask Vaan to bring her some more if he finds any. Well, it just so happens that eight more Dewdrop Pebbles have now appeared around the Eruyt Village. Fane of the Path 1) In the circular area to the west of where Mjrn is, check the north loop to find this a Dewdrop Pebble in the leaves along the wall. 2) Still in the same circular area of the first Dewdrop Pebble, check in the southern loop to find one in some herbs across from the Viera talking with Alja. The Spiritwood 3) Check the tree off to the right as you come down the stairs of the Spiritwood after exiting the Fane of the Path. 4) Near one of the rope hangers as you come down the steps from leaving the Fane of the Path. 5) In the northwest, check the weapon rack next to Rael. 6) In the large circular courtyard area. The viera on the northeast side is nearly starting straight at it. Ask the Viera to get it for you. 7) On the edge of the ramp to the south of the circular courtyard. 8) In the dead end to the south of the ramp described above, it will be lying on the right side of the walkway right before you get to the screen. Take all eight Dewdrop Pebbles back to Mjrn and give them to her. Speak with Chit afterwards and he will shake and drop another Dewdrop Pebble. Pick up the final ++DEWDROP PEBBLE++ to the right of him and give it Mjrn. Chit will hand over a ++YOICHI BOW++ for helping him and run back to Giza Plains. > Renn Enter Rabanastre to find a cockatrice by the name of Renn in an alcove in the north portion of North End. He will run from Vaan the first time you try to talk to it and each time you approach him from then on. He will not leave the area and will run around the bridge and the main shopping area. In order to catch him, hide behind a pillar and WALK (don't run) out from behind a column as he walks by. As long as you walk toward him, he will not run. Press the X button as soon as the talk icon appears and choose "Erm...no?" He will mention that he is waiting for Chit to return then he will walk back to the North section of North End. Talk to him (he won't run) and tell him that Chit has returned if you helped out Chit in Eruyt Village. He will give the party a ++DIAMOND SWORD++ and be off to Giza Plains once again. > Shurry All of the Garifs will be grouped up and staring at the cockatrice in the western portion of the Lull of the Land. Speak with the Garif Herder next to Shurry, then speak with Shurry. Talk to the Garif Herder again and tell him that "It came from Giza Plains." He will ask that you tell the Great-chief about this visitor. In the Elderknoll, tell Great-chief Uball-Ka about the cockatrice. He will give you a ++GIFT OF THE GREAT-CHIEF++ and ask that you deliver it to the visitor. Give the gift to Shurry then speak with the Garif Herder. Shurry will run back to Giza Plains and the Garif Herder will hand over a ++PLATINUM DAGGER++. > Sassan The Lost Cactaur side quest must have been performed in order to cross the river for this part. Go to South Bank Village in the Dalmasca Estersand and speak to the cockatrice (Sassan) near the orange save crystal. He will tell you that he wants to go see Torrie but he isn't getting near Nathyl. Walk over and talk to Tchigri at the dock. Choose to cross the river then choose "Nathyl" for the person to put on the ferry. Cross back over to the South Bank Village by talking to Tchigri again and select "No one" when asked. Cross the river again, only this time, place Arryl on the boat. Travel back to the other side, choosing "No one" just like before. Talk to Tchigri once again and cross the river with Sassan this time. Speak with Sassan and Torrie will give you the ++KOGA BLADE++ as payment when the conversation ends. > Agytha Make your way to Archades. Make sure to talk with the cockatrice in the northeast corner of the Alley of Low Whispers in Old Archades so you don't have to backtrack to there after speaking with Agytha. Your party must be in possession of a Sandalwood Chop (see walkthrough in Archades) in order to enter Grand Arcade via the northwest entrance of Tsenobile. As you approach Agytha, she will run much Renn, but she is much easier to catch up. She will mention that she is looking for a mate. Tell her about the cockatrice in the northeast corner of the Alley of Low Whispers in Old Archades if you have spoken with it. She will be overjoyed and start to run off then run back and hand over a ++TUMULUS++ > Moomer The final cockatrice is in Balfonheim. Walk over to Sea Breeze Lane and talk with the Chocobo Wrangler by the fence. Show her the Feather of the Flock. She will overhear the Moomer while she holds the feather. Speak with Miffled Moogles as it runs over to the fence. Walk over to Gurdy after speaking with the Miffled Moogle to start a conversation about the cockatrice. The Miffled Moogle will give Vaan the ++DEFENDER++. The Miffled Moogle will then walk off with his trusty "Chocobo". After returning all the cockatrices to their home in Giza Plains, return to Giza Plains during The Dry and talk with Terra to receive ++TWO HI-ETHERS++. Speak with each individual cockatrice after receiving your reward to find out about their adventures on their way back home. -- To Hell and Back Again __ __ ____ _ __ /------\ / // /__ / / / | | /| / /_ ________ _ /------\ \------/ / _ / -_) / / | |/ |/ / // / __/ ' \ \------/ [SQ14] /_//_/\__/_/_/ |__/|__/\_, /_/ /_/_/_/ [SQ14-1] /___/ When Available: After finishing Draklor Laboratory. Find Windmill #10 in the Northsward Area of the Cerobi Steppe. The Northsward is in the northeast in the same place where you fought the Vyraal. Speaking of which, you must have completed the "Get My Stuff Back Hunt!" and have received the Dragon Scale from the Viera after completing it. Beware the Bellwyverns on the way to the windmill! Approach the side of Windmill #10 in the east and press X when the action icon pops up when you get near the front of it. The party will speak to a moogle at first then a man will walk out into view above him. The Wyrm Philosopher will mention that he is there to see the Vyraal. The Wyrm Philosopher will wander down and talk to the party and notice the Dragon Scale given to them by the Viara. Give the Philosopher the Dragon Scale when he asks for it. He will hand over an ++AGEWORN KEY++ that is said to open the door to a most terrble wyrm. The Wyrm in question is actually the Hell Wyrm, and he is located in the Sochen Cave Palace, though you must solve a little puzzle in order to open the door that will lead your party to the locked door that can be unlocked with the Ageworn Key. Go to the Sochen Cave Palace and enter the Falls of Time area. Take the east most path to the Destiny's March area. Enter the middle area through the Ancient Door on the east side. Start in the area with the Wendigo and Striker. Look at the map below and read the following paragraph: Door of Hours Puzzle - http://tinyurl.com/tn7tw All of the Door of Hours must be opened in a clockwise order starting from the east. You must open the southeast Door of Hours and then continue opening them until you travel in a clockwise path so that you wind up back where you started and all the Door of Hours open. It doesn't matter whether you open the Ancient Doors on the sides of the area or not, but you MUST open the Doors of Hours in a clockwise order starting from the east side. Opening all of the Doors of Hours in this order will release the lock on the Ascetic's Door in the west portion of this area. Like with the Waterfall Puzzle from earlier, when the last Door of Hours is opened, "You hear a door open in the distance" will appear on the screen. Head to the west and the Ascetic's Door will now be unlocked. You'll face a few new enemies along the way that will only be a glimpse of what waits ahead. Unlock the "Hall of the Ascetic" door with the Ageworn Key at the end of the path to fight the secret boss. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------------------------------------+ | Lv 60 | Hell Wyrm | |=================================================================| | HP: 8930711 | Weak: Light | Absorb: Dark | |-----------------------------------------------------------------| | Exp: 0 | Steal: Dark Crystal, Dark Magicite, Dark Crystal | | LP: 150 | | |-----------------------------------------------------------------| | Recommended Level: 60+ or 80+ (see 35 bars gone) | +-----------------------------------------------------------------+ Here's a few things that you need to know while going into this battle: 1) Hell Wyrm will have a different attack sequence depening on how many bars of his life gauge have been taken. 2) Hell Wyrm will use his Judgement attack for every five bars of his life gauge that is gone. 3) Have a White Mask equipped for every character to absorb the holy elemental Judgement attack. Have a Black Mask and a Rubber Suit for his Darkga and Thundaga attacks (optional). 4) Have a Genji Gauntlet and a Cat Ear Hood for your most powerful characters. Have a Bubble Belt and at least one Fuzzy Miter. 5) Have a Power Armlet for each character and equip it right before each casting of Judgement. It's good to keep at least one character with a Power Armlet at all times since Judgement can be a very fast attack and you will have to react fast to equip Power Armlets before it sometimes. Watch for "Hell Wyrm reades Judgement" in the combat log then tap /\ quickly to equip them. 6) He's going to be all up in your camera so use the menus to find your party members. 7) It's much easier if everybody in your party can cast some of the higher level spells such as Arise and Curaja. Here's a break down of the way he attacks for each of his fifty bars of life: + Full life - Five bars gone Hell Wyrm will only hit your party with normal physical attacks with constant chaining so you will NEED to have an Arise gambit setup with some cure gambits. Simply staying alive can be a big deal here. Try to set up a Protect shield through Protectga if your magick casters get a chance and try to Berserk your strongest character. Only have one person Berserked at a time however. Equip your Berserked character with a Cat Ear Hood and have another equipped with the Genji Gloves. You may want to cat Holy on him every now and then with your magick users, but this will cause any other spells on the queue to get delayed. Make sure that everbody is equipped with a Power Armlet and a White Mask whenever he readies his Judgement attack. + Ten bars gone Hell Wyrm will start to use Stone Breath along with many -aga spells: Firaga, Waterga, Darkga, Blizzaga, Aeroga, Thundaga. Set up a Shell on all party members via Shellga when your caster has some spare time. You can also equp a Rubber Suit and Black Mask to avoid his Thundaga attack and drain his Darkga attack. Set up an Esuna gambit to heal the Petrify that his Stone Breath will cause and try to keep at least one party member away from the group. He'll use Rake and physical attacks every now and then but he will mainly attack with magick. Keep your most powerful party member under Berserk the whole time during this phase - it shouldn't be that much of a problem this time and it will help him to build his magick up quickly if you have the Martyr and Inquisitor augments on the License Board. Have your magick users Syphon the Berserked character to gain MP. + Fifteen bars gone - twenty bars gone He's basically the same as he was at ten bars, but he will now start to use Invert sometimes. Make sure to have curing gambits ready to quickly heal the inverted party member and his Invert will actually help out quite a lot since it will give that character all of his or her MP back usually. If it hits a character that doesn't use MP that much then Syphon it from that party member. + Twenty-five bars gone - thirty bars gone He will mainly stick with Stone Breath, magick, and Invert during this phase and will hardly ever attack physically, though he will use Rake quite a bit. He will sometimes go crazy with Invert and Rakes during this phase. + Thirty-five bars gone Rake, rake, rake, rake, RAKE! Oh, and did I say rake! He is a complete monster during this phase and that means you have to be too. Don't Berserk anybody - you will need every party member casting magick for this. There two ways that I have found to handle this phase (or survive it) at around level 60: a) Equip one of your strongest party member with a Bubble Belt then cast Protect on him/her followed by Decoy. Run around the area with the Decoyed character and the Hell Wyrm will turn his attention on that one person. Don't run too far from your party though, since you will want them to help out in curing the decoyed character. b) Equip your strongest party member with a Bubble Belt then cast Decoy and Reverse on him. Take control of that character and run to the opposite end of the room away from your other party members. Make sure to turn off Esuna gambits and any curing gambits for the decoyed character. Esuna will get rid of Reverse and any type of cure is deadly. Reverse will make it to where the Hell Wyrm's attack will heal the decoyed character, but you must make sure to keep the Reverse effect up since it will only stay for about 10 seconds. The decoyed character will have to constantly cast it again. This will help your other two party members Charge, Cure each other, and attack the Hell Wyrm. Your party members will probably die a bunch and you will have to go through a few Ethers when you simply don't have time to Charge. This is a very hard phase, and just simply surviving until he uses Judgement again is an accomplishment. Don't get too wrapped up in the battle and forget to look out for Judgement; it can happen easily! + Fourty bars gone He will use a constant Stone Breath during this phase. Try to keep the party spread out at much as you can even if you have to take control of them and move them yourself. Use Decoy and Protect on your most powerful character and be sure to have that person equipped with a Fuzzy Miter and this part won't be too bad. This can be a hard phase, but you just went through the worst part. + Fourty-five bars gone (five bars left) Now he will spam your party with constant -aga spells and Invert. Just like with the last phase, keep your party spread out and cast Decoy on one person followed by Shell. Equip the decoyed party member with a Bubble Belt just in case. Have him equipped with a Black Mask and a Rubber Suit to drain Darkga and be immune to Thundaga - there are no more Judgement attacks coming from the Hell Wyrm. Use Syphon to drain the decoyed party member of his or her MP since he or she will be inverted constantly and this will help share the MP with the other characters. Think of the decoy as your personal Ether pool. He goes overboard with casting Invert every other turn so have Haste on your healer(s) so you can cast Curaja shortly after the Invert. You'll have plenty of MP to go around so you can afford it. Keep in mind that his spells cannot be reflected with Reflect. Reequip the Cat Ear Hood and Genji Gauntlets because it is almost over and he is going down! HP Critical The Hell Wyrm's defense will increase greatly like all bosses. Just die already! So what do you get for beating him? Well, you get a bunch of LP and some extra gil from Montblanc (the next time you visit him). The Yiazmat hunt will also be available after you finish all the other hunts. Defeating the Hell Wyrm is one of the requirements. Here's another strategy for Hell Wyrm: Before entering the room where Hell Wyrm resides, set up your gambits and equipment as follows: (Note: "Main party" refers to your 3 most powerful characters) Gambits: Choose your least favorite character in your main party (I chose Vaan), but I will refer to this character as "Character X". Set up Character X's gambit to this: 1. ally -> arise 6. ally: status = stone ->stona 2. self -> reverse 7. ally: status = petrify -> stona 3. self -> decoy 8. self mp < 10 -> charge 4. self -> bubble 9. self -> haste 5. self hp < 50 -> shock or flare 10. foe: nearest -> attack For your other two main party members: 1. ally -> arise 6. ally: status = petrify -> stona 2. Character X -> reverse 7. self hp < 60 -> curaga 3. Character X -> decoy 8. self mp < 10 -> charge 4. self -> bubble 9. self -> haste 5. ally: status = stone ->stona 10. foe: nearest -> attack Equipment for Character X: Golden Skullcap Power Armlet (do not equip character X with a ribbon or reverse wont work) Excalibur Maximilian Equipment for your other two main party members: Demon Shield White Mask Stoneblade/deathbringer/any powerful 1 handed weapon Power Armlet or Ribbon Maximillian Battle Strategy: With your gambits set up like this, your attention is pretty much unnecessary. The battle lasts about an hour, of which I was paying attention for only the last five minutes (Hell Wyrm's HP Critical Status). Hell Wyrm cannot kill you with judgment or darkga, in fact, these attacks will heal your entire party. His physical attacks, although powerful, have a hard time getting around the decoy + reversed character X, so don't worry about them. Change your party leader to someone other than character X and start multitasking (read a book, play a computer game, check email, read more of Kevin "Berserker" Hall's strategy guide, or whatever you feel like doing). Look up every five or so minutes just to make sure that the battle is running smoothly. This will slowly send Hell Wyrm into HP Critical Status. Now, I am not sure if this was my imagination, but some of Hell Wyrm's attacks seemed to cause death when Hell Wyrm is reduced to HP Critical Status. If you experience the same thing, then turn off the haste gambit, this extra gambit is simply too time consuming at this point in the battle. Pay attention, for the battle is ending. With luck (well, not luck but high level characters) the day is yours and Hell Wyrm is no more. (thanks to John "Lukien" R) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -- Jovy's Story __ /------\ __ / /__ _ ____ __ /------\ \------/ / // / _ \ |/ / // / \------/ [SQ15] \___/\___/___/\_, / [SQ15-1] /___/ Availibility: In order to get this event to take place, the party must first finish the following hunts with petitioners in Nalbina. 17 - Trouble in the Hills 18 - Adding Insult to Injury 24 - The Creature Collector 25 - Dead City Watch 39 - A Carrot Stalk After all five hunts are completed catch up to Jovy in the West Ward of Nalbina and talk to him. Vaan and Jovy will sit and speak on some nearby stairs. Jovy will speak of the reason why he is in Nalbina and why Vaan is his hero. He will hand over an ++ELIXER++ and a ++KNOT OF RUST++. -- The Hunt Club/Rare Monster List __ __ __ _______ __ [SQ16-1] /------\ / // /_ _____ / /_ / ___/ /_ __/ / /------\ \------/ / _ / // / _ \/ __/ / /__/ / // / _ \ \------/ [SQ16] /_//_/\_,_/_//_/\__/ \___/_/\_,_/_.__/ [SQ16-2] Availability: Complete the Archades portion of the main storyline. Your party must have the Strahl (after Giruvegan) to complete this sidequest. First of all, here is a list of ALL rare monsters along with their respective numbers shown in the Bestiary: 01. Aspidochelon 41. Aerieel 02. Thalassinon 42. Anubys 03. Greeden 43. Barmuu 04. Bull Croc 44. Vishno 05. Gavial 45. Etherian 06. Wary Wolf 46. Melt 07. Kaiser Wolf 47. Cubus 08. Lindbur Wolf 48. Pineapple 09. Dreadguard 49. Bombshell 10. Crypt Bunny 50. Megabomb 11. Spee 51. Matriarch Bomb 12. Rain Dancer 52. Ripe Rampager 13. Razorfin 53. Killbug 14. Apsara 54. Minibug 15. Rageclaw 55. Ithuno 16. Biding Mantis 56. Kris 17. Wood Toad 57. Dheed 18. Tarasque 58. Aeros 19. Grimalkin 59. Terror Tyrant 20. Nekhbet 60. Abelisk 21. Glaring Eye 61. Dustia 22. Cultsworn Lich 62. Ishteen 23. Evil Spirit 63. Vorres 24. Juggernaut 64. Negalmuur 25. Molen 65. Larva Eater 26. Tower 66. Arioch 27. Grey Molter 67. Fideliant 28. Midgardsormr 68. Crystal Knight 29. Nazarnir 69. Grave Lord 30. Victanir 70. Zombie Lord 31. Gemhorn 71. Drowned 32. Luxollid 72. Velelu 33. Vagrant Soul 73. Disma 34. Imdugud 74. Ancbolder 35. Bull Chocobo 75. Wendice 36. Skullash 76. Anchag 37. Myath 77. Bluesang 38. Helvinek 78. Avenger 39. Pallicant 79. Alteci 40. Phyllo 80. Urutan Exile Talk to the Huntmaster in the southern middle portion of the Hunter's Camp. Tell him "You're a bird of prey" to begin the hunter sidequest. The Huntmaster will ask that your party hunt down the Thalassinon. He will mention that the monster can be found on the Vaddu Strand of the Phon Coast. Do not expect such a helpful location description for the rest however. The Huntmaster will mention that rare game monsters such as this will only come out when a certain condition is fulfilled. It turns out that the Thalassinon will only appear when your party waits on the high hill located in that area. He will also mention that the Thalassinon will drop a Shelled Trophy once defeated. Go to the Vaddu Strand of the Phon Coast and hunt down the mark. Retrieve the ++SHELLED TROPHY++ and bring it back to the Huntmaster. The Huntmaster will welcome your party to the Hunt Club after returning the Shelled Trophy. Talk to one of the 3 Bangaa brother in the back (Atak, Blok, Stok). The brother chosen will explain that your party must venture around Ivalice and find hidden rare game monsters. He will mention that your party needs to bring each trophy collected from a rare game hunt back to one of the three Bangaa brothers. They will reward you with items to purchase from the Outfitters (Shifty-Eyed Man) to the right of the Hunt Club building. The first trophy that your party collects from the Thalassinon does not count toward this - it is given to the Huntmaster. There are a total of 30 of the 80 rare monsters that can be killed for trophies and you must bring back all 30 trophies to the Huntmaster. +-------------------------------------+ +-------------------------------------+ | Atak (Weapons) | | Blok (Protectives) | |-------------------------------------| |-------------------------------------| | Trophies | Item | Cost | | Trophies | Item | Cost | |=====================================| |=====================================| | 1 | Kogarasumaru | 5040 gil | | 1 | Demon Mail | 4410 gil | | 5 | Obelisk | 6750 gil | | 5 | Diamond Armor| 6300 gil | | 10 | Murasame | 7650 gil | | 10 | Mirror Mail | 7290 gil | | 15 | Diamond | 11250 gil | | 15 | Gaia Gear | 8370 gil | | | Sword | | | 20 | Dragon Mail | 11250 gil | | 20 | Deathbringer | 14400 gil | | 25 | Magepower | 13500 gil | | 25 | Gastrophetes | 18900 gil | | | Shishak | | | 30 | Gungnir | 25500 gil | | 30 | Maximillian | 25500 gil | +-------------------------------------+ +-------------------------------------+ +--------------------------------------+ | Stok (Sundries) | |--------------------------------------| | Trophies | Item | Cost | |======================================| | 1 | Thief's Cuffs | 2700 gil | | 5 | Steel Poleyns | 900 gil | | 10 | Winged Boots | 450 gil | | 15 | Indigo Pendant| 4500 gil | | 20 | Diamond Armlet| 18000 gil | | 25 | Reflectga Mote| 270 gil | | 30 | Holy Mote | 150 gil | +--------------------------------------+ The items will not actually be labeled. Weapons will be referred to as "Weapons of sort...", Protectives will be referred to as "Protective of sorts...", and Sundries will be listed as "Sundry item..." All of the above items can only be bought one time. They will remain on sale even after the Hunt Club contest has ended until they are bought. Approach the Huntmaster after giving up all 30 trophies and he will announce the winner of the Hunt Club contest. Your party will receive a different reward depending on which Bangaa brother wins: ++GREATAXE++ (Atak wins), ++RENEWING MORION++ (Blok wins), ++SAGE'S RING++ (Stok wins). After killing a certain amount of rare monsters that carry trophies, visit the Grand Arcade area of Archades then walk out to the Highgarden Terrace and speak with the Hunt Club Owner (labeled Archadian Gentry the first time). He is talking to the group of three people. Tell him that "We've been through" the Phon Coast. You can earn the following rewards based off how many trophy- carrying rare monsters your party has defeated. +----------------------------+ | Hunt Club Owner Rewards | |----------------------------| | Trophies | Rewards | |============================| | 5 | Aries Gem | | | Libra Gem | | 10 | Taurus Gem | | | Scorpio Gem | | 15 | Gemini Gem | | | Sagittarius Gem | | 20 | Cancer Gem | | | Capricorn Gem | | 25 | Leo Gem | | | Aquarius Gem | | 30 | Virgo Gem | | | Pisces Gem | +----------------------------+ Note: You can visit him after all 30 marks have been defeated and he will give your party everything all at once. There is no need to visit him for every 5 rare monsters. -- Trophy Rare Monsters All of these monsters will appear after your party has joined the Hunt Club. They will never appear again once defeated so make sure to steal from them. I would recommend turning off all gambits or setting up a stealing gambit in the top slot (Foe: any (>) Steal) just to make sure. _ |_| Thalassinon (this mark is required to start the side quest) Lv. 39 LP: 10 HP: 59868 Steal: Adamantite Weak: Wind Poach: N/A Exp: 1775 Drop: Shelled Trophy Rarity: **** Location: Phon Coast/The Vaddu Strand Condition: Wait on the very top of the hill in the east and it will eventually appear near the shore on the beach below. It takes about 10 seconds for him to appear. Dispel his status enhancements then cast Slow, Silence, and Blind. He will attack physically and with Power Spin (inflicts Slow), perform Stone Gaze, and cast Reflect on himself. Cast Aeroga and hit him with Wind elemental weapons. Don't forget to steal! _ |_| Abelisk Lv. 49 LP: 13 HP: 104744 Steal: Eight-fluted Pole Weak: Ice Poach: N/A Exp: 4579 Drop: Reptilian Trophy Rarity: ***** Location: Ridorana Cataract/Echoes from Time's Garden Condition: The Abelisk will appear randomly among the other enemies in the Echoes from Time's Garden area right outside the airship anchor Section of the Ridorana Cataract. Dispel him. He is immune to Blind and Slow. Screwtail and physical attacks will be his main focus along with an occasional Crushing Fangs attack. Equip a person with a Main Gauche and Demon Shield then cast Decoy on that person in order to block many of his physical attacks. _ |_| Alteci Lv. 42 LP: 11 HP: 52701 Steal: Behemoth Steak Weak: Ice Poach: N/A Exp: 1842 Drop: Fell Trophy Rarity: *** Location: Zertinan Caverns/The Undershore Condition: Get a 12-hit chain on the Mallicants in any of the areas near the entrance to the Zertinan Caverns closest to Ozmone Plain then enter The Undershore and he should be walking around with the Mallicants in the middle. As mentioned, this section of the Zertinan Caverns is closest to the Ozmone Plain entrance, so teleport to Jahara then walk over to The Switchback in the northern middle area of the map and enter the Zertinan Caverns from there. Dispel him, Blind him, and cast Slow. He is basically just an ordinary Behemoth that like to chain together physical attacks. His only real major attacks are Smite of Rage, Tail Swipe, and Darkness. Equip Black Masks or Demon Shields to absorb Darkness. Dispel him again or cast Slow on him when he uses Hast on himself. _ |_| Ancbolder Lv. 29 LP: 7 HP: 14022 Steal: Forbidden Flesh Weak: Wind Poach: N/A Exp: 728 Drop: Mind Trophy Rarity: ** Location: Paramina Rift/Karydine Glacier Condition: Defeat all the enemies in the Karydine Glacier section of the Paramina Rift then exit and reenter. The Ancbolder will be walking around in the middle section with the Anchag, a trophyless rare monster. Dispel him of his Protect at the start. This rare monster is actually easier than the trophyless rare monster. He will use Tremor and physical attacks. He's basically a standard Striker much like the ones in the Sochen Cave Palace. Use Aeroga or Wind-based weapons (Windslicer Shot) to put a quick end to him. _ |_| Anubys Lv. 38 LP: 11 HP: 19194 Steal: Vampyr Fang Weak: Light Poach: N/A Exp: 1790 Drop: Ensanguined Trophy Rarity: * Location: Sochen Cave Palace/Mirror of the Soul Condition: The Anubys appears in the secret room behind the Pilgrim's Door after the party enters the room from the north side. He will fly up from the middle floor of the room. Solve the Waterfall Puzzle as explained in the walkthrough under the Sochen Cave Palace portion to open the door. Dispel him of his status enhancements and Blind him. He is basically just an ordinary Abysteel bat that likes to use Leech and attack physically. Use Light elemental weapons or magick to pulverize him. _ |_| Arioch Lv. 47 LP: 13 HP: 43380 Steal: Sage's Ring Weak: Light Poach: N/A Exp: 1815 Drop: Vengeful Trophy Rarity: ***** Location: Nabreus Deadlands/The Slumbermead Condition: Appears randomly along the southeast section of The Slumbermead. Dispel him of all his status enhancements then cast Blind and Slow. He will mainly stick with attacking physically, but will sometimes perform his Dark Shock move that may cause Blind and Sap along with Pulsar Wave that can cause Disable. He also uses Leech to absorb life from party members. Equip Light elemental weapons and use Holy on him to defeat him quickly. _ |_| Aspidochelon Lv. 43 LP: 11 HP: 63546 Steal: Scarletite Weak: Wind Poach: N/A Exp: 1846 Drop: Adamantine Trophy Rarity: ***** Location: Cerobi Steppe/Feddik River (in the middle section) Condition: He will appear randomly in the middle section of the Feddik River. The Aspidochelon looks exactly like an Adamantitan so use your command menu and target him to tell the difference. Dispel him then cast Slow, Silence, and Blind. He is much like your standard Adamantitan only with a bit more life. He will attack physically (inflicts Slow) and use Flatten, perform Stone Gaze, cast -aga magick, and cast Protect on himself. His defense will increase quite a bit at HP Critical so start casting Aeroga to finish him off. _ |_| Avenger Lv. 61 LP: 16 HP: 105618 Steal: Muramasa Weak: Water Poach: N/A Exp: 3627 Drop: Vile Trophy Rarity: ***** Location: The Pharos at Ridorana (Second Ascent)/Station of Ascendance Condition: He will appear in the first room below the staircase on the northwest end of the Station of Ascendance. This is the last room of the Second Ascent so use the Way Stone at The Wellspring (1F) to go to 10F then use the Dais of Ascendance at the First Ascent (behind the Fool's Facade on the north side) to ride up to 50F. Touch the Way Stone on 50F to teleport up to 60F. Use the Dais of Ascendance on 60F to go to 64F then open the Ancient Door to the northwest to start at the staircase before him. Use the Way Stone back on 60F when you're ready to leave. Dispel him then cast Slow. He's immune to Blind. He can take off quite a bit thanks to his high chain attack rate (1000+ per attack). He'll also use Smite of Rage and Rage. When he has reached HP critical status, he will attack with constant Ardor and may set up an physical shield then cast Renew on himself. Use Aqua Shot and any other water-based weapons you may have. It's really good to have a "Self (>) Bubble" gambit set up for this fight since his attack chaining can kill party members quick. _ |_| Biding Mantis Lv. 47 LP: 13 HP: 68170 Steal: Tattered Garment Weak: Light Poach: N/A Exp: 1776 Drop: Scythe Trophy Rarity: **** Location: Golmore Jungle/The Needlebrake Condition: Appears along the southern circular paths between the minutes of 30 and 59 on the game clock. Teleport to Eruyt Village then walk outside to enter this area quickly. He's immune to Blind but not Slow. He will pick on one person the entire battle until that one character falls so set up a Protect shield or Bubble on his person of choice. Use Light elemental weapons or the Holy spell to damage him greatly. At HP critical his defense will increase. _ |_| Bluesang Lv. 42 LP: 11 HP: 30395 Steal: Damascus Steel Weak: Water Poach: N/A Exp: 1262 Drop: Cruel Trophy Rarity: ***** Location: Cerobi Steppe/The Crossing Condition: Appears randomly in between windmills #6 and #7. Look for the area with all the traps in between the windmills. Cast Float on all party members then lure him away from in between the windmills so your party doesn't have to worry about the traps. Dispel him and cast Blind and Slow. He will recast Protect often so be ready to Dispel it. His Rage attacks that takes off about 1,000 damage is the only real big attack that he has. Use Aqua shot if you have it. His defense will kick up a notch at HP Critical but that shouldn't be too much of a worry if your party is leveled up enough. _ |_| Bull Chocobo Lv. 48 LP: 13 HP: 43383 Steal: Hi-Ether Weak: Random element Poach: N/A Exp: 1659 Drop: Beaked Trophy Rarity: ***** Location: Ogir-Yensa Sandsea/South Tank Approach Condition: He will appear randomly in the southern portion of the South Tank Approach - not on the tanks. The Bull Chocobo is a neutral enemy. Wait, you mean you're fighting him? Dispel him then Blind him. He's immune to Slow and Silence. He will only attack physically and use Choco-Comet. Choco- Comet takes off around 1000+ damage so keep an active healer. As mentioned in his description, the Bull Chocobo is weak to a random elemental and he will use Shift to change that element once his weakness is found. He has a high chance of evading your party's physical attacks as well. The Bull Chocobo will haul ass at HP critical status so you might have to chase him down. _ |_| Crystal Knight Lv. 62 LP: 17 HP: 101570 Steal: Glimmering Robes Weak: Light Poach: N/A Exp: 3377 Drop: Skull Trophy Rarity: * Location: The Great Crystal/A Vikaari Kanbhru Ra Condition: Start at A Vikaari Kanbhru Ra (Way Stone XX), then make a circle by passing through Dhebon Jilaam Pratii'dii, then Sthaana Sagittarius, then Dhebon Hilaam Praa'dii, and return to A Vikaari Kanbhru Ra and this rare monster will be waiting for your party near Way Stone XX. The circular route will take your party by three platforms loaded with Mom Bombs. You'll need to open Gate Scorpio (see Ultima Esper section) in order to do this. (Way Stone XX) ====> Dha Vikaari Kabonii ----- A Vikaari Kanbhru Ra ----- Dhebon Jilaam Pratii'dii | \ ^ \ | | \| <==== \v A Vikaari Sirhru Praa Dhebon Hilaam Praa'dii ----- Sthaana Sagittarius Dispel him as your party races toward him. He is not that bad of a rare monster, but you will have to fight two Forbiddens with him. Make sure you take out the Forbiddens as quick as possible so they don't start using status effects. This is a very dangerous enemy. He will take off around 1200+ damage per hit with hits that will possibly inflict Slow and will spam your party with Shining Ray that will damage them at about 1500+ HP each. He may use Immobilizega a bit also. Equip Demon Shields or Black Masks if he starts to use Darkga since it will damage for 2000+. Hit him with Light elemental weapons and magicks to defeat him quickly but be sure to have active curing member and one that will cast Haste on a Slow party member. _ |_| Dheed Lv. 49 LP: 13 HP: 77420 Steal: Mirage Vest Weak: Water Poach: N/A Exp: 2931 Drop: Leathern Trophy Rarity: ***** Location: Mosphoran Highwaste/Skyreach Ridge Condition: Appears randomly in the Skyreach Ridge leading up to the Empyrean Seat of the Mosphoran Highwaste. The floatweed puzzle in the Exodus Esper side quest must be solved enough so that the rock in the Babbling Vale is moved to allow access to the Skyreach Ridge. Dispel him. He is immune to most status effects so there is no need to cast Blind, Slow, or Silence. Dheed will use Crushing Fangs which has the potential of instant death, Gale, and plenty of -aga spells. Use Aqua Shot with a gun and Telekinesis to quickly defeat him. _ |_| Disma Lv. ?? (around 70) LP: 18 HP: ?????? Steal: Mirage Vest Weak: Light Poach: N/A Exp: 3716 Drop: Accursed Trophy Rarity: ***** Location: Lhusu Mines/ Site 5 or Site 6 North Condition: This zombie will randomly spawn among Dark Lords in Site 5 or Site 6 North. Hunt #38 "Antlion Infestation" must be completed and you must have gained the Site 11 key after that hunt in order to explore the deep part of the Lhusu Mines where this rare monster is located. Dispel him of his many status enhancements immediately. This rare monster will use -aga magick, Shining Ray, Darkness, Darkra, and a few physical attacks that can inflict Stop. Equip a Sage's Ring or White Masks to absorb his Shining Ray and Black Mask or Demon Shields to absorb his Darkness attack. It actually hurts your party members in order to attack him in any way. Use Light elemental weapons and magick. He is very tough for a zombie. You may want to equip Power Armlets to all members to avoid his infliction of Stop through physical attacks. At HP Critical, he will only use physical attacks and will start to chain them together often. He will also have an increased defense like most bosses. Defeat him quickly since he can get extremely dangerous at that time. Keep in mind that I speak from a level 76 party standpoint while saying that he is dangerous. This is not a rare monster to be taken for granted. _ |_| Dreadguard Lv. 47 LP: 12 HP: 35394 Steal: Mirror Scale Weak: Earth Poach: N/A Exp: 1466 Drop: Feathered Trophy Rarity: ***** Location: The Feywood/Walk of Dancing Shadow Condition: Chain kill Mirrorknights in the Walk of Dancing Shadow area and he will appear eventually in a group of them. Exit and reenter the area to make him spawn. He will be only slightly bigger than the standard Mirrorknight so target the Mirrorknights and check their description to know for sure. Dispel him of his status enhancements then cast Slow. He can get quite aggressive with his Gale attack that causes 1000+ damage per character so keep a healing gambit set or use Protect shields. His physical attacks can be chained in great numbers though they can be blocked with a Main Gauche and Demon Shield combination equipped. Cast Decoy on the character equipped with that equipment and that should help to keep the party safe from his constant physical attack chains. _ |_| Gavial Lv. 46 LP: 13 HP: 80551 Steal: Antarctic Wind Weak: Earth Poach: N/A Exp: 2615 Drop: Fur-scaled Trophy Rarity: **** Location: Garamsythe Waterway/No. 10 Channel Condition: Close the #10 Sluice Gate (light on). Walk down into the waterway and head for the far west section of the No. 10 Channel (in the standing water). Stand and wait a little while and the Gavial should come barreling down the waterway. You may be able to wait in any portion of the waterway for him. He has a tendancy to startle players with his aggressive approach. Dispel him of his status enhancements then cast Slow on him. He's immune to Blind. He'll use Crushing Fangs quite a bit which has the tendency to cause instant Death, so have an Arise gambit handy. He will attack physically and use Flatten and Ram. When he is at HP critical status, he will use Screwtail which will hit for around 1000+ damage on each party member. _ |_| Grimalkin Lv. 38 LP: 11 HP: 23101 Steal: Coeurl Whisker Weak: Water Poach: N/A Exp: 810 Drop: Whiskered Trophy Rarity: ***** Location: Tchita Uplands/Uazcuff Hills Condition: He will appear randomly in the Uazcuff Hills section of the Tchita Uplands. This is the area next in the far southeast (next to the area with the blue save crystal). He looks much like a standard Coeurl, only slightly bigger so check the Coeurls by targeting them when enter the area. Dispel him of his Shell and Faith. He will attack with the usual Blaster to cause Sleep, Silence, and Blind, use Hawk Glare to possibly Disable a party member and perform Stone Gaze. His Hell Blaster which will cause a multitude of status effects and take off quite a bit of damage is his main threat - everything except Disease will be inflicted. Be ready to heal with Esuna. _ |_| Ishteen Lv. 43 LP: 11 HP: 34042 Steal: Soul of Thamasa Weak: Light Poach: N/A Exp: 1367 Drop: Bony Trophy Rarity: ***** Location: Barheim Passage/The Zeviah Span or East-West Bypass Condition: He will appear randomly in one of the above areas of Barheim Passage. He should appear right near the beginning of the bridge of The Zeviah Span with the neutral Bombs (just so you don't have to look all over the entire bridge). He is not visible and will simply teleport into the area unexpectedly. This can be a very dangerous rare monster. Start out by Dispeling him of his status enhancements then Blind him and cast Slow. His normal attacks can cause Stop so have some Chronos Tears at hand. He will use both Doom and Death, like an Et¿m, along with -aga magick. He uses Necromancy to summon Dead Bones into the battle. Ishteen can be taken down quick with Light elemental weapons and magick but he can get the upperhand if you're not careful. _ |_| Kaiser Wolf Lv. 41 LP: 11 HP: 19455 Steal: Throat Wolf Blood Weak: Earth Poach: N/A Exp: 736 Drop: Fanged Trophy Rarity: *** Location: Dalmasca Westersand/Corridor of Sand Condition: The Kaiser Wolf will appear randomly in the southeast of Corridor of Sand, but he will ONLY appear after the Lindbur Wolf in the Shimmering Horizons area has been defeated. You should be able to see him off the side of the cliff while entering from the Galtea Downs if he show up. Dispel him of his status enhancements then cast Slow and Blind. This particular wolf will use Screech a bunch, which will cause Confuse so equip Bowline Sashes to all party members on the field. _ |_| Killbug Lv. 45 LP: 12 HP: 29216 Steal: Knot of Rust Weak: Wind Poach: N/A Exp: 1044 Drop: Metallic Trophy Rarity: **** Location: Ozmone Plain/The Switchback Condition: He appears in the northern central portion of The Switchback area. Look for an unusually large treasure chest (not a pot, a chest). He's immune to Blind, but not Slow. He's basically you're standard mimic that uses Leech, Lunge, and constant physical attacks. He does have a cool-looking eye too. _ |_| Kris Lv. 39 LP: 13 HP: 47755 Steal: Putrid Liquid Weak: Wind Poach: N/A Exp: 1876 Drop: Odiferous Trophy Rarity: ***** Location: Tchita Uplands/The Highlands Condition: Appears randomly with other Malboros on the sides of either of the ruins with the other Malboros in The Highlands area. He is slightly darker green than the Malboro Overkings and has no crown. Blind and Slow him immediately. This can be a very dangerous rare monster thanks to his Putrid Breath that causes all status effects on the whole party. He also has Bad Breath and a very nasty habit of chaining hits that take about 800+ damage. Make sure to cure the status effects quickly and kill him quickly with Wind elemental weapons and magick. He will use Purify to remove his status effects eventually. _ |_| Melt Lv. 48 LP: 13 HP: 61481 Steal: Hastega Mote Weak: Ice Poach: N/A Exp: 2198 Drop: Slimy Trophy Rarity: ***** Location: Henne Mines/Pithead Junction B Condition: This junction is to the southeast of the orange save crystal. Press the Gate Switchboard and the Melt will randomly drop instead of the Jellies. Dispel him and use Blind. Equip Rubber Suits for his constant Thundaga use and Bowline Sashes so his Phantasmal Gaze will not Confuse the party. He uses all the attacks of the standard Hecteyes enemy (Mythril Bubbles, Silence, Bleed, Slap, and the previously mentioned). Strike him with Blizzaga to kill him quickly. The lv. 60+ Hecteyes deeper inside the Henne Mines would own this rare one. _ |_| Myath Lv. 42 LP: 11 HP: 51065 Steal: Leo Gem Weak: Light Poach: N/A Exp: 2209 Drop: Eternal Trophy Rarity: * Location: Stilshrine of Miriam/Ward of Velitation Condition: Defeat all three of the Dragon Aevis's in the Ward of Velitation, exit, then reeneter to find the Myath. Use the Way Stone and go up either staircase in the room with the blue save crystal to reach the Ward of Velitation. If Zeromus has been defeated, use the Way Stone twice to teleport to the area outside the blue save crystal. Dispel him of his status enhancements then cast Slow, Blind, and Silence. He will try to cast Berserk on your party members along with -aga spells. The Myath mainly attacks physically and with Fireballs. He's basically a lower- leveled Dragon Lich. Use Light elemental weapons and Holy to defeat him quickly. _ |_| Nazarnir Lv. 45 LP: 12 HP: 39652 Steal: Destrier Mane Weak: Ice Poach: N/A Exp: 1469 Drop: Maned Trophy Rarity: ***** Location: Giza Plains (The Dry)/Starfall Field Condition: Randomly appears in place of the lone Sleipnir in the southeast corner of the Starfall Field. He looks identical to a Sleipner. Dispel him and cast Slow. He fights the exact same as a Sleipner but will take off more. His only real threat is Flatten that hits the whole party for 1000+ damage. Cast Blizzaga or attack physically to defeat him. _ |_| Rageclaw Lv. 36 LP: 11 HP: 39586 Steal: Sickle-Blade Weak: Water Poach: N/A Exp: 1421 Drop: Sickle Trophy Rarity: *** Location: The Salikawood/Piebald Path Condition: Enter Piebald Path then stand at the entrance for about a minute. This will make the Rageclaw appear at the end opposite from where where your party came in from. Enter from the west and he will appear in the south, enter from the south and he will appear in the west. Dispel him. Cast Blind and Slow. His Pulsar Wave will cause Disable so have at least one Black Belts equipped. He fights much like any other type of Mantis enemy with his physical attacks and rams. _ |_| Skullash Lv. 38 LP: 11 HP: 51745 Steal: Charger Barding Weak: Thunder Poach: N/A Exp: 2277 Drop: Clawed Trophy Rarity: ***** Location: Phon Coast/Cape Tialan Condition: He will appear randomly on the small hill in the southeast section of Cape Tialan along with the Pyrolisk enemies. Dispel him then cast Blind, Slow, and Silence. He will attack with physical attacks, Sonic Fangs, Lunges, Fireballs, and -aga magick. His weakness to the most handicapping of status effects is really his downfall. Cast Thundaga and attack him physically to bring him down quick. _ |_| Terror Tyrant Lv. 50 LP: 14 HP: 125704 Steal: Scathe Mote Weak: Wind Poach: N/A Exp: 4809 Drop: Hide-covered Trophy Rarity: ***** Location: Dalmasca Estersand/Broken Sands Condition: The Terror Tyrant will randomly replace the Wild Saurian in the middle portion of the Broken Sands. He almost looks just like a Wild Saurain from a distance so check his target info. You must be able to use the boat to cross the river by performing The Lost Cactoid side quest or enter from the Summit Path of the Mosphoran Highwaste. Dispel him of his many status enhancements. He is immune to Blind and Slow. He's much like your average Saurian-type monster with many physical attacks along with Crushing Fangs. He can get quite bad with Crushing Fangs, so be sure to have some Arise gambits set up to counter its possible instant Death. Equip a character with a Main Gauche and Demon Shield then cast Decoy on them to avoid most of his attacks if they become too bad and this will keep him from picking on one weak character all the time. Use Aeroga and Winslicer Shot to damage him badly. _ |_| Victanir Lv. 46 LP: 13 HP: 55114 Steal: Wargod's Band Weak: Light Poach: N/A Exp: 1765 Drop: Maverick Trophy Rarity: ***** Location: Nam-Yensa Sandsea/Yellow Sands Condition: The Victanir will appear randomly in the Yellow Sands area (not on the tanks) in one of the sections near the Zertinan Caverns entrance. He will remain transparent until the party walks up to him. Dispel him of his status enhancements then cast Slow. His Flatten and Rage attacks will take about 1000+ damage, but other than that, he fights like a Shadonir, though he doesn't take off near as much. Attack physically with light elemental weapons and cast Holy. _ |_| Vorres Lv. 50 LP: 13 HP: 63938 Steal: Soul Powder Weak: Light Poach: N/A Exp: 2435 Drop: Gravesoil Trophy Rarity: ***** Location: Necrohol of Nabudis/Hall of the Ivory Covenant Condition: In order for this rare monster to appear, the Dark Elemental in the Hall of the Ivory Covenant must be chasing your party. The Dark Elemental will show up randomly in the middle of the area outside the door of the room where The Fury is fought. Exit and reenter the Cloister of Reason (where The Fury was) in order to make the Dark Elemental appear. The Dark Elemental is a neutral enemy so attack or use magick around it to make it attack and follow your party. Turn off all gambits and lure the Dark Elemental to either the square room to the north or the square room to the south right outside the Cloister of Reason door to have Vorres teleport into the area. He may not appear instantly, but keep moving between the walls in front of the door to the Cloister of Reason and the two rooms on the sides of it. Dispel him then use Slow on him at the start of the battle. Silencega, Doom, Death, Blindga, Annul, Darkra, -aga magick, his physical attacks may cause Disable - yes, he is rather dangerous, but he still falls fast to Light elemental magick and weapons. _ |_| Wendice Lv. 38 LP: 11 HP: 29988 Steal: Gemini Gem Weak: Thunder Poach: N/A Exp: 1364 Drop: Frigid Trophy Rarity: *** Location: Sochen Cave Palace/Destiny's March Condition: Defeat all the Wendigos around the Destiny's March top circular portion and he will appear in the center room. This is the same circular area with the Doors of Hours that you must use to open the door leading to the Hell Wyrm. Look for him to appear on the map in the center. Dispel him as usual. He is a fairly low level enemy that will not take off much more than a standard Wendigo, but his Tri-Attacks that inflict Slow can take off around 3000+ damage per hit at times. Cast Blind and Slow. You can cast Silence, but his magick attacks are merely -ara spells that don't take off much so it's really not needed. Use Thundaga if your weapons don't take enough off already. _ |_| Zombie Lord Lv. 38 LP: 11 HP: 21593 Steal: Close Helmet Weak: Light Poach: N/A Exp: 835 Drop: Soulless Trophy Rarity: **** Location: The Tomb of Raithwall/Northwall Passage Condition: Appears in North Passage between the minutes of 0 and 29 on the game clock. He will rise up from the ground like the other zombies, but he is transparent and glows. This enemy shouldn't be a threat at all considering how low leveled he is. The only attack that you need to watch out for is his Cloying Breath, which you should be all too familiar with from previous higher leveled zombies (tons of status effects). Otherwise, he attacks with physical attacks and Water Spouts. Blind and Slow him then attack with Light elemental weapons. He uses high level magick such as Pyromania, Tremor, and Tempest, when near death but it doesn't take off much because of his low level. -- Non-Trophy Rare Monsters This is a list of normal rare monsters (50 total) that are not part of the Hunt Club side quest. All of these rare monsters will keep appearing as long as you move two areas away even if your party kills them. The rare monsters in the enemy list will be listed here as well once I get around to it. For the rare monsters that appear randomly, please note that you only need to enter and exit from one zone away from the area of appearance for that rare monster to have a chance to appear. Once the rare monster appears and has been defeated then your party will need to move two zones away then reenter the area for the rare monster to have another chance to appear again. When the rare monster appears the second time and has been defeated then exit two zones away and come back. Rinse and repeat while looking for rare drops. Aerieel Lv. 12 LP: 3 HP: 3017 Steal: Bat Wing Weak: Light Poach: Pebble, Taurus Gem Exp: 93 - 124 Drop: Bat Fang, Golden Armor Rarity: ***** Location: Lhusu Mines/Oltam Span Condition: Aerieel will fly down from the ceiling randomly on the Oltam Span. He will not appear in the area until you move underneath his spawning point, which is usually near one of the ends on the bridge. Aeros Lv. 23 LP: 5 HP: 12497 Steal: Wyvern Wing Weak: Thunder Poach: Ashura, Pebble Exp: 692 Drop: Crooked Fang, Wyvern Fang Rarity: ** Location: Ozmone Plain/The Shred Condition: Defeat all the Wus then exit and reenter. He will sometimes appear randomly in this area without the need of defeating the Wus. This rare monster will almost always appear along with the Bull Croc rare monster. It's appearance seems to depend heavily on the Bull Croc being in the area. Aeros will fly in from the southeast. Anchag Lv. 30 LP: 11 HP: 30515 Steal: Damascus Steel Weak: Water Poach: Forbidden Flesh, Pebble Exp: 1296 Drop: Festering Flesh, Obelisk Rarity: ** Location: Paramina Rift/Karydine Glacier Condition: Defeat all the enemies in the Karydine Glacier section of the Paramina Rift then exit and reenter. The Anchag will be walking around in the middle section when your party reenters. Apsara Lv. 37 LP: 9 HP: 23381 Steal: Empyrean Rod Weak: Ice Poach: Dorsal Fin, Pebble Exp: 1023 Drop: Fish Scale, Pisces Gem Rarity: ** Location: Phon Coast/The Mauleia Strand Condition: Chain 5+ Pirahna kills in The Reseta Strand or The Vaddu Strand and this rare monster will randomly appear along the shoreline next to the Iguions when your party enter The Mauleia Strand. He is a neutral enemy. The Mauleia Strand is in the northwest portion of the Phon Coast. Barmuu Lv. 19 LP: 4 HP: 9158 Steal: Lamia's Tiara Weak: Wind Poach: Pebble, Quality Stone Exp: 399 Drop: Betelgeuse, Solid Stone Rarity: *** Location: Tomb of Raithwall/Royal Passage Condition: This monster will appear in between the three Way Stones in the Royal Passage area after the bridge where you fought the second Demon Wall. Get a 10+ chain from defeating Seeker bats. Turn off gambits and attack them manually to avoid the Tallows. Bombshell Lv. 60 - 61 LP: 16 HP: 76042 - 76202 Steal: Mallet Weak: Water Poach: N/A Exp: 2417 - 2476 Drop: Bomb Ashes, Yagyu Darkblade Rarity: ***** Location: Lhusu Mines/Lasche Span Condition: The Bombshell will appear randomly on the Lasche Span bridge. This is the bridge with the Aeronites in the Lhusu Mines. Bull Croc Lv. 23 LP: 5 HP: 13968 Steal: Blood Wool Weak: Earth Poach: Broken Sword, Pebble Exp: 691 Drop: Braid Wool, Demon Mail Rarity: ***** Location: Ozmone Plain/The Shred Condition: Defeat all the Wus then exit and reenter. He will sometimes appear randomly in this area without the need of defeating the Wus. Crypt Bunny Lv. 45 - 46 LP: 12 HP: 21348 - 21668 Steal: Holy Mote Weak: Fire Poach: N/A Exp: 588 - 646 Drop: Drab Wool, Muramasa Rarity: *** Location: The Feywood/Walk of Stolen Truths Condition: Run around the area defeating Tartarus' and Cerberus' and the Crypt Bunny will eventually jump out of the ground while your party moves by. There is no need to chain kills. It can take quite a while since more Tartarus' keep appearing but keep killing them and the Crypt Bunny will appear. He is a neutral enemy and is very fast with his constant hopping. Cubus Lv. 38 LP: 11 HP: 32616 Steal: Silver Liquid Weak: Water Poach: N/A Exp: 1421 Drop: Green Liquid, Holy Mote Rarity: ** Location: Sochen Cave Palace/Temptation Eluded Condition: In order for Cubus to appear, your party must kill off all enemies in this area, but the enemies must be of a certain type. Normally Strikers and Imps will wander this area. Exit two zones away and reenter if Strikers and Imps are in the area. If Wendigos are in place of the Strikers and Pit Fiends are in place of the Imps then Cubus will randomly fall from the ceiling of the western dead end once the last enemy is killed. The last enemy must be in that western corridor - usually two Wendigos will appear there. If the enemies are still Strikers and Imps then exit two zones then reenter once again. The enemy types must be Wendigos and Pit Fiends for him to appear once all the enemies are defeated. Please note that Cubus is not guaranteed to fall every time, so this might take quite a few tries. The Temptation Eluded area is right before the lift that takes your party to the door leading to Old Archades. Cultsworn Lich Lv. 20 LP: 4 HP: 7578 Steal: Loxley Bow Weak: Light Poach: Death Powder, Pebble Exp: 442 Drop: Glass Jewel, Sky Jewel Rarity: ***** Location: Tomb of Raithwall/Southfall Passage Condition: This monster spawns from a Lich when it Divides. Find some Liches near the green Way Stone in the middle of the Southfall Passage area. The Liches teleport in front of the party and are found throughout this area. Get them to HP Critical status or extremely low to make them Divide and they might spawn the Cultsworn Lich. Equip low level daggers if you must to wear them down without killing them. Keep in mind that a spawned Lich will not Divide, only the original will, and he will only perform a Divide once. The Cultsworn Lich looks identical to the others so be sure to check its data in the combat log by selecting it. Drowned Lv. 40 LP: 11 HP: 21886 Steal: Forbidden Flesh Weak: Light Poach: N/A Exp: 773 Drop: Foul Flesh, Scathe Mote Rarity: ***** Location: Garamsythe Waterway/No. 4 Cloaca Spur Condition: Close Sluicegates No. 4 and No. 11 (light on for each). The No. 4 Cloaca Spur is in the southeast, but you'll need to enter from the east to get to it. Look at the map. There are plenty of Gespensts in the area. Drowned will appear in the South portion randomly while your party is in the No. 4 Cloaca Spur. He actually frightened me with how aggressively he ran up and attacked my party within about a minute of entering the area. The longer you stay, the better his chances will be to spawn. Watch for a violent zombie. He will rise up from the shallow water in the middle. Dustia Lv. 18 LP: 3 HP: 7272 Steal: Book of Orgain-Mille Weak: Light Poach: Capricorn Gem, Pebble Exp: 367 Drop: Book of Orgain, Flame Staff Rarity: *** Location: Dalmasca Westersand/Corridor of Sand Condition: Dustia will appear when a party member is in HP Critical status in the Corridor of Sand. Etherian Lv. 49 LP: 11 HP: 33056 Steal: Ame-no-Murakumo Weak: Fire Poach: Pebble, Unpurified Ether Exp: 1319 Drop: Green Liquid, Silver Liquid Rarity: ** Location: Cerobi Steppe/The Northsward Condition: Kill all enemies (Silver Lobos and Bellwyverns) and this monster will appear. No need to exit and reenter. The Northward is in the far northeast of the Cerobi Steppe. Evil Spirit Lv. 62 LP: 17 HP: 121852 Steal: Lifewick, Remedy Weak: Light Poach: N/A Exp: 3831 Drop: Glass Jewel, Gungnir Rarity: ***** Location: The Great Crystal/Sthaana Aquarius OR Dha Vikaari Uldobi OR Dha Vikaari Dhebon Ra Condition: He will appear randomly with the Forbiddens on either the platform with the Gate Aquarius Stone, the platform with Way Stone XVIII, or the platform with Way Stone XIX. These sections are surrounding the platform with the blue save crystal right before the Ultima boss fight area. He has also appeared around Way Stone XXI, which is one of the Way Stones that you use to teleport to Omega Mark XII. Fideliant Lv. 18 LP: 3 HP: 5189 Steal: Capricorn Gem Weak: Light Poach: Broken Spear, Pebble Exp: 310 Drop: Bone Fragement, Heavy Lance Rarity: ***** Location: Dalmasca Westersand/The Midfault Condition: Appears randomly around the southern center portion of The Midfault. Gemhorn Lv. 46 LP: 12 HP: 43121 Steal: Slaven Harness Weak: Wind Poach: N/A Exp: 1463 Drop: Great Axe, Tanned Hide Rarity: ** Location: The Lhusu Mines/Site 11 Condition: Kill off all enemies in the area: Marlboros, Vampyrs, Killer Mantis', and Bugs (black chests). Exit then reenter the area. Gemhorn should appear in the cave area where the Malboros were. He is a large neutral Slaven. Glaring Eye Lv. 65 LP: 18 HP: 175375 Steal: Ambrosia Weak: Light Poach: N/A Exp: 4477 Drop: Glass Jewel, Sweep Rarity: ***** Location: Henne Mines/Crossover C or Phase 2 Shaft Condition: Defeat 3 Hecteyes and he will appear near the party in one of the two areas. If he doesn't appear in one area then try the other. Grave Lord Lv. 24 LP: 13 HP: 41316 Steal: Death's-Head Weak: Light Poach: Blood-darkened Bone, Pebble Exp: 1563 Drop: Bone Fragment, Diamond Helm Rarity: *** Location: Golmore Jungle/The Rustling Chapel Condition: Defeat all the enemies at The Rustling Chapel. Dark Skeletons will appear once all enemies are defeated. Kill the Dark Skeletons then keep checking the center area. The Grave Lord should eventually appear in the center area. Exit and reenter the area if he doesn't. Keep killing Dark Skeletons to make him appear in the center. Greeden Lv. 31 LP: 3 HP: 7171 Steal: Wind Crystal, Wind Magicite Weak: Earth Poach: Blood Wool, Pebble Exp: 379 Drop: Blood Wool, Braid Wool Rarity: *** Location: Dalmasca Estersand/Banks of the Nebra Condition: Kill off many of the hostile enemies in the area but leave the neutral enemies alone. After a while the Greeden will appear near the shore. Not every hostile enemy needs to be killed, just keep killing until he appears. Grey Molter Lv. 34 LP: 8 HP: 21342 Steal: Aries Gem Weak: Light Poach: Pebble, Serpent Eye Exp: 1060 Drop: Prime Tanned Hide, Snake Skin Rarity: **** Location: Mosphoran Highwaste/Empyrean Path Condition: First of all, the Shrine of South Wind in the Babbling Vale must be activated. Walk up the floatweed in the northern portion of the Empyrean Path and this snake will rise up from the ground right next to a rock on the northwest side of the Empyrean Path. The rock is to the right after your party walks up the floatweed and has a plant with four branches sticking straight up to the side of it - one branch is shorter than the rest. The snake will only appear between the minutes of 10 and 20 on the game clock. You need to enter the area between those minutes for him to appear by the rock. Helvinek Lv. 48 LP: 13 HP: 99999 Steal: Magick Lamp Weak: Light Poach: N/A Exp: 1648 - 2256 Drop: Grand Armor, Grimoire Togail, Magick Lamp Rarity: ** Location: Necrohol of Nabudis/Cloister of the Highborn Condition: Kill off about 5+ Oversouls throughout the Necrohol of Nabudis and this rare monster will automatically teleport near your party in the Cloister of the Highborn. Strangely, this rare monster is not immune to Libra, so his stats display on the combat log. Imdugud Lv. 17 LP: 3 HP: 8302 Steal: Shielded Armor Weak: Earth Poach: Pebble, White Incense Exp: 2766 Drop: Large Feather, Windslicer Pinion Rarity: **** Location: Nam-Yensa Sandsea/Withering Shores Condition: If you haven't yet, enter the Zertinan Caverns from the Central Junciton of the Ogir-Yensa Sandsea and push the rock into the sand on the west side of the tunnel. Walk out to the Withering Shores of the Nam-Yensa Sandsea via the other exit. This is the same area where the Belito hunt ("A Dark Rumor") was at. Defeat all the Bagolies in the area then stand on the circular platform with the metal containers and wait for the Imdugud to fly toward it. If he doesn't appear after a while, make sure that more Bagolies haven't respawned around the area. Ithuno Lv. 41 LP: 11 HP: 23101 Steal: Deathbringer Weak: Light Poach: N/A Exp: 852 Drop: Iron Ore, Iron Scaps Rarity: ***** Location: Barheim Passage/Special Op Sector 5 Condition: This mimic will randomly replace one of the treasure chest found around the area. Look for one of the treasure chest to have a reddish glow underneath the circular middle portion. Juggernaut Lv. 46 LP: 12 HP: 76251 Steal: Mystletainn Weak: Wind Poach: N/A Exp: 1715 Drop: Lumber, White Mask Rarity: ***** Location: The Feywood/White Magick's Embrace Condition: Juggernaut will randomly appear in the Feywood between the minutes of 0 and 10 on the game clock. He appeared in the north creek for me. Larva Eater Lv. 62 LP: 17 HP: 148646 Steal: Scorpio Gem Weak: Ice Poach: N/A Exp: 3533 Drop: Danjuro, Demon Eyeball Rarity: * Location: The Great Crystal/around Way Stone XIII or Way Stone XIV (or possibly any Way Stone) Condition: What level are you on? I would suggest you be around level 80 before trying this. Larva Eater will appear either around Way Stone XIII or Way Stone XIV after about 200 monsters have been killed in The Great Crystal - 256 monsters is believed to be the required amount. These monsters must be killed during that entry into The Great Crystal - this is not a total amount for the numbers of time you have been there. Chain Necrophobes on the platforms near Way Stone XIII or Way Stone XIV and check back at the Way Stone once you start to get 200+ chains. Chaining is not required but it is an easy way to keep up with the kill amount that your party currently has and also you can use this to your advantage to have a better chance to get the Danjuro (the most powerful dagger) as a rare drop from him when he finally appears. Supposedly, he will appear around other Way Stones as well, so try another if he never spawns at the current one after 256 kills. I'm not sure if teleporting will reset the kill amount, but it does not reset the chain amount. Teleporting anywhere in the vicinity of where you fought Ultima WILL reset the chain amount so that might reset the kill amount as well. This rare monster will appear by himself without any Reapers. Be careful once he has spawned since this is a very dangerous enemy. He takes around 2000+ per physical attack and his sandstorm takes 3000+ per hit on all characters. He also starts to use Invert at HP critcal status. Lindbur Wolf Lv. 16 LP: 3 HP: 4153 Steal: Gladius Weak: Water Poach: Libra Gem, Pebble Exp: 197 Drop: Prime Pelt, Wolf Pelt Rarity: ** Location: Dalmasca Westersand/Shimmering Horizons (portion south of Galtea Downs) Condition: Chain wolf kills in any area of the Dalmasca Westersand to get the Lindbur Wolf to show in the Shimmering Horizons area. Please note that the Lindbur Wolf appears in the small section of the Shimmering Horizons south of the Galtea Downs. Luxollid Lv. 52 LP: 15 HP: 342179 Steal: Staff of the Magi Weak: Dark Poach: N/A Exp: 9134 Drop: Electrum, Elixir, Pebble Rarity: ***** Location: The Pharos at Ridorana/Abyssal (Southwest) Condition: This one has to be found directly after defeating the Vagrant Soul. Enter the Umbra and enter the southwest door. Open the door off to the left and run to the Ancient Door at the very end of this set of rooms. The Luxollid will be the only enemy inside of the room. Matriarch Bomb Lv. 32 LP: 7 HP: 12214 Steal: Scorpio Gem Weak: Water Poach: Bomb Fragment, Pebble Exp: 599 Drop: Bomb Ashes, Bomb Shell Rarity: ***** Location: Stilshrine of Miriam/Cold Distance Condition: He will randomly appear at the top of the secret path against the wall to the right as you approach the Dark Mare in the Ward of the Sword-King. Stay against the right wall of the hall near the Dark Mare to find this secret passage. Megabomb Lv. 18 LP: 3 HP: 4668 Steal: Bomb Fragment Weak: Water Poach: Pebble, Scorpio Gem Exp: 215 Drop: Bomb Ashes, Bomb Shell Rarity: *** Location: Nam-Yensa Sandsea/Demesne of the Sandqueen Condition: Get a 20+ chain on the Urutan-Yensa in the area and this light blue bomb will appear somewhere in the area. He usually appears in the west for me. Like the Pineapple, his physical attacks can cause Oil. Migardsormr Lv. 24 LP: 5 HP: 9139 Steal: Great Serpent's Fang Weak: Thunder Poach: Pebble, Prime Tanned Hide Exp: 538 Drop: Sakura-saezuri, Snake Skin Rarity: ***** Location: Golmore Jungle/Paths of Chained Light Condition: The Paths of Chained Light is the first area near the Ozmone Plain entrance to Golmore Jungle. Defeat all the enemies in the Paths of Chained Light. The enemies spawn randomly in this area so your party must constantly move around this area and defeat them as they appear. It will take a while, but eventually all of them will stop appearing. Exit and reenter the area through any path (except the entrance to Ozmone Plain) and the Migardsormr will pop up from the ground directly in front of the party eventually while your party moves around the area. He appeared in the north center path for me. Watch for a purple snake. Minibug Lv. 47 LP: 12 HP: 16292 Steal: Wrath of the Gods Weak: Wind Poach: N/A Exp: 389 Drop: Zeus Mace Rarity: ***** Location: Barheim Passage/East-West Bypass Condition: This mimic will randomly appear at the east dead end near the chest in the East-West Bypass. Molen Lv. 39 LP: 11 HP: 60216 Steal: Mythril Weak: Water Poach: N/A Exp: 1674 Drop: Gigas Chestplate, Iron Ore Rarity: **** Location: Zertinan Caverns/Hourglass Basin Condition: This monster is found in the secret portion of the Hourglass Basin that can be reached by moving along the path through the falling sand to the northeast of The Undershore (with the blue save crystal). Defeat the Grenade enemies then wait at the dead end in the far north of the area. Molen will walk through the tunnel off to the west. Go back through the room with the save crystal and reenter the Hourglass Basin from the other path in The Undershore to fight it. He won't disappear from the other side of the Hourglass Basin while your party backtracks. Negalmuur Lv. 31 LP: 7 HP: 18910 Steal: Capricorn Gem Weak: Light Poach: Book of Orgain-Mille, Pebble Exp: 875 Drop: Book of Orgain, Vanishga Mote Rarity: * Location: Stilshrine of Miriam/Ward of the Sword-King Condition: He will teleport into the area randomly in the intersection between the room with the blue save crystal and the Way Stone in the Ward of the Sword-King. There will be no other monsters in the area when he is present. Nekhbet Lv. 5 - 6 LP: 3 HP: 3963 - 3979 Steal: Fire Stone, Rainbow Egg Weak: Water Poach: Pebble, Small Feather Exp: 156 - 209 Drop: Small Feather Rarity: ***** Location: Dalmasca Estersand/Sand-swept Naze Condition: Start killing off the cocktrices in the area and he will appear randomly with a cockatrice flock. A chain kill is not required. He will usually remain still while the others roll. This cockatrice looks extremely similar to the rest so be sure to check the information for each one through the combat log. His normal attacks will inflict Slow and he has some exclusive attacks of his own. Pallicant Lv. 48 - 49 LP: 13 HP: 52376 - 52536 Steal: Gastrophetes Weak: Wind Poach: Pebble, Snowfly Exp: 2199 - 2256 Drop: Grimoire Togail, Scorpio Gem Rarity: ** Location: Ridorana Cataract/City of Other Days Condition: Kill off all enemies in the area then exit and reenter. This horse enemy will appear on the middle walkway. Phyllo Lv. 24 LP: 5 HP: 6092 Steal: Taurus Gem Weak: Earth Poach: Pebble, Ras Algethi Exp: 217 Drop: Bat Fang, Spiral Incisor Rarity: ***** Location: Golmore Jungle/The Branchway Condition: Kill off some of the normal enemies in the area and this rare monster should appear in the southwest dead end corner. He will suddenly fly down from the ceiling in that area when your party approaches that section. This doesn't require you to kill every enemy in the area. Pineapple Lv. 16 LP: 3 HP: 4668 Steal: Bomb Shell Weak: Water Poach: Bomb Fragment, Pebble Exp: 215 Drop: Bomb Ashes, Storm Staff Rarity: ***** Location: Ogir-Yensa Sandsea/Platform 1 - Refinery Condition: Appears randomly throughout the area - sometimes in the sand and sometimes on top of the platforms - usually he will appear around the north platform (not a tank) in the center of the area. Look for an orange bomb. He causes Oil randomly per hit. Rain Dancer Lv. 23 - 24 LP: 5 HP: 8084 - 8166 Steal: Miter Weak: Thunder Poach: Dorsal Fin, Pebble Exp: 475 Drop: Fish Scale, Ichthon Scale Rarity: ***** Location: Giza Plains (The Rains)/Gizas South Bank OR Toam Hills OR Warrior's Wash Condition: Appears randomly along with the Ichthons in the above areas of the Giza Plains during The Rains. He is a neutral enemy much like the Ichthons. He seems to always appear more in the Toam Hills section more for me. Razorfin Lv. 4 LP: 2 HP: 156 Steal: Water Crystal Weak: Thunder Poach: Ichthon Scale, Pebble Exp: 11 Drop: Fish Scale, Iron Sword Rarity: ***** Location: Garamsythe Waterway/North Spur Sluiceway Condition: This rare monster is located in the far northwest portion of the map. Close the No. 10 Sluicegate (light on) to get back to this portion. Go through the fourth doorway from the right in the Central Waterway Control area to get there. The actual route is hard to describe with words, so just look at the map. You'll have to enter from the west circular portion in order to get across then go far to the north. This area has a few neutral Ichthons floating about. This enemy will either spawn randomly or you will need to defeat all enemies and then reenter the area. He will not appear immediately when you reenter. Try to move around the full area even if all enemies are defeated and he will suddenly spawn from nowhere. For me, he suddenly appeared in the water below the second staircase while my party was walking around the southwest dead end. He is automatically aggressive unlike the neutral Ichthons and is decked out in a cool purple and white color. Ripe Rampager Lv. 5 LP: 2 HP: 369 Steal: Screamroot Weak: Fire Poach: Four-leaf Clover, Pebble Exp: 8 Drop: Calot Hat, Pebble Rarity: ***** Location: Dalmasca Estersand/Yardang Labyrinth Condition: Defeat Cactoids and Cactites in the area until he pops up from the Ground after defeating one. Don't just defeat the cacti though, defeat anything that gets in your party's way. This one may take a few tries, so exit and reenter if he doesn't show soon. The Ripe Rampage is a bigger than normal Mandrogora and is a neutral enemy. Spee Lv. 37 LP: 9 HP: 14835 Steal: Stardust Weak: Water Poach: Claymore, Pebble Exp: 459 Drop: Blood Wool, Drab Wool Rarity: ***** Location: The Salikawood/Sun-dappled Path Condition: Defeat all (or most) of the Wyrdhare in the area and this monster should pop up from the ground around the center dead end. Try moving away from the center and returning if it doesn't appear the first time. Tarasque Lv. 38 LP: 10 HP: 37886 Steal: Hunting Crossbow Weak: Water Poach: Frog Oil, Pebble Exp: 1222 Drop: Horn, Solid Horn Rarity: *** Location: Tchita Uplands/Garden of Life's Circle Condition: Chain about 20 Serpents in this area then walk over to the hill where the lone Lizard is hopping around and this monster should jump up from the ground. The Garden of Life's Circle is the area below the southwest blue save crystal. Tower Lv. 59 LP: 14 HP: 136638 Steal: Einherjarium Weak: Dark Poach: N/A Exp: 2828 Drop: Grand Helm, Solid Stone Rarity: ***** Location: The Pharos at Ridorana (Third Ascent)/Spire Ravel - 2nd Flight Condition: He will randomly appear in front of the Dais of Ascendance once the area is teleported to. Keep teleporting in and out of the area if you want him to show. The Dais of Ascendance is the lift where Hashmal first assaulted the party. If he doesn't appear after a while then try to teleport back to the 79F and go all the way back up while killing monsters along the way. He sometimes doesn't appear right away. Vagrant Soul Lv. 52 LP: 15 HP: 342179 Steal: Eight-fluted Pole Weak: Light Poach: N/A Exp: 9134 Drop: Electrum, Elixir, Pebble Rarity: ***** Location: The Pharos at Ridorana/Abyssal (Northwest) Condition: First of all, the Seer hunt must be completed in order for him to appear. When you first get off the Dais, enter the room to the northwest. Enter the right (northeast) door and find the next Ancient Door on that side. It will show up behind the Ancient Door in that room all by itself. Velelu Lv. 47 LP: 13 HP: 37369 Steal: Capricorn Gem Weak: Light Poach: N/A Exp: 1213 Drop: Foul Flesh, Save the Queen Rarity: *** Location: Nabreus Deadlands/The Fog Mutters Condition: The Fog Mutters area is in the secret area to the west of the orange save crystal. This mark appears in the area that your party had to travel through during the Roblon hunt ("Adding Insult to Injury"). Get one of your party members down to HP Critical. Use Sap (through Bio) on them if you must then run throughout the area and this zombie will appear eventually. He appeared at the far west exit for me. Vishno Lv. 58 LP: 14 HP: 79489 Steal: Orichalcum Weak: Light Poach: N/A Exp: 2365 Drop: Ribbon, Solid Stone Rarity: ** Location: The Pharos at Ridorana/First Ascent (48F) Condition: Kill about 10 Deidars on your way up to 48F and he will appear alongside the Aeronite on that floor. Start at 30F (take the Dais to 31F) and move up while killing the Deidars (red facer). The kills do not require chaining. He looks just like the other Deiders basically. Urutan Exile Lv. 18 LP: 3 HP: 4161 Steal: Hi-Potion Weak: Wind Poach: Pebble Exp: 211 Drop: Earth Stone, Osafune Rarity: ** Location: Ogir-Yensa Sandsea/Platform 2 - Refinery Condition: Defeat 100+ Urutan-Yensa and he will appear around the platform area near the entrance to the Nam-Yensa Sandsea. The Urutan chain can be defeated in any place around the Ogir-Yensa Sandsea, just make sure to return to the Platform 2 - Refinery around 90. I would suggest chaining the kills to keep up with the number. He is taller than the other Urutan and also carries a broadsword. Wary Wolf Lv. 34 LP: 8 HP: 14227 Steal: Prime Pelt Weak: Earth Poach: Hell-Gate's Flame, Pebble Exp: 847 Drop: Wolf Pelt, Power Armlet Rarity: ***** Location: Mosphoran Highwaste/Summit Path Condition: The Wary Wolf will randomly replace one of the Worgens in this area. The best way to get him to spawn is to keep all the Worgens alive while your party enters and exits the area. Wood Toad Lv. 35 LP: 13 HP: 51642 Steal: Solid Horn Weak: Thunder Poach: Frogspawn, Pebble Exp: 1894 Drop: Horn, Platinum Helm Rarity: ***** Location: The Salikawood/Corridor of Ages Condition: Defeat enemies in this area until a Malboro King appears in the northern portion on the platform with stairs. Don't defeat the Malboro King. Enter and exit the area then keep checking around the lone Malboro King until you find a transparent frog. He can be hard to see at times, but move around and listen for him. Kill off the Malboro King when it appears then have a party member reflect magick off of a reflect shield in order to make the transparent rare monster appear. -- Fishing at South Bank _____ _____ __ _ __ /------\ / ___/__ ___ ___ / __(_)__ / / (_)__ /_/ /------\ \------/ / (_ / _ \/ _ \/ -_) / _// (_-, X, [] down, X, O, [] /\, X, [], down The commands are very basic here, consisting of only the four main buttons on the front of the controller along with a D-pad direction every now and then. The commands will start on the left or right side of the screen then fly to the opposite time, which should provide plenty of time to finish the sequence. Possible Items: 100 gil, Hi-Potion, Water Stone - Midstream How to unlock: Finish five fishing trips at Downstream. Possible Commands: /\, L1, ->, [] X, O R2, up L2, down, R1, O /\, O, down, up, X R2, [], X, L1 X, /\, O, down, [] L1, down, O, [] The button taps will now include the four shoulder buttons at the top of the controller along with the other buttons and D-pad directions. They may now go up to five entries per command sequence, though they usually stay at four. The commands will move up and down or right and left on the screen for this area. This area takes some getting used to. The up and down sequences are gone faster than the right and left sequences. Possible Items: 100 gil, Fish Scale, Water Magicite - Upstream How to unlock: Finish five fishing trips at Midstream with a perfect score on each. This doesn't have to be in a row. Any five perfect score fishings trips will do. Possible Commands: X, O, R2, up /\, down, <-, X, O L1, down, O, [] <-, R1, /\, X, O /\, O, down, up, X up, R1, /\, <-, O X, /\, O, down, [] R2, R1, /\, L2, O ->, <-, X, [], down This fishing spot is about the same as the last, but it has more five sequence commands. It's actually not that bad, though you will need to get familiar with the command sequences to get perfects. Keep in mind that you need to get the Matamune through following the clues from the colored bottles in order to get the Cacoid Compact that will allow you to move on to the next fishing spot. Possible Items: Fish Scale, Frogspawn, Turtle Shell, *Cactoid Compact (* only with the Matamune fishing rod) - Hidden Shoals How to unlock: Catch the Cactoid Compace from the Upstream. Possible Commands: ->, R1, /\, X, O down, up, /\, X, R1 R2, R1, /\, L2, O up, R1, /\, ->, O Nebra Succulent = /\, O, up, [], R1, L1 The command sequences can now go up to six button entries. They remain about the same as they were before, but slightly longer. Keep getting perfect score until the Cactoids hand over the Cactoid Commendation Possible Items: Adamantite, Cactoid Commendation, Hi-Potion - Den of the River Lord How to unlock: Receive the Cactoid Commendation from the Cactoids at the Hidden Shoals. Possible Commands: /\, O, up, [], R1, L1 X, R1, down, L1, R2, [] /\, R2, O, L1, X, [] up, R2, ->, L1, X, R1 down, R1, O, L2, ->, X King of Nebra = R1, L2, up, [], R2, L1, X, -> The King of Nebra must be caught a total of 10 times in order to clear this fishing site and the rest of this side quest. The good thing about this fishing spot is that there are no need for perfects to get the special item. Memorize the King of Nebra command and you won't have that much of a problem. All you really have to focus on is that one command since that is all that will appear until you get the special item for this fishing spot. Upon catching the King of Nebra for the tenth time, the party will receive ++LU SHANG'S BADGE++. After collecting Lu Shang's Badge, the commands will change to the others that you see above. Possible items: Adamantite, Scarletite, Lu Shang's Badge - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | The Quest for the Matamune | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Availability: Ruksel will only catch the colored bottles after the "Battle on the Big Bridge" elite hunt is completed. One of the bottles that Ruksel catches will eventually turn out to be a key item that can be used to find the legendary Matamune fishing pole if you have finished the "Battle on the Big Bridge" elite hunt. Ruksel will sometimes hand over a ++BLUE BOTTLE++, ++GREEN BOTTLE++, ++RED BOTTLE++, ++YELLOW BOTTLE++, or a ++BLACK BOTTLE++. Each of these bottles will contain a message that will provide the party with a clue that will lead to items and additional clues. ++ Blue Bottle Scrambled Clue: The Truth lies just beyond falsehood. CDZCKZMCRANZS The puzzle means the truth is one step beyond the fake, so in other words you need to go forward in the alphabet one letter for each letter in the code. C D Z C K Z M C R A N Z S | | | | | | | | | | | | | --> D E A D L A N D S B O A T <-- Unscrambled Clue: Deadland's Boat Travel to the Neabreus Dead lands and go to the Echoes of the Past section. There is a boat in the southeast corner. Look for a glow in the water near the boat and examine it. Hold the Blue Bottle near the faint light. The bottle will shatter and the party will gain an ++ELIXIR++ and a ++WANLY-LIMNED MESSAGE++. ++ Green Bottle Scrambled Clue: Clue Skip on stone to far bank's shore, by skipping stones return once more. SSADLNIAKLADHAUETDNREA The puzzle asks that you skip across the clue and then come back. Start at the first letter and skip every other letter to spell out the first half of the clue, then start at the end and go back while skipping every other letter for the rest of the clue. SSADLNIAKLADHAUETDNREA AERNDTEUAHDALKAINLDASS | | | | | | | | | | | | | | | | | | | | | | --> S A L I K A H U T N E A R D E A D L A N D S <-- Unscrambled Clue: Salika hut near Deadlands Journey to the Piebald Pald path portion of the Salikawood. As the clue suggests, Piebald Path is right near the Nabreus Deadlands entrance in the north. Check the entrance of the hut in the middle of the area to find another faint glow. Examine the glow then hold the green bottle up to it and the party will gain a ++HASTEGA MOTE++ and a ++GREEN-HUED MESSAGE++. ++ Red Bottle Scrambled Clue: Foothills rise in mountains' shadow. nhIiQsTUrEe I'm not really sure how this puzzle works, but you can pick out the following clue by rearranging the letters. nhIiQsTUrEe --> QUIET shrine <-- Unscrambled Clue: Quiet Shrine Teleport to the Babbling Vale of the Mosphoran Highwaste. Search the shrine in the northwest corner to find a glow on the front of it labeled "Quiet Shrine". Hold the bottle to the light to receive a ++HOLY MOTE++ and a ++VERMILLION MESSAGE++. ++ Yellow Bottle Scrambled Clue: Dragons stir amone the eater of the wind. 1 2 - - 5 - 7 - 9 - There are 10 number that are supposed to represent the 10 windmills oout on the Cerobi Steppe. The windmills are numbered 1 - 10 in the many different areas. A number signifies that the windmill should stay on while a dash signifies that the Windmill should be turned off. Unscrambled Clue: /---------------------------------------------------------------------------\ | North Liavell Hills | Terraced Bank | Crossfield | The Northsward | |===========================================================================| | 01 = On | 04 = Off | 06 = Off | 08 = Off | | 02 = On | 05 = On | 07 = On | 09 = On | | 03 = Off | | | 10 = Off | \---------------------------------------------------------------------------/ Keep in mind that if you haven't touched any of the windmills in the Cerobi Steppe yet, all you have to do is stop windmills #3 and #8 and start windmills #2 and #5. Approach each windmill and stand in front of it so that the action icon appear then ask the moogle on top of each one to either start them or stop them for you. The Yellow Bottle in your inventory will automatically shatter after the requests have been fulfilled and the party will gain a ++HI-ETHER++ and an ++AURIC MESSAGE++. ++ Black Bottle Scrambled Clue: Easy as a, b, c, so count yourself lucky. 19 - 12 - 21 - 9 - 3 - 5 - 7 - 1 - 20 - 5 - 18 - 1 - 20 - 19 The puzzle suggests that you associate each letter of the alphabet with a numerical value while counting then match up the number with a letter from the code above. A=1, B=2, C=3, D=4, E=5, F=6, G=7, H=8, I=9, J=10, K=11, L=12, M=13, N=14, O=15, P=16, Q=17, R=18, S=19, T=20, U=21, V=22, W=23, X=24, Y=25, Z=26 19 - 12 - 21 - 9 - 3 - 5 - 7 - 1 - 20 - 5 - 18 - 1 - 20 - 19 | | | | | | | | | | | | | | --> S L U I C E G A T E R A T S <-- Unscrambled Clue: Sluice Gate Rats Enter the Central Waterway Control of the Garamsythe Waterway and find the group of rats huddled together on the southeast side of the room. You may need to follow a single one to a huddle of rats. These are normal grey rats. Approach the rats to find a faint glow. Examine the glow then hold up the Black Bottle to gain an ++ELIXIR++ and a ++ONYX MESSAGE++. ++ Solving the Final Clue Now that you have found all the Messages, your party will have the following clues: Wanly-limned Message = River...unde...o Green-hued Message = Forest...rgro...w Vermillion Message = Ash...ridg...e Auric Message = Darkness...eton...e Onyx Message = Fire...undb...h First of all arrange all the messages in a type of order based on the first word at the beginning. It is an order of life for a tree that is burned down. River...unde...o Forest...rgro...w Fire...undb...h Ash...ridg...e Darkness...eton...e 1. Now line up the words in the middle into a type of message. undergroundbridgeton 2. Line up the final five letters in the same order going down. owhee 3. Put them order. 4. Space them apart. undergroundbridgetonowhee Underground bridge to nowhee 5. Add a few letters. --> Underground bridge to nowhere <-- The only place that matches the following description is found in Barheim Passage. Teleport to Barheim Passage and look at the map. Get on the Zeviah Span bridge and head to the south along the bridge as if you were going to fight Zalera again. Go up the stairs in the West Annex and head north to the small section of the Zeviah Span that can only be reached from that portion. Walk straight ahead to engage in a conversation involving an old friend from an ealiers hunt. The stranger will hand over the ++MATAMUNE++ to your party. Give the rod to Ruksel and allow him to fish with it to pull up more rare loot from the river. -- The Omega Mark ____ __ _____ _ __________ /------\ / __ \__ _ ___ ___ ____ _ / |/ / /__ | |/_/ _/ _/ /------\ \------/ / /_/ / ' \/ -_) _ `/ _ `/ / /|_/ / '_/ _> <_/ /_/ / \------/ [SQ18] \____/_/_/_/\__/\_, /\_,_/ /_/ /_/_/\_\ /_/|_/___/___/ [SQ18-1] /___/ Availability: The Yiazmat Hunt must have been started and your party must defeat all the Espers in the game for Omega Mark XII to appear in the Great Crystal. Location: The Great Crystal Omega Mark XII is the ultimate hidden boss in the game and he has found deep in the Great Crystal. He is found around the portion behind Gate Scorpio where your party fought Ultima. In order to get to him, you need to have first made it to the area before Ultima and have Way Stone XX activated. Use Way Stone XX to teleport to Dha Vikaari Dhebon Ra. (Way Stone XIX) Dha Vikaari Dhebon Ra \ (Ultima) \ (Way Stone XVIII) Crystal Peak ----- Kanbhru Pis ----- Dha Vikaari Uldobi / / Sthaana Aquarius (Aquarius Gate Stone) Cross Kanbhru Pis and activate the Aquarius Gate Stone in Sthaana Aquarius. Enter Dha Vikaari Uldobi and use Way Stone XVIII to teleport back to A Vikaari Kanbhru. (Gate Aquarius I) Sthaana Capricorn Uldobi Phullam Praa'vaa \ | (Way Stone XXI) \ | Dha Vikaari Sirhru Si Uldobi Jilaam Praa ---- | | \ | | \ Uldobi...Pratii'dii Uldobi Jilaam Praa'dii | | / | | / | Uldobi...Pratii Dha Vikaari Sirhru | | / | | / | Uldobi...Pratii'vaa -- Sthaana Libra | \ | \ | Uldobi Jilaam Pratt'vaa Uldobi Jilaam Praa'vaa \ / \ / Uldobi Jilaam Avaa | | A Vikaari Kanbhru Run to Uldobi Jilaam Avaa, take the right path to Uldobi Jilaam Praa'vaa. If Gate Libra 2 is blocking the path in front of you then you need to either enter left path and hit the Libra Gate Stone then unlock Gate Libra, backtrack to the Aquarius Gate Stone, then come back OR take the long way around by moving left through Sthaana Libra, turning right and moving through Dha Vikaari Sirhru, turning right again and moving through Uldobi Jilaam Praa'dii, running straight ahead to Uldobi Jilaam Praa, running straight ahead once again to move on to Uldobi Phullam Praa'vaa. This will take your party to Gate Aquarius 1. Touch the gate to open it, but don't go any further. If Gate Libra 2 is unlocked then go straight to Uldobi Jilaam Praa and turn right to enter Uldobi Phullam Praa'vaa then touch Gate Aquarius 1, but again, don't go any further. Return to Uldobi Jilaam Praa and take the path to your right. At Sthaana Capricorn, touch the Gate Capricorn Stone then go back to Uldobi Jilaam Praa. Take the right path to reenter Uldobi Jilaam Praa'dii then take the only path across from there to go back to Dha Vikaari Sirhru. In Dha Vikaari Sirhru, run toward Way Stone XVI then enter the first path to the left to go back to Sthaana Libra. Make a right upon entering Sthaana Libra. In Uldobi Jilaam Pratii'vaa, touch Gate Capricorn II on the right side. Don't go that way though, you want to return all the way to where Gate Aquarius I was and enter the other path leading to Sthaana Taurus. Returning to Sthaana Taurus: Left at Sthaana Libra Right at Dha Vikaari Sirhru Straight at Uldobi Jilaam Praa'dii Straight at Uldobi Jilaam Praa Left at Uldobi Phullam Praa'vaa Hit the Taurus Gate Stone then come all the way back to Uldobi Jilaam Pratii'vaa and enter the right path where Gate Capricorn II was at. Back to the Gate Capricorn II: Right at Uldobi Phullam Praa'vaa Straight at Uldobi Jilaam Praa Straight at Uldobi Jilaam Praa'dii Firsth left at Dha Vikaari Sirhru Right at Sthaan Libra Right at Uldobi Jilaam Pratii'vaa Now you have a choice here, the path to the left will lead to Gate Carpricorn II. If you touch Gate Capricorn II, you will be able to find a platform to the right in the next area that will possibly have a Brave Suit inside or the Zodiac Escutcheon. The Zodiac Escutcheon is the best shield in the game. If you do this, you will have to backtrack all the way to the Capricorn Gate Stone and touch it again. If you don't want to go through all that and want to open the path to Omega Mark XII right now, then enter the path directly ahead of you in Uldobi Jilaam Pratii and touch Gate Capricorn I in Uldobi Phullam Pratii'dii. Take the right path in Uldobi Phullam Pratt'dii after touching the Gate Capricorn and this will take the party to Way Stone XXI on the platform of Dha Vikaari Sirhru Si. Touching Way Stone XXI will take the party directly to A Vikaari Uldobi Si, which is one platform away from the Way Stone XXIII that will teleport the party directly to the platform right before the boss fight with Omega Mark XII and there is not a save crystal on the other end at any area. I would highly suggest...no, no, GO BACK AND SAVE YOUR GAME before attempting to fight him. To get back to the closest blue save crystal: Left at Uldobi Phullam Pratii'dii Straight at Uldobi Jilaam Pratii Left at Uldobi Jilaam Pratii'vaa Right at Sthaana Libra Right at Uldobi Jilaam Praa'vaa Left at Uldobi Jilaam Avaa Teleport at Way Stone XVII in A Vikaari Kanbhru Straight at Dha Vikaari Uldobi Back at the blue save crystal in Kanbhru Pis To get back to Omega Mark XII: Teleport at Way Stone XVIII in Dha Vikaari Uldobi Right at Uldobi Jilaam Avaa Left at Uldobi Jilaam Praa'vaa Left at Sthaana Libra Right at Uldobi Jilaam Pratt'vaa Straight at Uldobi Jilaam Pratii Right at Uldobi Phullam Pratii'dii Touch Way Stone XXI in Dha Vikaari Sirhru Si to teleport to A Vikaari Uldobi Si then walk down the lone path to Dha Vikaari Dhebon Si and use Way Stone XXIII. The party will end up in A Vikaari Sirhru Si. Walk down one more platform to Dhebon Jilaam Avaa and let the madness begin! Forbiddens will appear on all platforms until the party is face to face with the boss. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------------------------------------+ | Lv 99 | Omega Mark XII | |=================================================================| | HP: 1370699 | Weak: N/A | Absorb: All elements | |-----------------------------------------------------------------| | Exp: 0 | Steal: Knot of Rust | | LP: 255 | | |-----------------------------------------------------------------| | Recommended Level: 80+ | +-----------------------------------------------------------------+ This battle is not bad, as long as you set up your party gambits well. Omega Mark XII only has one attack - a single laser that will take off around 6000+ HP damage per hit. His laser blasts will also randomly cause Berserk status. Each party member will always die within two hits (with Bubble) from Omega Mark if there is no Reverse active on them. He can attack from an incredible distance and will be able to hit your party before they can even get close enough to hit him. Equip all characters with Bubble Belts and have your main attacker unequip his/her helmet so that the magick defense is zero on that character. Equip your most powerful weapon to that character (Zodiac Spear) and have the other two characters equipped with your second and third most powerful weapons (Masamune, Ultima Blade, Tournesol, etc.). Do not use any elemental weapons since he absorbs all elements. Stand at the top of the path during the battle and cast Reverse and Decoy on your main attacker and have the Attacker cast Hastega. Run down the hill and prepare for an intense battle. +---------------------------+ | Gambits (Attacker) | |===========================| | Ally: any (>) Arise | | Self (>) Reverse | | Foe: any (>) Attack | +---------------------------+ +----------------------------+ +----------------------------+ | Gambits (Supporter A) | | Gambits (Supporter B) | |============================| |============================| | Ally: Attacker (>) Reverse | | Ally: Attacker (>) Decoy | | Ally: any (>) Arise | | Ally: any (>) Arise | | Ally: Attacker (>) Decoy | | Ally: Attacker (>) Reverse | | Foe: any (>) Attack | | Foe: any (>) Attack | +----------------------------+ +----------------------------+ First of all, remember that "Reverse = Life" during this battle. A Reverse + Decoy combination cast on the main attacker will save the whole party from total annihilation. Do not use any type of curing gambits during this battle at all! Only cure manually with Curaga (no multiple character cures) when all is going well (while Reverse + Decoy are still active). Have one character set to cast Reverse above all else and another to cast Decoy above all else. This combination can help your party to get back into the action if things start to look grim. You may want to have both characters set to cast Reverse above all else, it's your choice. Always remember that Decoy can be renewed by casting it on the already Decoyed attacker - it doesn't ever have to fall if you can keep it up manually, so it pays to try this. Have your attacker cast Hastega on your party members while Reverse and Decoy is active to speed them up a bit. The second Reverse falls on the main attacker is the point in the battle where all things can go to hell in a matter of seconds. Remember that Reverse status will always fall in about 10 seconds. Reverse must be recast the moment it falls on the attacker or the party will start to fall quickly. Sometimes the 3-4 seconds in between Reverse castings gives Omega Mark too much time to attack the main attacker sending the attacker to his/her doom. When this happens, the party will scramble trying to revive each other and getting the main attacker back to Reverse + Decoy status. The party should be able to eventually get there, but it may take a few castings. Sometimes if your party remains still around Omega Mark's legs, he will cease attacking. I'm not sure what makes him do this, but he will stop for brief periods sometimes. Mercy? The Berserk status caused from his laser blasts can either be a blessing or the downfall of the party. It will help the main attacker to take off much more, but, as you know, it also makes him uncontrollable, so if he is the last character left and is Berserked then a reserve party member will have to take over or the party is finished. This battle can be done without the use of any reserve characters, but there is always that chance of Berserk screwing the party over. It is possible to run from Omega Mark and cure your party at the top of the green pathway where he cannot reach, but there is much risk involved in running since his laser can kill a fully Bubbled party member in two hits. Once his HP is down to about 25%, his defense will kick up intensely and the party will only be able to take off about 1000+ HP per attack at the most. Unlike other bosses, Omega Mark has no tricks up his sleeves the entire battle. He remains the same throughout the battle except for the increase in defense, so as long as your party can maintain existence through Reverse + Decoy everything will go fine, as long as the Berserk status doesn't ruin the day. Once he is defeated, he will leave behind the ++OMEGA BADGE++ as an item. Make sure to grab that item then go and make your Wyrmhero Blade. Sadly, there is nothing to really use the weapon on unless you want to hunt down those annoying Mandrogoras in the Feywood. Hmmm, doesn't sound like a bad idea! -- Urutan Eater __ __ __ ____ __ /------\ / / / /_____ __/ /____ ____ / __/__ _/ /____ ____ /------\ \------/ / /_/ / __/ // / __/ _ `/ _ \ / _// _ `/ __/ -_) __/ \------/ \____/_/ \_,_/\__/\_,_/_//_/ /___/\_,_/\__/\__/_/ [SQ19] Availability: When your party fist enters the Nam-Yensa Sandsea. Location: Nam-Yensa Sandsea ~~ The Sandscale Bank ~~ This is the area to the west of the Platform 1 - Refinery area (Platform 1 is in the Ogir-Yensa Sandsea). Save your game then approach the Sandsea moogle off to the side. The Urutan-Yensa will run off as you approach the moogle. Have the moogle tell you about the situation. Enter the Nam-Yensa Sandsea and head for the Augur Hill area to find this Urutan Eater that the moggle describes. +--------------------------------------------------------------+ | Lv 16 | Urutan Eater | |==============================================================| | HP: 8015 | Weak: Wind | Absorb: Thunder | |--------------------------------------------------------------| | Exp: 0 | Steal: Turtle Shell | | LP: 8 | | +--------------------------------------------------------------+ The Urutan Eater will ONLY appear if you talked to the Sandsea Moogle at the Sanscale Bank area. This is not really a boss, but he does have quite a bit of HP. The Urutan-Yensa in the area will start to attack him at the beginning. Make sure to set a gambit so that your party members attack your leader's target then keep attacking the Urutan Eater. Cast Blind on him at the beginning to limit his attack precision. Hammer away on the Urutan Eater with attacks while he is blinded and the fight should go rather smoothly. He will occasionally cast weak elemental spells, but he shouldn't be able to hit you well with physical attacks if you Blind him. As his HP falls, his armor will get tougher - this is usually the case for a turtle-type enemy. He seems to attack the Urutan-Yensa first, so keep them alive while fighting him. Run back to the Sandscale Bank and talk to the Sandsea moogle once again. Head over to the Platform 2 - Refinery area of the Ogir-Yensa Sandsea. Run up the catwalk to the tanker and a cutscene will play where the Urutan-Yensa will run toward the moogle and talk to him. Head back to the Sandscale Bank for another scene. Talk to the moogle afterward then approach the Rogue Urutan Flower and pick the berries to receive some ++EKSIR BERRIES++. -- Secret Hunt ____ __ __ __ __ /------\ / __/__ ___________ / /_ / // /_ _____ / /_ /------\ \------/ _\ \/ -_) __/ __/ -_) __/ / _ / // / _ \/ __/ \------/ /___/\__/\__/_/ \__/\__/ /_//_/\_,_/_//_/\__/ [SQ20] Availability: When your party fist enters the Tchita Uplands during the main story. Location: Tchita Uplands This quest is actually required in the main story since you can't fight the Mandragora boss without it, but it could (arguably) be called a side quest since the reward portion is optional. ~~ The Chosen Path ~~ To the east of The Skytrail, you will come upon an area with an orange save crystal and an Archadian Wayfarer standing next to a fallen Bangaa. Talk with the Wayfarer and he will ask to hire your party to dispose of a group of fiends in the Sochen Cave Palace. He will hand over the bill with a picture he drew on it, which is actually very close to what the group of fiends look like - oh, how the appearances are so deceiving! As it says, this will not be listed in the Clan Primer, but this hunt must be accepted to advance in the main story! Head east to the Fields of Eternity and there you will find the entrance to the Sochen Cave Palace. He will hand over the ++SOUL WARD KEY++ when the conversation ends. This hunt can also be accepted from the boy's father in The Nameless Spring to the south. Even though this isn't an official hunt, there is still a bounty to be earned upon defeating the mark. Now, let see what horrors await in the Sochen Cave! In the northwest of the next area (The Highlands) lies the Fields of Eternity. The cave entrance is in the northwest part of the Fields of Eternity. You'll probably fight or run from tons of more Coeurls and Serpents along the way. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Sochen Cave Palace | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Doubt Abandoned ~~ Destination Quote: We'll use the Sochen Cave Palace to sneak into Archades. A cutscene will play as your party enters the cave. Make sure that you have a "Self (>) Libra" gambit set in here or else your party will might step on some of the traps near the beginning. There are several traps in the area where the stalagmites and Zombie Knights are. Try to lead the Zombie Knights out of that area so your party members won't accidentally trigger a trap during the fight, or you could always cast Float on everybody during the battle. The Imps in this cave can be very dangerous as well with their damaging group attack that they will perform while their HP is low. In the north, you will find the Gate of the Soul Ward where you must use the Soul Ward Key that you got from the petitioner earlier. Let's see what awaits inside shall we? ~~ Hall of Lambent Darkness ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------+---+------------------------------------+ | Lv 37 | Alraune King | | Lv 37 | Mandragora Prince | |===================================| |====================================| | HP: 9069 | Weak: Wind | | HP: 9069 | Weak: Fire | |-----------------------------------| |------------------------------------| | Exp: 0 | Steal: Gimble Stalk | | Exp: 0 | Steal: Four-leaf Clover | | LP: 5 | | | LP: 5 | | +-----------------------------------+ +------------------------------------+ +-----------------------------------+ +------------------------------------+ | Lv 37 | Onion Queen | | Lv 37 | Pumpkin Star | |===================================| |====================================| | HP: 9069 | Weak: Earth | | HP: 9069 | Weak: Ice | |-----------------------------------| |------------------------------------| | Exp: 0 | Steal: Onion | | Exp: 0 | Steal: Jack-o'-Lantern | | LP: 5 | | | LP: 5 | | +-----------------------------------+ +------------------------------------+ | +-----------------------------------+ | | | Lv 37 | Topstalk | | | |===================================| | | | HP: 9069 | Weak: Water | | | |-----------------------------------| | | | Exp: 0 | Steal: Tomato Stalk | | | | LP: 5 | | | +--------------------+-----------------------------------+-------------------+ | Recommended Level: 36 - 39 | +----------------------------------------------------------------------------+ Oh, my sweet Nightmare Before +-----------------------------------------+ Christmas! So, these little | Recommended Gambits | Mandragoras are the marks!? They |=========================================| most definetly are, and this is one | Ally: any (>) Raise | battle where appearances are | Ally: HP < 50% (>) Curaga | deceiving. If you try to rush all | Ally: any (>) Remedy | of these little munchkins with your | Foe: party leader's target (>) Attack | whole party then they will bathe +-----------------------------------------+ your whole group in status effects similar to a Bad Breath Malboro attack - there is a slight difference though, they will not miss like a Bad Breath! They will cast Blind, Disable, Slow, Poison, Sleep, Sap, and Silence. If you plan to take them on physically, you need to equip some Nishijin Belts to all party members to avoid Sleep. An "Ally: any (>) Remedy" gambit is priceless for this battle if you can avoid Sleep through the Nishijin Belts. Focus on each one's elemental weakness, whether you have a weapon with that element or the magick. They fall fast if you focus on one and pound his weakness into the ground. They can take off quite a chunk of HP with their physical attacks while in groups, so have some cure gambits ready. It is possible to Dispel their Haste, but it doesn't really matter that much. You can set up a "Foe: status = Haste (>) Dispel" gambit on your magick users to quickly get rid of it. They have a pattern where they will rush into your party to cast status effects and attack then run away and cure themselves, but they will always move in a group. The best way to defeat them is to wait until they are all grouped together then chain a Quickening on them. Stay on one side of the room and wait until they run toward you while all grouped. This will totally pulverize a whole group of them and defeat them quickly if you get the bonus attack at the end of the Quickening. Be sure to have each character target a specific Mandragora. You really need to have multiple characters outside of your main party with Quickenings to take them all out if you can't chain them that well. Summoning Belias seems to work well if he can get one by himself, but they will soon kill him if the whole groups gangs up around him. Belias will immediately Painflare Mandragora Prince because of his weakness to fire. If you plan on stealing from all of them, you will need quite a bit of Remedies. They are very hard to steal from. I would recommend setting a "Foe: party leader's target (>) Steal" gambit for your party members if you are willing to try since it will take several attempts most of the time. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Be sure to fully cure your people; you still have another minor battle left up ahead. Open either of the doors to the side after the battle. They both lead the same way. Go back to the petitioner to receive ++1000 GIL and 3 REMEDIES++. -- Mysterious Package __ ___ __ _ / |/ /_ _____ / /____ ____(_)__ __ _____ / /|_/ / // (_-> Availability: After receiving the Dawn Shard. Enter the Zertinan Caverns from any entrance found around the different areas: Dalmasca Westersand (Shimmering Horizons), Nam-Yensa Sandsea (Yellow Sands), Ogir-Yensa (East Junction), Ozmone Plains (The Switchback) and head to the center section of the caverns (Athroza Quicksands) to engage in a battle with this hidden Esper. It is best to enter from the Ogir-Yensa Sandsea or the Dalmasca Westersand since you will run into a blue save crystal in the east section of the cave. You'll find a few boulders that will need to be knocked into quicksand pools (tap X near them) in order to get by them. The map to the side of the screen will jam up in this area when you make it to the Athroza Quicksands in the middle. ~~ Anthroza Quicksands ~~ +---------------------------------------------------------------+ | Lv. 39 | Adrammelech | |===============================================================| | HP: 39630 | Weak: Ice | Absorb: Thunder | |---------------------------------------------------------------| | Exp: 0 | Steal: Capricorn Gem, High Arcana, Pebble | | LP: 42 | | |---------------------------------------------------------------| | Recommended Level: 40 - 43 | +---------------------------------------------------------------+ Immediately Dispel his Haste +----------------------------------------------+ or whatever other status | Recommended Gambits | enhancement he may have if you |==============================================| have received Dispel by now. | Ally: any (>) Raise | He is a flying enemy so you | Ally: HP < 50% (>) Curaga | will need some long distance | Ally: any (>) Esuna | weapons or some gambits set up | Ally: any (>) Chronos Tear | to cast magick on flying | Foe: undead (>) Disable | enemies (whatever strong Ice | Foe: flying (>) Blizz-ara/aga | attack you have). Several | Foe: party leader's target (>) Attack | Shambling Corpses will rise +----------------------------------------------+ from the ground to accompany Adrammelech. The Shambling Corpses will continue to rise from the ground after your party defeats them. To deal with the Shambling Corpse underlings, set up a gambit to cast Disable on them to keep them from attacking. The Disable casting will not stay in effect the whole fight, but it should last long enough to let you get in a few attacks without having to worry about constantly curing. Disable will not hit them every time, but it will eventually. Adrammelech will mainly cast Thundara and Bleed on your party from the beginning of the battle. I would suggest equipping Quasimodo Boots to some of your party members to avoid constantly curing Sap. He will soon perform his Thundaja attack that will take off a little over 1,000 HP from each party member and might cause Stop. Have a Shell up on your party once his life reaches the halfway mark along with a gambit set to either cast Dispel or use a Chronos Tear on a Stopped party member and you won't have to worry about Thundaja as bad. He will also put up a Perfect Defense shield that will make him invulnerable to magicks for a while. You just have to wait out the shield and attack him physically until it wears off. Turn off any attacking magick gambits at that point. Quickenings will NOT work on him at while his shields is up so don't even try! The combat log at the top of the screen will mention when the Perfect Defense shield stops supporting him. Do not be afraid to launch a Quickening chain as his life gets toward the 25% mark. It really helps to have some reserve characters with a Quickening toward the end of this battle. He will perform Thundaja more frenquently when he is low in HP. (Thanks to eonyx for the help with Adrammelech) You will gain control of the esper ++ADRAMMELECH, THE WROTH++ after the battle. The Shambling Corpses will continue to rise from the ground even after the fight. Be sure to save your game in the east portion of the cave after the battle. The urn containing the ++MAP OF THE ZERTINAN CAVERNS++ is in the middle section to the north of where you fight the Esper. The section is named The Balamka Fault. It should be noted that there is a secret area on the east side of the Zertinan Caverns to the side of the save point that will lead you to some extra chests and Grenade enemies. Look for a path that will lead you through the falling sand. This is not labeled on the map. [SE02] ____ _ [SE02-1] |_ /__ _| |___ _ _ __ _ / // _` | / -_) '_/ _` |_ /___\__,_|_\___|_| \__,_( ) |/ ________ ___ __ __ ____ __ /_ __/ / ___ / _ \___ ___ _/ /_/ / / __/__ _______ ____ / / / / / _ \/ -_) / // / -_) _ `/ __/ _ \ _\ \/ -_) __/ _ `/ _ \/ _ \ /_/ /_//_/\__/ /____/\__/\_,_/\__/_//_/ /___/\__/_/ \_,_/ .__/_//_/ /_/ >> Availability: After receiving the Dawn Shard. The hunt "The Deserter's Revenge" should be performed during this journey since they both require you to go to just about the same place. It's a good idea to be on about level 42 and have the Curaja spell for the undead enemies inside of the hidden area of Barheim Passage. Go to the area outside the South Bank Village in the Dalamasca Estersand labeled "Banks of the Nebra". In order to get back inside of Barheim, you will need to have collected the Barheim Key from the "Patient in the Estersand" side quest. The door to Barheim is in the southeast the area outside of the South Bank Village - go outside the village and head to the southeast. This door will take you directly back into The Zeviah Subterrane of Barheim Passage. Go to the Great Central Passage and you might want to save your game in the area to the north. In the Great Central Passage there are two paths on the west side that are now open - take the path on the right. The left path will lead you to some chests with quite a bit of gil in them and they will keep appearing as you reload your game at the orange save crystal in Barheim Passage. Also there is a rare game fiend known as the Ithuno that will randomly appear in that area. Your party can steal a Deathbringer sword (on hit: KO) from him. If your party kills him, move two areas away and he may respawn. He will appear randomly as a chest in that area. Be sure to take advantage of this opportunity! ~~ The Zeviah Span ~~ The ++BARHEIM CANDLE++ is down the stairs to the left once you get on the bridge of The Zeviah Span - this will open up hidden areas on the area map for Barheim. The Bombs will not attack unless you fight some enemies nearby them. There are plenty of Dark Bone enemies that will rise from the ground in the area ahead. If the Dark Bones give you trouble, then you need to turn back now! Use Curaja on the enemies if they start to come in great numbers for some big damage. You'll need to move along the west walkway to get to the next bridge piece to the south. In the area with the bombs, after you get off the walkway, look for a mine cart labeled "Precarious Cart" to the west and hit it by tapping X to make it fall over. It will make a bridge to the other side. The cart is not at the end of the area; it is right next to where the Bombs are lurking. Move along the rocks and down to the walkway below. ~~ West Annex ~~ Move to the southwest and fight through the Dead Bones and Specters as you go. Don't go too fast, or you'll have a whole group of enemies to deal with! If you find yourself overwhelmed by the undead fiends, run all the way to the passage in the southwest and use the blue save crystal. There's no need to fight them, unless you are performing "The Deserter's Revenge" hunt. Save your game at the blue save crystal in the Terminus No. 7 Adjunct and move to the west to engage in the fight with Zalera. ~~ Terminus No. 7 ~~ +---------------------------------------------------------------+ | Lv. 40 | Zalera | |===============================================================| | HP: 72248 | Weak: N/A | Absorb: N/A | |---------------------------------------------------------------| | Exp: 0 | Steal: Gemini Gem, High Arcana, Pebble | | LP: 40 | | |---------------------------------------------------------------| | Recommended Level: 43, 47, 49, 51 (main party) | +---------------------------------------------------------------+ Take note that if you have a party member at level 49 that character should not get hit by any of Zalera's level attacks since it is not divisible by 2, 3, or 4, and it is not a prime number since it is disible by 7, so Prime Lv. Death should miss also. This battle has a time limit of 5 minutes that will display in the upper right hand corner. If the party fails in defeating Zalera by that time, they will be ousted from the area and forced to start the whole battle over again. It's good to arrive with Nishijin Belts equipped for his Sleepga attack. After an incredibly cool introduction, Zalera will float in the middle of the room and start to conjure Lv 38 - 39 Dead Bones. "Zalera embraces against attacks" will be displayed in the combat log. As long as any Dead Bones are on the screen, you cannot hurt Zalera at all. There are a few exceptions to his immunity though - a character with a gun can still damage him with nonelemental ammunition, some Axes/Hammers, and the 1,000 Needles technick will take damage from him at that time. Zalera will stand in the middle of the room and watch while his embracing is activated. Dispel him of any status enhancements that he may have before attacking the Dead Bones. The Dead Bones will still use Flash (Blind) and Hawk Glare (Disable) to handicap your party. Defeat the two Dead Bones as quickly as you can. Even though they are the near the same level as the ones you fought outside they seem to fall faster. Two more will rise from the ground after the first duo. Defeat them and Zalera will begin to attack. He has a pattern to his attacks and will always attack the same way each time for the first attack sequence. Enrage [Ends embrace and becomes susceptible to damage] Kill [Kills party member targeted] Physical Attacks [Physical attack chain - inflicts Confuse sometimes] Death [Instant death on any party member] Sleepga [Area sleep attack] Physical Attacks [Physical attack chain - inflict Confuse sometimes] Lv. 2 Sleep [Sleep on any level divisible by 2] Lv. 3 Disable [Disable on any level divisible by 3] Lv. 4 Break [Break (Petrify) on any level divisible by 4] Lv. 5 Reverse [Reverse on any level divisible by 5] Prime Lv. Death [Instant Death on any level divisible by a prime number] * Stop [Stops opponent] (He will sometimes substitute this for Death) Keep in mind that all the Level +---------------------------------------------+ attacks are close range, but | Recommended Gambits | the Prime Level Death attack |=============================================| reaches the whole area. Also, | Ally: any (>) Raise/Arise | all of the level attacks can | Ally: HP < 50% (>) Curaga | sometimes miss a favorable | Ally: any (>) Esuna | target. As the battle goes on, | Ally: status = Stop (>) Chronos Tear | he will mix up the above | Foe: lowest max HP (>) Attack | attacks and may sometimes just | Foe: party leader's target (>) Attack | use Prime Lv. Death out of +---------------------------------------------+ nowhere! For his level attacks, I have found it best to have a prime level party. Yes, this is the recipe for nearly instant death every time at the hands of his death attack, but there is no chance that he will be able to hit you with any of the other level attacks. Use your other party members from your secondary party to quickly revive your first fallen party then get back to work on Zalera. Switch them in the moment the first party falls and have Raise or Arise gambits on them then quickly switch back to your first party. The moment he finishes with Lv. 5 Reverse the first time, run away from him with your party leader. The next leader that you choose will be far away from Zalera, and Zalera will not attack until you get next to him after the first Prime Lv. Death attack since he will be preparing to raise more Dead Bones from the ground (or should I say "Embracing against attacks"). He will not raise them until you get next to him, so you will have all the time you need to revive and cure your party after the first Prim Lv. Death attack. This will not remain true for the second Prime Lv. Death attack however. You can also switch in a character that is not of a prime level before Zalera starts his sequence of Level attacks (while he does physical attacks for the second time) and have him revive the party members as they fall. No party member can be switched in or out once he starts the Level attacks. Having a leader that is not of a prime level would be excellent as well. Set that leader to attack (on the queue) and have a "Foe: party leader's target (>) Attack" gambit set but run away from Zalera with the leader as your prime level members attack Zalera. As long as your party members don't follow you they will remain and attack Zalera. Quickly revive the party members with the leader before Zalera starts attacking again after the Prime Lv. Death. He will basically drop the Lv. Attacks except for Prime Lv. Death when his life is low and will go crazy with his Death attack and physical attacks, so I would suggest using a Quickening to finish him off. If your party members can withstand his level attacks they can MURDER him badly before he gets off the Prime Lv. Death attack. Try casting Haste on everybody as he readies his Enrage then spam him physical attacks - one party member will die at the hands of Kill and another by Death, but you will have at least one party member in Haste for his Level attacks. His tricky attacks really turn out to be his greatest downfall once you figure out a way around them. After the battle, your party will gain ++ZALERA, THE DEATH SERAPH++. Here is another useful setup for defeating Zalera: Though you have to manually heal +----------------------------------------+ yourself throughout the battle, this | Recommended Gambits | setup is very effective. You see, |========================================| since Zalera is an undead enemy, he | Ally: any (>) Raise/Arise | suffers the same flaw all undead | Ally: any (>) Reflect | enemies have: healing magicks harm | Ally: status = Reflect (>) Curaja | them. This setup utilizes that +----------------------------------------+ weakness and, while you still must keep your own party members in balance, this tactic worked wonders for me. With it, the battle was over in under three minutes. (thanks to Duckman for the submission) ------ EXTRA SCENE - If the time runs out the party members will have a brief conversation outside of the area where Zalera is. It's not much, but it is interesting to watch at least once. ------ The path to the west beyond the Terminus No. 7 area will lead your party back into the Garamsythe Waterway. The gate to the west will now be open. This way was unaccessible before. You'll come right across a blue save point and the ++GARAMSYTHE CANDLE++ to unveil the hidden areas of the Garamsythe Waterway. [SE03] __ [SE03-1] ___ /_/ _ _ _ / __| _ __| |_ _ _| |__ _(_)_ _ _ _ | (_| || / _| ' \ || | / _` | | ' \| ' \ _ \___\_,_\__|_||_\_,_|_\__,_|_|_||_|_||_( ) |/ ________ ____ /_ __/ / ___ / _/_ _ ___ __ _________ / / / _ \/ -_) _/ // ' \/ _ \/ // / __/ -_) /_/ /_//_/\__/ /___/_/_/_/ .__/\_,_/_/ \__/ /_/ >> Availability: After receiving the Dawn Shard. If you haven't gotten the ++GARAMSYTHE CANDLE++ from the East Sluice Gate of Garamsythe Waterway, go ahead and grab it from the southwest section in the urn by the blue save crystal. This is the place where Amalia first joined your group as a guest. This will show the middle portion of the map including the No. 1 Cloaca where the secret Esper lurks. Enter the Central Waterway Control of the Garamsythe Waterway and open all gates by making sure that the lights are off. Perform the following: 1) In the Central Waterway Control close the No. 10 Waterway Control and the No. 3 Waterway Control. 2) Enter the No. 3 Cloaca Spur (southwest) and close the No. 1 South Waterway Control (so that the light is on). It will be at the end of the path - not down in the water, but up near the walkway. Your party will hear a Sluice Gate move in the distance. 3) Return to the Central Waterway Control and open the No. 10 Waterway Control and the No. 3 Waterway Control. 4) Close the No. 4 Waterway Control and the No. 11 Waterway Control. 5) Enter the No. 4 Cloaca Spur (southeast) and close the No. 1 North Waterway Control (so that the light is on). Just like the south control it will be at the end of the path. A Sluice Gate will move in the distance again. 6) Return to the Central Waterway Control once again and open the No. 11 Waterway Control and close the No. 3 Waterway Control. Leave No. 4 closed. Only No. 4 and No. 3 should be lit up. Releasing both the South Waterway Control and North Waterway Control will open the way to the No. 1 Cloaca (middle section) in south. The area should be drained to where your party can easily move to the south. Enter the far south end where the Mist is the greatest to fight the hidden Esper. ~~ No. 1 Cloaca ~~ +----------------------------------------------------------------+ | Lv. 45 | C¿chulainn | |================================================================| | HP: 126165 | Weak: N/A | Absorb: N/A | |----------------------------------------------------------------| | Exp: 0 | Steal: Elixir, High Arcana, Scorpio Gem | | LP: 50 | | |----------------------------------------------------------------| | Recommended Level: 45 - 48 | +----------------------------------------------------------------+ For this fight, the party's HP will +----------------------------------------+ continually drain as if Sap has been | Recommended Gambits | inflicted upon everyone. There is |========================================| no curing it. Oh, and he can also | Ally: any (>) Arise | inflict Sap additionally to make the | Ally: HP < 50% (>) Curaja | HP drain even faster! Enter this | Ally: any (>) Esunaga | battle equipped with Black Belts to | Foe: party leader's target (>) Attack | avoid his Disabling spell. It's +----------------------------------------+ good to have the Bubble spell for this battle also, but not required. Start off by Dispeling him of his status enhancements. Cast Haste on all party members before the battle begins, so your party can start beating him senseless immediately after Dispeling him. You need one person that will cast Curaja constantly and another person that will cast Esunaga constantly. Your life will be draining at a tremendous rate and the enemies will be pouring on the status effects while they attack. C¿chulainn will start the battle by casting one of his status effecting magicks most likely then Flan enemies known as "Foobars" will start to drop into the area as you damage him. Their normal hits will actually cause Disable. Wait until there are four Foobars then unleash a Quickening upon C¿chulainn. You need to have some type of Quickening area finish to hit all enemies at the end of the chain or you won't go very far in this battle. Any type of finish should be enough to weaken all four Foobars and that will make this battle 50% easier. As long as you can get at least a Torrent, you will be able to take down the remaining Foobars with just a few hits. An Ark Blast will be enough to kill them all. Switch in an ally from your secondary party if you must. C¿chulainn will mainly stand back and cast Bio and Toxify along with an Invert every now and then. An Invert in this battle is almost instant death, so you have to be ready to counter with Curaja immediately. One good thing about Invert is that it will help the victim to get his/her MP back, so in a way, he is actually helping your party with this later in the battle. Have Arise set up and that character will be brought back with near full MP. When he is by himself, he will mainly rely on Disablaga, Immobilizega, Slowga, and Bio. He will still use Invert every now and then, so be ready to heal. His Malaise attack is similar to a drain attack that will take a moderate amount of HP from a party member and give it to C¿chulainn. His Mana Spring will cause him to gain some more MP back for his evil spells. When his life is at HP critical status his defense will heavily increase. Even though a fourth party member will help you out in damaging C¿chulainn, you will also have to worry about curing that fourth member of status effects, so it's kind of a double-edged sword to try this fight with a guest. If you do bring Reddas with you, cast Haste and Berserk on him at the beginning of this battle and he will be most aggressive at the starting. Keep Berserk on him if the battle is going well. I have had a Berserk Reddas defeat all the Foobars before without the need of a Quickening chain. Go Reddas! Holy and Hastega will help out a bunch for this battle since the Foobars are weak again Light and Hastega will instantly counter C¿chulainn's Slowga, though you'll have to wait until right before the final area to get those spells. Your party will gain ++C¿CHULAINN, THE IMPURE++ after the battle. [SE04] ___ _ [SE04-1] | __|_ _____ __| |_ _ ___ | _|\ \ / _ \/ _` | || (_-<_ |___/_\_\___/\__,_|\_,_/__( ) |/ ________ __ __ ____ __ /_ __/ / ___ __ / /_ _____/ /__ ____ ____/ __/__ _/ / / / / _ \/ -_) / // / // / _ / _ `/ -_)___/\ \/ _ `/ / /_/ /_//_/\__/ \___/\_,_/\_,_/\_, /\__/ /___/\_,_/_/ /___/ >> Availability: After repairing the Salikawood Gate. Bring some Gysahl Greens with you and head to the Babbling Vale of the Mosphoran Highwaste. ~~ Babbling Vale ~~ Speak to the "Learned Man" over by the Shrine of Northwest Wind. Listen to his theory on why the water came back to the shrine. Stay with him. Tell him you followed his conversation. Speak to the Caravaner standing by a crate next to the merchant - not the Bangaa caravaner, this is a Hume. He will mention a wild chocobo in the area to the northeast. Start by touching the Shrine of South Wind to the side of the Caravaner you just spoke with. This action will raise the floatweed to the top of the shrine. Enter the area to the Northeast. ~~ Rays of Ashen Light ~~ Find the Wayward Chocobo and feed him some Gysahl Greens. While on the chocobo, go south and enter the area there. ~~ Empyrean Way ~~ The floatweed should form a bridge across the path to the right as you enter this area. Look for it on the map. Run all the way to the west section while on the chocobo to enter a new area. You'll cross through some high grass that is only accessible to a chocobo. ~~ Skyreach Ridge ~~ When the path splits, take the left path and dismount from the chocobo so that you can enter the area at the end. ~~ Babbling Vale ~~ Move down the path ahead and knock over the Weathered Rock by pressing X when the action icon pops up. Activate the Shrine of West Wind on the way down the path. Return to the middle area and activate the Shrine of Northwest Wind next to the Learned Man. You can either leave the South Shrine active or turn it off - it doesn't matter. The path to Exodus is now open. Go back to the orange save crystal and save your game! With the Shrine of Northwest Wind and Shrine of West Wind activated go back to the Skyreach Ridge by crossing the fallen rock again. ~~ Skyreach Ridge ~~ Move to where the path splits but this time take the second path that leads to the northwest. The floatweeds will allow you to pass to a new area in the northwest portion if you activated all the Shrines above. ~~ Empyrean Seat ~~ +----------------------------------------------------------------+ | Lv. 46 | Exodus | |================================================================| | HP: 119060 | Weak: N/A | Absorb: N/A | |----------------------------------------------------------------| | Exp: 0 | Steal: Elixir, High Arcana, Libra Gem | | LP: 52 | | |----------------------------------------------------------------| | Recommended Level: 45 - 48 | +----------------------------------------------------------------+ Exodus will enter the battleground with an earth-shattering thud. A magick field will not allow the use of items for this battle, so all of your restoration will have to through magick. Dispel his status enhancements right from the start. He should have Reflect on him. He will try to recast Reflect on himself the entire battle and that is where you can really take advantage of this boss. Set up a gambit to Dispel reflect every time he cast it and he will wind up wasting a bunch of turns trying to keep his Reflect shield up in vain! He is also a sucker for Sap so cast Bio on him as soon as his Reflect shield is gone for the first time and it will most likely inflict him with Sap. Attack him physically with some powerful weapons (Greatswords, Katanas, Ninja Swords). The Expose Technique may help out some, but hitting him normally does the job just as quickly instead of three turns wasted on trying to lower his defense. Unfortunately, he is is immune to Addle. Exodus is no pushover however +--------------------------------------------+ since he has some very powerful | Recommended Gambits | magick at his disposal. His |============================================| physical attacks will randomly | Ally: any (>) Raise/Arise | inflict Stop, though this is not | Ally: HP < 50% (>) Curaja | much of a problem since it is | Ally: status = Stop (>) Dispel | usually rare. He will use Flare | Foe: status = Reflect (>) Dispel | and Scathe a bunch during the | Self (>) Shell | battle. Flare will most likely | Foe: party leader's target (>) Attack | leave an ally in HP critical or +--------------------------------------------+ just plain out kill them. Scathe, however, is the main party crasher! When he uses "Unleash" on himself, at around half life, he is ready to start dishing out Scathe for the remainder of the battle. Scathe will kill any ally that it hits unless they have up a Shell and it can hit multiple party members. Scathe can actually kill your whole party if the party is next to each other and in front of him while he casts it. Always try to run away and run around to his backside if he targets a member other than your party leader. Have some Shell gambits set up to cast Shell on all party members to reduce the magick damage and you might just survive a Scathing. If you have Bubble then by all means cast it on your party members when he starts with Scathe. You will need to have Raise (or Arise) gambits ready along with a Curaja gambit to help fight off the shear power of his powerful magick. This is one battle where it pays to have multiple Raise or Arise gambits. Decoy can be used on your party leader so that Exodus will pick him out as the victim for Scathe. Your miles may vary with this method though. Lead Exodus away from your other party members and stand directly in front of him while he uses it so it will not spread out as much and hit the whole group. Without Decoy, try to pay attention to his attack line as he targets a party member and get away from that party member or if he target's the leader then just lead him away. When his HP reaches critical status he will set up a shield (a Paling) to make himself immune to physical attacks. This where the problem really starts since you don't really want to cast an elemental spell on him since he only takes half damage from elements, but this is why you should have Bio ready for him. Cast Bio on him once his reflect shield is removed and you will inflict Sap if you already haven't and take some decent damage from him. If you have Flare then use that instead. Much like other bosses with a non-physical magick shield, Exodus' will fade in time. It's sometimes best to cure and revive until the Paling wears off since Dispeling his Reflect and sneaking in a quick magick attack before he recasts Reflect can turn into a nightmare. When his physical shield is gone, his defense will be slightly up, but a Quickening can kill him with a good chain. Upon the defeat of Exodus, ++EXODUS, THE JUDGE- SAL++ will be added to the License grid as an Esper. Keep in mind that you can use the different shrines around the area to reach other parts of the Mosphoran Highwaste. Touch the shrines and cross the floatweed in whatever section of the Highwaste it floats to. [SE05] ____ [SE05-1] |_ /___ _ _ ___ _ __ _ _ ___ / // -_) '_/ _ \ ' \ || (_-<_ /___\___|_| \___/_|_|_\_,_/__( ) |/ ________ _____ __ /_ __/ / ___ / ___/__ ___ ___/ /__ __ _ ___ ___ ____ / / / _ \/ -_) / /__/ _ \/ _ \/ _ / -_) ' \/ _ \/ -_) __/ /_/ /_//_/\__/ \___/\___/_//_/\_,_/\__/_/_/_/_//_/\__/_/ >> Availability: After defeating Judge Bergan. Start off by traveling to Mount Bur-Omisace and run over to the Temple Grounds. ~~ Temple Grounds ~~ Speak with the Acolyte at the bottom of the stairs of the Gate of Holy Circle temple. He will speak of a greater power and a condemner that sought that power. According to the Acolyte, his spirit is bound in the Stilshrine of Miriam. The Acolyte will hand over the ++STONE OF THE CONDEMNER++. Make sure that you stock up on plenty of curing items such as Phoenix Downs, X-Potions, and Remedies before leaving. Teleport to Balfonheim for X-Potions. You really, really, really need the Martyr and Inquisitor augments from the License board for each character in your main party for the battle ahead. Travel to the Stilshrine of Miriam, preferably by Teleporting via an orange save crystal. ~~ Ward of Measure ~~ Use the Way Stone at the south end. Try to teleport nomally and the Stone of the Condmner will react to the Way Stone. A new option, "Use the Stone of the Condemner", will appear. Choose the new option and the party will teleport to a hidden area in the Stilshine. ~~ Throne of Veiled Gods ~~ Open the large door to fight the hidden Esper. +----------------------------------------------------------------+ | Lv. 51 | Zeromus | |================================================================| | HP: 166888 | Weak: N/A | Absorb: N/A | |----------------------------------------------------------------| | Exp: 0 | Steal: Cancer Gem, Elixir, High Arcana | | LP: 55 | | |----------------------------------------------------------------| | Recommended Level: 48 - 51 | +----------------------------------------------------------------+ Like many of the other Esper battles, this one has a restriction as well, and probably the worst of them all. No Magicks! You will have to set up some item gambits to replenish HP or cure any status ailments. He will keep the status enhancements that he starts with at the beginning of the battle unfortunately. Zeromus will mainly cast Stop and hit your party physically. Have all three party members equipped with a Power Armlet to avoid Stop and set up a gambit with a Chronos Tear if you have a guest. Zeromus' Piercing Graviga attack will take about 1/4 of each party members life, so have the X-Potions gambits ready. He will also use Gravity, though it doesn't take off near as much. Distribute healing gambits to ALL three party members, not just one or two. Several Lv. 45 - 47 Dark Lords +---------------------------------------------+ will start to rise from the | Recommended Gambits | ground and join the battle. Go |=============================================| ahead and chain the biggest | Ally: any (>) Phoenix Down | Quickening you can get on | Ally: HP < 50% (>) X-Potion | Zeromus as the Dark Lords begin | Ally: any (>) Chronos Tear | to attack. The Dark Lords will | Ally: any (>) Antidote | keep respawning nonstop during | Ally: status = Slow (>) Remedy | the battle with Zeromus, but it | Self: MP < 10% (>) Charge | is best to concentrate on | Foe: lowest level (>) Attack | solely on them. Why? Because +---------------------------------------------+ they will help you to build your MP back up while your party members attack and take damage from them as long as you have the Martyr and Inquisitor augments from the License board. This will easily give your party enough MP for at least a level one mist charge to start another Quickening. Once one party member has a single mist charge, target Zeromus and unleash a Quickening chain on him once again. Keep this up the entire battle. The Dark Lords will attack physically and use Toxify on the party. Set up an Antidote gambit to deal with Poison. I would recommend having a separate Remedy gambit for Slow instead of just one for all status effects since the Dark Lords will be casting Toxify a bunch; whether you want a Remedy to cure Stop or not is up to you. Zeromus can cast Hasteaga on himself and the Dark Lords and, on top of that, can cast Slowga on your party. Have a Rememdy gambit set to cure Slow. You'll have quite a high battle chain and plenty of extra items by the end of this battle thanks to the Dark Lords. When Zeromus reaches half life he will use Great Barrier to boost his defense. Dark Lords will start to overcrowd the area by the middle of the battle with about 7+ in the room at one time. He doesn't really have anything special planned for your party when he reaches HP critical, though he does seem to chain together attacks a bit more than usual. Your party will probably be facing off with just Zeromus alone by the end of the battle. ++ZEROMUS, THE CONDEMNER++ will be added to License board when he falls. [SE06] ___ _ [SE06-1] / __| |_ __ _ ___ ___ | (__| ' \/ _` / _ (_-<_ \___|_||_\__,_\___/__( ) |/ _ __ ____ ___ __ __ _ ____ __ | | /| / /__ _/ / /_____ ____ ___ / _/ / /_/ / ___ | | /| / / / ___ ___ / / | |/ |/ / _ `/ / '_/ -_) __/ / _ \/ _/ / __/ _ \/ -_)| |/ |/ / _ \/ -_) -_) / |__/|__/\_,_/_/_/\_\\__/_/ \___/_/ \__/_//_/\__/ |__/|__/_//_/\__/\__/_/ >> Availability: After visiting Archades. Chaos is located in the Necrohol of Nabudis in the Cloiser of the Highborn area behind the Door of Despair. You must earn all the Nabreus Medals described in the Necrohol of Nabudis/Nabreus Deadlands section and open the Door of Despair with the Medallion of Might in order to challenge him. ~~ The Crucible ~~ +----------------------------------------------------------------+ | Lv 57 | Chaos | |================================================================| | HP: 208966 | Weak: Earth | Absorb: Wind | |----------------------------------------------------------------| | Exp: 0 | Steal: Elixir, High Arcana, Taurus Gem | | LP: 60 | | |----------------------------------------------------------------| | Recommended Level: 56 - 59 | +----------------------------------------------------------------+ The attack command is sealed for this battle, so you must defeat Chaos with either Magicks or Technicks. Enter this battle with Rose Corsages equipped or be ready to cure Silence every other turn. Dispel Chaos of his status enhancements at the beginning of the battle. Chaos will summon four Chaosjets (basically elementals) as your party runs toward him. +-----------------------------------+---+------------------------------------+ | Lv 45 | Air Chaosjet | | Lv 45 | Earth Chaosjet | |===================================| |====================================| | HP: 4079 | Weak: Earth | | HP: 4079 | Weak: Wind | |-----------------------------------| |------------------------------------| | Exp: 558 | Steal: Feystone, Wind | | Exp: 558 | Steal: Feystone, Earth | | LP: 1 | Crystal, Wind Magicite | | LP: 1 | Crystal, Earth Magicite | +-----------------------------------+ +------------------------------------+ +-----------------------------------+ +------------------------------------+ | Lv 45 | Fire Chaosjet | | Lv 45 | Water Chaosjet | |===================================| |====================================| | HP: 4079 | Weak: Water | | HP: 4079 | Weak: Fire | |-----------------------------------| |------------------------------------| | Exp: 558 | Steal: Feystone, Fire | | Exp: 558 | Steal: Feystone, Water | | LP: 1 | Crystal, Fire Magicite | | LP: 1 | Crystal, Water Magicite | +-----------------------------------+---+------------------------------------+ The Chaosjets will cast support magick on Chaos and cure him while they remain and they will spam the hell out of your party with Silence. They will literally cast it three times in a row sometimes on one party member. Hit each of them with the stongest spell that you have to take advantage of their elemental weakness. Use a combination of Firaga, Aeroga, or Bio. If you have Scathe though, give yourself a pat on the back. Target a Chaosjet with Scathe and try to get get Chaos or another Chaosjet in the path of the Scathe wave. Scathe will usually kill any elemental it hits and will take a fair amount off Chaos as well. Bio works well too and will actually inflict Sap upon Chaos if it hits him. Souleater will likely kill them with one hit also if your strongest person uses it. Chaos will mainly cast Whirlwind for +---------------------------------------+ about 3000+ HP damage, cast Aeroga, | Recommended Gambits | and perform normal physical attacks. |=======================================| Chaos will sometimes inflict a party | Ally: any (>) Arise | member with Disable through his | Ally: HP < 50% (>) Curaja | normal attack, but this doesn't | Ally: any (>) Esuna | happen often. He may also cast | Self: MP < 10% (>) Charge | Fearga on your party members to drain +---------------------------------------+ them of MP. You should have a "Self: MP < 10% (>) Charge" gambit set up for this battle because your party will be running low on MP toward the end. Cast Slow on Chaos to limit his attacks since he will get very aggressive with physical attacks once his Chaosjets are gone. Use Shear on him a bunch and it will hit almost every time to lower his magick defense. Have your most powerful party member use Souleater against him (be ready to heal); otherwise use Scathe or any other powerful non-elemental magick. He will start to cast Aeroja when he nears half of his bar. This will take off around 3000+ HP as well as possibly cause Confuse, so you may want to equip Bowline Sashes once the Chaosjets are defeated since there is no need for Rose Corsages anymore. Set up a Shell for Aeroja so it won't totally own your party each casting. Try to use Scathe sparingly instead of spamming him with it since the charge time for it will limit your party's healing while Chaos is free to attack. UPDATE: I have received a few emails that mention that Telekinesis works on Chaos. Using Telekinesis on him would basically be like attacking him normally, so this would be very helpful to use in place of Souleater. Telekinesis can be bought in the Necrohol of Nabudis from the Baknamy Merchant after finishing Giruvegan. As if the battle was not tough enough, Chaos will use Enrage toward the end of the battle to boost the damage of his attacks. Make sure to have Shell set up for his Aeroja along with Protect for his newly enraged physical attacks and keep him under the effect of Slow at all times! Finish him off with a Quickening or keep using Souleater or Telekinesis. ++CHAOS, WALKER OF THE WHEEL++ will be added to the License board once he is defeated. [SE07] _ _ _ _ _ [SE07-1] | | | | | |_(_)_ __ __ _ | |_| | | _| | ' \/ _` |_ \___/|_|\__|_|_|_|_\__,_( ) |/ ________ __ ___ __ ____ __ /_ __/ / ___ / // (_)__ _/ / / __/__ _______ ____ / / / / / _ \/ -_) / _ / / _ `/ _ \ _\ \/ -_) __/ _ `/ _ \/ _ \ /_/ /_//_/\__/ /_//_/_/\_, /_//_/ /___/\__/_/ \_,_/ .__/_//_/ /___/ /_/ >> Availability: After finishing Giruvegan. Ultima is located in the Great Crystal of Giruvegan. Make sure that you have some White Masks (one for each party member) and/or Sage's Rings, Opal Rings (one for each party member), some Phoenix Downs, and some X-Potions before your party journies deep into the Great Crystal to fight her! About 20 - 30 of each item should do. Return to Giruvegan and run all the way through the Water-Step areas (first two areas). Use the Way Stone in the Gate of Fire to teleport to The Great Crystal. Dha Vikaari Bhrum / / Kabonii Jilaam Avaa \ (start) \ Sthaana Scorpio ----- A Prama Viakaari ----- Kabonii Jilaam Pratii'vaa / / A Vikaari Dhebon ~~ A Prama Vikaari ~~ Make a mental note that the Way Stone in front of your is Way Stone VIII, so you'll know how to teleport out of here quickly. Facing Gate Scorpio, run up the glowing path to the right. ~~ Sthaana Scorpio ~~ Approach the Scorpio Gate Stone and touch it to release the Barrier of Gate Scorpio. The words "For my master's chosen, and no other, the way will I lay open" will appear before the gate stone is touched. Run down the glowing path back to A Prama Vikaari and walk up the path where the Gate Scorpio barrier once stood. ~~ A Vikaari Dhebon ~~ Use Way Stone IX to teleport to the next part. (treasure) (Way Stone XII) Dhebon Jilaam Avaapratii A Vikaari Sirhru Pratii \ | (START) \ | Dha Vikaari Kabonii ----- A Vikaari Kanbhru Ra ----- Dhebon Jilaam Pratii'dii | \ \ | \ \ A Vikaari Sirhru Praa Dhebon Hilaam Praa'dii ----- Sthaana Sagittarius (Way Stone XI) ~~ Dha Vikaari Kabonii ~~ Notice how the surroundings are much darker here. Walk up the only available path. ~~ A Vikaari Kanbhru Ra ~~ Wow. Gate Sagittarius I (right) and Gate Sagittarius II are on the sides. There are three other paths - one leading down (straight ahead) and two leading up (left and front right). Way Stone XX is in the middle of the area. Take either of paths that lead up since they will both meet at the same area your party needs to go to. Lv. 60 Mom Bombs will be in the middle of either path you take. ~~ Dhebon Hilaam Praa'dii (or) Dhebon Jilaam Pratii'dii ~~ Lv. 60 Mom Bombs will lie in wait for your group no matter which path you choose and they are VERY dangerous if they manage to group around your party. Use Protecga and Hastega magick before fighting them and have some party members equipped with Bubble Belts and Cat Ear Hoods so you can survive their Mass-Destruct suicide or defeat them before they have the chance to use it. Their HP is about 3 times the other Mom Bombs you have run into before, so be careful. It's hard to lure them away from each other because they all rush your party once one of them has caught site of an enemy. ~~ Sthaana Sagittarius ~~ More Mom Bombs! Touch the Sagittarius Gate Stone to release the barrier on Gate Sagittarius I and II in the previous area. A timer will appear in the upper right hand corner meaning that your party party must get back to the gates in that time limit (72 seconds) and touch one of them or the barrier will reform on both. Go back to A Vikaari Kanbhru Ra and you will have the choice of either gate, but you must first touch the gate of your choosing. Start with Gate Sagittarius I. Touch the gate and go up the glowing path. ~~ A Vikaari Serhru Praa ~~ Run up to Way Stone XI and touch it immediately. Mom Bombs will ambush the part from behind if you stay in this area too long. (Way Stone XV) A Vikaari Aldobi ----- Sirhru Jilaam Avaapratii | \ | \ Sirhru Jilaam Avaapraa ----- Sirhru Pis Avaa \ \ Sirhru Jilaam Praa'vaa Sirhru Pis Praa \ / \ / Sirhru Phullam Praa'vaa Sirhru Jilaam Praa ----- Sirhru Jilaam Praa'dii \ | \ (START) | Sirhru Phullam Praa ----- Dha Vikaari Dhebon Praa ----- Sthaana Gemini ~~ Dha Vikaari Dhebon Praa ~~ A choice of two paths will be to either end. The path that leads down will ultimately lead the party to a treasure sphere. Choose the path that leads up. ~~ Sthaana Gemini ~~ Don't worry that much about the Necrophobes here; they seem to appear nonstop. Equip some Dark Mask to absorb their Darka and run past them. Approach the Gemini Gate Stone. Touch the gate stone to deactivate Gate Gemini up ahead. Like before, you must reach the gate and touch it before the timer runs out (144 seconds). Exit through the other path. ~~ Sirhru Jilaam Praa ~~ Take the next only other path in Sirhru Jilaam Praa'dii and fight through the Shadonirs. There attacks can cause extreme damage so make sure to have Arise gambits activated. If you want a single treasure sphere, then Touch Gate Gemini I to open it. If you want to continue along with the quest like normal then take the gateless path to the right upon entering. You will need to backtrack and reactivate the Geminit Gate Stone if the first option is chosen. ~~ Sirhru Pis Praa ~~ Make a left once you reach the platform and run down the glowing path. ~~ Sirhru Pis Avaa ~~ Touch Gate Gemini II (if the timer is still going) to deactivate the gate. An Ash Wyrm will be walking around the platform. Use Shellga and Protectga on the party if you fight him! Standing where the gate was, Gate Leo II is on the right, and there are two paths up ahead - one (directly across from you) leads down while the other (front left) leads up. Both open paths will lead you the same way so it doesn't matter which path you take. Choose one. Whichever way you go, a Skulwyrm will greet the party. Make sure to equip something for his Diseablaga and be ready to cure Disease. ~~ A Vikaari Uldobi ~~ Fight or run past the floating Reapers and touch Way Stone XV to teleport even deeper into The Great Crystal. Uldobi Phullam Udiipraa ---- Sthaana Capri (START) / (Way Stone XVI) / Sthaana Virgo ----- Dha Vikaari Sirhru ---- Uldobi...'dii ---- Uldobi...Pra | \ | \ Sthaana Libra Uldobi...Vaa / \ / \ Uldobi Jilaam Pratt'vaa Uldobi Jilaam Praa'vaa \ / \ \ / \ Uldobi Jilaam Avaa ???? | | A Vikaari Kanbhru ~~ Dha Vikaari Sirhru ~~ While stepping away from Way Stone XVI, your party will have a choice of three paths: right path (leading down), middle path (leading up), left path (leading up). Take the middle path. ~~ Sthaana Libra ~~ Everything seems clear but as the party steps onto the platform a few Forbiddens will appear. Make sure to have Bowline Sashes equipped for their curses so you want loose a party member to Confuse. Touch the Libra Gate Stone (72 seconds) and go back to the area with Way Stone XVI and take the left path (leading up). ~~ Uldobi Jilaam Praa'dii ~~ Run past the Skulwyrm and quickly touch Gate Libra I before time runs out. Continue ahead and in the next area your pary will come across another Ash Wyrm. Take the left path (leads down). ~~ Sthaana Capricorn ~~ Touch the Capricorn Gate Stone (180 seconds) and run all the way back to Way Stone XVI where you first started. Take the path that leads downward on the right side (facing away from the Way Stone). Right, straight, then down the sinking path. ~~ Sthaana Virgo ~~ Touch Gate Capricorn I up ahead quickly before the time runs out. Some Forbiddens will likely rise up from the platform. Touch the Virgo Gate Stone (108 seconds) then quickly run back to Way Stone XVI. Take the center path. Turn either left or right and touch either Gate Virgo I or Gate Virgo II - they both lead the same way. ~~ Uldobi Jilaam Avaa ~~ A Giruveganus will be roaming around the platform as your party enters. If your party came UP a path, turn right, if they came down a path, turn left; either way, you will go up a glowing path to reach the next area below. ~~ A Vikaari Kanbhru ~~ Run toward Way Stone XVII and touch it to teleport further into the Great Crystal. (Way Stone XIX) Dha Vikaari Dhebon Ra \ (Ultima) \ (START) Crystal Peak ----- Kanbhru Pis ----- Dha Vikaari Uldobi / / Sthaana Aquarius (Aquarius Gate Stone) ~~ Dha Vikaari Uldobi ~~ It keeps getting darker and darker with each Way Stone teleportation. Step out onto the path and head downward. Forbiddens (and possibly an Evil Spirit) will attack as you try to run down the path. ~~ Kanbhru Pis ~~ There is a much desired blue save crystal +-----------------------------------+ on the platform ahead. The right path | Omega Mark XII, the most powerful | will lead to Way Stone XIX which is your | boss in the game is very close | way out of here and the left path will | by. Activating the Aquarius Gate | lead to the Aquarius Gate Stone (this is | Stone is the first step on your | the first step on your way to fighting | way to fighting him. He is a | Omega Mark XII [Secret Boss]). It's time | level 99 enemy, so be prepared. | to stop taking those swigs of Red Bull | [SQ18-1] | and break out the Jack Daniels because +-----------------------------------+ Ultima is right through the center path! ~~ Crystal Peak ~~ Walk up the glowing path and Ultima's introduction cutscene will play. +----------------------------------------------------------------+ | Lv 63 | Ultima | |================================================================| | HP: 258001 | Weak: Dark | Absorb: Light | |----------------------------------------------------------------| | Exp: 0 | Steal: High Arcana, Megalixir, Virgo Gem | | LP: 65 | | |----------------------------------------------------------------| | Recommended Level: 60 - 63 | +----------------------------------------------------------------+ Dispel her of her status enhancements at the beginning. Attack her physically and use any Dark elemental weapon that you have (Dark Shot!). Use Darkga to take off a fair amount from her, but don't spam the spell since you'll need your magick for healing. This fight seems to go very smoothly at the starting since she will only attack the party with physical attacks that take about 1500+ HP damage, but that will quickly change once 25% of her life has been taken. Keep in mind that her attacks will sometimes cause Sap, so set up a gambit to cast Regen on a Sapped party member. Set up gambits to heal with magick AND with items - put item gambits below magick gambits. Ultima is a very smart esper compared to the others that you have fought and will make many decisions based on your party's status. Her gambits are set up very well to challenge any magick users. Ultima's magick field is unlike any of the other Espers, in that she will go through several patterns of different status effects or disablements that will only last for close to thirty seconds each. Each time the party is free of a particular magick field another one will immediately take its place. Here is a breakdown of her magick fields: HP Drain Ultima will set up a magick field that will drain the party of HP as if they were under a Sap status effect. I like to cast Protectga and Regen before this field starts so she doesn't take off as much with her constant physical attacks and so the HP Drain isn't as bad. MP Drain Ultima will set up a magick field that will drain the party of MP similar to Sap-reducing speed. Use a Quickening right when the MP starts draining since it will be all gone eventually anyway. Turn off the "Self: MP < 10% (>)" Charge gambit during this magick field and heal with items! No Attack Ultima will cancel out the Attack command from the party command menu. Use this time to gain your magick back and cast Darkga on her. No Magick Ultima will cancel out the Magick command from the party command menu. Heal with items! No Technicks Ultima will cancel out the Technicks command from the party command menu. No Items Ultima will cancel out the Items command from the party command menu. Gravity Field Ultima will slow down time making the party move as if they were affected with Slow. Actually this is worse than Slow, but there is a way to fight if off to some decree. Equip light armor. Ultima will set up a Great +---------------------------------------------+ Barrier shortly after her life | Recommended Gambits | reaches the halfway point that |=============================================| will refurnish her with Protect | Ally: any (>) Arise | and Shell. Be sure to Dispel | Ally: any (>) Phoenix Down | both status enhancements once | Ally: status = Reverse (>) Attack | again. She will ready Holyja | Ally: HP < 50% (>) Curaja | shortly afterward then unleash | Ally: HP < 30% (>) X-Potion | it on the party and continue to | Ally: status = Sap (>) Regen | release it randomly throughout | Ally: status = Sap (>) Remedy | the rest of the fight. Make | Self: MP < 10% (>) Charge | damn sure to equip some White | Foe: party leader's targer (>) Attack | Masks to all party members in +---------------------------------------------+ order to absorb the attack and avoid taking damage! Sage's Rings will absorb the attack also so equip those if you have them. Holyja will hit each party member for around 5000+ damage. This spell will also randomly cause Reverse so you better not cure any party members at that time. Set up a gambit to attack a party member inflicted with Reverse - make sure this attack gambit is above the curing gambits! She will use Renew on any party member inflicted with Reverse then cast Curaja to finish that party member off, but constantly attacking that party member until Reverse wears off will heal them and might save them. Her Curaja is the main killer. Don't have any status effecting weapons and the attacking should go well, but one party member may get hit by an ally just before Reverse wears off sometimes. She will start to use Reflectga after the curing attacks and will spam the party with Reflectga throughout the remainder of the battle if they try to dispel it. Equip Opal Rings when she starts casting Reflect and you'll be able to use curing magick without having to worry about Reflect. Her defense will increase dramatically when she nears her last 25% of life. Make sure to cast Hastega whenever one of your party members has a chance and that will really help out for her last bit of health. She is still very weak to Darkga at that time so take advantage of that and cast it on her a bit. In order to defeat her, you have to learn which shields are the best times to go all out on her. I found it best to spam her to death with attacks at the beginning and during the technick field. It is a good idea to bring some items to this fight with you - a few Phoenix Downs, X-Potions, and Remedies will come in handy. Be sure to arrive at this battle with all the status enhancements you can think of casted on your main three party members since there is a save point right outside the area where you fight her. Cast Protectga, Regen, Bubble, Bravery, and Hastega on all party members and your party will start out with a bang! The main key to beating her is to have White Mask equipped and Opal Rings for the last half of the battle. ++ULTIMA, THE HIGH SERAPH++ will be added to the License board after the fight. Now, about getting out of here, go back to Kanbhru Pis and take the path to the left upon entering to wind up in Dha Vikaari Dhebon Ra. Touch Way Stone XIX to teleport all the way back to Way Stone XX. Way Stone XX is the Way Stone that could not be activated earlier. The Way Stone will take the party back to A Vikaari Kanbhru Ra. If you want a chance at the powerful Excalibur sword then look below starting at "A Vikaari Kanbhru Ra". Otherwise, look for the only open gate (with the two large columns where Saggittarius Gate I used to be) and take the path to the right of that path. In Dha Vikaari Kabonii, use Way Stone IX to teleport back to teleport back to A Vikaari Dhebon. Take the only path to A Prama Viakaari and use that Way Stone to teleport to the Gate of Fire back Giruvegan. Sirhru Phullam Udiipratii / \ (Way Stone XIV) / \ Dha Vikaari Dhebon Pratii Sirhru Jilaam Pratii'dii (START) / / (treasure) / / Sirhru..Pratii'vaa -- Sthaan Leo Sirhru Jilaam Pratii --- Sirhru Pis Pratii (Gate Leo I) (Leo Gate Stone) \ \ \ \ Sirhru Jilaam Pratii'vaa Sirhru Pis Avaa (2 Treasures; Excalibur) (Gate Leo II) ~~ A Vikaari Kanbhru Ra ~~ Look back at the second map under this Ultima section if you need to. You need to go back to Sthaana Sagittarius and activate the Sagittarius Gate Stone. Come back to this area and open Sagittarius Gate II. ~~ A Vikaari Sirhru Pratii ~~ Use Way Stone XII to teleport to Way Stone XIV. Now you should look at the map above. ~~ Dha Vikaari Dhebon Pratii ~~ Way Stone XIV will be behind the party. Take the path that leads down and go all the way to Sirhru Jilaam Pratii'vaa. You'll have to take the furthest path on the left when you get to Sirhru Jilaam Pratii. ~~ Sirhru Jilaam Pratii'vaa ~~ A Shadonir will be down the path. Defeat him quickly since two more Shadonirs will appear from the glowing path your party enters this area from once the platform is reached. There is a treasure sphere in the middle of the trap and there is a possibility that there is another treasure sphere inside of that one. Open the first treasure sphere to get whatever minor item or gil lie inside then open the second treasure sphere, if there is one, to receive ++EXCALIBUR++. If you don't get any extra chest, then leave and move three areas away from the current and come back to try again. The treasure sphere should return in the middle of the trap and you will have the chance at Excalibur once again. There is no trick to doing this and no Diamond Armlet required - the treasure sphere will appear randomly. I got the second treasure sphere to appear my second time while trying this once and later it didn't appear until about the eigth time, so it varies. You can only get Excalibur one time. [SE08] ____ _ _ _ [SE08-1] |_ /___ __| (_)__ _ _ _| |__ / // _ \/ _` | / _` | '_| / /_ /___\___/\__,_|_\__,_|_| |_\_( ) |/ __ __ ___ ___ __ / //_/__ ___ ___ ___ ____ ___ / _/ / _ \_______ _______ ___ / /____ / ,< / -_) -_) _ \/ -_) __/ / _ \/ _/ / ___/ __/ -_) __/ -_) _ \/ __(_-< /_/|_|\__/\__/ .__/\__/_/ \___/_/ /_/ /_/ \__/\__/\__/ .__/\__/___/ /_/ /_/ Availability: Gain 10 Espers and finish "The Mind Flayer" hunt. Make sure to have a Black Mask (must have) for each member of your party along with a Rubber Suit (optional) for each one. It's good to have some Bubble Belts and Bowline Sashes for each party member as well. Talk to Geomancer Yugelu in Jahara once your party has beaten 10 Espers. He mentions that he will send a Garif Warrior to unlock a secret part of the Henne Mines. Teleport to the Henne Mines via the orange save crystal in Jahara. ~~ Stage Shaft ~~ This is the final save point your party will get before fighting the Esper, Zodiark. I know, I know. Walk down the path in the Henne Mines that leads to the Ore Seperation where the party fought Tiamat. ~~ Ore Seperation ~~ The gate off to the right (east) side of this area is now unlocked. Enter the new path. ~~ Phase 2 Dig ~~ If the party is below level 65, you better equip some Bubble Belts because up ahead there are plenty of level 65+ Abysteels that will gang up very quickly. If you have any light elemental weapons (Excalibur, Holy Lance) then equip them to have a much easier time against the Abysteels. Excalibur will really tear these bats a new one, so I recommend that you have it with you or go back to The Great Crystal and get it (See location at the end of Ultima section). Continue down the path and use Float to get over the trap. Go all the way to the east. Beware the Gizamaluk mixed with Abysteels. Use Blizzaga on the Giazamaluk. Grab the ++HENNE CANDLE++ from the urn to the right in order to show the secret areas on the Henne Mines map. Go ahead and press Select. Yeah, when Yugelu said "deep in the Henne Mines" he wasn't kidding. Venture further south. When you reach the corridors, let the Abysteels come to your party and DO NOT let them gang up too much. Look for chests off to the sides while moving down the tunnels. The chest blend in well with the walls. If you keep heading west down the long western path and your party will run into another Gizamaluk in the far southwest - there will be a dead end to the left. There is a water pail on the right wall as you walk down the dead end with a Discarded Paper inside, hinting at the many treasures inside the Henne Mines. Come back out of the southwest portion and run down the other path to the south further to the east. This will lead the party into some tunnels that are not on the map. Keep moving along these tunnels (either way) to reach the entrance to the next area. ~~ Crossover C ~~ This area is fairly straightforward if you look at the map. Hecteyes will drop from the ceiling near the middle of this railway tunnel. Equip Bowline Sashes to avoid confuse (Phantasmal Gaze) and be ready to cure Disease (Pox). These things are very dangerous when fighting more than one at a level below 70, so be very careful about standing in between them because they have an attack similar to the Jellies where they hit from all sides. Equip Rubber Suits when they start to cast Thundaga. Use Blizzaga on them since they are weak to ice. They will actually run from the party when they reach HP critical. They will lead the party further into the mines so don't always follow since more enemies may be lurking ahead. The first gate to the southwest is closed so go through the gate to the west. ~~ Pithead Junction C ~~ Ah, a switch. I do have a very fond memory of triggering all those Jellies from our first venture into the Henne Mines don't you? Don't press that switch. If you press it, 9 Abysteel bats will fall from the ceiling and attack the party! Pressing the switch will also seal off the way that the party needs to go in the next area. ~~ Phase 2 Shaft ~~ Head to the east. There will be many Hecteyes and Abysteels so try to fight them in small numbers if possible. There is a group further to the east (3 Abysteels and 3 Hecteyes) that you should either run by or lead a few of them out at a time to deal with them. ~~ Special Charter Shaft ~~ An occasional Necrofiend will spawn from +-----------------------------------+ the death of an enemy in this portion of | This area is your best chance to | the mines. They're not that much of a | gain multiple Ribbons via a chest | threat if your party is equipped with | in this area. Ribbons make the | Bowline Sashes to ward off their | wearer immune to most status | Phantasmal Gaze and Black Mask to absorb | effects. See the "Ribbon" | their Maser Eye attack. When your party | listing under Accessories in the | reaches the secret path in the southeast | List section. | (not on the map), the first of many Et¿ms | [AC01] | will show up in the tunnel ahead. These +-----------------------------------+ enemies are highly dangerous in numbers and they will ambush you easily in this area. Sometimes they will remain transparent and only attack while others are attacking, so you could be fighting two Et¿ms then have two more suddenly appear. Keep Bowline Sashes and Black Mask equipped since they have a high probability of spawning a Necrofiend. They will Stop the party, cast Disease, cast Darkga, and drain the party's MP with Annul. They also like to cast Death frequently (coutdown version and instant) as well as use Dimensional Rift which is instant death. Watch them like a hawk when they attack and equip a Power Armlet to ward off their Stop. I would recommend that you equip each of your main party members with a powerful weapon while heading through here, no matter the character. Equip the Holy Lance, Excalibur, and the Zodiac Spear or Ragnarok if you have them. The Et¿ms drop Soul Powders which you will need two of for Empyreal Souls at the Bazaar. Do not try to run through this area, or the Et¿ms will finish your party fast. All the other areas on the way to Zodiark can be run through, but not this one - unless you're lucky. In the middle of the long path in the east take a left (go north) and move down the hidden path. When you reach the area on the map once again, you'll have a choice of going left, right, or straight ahead (north). Keep going north until you reach the far north end and then turn to the left (west) to find a "Glowing Object" on the ground. This is actually the treasure that the Discarded Paper from ealier was hinting at. Examine it more closely to find ++3 BACCHUS'S WINES and 2 MEGALIXIRS++ buried under the dirt floor. Keep in mind that you can return to this area and find a chest with the most powerful gun weapon inside. You MUST open the chest while the Diamond Armlet is equipped as an accessory to receive the ++FOMALHAUT++. I would recommend that you come back to this area after you defeat Zodiark to get the chest. It will appear randomly like all chest but it has a 100% chance of having that weapon unless your party opens it without the Diamond Armlet equipped - it will only contain Dark Matter if that is the case. Go back to the intersection and move down the right tunnel (heading west). Take the next right (heading north). You will wind up along a small strip visible on the map when your party turns left again. The path to the west in this upper north portion will lead directly to Zodiark. Like I said, there is no save crystal before you fight this horrid beast. ~~ Special Charter Dig ~~ +----------------------------------------------------------------+ | Lv 66 | Zodiark | |================================================================| | HP: 336847 | Weak: Light | Absorb: Dark | |----------------------------------------------------------------| | Exp: 0 | Steal: High Arcana, Megalixir, Serpentarius | | LP: 70 | | |----------------------------------------------------------------| | Recommended Level: 65+ (with 40+ reserve party members) | +----------------------------------------------------------------+ Dispel him of his status enhancements as soon as possible and set up a gambit to Dispel him of Protect and another one for Faith and Bravery for whenever he uses his Great Barrier, Faith, and Bravery spell. Zodiark will literally start the battle with Darkja. It's always the first move he will do. Nothing like getting to the point! Have Black Mask equipped to all three of your party members in order to absorb this attack - all 7000+ damage of it. The most annoying party of this attack is that Darkja can cause instant death as well as Blind the dying character (just as a little added "**** you"). Similar to the way that many of the other Esper's caused status effects randomly with their big magick attack, Zodiark's will right out kill you randomly - not just one person, sometimes the whole party! If that is the case, the reserve party will have to revive your main party. UPDATE: His Faith spell (when cast on himself) will increase the chances for instant death due to Darkja. Your pary's Shell spell (or Shell Shield) can cut the chances of instant death in half if used (or equipped). Zodiark will hit for around 2000+ HP damage per attack and his attacks can cause Disease at times. He will use Great Barrier and Mana Spring to set himself up with Protect and Shell. Along with Great Barrier, he will also cast Faith and Bravery on himself, so be ready to Dispel all his status enhancements once again. He will sometimes set up a Magick Shield to make himself invulnerable to magick attacks. While magick attacks aren't the best attacks to use anyway, this will also make it to where you can't Dispel him, so turn off the Dispel gambits at that time. Zodiark has all the level attacks that Zalera did: Lv. 2 Sleep, Lv.3 Disable, Lv. 4 Break, so be at a level that is not divisible by either of those number and you won't have to worry about them or you could just equip the accessory that nullifies them shortly before he does the attack. The whole party may be hit with Piercing Graviga as well. Near the end of the battle, Zodiark will start to use Darkja constantly (after he uses Limit Break) and will not let up except for a few a physical attacks every now and an occasional cast of a status enhancements. He will start to use Shift during his last 25% of HP. Shift will change his weak element, so just equip non-elemental weapons and keep fighting him. Battle Cry will follow the use of Shift, which will make him immune to physical damage. He will start to use Scathe around this point in an attempt to kill the party quickly. Make sure to move apart when he starts casting Scathe to limit the damage. His Scathe cannot be reflected. It is best to start a Quickening chain right when he uses Shift since that will be your last chance to hit him with a physical attack. His immunity to damage will eventually fade, but he will bring it right back up on him in just about five seconds after it is gone. He will not raise his Magick Shield back up as fast as his physical shield so you should take advantage of this and use some Reflect shields (equip Mirror Mails to all party members) to reflect Scathe off your party by casting it on the party leader and this will take 9999 damage from him. This is a good way to finish him off. He will spend the remainder of the battle casting Reflect, Bravery, and Faith on himself while hitting the party with physical attacks that can cause Disease and he will also Scathe a bunch. This is one of the hardest boss fights in the game because of Darkja, but if you can drain him of HP fast, you can quickly take him down with reflected Scathes at the end of the battle. Most of the text above was just describing the battle, but here is an extreme strategy to beat him: Equip your party with the most powerful weapons that you can get your hands on before the fight begins. A wise choice would be Excalibur, the Zodiac Spear, the Holy Lance, Ragnarok (or better), or the Golden Axe. Have all members of your party equipped with a Bubble Belt as well. Stand outside of the Special Charter Dig entrance and cast Hastega, Protectga, Regen, and Berserk on your two strongest party members. Cast Bravery on your unberserked party leader and Bravery on any berserked character that you feel will not hit for 9999 damage. Switch out all three of those party members and bring in one character (only one) that you don't plan on using during the battle and cast Haste on that person then enter the boss room. Run up to Zodiark and Dispel him with the one person then prepare to face Darkja. Switch out the current person, dead or alive, and bring in your main three party members. Allow the two Berserked party members to mop the floor with Zodiark's ass while you take control of the unberserked party member and heal. Hit Zodiark with your party leader whenever possible but make healing the number one priority. When Zodiark readies Great Barrier, Mana Spring, Faith, or Bravery select Dispel manually so you can be charging in order hit him with Dispel the moment he cast the status enhancement. If your party is aggressive enough, he may not even get a chance to perform Darkja again until after Shift. When he uses Shift, your party can either start a Quickening chain at that moment in the hopes of one final major attack or continue to wail on him with physical attacks until he sets up Great Barrier. When Great Barrier is active, he will most likely have a Magick Shield up too, so you will have to wait a bit until his Magick Shield drops. While waiting, you may want to take out a person or two from your main party so they will not get killed by Darkja. Test him by trying to Dispel him to see if he still has the Magick Shield up if you are unsure. Obviously, it will give you an "Immune" if it is. Once the Magick Shield falls, equip all party members with a Mirror Mail and have your party member with the strongest magick power cast Scathe on his or herself. Scathe will reflect off all party members and take close to 9999 damage from Zodiark each time (around 3000+ x3). The main goal here is to drain as much of his life as you can with physical attacks before he uses Shift then sparingly Scathe him with a reflected Scathe to finish him off. I nearly killed him one time through physical attacks before he set up his physical shield but his Shift made him change to Light elemental, so my weapons started giving him life when it would have finished him off. It may be helpful to equip non-elemental weapons to your party members directly after Shift because of situations such as that. The only flaw I have found in this method is that you will lose control of your two berserked party members so a Quickening for those two characters will not be optional, but this method should really damage him badly! Try to use Bravery only instead of Berserk if you don't want to lose control of any of your party members. Once he has been defeated ++ZODIARK, KEEPER OF PRECEPTS++ will be added to the License board. Use the gate on the west side to exit back out to Crossover C when the battle is finished. [HT00] __ _____ __ /\ /\/\ /\ /\ \ \/__ \/ _\ / /_/ / / \ \/ \/ / / /\/\ \ / __ /\ \_/ / /\ / / / _\ \ \/ /_/ \___/\_\ \/ \/ \__/ ---- ---- Check a bulletin board inside of the pub in a city to find different hunts posted up. Some of the bulletin boards are out in the open like at the Phon Coast. In order to engage in a hunt, you must: (1) accept the hunt from the board (2) find the petitioner and agree to perform the hunt (3) find the mark and defeat it (4) report back to the petitioner for your bounty reward. Please note that Elite Marks (marked as such) can only be performed by talking to Montblanc in the Clan Centurio building of Rabanastre. The Clan Centurio building is mentioned after the first hunt and can be found in the Northwestern part of Rabanastre. The requirements that I listed for some of the marks will also require that you perform enough hunts up to that point in order to have extra hunts available. For instance, you can't go through the main story of the game and expect to have every hunt available to you at the end. You need to perform easier hunts to have harder hunts available to you. Here is a list of all the ranks and extra items associated with the hunts: ============ Clan Ranks ============ Note: Talk to Ma'kenroh at the top of the stairs in The Clan Hall to find out how many more marks and clan points your party must earn for the next rank. 1. Moppet Requirements: Starting Rank 2. Hedge Knight Requirements: Defeat two marks and obtain 700 clan points. 3. Rear Guard Requirements: Defeat four marks and obtain 8000 clan points. 4. Vanguard Requirements: Defeat eight marks and obtain 20000 clan points. 5. Headhunter Requirements: Defeat ten marks and obtain 30000 clan points. 6. Ward of Justice Requirements: Defeat twelve marks and obtain 40000 clan points. 7. Brave Companion Requirements: Defeat fourteen marks and obtain 100000 clan points. 8. Riskbreaker Requirements: Defeat sixteen marks and obtain 200000 clan points. 9. Paragon of Justice Requirements: Defeat twenty-four marks and obtain 250000 clan points. 10. High Guardian Requirements: Defeat twenty-eight marks and obtain 300000 clan points. 11. Knight of the Round Requirements: Defeat thirty-two marks and obtain 500000 clan points. 12. Order of Ambrosia Requirements: Defeat all marks, obtain 1000000 clan points, and acquire every title in the Sky Pirate's Den. ====================== Clan Provision Items ====================== ** The Clan Provisioner is located in Muthru Bazaar and will only appear after accepting a hunt from Montblanc in the Clan Centurio Hall of Rabanastre. Potion (70 gil) - Achieve "Moppet" rank and talk to Montblanc. Hi-Potion (210 gil) - Achieve "Hedge Knight" rank. Gysahl Greens (108 gil) - Achieve "Rear Guard" rank. Teleport Stone (200 gil) - Achieve "Vanguard" rank. Nihopalaoa (30000 gil) - Achieve "Headhunter" rank. Reverse Magick (7600 gil) Bubble Magick (3300 gil) - Achieve "Ward of Justice" rank. Faith Magick (5800 gil) - Achieve "Brave Companion" rank. Bravery Magick (5800 gil) - Achieve "Riskbreaker" rank. Warp Mote (100 gil) - Achieve "Paragon of Justice" rank. Cat-ear Hood (30000 gil) - Achieve "High Guardian" rank. Bubble Belt (19800 gil) Knot of Rust (6 gil) - Achieve "Knight of the Round rank. ================= Montblanc Gifts ================= -- Clan Rank Achieve "Moppet" Clan Rank: 3 Potions Achieve "Hedge Knight" Clan Rank: 2 Warp Motes, 2 Teleport Stones Achieve "Rear Guard" Clan Rank: 3 Remedies, 2 Teleport Stones Achieve "Vanguard" Clan Rank: 3 Hi-Potions, 2 Teleport Stones Achieve "Headhunter: Clan Rank: 2 Ethers, 2 Teleport Stones Achieve "Ward of Justice" Rank: 2 X-Potions, 2 Teleport Stones Achieve "Brave Companion" Rank: 2 Hi-Ethers, 3 Teleport Stones Achieve "Riskbreaker" Rank: 2 Elixers, 3 Teleport Stones Achieve "Paragon of Justice" Rank: High Arcana, 3 Teleport Stones Achieve "High Guardian" Rank: Empyreal Soul, 3 Teleport Stones Achieve "Knight of the Round" Rank: 2 Megalixers, 3 Teleport Stones Achieve "Order of Ambrosia" Rank: Centurio Hero's Badge, 3 Teleport Stones -- Bosses Defeat the Flans in the Garamsythe Waterway: 150 gil Defeat Firemane: 200 gil Defeat Mimic Queen: 300 gil Defeat Demon Wall 1: 1200 gil, 1 Electrum Defeat Demon Wall 2: 600 gil, 1 Warp Mote Defeat Tiamat: 900 gil Defeat Elder Wyrm: 800 gil Defeat Earth Tyrant: 1200 gil Defeat Vinuskar: 1100 gil Defeat King Bomb: 1300 gil, Mallet Defeat the Mandragoras: 1600 gil Defeat Ahriman: 1600 gil Defeat Rafflesia: 1800 gil Defeat Daedalus: 1900 gil Defeat Tyrant: 1900 gil Defeat the Fury: 2100 gil, Bacchus's Wine Defeat the Humbaba Mistant: 2100 gil Defeat Hydro: 2000 gil Defeat the Hell Wyrm: 50000 gil -- Espers Defeat 1 Esper: 2 Arcana, 2 Teleport Stones Defeat 4 Espers: High Arcana, 2 Teleport Stones Defeat 8 Espers: Gemsteel, 2 Teleport Stones Defeat 13 Espers: Serpentarius, 2 Teleport Stones ___ _ __ / _ \/ | /__\ | | | | | /------\ / \// | |_| | | \------/ / _ \ \___/|_| [HT01] \/ \_/ E D & R O T T E N I N T H E D E S E R T 01 - Red & Rotten in the Desert Rank: I Mark: Rogue Tomato Petitioner: Tomaj (Rabanastre) - he'll give you an explanation of hunts for this first hunt so there is no need to track him down. Mark Location: Dalmasca Estersand/The Stepping Bounty: 300 gil, 2 Potions, 1 Teleport Stone The Rogue Tomato hunt is part of the main game. He is in the Dalmasca Estersand (East Gate) on the hill overlooking the valley next to the two trees with pink blossoms. This is in The Stepping area of the Estersand (first area). ___ ____ __ __ / _ \___ \ / / /\ \ \ | | | |__) | /------\ \ \/ \/ / | |_| / __/ \------/ \ /\ / \___/_____| [HT02] \/ \/ O L F I N T H E W A S T E 02 - Wolf in the Waste Rank: I Mark: Thextera Requirement: Complete "Red & Rotten in the Desert" Petitioner: Gatsly (Rabanastre) - Gatsly is lying down to the right of the bulletin board. Mark Location: Dalmasca Westersand/Galtea Downs Bounty: 500 gil, Headguard, Teleport Stone +--------------------------------------------------------------+ | Lv. 6 | Thextera | |==============================================================| | HP: 380 | Weak: Wind | Absorb: N/A | |--------------------------------------------------------------| | Exp: 0 | Steal: Pebble, Potion, Wolf Pelt | | LP: 2 | | |--------------------------------------------------------------| | Recommended Level: 7 - 9 | +--------------------------------------------------------------+ Head to the Westersand via the Westgate of Dalmasca and run over to the cliff wall on the left side of the area to find Thextera along with a few Wolves. It would be a good idea to have at least two party members to perform this hunt. Thextera is fairly low level and doesn't take too much off, but he will use a "Cry for Help" move to call Wolves in the area over to your current location. His attacks take off about 15 HP per hit and his Fang attack will take nearly 50 HP. There will sometimes be three Wolf helpers as well, so make sure to have a Curing gambit of some sort. Gatsly will ask that you visit his shop in the Bazaar area of Rabanastre after you complete this task and talk to him again. ___ _____ ___ / _ \___ / / \ | | | ||_ \ /------\ / /\ / | |_| |__) | \------/ / /_// \___/____/ [HT03] /___,' A L M A S C A ' S D E S E R T B L O O M 03 - Dalmasca's Desert Bloom Rank: I Mark: Flowering Cactoid Requirement: Complete "Wolf in the Waste" Petitioner: Dantro (Dalmasca Estersand) - Dantro is north of The Stepping area of the Dalmasca Estersand. Look next to the fire. Mark Location: Dalmasca Estersand/Yardang Labyrinth Bounty: 500 gil, 10 Potions Special Item: Cactus Flower +--------------------------------------------------------------+ | Lv. 4 | Flowering Cactoid | |==============================================================| | HP: 755 | Weak: Wind | Absorb: Earth | |--------------------------------------------------------------| | Exp: 0 | Steal: Cactus Fruit, Earth Stone, Potion | | LP: 2 | | |--------------------------------------------------------------| | Recommended Level: 7 - 10 | +--------------------------------------------------------------+ Go out the Eastgate and talk to Dantro in the Outpost portion of the Dalmasca Estersand. The Yardang Labyrinth is north of the Outpost. Enter the labyrinth and look for a Cactoid with a red flower on its head and that will be your mark. He wanders around throughout the area so you'll have to hunt him down while killing the Wolves and Cockatrices. Unlike the other Cactoids, he will immediately attack your party once you see him so his cover is blown rather easily. He basically attacks like all the other Cactoids in the area and will even start to run once he is down to half of his life. What seems like a super easy battle will suddenly take a turn for the worse as he unleashes his 1,000 needle attack when his life is extremely low. Kill him fast or one of your party members will instantly die if they are not over 1,000 HP! Your party will take a ++CACTUS FLOWER++ as proof of victory. ___ _ _ __ __ / _ \| || | / / /\ \ \ | | | | || |_ /------\ \ \/ \/ / | |_| |__ _| \------/ \ /\ / \___/ |_| [HT04] \/ \/ A T E R W A Y H A U N T I N G 04 - Waterway Haunting Rank: I Mark: Wraith Requirement: Complete "Wolf in the Waste" Petitioner: Milha (Rabanastre) - Milha is in the northeastern North Sprawl Lowtown area next to the Residence marker. Mark Location: Garamsythe Waterway/Overflow Cloaca Bounty: 500 gil, Ether, Gauntlets +--------------------------------------------------------------+ | Lv. 9 | Wraith | |==============================================================| | HP: 5146 | Weak: Thunder | Absorb: Ice | |--------------------------------------------------------------| | Exp: 0 | Steal: Dark Magacite, Glass Jewel, Hi-Potion | | LP: 5 | | |--------------------------------------------------------------| | Recommended Level: 9 - 11 | +--------------------------------------------------------------+ Find the stairwell in the North End +----------------------------------------+ of Rabanastre to be taken to the | Recommended Gambits | area right by Milha. Go down the |========================================| path then take the first two rights | Foe: party leader's target (>) Thunder | to find Milha kneeling next to a | Foe: party leader's target (>) Attack | door. Run over to Storehouse 5 +----------------------------------------+ (labeled Garamsythe Waterway) and enter the waterway through the right door. Go down both sets of stairs up ahead and the Wraith will appear after a certain amount of time in the open area. The Wraith will not attack, but will start the battle by casting Doom on each individual party member. If Doom misses then he will cast it again on that same person. Once every member of your party has a Doom countdown, the Wraith will start to attack by casting Blizzard, Dark, or by attacking normally. He will also cast Blind sometimes. It is very important that you spam him with Thunder as much as you can at the very beginning of this fight. Set gambits where your party will cast Thunder on him along with your leader (target him yourself with the leader) - if you have Thundera then you will obviously want to use that. Switch out your MP exhausted party members with others to keep pounding on him. Beat him quick and get out of the waterway before Doom kills you and you will be able to recover at a save crystal. Keep in mind that the Doom status will count down from where it left off once you enter the field again if you don't touch a save crystal. You can enter the Private Residence afterward and find a Dusty Letter that is actually a hint, which will lead to one of the game's many side quests. ___ ____ / _ \| ___| /\/\ | | | |___ \ /------\ / \ | |_| |___) | \------/ / /\/\ \ \___/|____/ [HT05] \/ \/ A R A U D E R I N T H E M I N E S 05 - Marauder in the Mines Rank: I Mark: Nidhogg Requirement: Complete the Lhusu Mines task of the main story. Petitioner: Aekom (Bhujerba) - He is the blue Seeq in front of the Lhusu Mines. Mark Location: Lhusu Mines/Transitway 1 Bounty: 600 gil, Rose Corsage, Balaclava Special Item: Great Serpentskin +--------------------------------------------------------------+ | Lv. 10 | Nidhogg | |==============================================================| | HP: 6079 | Weak: Fire | Absorb: Earth | |--------------------------------------------------------------| | Exp: 0 | Steal: Antidote, Tanned Hide, Aries Gem | | LP: 5 | | |--------------------------------------------------------------| | Recommended Level: 13 - 15 | +--------------------------------------------------------------+ Enter the mines and continue +----------------------------------------+ through the areas until you find | Recommended Gambits | a path that splits into two at the |========================================| beginning of the Transitway 1 | Foe: party leader's target (>) Slow | area. The Nidhogg will be moving | Ally: HP < 50% (>) Potion | about in the intersection. Make | Foe: party leader's target (>) Fire | sure to have full HP and MP before | Foe: party leader's target (>) Attack | entering this area. It is very +----------------------------------------+ important to have Slow for this battle since the Nidhogg will start out with Haste and Protect (and possibly Bravery). If you have Dispel then Dispel him of both and cast Slow. This enemy can sometimes attack about four times in a row and he is very quick even without Haste. Cast Blind on him at the very beginning to decrease the accuracy of his attacks. Spam him with Fire the entire battle to take his HP down quickly. Make sure to get rid of any Steeling that happens to attack you during this battle. If the Steeling uses Joyous Soundwave, it will heal the Nidhogg too. The most important aspect of this battle is for the Needhog to have Slow cast on him at all times. ___ __ __ / _ \ / /_ / / | | | | '_ \ /------\ / / | |_| | (_) | \------/ / /___ \___/ \___/ [HT06] \____/ O S T I N T H E P U D D I N G 06 - Lost in the Pudding Rank: V Mark: White Mousse Requirements: Meet the Garif-chief in Jahara. Petitioner: Sorbet (Rabanastre) Mark Location: Garamsythe Waterway/West Sluice Control Bounty: 2800 gil, Yoichi Bow Special Item: Sluice Gate Key Make sure that you are on about level 30 for this hunt since the mark's level is deceiving and you will fight Lv.38 fiends on your way to him. Run over to the Westgate of Rabanastre and speak with Sorbet. Sorbet is the moogle that you normally use for teleportation on that side of Rabanastre. Head to the Lowtown area and enter the Garamsythe Waterway area from the right gate. Enter the Central Waterway Control area via the large gate then head west (look at your map). Be sure to have some Esuna gambits set to your characters since you will fight some Lv 38+ Malboro Overkings down here. Go through the northwest set of paths and keep looking at your map to find the way that will take you to the West Sluice Control to the southwest. Facing all the pathways on the right side, the fourth path to the left is the one you will want to take then go through the fourth path on the left once again, which should lead you up some stairs. Go across the bridge then fight or run through the Malboro Overkings and head south. In the West Sluice Control area, you MUST defeat all four Malboros in the area or they will follow you down to where White Mousse it. If there is an Ice Elemental among them then you will just have to beat him or exit the area from the way you came and reenter to hopefully make it disappear. White Mousse will drop from the ceiling as you walk into the area with water. DO NOT run to the save point in the east or you will only make things worse. If you enter the area after saving, Malboro Overkings will have respawned near the stairs and will join White Mousse in battle. +---------------------------------------------------------------+ | Lv. 15 | White Mousse | |===============================================================| | HP: 69469 | Weak: Fire | Absorb: Water | |---------------------------------------------------------------| | Exp: 0 | Steal: Potion, Echo Herbs, Hi-Potion | | LP: 24 | | |---------------------------------------------------------------| | Recommended Level: 30 - 33 | +---------------------------------------------------------------+ It really helps if you have Larsa +-------------------------------------------+ for this fight since you will | Recommended Gambits | need an item healer. Have Argyle |===========================================| Armlets equipped for this battle | Ally: any (>) Raise | so White Mousse can't blind you | Self (>) Reflect | with his Flash attack. Make sure | Ally: HP < 50% (>) Hi-Potion | everybody has Reflect on them | Foe: party leader's target (>) Attack | before the battle starts +-------------------------------------------+ (including Larsa) then cast Blind on White Mousse and summon Belias right at the beginning. Cast Reflect on Belias to keep White Mousse from hitting him with Waterga and be sure to keep Reflect on yourself. You'll need a few Hi-Potions to toss to either Belias or yourself since White Mousse will attack physically eventually. Belias will constantly hit him with Painflare since White Mousse is weak against fire. If you have enough magick to at least summon Belias twice then this battle won't be that tough at all. Keep in mind that Waterga will kill Belias in one hit, so you must be quick to cast Reflect on him. If a Lizard jumps up from the small section to the north then take him down immediately - he won't be much of a bother like the Malboro Overkings were. White Mousee will gain life from a reflected Waterga attack but you will take off more from him. Fira or more importantly, Firaga, will take more than physical attacks but don't set a fire spell as a gambit since you will need some MP for Reflect. If you have the Flametounge Sword then equip that for this battle. On his last 75% of life, White Mousse will only use Waterga every turn - cast Berserk on him at this point to stop him. Have a Quickening ready for his last bit of life if Berserk starts to wear off. You will receive a ++BROKEN KEY++ upon beating him. Save your game at the East Sluice Control and go ahead and grab the ++GARAMSYTHE CANDLE++ from the urn to the side of the save point. This will show all the secret areas on the map of the Garamsythe Waterway. Give Sorbet the Broken Key and he will give your party the bounty plus a ++SLUICE GATE KEY++. UPDATE: White Mousse can be put to sleep, so if your party can manage to make him snooze through the Sleep spell or Nihapolaoa + Alarm Clock (or Remedy), then your party can stand back and freely use Fire spells to attack him without having to worry about his attacks. (Thanks to Akagami No Steven, P P Panda, and FE_Papiroku from the Arctic Nightfall boards for their strategies and thanks to Jak_Drizzt for the Sleep trick.) ___ _____ ___ / _ \___ | / __\ | | | | / / /------\ / _\ | |_| |/ / \------/ / / \___//_/ [HT07] \/ O R W H O M T H E W Y R M T O L L S 07 - For Whom the Wyrm Tolls Rank: III Mark: Ring Wyrm Requirements: Meet the Garif-chief in Jahara. Petitioner: Balzac (Rabanastre) Mark Location: Dalmasca Westersand/Windtrace Dunes (During a sandstorm) Bounty: 200 gil, Moon Ring, Icebrand Go to the Lowtown area of Rabanastre. Facing away from the north item merchant, Balzac is in the southwest big area. This is the same guy that you talked to when you first brought Basch back to Rabanastre. The Ring Wyrm will only show up in the south portion of the Windtrace Dunes during a sandstorm. If the skies are dark in the Westerland then there will be a sandstorm when the Windtrace Dunes is entered. If there is not a sandstorm there then you need to enter and exit from the Zertinan Caverns entrance of the Shimmering Horizones until the sky is full of dark clouds. This zoning should also work from Rabanastre, the Westersand, and Giza Plains, but it seems to work better with the Zertinan Caverns for me. +----------------------------------------------------------------+ | Lv. 32 | Ring Wyrm | |================================================================| | HP: 128648 | Weak: Fire | Absorb: Water | |----------------------------------------------------------------| | Exp: 0 | Steal: Phoenix Down, Hi-Potion, Water Magicite | | LP: 16 | | |----------------------------------------------------------------| | Recommended Level: 29 - 32 | +----------------------------------------------------------------+ Equip all three party members with some Jackboots to avoid the Ring Wyrm's Immobilizaga. He will constantly perform this move nearly ever other turn. Set up a gambit for Esuna if you don't have enough Jackboots for everyone. At the start of the battle begin casting Blind on the Ring Wyrm as much as you can until he is blinded - it will take a few castings but it will affect him eventually. The Ring Wyrm will mainly try to hit your party physically and use his Breath command to breathe fire on the whole party. His Breath will randomly inflict Sap so cast Regen or let an Esuna gambit handle it. Have some Curaga gambits setup and manually cast Cura when all party members start to get low in life. It's good to have Shielded Armors for this fight and if you still have Larsa then he will help out a bunch in the curing department as usual. The Ring Wyrm's extreme amount of HP will make the battle last quite long and he will even use Restore to give himself another HP boost. He will only use Restore once. He's weak against fire, so you can cast Fire spells or summon Belias. Belias will constantly use Painflare for about 2000 HP damage and Ring Wyrm's Breath will actually heal Belias! I would recommend saving +-----------------------------------------+ most of your MP for healing, but | Recommended Gambits | two Belias summons would definitely |=========================================| help out in this battle. Equip | Ally: any (>) Raise | Wyrmfire Shot with your guns or | Ally: HP < 50% (>) Curaga | Flametounge and to take off some | Self (>) Protect | extra elemental damage from the | Foe: party leader's target (>) Attack | Ring Wrym. Haste can also speed up +-----------------------------------------+ the battle a bit. Cast Haste on Belias to help him out a bit! Another tip that I have heard is that you can equip a long-range weapon to a character while you have that one character in your party (no one else) and run around one of the big cacti while shooting at the Ring Wyrm. Equip some Jackboots to stop his Immobilizing and he will not be able to catch up with you for any seriuous attacks, except for mayber his fire attack. (thanks to FE_Papiroku from the Arctic Nightfall boards) ___ ___ _ / _ \ ( _ ) /_\ | | | |/ _ \ /------\ //_\\ | |_| | (_) | \------/ / _ \ \___/ \___/ [HT08] \_/ \_/ S C R E A M F R O M T H E S K Y 08 - A Scream from the Sky Rank: II Mark: Wyvern Lord Requirements: Escape from Shiva in the main story. Petitioner: Sherral (Rabanastre) - Sherral is inside of Amal's Weaponry. Walk over to the Imperial on the left as you enter. Mark Location: Nam-Yensa Sandsea/Simoon Bluff Bounty: 1000 gil, Longbow, Shell Shield It's best to teleport via an orange crystal, over to The Tomb of Raithwall. Run down the steps and enter the Nam-Yensa Sandsea. Turn and enter the tunnel off to the left while in the Trail of Fading Warmth to enter the Simoon Bluff. Watch out for the traps in front of the bridge! Fight through all the Bogalies and head all the way to the north. The Wyvern Lord will appear next to the cliff, but don't fight him just yet. I would recommend dealing with all the Bogalies to the northeast or they will most likely interrupt your battle with the Wyvern Lord. +---------------------------------------------------------------+ | Lv. 18 | Wyvern Lord | |===============================================================| | HP: 18669 | Weak: Earth | Absorb: Wind | |---------------------------------------------------------------| | Exp: 0 | Steal: Crooked Fang, Yensa Scale, Wyvern Wing | | LP: 8 | | |---------------------------------------------------------------| | Recommended Level: 20 - 23 | +---------------------------------------------------------------+ A long-range weapon will work +-----------------------------------------------+ the best for this fight. For | Recommended Gambits | party members without a long- |===============================================| range weapon, set a gambit | Ally: HP < 70% (>) Hi-Potion | for "Foe: flying (>) Dark" | Foe: flying (>) Powerful Magic | and that will keep them +-----------------------------------------------+ attacking him. If you have a more powerful elemental spell such as Fira, Blizzara, etc. then use any of those - don't use Aero though since he will absorb it. Be sure to Blind him at the beginning to limit his attacks greatly. You will mainly only have to watch out for his Aero attack while he is blinded, but it takes about 250 so be ready to heal with Hi-Potions preferably. Arrive into this battle with Shell cast on all party members to limit the damage of Aero. If you don't have some high level magic for this fight then a Quickening will be your main savior. Keep reserve characters with Quickenings so you can hopefully get lucky and get a mist charge for your MP exhausted characters. ___ ___ _ / _ \ / _ \ /_\ | | | | (_) | /------\ //_\\ | |_| |\__, | \------/ / _ \ \___/ /_/ [HT09] \_/ \_/ T I N G L I N G T O A S T 09 - A Tingling Toast Rank: V Mark: Marilith Requirements: Finish the Tomb of Raithwall. Petitioner: Tavernmaster (Rabanastre) Mark Location: Zertinan Caverns/Invitation to Heresy Bounty: 2200 gil, Serpent Eye, 3 Teleport Stones Walk up to the bar in the Sandsea of Rabanastre and speak with the Tavernmaster. Do just as the Tavernmaster says and enter the Zertinan Caverns from the Shimmering Horizons area of the Westersand. The hardest part about this hunt is getting the Marilith to appear. You need to go to the south portion of the middle area and defeat the Speartongues then wait for about 3 to 5 minutes near the area where the sun is shinging. Wait by the west wall. Walk over to the eastern wall where the sun is shining in, near the cactuses, to have the Marilith pop out of the ground after a near five minute wait. Here are some pics of the Marilith's location: Pic 1: http://tinyurl.com/35vdfd Pic 2: http://tinyurl.com/2oj8m5 +---------------------------------------------------------------+ | Lv. 38 | Marilith | |===============================================================| | HP: 54921 | Weak: Water | Absorb: Fire | |---------------------------------------------------------------| | Exp: 0 | Steal: Fire Crystal, Fire Stone, Prime Tanned | | LP: 22 | Hide | |---------------------------------------------------------------| | Recommended Level: 37 - 40 | +---------------------------------------------------------------+ When the Marilith finally surfaces +----------------------------------------+ from the sand in that area, Blind it | Recommended Gambits | and use Slow on it. Be sure to |========================================| Blind it or you will pay! The | Ally: any (>) Raise | Marilith can get many attacks in a | Ally: HP < 50% (>) Curaga | row and he takes off around 700 HP | Ally: status = Slow (>) Haste | per attack. After Blinding him, it | Foe: party leader's target (>) Blind | is simply a matter of wearing him | Foe: party leader's target (>) Slow | down with physical attacks. His | Foe: party leader's target (>) Attack | Tail Spear attack can inflict Slow, +----------------------------------------+ but it's not too much of a bother when he is blinded. The Marilith will leave you with a cask of ++SERPENTWYNE MUST++. Return the Serpentwyne Must to the Tavernmaster in Rabanastre to get your bounty. _ ___ _____ / |/ _ \ /__ \ | | | | | /------\ / /\/ | | |_| | \------/ / / |_|\___/ [HT10] \/ H E D E F E N S E O F O Z M O N E P L A I N 10 - The Defense of Ozmone Plain Rank: II Mark: Enkelados Requirements: Escape from Shiva in the main story. Petitioner: Sugumu (Jahara, Land of the Garif) - Speak to Low-chief Sugumu in the north part of the Elderknoll in Jahara. Mark Location: Ozmone Plain/The Shred Bounty: 1100 gil, Ether, Golden Amulet Special Item: Errmonea Leaf ** NOTE: Make sure to go the Ozmone Plain/The Shred area and defeat the Bull Croc and Aeros rare fiends in that area before starting this hunt. If not, you will be kicking yourself when they show up during the battle with the Enkelados. After talking with Low-chief Sugumu, speak to Warrior Hsemu to the left of the bridge as you exit from the Elderknoll. Basically, you have to rid The Shred of all the Wu enemies. The Shred is in the East part of Ozmone Plains. It's a small area with only a few Wus. After clearing them out, exit the area and reenter to find the Enkelados. +---------------------------------------------------------------+ | Lv. 22 | Enkelados | |===============================================================| | HP: 18709 | Weak: Water | Absorb: Earth | |---------------------------------------------------------------| | Exp: 0 | Steal: Potion, Earth Magicite, Slaven Harness | | LP: 9 | | |---------------------------------------------------------------| | Recommended Level: 23 - 25 | +---------------------------------------------------------------+ This can be a very tough battle in more than ways than one. First of all, this is an area where two rare game fiends will often spawn (Bull Croc and Aeros). You really need to defeat them before you fight the Enkelados. If you don't beat them before killing all the Wus then they might be in this area when you come back to fight the Enkelados - both of them! Fighting Enkelados can be bad enough, but fighting two rare game fiends at the same time is pretty insane. Enkelados will seem fairly tame at the beginning of the battle and will mainly rely on his spin kick that does about 150 damage to everyone in range. Try to Blind him at the beginning of this battle to keep from suffering much damage. Just when the battle seems to be going fairly well, he cast a special "Restore" magick that will cause him to regain most of his health followed by a "Purify" magick that will remove any negative status effects and make him immune to all of them. It is best to use a Quickening right when you see him preparing his restore move. He will cast Berserk on himself along with Restore when you take his HP down low a second time. A berserk Enkelados is truly a powerhouse with a move where he can hit your whole party in one swing. If you have Vanish then be sure to use it so he won't be able to hit you as much. Most of his attacks are close hits so distant weapons will help you to avoid damage. Use Decoy on a close range party member along with Vanish and you can just stand back and heal them while they attack. When the Enkelados is finally defeated, your party will receive a ++ERRMONEA LEAF++. Go back and talk to Low-chief Sugumu and he will reward you then ask you to deliver the Errmonea Leaf to Lesina in the Giza Plains village (talk to him twice). Visit Lesina during the Giza Plains dry weather and she will give you ++2 REMEDIES++ when the Errmonea Leaf is given to her. _ _ _ / / | /_\ | | | /------\ //_\\ | | | \------/ / _ \ |_|_| [HT11] \_/ \_/ R I N G I N T H E R A I N 11 - A Ring in the Rain Rank: II Mark: Croakadile Requirements: Escape from Shiva in the main story. Petitioner: Sadeen (Giza Plains, The Rains) - Head to the Nomad Village during the Raining and Sadeen will be in front of the fenced area. Mark Location: Giza Plains (The Raining)/Starfall Field Bounty: 1200 gil, Serpent Rod, Teleport Stone Special Item: Ring of the Toad Talk to Sadeen and he will tell you that the Croakadile is near a bridge. He is talking about the bridge in the Starfall Field part of Giza Plains (The Raining). The whole area of Starfall Field will be abandoned until your party crosses the bridge. The Croakadile will leap directly in front of your party and attack. +---------------------------------------------------------------+ | Lv. 24 | Croakadile | |===============================================================| | HP: 19449 | Weak: Fire | Absorb: Water | |---------------------------------------------------------------| | Exp: 0 | Steal: Horn, Pointed Horn, Aries Gem | | LP: 10 | | |---------------------------------------------------------------| | Recommended Level: 23 - 25 | +---------------------------------------------------------------+ This battle is surprisingly easy considering his appearance. He is much like a normal Gigantoad, but he will take off just a bit more per hit. He will use Regen on himself at the beginning of the fight. Hammer away with physical attacks throughout the battle and save your magic. The only problem with the battle starts when he is low in HP. He will perform a move that will double his current level and will unleash a powerful water attack that will hit multiple party members while his HP is low. You should use a Quickening on him as soon as he doubles his level or take him down extremely quick. He will cough up the ++RING OF THE TOAD++ after being defeated. Sadeen will ask you to give the ring to his beloved. Give the ring to Elder Brunoa in the Giza Plains Nomad Village during the Dry then go back to Sadeen during the Rain to finish this event. _ ____ _____ / |___ \ /__ \ | | __) | /------\ / /\/ | |/ __/ \------/ / / |_|_____| [HT12] \/ H E D E A D O U G H T S L E E P F O R E V E R 12 - The Dead Ought Sleep Forever Rank: II Mark: Ixtab Requirements: Complete the Henne Mines. Petitioner: High-chief Zayalu (Jahara, Land of the Garif) Mark Location: Henne Mines/Phase 1 Shaft (east side) Bounty: 1300 gil, Ether, Soul Powder Teleport to Jahara and speak with High-chief Zayalu. He's in the Elderknoll area standing next to the Great-chief by a fire in the middle of the area. It's best to rent a chocobo from Gurdy the moogle and use the chocobo parth (look for tall grass anc chocobo footprints) on the west side of the Haulo Green area to go straight to the Henne Mines. You'll have to flip the Gate Switchboard to open the Junction then flip it again and fight off the Jellies to get to the east side of the Phase 1 Shaft. He'll literally appear from nowhere and surprise your party while fighting the bats at the intersection. +---------------------------------------------------------------+ | Lv. 24 | Ixtab | |===============================================================| | HP: 22562 | Weak: Light | Absorb: Dark | |---------------------------------------------------------------| | Exp: 0 | Steal: Dark Crystal, Book of Orgaine-Mille, Flame | | LP: 12 | Shield | |---------------------------------------------------------------| | Recommended Level: 24 - 28 | +---------------------------------------------------------------+ This boss can hit several times in +-----------------------------------------+ a row, so you need to have Protect | Recommended Gambits | on everybody or at least a decoyed |=========================================| person if you cast Decoy. Ixtab | Ally: any (>) Raise | teleports around the area like | Ally: HP < 50% (>) Curaga | other spirit enemies so your hits | Ally: powerful character (>) Decoy | will occasionally miss him while he | Ally: powerful character (>) Protect | is targeted. He will cast Water on | Foe: party leader's target (>) Attack | the whole party eventually along +-----------------------------------------+ with Death on one person. Don't worry about Death that much since he will only use it once most likely. Have a Gambit set to bring the doomed person back to life if they fall. He will use Annul toward the end of the battle that will zap one party member of all their HP. This really isn't too hard of a battle compared to what you have dealt with before. If you have Larsa with you then just drop the cure gambit from the list - he will be a good enough healer for the battle. Ride the Wayward Chocobo straight back through the chocobo trail leading to Jahara and talk to the High-chief to get your reward as usual. _ _____ ___ / |___ / / __\ | | |_ \ /------\ /__\// | |___) | \------/ / \/ \ |_|____/ [HT13] \_____/ E F O U L M E N T O F T H E B E A S T 13 - Befoulment of the Beast Rank: III Mark: Feral Retriever Requirements: Arrive at Mount Bur-Omisace. Petitioner: Hymms (Bur-Omisace) Mark Location: Paramina Rift/Spine of the Ice Wyrm Bounty: 1500 gil, Recurve Crossbow, 2 Teleport Stones Hymms is found at the Sand-strewn Pass across from Gurdy at Mount Bur-Omisace. The mark is on the way to the Stilshrine of Miriam. Go to the Frozen Brook in the south and take the path to the southwest that leads to the Path of the Firstfall. There is a blue save crystal here. Once you get to the Spine of the Icewyrm in the south the Feral Retriever will be walking around up ahead. +---------------------------------------------------------------+ | Lv. 28 | Feral Retriever | |===============================================================| | HP: 22559 | Weak: Earth | Absorb: Wind | |---------------------------------------------------------------| | Exp: 0 | Steal: Pebble, Quality Pelt, Prime Pelt | | LP: 14 | | |---------------------------------------------------------------| | Recommended Level: 28 - 30 | +---------------------------------------------------------------+ If you have Dispel then Dispel him +-----------------------------------------+ of his status enhancements | Recommended Gambits | immediately. Much like a Panther, |=========================================| the Feral Retriever uses Blaster to | Ally: any (>) Raise | possibly cause some status effects. | Ally: HP < 50% (>) Curaga | Esuna is the most important Gambit | Ally: any (>) Esuna | to have set for this battle. Set | Foe: party leader's target (>) Attack | it to all characters! He will +-----------------------------------------+ mainly use Rake, attack physically, or use Stone Gaze. He can get quite happy with his physical attacks, chaining them like mad on one party member, so be sure to have Raise set up to revive any fallen party members. Thankfully, only the mark will appear, so you don't have to worry about taking out any other obstacles to get to him. Once again, Larsa is a godsend for this fight and this hunt will open right before he leaves the party, so take him out for one last hunt and this will ease the battle a bunch. If you don't have Larsa, set up a curing gambit with Hi-Potions or Curaga. I have received an email that informed me that he casts Balance when he's in HP Critical status, which does 20000 - 21000 damage. I suppose I defeated him too fast or got lucky during my fight with him since he didn't perform that spell on me. Anyway, use Quickenings to quickly get rid of him when he is in HP Critical status to keep him from casting Balance! It may pay you to keep some characters in your reserve party ready to launch a Quickening toward the end of the battle. _ _ _ _ / | || | /_\ | | || |_ /------\ //_\\ | |__ _| \------/ / _ \ |_| |_| [HT14] \_/ \_/ C H A S E T H R O U G H T H E W O O D S 14 - A Chase Through the Woods Rank: III Mark: Vorpal Bunny Requirements: Fight Judge Bergan at Mount Bur-Omisace. Petitioner: Nera (Eruyt Village) Mark Location: Golmore Jungle/The Rustling Chapel Bounty: 2000 gil, Lightning Arrows, Gillie Boots Teleport to Eruyt Village and go to the big circular area in The Spiritwood to find Nera sitting on the outside railing. She will tell you that the Vorpal Bunny is "Somewhere in the Golmore Jungle". Nice. What she really meant to say is that the Vorpal Bunny will appear around the southern Rustling Chapel area in the second big square portion. You're going to have to fight through some Lv. 39 Hellhounds to get there though, so make sure to be at least a little past Lv. 30. If you have Aqua Shot with Balthier then that would be a big help for the Hellhounds. You'll enter an area with plenty of Coeurls and more Hellhounds. +---------------------------------------------------------------+ | Lv. 31 | Vorpal Bunny | |===============================================================| | HP: 20010 | Weak: Holy | Absorb: Dark | |---------------------------------------------------------------| | Exp: 0 | Steal: Hi-Potion, Drab Wool, Blood Wool | | LP: 16 | | |---------------------------------------------------------------| | Recommended Level: 30 - 33 | +---------------------------------------------------------------+ The Vorpal Bunny will appear on the west side of the square area. You'll probably catch a glimpse of him before he runs away. He will run throughout the paths of this section of the Golmore Jungle and lead you into fights with Hellhounds and Coeurls. He will disappear and reappear often. What you need to do is catch up with him and cast Berserk on him. Have all three members of your party cast Berserk just in case the first casting misses. This will make him come to you. Have some Shielded armors equipped for instant protect and use Cura often to heal the whole party while you attack him. His normal hits will inflict Sap at times so be ready to cast Regen or Esuna to cure it. You can try to cast Slow and Blind on him, but that really isn't needed if you have Protect on your allies and use cure often. Your party will gain a ++RABBIT'S TAIL++ after the fight. Nera will approach your party once you enter The Spiritwood of Eruyt Village. (thanks to FE_Papiroku for the Berserking technique against the bunny) _ ____ _____ / | ___| /__ \ | |___ \ /------\ / /\/ | |___) | \------/ / / |_|____/ [HT15] \/ H E M I N D F L A Y E R 15 - The Mind Flayer Rank: IV Mark: Mindflayer Requirements: Fight Judge Bergan at Mount Bur-Omisace. Petitioner: Goromu (Jahara, Land of the Garif) Mark Location: Henne Mines/Phase 1 Dig Bounty: 2200 gil, Carmagnole Warrior Goromu will be off to the left on a hill as you enter the Lull of Land portion of Jahara. He will tell you that the Mindflayer is drawn to mist and to look where the mist is densest. He will tell you that it was last seen in the Phase 1 Dig area. It would be best to take a chocobo to the Henne Mines. Go past the first junction then hang a right followed by another right to enter the Phase 1 Dig. ** You're party must have FULL MP when entering the Phase 1 Dig area or the mark will not appear. ** The mark is located at the southern most three-way intersection, right next to the dead end in the southeast. +---------------------------------------------------------------+ | Lv. 35 | Mindflayer | |===============================================================| | HP: 31161 | Weak: N/A | Absorb: N/A | |---------------------------------------------------------------| | Exp: 0 | Steal: Pebble, Float Mote, Vanishga Mote | | LP: 18 | | |---------------------------------------------------------------| | Recommended Level: 32 - 35 | +---------------------------------------------------------------+ He will be floating around the +---------------------------------------------+ three-way intersection of the | Recommended Gambits | Phase 1 Dig as you approach so |=============================================| try to sneak up on him and cast | Ally: status = Stop (>) Chronos Tear | Berserk right at the beginning. | Ally: HP < 50% (>) Curaga | Have all party members cast it | Foe: party leader's target (>) Berserk | for three chances to hit him | Foe: party leader's target (>) Attack | just in case the first misses. +---------------------------------------------+ It really helps if you sneak a Berserk casting on him at the very beginning or else he will cast Stop on everybody on his first turn (Time Requiem) most likely. He will stand back and hit physically and cast Blizzara or some other elemental spell on your stopped party. In order to prevent this you need a Power Armlet accessory that will make your party immune to Stop or use some Chrono Tears or Dispel magick to remove Stop. It is possible to outlast the stop if you are leveled up enough. Once he is berserked, kill him fast! Have a Protect shield (use Shielded Armor) up and use Cura often to heal your members from his physical attacks. Use a Quickening on him when he is almost dead. You DO NOT want Berserk to wear off or he will automatically restore himself to full health and perform a move that will give him Faith, Bravery, Protect, and Shell. This is one battle where it pays to have a backup person with a full MP gauge ready to start a Quickening chain. Besides Stop, this boss has some other dangerous spells such as Invert (switches HP and MP of opponent), Drain, and, of course, the move that will replenish his full health bar. He will also Berserk a party member sometimes. He may seem overwhelming at first with his constant use of spells mixed with Stop, but the moment you Berserk him will be his last if you use Quickenings toward the end. Keep in mind that his use of Invert can actually work in your favor - think of more Quickenings! When you talk to Warrior Goromu after the battle, he will ask you to speak to Geomancer Yugelu - he's sitting crosslegged on the hill across from the current hill. Speak with him to learn of great power at the bottom of the Henne Mines. He feels that you are not up to the task of vanquishing this great power in your current state. He asks that you gather up the protection of many great beings and return to him. What he actually means is that you must gather the power from 10 Espers in the game and return to him and he will then reveal the location of the great Esper, Zodiark. Don't worry about this now however - we'll kick its ass later. _ __ _____ / |/ /_ /__ \ | | '_ \ /------\ / /\/ | | (_) | \------/ / / |_|\___/ [HT16] \/ H E D E S E R T E R ' S R E V E N G E 16 - The Deserter's Revenge Rank: V Mark: Bloodwing Requirements: Fight Judge Bergan at Mount Bur-Omisace. Petitioner: No. 381 (Dalmasca Estersand) Mark Location: Barheim Passage/West Annex Bounty: 2400 gil, Stun Bombs, Vampyr Fang Go to the South Bank Village in the Dalmasca Estersand and talk to No. 381 (Bangaa by the shores). In order to get back inside of Barheim, you will need to have collected the Barheim Key from the "Patient in the Estersand" side quest. The door to Barheim is in the southeast of the area outside the South Bank Village - go outside the village and head to the southeast. In the Great Central Passage there are two paths on the west side - take the path on the right. The left path will lead you to some chests with quite a bit of gil in them and they will keep appearing as you reload your game at the orange save crystal in Barheim Passage. Also there is a rare game fiend known as the Ithuno that will randomly appear in that area. Your party can steal a Deathbringer sword (on hit: Death) from him. If your party kills him, move two zones away and he may respawn. He will appear randomly as a chest in that area. Be sure to take advantage of this opportunity! * Before you even think about trying this hunt, make sure that you are on Lv. 42 or higher. The undead enemies that you will run into along the way will overwhelme your party anywhere below that level. It's good to have Curaja with you as well. You might as well pick up the map from the urn while you're here if you haven't been here yet. The ++BARHEIM CANDLE++ is down the stairs to the left once you get on the bridge of The Zeviah Span - this will open up hidden areas on the area map for Barheim. The Bombs will not attack unless you fight some enemies nearby them. There are plenty of Dark Bone enemies that will rise from the ground in the area ahead. If the Dark Bones give you trouble, then you need to turn back now! Use Curaja on the enemies if they start to come in great numbers for some big damage. You'll need to move along the west walkway to get to the next bridge piece to the south. In the area with the bombs, after you get off the walkway, look for a mine cart labeled "Precarious Cart" to the west and hit it by tapping X to make it fall over. It will make a bridge to the other side. The cart is not at the end of the area; it is right next to where the Bombs are lurking. Move along the rocks and down to the walkway below. You'll arrive at the West Annex, where the mark is. Move to the southwest and fight through the Dead Bones and Specters as you go. Don't go too fast, or you'll have a whole group of enemies to deal with! The Bloodwing will appear in the middle of the narrow strip to the south. Try to fight this mark alone! If you can't fight him alone and find yourself overwhelmed by the undead fiends, run all the way to the passage in the southwest and use the blue save crystal then return to middle area of the narrow strip. It is best to finish off most of the enemies in this area before engaging the Bloodwing in battle. If he doesn't spring up from the ground, head to the passage in the west and reenter the area. Sometimes he doesn't pop up. +---------------------------------------------------------------+ | Lv. 37 | Bloodwing | |===============================================================| | HP: 41171 | Weak: Light | Absorb: Dark | |---------------------------------------------------------------| | Exp: 0 | Steal: Bat Fang, Pebble, Spiral Incisor | | LP: 24 | | |---------------------------------------------------------------| | Recommended Level: 43 - 45 | +---------------------------------------------------------------+ Blind him immediately and Silence him. He is basically just like fighting a more powerful Redmaw. He will Drain your party members often so keep Curaga set to a gambit. Unlike the other bats, he is considered a flying enemy, so set up some "Foe: flying (>) Strong Magick" gambits. Set up Firaga or Holy if you have them. When his life gets low, he will start to chain together more attack in a row. He's really not much of a problem by himself. The main difficulty for this battle is the undead fiends that will often appear out of nowhere. Don't move around too much while fighting him or more enemies will join the battle. _ _____ _____ / |___ | /__ \ | | / / /------\ / /\/ | | / / \------/ / / |_|/_/ [HT17] \/ R O U B L E I N T H E H I L L S 17 - Trouble in the Hills Rank: III Mark: Atomos Requirements: Fight Judge Bergan at Mount Bur-Omisace. Petitioner: Burrough (Nalbina Fortress) Mark Location: Mosphoran Highwaste Bounty: 1800 gil, Gaia Rod, Diamond Shield Burrough is located in the Jajim Bazzard of Nalbina. He's the Bangaa sitting on the blue carpet to the left of Morning Star Gambits. He doesn't give you a good location for the Atomos, but it is in the middle portion of the Northern Skirts of the Mosphoran Highwast. This is right before you get to the area with the bridge that leads to the Salikawood. Try to defeat the Vultures first by leading them away from Atomos then deal with him. +---------------------------------------------------------------+ | Lv. 33 | Atomos | |===============================================================| | HP: 40020 | Weak: Light | Absorb: Dark | |---------------------------------------------------------------| | Exp: 0 | Steal: Gemini Gem, Potion, Tanned Giant Skin | | LP: 16 | | |---------------------------------------------------------------| | Recommended Level: 32 - 35 | +---------------------------------------------------------------+ Use Dispel to remove his status enhancements if you have it. He will constantly cast status enhancments on himself throughout the battle though that shouldn't be much of a problem. Blind him immediately because he can take off quite a bit damage with his normal attacks. He can also be Disabled - use the Sledgehammer. Pound on him with normal physical attacks, but beware his restoration move that will remove all negative status effects. Protect may help, but you really need to concentrate on defeating as fast as possible once he has been blinded or disabled. _ ___ _ / |( _ ) /_\ | |/ _ \ /------\ //_\\ | | (_) | \------/ / _ \ |_|\___/ [HT18] \_/ \_/ D D I N G I N S U L T T O I N J U R Y 18 - Adding Insult to Injury Rank: VI Mark: Roblon Requirements: Fight Judge Bergan at Mount Bur-Omisace. Petitioner: Morgen (Nalbina Fortress) Mark Location: Nabreus Deadlands/Overlooking Eternity Bounty: 3100 gil, Giant's Helm, Mythril After exiting the Aerodrome in Nalbina, Morgen will be all the way in the Northern portion of the West Ward. He will be sitting on a stack of crates near a corner. Accoring to him The Roblon roams somewhere around tall grass and a bank of thick fog in the Nabreus Deadlands. While entering the Nabreus Deadlands, be sure to get the map from the urn in the Vale of Lingering Sorrow (northwest portion) if you haven't yet. Enter the Slumbermead in the middle portion of the Nabreus Deadlands. In The Slumbermead, look for a path in the northwest corner. It's hard to see since it's covered with tall grass, but keep walking toward the north in the northwest portion and eventually you'll find a path that will lead your party beyond the minimap and around the side of a mountain. The path will lead you to The Fog Mutters. The trail in Fog Mutter will lead the party to Overlooking Eternity. You'll most likely see the marker for Roblon on the minimap while entering the new area. +----------------------------------------------------------------+ | Lv. 43 | Roblon | |================================================================| | HP: 177365 | Weak: Water | Absorb: Fire | |----------------------------------------------------------------| | Exp: 0 | Steal: Fire Crystal, Fire Stone, Iron Ore | | LP: 26 | | |----------------------------------------------------------------| | Recommended Level: 50 - 53 | +----------------------------------------------------------------+ So you're at the mark! Well, you're going to fight a hell of a lot of Dead Bones up the path to the Roblon and you better be prepared. Equip Argyle Armlets or your party is going to be spending so much time curing Blind that the Dead Bones will totally own you. Only equip an Esuna gambit if there is a guest in your party. Make sure that you stay and fight the current Dead Bones and DO NOT run up the mountain path or you will have a whole slew of them following you. Take it a few steps at a time and fight your way up the path. You're not going to be able to fight the Roblon alone so I would suggest using Slow on him and dispeling his status enhancements when he starts attacking. Roblon will attack with fire spells, physical attacks, and will try to drain your party members' MP with Fear one by one. There are two ways you can go about beating him. Either you can take him on normally with spell gambits in place, or you can have item gambits set up and use your MP for a constant does of Quickenings on the Roblon. If you choose spell gambits it would be best to have a guest in your party. By this point, you should have Reddas, so Berserk him and he will help out greatly. Focuse your attacks on the Roblon and the Dead Bones will stop attacking as bad eventually. If you concentrate on just the Dead Bones then they will keep coming nonstop. They will actually stop rising from the ground if you focus on the Roblon. The Roblon will pick each person of you party and eventually drain all of your party's MP, so you need to use Charge a bit to get some MP back for curing. If you fight him with item gambits equipped, such as "Ally: HP < 50% (>) X- Potion" and "Ally: any (>) Phoenix Down" then you should use a Quickening on him right at the beginning then focus most of your attacks on the Dead Bones that will come at your party nonstop to build your MP back up. Make sure to shut off all spell gambits so you don't waste any MP on spells. The second you get a Mist Charge unleash it on the Roblon. Keep using Quickenings and he should go down eventually, as long as your party has enough items to hold out. The only bad part about this method is that Quickenings do not really take off that much from him, but you should be able to build you MP back up fast with the number of enemies around the area if you have the Martyr and Inquisitor augments on the License Board. Again, you need to defeat the Dead Bones as your party moves up the side of the mountain. If you fight too many at one time then they will overwhelm your party. _ ___ __ / |/ _ \ /__\ | | (_) | /------\ / \// | |\__, | \------/ / _ \ |_| /_/ [HT19] \/ \_/ O D E O T O T H E D E A T H 19 - Rodeo to the Death Rank: IV Mark: Braegh Requirements: Fight Judge Bergan at Mount Bur-Omisace. Petitioner: Va'Kansa (Mosphoran Highwaste) Mark Location: Salikawood/Corridor of Ages Bounty: 1700 gil, Obelisk, Hi-Ether Teleport out to the Babbling Vale of the Mosphoran Highwaste (the area with the orange save crystal) and talk to the Bangaa, Va'Kansa, by the item merchant. He will tell you that the Braegh is in the northwest of the Salikawood, right next to the Necrohol of Nabudis. In order to find this mark, the King Bomb blocking the path to the northwest portion of the Salikawood must be defeated. Enter the area where the King Bomb was (Grand Bower) and turn left at the intersection. Upon entering the Corridor of Ages, you can look off the wooden walkway and see Braegh below. Head up the path ahead and make a left then go south toward the entrance to the Necrohol of Nabudis to fight him. +---------------------------------------------------------------+ | Lv. 35 | Braegh | |===============================================================| | HP: 43283 | Weak: Ice | Absorb: Thunder | |---------------------------------------------------------------| | Exp: 0 | Steal: Grimoire Aidhed, Storm Crystal, Storm | | LP: 17 | Magicite | |---------------------------------------------------------------| | Recommended Level: 33 - 36 | +---------------------------------------------------------------+ Braegh has some powerful physical +-----------------------------------------+ attacks that will take a party | Recommended Gambits | member's HP rather quickly so you |=========================================| need all characters set with a | Ally: any (>) Raise | Curaga gambit or Cura gambit. He | Ally: HP < 50% (>) Curaga | can be silenced to prevent his | Ally: any (>) Esuna | constant casting of Sap, Berserk, | Foe: party leader's target (>) Attack | and Invert and, most importantly, +-----------------------------------------+ he can also be disabled. Equip a Sledgehammer and a gun with Silent Shot and your party will have him at their mercy in no time. He's immune to every element except his weak and absorb elements so don't use elemental weapons unless they are the element of ice. Mateus works well for this battle, but Braegh will put up a barrier to all magick attacks once his HP falls to 25%, so Mateus won't be of much help at that time since she will keep casting Flash Freeze and missing. I wouldn't worry much about hitting him an Ice spell unless your party members aren't taking off enough. If you have Blizzaga then should help out a bunch, but Blizzara isn't really worth fooling with. He will cast Thundara almost every turn and will sneak in an Immobilizega when he is almost dead so take him out quick before he engulfs the party in magick! When you speak to Va'Kansa again he will give your party the bounty and will mention a partner of his that has gone missing. You can go to the Phon Coast and talk with Hawker. He is the Hume leaning against some crates by the Huntmaster's Building. Talk with him and deliver the message back to Va'Kansa for a little bit of extra story. Nothing else. ____ ___ __ |___ \ / _ \ / _\ __) | | | | /------\ \ \ / __/| |_| | \------/ _\ \ |_____|\___/ [HT20] \__/ H E L L E D O B S T R U C T I O N 20 - Shelled Obstruction Rank IV Mark: Darksteel Requirements: Arrive at Archades. Petitioner: Homesick Man (Archades) Mark Location: Sochen Cave Palace/Temptation Eluded Bounty: 3000 gil, Lead Bolts, Adamantite Run over to Vint's Armaments in Archades and talk to the Homesick Man off to the right as you enter. Enter the Sochen Cave Palace and go to the Temptation Eluded area. The Darksteel will be walking around in the big area. +----------------------------------------------------------------+ | Lv. 38 | Darksteel | |================================================================| | HP: 111331 | Weak: Light | Absorb: Dark | |----------------------------------------------------------------| | Exp: 0 | Steal: Aged Turtle Shell, Ancient Turtle Shell, | | LP: 21 | Eye Drops | |----------------------------------------------------------------| | Recommended Level: 38 - 41 | +----------------------------------------------------------------+ Dispel him of his Protect, Shell, and Bravery immediately. Blind him then cast Slow on him. It will take quite a few casting of each but you REALLY need to Blind him for sure or suffer from his damaging attacks. He will try to Petrify all party members with his Stone Gaze attack and will sometimes inflict Slow with his Power Spin attack. It would be best to equip some Fuzzy Miters to keep your party members immune to Petrify. Have an "Ally: status = Slow" (>) Haste" gambit to counter the Slow status effect and you may want to have a "Foe: status = Protect (>) Dispel" gambit activated as well since he will constantly recast Protect. Once he has been Blinded and Slowed down it is all a matter of draining that big HP gauge of his with physical attacks. This battle will take longer than usual because of his large life bar. Once his life bar is low he will start to cast a constant series of Darkra spells. Have up a shell by that time on each party member and pound on him quickly until he dies or just use a Quickening. Keep your party spread out and he will not hit them all at one time. ____ _ ___ |___ \/ | / _ \ __) | | /------\ / /_\/ / __/| | \------/ / /_\\ |_____|_| [HT21] \____/ E T M Y S T U F F B A C K ! 21 - Get My Stuff Back! Rank V Mark: Vyraal Requirements: Finish Draklor Laboratory. Petitioner: Viera Wayfarer (Balfonheim Port) Mark Location: Cerobi Steppe/The Northsward Bounty: 3500 gil, Halberd, Crystal Shield Extra Item: Dragan Scale The Viera Wayfarer is sitting on the railing of the window of The Whitecap pub. The Viera will actually join you in battle. She will wait for the party in The Northward section of Cerobi Steppe in the northwest. +----------------------------------------------------------------+ | Lv. 41 | Vyraal | |================================================================| | HP: 106616 | Weak: Wind | Absorb: Earth | |----------------------------------------------------------------| | Exp: 0 | Steal: Charger Barding, Leo Gem, Spiral Incisor | | LP: 22 | | |----------------------------------------------------------------| | Recommended Level: 43 - 46 | +----------------------------------------------------------------+ The Vyraal is the only fiend in the Northsward area at this time, thankfully. Hit him with Blind, Silence, and Slow right from the get go to make this battle much easier. It's very easy to inflict status effects on him so make sure to take advantage of it. You can actually Confuse him also. Keep Slow on him at all times - you may want to set up a gambit for this. He takes off quite a bit with his physical attacks (especially Sonic Fangs) and Fireball attack, but Blind will help you out considerably if you're fighting him at a low level. Your Viera friend will help out a bunch with constant status enhancements. She will stand in the background with her long-range bow and pick off the Vyraal from a distance. Make sure to have a Raise or Arise gambit setup along with the usual Cure gambits and you won't have many problems even if he does kill off a party member every now and then. He will sometimes use status effect magick, but this will happen rarely. Even though he is weak against wind, I would suggest attacking physically since you will need your magick for Quickenings for sure on this battle. A few Aeroga attacks shouldn't be too bad on your MP gauge however. Make sure to use Shear on him to make Aeroga take off more. Once his life is halfway down, he will actually try to run from your party. He will run to a far off area and restore himself. When his HP is critical, he will set up a magick barrier and he will use constant physical attacks, never letting up for a second. He likes to pick on one person then move on to the next as he goes on his mad killing spree. It is so very very important to make sure that he is Blinded at this point or you will suffer greatly. A Quickening finish is highly recommended! This is one battle where it really pays to have extra party members with Quickenings in your reserve party. Bring them out one at a time so you can hopefully gain a mist charge with your higher-level party members once all their MP is gone. The party will gain a ++VIERA RUCKSACK++ after defeating the Vyraal. Meet up with the Viera back in the Whitecap and she will give the party the bounty. Upon asking for rucksack, she will notice a something at the bottom of it. She will hand over the ++DRAGON SCALE++. ____ ____ ___ |___ \|___ \ /___\ __) | __) | /------\ // // / __/ / __/ \------/ / \_// |_____|_____| [HT22] \___/ L D L E G E N D , D E C A Y I N G B O N D S 22 - Old Legend, Decaying Bonds Rank V Mark: Lindwyrm Requirements: Finish Draklor Laboratory. Petitioner: Fermon (Archades) Mark Location: Tchita Uplands/Garden of Life's Circle Bounty: 4200 gil, Barrel Coat, Hi-Ether Fermon is in the Alley of Muted Sighs in Old Archades. Teleporting to the Sochen Cave Palace save crystal would be the quickest way there. Check the middle northern portion. He's surrounded by a group of Archadians. Travel to the Tchita Uplands and go to the Garden of Life's Circle area in the south. Save your game at the blue save crystal in the east (The Shaded Path) and walk in and out of the Cerobi Steppe area until it is cloudy in the Tchita Uplands if it isn't cloudy already. If it rains then you will have step in and out of the different areas of the Tchita Uplands until it stops. It has to be cloudy for the Lindwyrm to appear in the Garden of Life's Circle area. He will be the only fiend in the area. Be sure to look out for the traps around this area while your party fights him. +----------------------------------------------------------------+ | Lv. 39 | Lindwyrm | |================================================================| | HP: 228468 | Weak: Wind | Absorb: Earth | |----------------------------------------------------------------| | Exp: 0 | Steal: Pebble, Ring Wyrm Liver, Ring Wyrm Scale | | LP: 22 | | |----------------------------------------------------------------| | Recommended Level: 43 - 46 | +----------------------------------------------------------------+ Immediately start off by Blinding him. I don't care how many Blinds it takes, but it will hit eventually. It's possible to Silence him also, but I would use a weapon with status effects for that if I were you. Dispel him of his status enhancements as well. He will mainly use magick such as Blizzara and Fira at the beginning of the battle, but one you start to attack he will switch to Stone Breath and Lv. 2 Sleepga. Make sure to equip Nishijin Belts to all party members and have an Esuna gambit set up to cure Petrify. On his last 25% of life he will set up a Great Barrier to give himself Protect and Shell. Dispel them both again. He will use Restore some during this battle like all wyrms and will start to use Lv.4 Break toward the end of the battle. He seems to chain his physical attacks much more when his HP is critical and he will go after one character until they die. I would recommend mainly sticking with physical attacks for this battle. Even if you have three full bars of magick, draining his HP will take a bunch of your MP (for healing) and you will most likely have to result to charging. Run around the Lindwyrm with your main character to gain some MP back while you attack him. If you have reserver characters when he almost dead then you can use one of them to start a Quickening chain as usual. It's possible to use Shear on the Lindwyrm then put him to Sleep and cast endless Aeroga on him, but keep in mind that he will wake up and you will use your magick up fast this way. This method definetly speeds up the battle though. This will be your longest battle yet thanks to the Lindwyrm's tremendous HP gauge! The Lindwyrm will leave you with a ++RUSTED SCRAP OF ARMOR++ once he is defeated. ____ _____ _____ |___ \|___ / /__ \ __) | |_ \ /------\ / /\/ / __/ ___) | \------/ / / |_____|____/ [HT23] \/ H E T H I N G S W E D O . . . 23 - The Things We Do... Rank VI Mark: Overlord Requirements: Finish Draklor Laboratory. Petitioner: Insecure Seeq (Archades) Mark Location: Sochen Cave Palace/Doubt Abandoned Bounty: 3500 gil, 2 Hi-Ethers, Teleport Stone Run over to Bulward's Technicks in Archades. Speak with the Insecure Seeq in the back of the store beside the chopmaster. He will tell you to head to Sochen Cave Palace. Well, that's nice and vague. He means that the mark is in the Doubt Abandoned area of the Sochen Cave Palace. This is the first area ate the entrance so teleport to the Tchita Uplands and make your way there for a quicker route. The Seeq will meet your party in the cave and actually join the party to help battle the Overlord. He isn't much help at all though... The Overlord is off to himself in the west portion of the area. +---------------------------------------------------------------+ | Lv. 42 | Overlord | |===============================================================| | HP: 64325 | Weak: Water | Absorb: Fire | |---------------------------------------------------------------| | Exp: 0 | Steal: Fire Crystal, Forbidden Flesh, Jemini Gem | | LP: 24 | | |---------------------------------------------------------------| | Recommended Level: 43 - 46 | +---------------------------------------------------------------+ Dispel his Bravery at the very +----------------------------------------+ beginning of battle and keep a | Recommended Gambits | Dispel gambit set up for when he |========================================| recast Bravery. Use Blind and Slow | Ally: any (>) Raise | on him to limit his attacks. He | Ally: HP < 50% (>) Curaja | will likely use Pyromania a bunch | Foe: status = Bravery (>) Dispel | throughout the battle. Pyromania | Foe: party leader's target (>) Attack | will basically kill whomever it hits +----------------------------------------+ unless you have some Fire Armor or Shields equipped. His normal attacks will take a bunch of HP and likely kill a party member at times if he chains some hits. You need to have Curaja set to a gambit along with Raise to counter his tremendous strength. The Seeq will probably die in no time during this battle. Use a Quickening when his HP is low since his defense will increase and he will start to perform a new Smite of Rage attack that will drain a party member to HP Critical status. ____ _ _ _____ |___ \| || | /__ \ __) | || |_ /------\ / /\/ / __/|__ _| \------/ / / |_____| |_| [HT24] \/ H E C R E A T U R E C O L L E C T O R 24 - The Creature Collector Rank VI Mark: Goliath Requirements: Finish Draklor Laboratory. Petitioner: Barrong (Nalbina Fortress) Mark Location: Necrohol of Nabudis/Hall of Slumbering Might Bounty: 3600 gil, Save the Queen, Einherjarium Barrong is to the right of the staircase (west) in Nalbina as you exit the Aerodrome. The talk icon will appear even though he is at a distance. The mark is in the Hall of Slumbering Might of the Necrohol of Nabudis. Like Barrong said, your party should enter from the Nabreus Deadlands. Goliath is in the northwest corner right near the entrance to the Necrohol. It would be best to deal with the Baknamy's at the entrance first by leading them away from the mark. Keep to the right as your party enters and run down the right path then try to lure the Baknamys over to you. Use Blizzaga to quickly defeat them. +----------------------------------------------------------------+ | Lv. 47 | Goliath | |================================================================| | HP: 224294 | Weak: Dark | Absorb: Light | |----------------------------------------------------------------| | Exp: 0 | Steal: Holy Crystal, Holy Magicite, Iron Ore | | LP: 27 | | |----------------------------------------------------------------| | Recommended Level: 47 - 50 | +----------------------------------------------------------------+ Set up a shell on all party members before you walk up to Goliath. Dispel him directly at the starting since he will quickly set up a Magick Shield to make himself immune to all magicks. He will attack the party with tons of magick: Aeroga, Gravity, etc. He will sometimes attack physically and his physical attacks can cause Disable so you may want to equip some Black Belts. If you have any type of Dark elemental weapon then equip it to take off quite a bit of damage from him thanks to his weakness to Dark. His defense will pick up quite a bit and he will start to attack very aggressively with physical attacks when he nears HP critical status, so you may want to finish him off with a Quickening. ____ ____ ___ |___ \| ___| / \ __) |___ \ /------\ / /\ / / __/ ___) | \------/ / /_// |_____|____/ [HT25] /___,' E A D C I T Y W A T C H 25 - Dead City Watch Rank VI Mark: Deathscythe Requirements: Finish Draklor Laboratory. Petitioner: Popol (Nalbina Fortress) Mark Location: Necrohol of Nabudis/Cloister of the Highborn Bounty: 2800 gil, 2 Hi-Ethers, Soul of Thamasa Popol is sitting cross-legged in the middle of the Jajim Bazaar in Nalbina. He will mention that the Deathscythe weakens its victims before taking their soul. The Deathsythe is located in the Cloister of the Highborn of the Necrohol of Nabudis. He will show up in the small strip to the north of treasure room of this area when one of your party members is at HP crictical (red HP) status. Go to this area and turn off all gambits then start to hit a party member until his HP is critical then enter that strip above the treasure room. The Deathscythe will appear around that area the moment an ally enter HP cricital status and may start out with a spell, so be sure to turn the gambits back on immediately and cure your party. Here's a pic of the Deathscythe location: http://tinyurl.com/3bc43f +----------------------------------------------------------------+ | Lv. 44 | Deathscythe | |================================================================| | HP: 125601 | Weak: Light | Absorb: Dark | |----------------------------------------------------------------| | Exp: 0 | Steal: Book of Orgain, Book of Orgain-Mille, | | LP: 27 | Capricorn Gem | |----------------------------------------------------------------| | Recommended Level: 50 - 53 | +----------------------------------------------------------------+ He will most likely start the battle by using Darkra on all party members. Later he will cast will Darkga, which can take off around 1500+ HP damage per character. He also uses Annul to immediately drain all MP from a party member much like an Oversoul. Physical attacks from the Deathscythe will rarely cause Stop, so be prepared to heal it. He can be Silenced, though he rarely falls victim to that status effect. When his life is halfway down he raise a Paling shield that will make him immune to physical damage. Cast constant Bio on him at this point or Holy if you have it by then. He only takes half damage from elemental attacks. The trouble with this battle is that he will continue use Annul to drain the MP of your party, so it would be best to set up a "Self: MP < 10% (>) Charge" gambit. His immunity will soon go away if you wait it out then you can get back to pulverizing him. At HP Critical status, he will start to chain together his physical attacks quite a bit and they will take off more. Use a Quickening to finish him off at that time. ____ __ |___ \ / /_ /\ /\ __) | '_ \ /------\ \ \ / / / __/| (_) | \------/ \ V / |_____|\___/ [HT26] \_/ I S I T O R O N D E C K 26 - Visitor on Deck Rank VII Mark: Deathgaze Requirements: Obtain the Treaty Blade. Petitioner: A Traveler (Aerodome) Mark Location: Airship (Leisure Craft Deck) Bounty: 3400 gil, 2 Elixirs This hunt is a bit different from the others since will require you to meet up with several people to make the mark show itself. Go around to any of the different Aerodromes in the various cities (Bhujerba, Nalbina, Balfonheim, and Archades) and talk to the young boy (labeled "Traveler"). He will be standing next to his mother and father. The boy will mention seeing a Wyrm on the deck of an airship. The hunt will begin as usual, but you must travel to the different Aerodromes and talk to each "Traveler" about Deathgaze. The Traveler is always the same young boy. Talking to the boy in all five cities is crucial to the appearance of Deathgaze. When the boy says, "I saw it just a little while ago. If you go now you might be able to catch it. Hurry!" board one of the Leisure Crafts (doesn't matter which one). The Steward will announce that Deathgaze is attacking the ship and ask for volunteers to fight it. Walk out onto the upper deck of the ship and run up the stairs to fight Deathgaze. If you talk to the Chief Steward, the battle can be escaped by selecting "Which way to the cabins?" This step may take a few tries so keep flying from different cities until the Steward announces that Deathgaze is attacking. +----------------------------------------------------------------+ | Lv. 50 | Deathgaze | |================================================================| | HP: 184000 | Weak: Earth | Absorb: Wind | |----------------------------------------------------------------| | Exp: 0 | Steal: Charger Barding, Emporer Scale, Phoenix | | LP: 28 | Down | |----------------------------------------------------------------| | Recommended Level: 50 - 53 | +----------------------------------------------------------------+ Dispel him of all his status enhancements as usual. He will set up a physical barrier right from the beginning so your party will mainly have to rely on magick for this battle. Cast Bio or Scourge on him from the beginning until he is inflicted with Sap. His attacks (Crushing Fangs, Fireball, and normal physical attacks) can take around 1000 - 2000+ HP per hit. Set up a Protect shield on everyone. Deathgaze's normal physical attacks have the potential to cause Disease so be sure to have a gambit ready to cure quickly with an item. Use Scathe or Scourge on him while his physical shield is up to take some decent damage. Wait until his physical shield wears off and you can take him down just like any other Wyrms through physical attacks. If you have any earth elemental weapon then be sure to equip them. He can use Restore like the other Wyrms once his HP is low. He will cast Reverse on himself while his HP is low. Reverse will give him life from receiving normal attack damage, so turn off all gambits and hit him him with Renew or Curaja to drain him of everything. Around that time he will set up a magick shield then start to cast Scourge on your party while unleashing more physical attacks. He may you're your curing spell with the shield. Reverse doesn't last long so you can get back to attacking him normally within a few seconds of him casting it. Equip some Quasimodo Boots if you get tired of curing Sap since he will start to use Scourge constantly while his Magick Shield is up. Since it is evident that Reverse will work on him, you could recast Regen on him at the beginning of the battle after dispeling everything else then use Reverse magick on him followed by a quick casting of Renew to drain him of all of his life tremendously! The cool part about this is that Regen will damage the rest of his life gauge since Regen is basically a Sap at that point. Cheap? Yes. Effective? Damn right. Fun? Not really. Why? It's amusing as hell. Don't forget to grab your bounty from the Traveler in whichever Aerdrome you dock at. ____ _____ _____ |___ \___ | /__ \ __) | / / /------\ / /\/ / __/ / / \------/ / / |_____/_/ [HT27] \/ H E C H I L D S N A T C H E R 27 - The Child Snatcher Rank VII Mark: Diabolos Requirements: Obtain the Treaty Blade. Petitioner: Miclio (Bhujerba) Mark Location: Lhusu Mines/Site 11 Bounty: 2600 gil, Demon Shield, Zeus Mace Miclio is in the far south corner of the Miner's End portion of Bhujerba. He'll be behind a gate. He doesn't give you much info about where Diabolos is except that he is somewhere in the Lhusu Mines. The party must have the Site 11 Key in order to do this hunt. You must have performed the Antion Infestation hunt and gotten the Site 11 Key from the Phon Coast near the sitting Bhujerban. The gate to Site 11 is in the area right before the tunnel where you fought the Antilion in Site 9 of the Lhusu Mines. There are no enemies in Site 11 when you make your way to Diabolos. He is in the southwestern corner of the map of the Site 11 area. +---------------------------------------------------------------+ | Lv. 46 | Diabolos | |===============================================================| | HP: 93551 | Weak: Water | Absorb: Fire | |---------------------------------------------------------------| | Exp: 0 | Steal: Demon's Sigh, Fire Crystal, Scorpio Gem | | LP: 27 | | |---------------------------------------------------------------| | Recommended Level: 52 - 55 | +---------------------------------------------------------------+ Arrive at this fight equipped with +---------------------------------------+ Bowline Sashes and have Protect and | Recommended Gambits | Shell cast on everybody. Try to keep |=======================================| the Protect shields up thoughout the | Ally: any (>) Arise | battle. Have Aqua shot ready with a | Ally: HP < 50% (>) Curaja | gunner if you have it. Diablos is a | Ally: any (>) Remedy | very powerful enemy despite his | Foe: status = Haste (>) Slow | level. Two of his physical attacks | Foe: party leader's target (>) Attack | will most likely kill a party member. +---------------------------------------+ He will mainly use Curse and Scourge at the beginning of the battle. Curse will inflict Poison, Sap, Confuse and Disease. Make sure to set up some Rememdy gambits to get rid of the status effects. Don't use Esuna and Cleanse - that takes way too long for such an aggressive boss! Scourge will take off up to 3,000 HP per hit and will inflict Sap. Make sure to Slow him and if he tries to cast Haste. Slow seems to hit him rather well, so be sure to keep it on him. Diabolos is another Pyromania user so prepare with some armor that will half the damage of Fire. Wait until you see him prepar or actually start to cast Pyromania then quickly equip some items to half the fire damage! He will use Force Barrier at the end, which will make him immune to physical damage, so use some high-level non-fire magick to finish him off. When he gets down to HP critical status it is best to finish him with a Quickening BEFORE he uses Force Barrier. He will go on a physical attack rampage at HP critical status. If Reddas is with you then Berserk him as usual from the start of the battle. ____ ___ _____ |___ \( _ ) /__ \ __) / _ \ /------\ / /\/ / __/ (_) | \------/ / / |_____\___/ [HT28] \/ H E B L A C K S O R C E R O R 28 - The Black Sorceror Rank V Mark: Piscodaemon Requirements: Obtain the Treaty Blade. Petitioner: Ivaness (Bur-Omisace) Mark Location: Giruvegan/Gate of Fire Bounty: 3800 gil, Dark Shot, Scathe Mote At Mount Bur-Omisace, enter the Temple Grounds area and speak with Ivaness. He is the Acolyte standing in front of the door to the building right before you get to the main temple. Ivaness is fairly straightforward with the location - Giruvegan/Gate of Fire. Teleport to Giruvegan and use the Way Stones to go deeper into the city once again. I would mainly run by the enemies in the first few areas if I were you. Save your game at the blue save crystal. The mark will be floating around the west side of this area. Make sure to finish off all the fiends in the surrounding area so none of them interrupt the battle. +---------------------------------------------------------------+ | Lv. 46 | Piscodaemon | |===============================================================| | HP: 49660 | Weak: N/A | Absorb: N/A | |---------------------------------------------------------------| | Exp: 0 | Steal: Potion, Reflectga Mote, White Robe | | LP: 26 | | |---------------------------------------------------------------| | Recommended Level: 46 - 49 | +---------------------------------------------------------------+ Have Esuna (or Esunaga) gambits ready for it's status effects. The Piscodaemon will cycle through several different spells! Cast Slow on him to limit his attack. He's immune to Berserk. Piscodaemon will inflict Blind on all party member at one time, so Esunaga will really help out here. It will use Invert so be ready to heal quickly. It will cast Pox, which will cause Disease. Use Cleanse to remove it before he starts casting Death! His main attack is to cast Darkra, but he will perform other physical attacks as well. Dispel him immediately if he uses a move to cast a bunch of status enhancements. When he is in HP critical he will try to use his Soul Etude move to fully restore himself. This battle should be easy since your party is most likely leveled up from venturing through Giruvegan. If you have Reddas as a guest cast Berserk on him and he will really tear the Piscodaemon a new one. Even though this battle can be won easily it can still get out of hand with the combination of his Disease and Death spells. ____ ___ _ |___ \ / _ \ /_\ __) | (_) | /------\ //_\\ / __/ \__, | \------/ / _ \ |_____| /_/ [HT29] \_/ \_/ W I L D S T E N C H 29 - A Wild Stench Rank VI Mark: Wild Malboro Requirements: Obtain the Treaty Blade. Petitioner: Rena (Eruyt Village) Mark Location: The Feywood/Redolent Glade Bounty: 4600 gil, Euclid's Sextant Rena is in the northwest portion of The Spiritwood of Eruyt Village. She will tell the party that the Wild Malboro is in the Feywood where the mist runs thick. The Wild Malboro will appear in the Redolent Glade of the Feywood. This is the exact same area where you fought Rafflesia (plant boss). +----------------------------------------------------------------+ | Lv. 50 | Wild Malboro | |================================================================| | HP: 110842 | Weak: Wind | Absorb: Earth | |----------------------------------------------------------------| | Exp: 0 | Steal: Foul Liquid, Malboro Flower, Virgo Gem | | LP: 28 | | |----------------------------------------------------------------| | Recommended Level: 50 - 53 | +----------------------------------------------------------------+ Three Malboros will be moving around the area with the Wild Malboro when you enter the Reolent Glade. Sneak up on them and prepare an Aeroga attack on all of them. The three Malboros should fall victim to two Aeroga, maybe even one. The Wild Malboro should be Dispeled of his status enhancements immediately afterwards. He takes off quite a bit with his physical attacks (2,000+ HP) so try to Blind him and cast Protectga on your party. His physical attack can cause Confuse so equip some Bowline Sashes or be ready to cure it with Esuna. He will use a Bad Breath attack much like a Vivian (Putrid Breath) that will inflict every status effect in the game upon surrounding characters. Make sure to cure Disease as quick as possible. You may want to set up an item gambit to cure it since you don't want a party member to die with Disease inflicted since you will be forced to revive them with a maximum life gauge of 1HP if that is the case. The Putrid Breath will inflict the Oil status but the Wild Malboro has no fire attacks so it doesn't really matter. Have a gambit set up to cast Haste on a Slow party member. The Malboro will attempt to use Soul Etude to restore himself near death so try to hammer away as much as possible before he can get the move off. He may Purify himself to get rid of his negative status effects later in the battle. There might be a point where he will set up a shield to physical damage, so use Aerogo to finish him off at that time. Even though the Wild Malboro can be taken out rather fast this is still a tough fight because of his aggressiveness matched with his damaging physical hits. As usual, having Reddas with your party at this point is very helpful. Berserk him! _____ ___ ___ |___ / / _ \ / _ \ |_ \| | | | /------\ / /_)/ ___) | |_| | \------/ / ___/ |____/ \___/ [HT30] \/ A Y I N G F O R T H E P A S T 30 - Paying For the Past Rank VI Mark: Catoblepas Requirements: Obtain the Treaty Blade. Petitioner: Supinelu (Jahara, Land of the Garif) Mark Location: Zertinan Caverns/Hourglass Basin Bounty: 3200 gil, Volcano, Arctic Wind Speak with War-chief Supinelu in the west portion of the Lull of the Land. He mentions that the Catoblepas is in a portion of the Zertinan Caverns that has falling sand. He is talking about the Hourglass Basin portion of the caverns. It would be best to enter from the Shimmering Horizons of the Westersand. You'll need to push a large rock into a sandpool to get across in the southern portion. The Hourglass Basin is to the south, near the blue save crystal. Go ahead and save your game first in The Undershore. You must get to the other side of the Hourglass Basin by walking over the secret pathway behind the blue save crystal. This will lead you to the east side of the Hourglass Basin. The pathway is not on the map. War-chief Supinelu will meet the party as they enter the west portion of the Hourglass Basin. He will actually join up with you to fight the Catoblepas. Watch out for the trap while walking toward the Catoblepas. I would just go ahead and set it off so you won't have to worry about it later. You're right next to a save crystal anyway. You did save right? +----------------------------------------------------------------+ | Lv. 46 | Catoblepas | |================================================================| | HP: 187991 | Weak: Holy | Absorb: Dark | |----------------------------------------------------------------| | Exp: 0 | Steal: Beastlord Hide, Gemini Gem, Hi-Potion | | LP: 27 | | |----------------------------------------------------------------| | Recommended Level: 48 - 51 | +----------------------------------------------------------------+ Dispel him of his status enhancements. He will cast different status enhancements this entire battle such as Haste and Protect so be ready to Dispel him every now and then. The Catoblepas is VERY powerful, like 3,000+ HP per hit powerful, so use Protectga on your party at the beginning of the battle and Blind the Catoblepas. Be sure to have Arise ready to bring back any fallen party member. His Tail Swipe move will take off quite a bit from each party member around him and he will use Smite of Rage toward the end of the battle. His Wail move will hit all party member for about 1000+ damage, though it has a tendency to miss a bunch. Use constant physical attacks and this shouldn't be that bad of a battle if you Blind him. Make sure to set up Protect also since Blind isn't always a guaranteed miss on your party. War-chief Supinelu is actually helpful in this fight with his constant attacks. Cure him along with your party and he will help out quite a bit. If you have Reddas with your party then Berserk him and watch him tear into the Catoblepas. Meet back up with War-chief Supinelu after the battle and he will tell explain his main reason for fighting the Catoblepas. _____ _ __ __ |___ // | / / /\ \ \ |_ \| | /------\ \ \/ \/ / ___) | | \------/ \ /\ / |____/|_| [HT31] \/ \/ Y R M W R A T H ' S R E N E W A L 31 - Wyrm Wrath's Renewal Rank VII Mark: Fafnir Requirements: Obtain the Treaty Blade. Petitioner: Ieeha (Bur-Omisace) Mark Location: Paramina Rift/Silverflow's End (during a blizzard) Bounty: 7000 gil, Assassin's Arrows, Teleport Stone Enter the Temple Approach of Mount Bur-Omisace and talk with Relj (the Viera leanind against the crate). She will ask if you have seen Ieeha's posting. Say yes. Apparently Ieeha has fled though Relj has taken on the role of the petitioner for this hunt. Relj basically leaves it up to the party as to where the mark is. Fafnir is in the Silverflow's End that can only be entered from the Karydine Glacier, though you must avoid going through the Frozen Brook in order to keep the blizzard going. Enter the Freezing Gorge then go west to the Head of the Silverflow. Head south to Icebound Flow then enter the Karydine Glacier though the path along the southeast part. The mark will appear in the western part of the Silverflow's End when there is a blizzard. If there is no blizzard, go back and talk to Relj again to make one appear. You must NOT enter this area from the Frozen Brook or the weather will change. Fafnir will be walking around in the middle of the Silverflow's End when the conditions are met. +-----------------------------------------------------------------+ | Lv. 67 | Fafnir | |=================================================================| | HP: 1390379 | Weak: Thunder | Absorb: Ice | |-----------------------------------------------------------------| | Exp: 0 | Steal: Hi-Potion, Pebble, Ring Wyrm Scale | | LP: 39 | | |-----------------------------------------------------------------| | Recommended Level: 60+ | +-----------------------------------------------------------------+ As usual, dispel him of his status enhancements. Cast Slow on him to make him somewhat more bareable. This boss inflicts status effects a bunch! His White Breath will cause Stop, and he will also use Sleepga, and Silence. Pretty much all the spells everybody hates. To counter this, you could set up each party member with either a Bowline Sash, Power Armlet, or Rose Corsage and let the uninflicted member pass out cures through spells or items. Either way, each party member should have a curing gambit set up for each status effect that they are not immune to. If you're a patient person, wait until he is about to perform either of the attacks listed above and quickly equip your party members with the accessory that is immune to the resulting status effect. Have your party members equipped with the best gear that you can find: Zodiac Spear, Maximillian, Save the Queen (or better). Fafnir's physical attacks take off around 2000 to 3000+ damage per hit and his White Breath will take 4000+ damage to anyone not equipped with an Ice Shield. Ice Shields should be equipped to all party members since White Breath is a very damaging attack. If you don't want to use Ice Shields this entire battle then equip them very quickly when he is about to use White Breath (watch which which party member he turns toward) and it will halve the damage. He will also use Shock to take around 6,000+ damage - this can be reflected back on him with a Reflect shield. If you see him about to cast Shock on a party member, quickly equip that party member with a Mirror Mail or Ruby Ring to reflect the spell right back on him. A good way to fight him is to cast Decoy on your strongest party member followed by Reflect. Take control of your decoyed party member and lure Fafnir away from everbody else - this way Fafnir will only be attacking the decoy with all the area spells. You will have to set up item gambits (X-Potions) to cure that party member however. The main lesson to be learned in this battle is to SPREAD OUT YOUR PARTY either by using Decoy or by doing it yourself (taking control of each party member and manually spread them out); this is the way to win. Manually spreading them out works very well if you don't want to constantly cast Decoy and Reflect and worry about item curing gambits. Make sure to keep him under the effect of Slow and this will make the battle about 50% easier. Run behind the rock in the middle portion of this area and cure your party if you start to get beaten too badly. Speaking of that rock, you may also want to try to use it to your advantage while attacking him. Equip long distance weapons and run around the east side of the rock while having him chase you. He will stop before he gets to the rock and will only be able to hit you with his spells to which you can set up a reflect shield to avoid. This way would probably work better with one party member since he can be fully controlled, but you could also have a whole group with Reflect shields (Mirror Mails or Ruby Rings equipped) and a "Foe: any (>) Thundaga" and "MP < 10% (>) Charge" gambits set on them. You could also set up an "Ally: character name (>) Reflect" gambit if you don't have the accessories or armors to spare, but be prepared to use Arise just in case. Shock will be reflected back on him for about 6000+ damage and each Thundaga will cause around 5000+ damage. Use Magick Gloves to boost Thundaga damage. He can easily be taken out at some very low levels with this method. You could actually walk off and leave your game for about an hour and he should be defeated by the time you return from lunch. No matter how you approach this battle it is going to take a long time. It took me about an hour while spreading my party out manually. You will obtain a ++RING OF THE LIGHT++ after defeating him. Take the ring back to Relj for a touching conversation and your bounty. Here is another method for defeating Fafnir from Lukien: For those who want to take Fafnir down quickly (about 5-10 minutes). - Guest accompaniment recommended - Equip your most powerful magic boosting armor. - Set up the following gambits for all of your characters in this order: 1 - Ally: Any -> Arise 2 ¿ Self: HP < 30% -> X-potion 3 ¿ Self: MP < 10% -> Charge 4 ¿ Ally: Any -> Reflect 5 ¿ Self: Thundaga As soon as combat starts, run behind the rock outcropping. Stay behind the wall with your main party. With the gambits set up like this, and with your characters behind the rock, the worst Fafnir can do is attack your guest. Your main party is out of range of the white breath, and your reflect shields make you impervious to his spells. The reason for the self targeting thundaga is because that way you target all three or four members of your party and, when the spell bounces off each reflection shield, you deal three or four times the amount of damage than if you had targeted Fafnir himself (ie 15000+ instead of 5000+). So, I did this with powerful characters (level 70 with average magic power of 65 and average health of 4500) and brought Fafnir down in less than 5 minutes. As a side note: should several of your characters actually get injured during the fight (characters, not guest), you can always equip an opal ring and cast cura/curaja. Make sure to unequip it as soon as the spell is cast or you will kill yourself with the following casting of thundaga. (thanks to Lukien) _________ __ __ |___ /___ \ / / /\ \ \ |_ \ __) | /------\ \ \/ \/ / ___) / __/ \------/ \ /\ / |____/_____| [HT32] \/ \/ H O ' S T H E S T R O N G E S T ! ? 32 - Who's the Strongest!? Rank VII Mark: Pylraster Requirements: Finish the Pharos. Petitioner: Rikken (Balfonheim Port) Mark Location: The Pharos at Ridoran/They Who Thirst Not Bounty: 8000 gil, Grand Mace, 2 Scathe Motes Travel to Balfonheim Port and speak with Rikken in his usual spot, at the southwest end of Saccio Lane. Agree to his game of sport. Rikken will challenge Vaan in a footrace, though it doesn't matter if you win or not. Press X and O alternately to run. If you win for tier 1, you'll get a Potion - don't you feel special! Tap the X and O buttons together until Vaan starts to veer off to one direction then start tapping the button that goes the opposite direction that Vaan is running toward to get him running straight again. Stay in front of Rikken and Elza as much as you can, but, most importantly, make sure to stay in front of Raz. If Raz tries to move past you, intentionally move over to his side and bump into him to make him fall. Raz will fall shortly if he hits Vaan in any way and this is the main key to winning each race! Raz will also fall randomly, but don't always count on that or you will lose. Stay in front of him and make him run into to Vaan's back by intentionally moving over to his side. Around tier 60 Raz will not trip unless you bump into him. Take a sharp right when the right turn comes then try to stay in the middle and look out for Raz since he will sometimes make a quick dart for the finish. Be sure to take some breaks while engaging in these races. You can stop anytime and pick up on the tier you left off at next time. There is no penalty for losing either. Rikken Foot Racing Prizes Tier 01 - Potion Tier 51 - 6 Potions Tier 02 - Phoenix Down Tier 52 - 6 Phoenix Downs Tier 03 - Eye Drops Tier 53 - 6 Eye Drops Tier 04 - Antidote Tier 54 - 6 Antidotes Tier 05 - 10 gil, Echo Herbs Tier 55 - 60 gil, 6 Echo Herbs Tier 06 - Gold Needle Tier 56 - 6 Gold Needles Tier 07 - Alarm Clock Tier 57 - 6 Alarm Clocks Tier 08 - Handkerchief Tier 58 - 6 Handkerchiefs Tier 09 - Bacchus's Wine Tier 59 - 6 Bacchus's Wines Tier 10 - 100 gil, 2 Balance Motes Tier 60 - 3500 gil, 2 Hi-Ethers Tier 11 - 2 Potions Tier 61 - 7 Potions Tier 12 - 2 Phoenix Downs Tier 62 - 7 Phoenix Downs Tier 13 - 2 Eye Drops Tier 63 - 7 Eye Drops Tier 14 - 2 Antidotes Tier 64 - 7 Antidotes Tier 15 - 20 gil, 2 Echo Herbs Tier 65 - 70 gil, 7 Echo Herbs Tier 16 - 2 Gold Needles Tier 66 - 7 Gold Needles Tier 17 - 2 Alarm Clocks Tier 67 - 7 Alarm Clocks Tier 18 - 2 Handkerchiefs Tier 68 - 7 Handkerchiefs Tier 19 - 2 Bacchus's Wines Tier 69 - 7 Bacchus's Wine Tier 20 - 300 gil, 2 Float Motes Tier 70 - 4500 gil, 2 Holy Motes Tier 21 - 3 Potions Tier 71 - 8 Potions Tier 22 - 3 Phoenix Downs Tier 72 - 8 Phoenix Downs Tier 23 - 3 Eye Drops Tier 73 - 8 Eye Drops Tier 24 - 3 Antidotes Tier 74 - 8 Antidotes Tier 25 - 30 gil, 3 Echo Herbs Tier 75 - 80 gil, 8 Echo Herbs Tier 26 - 3 Gold Needles Tier 76 - 8 Gold Needles Tier 27 - 3 Alarm Clocks Tier 77 - 8 Alarm Clocks Tier 28 - 3 Handkerchiefs Tier 78 - 8 Handkerchiefs Tier 29 - 3 Bacchus's Wines Tier 79 - 8 Bacchus's Wines Tier 30 - 800 gil, 3 Teleport Stones Tier 80 - 6000 gil,2 Hastega Motes,Caramel Tier 31 - 4 Potions Tier 81 - 9 Potions Tier 32 - 4 Phoenix Downs Tier 82 - 9 Phoenix Downs Tier 33 - 4 Eye Drops Tier 83 - 9 Eye Drops Tier 34 - 4 Antidotes Tier 84 - 9 Antidotes Tier 35 - 40 gil, 4 Echo Herbs Tier 85 - 90 gil, 9 Echo Herbs Tier 36 - 4 Gold Needles Tier 86 - 9 Gold Needles Tier 37 - 4 Alarm Clocks Tier 87 - 9 Alarm Clocks Tier 38 - 4 Handkerchiefs Tier 88 - 9 Handkerchiefs Tier 39 - 4 Bacchus's Wine Tier 89 - 9 Bacchus's Wines Tier 40 - 1500 gil, 2 Vanishga Motes Tier 90 - 8000gil,2 Scathe Motes,Slime Oil Tier 41 - 5 Potions Tier 91 - 10 Potions Tier 42 - 5 Phoenix Downs Tier 92 - 10 Phoenix Downs Tier 43 - 5 Eye Drops Tier 93 - 10 Eye Drops Tier 44 - 5 Antidotes Tier 94 - 10 Antidotes Tier 45 - 50 gil, 5 Echo Herbs Tier 95 - 100 gil, 10 Echo Herbs Tier 46 - 5 Gold Needles Tier 96 - 10 Gold Needles Tier 47 - 5 Alarm Clocks Tier 97 - 10 Alarm Clocks Tier 48 - 5 Handkerchiefs Tier 98 - 10 Handkerchiefs Tier 49 - 5 Bacchus's Wines Tier 99 - 10 Bacchus's Wines Tier 50 - 2500 gil, 2 Reflectga Mote Tr 100 - 10000 gil, 2 Elixirs, Unpurified Ether He will mention that he wants to find out how strong your group is and send you on a hunt to find the beast of legend. He will not tell you where the beast is though. Go to the Ridorana Cataract and run all the way to the area where you fought Hydro. It would be best just to teleport to the Pharos and walk outside to the "They Who Thirst Not" area. +----------------------------------------------------------------+ | Lv. 63 | Pylraster | |================================================================| | HP: 493513 | Weak: Fire | Absorb: Water | |----------------------------------------------------------------| | Exp: 0 | Steal: Hastega Mote, Tyrant Bone, Tyrant Hide | | LP: 36 | | |----------------------------------------------------------------| | Recommended Level: 60 - 63 | +----------------------------------------------------------------+ +-------------------------------------------------------+ | Recommended Gambits | |=======================================================| | Ally: any (>) Arise | | Ally: HP < 50% (>) Curaja | | Ally: status = Confuse (>) Smelling Salts | | Ally: w/Main Gauche + Demon Shield (>) Decoy | | Foe: any (>) Slow | | Foe: party leader's target (>) Attack | +-------------------------------------------------------+ In order to fight this highly damaging foe, I would suggest that you equip every character with a Bubble Belt since the Pylraster will take off around 3500+ per hit. His normal attack will sometimes cause Confuse, but you need those Bubble Belts more than Bowline Sashes, so just be prepared to cure Confuse with an item. Bring at least one Main Gauche (buy from Jahara) and one Demon Shield (buy from Balfonheim or Necrohol of Nabudis) and equip them to one character to boost that character's evasion a bunch. Cast Decoy on that one character and he/she will block or dodge half of the Pylraster's attacks. Make sure to cast Slow on the Pylraster and have a Protect shield up on all party members. Casting Slow on him will greatly improve the odds for winning this battle whether you use a Decoyed character or not! The Pylraster attacks much like the Earth Tyrant did. He will use Screwtail, Crushing Fangs (possibility of instant death), and Ram. Screwtail is not near as bad as it was when the Earth Tyrant used it. Use Fire elemental weapons (Wyrmfire Shot, Gungnir Spear, etc) to take advantage of his weakness against fire and cast Ardor on him often. Have the Decoyed character cast Ardor since the Main Gauche will not take off much damage at all. Set up a gambit of "Foe: any (>) Ardor" to that character. Ardor will take off 9999 damage from the Pylraster most of the time. If you have the Zodiac Spear then equip that instead of the Gungnir spear since it will take just a bit more from him. When he reaches about half life, he will use Growing Threat to double his current level. You better make sure that he is under the effect of Slow at this point and beyond or he will make mincemeat out of any person that he hits. His speed rate of attack will increase greatly and he will chain together attacks quite often after the use of Growing threat. He will start to use Rage, which will take off around 4500+ damage from all party members close to him. Rage can be dodged just like his physical attacks by your decoyed character. His normal attacks will take off around 4500+ damage at this time as well so a decoyed character with a high evasion will still help out at this point. His defense will increase at HP critical but he will still be majorly weak against Ardor so finish him off with that spell. Here's another method: One thing I experimented with and am just mentioning as a recommendation as an addition to the Pylraster hunt is the use of the ensanguined shield. I found the character equipped with it and with the "lure" status effect is virtually invulnerable to any attacks from this beast. Paired with a set of gauntlets, this character has over a 95% evasion rate. As such, the other two members can wail on the monster with their most powerful attacks while you block all the attacks and cast a healing spell on everyone while keeping the lure status up. If the correct gambits are equipped, I found that it is completely possible to win this fight without touching the controller (maybe making yourself a sandwich in the process). (Thanks to Kris) [EH00] __ __ _____ _____ __ __ _____ __ /__\/ / \_ \/__ \/__\ /\ /\/\ /\ /\ \ \/__ \/ _\ /_\ / / / /\/ / /\/_\ / /_/ / / \ \/ \/ / / /\/\ \ //__/ /___/\/ /_ / / //__ / __ /\ \_/ / /\ / / / _\ \ \__/\____/\____/ \/ \__/ \/ /_/ \___/\_\ \/ \/ \__/ ---- ---- __________ __ |___ /___ / / / |_ \ |_ \ /------\ / / ___) |__) | \------/ / /___ |____/____/ [HT33] \____/ I T T L E L O V E O N T H E B I G P L A I N S 33 - Little Love on the Big Plains Rank: I (ELITE MARK) Mark: Cluckatrice Requirements: Complete Barheim Passage. (Clan Rank: Hedge Knight) Petitioner: Dania (Giza Plains) - she is standing in the area with all the herded Cockatrices of the Nomad Village. Mark Location: Giza Plains / Gizas North Bank (East of the village) Bounty: 1000 gil, Jackboots, Rainbow Egg Get to Giza Plains by heading out the Southgate of Rabanastre and go to the south to find the Nomad Village. Talk to Dania and she will tell you to look in the Gizas North Bank. She will also tell you that the mark is hard to find and that you should talk to some of the children in the village about this fiend. The girl leaning on the fence on the outside of the fenced area will mention the Cluckatrice, but she says that she only saw it when there were no other monsters in the area. +----------------------------------+---+------------------------------------+ | Lv 15 | Cluckatrice | | Lv 13 | Chickatrice | |==================================| |====================================| | HP: 7509 | Weak: N/A | Abs: Wind | | HP: 3067 | Weak: Earth | Abs: Wind | |----------------------------------| |------------------------------------| | Exp: 0 | Steal: Small Feather | | Exp: 0 | Steal: Small Feather, | | LP: 6 | Wind Stone, Taurus Gem| | LP: 1 | Potion, Large Feather | +----------------------------------+ +------------------------------------+ | Recommended Level: 15 - 18 | +---------------------------------------------------------------------------+ I would advise having a fourth +----------------------------------------+ party member for this fight if | Recommended Gambits | you are low level. Go to the |========================================| Gizas North Bank area of the Giza | Ally: HP < 50% (>) Potion | Plains and defeat every enemy in | Ally: Any (>) Stona | that area, even the neutral Giza | Foe: party leader's target (>) Attack | Rabbits, then exit and reenter +----------------------------------------+ that area. A yellow Chickatrice will be rolling around somewhere in the area, and as you approach it, the mother Cluckatrice will dart out from somewhere along the side. The Cluckatrice and the Chickatrice will attack. Soon more Chickatrices will join the fight. Protect will really help out for this fight since they basically attack normally most of the time. Have a gambit set up to cure stone since the Cluckatrice will cast stone on your entire party sometimes. When Slow is cast on your party, remove it with a Remedy or Haste. If you have a Quickening then use it on one and try to get at least a three hit chain to have the extra multiple hit attack at the end of the sequence. A Quickening and a fourth party member's help will be the keys to winning this battle if your party is not that high of a level yet. _____ _ _ _____ |___ /| || | /__ \ |_ \| || |_ /------\ / /\/ ___) |__ _| \------/ / / |____/ |_| [HT34] \/ H E C R Y O F I T S P O W E R 34 - The Cry of Its Power Rank: I (ELITE MARK) Mark: Rocktoise Requirements: Complete Barheim Passage. (Clan Rank: Hedge Knight) Petitioner: Pilika (Bhujerba) - go to the Khus Skyground area of Bhujerba and speak with the moogle on the south side. Mark Location: Lhusu Mines/Site 2 Bounty: 1200 gil, Hi-Potion, Heavy Coat Talk to the moogle, Pilika, in the Khus Skyground area of Bhujerba then head to Site 2 of the Lhusu Mines. Site 2 is the area where your party ran into Ba'Gamnan and his crew. +---------------------------------------------------------------+ | Lv. 16 | Rocktoise | |===============================================================| | HP: 17548 | Weak: Wind | Absorb: Earth | |---------------------------------------------------------------| | Exp: 0 | Steal: Potion, Turtle Shell, Aged Turtle Shell | | LP: 8 | | |---------------------------------------------------------------| | Recommended Level: 17 - 20 | +---------------------------------------------------------------+ What you REALLY need for this +-------------------------------------------+ battle will not be received | Recommended Gambits | until much later in the game, |===========================================| when you can basically take | Ally: HP < 70% (>) Hi-Potion | him down through sheer levels | Foe: party leader's target (>) Aero | gained - Decoy would work | Foe: party leader's target (>) Attack | extremely well for this +-------------------------------------------+ battle if you received it earlier when this quest was first available. The Rocktoise is weak against Aero, though not really weak enough, but still, it takes off the most. Arrive at this battle with Protect cast on all party members, especially any short- range weapon members. Cast Blind on him at the beginning of the battle. This will decrease his accuracy, but he will still hit for big damage sometimes. Rocktoise relies on close attacks so the party members that must attack with a sword or mace will have to deal with most of the damage. Long-range character will have a good advantage since they will not get hit most of the time. You can literally take control of someone with a gun or bow and run around the cave while shooting at him without having to worry about getting hit. The main problem with this battle besides his HP is the fact that Skull Defenders will attack while fighting the Rocktoise. Try to take out the Skull Defenders as quickly as possible so you won't suffer extra damage from their attacks. A Quickening will really help when the Skull Defenders start to rise up out of the ground if you can get one of the bonus attacks from a big Quickening chain. Quickenings and the latest powerful weapons are the main ways to win this battle unless you wait until you have Vanish and Decoy - you can then cast Vanish and Decoy on your most powerful close range fighter and have them be the Rocktoise main target. Decoy may work well with a person who has a good shield with high attack evasion as well. It's hard to have gambits set for this battle since you will have to deal with Skull Defenders throughout the battle, so I would suggest doing most attacks manually or having a "Foe: party leader's target (>) Aero" set up, and just turn off gambits while dealing with a Skull Defender. You can also fight him similar to the Ring Wyrm by equipping one member of your party with a long distance weapon then run and shoot him. You'll need to get rid of the Skull Defenders first though. All of his attacks are close attacks, so you don't have to worry about him attacking if you can keep your distance well. (thanks to FE_Papiroku from the Arctic Nightfall boards) Here's another method: I did it with Basch and one other char both at level 13. Equip any character with a bow, and arrows. Equip that same character with the Goddesses Magicite (Obviously if you've lost it already this doesn't work). Make sure your character is at full health and start taking pot shots at it from the entrance to its area, it seem to only be able to get so near the walls then it stops. This means that it will only be able to hit you with magick. But with the Magicite, it only did like 15 hp of damage if it was lucky; except for when it casts Darkness which did around a hundred. That is what the second character is for - give him only the gambit "Ally Hp < 70% (>) Cure" and you can make turtle soup out of the thing in a couple minutes with one character, a bow, and the right magicite. (thanks to Gordo) _________ ___ |___ / ___| / __\ |_ \___ \ /------\ / / ___) |__) | \------/ / /___ |____/____/ [HT35] \____/ R I M E A N D P U N I S H M E N T 35 - Crime and Punishment Rank: V (ELITE MARK) Mark: Orthros Requirements: Complete Raithwall's Tomb. (Clan Rank: Headhunter) Petitioner: Contrite Thief (Rabanastre) Mark Location: Garamsythe Waterway/Southern Sluice Way Bounty: 3800 gil, Horakhty's Flame, Unpurified Ether Special Item: Blackened Fragment Walk inside of Warehouse #5 (near Garamsythe Waterway entrance) in Lowtown and talk to the Contrite Theif. She will be the Seeq lieing on the ground. She will tell you that Orthros is particular about who he attacks. Talk to Samal in the South Sprawl court to find out that it only attacks females. Go down to the Garamsythe Waterway and close Gate #10 as soon as you enter the Central Waterway Control by using the Sluice Gate Key that you got from the "Lost in the Pudding" Hunt if it is not already closed (lit up). Just like in the "Lost in the Pudding" hunt, take the fourth path from the right on the west set of paths. Make another right at the next fourth path on the left in the next area and go up the stairs. Head to the Southern Sluiceway. I would advise you to have a male in your party so he won't attack the first time through and save your game in the East Sluice Way. You must ENTER the Southern Sluiceway (the middle) with Ashe, Fran, and Penelo in order to get him to attack. You can switch back to whatever characters you're comfortable with once he attacks. +---------------------------------------------------------------+ | Lv. 34 | Orthros | |===============================================================| | HP: 87141 | Weak: Fire | Absorb: Water | |---------------------------------------------------------------| | Exp: 0 | Steal: Caramel, Phoenix Down, Slime Oil | | LP: 25 | | |---------------------------------------------------------------| | Recommended Level: 33 - 36 | +---------------------------------------------------------------+ Orthros will inflict Confuse and +----------------------------------------+ Sap on your party at the beginning | Recommended Gambits | of the battle and by the end he |========================================| will start to cast Slowga and | Ally: any (>) Raise | Break on all of your party | Ally: HP < 50% (>) Curaga | members. His main attacks are his | Ally: any (>) Esuna | physical attacks and Darkra. He's | Ally: status = Slow (>) Haste | weak against fire so you can cast | Foe: party leader's target (>) Attack | your strongest Fire spells +----------------------------------------+ throughout the battle or summon Belias. Use Decoy on Belias after summoning him and stay away from him to avoid Orthros' spells. Most of the attacks will miss Belias. Make sure to have some Esuna gambits setup for each character and have an "Ally: status = Slow (>) Haste" gambit set for his Slowga. As long as you have some Cure gambits set up he shouldn't be much of a problem. With his constant use of Darkra, a Bone Helmet and Bone Mail would help to reduce a good amount of damage for this fight. Physical attacks take just as much as elemental attacks depending on the characters weapon, but hitting him with an elemental Fire attack will be a guaranteed heavy hit. Make sure to be aware of his Mythril Bubble attack that he will do when his HP is extremely low. He will hit any close party members with bubbles that will take off around 1000 HP and inflict Poison and Confuse. I would advise using a Quickening to finish him off. Try to keep your distance with at least one party member and cure the status effects quickly with Esuna. Orthros will leave the party with a bundle of ++STOLEN ARTICLES++ upon his defeat. Go back up to the Contrite Thief and speak with her to get your reward. Samal will also hand over a ++BLACKENED FRAGMENT++ which can be used later during a side quest. _____ __ ___ |___ / / /_ / _ \ |_ \| '_ \ /------\ / /_)/ ___) | (_) | \------/ / ___/ |____/ \___/ [HT36] \/ A R A D I S E R I S E N 36 - Paradise Risen Rank: III (ELITE MARK) Mark: Gil Snapper Requirement: Complete Raithwall's Tomb. (Clan Rank: Vanguard) Petitioner: Nanau (Giza, The Rains) Mark Location: Giza Plains/Tracks of the Beast Bounty: 3000 gil, Phobos Glaze Bansat will hear your conversation with Montblanc about the hunt and will insist on helping the party after the hunt is accepted in the Clan Centurio Clan Hall. Talk to Nanau in the Crystal Glade of Giza Plains during The Rains. The boy will give your party the ++SILENT URN++ upon accepting the hunt. The urn must be pointed at the Gil Snapper when your party lands the finishing blow (this is automatic). The Gil Snapper is located in the Tracks of the Beast area of the Giza Plains. You must knock down all of the tree branches found around the areas in order to make a bridge over to it in the southeast area. Bansat will be waiting in the Tracks of the Beast are as your party arrives. Bansat mentions that the Gil Snapper favors a particular weather and will only come out at that time. The truth is that you must enter the Tracks of the Beast area when the rain is heavy (with thunder and lightening). Enter and exit the area until it storms heavy in that area. Bansat will meet your party at the entrance and let you know when the Gil Snapper is around. +---------------------------------------------------------------+ | Lv. 37 | Gil Snapper | |===============================================================| | HP: 86956 | Weak: Thunder | Absorb: Ice | |---------------------------------------------------------------| | Exp: 0 | Steal: 1000 gil, 2000 gil, 4000 gil | | LP: 20 | | |---------------------------------------------------------------| | Recommended Level: 31 - 34 | +---------------------------------------------------------------+ Gil Snapper has a reddish brown shell and will have Protect, Shell, and Haste casted on himself. Use Dispel to get rid of his status enhancements then Blind and Slow him. He will mainly cast Blizzara instead of using physical attacks so have a shell up on all party members. Gil Snapper will sometimes perform a Flash move to Blind all party members so either have some Argyle Armlets equipped to have immunity or use Blindna to cure it. Use Thundara or -daga to defeat him quicker. If you by any chance have Adrammelech then summon him and he will really hurt Gil Snapper bad with his Flash Arc Thunder attacks (around 5000 HP per zap). Bansat will help your party out with support magick as well as attack Gil Snapper so he will be a valuable asset during the fight. Be sure to steal from Gil Snapper before he dies for quite a bit of extra gil. As already mentioned, the Gil Snapper will be automatically drawn into the urn once he is defeated. Go back to the Crystal Glade to collect your bounty once the Gil Snapper is defeated and Nanua will give you...no, I'm sorry, leave behind a Soggy Letter!? She will ask that you meet up with her in The Dry. She means that she will meet you in the Nomad Village during The Dry near the northern entrance. Here's an altenate strategy for the Gil Snapper: I did him easily with level 31-32 without larsa. You just need to equip your main party with black belts and the ice shields you bought at Mt Bur Omnisace and with the best light equipment and the hammers with attack 65 you can buy when you reach bur omnisace the first time. You do not need to blind him or do any status effects or quickenings on him, just attack. The battle should be easy and boring if you have all HP lores, all quickenings, and a lot of other stuff in the optional section like the phoenix feather enhancements (I only one of my characters died in the battle), the one which make you gain mp if you attack or get damaged, a few physical attack improvements and the 10% speedups. But the only thing you really need is about 2000HP (and a lot of MP if you don't want to use Potions). - two of my characters had those gambits: ally -> phoenix feather ally with HP < 60% -> cura ally with HP < 60% -> cure ally -> haste ally -> esuna foe: party leaders target -> attack - and one of my characters had these: ally -> phoenix feather ally with HP < 60% -> cura ally with HP < 60% -> cure ally -> haste ally -> esuna foe: party leaders target -> steal Gil Snapper was dead after about 2min with fastest battle speed. (thanks to tbbl for the alternate strategy) __________ ___ |___ /___ | / _ \ |_ \ / / /------\ / /_)/ ___) |/ / \------/ / ___/ |____//_/ [HT37] \/ A R A M I N A R U N 37 - Paramina Run Rank: V (ELITE MARK) Mark: Trickster Requirements: Arrive at Mount Bur-Omisace. (Clan Rank: Headhunter) Petitioner: Gurdy (Mt Bur-Omisace) Mark Location: Paramina Rift/Frozen Brook Bounty: 4800 gil, Deimos Clay Monid will overhear you speaking with Montblanc and will mention that he has set his sights on this mark as well. Don't worry about him. Meet up with Gurdy in the Sand-strewn Pass of Mount Bur-Omisace - he's the flying moogle near the chocobo. The mark is located in the Frozen Brook, which is directly to the south of the Freezing Gorge outside the village. Monid will meet the party at the entrance to the Frozen Brook and agree to work together with them. If the Trickster is in the area then Monid will tell you that the Trickster is nearby: "It should be close now, but this is no mark to be taken lightly". You will need to step out and steb back into the area if he does not tell you that the Trickster is in the area. Please note that he will only tell you that he is there one time. If you exit and retry, you won't get the message again. The Trickster will literally pop out of nowhere while you run along the east wall of the Frozen Brook. +---------------------------------------------------------------+ | Lv. 44 | Trickster | |===============================================================| | HP: 61321 | Weak: Random element | Absorb: Random element | |---------------------------------------------------------------| | Exp: 0 | Steal: Chocobo Feather, Gysahl Greens, Hastaga | | LP: 25 | Mote | |---------------------------------------------------------------| | Recommended Level: 44 - 47 | +---------------------------------------------------------------+ The Trickster is going to spend a good bit of this battle dashing in and out of your area with an attack. He will constantly run off. Wait for him and he will always return to your area. The Trickster will never leave this area. Soon the Trickster will activate White Wind, which will make him immune to status effect so be sure to inflict him with Blind before he does this! He will set up a shield (a Paling) where he will be immune to physical damage when he is at HP Critical and will use Choco-Comet. This move will take off around 1,000+ HP to any party member near him if it hits. He can only be hit with magick once he has set up his anti-physical shield - no Quickenings! His element of weakness is random, so you will have to try many spells to see which is his weakness at that point. Once he is hit with the correct element of weakness, he will use Shift to change his weakness. Try to finish him off with Bio if you can't find the right element. Set up a Bio gambit if you must: "Foe HP < 10,000 (>) Bio". He will go mad with constant pecks and Choco-Comet so just Bio him to death if you must. If you can wait it out, both the White Wind and the Paling will eventually wear off and he can be finished normally, but this takes quite a while! _____ ___ _ |___ / ( _ ) /_\ |_ \ / _ \ /------\ //_\\ ___) | (_) | \------/ / _ \ |____/ \___/ [HT38] \_/ \_/ N T L I O N I N F E S T A T I O N 38 - Antlion Infestation Rank V (ELITE MARK) Mark: Antlion Requirements: Arrive at Mount Bur-Omisace. (Clan Rank: Headhunter) Petitioner: Niray (Bhujerba) Mark Location: Lhusu Mines/Site 9 Bounty: 4300 gil, Bubble Belt, Sickle-Blade Find the Residence in Bhujerba. It's in the middle of the map of Bhujerba (The Staras Residence). Talk to Niray to learn of her children that have gone missing in the Lhusu Mines. She will give you the ++SITE 3 KEY++. The Site 3 Key will open the gate in the cave where Ba'Gamnan and his crew once were at Site 2. Enter the Lhusu Mines and travel to that cave in Site 2. Your party will run into Yrlon on the first bridge, but he will run deeper into the mines. Use the key on the Wrought Iron Gate to open it and venture deeper into the Lhusu Mines. It really helps if you have Aeroga at this point in the game since the Lv. 40 Headless that you find will be weak to Wind as well as the Antlion. Site 9 is in the southwest portion of the Lhusu Mines. Beware the Gazer fiends that will follow you to different areas if your party tries to run! You'll fight many enemies between Level 40 - 45 along the way, but you will get an orange save crystal at Transitway 2 right before the Tasche Span that leads to the Site 9 entrance. Kait will he huddled up against the side of the middle border next to the crystal. Defeat any Killer Mantis's you find along the way just in case the mark leaves his area in the battle ahead! +----------------------------------------------------------------+ | Lv. 37 | Antlion | |================================================================| | HP: 106499 | Weak: Wind | Absorb: Earth | |----------------------------------------------------------------| | Exp: 0 | Steal: Cancer Gem, Charger Barding, Potion | | LP: 25 | | |----------------------------------------------------------------| | Recommended Level: 43 - 46 | +----------------------------------------------------------------+ The Antlion will be lurking at the end of the Site 9 tunnel along with tons of Killer Mantis's. Before going into the cave with all the Killer Mantis's and Antlion, cast Bubble and Protect on each member of your party and cast Decoy on your strongest character. Make sure to have Curaja set to a gambit. Control the Decoyed character as you run into the cave with the enemies and cast nothing but endless Aeroga until ALL the Killer Mantis's are dead. Target different Killer Mantis's with each casting of Aeroga and defeat them quickly before the Antlion consumes them with Cannibalize. If he consumes more than one, then I would suggest reloading your save and coming back to try again since he will be way too powerful by the end of the fight. When fighting him without him feeding at all on a Mantis, he will not be much of a problem and will fall fast except for his last bit of life. Let him cannibalize one Killer Mantis and this will be a tough battle, but still doable, though his last bit of life will make the battle really agonizing. Let him cannibalize two and the tide will really turn in his favor and he will take around three times what he usually does (which is around 900 per hit) and you will really be in trouble when he uses Enrage. Let him cannibalize three and...no, just no! Don't do that. Have your strongest character equipped with a Greatsword and he'll be able to tear the Antlion a new one if he hasn't consumed that much Mantis. Otherwise, stick with casting Aeroga on him. Equip some Black Belts since he tends to inflict Disable with his physical attacks at times. During his last 25% of HP he will Enrage himself and start to take off more per hit. Use a Quickening if he starts to get the best of you at this point, especially if he has consumed some Mantis's. Switch in party members from your reserve and Quicken him to death! Warp works very well for this battle to instantly kill the surrounding Mantis' quickly. Target the Antlion at the beginning of the battle (before he sees your party) and start casting Warp on him to kill many of the Mantis' surrounding him. Warp will not work on the Antlion himself but he usually surrounds himself with Mantis'. (thanks to Pretentiuos_chef for the Warp tip) Vaan will find Yrlon directly after defeating the Antlion. Yrlon will mention a key that he dropped into the ocean near the cliff to the side. He mentions that it may have washed up on the shore somewhere. On the way out of the Lhusu Mines, I would suggest using the Gate Switchboard to open the large gate in Transitway 1. The Switchboard is on a raised area along the south wall. Return to Niray and collect your bounty. Yrlon will mention that the key he lost was the Site 11 Key when you speak with him. Teleport out to the Hunter's Camp at the Phon Coast. There is a large rock structure that makes a circular shape on your map. Check to the right of "The Man Who Fell", who is sitting up in the northwest corner of this rock. He will be renamed "Fallen Bhujerban" if you speak with him. To his left there is a "Small Key" on the ground. Pick up the small key to get the ++SITE 11 KEY++! This will be used for a hunt later on down the road. Please note that I am NOT talking about the Seeq sitting next to the collapsed Bangaa, "The Man Who Fell" is a Hume. _____ ___ _ |___ // _ \ /_\ |_ \ (_) | /------\ //_\\ ___) \__, | \------/ / _ \ |____/ /_/ [HT39] \_/ \_/ C A R R O T S T A L K 39 - A Carrot Stalk Rank VII (ELITE MARK) Mark: Carrot Requirements: Arrive at Mount Bur-Omisace. (Clan Rank: Brave Companion) Petitioner: Zammadria (Nalbina Fortress) Mark Location: The Salikawood/Sun-dappled Path Bounty: 5200 gil, Stink Bombs, Putrid Liquid Krjn will insist on joining your party +-------------------------------------+ for this fight right after you accept | After finishing all of the hunts in | the hunt from Montblanc. Head to the | Nalbina (#17, 18, 24, 25, 39), Jovy | Aerodrome of Nalbina. Zammadria will | will have a small reward for your | be sitting on one of the seats to the | party if he is spoken to afterwards.| side. She will mention that Carrot is | [SQ15-1] | in the Salikawood and that Carrot will +-------------------------------------+ run away if any fiend is slain. In other words, you must run from every enemy on your way to the battle with Carrot. Carrot is located in the Salikawood at the Sun-dappled path, which is in the west. Krjn will meet up with the party and let you know if you killed any fiends or not on your way there. +----------------------------------------------------------------+ | Lv. 49 | Carrot | |================================================================| | HP: 110842 | Weak: Light | Absorb: Dark | |----------------------------------------------------------------| | Exp: 0 | Steal: Dark Crystal, Foul Liquid, Putrid Liquid | | LP: 28 | | |----------------------------------------------------------------| | Recommended Level: 50 - 53 | +----------------------------------------------------------------+ To think someone would actually keep a Malboro for a pet!? Make sure to equip party members with a mixture of Power Armlets and Bowline Sashes. You must equip both and have a Remedy gambit set up if you want to live. Carrot will use both Putrid Breath that will cause a multitude of status effects and Time Requiem that will Stop the whole party. This particular fiend is the king of status effects so you have to equip your party accordingly. Sneak up on Carrot and dispel it of all of its status enhancements at the beginning. It's really not that bad of fight if you have some Remedy gambits along with the proper equipment. You can actually wait until Carrot readies an attack then switch your equipment appropriately to block the most deadly status effects coming your way. When Carrot is a little bit lower than half life it will use Growing Threat that will double it's current level. Combine that with the fact that its defense increases tremendously at HP critical status and you have yourself one of hell of a setup for attacking it normally. You should use a Quickening shortly after it's Growing Threat to quickly defeat it before it starts to kill off your party members. It can kill them with just about one hit at that time. You can use Slow on Carrot, but it will counter with Purify to remove any negative status effects placed on it. Carrot's main downfall is that it mainly uses status effects and doesn't attack all that much so having Remedy gambits and the proper equipment will guarantee a quick victory for this battle. _ _ ___ ___ | || | / _ \ / __\ | || |_| | | | /------\ /__\// |__ _| |_| | \------/ / \/ \ |_| \___/ [HT40] \_____/ A T T L E O N T H E B I G B R I D G E 40 - Battle on the Big Bridge Rank VII (ELITE MARK) Mark: Ancient Man of Mystery Requirements: Acquire the Site 11 key. (Clan Rank: Paragon of Justice) Petitioner: Montblanc (Rabanastre) Mark Location: Lhusu Mines/Tasche Span | Lhusu Mines/Site 7 Bounty: 10000 gil, Masamune Montblanc is the petitioner once again +-----------------------------------+ for this hunt so just agree to the hunt | READ THIS FIRST! | while speaking with him. He will speak | Make sure to have a set of | to you about a mystery man that has | Thief's Cuffs and equip them | stolen a sword from a nameless swordsman | before fighting this mark. He | and mentions that the mystery man last | carries some extremely rare items | attacked the person in question on bridge | that can ONLY be obtained by | in the Lhusu Mines. This mark is very | stealing from him. | easy to find. Use an orange save crystal +-----------------------------------+ to warp to Transitway 2 of the Lhusu Mines and the mark will be on the bridge outside to the west. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-----------------------------------------------------------+ | Lv. 45 | Gilgamesh | |===========================================================| | HP: 123103 | Weak: N/A | Absorb: N/A | |-----------------------------------------------------------| | Exp: 0 | Steal: Stance 1 - Potion, X-Potion, 1000 gil | | LP: 50 | Stance 2 - Potion, X-Potion, 2000 gil | | | Stance 3 - Potion, X-Potion, 3000 gil | | | Stance 4 - Genji Shield | | | Stance 5 - Genji Gauntlet | +-----------------------------------------------------------+ +-------------------------------------------------+ | Lv. 43 | Enkidu | |=================================================| | HP: 33052 | Weak: N/A | Absorb: N/A | |-------------------------------------------------| | Exp: 0 | Steal: Beastlord Hide, Throat Wolf | | LP: 27 | Blood, Wolf Pelt | |-------------------------------------------------| | Recommended Level: 47 - 50 | +-------------------------------------------------+ Dispel the status enhancement on Enkidu at the beginning of this battle if he has Haste activated. Focus all of your attack on Enkidu from the start. Cast Slow on Gilgamesh while your party deals with Enkidu. Enkidu can be both Blinded and Silenced. Attack both him and Gilgamesh physically throughout the battle. Both Gilgamesh and Enkidu's defense will increase during HP Critical status. Gilgamesh will enter a different "stance" each time a cutscene plays. He has a total of five stances and you can steal from him during each stance. During the last two stances, you can steal the Genji Shield and the Genji Gauntlet. This is THE ONLY WAY YOU CAN GET THESE ITEMS THROUGHOUT THE ENTIRE GAME, so you better steal them while you can if you want them. - Stance 1 Gilgamesh will mainly only use physical attacks and issue commands to Enkidu during this stance. The most dangerous aspect of Gilgamesh's attacks is his chain hits that can take off around 1,000+ HP per attack and he will sometimes chain up to five hits. His Slice Thrice attack will hit for around 1,200+ HP damage. Gilgamesh's Kick will take off around 1000+ HP damage, and he can do this move very quickly. He will focus many of his kicks on one party member. Gilgamesh's attacks can cause Slow and Silence randomly though rarely. His attacks will slowly start to take off more as he pulls out newer weapons. Enkidu attacks much like a standard wolf enemy with his Eerrie Soundwave attacks that damage all party members, Fangs, and Lunges. Enkidu can cause Petrify and Sleep with his normal hits - this is usually rare though like with Gilgamesh's status attacks. Gilgamesh will sometimes order the command "Fly, Enkidu!". This will make Enkidu charge a Dash that will take off around 1,000+ HP on a single party member. Gilgamesh will also use "Now, Enkido!" that will cause Enkidu to Growl and place a few status enhancements (Haste, Protect, Shell) on himself. Be sure to Dispel the status enhancements immediately! - Stance 2 (Fly, Enkidu!) Gilgamesh will use his commands for Enkidu more often now if Enkidu is still in the area. - Stance 3 (Weapon: Buster Sword [Cloud's weapon FFVII]) He pulls out a new sword making him take off more damage with his attacks. - Stance 4 (Weapon: Gunblade [Squall's weapon from FFVIII]) He once again again pulls out a new sword. Turn off all gambits and steal the Genji Sheild at this time! Have one party member cast Curaja while you attempt to steal it. - Stance 5 (Weapon: Excalibur XII [aka. Excalipur from FFV]) During his last stance, he will set up a perfect defense that will make him immune to physical damage (Paling) and magick (Magick Shield). There is no way to hit him at this time, so you will just have to wait out the Paling and Magick Shield. They will both leave him once he has performed his Ultimate Illusion attack twice. You can't steal from him while he has his Perfect Defense activated unless you steal the moment before he activates it. Neither of the shields will be up on Enkidu. Gilgamesh also sets up some status enhancements on himself at the beginning of this stance, which should be dispelled the moment his magick shield wears off. Keep in mind that you can dispel the status enhancement the moment before he uses his Perfect Defense if you have a gambit or if you're quick enough. Have a "Foe: status = Haste (>) Dispel" gambit or one for Shell, Reflect, Regen, or Protect to get rid of his status enhancements quickly. His Ultimate Illusion attack will take off around 1,500+ HP on any party member he targets (including surrounding allies). Be sure to steal the Genji Glove before the battle ends! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Gilgamesh will run at the end of the battle once his HP has been drained. The party will gain LP from the battle, but remember, Montblanc said to exterminate the mark, so you will have to journey deeper into the Lhusu Mines and hunt Gilgamesh down. You need to have the Site 11 Key, which is covered in the Antlion Infestation hunt, to open the door to Site 11 if you already haven't done so. Run back and save your game (did I even need to say that?) then continue to the west. The Site 11 door is inside the cave right before the tunnel where you fight the Antlion. The area is surrounded by Mantis's. You'll have to release a switchboard to raise a gate in the northeast section of Site 11. Once you pass the point where your party must raise the gate, you will run into tons of Lv. 58+ enemies. Be sure to pick up the ++LHUSU CANDLE++ from the green urn in the far south tunnel of Site 5. In Site 6 North, there is a secret passage in the far north that will take you to some Pandora enemies and a chest with the possibility of an Aegis Shield. There will be a blue save crystal in the Staging Area after moving to the southeast portion of Site 6 South. The next area to the south will have a bunch of thick mist and this is where Gilgamesh awaits. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +--------------------------------------------------------------+ | Lv. 70 | Gilgamesh | |==============================================================| | HP: 473246 | Weak: N/A | Absorb: N/A | |--------------------------------------------------------------| | Exp: 0 | Steal: Stance 1 - Hi-Potion, X-Potion, 3000 gil | | LP: 120 | Stance 2 - Hi-Potion, X-Potion, 4000 gil | | | Stance 3 - Hi-Potion, X-Potion, 5000 gil | | | Stance 4 - Genji Helm | | | Stance 5 - Genji Armor | +--------------------------------------------------------------+ +-------------------------------------------------+ | Lv. 65 | Enkidu | |=================================================| | HP: 140162 | Weak: N/A | Absorb: N/A | |-------------------------------------------------| | Exp: 0 | Steal: Beastlord Hide, Hells-Gate | | LP: 43 | Flame, Wolf Pelt | |-------------------------------------------------| | Recommended Level: 60+ | +-------------------------------------------------+ Did you notice that he still has the same swords from the last battle along with Tidus' Brotherhood sword from FFX. He's also got a sword with a Chocobo emblem on it, which is Zidane's Orichalcum (aka. Orichalcon) from FFIX. Final Fantasy nostalgia for the win! With a party under level 60, I would only recommend challenging this boss if you have a guest (Reddas) with you. Berserk Reddas a bunch and he will help out a level 50+ party quite a bit. Syphon him toward the end of the battle if you need some MP for a Quickening. Anway, to start thing off you need to Dispel Enkidu, cast Blind on him, Slow him, Poison him, then spam the hell out of him with Expose. Not only do his normal hits take off around 1900+ HP damage this time, but he also performs a new move known as Crushing Fangs that is capable of nearly killing a person depending on their HP level. If you keep Exposing him then your party members will take a bunch from him and defeat him fast. Poison works well too for when he gets low in life since it will constantly drain him of 8,000+ damage per hit even when his defense rises. Once Enkidu has been defeated, the whole battle will be 50% easier. Gilgamesh will now use Lv. 2 Sleep, Lv. 3 Disable and Lv. 4 Break, so have those Esuna gambits ready or equip an accessory to a character whose level is divisible by any of those numbers. A prime number level party will really pay off for you here. Gilgamesh will sometimes cause Stop with his physical attacks, but this is very rare. Stance 3 (Weapon: Steel Cutter [aka. Odin's Zantetsuken]) He will start to use his Bitter End attack upon pulling out his new weapon. This special move will take 4,000+ damage from one targeted party member. He can actually do this move more than once in a row so be ready with Arise. Stance 4 (Weapon: Excalibur [FFV]) He will start to take off some major damage by now - a little over 2000 HP per slice. Steal the Genji Helmet! Stance 5 (Weapon: Sword of Legend [from Dragon Warrior I-III]) He will use Perfect Defense just like last time to make himself immune to physical attacks and magick. You'll have to wait it out again. After he does Monarch Sword two times it will fade. Speaking of Monarch Sword, it will take off around 9,000 HP! He will also have many status enhancements on him including Bravery! I would strongly advise you to have a gambit ready to Dispel Bravery and you just might be able to Dispel it before he uses Perfect Defense. With Bravery activated, he will take close to 4,000 HP per slice! When his Perfect Defense fades after two Monarch Sword, dispel him immediately and steal that Genji Armor! Finish him off with a Quickening since his defense will once again rise at HP Critical status. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ After a most intense battle, Gilgamesh will be defeated and a cutscene will play. He will leave the Sword of Legend stuck in the ground as he jumps away. The party can't take the "ordinary" Sword of Legend so just exit the area. The "ordinary" mention most likely means that all of his swords are just replicas of the original. A cutscene will play as you try to exit the room. The cutscene will differ slightly if you have Ashe as the party leader instead of another character. She will hold her hand under her chin after turning. Return to Montblanc for your bounty. _ _ _ _ | || | / | /_\ | || |_| | /------\ //_\\ |__ _| | \------/ / _ \ |_| |_| [HT41] \_/ \_/ D A R K R U M O R 41 - A Dark Rumor Rank V (ELITE MARK) Mark: Belito Requirements: Finish Draklor Laboratory and Trickster mark. (Clan Rank: High Guardian) Petitioner: Montblanc (Rabanastre) Mark Location: Nam-Yensa Sandsea/Withering Shores Bounty: 5100 gil, Megalixir The petitioner for this mark is Montblanc so he will tell your party about the mark as soon as you agree to the hunt. According to him, you'll need to journey through caves of quicksand in the Nam-Yensa Sandsea to reach the mark. Monid will once again hear your conversation with Montblanc and a small converstation with a messenger Bangaa will start. Your destination is the Withering Shores of the Nam-Yensa Sandsea, but in order to make it to this area, you must travel through the Zertinan Caverns from the entrance in the Ogir-Yensa Sandsea to reach the specified area in the Nam-Yensa Sandsea. The entrance to the Zertinan Caverns that you need to use is in the Central Junction area, which is in the center of the Ogir-Yensa Sandsea. This path inside the Zertinan Caverns is known as the Canopy of Clay. There is rock on the west side that your party can push into a quicksand pool in order to make a bridge to the rest of the Zertinan Caverns. You may want to go deeper into the Zertinan Caverns and save your game since you've got a big battle coming up. Your party will emerge in the Withering Shores - the place where the mark is. Run up the tank and toward the space on the west side. A Bangaa will be out in the open. Run over to him to trigger a cutscene that will tie up some loose ends from earlier in the main story. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-------------------------------------+--+------------------------------------+ | Lv 49 | Ba'Gamnan | | Lv 47 | Bwagi | |=====================================| |====================================| | HP: 73393 | Weak: Water | Abs: Fire | | HP: 27626 | Weak: Water | |-------------------------------------| |------------------------------------| | Exp: 0 | Steal: Dark Matter, | | Exp: 0 | Steal: Ether | | LP: 38 | Elixir | | LP: 20 | | +-------------------------------------+ +------------------------------------+ +-------------------------------------+--+------------------------------------+ | Lv 47 | Rinok | | Lv 47 | Gijuk | |=====================================| |====================================| | HP: 27626 | Weak: Water | | HP: 27626 | Weak: Water | |-------------------------------------| |------------------------------------| | Exp: 0 | Steal: Ether | | Exp: 0 | Steal: Ether | | LP: 20 | | | LP: 20 | | +-------------------------------------+ +------------------------------------+ | Recommended Level: 49 - 52 | +-----------------------------------------------------------------------------+ Monid will help the party out for this battle, so this time it is four against two (or five against two if you have a guest). Right when the battle starts however, Rinok and Gijuk will join up with Ba'Gamnan and Bwagi to even out the odds to four against four. Dispel Ba'Gamnan of his Haste immediately or he will be a big threat. You can also cast Slow on him. If Balthier is in your party, Ba'Gamnan will focus all of his attacks directly on Balthier, so be sure to have Arise or a Raise gambit ready. Support Balthier with Protect if he is in your party. Defeat Bwagi, Rinok and Gijuk quickly and then focus on Ba'Gamnan. Don't worry about dispelling Protect and Shell from Ba'Gamnan if they are recasted since you need to take out his buddies first. Gijuk will stand back and cast +----------------------------------------+ elemental -aga spells while | Recommended Gambits | supporting Ba'Gamnan with Shell and |========================================| Protect if you dispel him or they | Ally: any (>) Arise | were off. He will sometimes attack | Ally: HP < 50% (>) Curaja | with his crossbow as well. Bwagi | Ally: Balthier (>) Protect | will mainly attack physically and he | Foe: lowest level (>) Attack | will sneak in an item attack +----------------------------------------+ sometimes (Blue Fang, etc.). Rinok will attack with his spear and use his Sandstorm attack to take damage from the whole group (around 600+ HP). Ba'Gamnan is the main enemy that will take off a bunch. He will use Eviscerator to take off around 1,000+ HP and his Shining Ray to hit multiple party members for around 1,200+ HP damage each. Ba'Gamnan's defense will increase one he reaches HP critical status, but he still isn't that much of a threat. Monid is very helpful for this battle - he will take the roll of healer at times and help your party out with Curaja as well as attack very agressively. Keep in mind that this battle will have a severe amount of lag for performing technicks and magicks thanks to the number of characters on the screen. It really doesn't make the battle harder, but just annoying, especially when you're trying to steal. Your character may stand in place about a good 15 seconds with a command on the queue. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Ba'Gamnan and crew count as the mark for this hunt. At the end of the battle, Monid will give the party their bounty for this hunt. Montblanc will apologize for using the party as he did the next time you talk to him. _ _ ____ _____ | || ||___ \ /__ \ | || |_ __) | /------\ / /\/ |__ _/ __/ \------/ / / |_||_____| [HT42] \/ R U T H S H R O U D E D I N M I S T 42 - Truth Shrouded in Mist Rank VII (ELITE MARK) Mark: Behemoth King Requirements: After Giruvegan and defeat Fafnir in the "Wyrm Wrath's Renewal" hunt. (Clan Rank: Riskbreaker) Petitioner: Koqmihn (Lowtown/Dalan's House) Mark Location: Feywood/Edge of Reason Bounty: 250 gil, 2 Bacchus's Wines (Optional: 500000 gil, Rod of Faith) Run over to Lowtown and enter Old Dalan's Place. Go through the Southgate entrance Koqmihn is lying on the floor to the right by a table. He mentions a place deep in a forest covered with snow. He is giving reference to the Edge of Reason in the Feywood. Teleport to Giruvegan and walk out to the Feywood. In order to get this enemy to show himself, your party must clear out all the enemies in two zones: The Edge of Reason and The Ice Field of Clearsight. Check each area thouroughly before exiting. Start in The Edge of Reason then move on the Ice Field of Clearsight. Reenter the Edge of Reason and should appear somewhere in the area. If he doesn't appear then try killing off the monster in the Edge of Reason once again and he should appear in this area after you kill the last monster. The main objective is to make sure that both areas are totally clear. If the Mandragoras appear in the Ice Field of Clear Sight then that means that that area is clear - there is no reason to fight them. The Behemoth King will be walking around in the southern middle portion of the Edge of Reason when he finally shows himself. +-----------------------------------------------------------------+ | Lv 70 | Behemoth King | |=================================================================| | HP: 1668491 | Weak: N/A | Absorb: N/A | |-----------------------------------------------------------------| | Exp: 0 | Steal: Behemoth Steak, Elixir, Ring Wyrm Scale | | LP: 40 | | |-----------------------------------------------------------------| | Recommended Level: 70+ | +-----------------------------------------------------------------+ Equip Bubble Belts before +---------------------------------------------+ fighting him since his physical | Recommended Gambits | attacks take around 5000+ |=============================================| damage. His physical attacks | Ally: any (>) Arise | can also cause Stop so be ready | Ally: HP < 50% (>) Curaja | to throw a Chronos Tear or cast | Ally: status = Stop (>) Dispel | Dispel on the inflicted party | Ally: status = Slow (>) Haste/ga | member. He will use White | Self: MP < 10% (>) Charge | Breath much like Fafnir. The | Foe: party leader's target (>) Attack | White Breath shouldn't take off | Foe: party leader's target (>) Scathe/Shock | enough now to require an Ice +---------------------------------------------+ Shield if you have Bubble Belts and you will NEED Bubble Belts or the Bubble spell. White Breath can also inflict Stop. Equip Black Masks to absorb his Darkga spell. He will cast other -aga magick as well along with Holy and Ardor. Use Hastega to counter his Slowga casting (or just Haste if you spread your party out). Spread your party out as much as possible so the whole group doesn't take damage from his attacks. As long as you have your party spread out this battle will be much like the Fafnir battle. Decoy + Main Gauche + Demon Shield does not work this time since his attacks cannot be blocked. Attack him with non-elemental weapons or cast Shock and Scathe. He will only take half damage from elemental attacks. Keep in mind that it will take a little bit of HP off each party member to attack him physically or with magick. Eventually he will raise a Paling shield to make himself immune to physical damage. Cast Shock and Scathe on him at that time. Flare is good also but it really only takes off about the same amount as Shock though you have much more queue time devoted to it. I would really recommend Shock over Scathe because of the delay in Scathe, but Scathe will take off about 1500 more damage than Shock. Have your strongest magick user set up with a gambit to cast Scathe while one of the other party members has a Shock gambit so you don't overload the battle queue. Don't use elemental magicks for the reason discussed above. As soon as his physical shield drops, he will set up a magick shield, so go back to attacking him physically. He will change shields throughout the battle so it may be a good idea to have two sets of gambits (one for physical attacks and one for magick attacks) for him - turn them off and on appropriately depending on his shield. Quickly respond to his Great Barrier (Protect and Shell) with a Dispel if he doesn't have a Magick Shield up. There was a point in the battle where he was immune to everything except elemental magick. I'm not sure if that was supposed to happen or not...? When your party returns to Koqmihn after the Behemoth King is defeated, he will tell the rest of his tale. His words are actually a riddle to the true prize of this hunt: "And when the watcher of the Deepwood should fall, its slayer shall look to the Stone-Hewn Wyrm and know joy. Though the cold stone shall never stir again, a blow struck true by slayer's hand shall find warmth in the wyrm's elation." Go to Mount Bur-Omisace and enter the Temple Approach area. Run over to the giant fossil of the wyrm head in the middle of the area (off to the left side). An action icon will appear ("Wyrm Snout") as you walk up to the nose. Press X and strike the fossil. Please note that Vaan must be unequipped (no weapon) in order to strike the fossil. Pick up the glowing "Wyrm Snout Plunder" that drops to receive ++500000 GIL and the ROD OF FAITH++. ------ Here's another strategy for the Behemoth King: "First off, my party for this was Basch, Penelo and Ashe. Ashe is a good choice for this because she's not quite as strong as Basch or Penelo in strength and magic respectively, but she's good enough in each to do some serious damage whenever he switches his immunities. The first part of the fight is relatively easy because he won't go to immune to anything. The only thing you'll have to watch out for is when he does a multiple strike because at 2 to 3,000 damage a strike, you can see why that would hurt. Plus he has a tendency to use White Wind which can cause the status effect stop, while doing over 3000 damage. He'll also cast Slowga which could be a hassle if it hits. Just watch your guys health and status and heal/revive when need be and you should be fine. When his health gets down to about halfway (in about a half hour or so haha), he'll start doing his little Immunity trick, picking one or the other attack to be immune to. Here's where the strategy comes in. Because my Penelo is equipped with a staff and basically useless when it comes to physical attacks, I'll make her my party leader, changing her attack gambits to off and making her strictly a healer. (This may be a long process for some but if you want, you can just go ahead and shut her gambits off altogether and just keep casting Curaja yourself) And let Basch and Ashe take care of doing damage to the big guy. You may find yourself getting low on MP at one point or another so just use an ether or two if you think you have the time to do so. (Again, he'll be doing tons of damage to your guys so you may want to have one of the attackers healing Penelo's MP) Now, the B.King may switch to physical immunity. Since Basch is a useless spell caster compared to the other two, I switch his and Penelo's roles, making him strictly a healer while the other two cast spells. This is the tedious part of the whole process because in order for Ashe to be affective, you literally have to change her attack gambits to a magic spell (I chose Darkga because it worked pretty well, did more damage than most things) and let Penelo do her thing, casting Darkga as well if you want. What's also quite tedious about this part is the fact that the game won't allow for more than two spell effects to go at the same time, so you'll see a lot of standing around on the part of everybody on screen as they wait for their turn to go. You won't do a lot of damage to him this way because he's got a pretty good Magic Defense and my spells at this time weren't very good at damaging him. If I had Scathe I'd probably have done more damage, but I haven't been able to test that one out. Anyways, he'll switch back and forth between immunities so just keep following the above strategy and you should easily slay the beast, in about an hour or so. If you want to be lazy though, you could just keep Penelo as her role as a healer, and the other two attacking, even when he's physically immune because sooner or later, he changes or loses the immunity altogether. Just make sure to have a gambit on one or the other attacker to Ether Penelo when her MP reserves get low, (I'd pick Ashe because she does less damage than Basch) Either way, this strategy helped reserve my Phoenix Downs (like I needed to with 99 of them) but it didn't help my Ether reserves. This guys got a ton of health so he is a pain in the butt and very tedious. I'd suggest using Bubble Belts on all of your characters just to be on the safe side, again, he can wipe out one of your guys easily with just two attacks so just to be safe, use a condo... I mean Bubble Belt." (thanks to Surprize152 from the Arctic Nightfall boards) ----- And another strategy: "Once you see the Behemoth King, immediately switch your characters weapons for long range attacks: (average bows and bombs are better than the best gun in the game). Switch your helmet for the white mask, and switch your accessory to either a sash or ribbon. Now, set up your gambits: 1: ally -> arise 6: foe -> reflect 2: ally < 50% -> curaga 7: ally -> reflect 3: self -> bubble 8: target foe if character hp < 50% -> curaga 4: self MP < 10% -> charge 9: self -> darkra or any elemental aga spell. 5: foe -> attack You will recognize that initially gambits 6-9 are useless. Behemoth King's most effective attacks are either his breath weapon, which inflicts stop, or his highly powerful melee attacks. However, for some reason, Behemoth King will not close with your party and force melee combat. Thus, stay out of range of melee and breath weapon by using ranged weapons. Fire away at Behemoth King until he puts up immunities. If he puts up a magic immunity, then keep your gambits the way they are. If, however, he sets up a physical immunity, then reorganize your gambits so they look like this: 1: ally -> arise 7: ally < 50% -> curaga 2: self MP < 10% -> charge 8: self -> bubble 3: foe -> reflect 9: foe -> attack 4: target foe if character hp < 50% -> curaga 5: ally -> reflect 6: self -> darkra or any elemental -aga spell Now, you can recognize that the attack gambits and the self-targeting healing and defensive spells are ignored. Due to the lag in battle associated with spell-casting, only one spell can be cast at one time, so there is no danger of screwing up the spell commands (ie healing behemoth or hurting yourself, reflect will always be cast beforehand). Behemoth King will frequently cast slowga, so do not change accessories. This battle gets very tedious with very little threat of death, so multi-task. Listen to music, read a book, or something. Every other minute or so check on the battle progress to see if Behemoth king changed his immunities. If he does, then change gambit styles to the initial order. Keep this up and you will eventually bring him down (~1,670,000 HP eventually)." (thanks to John "Lukien" R) ----- _ _ _____ ___ | || ||___ / / __\ | || |_ |_ \ /------\ / _\ |__ _|__) | \------/ / / |_||____/ [HT43] \/ I S H Y D R E A M S 43 - Fishy Dreams Rank VI (ELITE MARK) Mark: Ixion Requirements: Finish the Pharos. (Clan Rank: Riskbreaker) Petitioner: Whitecap Wench (Balfonheim Port) Mark Location: The Pharos - Subterra Bounty: 3000 gil, Sapping Bolts, Ragnarok Teleport or fly over to Balfonheim and enter the Whitecap pub in Quayside Court. Talk to the Whitecap Wench behind the counter to your immediate right upon entering. She will tell you the tale of the Ixion and mention that it washed up on Ridorana, but she won't go into much detail. Teleport to the orange save crystal in The Pharos. I recommend that you be on about level 65 and that you have Bubble Belts and Rubber Suits for each of your characters before starting the journety into the Subterra of the Pharos. ~~ The Wellspring ~~ Walk over to the Dais of Ascendance (lift) in the front middle portion of this area and set your destination to the Penumbra. The Dais will take you to an entire new area of the Pharos, below the First Ascent. There are many level 55+ enemies down here. Monsters may appear in this area or they may not, but watch out about having them gang up on your party since they can rather easily. If the monsters do NOT appear, then you are in luck since that means that Ixion is around this area. Monsters will usually swamp the party in this area. If he is not here, then your party will have to scope out the available floors of the Subterra to find him. Try to go back up the lift and ride it back down continuously if you want him to show up in the first area. When there are no monsters, run around until he appears. It may take a while, but he will show up eventually. +----------------------------------------------------------------+ | Lv 58 | Ixion | |================================================================| | HP: 166559 | Weak: Light | Absorb: Dark | |----------------------------------------------------------------| | Exp: 0 | Steal: Grimoire Aidhed, Magick Lamp, Storm | | LP: 32 | Crystal | |----------------------------------------------------------------| | Recommended Level: 60+ | +----------------------------------------------------------------+ Dispel him of his status enhancements as usual. Slow and Silence him. He is weak against Light so equip some Light elemental weapons if you have them (Excalibur!) then get to work on him. Excalibur will hit for 9999 damage. Please note that whenever you attack Ixion physically that party member will lose a little bit of health, so you will be curing often. Ixion will use Curse on your party so equip Bowline Sashes to ward off the effect of Confuse then cure the party of Poison and Sap via Esuna and use Cleanse or a Vaccine/Remedy on Disease...or just use a Remedy for all of it. Curse cannot be reflected! He will also use Silencega and Sleepga, so have some Rose Corsages and Nishinjin Belts handy. It is possible to set the party up with Reflect to reflect all of his Silencega, Sleepga, and elemental spells. Equip Opal Rings when you need to cure. He will use Dispelga on a party that tries to set up a Reflect shield through magick so be ready to cast Reflect again or equip Mirror Mails or Ruby Rings. It is VERY important that you have the necessary items or use Reflect shields for this battle because his status effect spells will always hit unless your party has a Reflect shield up. His main attacks are physical attacks damaging for about 2000+ each and -aga spells (mainly Thundaga) that will hit for around 4000+ damage. Equip Rubber Suits to make your party immune to his constant Thundaga! He will use Purify to get rid of any status effect that is inflicted upon him toward the end of the battle and even set up a White Wind shield to make himself invulnerable to them. Sometimes he sets up a Magick Shield as well to make him immune to magick. His defense will kick up a notch as usual when he nears HP critical. He may also use Fearga on the party toward the end of the battle in an attempt to take away all of their MP. _ _ _ _ ___ | || | | || | / _ \ | || |_| || |_ /------\ / /_\/ |__ _|__ _| \------/ / /_\\ |_| |_| [HT44] \____/ O D O R D E V I L ? 44 - God or Devil? Rank VI (ELITE MARK) Mark: The Seer Requirements: Finish the Pharos. (Clan Rank: High Guardian) Petitioner: Montblanc (Rabanastre) Mark Location: The Pharos at Ridorana/Subterra (Unknown Floor) Bounty: 20000 gil, 2 Megalixirs Montblanc is the petitioner for this hunt. Montblanc will only tell you that the mark is at the Pharos and not the precise location therein. The mark is on the very bottom floor of the Subterra inside the Pharos. Teleport to the Pharos and use the Dais of Ascendance to go to the Penumbra. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Pharos / Subterra - Origin in Darkness | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ~~ Penumbra - Interior ~~ o------------------------------------------------------------------o | BLACK ORB REQUIREMENTS | o------------------------------------------------------------------o | Floor | Northwest | Northeast | Southeast | Southwest | Total | |==================================================================| | Penumbra | 09 | 18 | 03 | 06 | 36 | o------------------------------------------------------------------o Note: I only mention treasure chests that I found in the walkthrough. You may want to explore the rooms on your own in order to find some of the more rare treasures. Check sephirosuy's Subterra map on GameFAQs if you want to see what rare treasures can be found in this area. Enter this new area with Black Mask equipped to drain the many Dark spells that the enemies will use, Bubble Belts because this area is very unforgiving, and have some Bowline Sashes ready for the Necrophobe's Phantasmal Gaze when you encounter them later. This first outer area is SWARMING with level 55+ Abbadons and Mistmares and they crowd around your party frequently if you don't defeat them quick enough. There will be so many commands being executed that the queue will have tons of lag and you will wind up getting murdered if your party is surrounded. There is really no sense in fighting them unless you want to level up. The outside areas of each floor will always be the hardest. Enter one of the Ancient Doors in any of corners to escape this mob. The rooms behind the Ancient Doors will always be pitch black. While exiting from each room, I would suggest that you use Protectga, Bubble, and Float before opening the door to go to the outer floor. It gets extremely bad at times while navigating from room to room, and there is always a trap directly in front of your party leader while stepping out of a room. In order to open the way to the Umbra and Abyssal of the Pharos, your party must place enough Black Orbs in each of the Pedestals of Night found in the four rooms on each floor of the Subterra: Penumbra, Umbra, Abyssal. The Pedestal of Night will always be in the back of the first room. The orbs can only be placed in the Pedestals of Night in increments of 1, 5, or 10. Placing more than what is required will cause your party to lose all of the orbs placed and gain nothing toward the required orb amount. To avoid this, always place the orbs in a number no greater than the require amount. DON'T PICK UP THE BLACK ORBS that the enemies drop, instead, let the black orbs fly away and they will collect on the massive black orb found in some rooms of the current floor. Each black orb that collects at the massive black orb will be worth 3 times what it normally is worth when you go to pick up the massive black orb. Take advantage of this and don't just pick up the lone black orbs dropped by enemies. You could actually farm all the black orbs you need for the rest of the levels in the Penumbra. The massive black orbs seems to appear randomly in different room, so you'll have to do a bit of exploring to find them. Once all the orbs are placed per floor, the elevator will be able to move to the next floor. Each room will light up when placing the black orbs on the pedestal and will light up all the way once the required amount of black orbs have been placed in each Pedestal of Night. Be sure to run back to the first floor and save your game at the orange save crystal after completing the requirements for each floor. ~~ Penumbra - Northwest ~~ A Nightwalker, 7 Bunes. ~~ Penumbra - Northeast ~~ 5 Bunes, Necrofiends. Destroy the Fool's Facade on the north wall of the right room to reach the second room. Keep traveling through the rooms that are unlabled on the map via the Ancient Doors and eventually... ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +----------------------------------------------------------------+ | Lv 59 | Phoenix | |================================================================| | HP: 134089 | Weak: random element | Absorb: random element | |----------------------------------------------------------------| | Exp: 0 | Steal: Eye of the Hawk, Split Armor, Windslicer | | LP: 28 | Pinion | |----------------------------------------------------------------| | Recommended Level: 60+ | +----------------------------------------------------------------+ Dispel him of that Haste and Bravery. He doesn't need that. It is wise to finish placing the Black orbs on the pedestal in this portion before you enter this room so you can actually see what you are fighting! Phoenix attacks much like the Garuda from the outside of the Tomb of Raithwall, and just like the Garuda, your party can Blind him, so spam him with Blind right after dispelling him until he is Blind. His attacks will take off about 1500+ damage which doesn't seem like a lot, but he can chain his attacks frequently making him quite a damaging boss if he is not blinded. He is weak to only a certain element and his weak element will change every time your party hits him with his current weak element. Set up a "Foe-weak:element (>) element" gambit to see what he is currently weak against. It is best to arrive at this battle with Telekinesis (obtainable at the Necrohol of Nabudis from the Baknamy Merchant) equipped to a Foe: flying gambit. Otherwise this is going to be a long fight of spamming him with spells. Scathe seems to hurt him very badly so use that along with Flare, Shock, and Holy to take off some good damage. Be careful about the spells with a bunch of startup time though, or he will quickly decimate your party while the spell is being charged or running its course. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Continue through the door after fighting him and TURN OFF YOUR GAMBITS. There is a Magick Pot enemy in this room that is not threatening unless you attack him. If your party attacks, he will render himself invincible and wail on your party with high level magick and physical attacks. Give him an Elixir. The Magick Pot will be so overjoyed with the Elixir that it will hop around the room and allow your party to kill it freely. Steal an Elixir from it before it dies. Set up a gambit on two or more characters to steal with some Thief's Cuffs equipped because this is a hard steal! It absorbs all elements, so use non-elemental weapons while attacking it. This boss must be defeated in order to access the bottom floor of the Subterra. Extra notes about Magick Pots (contributed from readers): - Your party does not have to give them an Elixir in order to steal from them. - Gil Toss can usually take quite a bit from them once your party gives them an Elixir. - Set up a "Foe: holy-weak" or possible a "Foe: undead" gambit on all your party members when the Magick Pots are around and you are fighting other enemies to keep from hitting the Magick Pots. Using this gambit setup, you won't have to worry about attacking manually. ~~ Penumbra - Southeast ~~ A Dragon Lich. ~~ Penumbra - Southwest ~~ A Dragon Lich, High Reaver, two Reavers, Necrofiends, and a Nightwalker. ~~ Umbra - Interior ~~ o------------------------------------------------------------------o | BLACK ORB REQUIREMENTS | o------------------------------------------------------------------o | Floor | Northwest | Northeast | Southeast | Southwest | Total | |==================================================================| | Umbra | 09 | 15 | 15 | 18 | 57 | o------------------------------------------------------------------o Once again the area on the outside will be swarming with enemies; this time it will be Mistmares and Dead Bones. Don't stay out here too long. ~~ Umbra - Northwest ~~ Plenty of Dead Bones, a few Necrofiends, a Dragon Lich, and a Nightwalker. The room on the left connects with plenty of extra rooms, so don't get lost in the darkness. ~~ Umbra - Northeast ~~ Plenty of Dead Bones and Necrofiends. Destroy the Fool's Facade on the wall in the east wall in the east room. The hidden room will have more Dead Bones and a Dragon Lich inside. ~~ Umbra - Southeast ~~ More Dead Bones and Necrofiends and one Nightwalker. Destroy the Fool's Facade on the right wall (south) of the left room. There is a Magick Pot in one of the rooms behind the facade, so make sure to turn off all gambits and attack manually when you notice him. He will be in a room by himself. ~~ Umbra - Southwest ~~ A Dragon Lich, and the usual (Dead Bones and Necrofiends). Destroy the Fool's Facade on the back wall (to the right side) when entering the left room. An Ancient Door in a room behind the facade will lead to two more Dragon Lichs. ~~ Abyssal - Interior ~~ o------------------------------------------------------------------o | BLACK ORB REQUIREMENTS | o------------------------------------------------------------------o | Floor | Northwest | Northeast | Southeast | Southwest | Total | |==================================================================| | Abyssal | 21 | 15 | 27 | 12 | 75 | o------------------------------------------------------------------o The outside floor of this area really doesn't seem as bad as the Umbra and Penumbra since the enemies don't seem to gang up in groups of 6+. Dead Bones, Zombie Warlocks, and Necrofiends will attack on the outside. This can be a very dangerous combination though, with the Zombie Warlocks Cloying Breath attack that will put your party to sleep. I would advise you to be able to kill a Zombie Warlock withing three hits for this area. The inside of this area is where the party's at when it comes to tough fights, gang-ups, and overall queue overload. That's not even the half of it though. The enemies in these room will spawn in groups right near a Magick Pot and will intentionally try to make you attack the pot so it will destroy your party. It may be best to hand over an Elixir to the Magick Pots in these room then steal it back later. Always target enemies if it is dark in the room and make damn sure you know what your party is attacking! Make your 3-year old brother leave the room right now since some of these rooms will make you want to beat up on small children. Don't forget, you can always go back to the other levels to collect Black Orbs. Once the Black Orbs have been placed on this floor and the Phoenix boss has been defeated from the Umbra floor, the Unknown floor will appear as a destination the lift (Dais of Ascendance). UPDATE: To save your 3-year old brother, read the "Extra notes about Magick Pots" mentioned after the Phoenix battle above if you haven't already. ~~ Abyssal - Northwest ~~ Necrofiends and Zombie Warlocks will swarm the rooms of this area. A Nightwalker will appear in the middle area later. After your party goes through the Ancient Door on the left side there will be a Magick Pot behind the doorway on the right. Necrofiends and Zombie Warlocks will attack in that, so you better turn off all gambits and fight manually when your party goes through the doorway. Destroy the Fool's Facade on the wall straight ahead (and to the left a bit) behind the right Ancient Door. The Ancient Door behind the Fool's Facade doesn't appear to lead to anything - it might house a massive black orb though. ~~ Abyssal - Northeast ~~ More Necrofiends and Zombie Warlocks. Behind the Ancient Door on the right the party will encounter another Ancient Door. The second room has a Fool's Facade almost directly across from the doorway. Be sure to turn off all gambits since there is a Magick Pot directly behind the Fool's Facade. A group of Zombie Warlocks will rise up from ground in front of the Magick Pot. You'd best lead the Zombie Warlocks away then fight them. The Warlock's rising seems to trigger tons of other enemy encounters in this area as well. I got some Lordly Robes from the chest in the room with the Magick Pot. ~~ Abyssal - Southeast ~~ Zombie Warlocks, Necrofiends, and Dragon Lich's. A Nightwalker will appear back in the entrance room later. A Fool's Facade will be on the wall directly in front of the first Ancient Door. After opening the second Ancient Door there will be another Fool's Facade on the right wall. If you target manually in the room behind the second Fool's Facade, you'll notice a Magick Pot on the enemy list, but he is behind the wall and in the room to the left, so there is no need to turn off gambits. TURN OFF THE GAMBITS and enter the next Ancient Door. There is a Magick Pot along with two Dragon Lich's inside. I got some Black Robes from the treasure chest inside. ~~ Abyssal - Southwest ~~ A Dragon Lich will be right up the steps after entering. More Zombie Warlocks and Necrofiends will be lurking withing the side rooms. Behind the right Ancient Door, destroy the Fool's Facade on the wall in front of the doorway (to the left a bit). I got a Circlet from the treasure chest in the room behind the Fool's Facade. ~~ Hell's Challenge (Unknown Floor) ~~ The Seer will be waiting and the boss battle with him will begin right as the party lands on the bottom floor. ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +----------------------------------------------------------------+ | Lv 67 | Shadowseer | |================================================================| | HP: 278078 | Weak: Light | Absorb: Dark | |----------------------------------------------------------------| | Exp: 0 | Steal: Forbidden Flesh, Foul Flesh, Maggoty Flesh | | LP: 33 | | |----------------------------------------------------------------| | Recommended Level: 70+ | +----------------------------------------------------------------+ Dispel him of his many status enhancements right from the beginning. Equip Light elemental weapons (Excalibur, Holy Lance) and slaughter him with them. Cast Holy for 9999 damage as well. He will start the battle with Shining Ray that will take off around 1200+ Light damage from the group, but can be absorbed by equipping White Masks. Next he will perform Darkness which is a dark elemental attack that will take around 2000+ damage from the party. Equip Dark Masks to absorb the Darkness attack then keep them equipped for the rest of the battle. He will attack physically for the rest of this beginning portion of the battle. Please note that his physical attacks can cause Immobilize at times. Don't use summons during this battle when a summoned boss is active or the Shadowseer will use Breakart Pentagram to immediately kill the summon. The only summon you can get an attack in with is Zodiark. Cast Break on the summoner to Petrify him/her then summon Zodiark so he will perform his Final Eclipse attack that will hit for 50000 damage for his first attack. I would save that for Fenrir if I were you. Speaking of Fenrir, the Shadowseer +-----------------------------------------+ will start to summon other bosses | Recommended Gambits | that have already been defeated |=========================================| shortly. The really bad thing | Ally: any (>) Arise | about this fight is the fact that | Ally: HP < 50% (>) Curaja | the Shadowseer will set up a | Ally: status = Disease (>) Remedy | physical and magick shield on | Ally: any (>) Esuna/ga | himself while the summoned boss | Ally: status = Slow (>) Hastega | attacks and will cast Curse, | Self: MP < 10% (>) Charge | Immobilizega, Slowga, Fearga, +-----------------------------------------+ Invert, and Darkga on the party. Keep the party equipped with Black Masks to absorb the Darkga spell since it will take off 3000+ damage otherwise and have them equipped with Bowline Sashes to avoid the Confuse status effect from Curse. Have a gambit set up to throw a Rememdy for when a party member is inflicted with Disease and that cure the rest of the status effects as well. Keep the party separate from each other so Curse won't hit everybody. Have one person set to cast Hastega on a Slow ally to counter the Shadowseer's Slowga. His use of Invert is both a curse and a blessing for this battle. The extra boss will likely kill off the party member as soon as Invert is casted, so party members will have to constantly be brought back to life, but on the other hand this give that character all of his MP back. If the Shadowseer casts Invert on a summoner of the Zodiark esper then the Shadowseer must indeed must want to die. Take advantage of that before he uses Fearga to drain the MP. The Shadowseer will cast a physical shield on each summoned boss so you can't hit the summoned boss physically. The Shadowseer will always immediately recast both of his shield as they fall while another boss is present so there is not attacking him at that point. Once 25% of the Shadowseer's life has been taken, he will summon... +----------------------------------------------------------------+ | Lv 55 | Pandaemonium | |================================================================| | HP: 115849 | Weak: Wind | Absorb: Earth | |----------------------------------------------------------------| | Exp: 0 | Steal: N/A | | LP: 28 | | |----------------------------------------------------------------| | Recommended Level: 70+ | +----------------------------------------------------------------+ Dispel him and cast Slow on him. Pandaemonium is immune to physical attacks this time so you are going to have to defeat him with magick. Use Aeroga constantly on him to take some good damage or use Scathe for a bit more damage. He still has the exact same attacks from last time. He will still set up a Perfect Defense shield when his life is low that will make him immune to everything so you'll have to wait it out once again. Keep him under the effect of Slow and cast either Aeroga or Scathe on him to take him down quickly. +---------------------------------------------------------------+ | Lv 55 | Slyt | |===============================================================| | HP: 66505 | Weak: Fire | Absorb: Water | |---------------------------------------------------------------| | Exp: 0 | Steal: N/A | | LP: 28 | | |---------------------------------------------------------------| | Recommended Level: 70+ | +---------------------------------------------------------------+ Dispel him, Oil him, and cast Slow on him. He is immune to physical attacks as well, though that doesn't matter much. Cast Firaga on him for 9999 damage. Don't cast Ardor - that would be a waste of MP since the damage level will not exceed 9999. +----------------------------------------------------------------+ | Lv 55 | Fenrir | |================================================================| | HP: 112832 | Weak: Earth | Absorb: Wind | |----------------------------------------------------------------| | Exp: 0 | Steal: N/A | | LP: 28 | | |----------------------------------------------------------------| | Recommended Level: 70+ | +----------------------------------------------------------------+ Dispel him. Slow and Blind have no effect. He has the same physical shield active on him as well, so cast Shock on him a bunch. Scathe may take off just a bit more, but Shock has very little animation so it won't overload the battle queue. The queue's already going to be overloaded as it is with Fenrir present. This battle is much more deadly than the last battle since Fenrir will hit the whole party with his Ice Break while the Shadowseer continues his onslaught of spells. Invert can really screw up a character this time. If Fenrir starts to get too bad with his physical attacks equip a person with a Main Gauche and a Demon Shield then cast Decoy on them to solve that problem. The Decoyed character will block most of Fenrir's attacks. Remember that he can Silence your party so be ready to cure it. +---------------------------------------------------------------+ | Lv 55 | Phoenix | |===============================================================| | HP: 92522 | Weak: random element | Absorb: random element | |---------------------------------------------------------------| | Exp: 0 | Steal: N/A | | LP: 28 | | |---------------------------------------------------------------| | Recommended Level: 70+ | +---------------------------------------------------------------+ Dispel him and Blind him. Telekinesis will hit him! Scathe works very well for this fight and will take off some extreme damage from Phoenix so you don't have to play "Find the weak element". Scourge, Flare, and Shock work nicely as well for non-elemental attacks. Equip a character with a Main Gauche and Demon Shield then cast Decoy to take his constant pressure attacks off of the rest of the party. Try to Oil him and burn him with Firaga. I was able to do this and it took him out quite fast when I tried this fight my second time with 9999 damage per cast. I may have been lucky with his random weak element though. Once all of the four bosses are dead, your party will once again fight the Shadowseer. His shield will fall, so equip some Light elemental weapons and spam him with Light attacks. Cast Holy to take some extreme damage. Berserk your character with the highest attack and equip that person with Excalibur. The Shadowseer has no more tricks up his sleeve now and is very much your party's bitch at this point. He will still cast high level magick such as Scourge, Shock, Scathe, and Flare and will still use Fearga however so keep your party healthy and separate from each other! Scathe is the main move to watch out for. If he Meditates then that will allow him to attack faster. You can steal from him again no matter if you have already stolen from him earlier. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Return to the Clan Hall and tell Montblanc. He will be overjoyed and surprised at your party's victory. _ _ ____ ___ | || || ___| / __\ | || ||___ \ /------\ / _\ |__ _|__) | \------/ / / |_||____/ [HT45] \/ A R E W E L L T O A L E G E N D 45 - Farewell to a Legend Rank VIII (ELITE MARK) Mark: Yiazmat Requirements: After Pharos, finish all other hunts, and defeat the Hell Wyrm. Petitioner: Montblanc (Rabanastre) Mark Location: Ridorana Cataract/Colosseum Bounty: 30000 gil, Godslayer's Badge The petitioner is once again Montblanc. Montblanc does not even hint at the location for this mark. The mark is very easy to find however. Go to the Ridorana Cataract via the Strahl or teleport to the Pharos and walk outside. You need to head toward the Colosseum of the Ridorana Cataracter to find this mark. A cutscene will take place as your party approaches Yiazmat. Recommended items to bring: 100 Chronos Tears 3 Windbreakers 3 Bubble Belts Masamune w/Genji Gloves Highest-level Ninja Sword (Yagyu Darkblade or Orochi) w/Cat Ear Hood Fomalhaut gun w/Dark Shot Remember the Hell Wyrm fight? Well, this fight is basically the same as the Hell Wyrm battle except Yiazmat is higher leveled and will kill your party even quicker. Notice all the traps around the area. It seems very dirty, but they are mostly stem needle traps that won't take that much health so don't worry about them too much - no need to cast Float just for them. Some of them will inflict Reverse and Disable though. +------------------------------------------------------------------+ | Lv 73 | Yiazmat | |==================================================================| | HP: 50112254 | Weak: Dark | Absorb: Light | |------------------------------------------------------------------| | Exp: 0 | Steal: Holy Crystal, Holy Magicite, Holy Stone | | LP: 255 | | |------------------------------------------------------------------| | Recommended Level: 85+ | +------------------------------------------------------------------+ Dispel him at the beginning as +-----------------------------------------+ usual. Yiazmat will attack mainly | Recommended Gambits (Character X) | physically and take around 3000+ |=========================================| per attack so Bubble is recommended | Ally: any (>) Arise | through a Bubble Belt or the spell. | Ally: status = Stop (>) Chronos Tear | His attacks will randomly cause | Ally: any (>) Stona | Death, so you'll be Arising your | Ally: status = Sap (>) Regen | characters a bunch during this | Self (>) Bubble | battle. He has both White Breath | Self: MP < 10% (>) Charge | and Stone Breath and they will both | Self (>) Berserk | still inflict the usual status | Foe: any (>) Attack | effects as they did in other +-----------------------------------------+ battles, so set up a cure gambit for both Stop and Petrify. Buy 100 Chronos Tears before or during this battle and have a gambit set up to use them instead of Dispel. You wouldn't want to remove status enhancements while curing Stop would you? He will sometimes perform a big attack known as Cyclone that will take off about 6000+ damage per character and randomly cause Sap. Equip Windbreakers right before this move to reduce the damage by half. You +-----------------------------------------+ should equip one character with a | Recommended Gambits (Character Y & Z) | Masamune and the Genji Gloves for |=========================================| this battle. I'll refer to that | Ally: any (>) Arise | character as Character X from now | Ally: HP < 50% (>) Curaja | on. Have Character X Berserk his | Ally: status = Stop (>) Chronos Tear | or herself and have the other party | Ally: any (>) Stona | members cast Haste and Bravery on | Ally: status = Sap (>) Regen | that Berserked character to speed | Self: (>) Bubble | up the status enhancement casting. | Ally: Character X (>) Bravery | Character X is going to be chaining | Ally: Character X (>) Haste | up to five attacks and building | Self (>) Haste | his/her MP up rather quickly so | Self (>) Bravery | your magick user can use this | Self: MP < 10% (>) Charge | chance to Syphon that character | Foe: any (>) Attack | when needed. You could actually +-----------------------------------------+ have the summoner for Zodiark Syphon that character regulary to perform Zodiark's Final Eclipse attack (Cast Break on the summoner then summon Zodiark). Have either character Y or Z equip your highest level Ninja Sword (Yagyu Darkblade - dropped from Bombshell in Lhusu Mines/Lasche Span OR Orochi - Bazaar) along with a Cat Ear Hood. Equip your main spell caster with your highest level gun (Fomalhaut - treasure in the Henne Mines) and Dark Shot (Bazaar). This is a very intense battle - so intense and time consuming that the developers have left the Colosseum open where your party can exit and enter the battlefield as needed. Don't get the bright idea of trying to hide from Yiazmat in the Colisseum doorways - he will use his Death Strike attack to cause instant death on a party member if they stand in the doorways or the halls inside the Colisseum. You'll have to watch out for this attack while leaving the battleground. You can actually save anytime during this fight and be able to walk right back in where the fight left off. Keep in mind that Yiazmat will recast his status enhancements on himself while your party is away and will actually start to heal by Regen if your party is gone for too long. Your party will need to Dispel him every time upon reentry into the Colisseum. ++ Half life He will start to use his Death Strike attack on characters out in the open now. This will kill any party member it hits and he will sometimes perform it a few times in a row. His defense will rise making your attacks take off less as if the battle wasn't long enough already! His physical attacks seems to pick up even more during this phase and this will really bring out the potential of his possible death infliction. Your party may start to die a bunch from constant hits. I suggest turning off the Bubble gambits and equipping Bubble Belts. Turn off the Bravery gambit for Character X and set that person with your strongest possible weapon while still keeping that person Berserked. Cast Bravery manually from now on when your party has a breather. His Cyclone attacks start to become unbearable with the constant spamming of death in this battle ground, so be sure to equip Windbreakers right before each Cyclone attack to help fight agains the damage. ++ 10 bars left (HP Critical) Yiazmat will use Growing Threat at this point to double his current level. He takes off about 500+ damage more per hit than he normally did once this has happened. One thing is for sure, you BETTER put on those Windbreakers when he does Cyclone again. His rake attacks now hit for 5000+ damage and his breath attacks take around 4500+ damage. If you find it hard to maintain exsistence with your current gambits on (aka. characters die often while recasting them) then turn off some of them. ++ 5 bars left Yiazmat starts to use Reflectga on your party at this point. Turn off all gambits and dispel the Reflect shield immediately. You can also equip Mirror Mails to reflect the casting off all of your characters. He will start to use constant physical attacks around this time and will not let up except for a Cyclone and a Death Strike. The bad part about his physical attacks is that he will chain them a bunch while this low in life. All of his attacks may still cause instant death at this time as well. Turn off all support gambits and all status healing gambits at this point. Your characters a more likely to die before succumbing to Petrify or Sap so just turn them off and cure manually if they become real bad. Keep the Chronos Tear gambit turned on though just in case. Berserking a character during this phase may help out with damage but it is very risky since he will be killing off your characters fast. If you exit and return at this point in the battle he will always perform the same three moves at the start of the battle every time your party return. Growing Threat, Cyclone, and Reflectga. He always starts out at his original level when your party returns to the Colisseum. Here's what I suggest you do each time you return from a save point and enter the Colosseum at this point in the fight: Before entering, cast Protectga, Hastega, and Bravery on everybody then take out all but one character (your strongest) and equip that one character with a Windbreaker. Enter the Colosseum and Dispel Yiazmat immediately then Berserk that character so he/she can get plenty of attacks in. Immediately after Cyclone hits equip a Mirror Mail so Reflect will miss. Unequip the Mirror Mail then bring in your party members to heal and attack. Yiazmat will most likely still keep the Berserked character targeted so it won't matter much if that character dies since you can't control that Berserked party member anyway. Restore the lone party member with Arise then get to work on Yiazmat. If you every feel overwhelmed (mainly when your characters start charging) wait for Yiazmat to target a character then take control of an untargeted character and run out of the Colosseum. You want him to be busy with another character when you flee to keep him from using Death Strike. This is a good point to drag out the Decoy and Reverse gambits if you are below level 80 since his attacks are extremely wicked at this point nearly causing a death every 3 seconds. Set up one character with a "Self (>) Decoy" gambit and a "Self (>) Reverse" gambit to absorb his constant onslaught of physical attacks while your other two party members attack him freely. It may be a good idea to have other party members cast Decoy so the bait character is not the sole caster of both. Reverse wears off fast, so that character will have to constantly recast. This "5 bars left" battle is the main reason why I would not suggest fighting him at a level below 85. I fought him at level 73, and while I DID beat him at that level, I shared a few choice words during this part of the battle and would not recommend fighting him below level 85. It took altogether 8 hours if you're interested to know. When your party returns to the Clan Hall a brief cutscene involving the moogles will take place after speaking with Montblanc then Montblanc will hand over the bounty. __ _____ ___ __ _____ ___ \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _| \ / | | | | | LISTS | \ / | | | | / \ | | | | | [LS00] | / \ | | | | /_/\_\___|___| \==============================================/ /_/\_\___|___| [BE00] ___ __ __ __________ _ __ / __\ /__\/ _\/__ \_ \/_\ /__\/\_/\ /__\// /_\ \ \ / /\// /\//_\\ / \//\_ _/ / \/ \//__ _\ \ / //\/ /_/ _ \/ _ \ / \ \_____/\__/ \__/ \/ \____/\_/ \_/\/ \_/ \_/ ---- ---- This is a complete list of every enemy type that your party will run across in the world of Ivalice. Keep in mind that enemies of different levels and different locations will sometimes have different drop, poach, or steal items - sometimes this is labeled below and sometimes not. Rare drops are usually affected by Grimoires (Knight's Monograph, Sage's Monograph, etc.) that can be bought from the Bazaar. If you are looking for a certain item dropped by a particular enemy then please use Ctrl + F and search for the specific item. ** If you happen to find a monster that drops an item that I have not listed then please email me and tell me. Many of the poachable items are rare drops as well when you have the acquired the correct Monograph for a particular type of monster. -- In-game Bestiary [IB00] Here is a list of the Bestiary according to the Bestiary under the "Clan Primer" menu under the main menu. You will gain a star to the left of the meter on the bottom right hand side of the screen once the Bestiary contains all monsters. The Dalmasca Sands 001 - Cactoid 002 - Ichthon 003 - Wolf 004 - Wild Saurian 005 - Cockatrice 006 - Gnoma Entite 007 - Dive Talon Giza Plains 008 - Hyena 009 - Wooly Gator 010 - Happy Bunny 011 - Great Tortoise 012 - Sleipnir 013 - Silicon Tortoise 014 - Wildsnake 015 - Werewolf 016 - Urstrix 017 - Storm Elemental 018 - Slaven 019 - Mardu Entite The Garamsythe Waterway 020 - Dire Rat 021 - Baritine Croc 022 - Gigantoad 023 - Malboro Overking 024 - Garchimacera 025 - Gespent 026 - Ghost 027 - Water Elemental The Barheim Passage 028 - Steeling 029 - Suriander 030 - Mimic 031 - Zombie 032 - Tiny Mimic 033 - Skeleton 034 - Battery Mimic 035 - Specter 036 - Tiny Battery 037 - Mimeo 038 - Flan 039 - Skull Defender 040 - Bomb 041 - Dead Bones The Lhusu Mines 042 - Vampyr 043 - Headless 044 - Killer Mantis 045 - Dullahan 046 - Bug 047 - Dark Lord 048 - Pandora 049 - Gazer The Yensan Sandsea 050 - Alraune 051 - Danbania 052 - Axebeak 053 - Yensa 054 - Wyvern 055 - Salamand Entite The Tomb of Raithwall 056 - Seeker 057 - Lost Soul 058 - Lesser Chimera 059 - Zombie Mage 060 - Skull Warrior 061 - Lich 062 - Ragoh 063 - Tallow Ozmone Plain 064 - Mesmenir 065 - Chocobo 066 - Wu 067 - Zu 068 - Viper 069 - Zaghnal 070 - Hybrid Gator 071 - Sylphi Entite Golmore Jungle 072 - Panther 073 - Treant 074 - Hellhound 075 - Diresaur 076 - Malboro 077 - Gargoyle 078 - Great Malboro The Henne Mines 079 - Thunderbug 080 - Jelly 081 - Tyranorox 082 - Hecteyes 083 - Gizamaluk 084 - Et¿m 085 - Nightmare 086 - Necrofiend Paramina Rift 087 - White Wolf 088 - Twintania 089 - Lizard 090 - Emperor Aevis 091 - Garuda-Egi 092 - Dark Skeleton 093 - Slaven Warder 094 - Skull Knight 095 - Yeti 096 - Ice Elemental 097 - Wild Onion 098 - Leshach Entite The Stilshrine of Miriam 099 - Redmaw 100 - Zombie Warrior 101 - Blood Gigas 102 - Nightwalker 103 - Dragon Aevis 104 - Ghoul 105 - Darkmare 106 - Facer 107 - Balloon 108 - Miriam Guardian 109 - Oiling 110 - Miriam Facer 111 - Ghast 112 - Crystalbug The Mosphoran Highwaste 113 - Worgen 114 - Humbaba 115 - Python 116 - Ash Wyrm 117 - Vulture 118 - Clay Golem 119 - Slaven Wilder 120 - Fire Elemental The Salikawood 121 - Wyrdhare 122 - Pumpkin Head 123 - Sprinter 124 - Malboro King 125 - Antares Phon Coast 126 - Silver Lobo 127 - Mandragora 128 - Iguion 129 - Archaeosaur 130 - Pyrolisk 131 - Piranha 132 - Bagoly 133 - Air Elemental Tchita Uplands 134 - Coeurl 135 - Feral Croc 136 - Serpent 137 - Earth Elemental The Sochen Cave Palace 138 - Abysteel 139 - Imp 140 - Striker 141 - Pit Fiend 142 - Wendigo 143 - Zombie Knight 144 - Gorgimera 145 - Focalor The Feywood 146 - Cerberus 147 - Deadly Nightshade 148 - Mu 149 - Mandragora Prince 150 - Basilisk 151 - Alraune King 152 - Behemoth 153 - Onion Queen 154 - Preying Mantis 155 - Pumpkin Star 156 - Golem 157 - Topstalk 158 - Mirrorknight 159 - Holy Elemental 160 - Tartarus The Ancient City of Giruvegan 161 - Ose 162 - Shadonir 163 - Giruveganus 164 - Skulwyrm 165 - Vivian 166 - Forbidden 167 - Gargoyle Baron 168 - Reaper 169 - Mom Bomb 170 - Mythril Golem 171 - Necrophobe 172 - Diakon Entite The Ridorana Cataract 173 - Deathclaw 174 - Cassie The Pharos 175 - Abaddon 176 - Chimera Brain 177 - Bune 178 - Magick Pot 179 - Reaver 180 - Crusader 181 - Aeronite 182 - Dragon Lich 183 - Cataract Aevis 184 - Brainpan 185 - Purobolos 186 - Deidar 187 - Mistmare 188 - Undin Entite Zertinan Caverns 189 - Speartongue 190 - Grenade 191 - Scythe Mantis 192 - Slime 193 - Archaeoaevis 194 - Bogey 195 - Mallicant 196 - Shambling Corpse 197 - Buer Cerobi Steppe 198 - Adamantitan 199 - Charybterix 200 - Bandercoeurl 201 - Shield Wyrm The Nabreus Deadlands 202 - Emeralditan 203 - Leynir 204 - Banshee 205 - Leamonde Entite 206 - Foobar The Necrohol of Nabudis 207 - Oversoul 208 - Babil 209 - Elvoret 210 - Dark Elemental 211 - Zombie Warlock Marks 212 - Rogue Tomato 213 - Atomos 214 - Thextera 215 - Roblon 216 - Flowering Cactoid 217 - Braegh 218 - Wraith 219 - Darksteel 220 - Nidhogg 221 - Vyraal 222 - White Mousse 223 - Lindwyrm 224 - Ring Wyrm 225 - Overlord 226 - Wyvern Lord 227 - Goliath 228 - Marilith 229 - Deathscythe 230 - Enkelados 231 - Deathgaze 232 - Croakadile 233 - Diabolos 234 - Ixtab 235 - Piscodaemon 236 - Feral Retriever 237 - Wild Malboro 238 - Vorpal Bunny 239 - Catoblepas 240 - Mindflayer 241 - Fafnir 242 - Bloodwing 243 - Pylraster Elite Marks 244 - Chicktrice 245 - Cluckatrice 246 - Rocktoise 247 - Orthros 248 - Gil Snapper 249 - Trickster 250 - Antlion 251 - Carrot 252 - Gilgamesh 253 - Enkidu 254 - Behemoth King 255 - Ixion 256 - Pandaemonium 257 - Slyt 258 - Fenrir 259 - Phoenix 260 - Shadowseer 261 - Yiazmat Espers 262 - Belias 263 - Exodus 264 - Chaos 265 - C¿chulainn 266 - Zalera 267 - Shemhazai 268 - Zeromus 269 - Adrammelech 270 - Hashmal 271 - Famfrit 272 - Ultima 273 - Mateus 274 - Zodiark Bosses 275 - Firemane 276 - Rafflesia 277 - Mimic Queen 278 - Daedalus 279 - Ba'Gamnan 280 - Tyrant 281 - Demon Wall 282 - Hydro 283 - Tiamat 284 - Earth Tyrant 285 - Elder Wyrm 286 - Fury 287 - Vinuskar 288 - Humbaba Mistant 289 - King Bomb 290 - Hell Wyrm 291 - Ahriman 292 - Omega Mark XII Rare Game 293 - Aspidochelon 294 - Aerieel 295 - Thalassinon 296 - Anubys 297 - Greeden 298 - Barmuu 299 - Bull Croc 300 - Vishno 301 - Gavial 302 - Etherian 303 - Wary Wolf 304 - Melt 305 - Kaiser Wolf 306 - Cubus 307 - Lindbur Wolf 308 - Pineapple 309 - Dreadguard 310 - Bombshell 311 - Crypt Bunny 312 - Megabomb 313 - Spee 314 - Matriarch Bomb 315 - Rain Dancer 316 - Ripe Rampager 317 - Razorfin 318 - Killbug 319 - Apsara 320 - Minibug 321 - Rageclaw 322 - Ithuno 323 - Biding Mantis 324 - Kris 325 - Wood Toad 326 - Dheed 327 - Tarasque 328 - Aeros 329 - Grimalkin 330 - Terror Tyrant 331 - Nekhbet 332 - Abelisk 333 - Glaring Eye 334 - Dustia 335 - Cultsworn Lich 336 - Ishteen 337 - Evil Spirit 338 - Vorres 339 - Juggernaut 340 - Negalmuur 341 - Molen 342 - Larva Eater 343 - Tower 344 - Arioch 345 - Grey Molter 346 - Fideliant 347 - Midgardsormr 348 - Crystal Knight 349 - Nazarnir 350 - Grave Lord 351 - Victanir 352 - Zombie Lord 353 - Gemhorn 354 - Drowned 355 - Loxollid 356 - Velelu 357 - Vagrant Soul 358 - Disma 359 - Imdugud 360 - Ancbolder 361 - Bull Chocobo 362 - Wendice 363 - Skullash 364 - Anchag 365 - Myath 366 - Bluesang 367 - Helvinek 368 - Avenger 369 - Pallicant 370 - Alteci 371 - Phyllo 372 - Urutan Exile Humanoids 373 - Seeq 374 - Urutan-Yensa 375 - Garif 376 - Baknamy 377 - Bangaa The Archadian Empire 378 - Imperial 379 - Judge Ghis 380 - Imperial Elite 381 - Judge Bergan 382 - Imperial Armament 383 - Judge Gabranth 384 - Doctor Cid -- Normal Enemy Bestiary [NE00] Below is a list of all the normal enemies in the game listed in alphabetical order. Bosses are only listed in the main walkthrough. ------------------------------------------------------------------------------- ( ) Abaddon Lv. 47 - 49 / 55 HP: 13239 - 13879 / 16578 Weak: Light Exp: 1153 - 1240 / 1740 LP: 1 Steal: Aries Gem, Solid Horn, Teleport Stone Poach: Rubber Suit, Solid Horn Drop: Aries Gem, Dark Crystal, Pebble, Solid Horn, Vaccine Location: Pharos (Second Ascent), Pharos (Subterra) ------------------------------------------------------------------------------- ( ) Abysteel Lv. 37 - 38 / 57 - 59 / 64 - 65 HP: 7018 - 7138 / 13099 - 13339 / 20524 - 20644 Weak: Light Exp: 755 - 812 / 899 - 1013 / 3054 - 3111 LP: 1 Steal: Demon Shield (lv 64 - 65), Spiral Incisor, Teleport Stone, Vampyr Fang Poach: N/A Drop: Dark Crystal, Demon Shield, Red Fang, Spiral Incisor, Teleport Stone, Vampyr Fang Location: Sochen Cave Palace, Lhusu Mines, Henne Mines ------------------------------------------------------------------------------- ( ) Adamantitan Lv. 40 - 41 HP: 14704 - 15024 Weak: Wind Exp: 1192 - 1250 LP: 2 Steal: Aries Gem (both), Soldier's Cap, Water Stone / 200 gil, Aged Turtle Shell Poach: Smelling Salts, Turtle Shell / Adamantite, Aged Turtle Shell Drop: Turtle Shell, Pebble, Phoenix Down, Water Stone / Aged Turtle Shell, Adamantite, Earth Crystal, Hi-Potion Location: Barheim Passage/Special Op Sector 5, Cerobi Steppe (Please note that the Adamantitan in each location carries almost a whole new set of items) ------------------------------------------------------------------------------- ( ) Aeronite Lv. 49 - 51 / 59 - 60 HP: 18004 - 18684 / 27838 - 28518 Weak: Thunder Exp: 1589 / 2740 - 2808 LP: 2 Steal: Hi-Potion, Leo Gem, Wyvern Fang Poach: Wyvern Fang, Wyvern Wing Drop: Dragon Helm, Ice Crystal, Wyvern Fang, Wyvern Wing Location: Pharos (First Ascent), Lhusu Mines ------------------------------------------------------------------------------- ( ) Air Elemental Lv. 25 HP: 14830 Weak: Earth Exp: 1861 LP: 4 Steal: Feystone, Wind Crystal, Wind Magicite Poach: N/A Drop: Feystone, Wind Crystal, Wind Magicite, Wind Stone Location: Phon Coast/Pora-Pora Sands (while raining) ------------------------------------------------------------------------------- ( ) Alpha Hyena Lv. 3 - 5 HP: 180 - 220 Weak: Water Exp: 9 - 11 LP: 1 Steal: Fire Stone, Potion, Wolf Pelt Poach: Pebble, Wolf Pelt Drop: Fire Stone, Potion, Wolf Pelt, Cotton Cap Location: Giza Plains ------------------------------------------------------------------------------- ( ) Alpha Wolf Lv. 5 / 8 HP: 113 / 535 Weak: Earth Exp: 5 / 84 LP: 1 Steal: Pointy Hat, Wind Stone, Wolf Pelt Poach: Eye Drops, Wolf Pelt Drop: Antidote, Potion, Wolf Pelt, Wind Stone Location: Dalmasca Estersand, Dalmasca Westersand ------------------------------------------------------------------------------- ( ) Alpha Worgen Lv. 28 HP: 2413 Weak: Water Exp: 345 LP: 1 Steal: Fire Magicite, Hi-Potion, Steel Poleyns Poach: Quality Pelt, Throat Wolf Blood Drop: Fire Magicite, Libra Gem, Quality Pelt, Smelling Salts, Throat Wolf Blood Location: Dalmasca Estersand, Mosphoran Highwaste ------------------------------------------------------------------------------- ( ) Alraune Lv. 10 - 11 / 11 - 13 HP: 615 - 627 / 670 - 694 Weak: Wind Exp: 95 - 96 / 85 - 87 LP: 1 Steal: Mace, Handkerchief, Succulent Fruit Poach: Succulent Fruit Drop: Alarm Clock, Earth Stone, Pebble, Potion, Succulent Fruit Location: Dalmasca Westersand, Ogir-Yensa Sandsea, Nam-Yensa Sandsea ------------------------------------------------------------------------------- ( ) Alraune King Lv. 73 HP: 11399 Weak: Wind Exp: 2322 LP: 1 Steal: Cross Scale, Gimble Stalk, Screamroot, Virgo Gem Poach: Gimble Stalk, Screamroot Drop: Earth Crystal, Gold Needle, Screamroot, Virgo Gem Location: The Feywood/Ice Field of Clearsight (Defeat all enemies then reenter) ------------------------------------------------------------------------------- ( ) Antares Lv. 33 HP: 6458 Weak: Wind Exp: 557 LP: 1 Steal: Earth Magicite, Metal Jerkin, Remedy Poach: Earth Crystal, Insect Husk Drop: Earth Magicite, Insect Husk, Molting, Pebble, Vanishga Mote Location: The Salikawood ------------------------------------------------------------------------------- ( ) Archaeoaevis Lv. 39 - 40 HP: 1169 - 12605 Weak: Ice Exp: 1482 - 1549 LP: 2 Steal: Battlewyrm Carapace, Leo Gem, Teleport Stone Poach: Battlewyrm Carapace, Emporer Scale Drop: Battlewyrm Carapace, Cameo Belt, Emporer Scale, Leo Gem, Storm Crystal Location: Zertinan Caverns ------------------------------------------------------------------------------- ( ) Archesaur Lv. 38 HP: 12591 Weak: Ice Exp: 1527 LP: 2 Steal: Fumarole, Storm Magicite, Tanned Tyrant Hide Poach: Prime Tanned Hide, Tanned Tyrant Hide Drop: Gold Needle, Leo Gem, Storm Magicite, Tanned Tyrant Hide Location: Phon Coast ------------------------------------------------------------------------------- ( ) Ash Wyrm Lv. 47 / 62 HP: 33959 / 89103 Weak: Earth Exp: 3061 / 6783 LP: 4 Steal: 800 gil, Leo Gem, Wind Crystal Poach: N/A Drop: Koga Blade, Leo Gem, Moon Ring, Ring Wyrm Scale, Wind Crystal Location: Mosphoran Highwaste (Empyrean Seat; once Exodus falls), The Great Crystal ------------------------------------------------------------------------------- ( ) Axebeak Lv. 13 - 15 HP: 922 - 954 Weak: Water Exp: 93 - 95 LP: 1 Steal: Alarm Clock, Dark Mote, Fire Stone Poach: Rainbow Egg, Small Feather Drop: Fire Stone, Rainbow Egg, Small Feather, Vega, Warp Mote Location: Nam-Yensa Sandsea ------------------------------------------------------------------------------- ( ) Babil Lv. 47 - 48 HP: 24467 - 24887 Weak: Dark Exp: 1144 - 1206 LP: 2 Steal: Einherjarium, Holy Stone, X-Potion Poach: N/A Drop: Einherjarium, Holy Crystal, Quality Stone, Runeblade Location: Necrohol of Nabudis ------------------------------------------------------------------------------- ( ) Bagoly Lv. 14 - 15 / 37 - 38 HP: 1110 - 1120 / 4610 - 4720 Weak: Earth Exp: 122 - 145 / 714 - 745 LP: 1 Steal: 480 gil, Echo Herbs, Large Feather / Bundle of Feathers, Multiscale Poach: Large Feather, Wind Magicite / Bent Staff, Bundle of Feathers Drop: Aries Gem, Large Feather, Teleport Stone, Wind Stone / Bundle of Feathers, Bent Staff, Wind Magicite Location: Nam-Yensa Sandsea, Phon Coast ------------------------------------------------------------------------------- ( ) Baknamy Lv. 35 - 36 / 43 - 44 / 46 - 47 HP: 4501 - 4576 / 8965 - 9205 / 11578 Weak: Ice Exp: 490 / 698 - 757 / 899 - 967 LP: 1 Steal: Antidote, Alarm Clock / Hi-Potion, Smelling Salts / Knot of Rust, Remedy Drop: Various gil amounts, Diamond Armor, Hastega Mote, Hi-Potion, Reflectga Mote, Storm Crystal, Storm Magicite, Teleport Stone, Vanishga Mote, X-Potion, Yakei Poach: Pebble Location: The Salikawood, Nabreus Deadlands, Necrohol of Nabudis ------------------------------------------------------------------------------- ( ) Balloon Lv. 28 - 30 HP: 1878 - 1936 Weak: Water Exp: 374 - 407 LP: 1 Steal: Chronos Tear, Handkerchief, Recurve Crossbow Poach: Bomb Ashes Drop: Bomb Ashes, Eye Drops, Fire Magicite, Scorpio Gem Location: Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Bandercoeurl Lv. 39 - 40 HP: 5300 - 5620 Weak: Ice Exp: 583 - 641 LP: 1 Steal: Phoenix Down, Prime Pelt, Storm Crystal Poach: Quality Pelt, Zephyr Pole Drop: Libra Gem, Pebble, Quality Pelt, Storm Crystal, Teleport Stone Location: Cerobi Steppe ------------------------------------------------------------------------------- ( ) Bangaa Pirate Lv. 35 - 37 HP: 5381 - 5531 Weak: Water Exp: 654 - 754 LP: 1 Steal: 80 gil, Bacchus's Wine, Hi-Potion Poach: Pebble Drop: Aldebaran, 143 gil, 155 gil, Fire Magicite, Fire Stone, Remedy Location: Phon Coast/The Mauleia Strand ------------------------------------------------------------------------------- ( ) Bangaa Pugilist Lv. 31 - 32 HP: 13825 - 13833 Weak: Water Exp: 987 - 994 LP: 1 Steal: 10 gil, Phoenix Down, Potion Poach: Pebble Drop: Fire Magicite Location: Dalmasca Estersand/Broken Sands ------------------------------------------------------------------------------- ( ) Bangaa Thief Lv. 40 - 42 HP: 6137 - 6617 Weak: Water Exp: 833 - 1017 LP: 1 Steal: 80 gil, Eye Drops, Trident Poach: Pebble Drop: Feystone, Fire Crystal, X-Potion Location: Cerobi Steppe/Old Elanise Road ------------------------------------------------------------------------------- ( ) Banshee Lv. 44 - 46 HP: 7017 - 7377 Weak: Light Exp: 466 - 546 LP: 1 Steal: Dark Crystal, Festering Flesh, Zombie Powder Poach: N/A Drop: Black Mask, Dark Crystal, Festering Flesh, X-Potion, Zombie Powder Location: Nabreus Deadlands ------------------------------------------------------------------------------- ( ) Baritine Croc Lv. 26 / 41 HP: 4448 / 10855 Weak: Earth Exp: 390 / 1153 LP: 1 Steal: Blue Fang, Remedy, Wind Magicite Poach: Blood Wool, Fine Wool, Broken Sword (level 26) Drop: Blood Wool, Broken Sword (level 26), Fine Wool, Glacial Staff, Hi-Potion, Wind Crystal, Wind Magicite, X-Potion Location: Paramina Rift, Garamsythe Waterway ------------------------------------------------------------------------------- ( ) Basilisk Lv. 42 - 43 HP: 5429 - 5749 Weak: Thunder Exp: 911 - 969 LP: 1 Steal: 80 gil, Antidote, Aries Gem Poach: Prime Tanned Hide, Serpent Eye Drop: Chronos Tear, Ice Crystal, Prime Tanned Hide, Serpent Eye Location: The Feywood ------------------------------------------------------------------------------- ( ) Battery Mimic Lv. 7 HP: 520 Weak: Ice Exp: 34 - 41 LP: 2 Steal: Alarm Clock, Iron Scraps, Storm Stone Poach: N/A Drop: Eye Drops, Iron Scraps, Mage's Habit, Storm Stone Location: Barheim Passage ------------------------------------------------------------------------------- ( ) Behemoth Lv. 42 - 45 / 44 - 45 HP: 10026 - 11286 / 12199 - 12619 Weak: Ice Exp: 1192 - 1355 / 1278 - 1332 LP: 2 Steal: Gemini Gem, Giant's Helm, Storm Crystal Poach: Behemoth Steak, Prime Tanned Hide Drop: Behemoth Steak, Gemini Gem, Prime Tanned Hide, Red Fang, Storm Crystal Location: The Feywood, Giruvegan ------------------------------------------------------------------------------- ( ) Bellwyvern Lv. 37 - 38 / 42 HP: 7587 - 8267 / 11524 Weak: Water Exp: 1212 - 1280 / 1415 LP: 2 Steal: Barrel Coat, Spiral Incisor, Leo Gem / 300 gil, Fire Stone, Teleport Stone Poach: Leo Gem, Spiral Incisor / Bacchus's Wine, Crooked Fang, Drop: Crooked Fange, Fire Crystal, Fire Stone, Hi-Potion, Linen Cuirass, Reflectga Mote, Remedy, Spiral Incisor Location: Nam-Yensa Sandsea, Tchita Uplands, Cerobi Steppe ------------------------------------------------------------------------------- ( ) Black Chocobo Lv. 23 HP: 1180 Weak: Thunder, Water, Light Exp: 234 LP: 1 Steal: Chocobo Feather, Dark Magacite Poach: Chocobo Feather, Gysahl Greens Drop: Chocobo Feather, Dark Magicite, Gysahl Greens Location: Ozmone Plain ------------------------------------------------------------------------------- ( ) Blood Gigas Lv. 27 - 29 HP: 2609 - 2849 Weak: Wind Exp: 485 - 552 LP: 1 Steal: Earth Magicite, Gemini Gem, Phoenix Down Poach: Festering Flesh, Giant's Helm, Viking Coat Drop: Antidote, Earth Magicite, Festering Flesh, Gemini Gem Location: Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Bomb Lv. 6 - 8 / 32 - 33 HP: 317 / 3233 Weak: Water Exp: 38 - 53 / 137 LP: 1 Steal: Bacchus's Wine, Bomb Ashes, Bomb Fragment, Fire Magicite, Fire Stone, Gold Needle Poach: Bomb Ashes, Bomb Shell, Pebble, Potion Drop: Bomb Ashes, Bomb Fragment, Bomb Shell, Echo Herbs, Fire Magicite, Fire Stone, Leather Gorget Location: Barheim Passage, The Salikawood ------------------------------------------------------------------------------- ( ) Bogey Lv. 38 - 39 HP: 3808 - 6606 Weak: Light Exp: 842 - 895 LP: 1 Steal: Capricorn Gem, Gold Needle, Vanishga Mote Poach: Death Powder, Sky Jewel Drop: Dark Crystal, Death Powder, Iga Blade, Sky Jewel, Smelling Salts Location: Zertinan Caverns (Drybeam Cavern [north path to the east leading east]) ------------------------------------------------------------------------------- ( ) Brainpan Lv. 46 HP: 15358 Weak: Holy Exp: 893 LP: 1 Steal: Chronos Tear, Dark Crystal, Quality Stone Poach: Magepower Shishak, Quality Stone Drop: Aquarius Gem, Dark Crystal, Pebble, Quality Stone, Smelling Salts Location: Pharos (First Ascent) ------------------------------------------------------------------------------- ( ) Brown Chocobo Lv. 33 - 35 HP: 3786 - 3922 Weak: Thunder, Water, Light Exp: 608 - 669 LP: 1 Steal: Smelling Salts, Taurus Gem, Wind Magicite Poach: Chocobo Feather, Gysahl Greens Drop: Chocobo Feather, Wind Magicite, Gysahl Greens Location: The Salikawood ------------------------------------------------------------------------------- ( ) Bug Lv. 41 - 42 HP: 3739 - 6979 Weak: Wind Exp: 496 - 714 LP: 1 Steal: 1 gil, Earth Magicite, Earth Crystal, Holy Mote, Iron Ore, Poach: Iron Ore, Iron Scraps Drop: Antidote, Earth Crystal, Earth Magicite, Iron Ore, Iron Scraps, Pebble, Perseus Bow, Teleport Stone Location: Lhusu Mines ------------------------------------------------------------------------------- ( ) Buer Lv. 37 HP: 5622 Weak: Thunder Exp: 774 LP: 1 Steal: Ice Stone, Scorpio Gem, Vanishga Mote Poach: Demon's Sigh, Demon Tail Drop: Demon's Sigh, Demon Tail, Gaia Hat, Ice Crystal, Phoenix Down Location: Zertinan Caverns ------------------------------------------------------------------------------- ( ) Bull Abaddon Lv. 57 HP: 20214 Weak: Light Exp: 1971 LP: 1 Steal: Aries Gem, Solid Horn, Teleport Stone Poach: Rubber Suit, Solid Horn Drop: Aries Gem, Dark Crystal, Pebble, Solid Horn, Vaccine Location: Pharos (Subterra) ------------------------------------------------------------------------------- ( ) Bune Lv. 48 - 49 / 58 - 59 HP: 13239 - 13659 / 16578 - 16998 Weak: Water Exp: 1153 - 1194 / 1740 - 1794 LP: 1 Steal: Forbidden Flesh, Gemini Gem, Gold Needle Poach: Damascus Steel, Forbidden Flesh Drop: Damascus Steel, Fire Crystal, Forbidden Flesh, Gemini Gem, Gungnir Location: Pharos (Second Ascent), Pharos (Subterra) ------------------------------------------------------------------------------- ( ) Cactite Lv. 1 HP: 72 Weak: Wind Exp: 1 LP: 1 Steal: Broadsword, Bundle of Needles, Cactus Fruit, Earth Magacite, Earth Stone Poach: Bundle of Needles, Cactus Fruit Drop: Bundle of Needles, Cactus Fruit, Earth Magicite, Earth Stone, Hi-Potion, Potion, Virgo Gem Location: Dalmasca Estersand ------------------------------------------------------------------------------- ( ) Cactoid Lv. 6 HP: 112 Weak: Wind Exp: 8 LP: 1 Steal: Broadsword, Cactus Fruit, Earth Stone Poach: Bundle of Needles, Cactus Fruit Drop: Bundle of Needles, Cactus Fruit, Earth Stone, Potion, Virgo Gem Location: Dalmasca Estersand ------------------------------------------------------------------------------- ( ) Cassie Lv. 46 - 47 HP: 8840 - 9080 Weak: Wind Exp: 1089 - 1135 LP: 1 Steal: Chaperon, Malboro Flower, Virgo Gem Poach: Ketu Board, Malboro Flower Drop: Bacchus's Wine, Earth Crystal, Ketu Board, Malboro Flower, Virgo Gem Location: Ridorana Cataract ------------------------------------------------------------------------------- ( ) Cataract Aevis Lv. 50 - 51 HP: 23241 - 23921 Weak: Thunder Exp: 2019 - 2070 LP: 2 Steal: 50 gil, Charger Barding, Leo Gem Poach: Charger Barding, Leo Gem Drop: Caldera, Charger Barding, Holy Mote, Ice Crystal, Pebble Location: Pharos (Third Ascent) ------------------------------------------------------------------------------- ( ) Cerberus Lv. 38 - 40 HP: 4419 - 5059 Weak: Water Exp: 491 - 607 LP: 1 Steal: Festering Flesh, Fire Crystal, Prime Pelt Poach: Hell-Gate's Flame, Prime Pelt Drop: Fire Crystal, Francisca, Hell-Gate's Flame, Libra Gem, Prime Pelt Location: The Feywood ------------------------------------------------------------------------------- ( ) Charybterix Lv. 39 - 40 HP: 21339 - 21459 Weak: Earth Exp: 1501 - 1558 LP: 2 Steal: Chaos Mace, Taurus Gem, Windslicer Pinion Poach: Split Armor, Windslicer Pinion Drop: Antidote, Split Armor, Taurus Gem, Wind Crystal, Windslicer Pinion Location: Cerobi Steppe ------------------------------------------------------------------------------- ( ) Chimera Brain Lv. 45 - 46 HP: 9992 - 10112 Weak: Holy Exp: 729 - 772 LP: 1 Steal: 60 gil, Celebrant's Miter, Taurus Gem Poach: Chimera Head, Windslicer Pinion Drop: Chimera Head, Dark Crystal, Hi-Potion, Taurus Gem, Windslicer Pinion Location: Pharos (First Ascent) ------------------------------------------------------------------------------- ( ) Clay Golem Lv. 31 - 32 HP: 6283 - 6393 Weak: Wind Exp: 628 - 679 LP: 2 Steal: Chronos Tear, Earth Magicite, Gold Needle Poach: Quality Lumber, Solid Stone Drop: Earth Magicite, Hi-Potion, Iron Pole, Pebble, Solid Stone Location: Mosphoran Highwaste ------------------------------------------------------------------------------- ( ) Cockatrice Lv. 4 - 8 / 11 HP: 152 / 617 Weak: Water Exp: 2 - 3 / 70 LP: 1 Steal: Fire Stone, Phoenix Down, Small Feather Poach: Chromed Leathers, Small Feather Drop: Fire Stone, Pebble, Phoenix Down, Potion, Small Feather Location: Dalmasca Estersand, Dalmasca Westersand ------------------------------------------------------------------------------- ( ) Coeurl Lv. 36 - 37 / 36 - 38 HP: 3944 - 4264 / 4460 Weak: Ice Exp: 477 - 535 / 583 - 645 LP: 1 Steal: Coeurl Pelt, Embroidered Tippet, Libra Gem, Quality Pelt, Storm Magicite, Storm Stone Poach: Coeurl Pelt Drop: Coeurl Pelt, Hi-Potion, Pebble, Quality Stone, Storm Crystal, Storm Magicite, Warp Mote Location: Tchita Uplands, Golmore Jungle ------------------------------------------------------------------------------- ( ) Crusader Lv. 44 / 47 - 48 HP: 10592 / 10592 - 10772 Weak: Light Exp: 1159 / 1217 - 1257 LP: 1 Steal: Capricorn Gem (both), Sturdy Bone / Blood-darkened Bone, X-Potion Poach: N/A Drop: Capricorn Gem, Dark Crystal (both), Pebble (both), Sturdy Bone / Blood- darkened Bone, Crown of Laurels, X-Potion Location: Nabreus Deadlands, Pharos (Second Ascent) ------------------------------------------------------------------------------- ( ) Crystalbug (green, blue, orange) Lv. 26 / 38 / 45 HP: 2326 / 3589 / 5457 Weak: N/A Exp: 0 LP: 10 Steal: Ether, Feystone Poach: N/A Drop: N/A Location: Stilshrine of Miriam (green), Sochen Cave Palace (blue), Nabreus Deadlands (orange) ------------------------------------------------------------------------------- ( ) Danbania Lv. 11 - 14 HP: 966 - 999 Weak: Thunder Exp: 72 - 75 LP: 1 Steal: Bacchus's Wine, Fish Stone, Water Stone Poach: Argyle Armlet, Fish Scale Drop: Echo Herbs, Fish Scale, Water Mote, Water Stone Location: Nam-Yensa Sandsea ------------------------------------------------------------------------------- ( ) Dark Elemental Lv. 25 HP: 14830 Weak: Light Exp: 1861 LP: 4 Steal: Dark Crystal, Dark Magicite, Feystone Poach: N/A Drop: Dark Crystal, Dark Magicite, Dark Stone, Feystone Location: Necrohol of Nabudis/Hall of the Ivory Covenant ------------------------------------------------------------------------------- ( ) Dark Lord Lv. 58 - 59 HP: 16375 - 16555 Weak: Light Exp: 2166 - 2220 LP: 1 Steal: 200 gil, Dragon Mail, Hi-Potion Poach: N/A Drop: Blood-darkened Bone, Capricorn Gem, Dark Crystal, Pebble, Teleport Stone Location: Lhusu Mines ------------------------------------------------------------------------------- ( ) Dark Skeleton Lv. 26 / 38 - 39 HP: 1548 / 4523 - 4583 Weak: Light Exp: 314 / 943 - 974 LP: 1 Steal: Capricorn Gem, Dark Magicite, Dark Stone, Sturdy Bone Poach: N/A Drop: Burgonet, Dark Stone, Dark Magicite, Death's-Head, Sturdy Bone, Teleport Stone Location: Paramina Rift, Golmore Jungle/The Rustling Chapel - kill off all enemies and they will appear in The Rustling Chapel ------------------------------------------------------------------------------- ( ) Darkmare Lv. 31 HP: 14098 Weak: Light Exp: 761 LP: 1 Steal: Dark Magicite, Grimoire Togail, Scorpio Gem Poach: Grimoire Togail, Grimoire Aidhed Drop: Chronos Tear, Dark Magicite, Demon Mail, Grimoire Togail Location: Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Dead Bones Lv. 38 - 39 / 44 - 45 / 49 / 56 - 57 HP: 6786 - 6966 / 10592 - 10772 / 11122 / 13442 - 13622 Weak: Light Exp: 887 - 940 / 1159 - 1199 / 1834 - 1941 LP: 1 Steal: Ancient Bone, Blood-darkened Bone, Dark Crystal, Gigas Hat, Golden Skullcap, Sturdy Bone Poach: N/A Drop: Ancient Bone, Blood-darkened Bone, Dark Crystal, Eye Drops, Golden Skullcap Location: Barheim Passage, Pharos (Third Ascent), Pharos (Subterra) ------------------------------------------------------------------------------- ( ) Deadly Nightshade Lv. 39 - 41 HP: 3167 - 3647 Weak: Water Exp: 420 - 543 LP: 1 Steal: Fire Crystal, Pebble, Screamroot, Succulent Fruit Poach: Ring of Renewal, Succulent Fruit Drop: Chronos Tear, Fire Crystal, Succulent Fruit, Virgo Gem Location: The Feywood ------------------------------------------------------------------------------- ( ) Deathclaw Lv. 46 - 48 HP: 12682 - 13162 Weak: Ice Exp: 986 - 1065 LP: 1 Steal: Charger Barding, Vaccine, Zwill Crossblade Poach: Charger Barding, Cancer Gem Drop: Cancer Gem, Charger Barding, Pebble, Storm Crystal, X-Potion Location: Ridorana Cataract ------------------------------------------------------------------------------- ( ) Deidar Lv. 46 HP: 15358 Weak: Light Exp: 893 LP: 1 Steal: Aquarius Gem, Dark Crystal, Quality Stone Poach: Orichalcum, Quality Stone Drop: Antares, Aquarius Gem, Dark Crystal, Orichalcum, Quality Stone Location: Pharos (First Ascent) ------------------------------------------------------------------------------- ( ) Diakon Entite Lv. 42 HP: 48042 Weak: Dark Exp: 4209 LP: 7 Steal: Diakon Halcyon, Feystone, Holy Crystal Poach: N/A Drop: Diakon Halcyon, Electrum, Ether, Feystone, Holy Crystal Location: Giruvegan/The Aadha or Trimahla Water-Steps ------------------------------------------------------------------------------- ( ) Dire Rat Lv. 2 - 5 HP: 77 - 232 Weak: Water Exp: 5 - 18 LP: 1 Steal: 1 gil, Libra Gem, Fire Stone, Potion, Rat Pelt Poach: Rat Pelt, Rat Tail Drop: Antidote, Fire Stone, Leather Shield, Rat Pelt, Rat Tail Location: Garamsythe Waterway ------------------------------------------------------------------------------- ( ) Diresaur Lv. 27 - 28 HP: 6601 - 6941 Weak: Wind Exp: 1005 LP: 2 Steal: Earth Magicite, Leo Gem, Tyrant Hide Poach: Brigandine, Tyrant Hide Drop: Earth Magicite, Float Mote, Hi-Potion, Pebble, Tyrant Hide Location: Golmore Jungle ------------------------------------------------------------------------------- ( ) Dive Talon Lv. 27 - 28 HP: 4022 - 4090 Weak: Earth Exp: 650 - 681 LP: 2 Steal: 120 gil, Giant Feather, Large Feather, Taurus Gem Poach: Bundle of Feathers, Giant Feather, Large Feather Drop: Burning Bow, Giant Feather, Handkerchief, Pebble, Wind Magicite Location: Dalmasca Westersand ------------------------------------------------------------------------------- ( ) Dragon Aevis Lv. 30 - 31 HP: 5819 - 6159 Weak: Ice Exp: 891 - 933 LP: 1 Steal: 30 gil, Echo Herbs, Leo Gem Poach: Battlewyrm Carapace, Wyrm Carapace Drop: Antidote, Goggle Mask, Storm Magicite, Wyrm Carapace Location: Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Dragon Lich Lv. 49 - 51 / 61 - 64 HP: 22241 - 23601 / 29211 - 31251 Weak: Light Exp: 2019 - 2121 / 3180 - 3383 LP: 2 Steal: Charger Barding, Corpse Fly, X-Potion Poach: N/A Drop: Charger Barding, Corpse Fly, Dark Crystal, Hastega Mote, Hi-Potion Location: Pharos (Second Ascent), Pharos (Subterra) ------------------------------------------------------------------------------- ( ) Dullahan Lv. 40 - 41 HP: 9520 - 9940 Weak: Water Exp: 1034 - 1088 LP: 1 Steal: 540 gil, Fire Crystal, Fire Magicite Poach: Festering Flesh, Forbidden Flesh Drop: Fire Magicite, Fire Crystal, Forbidden Flesh, Gemini Gem Location: Lhusu Mines ------------------------------------------------------------------------------- ( ) Earth Elemental Lv. 25 HP: 14830 Weak: Wind Exp: 1861 LP: 4 Steal: Earth Crystal, Earth Magicite, Feystone Poach: N/A Drop: Earth Crystal, Earth Magicite, Earth Stone, Feystone Location: Tchita Uplands ------------------------------------------------------------------------------- ( ) Elvoret Lv. 47 - 48 HP: 10671 Weak: Wind Exp: 1028 - 1370 LP: 1 Steal: 500 gil, Demon Eyeball, Reflectga Mote Poach: Demon Drink, Demon Eyeball Drop: 500 gil, Demon Drink, Demon Eyeball, Earth Crystal, Maximillian, Vaccine Location: Necrohol of Nabudis ------------------------------------------------------------------------------- ( ) Emperor Aevis Lv. 27 HP: 5900 Weak: Thunder Exp: 751 LP: 2 Steal: Ice Stone, Leo Gem, Wyrm Carapace Poach: Battlewyrm, Carapace, Wyrm Carapace Drop: Hornito, Ice Magicite, Teleport Stone, Wyrm Carapace Location: Paramina Rift ------------------------------------------------------------------------------- ( ) Emeralditan Lv. 46 - 47 HP: 20270 - 20590 Weak: Wind Exp: 1079 - 1122 LP: 2 Steal: 800 gil, Aged Turtle Shell, Turtleshell Choker Poach: Aged Turtle Shell, Scarletite Drop: Aged Turtle Shell, Aries Gem, Earth Crystal, Scarletite, X-Potion Location: Nabreus Deadlands ------------------------------------------------------------------------------- ( ) Et¿m Lv. 64 - 65 HP: 35916 - 36096 Weak: Light Exp: 2921 - 2974 LP: 1 Steal: Book of Orgain-Mille, Capricorn Gem, Soul Powder Poach: N/A Drop: Book of Orgain-Mille, Dark Crystal, Ivory Pole, Soul Powder, X-Potion Location: Henne Mines ------------------------------------------------------------------------------- ( ) Facer Lv. 26 HP: Weak: Wind Exp: 383 LP: 1 Steal: Aquarius Gem, Earth Magicite, Pirate Hat Poach: Aquarius Gem, Solid Stone Drop: Earth Magicite, Hi-Potion, Potion, Solid Stone Location: Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Feral Croc Lv. 38 HP: 9393 Weak: Earth Exp: 992 LP: 1 Steal: Aries Gem, Blood Wool, Orichalcum Poach: Antarctic Wind, Blood Wool Drop: Antarctic Wind, Aries Gem, Blood Wool, Wind Magicite, White Fang Location: Tchita Uplands/Oliphzak Rise ------------------------------------------------------------------------------- ( ) Fire Elemental Lv. 25 HP: 14830 Weak: Water Exp: LP: 4 Steal: Feystone, Fire Crystal, Fire Magicite Poach: N/A Drop: Feystone, Fire Crystal, Fire Magicite, Fire Stone Location: Mosphoran Highwaste/Summit Path (when sunny) ------------------------------------------------------------------------------- ( ) Flan Lv. 7 HP: 294 Weak: Fire Exp: 50 - 51 LP: 1 Steal: Gold Needle, Green Liquid, Water Stone Poach: Caramel, Green Liquid Drop: Caramel, Green Liquid, Topkapi Hat, Water Mote, Water Stone Location: Barheim Passage ------------------------------------------------------------------------------- ( ) Focalor Lv. 36 / 45 HP: 4513 / 8576 Weak: Ice Exp: 711 / 698 LP: 1 Steal: Balance Mote, Ichthon Scale, Pisces Gem Poach: Dorsal Fin, Ichthon Scale Drop: Dorsal Fin, Ichthon Scale, Pisces Gem, Power Rod, Storm Magicite Location: Sochen Cave Palace, Nabreus Deadlands ------------------------------------------------------------------------------- ( ) Foobar Lv. 43 - 46 HP: 10525 - 11215 Weak: Light Exp: 761 - 890 LP: 1 Steal: Echo Herbs, Minerva Buster, Sagittarius Gem Poach: N/A Drop: Dark Crystal, Minerva Buster, Pebble, Silver Liquid, Teleport Stone Location: Nabreus Deadlands ------------------------------------------------------------------------------- ( ) Forbidden Lv. 58 - 60 HP: 17864 - 18044 Weak: Light Exp: 2169 - 2222 LP: 1 Steal: Kaiser Shield, Remedy, X-Potion Poach: N/A Drop: Capricorn Gem, Dark Crystal, Echo Herbs, Forbidden Flesh, Pebble Location: The Great Crystal ------------------------------------------------------------------------------- ( ) Garchimacera Lv. 4 - 7 / 37 - 40 HP: 287 - 317 / 5938 - 5983 Weak: Water Exp: 31 - 34 / 806 - 812 LP: 1 Steal: 10 gil, Dark Mote, Demon Eyeball / Demon Feather Poach: Demon Eyeball, Demon Tail Drop: Demon Eyeball (both), Fire Stone, Bronze Armor, Phoenix Down / Fire Magicite, Fire Cyrstal, Demon Feather Location: Garamsythe Waterway If you happened to not kill enough your first time through the Garamsythe Waterway (for the Bestiary entry): Use the Sluice Gate key (from the White Mousse hunt) to close the no. 11 Sluice Gate (light on) and make sure that no. 10 is open (light off). Enter the No. 11 Channel and take the long way around to the No. 10 Channel - travel to the southwest through the East Sluice Control, Southern Sluiceway, West Sluice Control. Once your party runs the ramp that leads downward into the No. 10 Channel, lv 38 - 40 Ghosts and Garchimacera will be lurking in that area. ------------------------------------------------------------------------------- ( ) Garif Adventurer Lv. 21 HP: 7049 Weak: Thunder Exp: 541 LP: 2 Steal: 500 gil, Hi-Potion, Potion Poach: N/A Drop: various gil, Hi-Potion, Ice Magicite, Potion Location: Ozmone Plain/The Greensnake ------------------------------------------------------------------------------- ( ) Garif Hunter Lv. ?? HP: ???? Weak: Thunder Exp: ??? LP: ? Steal: N/A Poach: N/A Drop: N/A Location: Ozmone Plain/Haulo Green ------------------------------------------------------------------------------- ( ) Gargoyle Lv. 24 HP: 1436 - 1494 Weak: Ice Exp: 223 - 248 LP: 1 Steal: Demon Eyeball, Storm Magicite Poach: Demon Eyeball, Demon Tail Drop: Demon Eyeball, Storm Magicite, Gilt Measure Location: Golmore Jungle ------------------------------------------------------------------------------- ( ) Gargoyle Baron Lv. 42 - 43 HP: 6071 - 6231 Weak: Light Exp: 939 - 997 LP: 1 Steal: Dark Crystal, Demon Tail, X-Potion Poach: Demon Tail, Scorpio Gem Drop: Dark Crystal, Demon Tail, Doom Mace, Scorpio Gem Location: Giruvegan ------------------------------------------------------------------------------- ( ) Garuda-Egi Lv. 26 - 27 HP: 2997 - 3056 Weak: Dark Exp: 377 LP: 1 Steal: Holy Stone, Hi-Potion Poach: Large Feather, White Incense Drop: Holy Magicite, Kogarasumaru, Large Feather, Red Fang, White Incense Location: Paramina Rift ------------------------------------------------------------------------------- ( ) Gazer Lv. 44 - 45 HP: 9931 - 10111 Weak: Light Exp: 1061 - 1115 LP: 1 Steal: Book of Orgain-Mille, Dark Crystal, Dark Magicite Poach: N/A Drop: Capricorn Gem, Dark Crystal, Pebble, Teleport Stone, Vaccine Location: Lhusu Mines/Site 2, Site 3, Shunia Twinspan ** NOTE: The Gazer will only appear when the party has spent about 7 minutes in either of the areas listed above. Reflect magick off of a party member onto him if he appears in a transparent state or he may appear by himself, eventually. To get him to respawn, exit the entire Lhusu Mines (teleport out) then reenter (teleport back in). ------------------------------------------------------------------------------- ( ) Gespenst Lv. 41 - 42 HP: 7917 - 8097 Weak: Holy Exp: 911 - 964 LP: 1 Steal: Dark Crystal, Ninja Gear, Reflectga Mote Poach: N/A Drop: Book of Orgain, Capricorn Gem, Dark Crystal, Pebble, Teleport Stone Location: Garamsythe Waterway ------------------------------------------------------------------------------- ( ) Ghast Lv. 29 HP: 1826 Weak: Light Exp: 359 LP: 1 Steal: Festering Flesh, Paramina Crossbow, Smelling Salts Poach: Festering Flesh, Foul Flesh Drop: Dark Magicite, Festering Flesh, Float Mote, Pebble, Teleport Stone Location: Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Ghost Lv. 6 / 38 - 40 HP: 334 / 6786 - 6798 Weak: Holy Exp: 34 / 876 - 878 LP: 1 Steal: Echo Herbs, Glass Jewel, Silken Shirt / Dark Magicite Poach: Glass Jewel, Phoenix Down / Dark Crystal, Sky Jewel Drop: Dark Stone, Glass Jewel (both) Potion, Teleport Stone (both) / Dark Magicite, Sky Jewel Location: Garamsythe Waterway If you happened to not kill enough your first time through the Garamsythe Waterway (for the Bestiary entry): Use the Sluice Gate key (from the White Mousse hunt) to close the no. 11 Sluice Gate (light on) and make sure that no. 10 is open (light off). Enter the No. 11 Channel and take the long way around to the No. 10 Channel - travel to the southwest through the East Sluice Control, Southern Sluiceway, West Sluice Control. Once your party runs the ramp that leads downward into the No. 10 Channel, lv 38 - 40 Ghosts and Garchimacera will be lurking in that area. ------------------------------------------------------------------------------- ( ) Ghoul Lv. 29 HP: 2104 Weak: Light Exp: 359 LP: 1 Steal: Blue Fang, Capricorn Gem, Dark Magicite Poach: Festering Flesh, Foul Flesh Drop: Dark Magicite, Enchanter's Habit, Festering Flesh, Hi-Potion Location: Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Gigantoad Lv. 5 - 6 / 20 HP: 341 - 361 / 1489 Weak: Fire Exp: 33 - 44 / 282 - 283 LP: 1 Steal: 50 gil, Horn, Lamebent Hat / Leather Helm Poach: Horn Drop: Horn, Potion, Potion, Water Stone Location: Giza Plains (The Rains), Garamsythe Waterway ------------------------------------------------------------------------------- ( ) Giruveganus Lv. 46 - 47 / 61 HP: 13006 - 13686 / 45874 Weak: Light Exp: 1753 - 1820 / 4864 LP: 2 Steal: Broken Greataxe, Carabineer Mail, Prime Tanned Hide Poach: N/A Drop: Broken Greataxe, Dark Crystal, Leo Gem, Prime Tanned Hide, X-Potion Location: The Feywood, The Great Crystal ------------------------------------------------------------------------------- ( ) Giza Rabbit Lv. 2 HP: 105 Weak: Fire Exp: 7 - 9 LP: 1 Steal: Antidote, Drab Wool, Water Stone Poach: Drab Wool, Headgear Drop: Drab Wool, Phoenix Down, Potion, Water Stone Location: Giza Plains ------------------------------------------------------------------------------- ( ) Gizamaluk Lv. 61 - 62 HP: 36795 - 54554 Weak: Ice Exp: 4719 - 4787 LP: 2 Steal: Bacchus's Wine, Charger Barding, X-Potion Poach: Charger Barding, Holy Lance Drop: Charger Barding, Gold Needle, Leo Gem, Pebble, Storm Crystal Location: Henne Mines ------------------------------------------------------------------------------- ( ) Gnoma Entite Lv. 45 HP: 48042 Weak: Wind Exp: 4209 LP: 7 Steal: Earth Crystal, Feystone, Gnoma Halcyon Poach: N/A Drop: Earth Crystal, Electrum, Ether, Feystone, Gnoma Halcyon Location: Dalmasca Westersand/Shimmering Horizons (during sandstorm) ** NOTE: Walk in and out of the Giza Plains during The Rains to make a sandstorm if you have killed the Earth Tyrant. ------------------------------------------------------------------------------- ( ) Golem Lv. 42 - 43 HP: 11310 - 11550 Weak: Wind Exp: 981 - 1064 LP: 2 Steal: Aquarius Gem, Judicer's Staff, Quality Lumber Poach: Mystletainn, Quality Lumber Drop: Aquarius Gem, Earth Crystal, Mystletainn, Quality Lumber, Remedy Location: The Feywood ------------------------------------------------------------------------------- ( ) Gorgimera Lv. 38 - 39 / 36 - 37 HP: 4266 - 4386 / 5385 Weak: Water Exp: 569 - 626 / 626 LP: 1 Steal: Fire Magicite, Gold Needle, Taurus Gem Poach: Bundle of Feathers, Taurus Gem Drop: Bundle of Feathers, Fire Magicite, Hammerhead, Taurus Gem, Teleport Stone Location: Sochen Cave Palace, Zertinan Caverns ------------------------------------------------------------------------------- ( ) Great Malboro Lv. 22 HP: 1630 Weak: Wind Exp: 285 LP: 1 Steal: Earth Magicite, Malboro Vine, Virgo Gem Poach: Foul Liquid, Malboro Vine Drop: Bacchus's Wine, Earth Magicite, Foul Liquid, Malboro Vine, Musk Stick Location: Golmore Jungle ------------------------------------------------------------------------------- ( ) Great Tortoise Lv. 21 HP: 3838 Weak: Fire Exp: 401 LP: 2 Steal: Aries Gem, Soldier's Cap, Water Stone Poach: Smelling Salts, Turtle Shell Drop: Phoenix Down, Turtle Shell, Water Magicite, Water Stone Location: Giza Plains (The Rains) ------------------------------------------------------------------------------- ( ) Grenade Lv. 36 - 38 HP: 4979 - 5299 Weak: Water Exp: 836 LP: 1 Steal: Fire Crystal, Opal Ring, Scorpio Gem Poach: Bomb Fragment, Bomb Shell Drop: Bomb Shell, Chronos Tear, Fire Crystal, Scorpio Gem Location: Zertinan Caverns ------------------------------------------------------------------------------- ( ) Headless Lv. 39 - 40 HP: 9287 Weak: Wind Exp: 979 - 1034 LP: 1 Steal: 500 gil, Earth Crystal, Foul Flesh Poach: Festering Flesh, Forbidden Flesh Drop: Earth Crystal, Festering Flesh, Forbidden Flesh, Phoenix Down Location: Lhusu Mines ------------------------------------------------------------------------------- ( ) Hecteyes Lv. 36 / 63 - 65 HP: 8285 / 34863 - 35323 Weak: Ice Exp: 909 - 966 / 2753 - 2868 LP: 1 Steal: 200 gil, Chronos Tear, X-Potion Poach: Silver Liquid, Unpurified Ether Drop: Silver Liquid, Sagittarius Gem, Storm Crystal, Unpurified Ether, Yellow Liquid Location: Draklor Laboratory, Henne Mines ------------------------------------------------------------------------------- ( ) Hellhound Lv. 37 - 39 HP: 3570 - 3790 Weak: Water Exp: 530 - 592 LP: 1 Steal: Alarm Clock, Remedy, Tanned Hide Poach: Libra Gem, Tanned Hide Drop: Dark Mote, Fire Magicite, Pebble, Red Cap, Tanned Hide Location: Golmore Jungle ------------------------------------------------------------------------------- ( ) High Reaver Lv. 62 HP: 36316 Weak: Earth Exp: 2983 LP: 2 Steal: Beastlord Hide, Golden Axe, Vaccine Poach: Beastlord Hide, Gemini Gem Drop: Bacchus's Wine, Beastlord Hide, Gemini Gem, Wind Crystal Location: Pharos (Second Ascent) ------------------------------------------------------------------------------- ( ) Holy Elemental Lv. 25 HP: 14830 Weak: Dark Exp: 1861 LP: 4 Steal: Feystone, Holy Crystal, Holy Magicite Poach: N/A Drop: Feystone, Holy Crystal, Holy Magicite, Holy Stone Location: The Feywood/Walk of Flitting Rifts | Walk of Dancing Shadow ------------------------------------------------------------------------------- ( ) Humbaba Lv. 32 - 33 HP: 5403 - 5523 Weak: Ice Exp: 763 - 796 LP: 2 Steal: Gemini Gem, Storm Magicite, Teleport Stone Poach: Beastlord Hide, Tanned Giantskin Drop: Beastlord Hide, Beastlord Horn, Echo Herbs, Sledgehammer, Storm Magicite, Tanned Giantskin Location: Mosphoran Highwaste ------------------------------------------------------------------------------- ( ) Hybrid Gator Lv. 23 HP: 2273 Weak: Water Exp: 283 LP: 1 Steal: Aries Gem, Bacchus's Wine, Iron Hammer Poach: Braid Wool, Fine Wool Drop: Braid Wool, Gold Needle, Fine Wool, Fire Magicite Location: Ozmone Plane ------------------------------------------------------------------------------- ( ) Hyena Lv. 2 - 3 / 19 HP: 95 - 115 / 960 Weak: Water Exp: 4 - 11 / 147 - 148 LP: 1 Steal: Fire Stone, Potion, Wolf Pelt / Festering Flesh Poach: Pebble / Festering Flesh, Wolf Pelt Drop: Fire Stone, Potion, Wolf Pelt, Cotton Cap (low level) / Green Beret, Hi- Potion Location: Giza Plains ------------------------------------------------------------------------------- ( ) Ice Elemental Lv. 25 HP: 14830 Weak: Thunder Exp: 1861 LP: 4 Steal: Feystone, Ice Crystal, Ice Magicite Poach: N/A Drop: Ice Crystal, Ice Magicite, Ice Stone, Feystone Location: Paramina Rift/Frozen Brook (during blizzard) ------------------------------------------------------------------------------- ( ) Ichthon Lv. 3 - 4 / 20 HP: 130 - 141 /1315 Weak: Thunder Exp: 17 - 21 LP: 1 Steal: Eye Drops, Fish Scale, Phoenix Down Poach: Fish Scale, Hi-Potion (highest level), Potion Drop: Diamond Shield (highest level), Fish Scale, Hi-Potion, Light Woven Shirt, Traveler's Vestment, Potion, Water Magicite, Water Stone Location: Garamsythe Waterway, Giza Plains (The Rains) ------------------------------------------------------------------------------- ( ) Iguion Lv. 35 - 36 / 36 - 38 HP: 4892 - 5002 / 5129 - 5349 Weak: Thunder Exp: 455 - 486 / 776 - 838 LP: 1 Steal: Aries Gem, Phoenix Down, Survival Vest Poach: Frogspawn, Pointed Horn Drop: Aries Gem, Eye Drops, Frogspawn, Ice Magicite, Pointed Horn Location: Phon Coast, Sochen Cave Palace ------------------------------------------------------------------------------- ( ) Imp Lv. 37 - 39 HP: 4390 - 4710 Weak: Ice Exp: 743 - 861 LP: 1 Steal: 130 gil, Antidote, Storm Crystal Poach: Demon Feather, Maduin Gear Drop: Blue Fang, Demon Feather, Scorpio Gem, Storm Magicite Location: Sochen Cave Palace ------------------------------------------------------------------------------- ( ) Imperial Gunner Lv. 9 HP: 647 Weak: N/A Exp: 41 LP: 1 Steal: 100 gil, 150 gil, 300 gil, 500 gil, Hi-Potion, Potion, X-Potion Poach: Pebble Drop: various gil amounts, Hi-Potion, Phoenix Down, Potion, X-Potion Location: Dreadnought Leviathan ------------------------------------------------------------------------------- ( ) Imperial Hoplite Lv. 8 - 11 / 36 - 38 HP: 275 - 682 / 4308 - 4788 Weak: N/A Exp: 24 - 42 / 427 - 610 LP: 1 Steal: 150 gil, 180 gil, Hi-Potion, Phoenix Down, Potion Poach: Pebble Drop: various gil amounts, Hi-Potion, Phoenix Down, Potion Location: Nalbina Dungeons, Dreadnought Leviathan, Draklor Laboratory ------------------------------------------------------------------------------- ( ) Imperial Magus Lv. 7 - 9 HP: 201 - 485 Weak: N/A Exp: 28 - 39 LP: 1 Steal: 150 gil, Antidote, Dark Mote, Water Mote Poach: Pebble Drop: various gil, Aero Mote, Dark Mote, Potion, Warp Mote Location: Nalbina Dungeons, Dreadnought Leviathan ------------------------------------------------------------------------------- ( ) Imperial Marksman Lv. 7 HP: 264 Weak: N/A Exp: 21 - 32 LP: 1 Steal: 150 gil, Phoenix Down, Potion Poach: Pebble Drop: various gil, Phoenix Down, Potion Location: Nalbina Dungeons, Dreadnought Leviathan ------------------------------------------------------------------------------- ( ) Imperial Pilot Lv. 37 - 38 HP: 4127 - 4367 Exp: 407 - 499 Lp: 1 Steal: 100 gil, 150 gil, 300 gil, 500 gil, Hi-Potion, Phoenix Down, Potion, X- Potion Poach: Pebble Drop: various gil amounts, Hi-Potion, Phoenix Down, Potion, X-Potion Location: Draklor Laboratory ------------------------------------------------------------------------------- ( ) Imperial Swordsman Lv. 8 - 9 / 36 - 37 HP: 229 - 570 / 3589 - 3829 Weak: N/A Exp: 21 - 39 / 388 - 479 LP: 1 Steal: 100 gil, 150 gil, 180 gil, 300 gil, Hi-Potion, Phoenix Down, Potion, X- Potion Poach: Pebble Drop: various gil amounts, Hi-Potion, Phoenix Down, Potion, X-Potion Location: Nalbina Dungeons, Dreadnought Leviathan, Draklor Laboratory ------------------------------------------------------------------------------- ( ) Jelly Lv. 24 HP: 1913 Weak: Fire Exp: 276 - 303 LP: 1 Steal: 500 gil, Water Magicite, Yellow Liquid Poach: Flametongue, Yellow Liquid Drop: Float Mote, Teleport Stone, Water Magicite, Yellow Liquid Location: Henne Mines ------------------------------------------------------------------------------- ( ) Judge Lv 36 - 37 HP: 3589 - 3829 Weak: N/A Exp: 388 - 480 LP: 1 Steal: 100 gil, 300 gil, Hi-Potion, Phoenix Down, Potion, X-Potion Poach: Pebble Drop: Hi-Potion, Phoenix Down, X-Potion, Vaccine Location: Draklor Laboratory ------------------------------------------------------------------------------- ( ) Killer Mantis Lv. 43 - 44 HP: 11703 - 11943 Weak: Wind Exp: 1021 - 1073 LP: 1 Steal: Earth Crystal, Gigas Hat, X-Potion Poach: Charger Barding, Insect Husk Drop: Cancer Gem, Earth Crystal, Echo Herbs, Insect Husk, Pebble Location: Lhusu Mines ------------------------------------------------------------------------------- ( ) Leamonde Entite Lv. 45 HP: 48042 Weak: Light Exp: 4209 LP: 7 Steal: Dark Crystal, Feystone, Leamonde Halcyon Poach: N/A Drop: Dark Crystal, Electrum, Ether, Feystone, Leamonde Halcyon Location: Nabreus Deadlands/The Slumbermead ------------------------------------------------------------------------------- ( ) Leshach Entite Lv. 45 HP: 48042 Weak: Thunder Exp: 4209 LP: 7 Steal: Ice Crystal, Feystone, Leshach Halcyon Poach: N/A Drop: Electrum, Ether, Ice Crystal, Feystone, Leshach Halcyon Location: Paramina Rift/Icebound Flow (during blizzard) ------------------------------------------------------------------------------- ( ) Lesser Chimera Lv. 15 - 18 HP: 1014 - 1062 Weak: Water Exp: 124 - 127 LP: 1 Steal: Fire Stone, Gold Needle, Taurus Gem Poach: Main Gauche, Small Feather Drop: Fire Stone, Handkerchief, Hi-Potion, Small Feather Location: The Tomb of Raithwall ------------------------------------------------------------------------------- ( ) Leynir Lv. 45 - 46 HP: 10135 - 10455 Weak: Light Exp: 761 - 805 LP: 1 Steal: Aries Gem, Iron Carapace, Reflectga Mote Poach: Iron Carapace, Wargod's Band Drop: Charger Barding, Defender, Destrier Barding, Iron Carapace, Storm Crystal, Wargod's Band Location: Nabreus Deadlands ------------------------------------------------------------------------------- ( ) Lich Lv. 18 - 19 HP: 1158 - 1164 Weak: Light Exp: 176 - 234 LP: 1 Steal: Dark Stone, Glass Jewel, Smelling Salts Poach: Chainmail, Glass Jewel Drop: Aero Mote, Dark Stone, Glass Jewel, Pebble, Phoenix Down Location: The Tomb of Raithwall ------------------------------------------------------------------------------- ( ) Lizard Lv. 26 / 39 HP: 2562 / 7069 Weak: Water Exp: 339 / 841 LP: 1 Steal: Fire Magicite, Float Mote / Fire Crystal, Pointed Horn Poach: Pointed Horn, Taurus Gem Drop: Fire Magicite, Horn, Pebble, Pointed Horn / Fire Crystal, Blue Fang Location: Paramina Rift, Garamsythe Waterway, Tchita Uplands ------------------------------------------------------------------------------- ( ) Lost Soul Lv. 18 HP: 972 Weak: Light Exp: 179 LP: 1 Steal: 60 gil, Blazer Gloves, Dark Stone Poach: Bone Fragment Drop: Antidote, Bone Fragment, Dark Stone, Teleport Stone Location: The Tomb of Raithwall ------------------------------------------------------------------------------- ( ) Magick Pot Lv. 60 HP: 30000 Weak: N/A (absorbs all elements) Exp: 1 LP: 123 Steal: Elixir Poach: N/A Drop: Ether, Megalixir Location: Pharos (Subterra) ** NOTE: You must use an Elixir on the Magic Pot enemies in order to damage them. ------------------------------------------------------------------------------- ( ) Malboro Lv. 22 / 38 / 41 HP: 1573 Weak: Wind Exp: 268 LP: 1 Steal: Earth Magicite, Elfin Bow, Malboro Vine / Earth Crystal Vaccine Poach: Malboro Vine, Pebble / Malboro Flower, Malboro Fruit Drop: Bacchus's Wine, Earth Magicite, Pebble, Remedy, Smelling Salts, Malboro Vine / Earth Crystal, Malboro Fruit Location: Golmore Jungle, Lhusu Mines, The Feywood ------------------------------------------------------------------------------- ( ) Malboro King Lv. 34 - 36 HP: 4501 - 4621 Weak: Light Exp: 820 - 855 LP: 1 Steal: Dark Magicite, Malboro Fruit, Virgo Gem Poach: Malboro Fruit, Vanishga Mote Drop: Dark Magicite, Malboro Fruit, Thorned Mace, Virgo Gem Location: The Salikawood ------------------------------------------------------------------------------- ( ) Malboro Overking Lv. 36 - 38 / 38 - 39 HP: 4775 - 5255 / 6503 - 6743 Weak: Light Exp: 856 - 978 / 967 - 1029 LP: 1 Steal: Adamant Hat, Dark Magicite, Malboro Fruit / Marlboro Flower, Virgo Gem Poach: Malboro Fruit, Putrid Liquid Drop: Dark Magicite, Malboro Fruit, Putrid Liquid, Vanishga Mote, Virgo Gem / Dark Crystal Location: Garamsythe Waterway, Tchita Uplands ------------------------------------------------------------------------------- ( ) Mallicant Lv. 37 - 38 HP: 6158 - 6318 Weak: Wind Exp: 808 - 867 LP: 1 Steal: Grimoire Aidhed, Phoenix Down, Scorpio Gem Poach: Grimoire Aidhed, Magick Lamp Drop: Earth Crystal, Eye Drops, Gaia Hat, Grimoire Aidhed, Magick Lamp Location: Zertinan Caverns ------------------------------------------------------------------------------- ( ) Mandrogora Lv. 34 - 37 HP: 2739 - 3099 Weak: Fire Exp: 202 - 306 LP: 1 Steal: Succulent Fruit, Virgo Gem, Water Magicite Poach: Succulent Fruit, Virgo Gem Drop: Pebble, Platinum Sword, Succulent Fruit, Vanishga Mote, Water Magicite Location: Phon Coast ------------------------------------------------------------------------------- ( ) Mandragora Prince Lv. 73 HP: 11399 Weak: Fire Exp: 9542 LP: 1 Steal: Screamroot, Water Crystal Poach: Screamroot, Four-leaf Clover Drop: Four-leaf Clover, Screamroot, Teleport Stone, Virgo Gem, Water Crystal Location: The Feywood/Ice Field of Clearsight (Defeat all enemies then reenter) ------------------------------------------------------------------------------- ( ) Mardu Entite Lv. 45 HP: 48042 Weak: Ice Exp: 4209 LP: 7 Steal: Feystone, Mardu Halcyon, Storm Crystal Poach: N/A Drop: Electrum, Ether, Feystone, Mardu Halcyon, Storm Crystal Location: Giza Plains (The Rains)/Toam Hills ------------------------------------------------------------------------------- ( ) Mastiff Lv. 11 / 37 HP: 535 / 4784 Weak: N/A Exp: 40 / 588 - 646 LP: 1 Steal: 97 gil, Hi-Potion, Phoenix Down, Potion, Sallet, X-Potion Poach: Hi-Potion, Pebble, Potion Drop: various gil amounts Location: Dreadnought Leviathan, Draklor Laboratory ------------------------------------------------------------------------------- ( ) Mesmenir Lv. 20 HP: 1528 Weak: Ice Exp: 284 LP: 1 Steal: Aries Gem, Charger Barding, Storm Magacite Poach: Charger Barding, Destrier Mane Drop: Bronze Mace, Charger Barding, Destrier Mane, Echo Herbs, Iron Carapace, Storm Magacite Location: Ozmone Plain ------------------------------------------------------------------------------- ( ) Mimic Lv. 7 - 8 HP: Weak: Ice Exp: LP: 1 Steal: Earth Stone, Eye Drops, Iron Scraps Poach: Iron Scraps Drop: 20 gil, Earth Stone, Eye Drops, Iron Ore, Iron Scraps, Pebble Location: Barheim Passage ------------------------------------------------------------------------------- ( ) Mimeo Lv. 39 / 46 - 48 HP: 6446 / 10061 - 10541 Weak: Light Exp: 631 / 778 - 857 LP: 1 Steal: 500 gil, Cancer Gem, Iron Ore Poach: Hastega Mote, Iron Ore Drop: Dark Crystal, Francisca, Iron Ore, Cancer Gem / Zeus Mace Location: Barheim Passage, Pharos (First Ascent) ------------------------------------------------------------------------------- ( ) Miriam Facer Lv. 29 HP: 5540 Weak: Wind Exp: 502 LP: 1 Steal: N/A Poach: N/A Drop: N/A Location: Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Miriam Guardian Lv. 28 HP: 6827 Weak: Wind Exp: 534 LP: 1 Steal: N/A Poach: N/A Drop: N/A Location: Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Mirrorknight Lv. 40 - 42 HP: 5202 - 5842 Weak: Earth Exp: 806 - 922 LP: 1 Steal: Aries Gem, Wind Crystal, X-Potion Poach: Mirror Scale, Windslicer Pinion Drop: Aries Gem, Mirror Mail, Mirror Scale, Wind Crystal, Windslicer Pinion Location: The Feywood ------------------------------------------------------------------------------- ( ) Mistmare Lv. 45 - 47 / 54 - 56 HP: 12180 - 12500 / 15571 Weak: Fire Exp: 1153 - 1241 / 1857 LP: 1 Steal: Grimoire Aidhed, Reflectga Mote, Water Crystal Poach: Black Robes, Grimoire Aidhed Drop: Chronos Tear, Grimoire Aidhed, Pebble, Scorpio Gem, Water Crystal Location: Pharos (First Ascent), Pharos (Subterra) ------------------------------------------------------------------------------- ( ) Mom Bomb Lv. 45 - 46 / 59 - 62 HP: 6384 - 6544 / 17684 - 18164 Weak: Water Exp: 754 - 813 / 1670 - 1787 LP: 1 Steal: Bomb Shell, Red Fang, Scorpio Gem Poach: Bomb Shell, Scorpio Gem Drop: Bomb Shell, Diamond Armlet, Fire Crystal, Scorpio Gem, Pebble Location: The Great Crystal ------------------------------------------------------------------------------- ( ) Mu Lv. 40 - 41 HP: 3167 - 3487 Weak: Water Exp: 336 - 394 LP: 1 Steal: Aries Gem, Blood Wool, Pheasant Netsuke Poach: Blood Wool, Moondust Drop: Aries Gem, Blood Wool, Eye Drops, Fire Crystal, Moondust, Succulent Fruit Location: The Feywood ------------------------------------------------------------------------------- ( ) Mythril Golem Lv. 43 - 44 / 45 - 48 HP: 17733 - 17973 / 17733 - 18453 Weak: Water Exp: 1143 - 1226 / 1143 - 1391 LP: 2 Steal: Fire Crystal, Iron Ore, Mythril Poach: N/A Drop: Aquarius Gem, Gaia Gear, Fire Crystal, Iron Ore Location: Giruvegan, The Great Crystal ------------------------------------------------------------------------------- ( ) Necrophobe Lv. 46 - 47 / 58 - 60 HP: 8511 - 8691 / 23579 - 23939 Weak: Light Exp: 1021 - 1074 / 2398 - 2505 LP: 1 Steal: Hermes Sandles, Sky Jewel, Teleport Stone Poach: Ambrosia, Sky Jewel Drop: Ambrosia, Bacchu's Wine, Capricorn Gem, Dark Crystal, Sky Jewel Location: The Great Crystal ------------------------------------------------------------------------------- ( ) Necrofiend Lv. 50 - 51 / 56 / 63 - 65 HP: 13069 - 13249 / / 30785 - 31145 Weak: Light Exp: 1282 - 1322 / 1919 / 2808 - 2915 LP: 1 Steal: Hi-Potion, Lifewick, Sky Jewel Poach: N/A Drop: Capricorn Gem, Dark Crystal, Lifewick, Sky Jewel, Vaccine Location: Pharos (Second Ascent), Pharos (Third Ascent), Pharos (Subterra), Henne Mines ------------------------------------------------------------------------------- ( ) Nightmare Lv. 24 HP: 1630 Weak: Light Exp: 276 LP: 1 Steal: Dark Magicite, Grimoire Togail, Hi-Potion Poach: Grimoire Togail, Snowfly Drop: Dark Magicite, Grimoire Togail, Remedy, Smelling Salts, Snowfly Location: Henne Mines ------------------------------------------------------------------------------- ( ) Nightwalker Lv. 59 - 60 HP: 18748 - 18928 Weak: Light Exp: 1937 - 1991 LP: 1 Steal: Book of Orgain-Mille, Capricorn Gem, Dark Crystal Poach: N/A Drop: Book of Orgain-Mille, Capricorn Gem, Dark Crystal, Pebble, Renewing Morion Location: Pharos (Surbterra) ------------------------------------------------------------------------------- ( ) Oiling Lv. 27 - 28 HP: 2923 Weak: Water Exp: 485 - 521 LP: 1 Steal: Fire Magicite, Sagittarius Gem, Yellow Liquid Poach: Silver Liquid, Yellow Liquid Drop: Golden Staff, Handkerchief, Pebble, Teleport Stone, Yellow Liquid Location: Stilshrine of Miriam/Walk of Torn Illusion & Cold Distance (This monster is found in a secret path against the wall to the right as you approach the Dark Mare in the Ward of the Sword-King. Stay against the right wall of the hall near the Dark Mare to find this secret passage.) ------------------------------------------------------------------------------- ( ) Onion Queen Lv. 72 HP: 11159 Weak: Earth Exp: 2260 LP: 1 Steal: Agate Ring, Screamroot, Wind Crystal Poach: Onion, Screamroot Drop: Screamroot, Remedy, Virgo Gem, Wind Crystal Location: The Feywood/Ice Field of Clearsight (Defeat all enemies then reenter) ------------------------------------------------------------------------------- ( ) Ose Lv. 44 - 45 HP: 6739 - 7059 Weak: Light Exp: 629 - 687 LP: 1 Steal: Chronos Tear, Libra Gem, Prime Pelt Poach: Coeurl Whisker, Prime Pelt Drop: Coeurl Whisker, Dark Crystal, Libra Gem, Morning Star, Prime Pelt Location: The Great Crystal ------------------------------------------------------------------------------- ( ) Oversoul Lv. 47 - 49 HP: 13982 - 20477 Weak: Light Exp: 924 - 1142 LP: 1 Steal: Capricorn Gem, Dark Stone, Grimoire Togail Poach: N/A Drop: Cloud Staff, Dark Crystal, Grimoire Togail, Soul of Thamasa, Teleport Stone Location: Necrohol of Nabudis ------------------------------------------------------------------------------- ( ) Ozmone Hare Lv. 20 HP: 843 Weak: Fire Exp: 113 LP: 1 Steal: 150 gil, Golden Helm, Water Magacite Poach: Balance Mote, Braid Wool Drop: Aero Mote, Braid Wool, Teleport Stone, Water Magicite Location: Ozmone Plain ------------------------------------------------------------------------------- ( ) Pandora Lv. 48 / 60 - 62 HP: 9366 / 15557 - 16037 Weak: Ice Exp: 662 / 1387 - 1491 LP: 1 Steal: Storm Stone, Iron Ore / Aegis Shield, Cancer Gem Poach: Iron Ore, Wrath of the Gods Drop: Hi-Potion, Iron Ore, Storm Crystal, Wrath of the Gods / Aegis Shield, Cancer Gem Location: Necrohol of Nabudis, Lhusu Mines (Enter the secret path not on the map in the north section of Site 6 North) ------------------------------------------------------------------------------- ( ) Panther Lv. 23 HP: 1519 Weak: Ice Exp: 225 - 248 LP: 1 Steal: Coeurl Pelt, Libra Gem, Storm Magicite Poach: Coeurl Pelt, Quality Pelt Drop: Coeurl Pelt, Quality Pelt, Storm Magicite, Pebble, Warp Mote Location: Golmore Jungle ------------------------------------------------------------------------------- ( ) Pirahna Lv. 35 - 37 HP: 4305 - 4469 Weak: Thunder Exp: 653 - 719 LP: 1 Steal: Antidote, Chronos Tear, Steel Mask Poach: Ichthon Scale, Pisces Gem Drop: Eye Drops, Ichthon Scale, Pisces Gem, Water Magicite Location: Phon Coast ------------------------------------------------------------------------------- ( ) Pit Fiend Lv. 37 - 39 HP: 4390 - 4710 Weak: Ice Exp: 743 - 861 LP: 1 Steal: Blue Fang, Eye Drops, Scorpio Gem Poach: Demon Feather, Demon Tail Drop: Blue Fang, Demon Feather, Pebble, Remedy, Scorpio Gem, Wind Magicite Location: Sochen Cave Palace ------------------------------------------------------------------------------- ( ) Preying Mantis Lv. 43 - 44 HP: 7465 - 7705 Weak: Light Exp: 876 - 928 LP: 1 Steal: Bowline Sash, Cancer Gem, Dark Crystal Poach: Insect Husk, Sickle-Blade Drop: Cancer Gem, Chronos Tear, Dark Crystal, Insect Husk, Reflectga Mote, Sickle-Blade Location: The Feywood ------------------------------------------------------------------------------- ( ) Pumpkin Head Lv. 32 - 33 HP: 2739 - 2859 Weak: Ice Exp: 356 - 391 LP: 1 Steal: Black Garb, Screamroot, Storm Magicite Poach: Succulent Fruit Drop: Balance Mote, Handkerchief, Storm Magicite, Succulent Fruit Location: The Salikawood ------------------------------------------------------------------------------- ( ) Pumpkin Star Lv 60 HP: 8279 Weak: Ice Exp: 2260 LP: 1 Steal: Hi-Potion, Screamroot, Virgo Gem Poach: Jack-o'-Lantern, Screamroot Drop: Jack-o'-Lantern, Screamroot, Storm Crystal, Traitor's Bow, Virgo Gem Location: The Feywood/Ice Field of Clearsight (Defeat all enemies then reenter) ------------------------------------------------------------------------------- ( ) Purobolos Lv. 49 - 50 HP: 9531 - 9691 Weak: Light Exp: 888 - 932 LP: 1 Steal: Bomb Shell, Dark Crystal, Scathe Mote Poach: Bomb Shell, Mallet Drop: Bomb Shell, Dark Crystal, Handkerchief, Mallet, Scorpio Gem Location: Pharos (Third Ascent) ------------------------------------------------------------------------------- ( ) Pyrolisk Lv. 25 - 37 HP: 3241 - 6330 Weak: Ice Exp: 861 - 892 LP: 2 Steal: Balance Mote, Bundle of Feathers, Gold Needle Poach: Bundle of Feathers, Murasame Drop: Bundle of Feathers, Pebble, Storm Magicite, Taurus Gem, White Fang Location: Phon Coast ------------------------------------------------------------------------------- ( ) Python Lv. 29 - 31 HP: 3016 - 3236 Weak: Earth Exp: 583 - 676 LP: 1 Steal: 400 gil, Bone Helm, Wind Magicite Poach: Tanned Hide, Great Serpent's Fang Drop: Gold Needle, Great Serpent's Fang, Quality Hide, Tanned Hide, Wind Magicite Location: Mosphoran Highwaste ------------------------------------------------------------------------------- ( ) Ragoh Lv. 17 - 18 HP: 1420 - 1440 Weak: Wind Exp: 132 - 133 LP: 1 Steal: 90 gil, Earth Stone, Hi-Potion Poach: Solid Stone Drop: Earth Stone, Eye Drops, Solid Stone, Winged Helm Location: The Tomb of Raithwall ------------------------------------------------------------------------------- ( ) Reaper Lv. 46 / 63 HP: 10111 / 27689 Weak: Light Exp: 1115 / 2547 LP: 1 Steal: Book of Orgain-Cent, Caliper, Dark Crystal Poach: N/A Drop: Book of Orgain-Cent, Capricorn Gem, Dark Crystal, Pebble, Vaccine Location: The Great Crystal ------------------------------------------------------------------------------- ( ) Reaper Claw Lv. 40 HP: 7945 Weak: Light Exp: 1021 LP: 1 Steal: Warp Mote Poach: N/A Drop: N/A Location: Stilshrine of Miriam (Ward of Mearsure [near Way Stone]) ------------------------------------------------------------------------------- ( ) Reaper Mage Lv. 41 HP: 7345 Weak: Light Exp: 1021 LP: 1 Steal: Warp Mote Poach: N/A Drop: N/A Location: Stilshrine of Miriam (Ward of Mearsure [near Way Stone]) ------------------------------------------------------------------------------- ( ) Reaver Lv. 49 - 50 / 56 - 61 HP: 22771 - 23191 / 28513 - 30613 Weak: Earth Exp: 1634 - 1675 / 2465 - 3200 LP: 2 Steal: Beastlord Hide, Gemini Gem, Vaccine / Golden Axe Poach: Beastlord Hide, Gemini Gem Drop: Bacchus's Wine, Beastlord Hide, Gemini Gem, Wind Crystal / Golden Axe Location: Pharos (Second Ascent), Pharos (Subterra) ------------------------------------------------------------------------------- ( ) Red Chocobo Lv. 22 HP: 1443 Weak: Thunder, Water, Light Exp: 171 - 174 LP: 1 Steal: Chocobo Feather, Feathered Cap, Fire Stone, Fuzzy Miter, Taurus Gem Poach: Chocobo Feather, Gysahl Greens Drop: Antidote, Chocobo Feather, Fire Magacite, Fire Stone, Gysahl Greens, Taurus Gem Location: Ozmone Plain ------------------------------------------------------------------------------- ( ) Redmaw Lv. 23 / 26 - 27 HP: 1134 / 1670 - 1738 Weak: Earth Exp: 194 - 218 / 212 - 243 LP: 1 Steal: 100 gil, Crooked Fang, Taurus Gem Poach: Crooked Fang, Remedy Drop: Bloodsword, Crooked Fang, Ice Shield, Pebble, Red Fang, Wind Magicite Location: Henne Mines, Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Salamand Entite Lv. 45 HP: 48042 Weak: Water Exp: 4209 LP: 7 Steal: Feystone, Salamand Halcyon, Fire Crystal Poach: N/A Drop: Electrum, Ether, Feystone, Salamand Halcyon, Fire Crystal Location: Ogir-Yensa Sandsea/Primary Tank Complex ------------------------------------------------------------------------------- ( ) Scythe Mantis Lv. 36 - 39 HP: 8835 - 9315 Weak: Water Exp: 779 - 894 LP: 1 Steal: Fire Crystal, Insect Husk, Iron Carapace Poach: Iron Carapace, Insect Husk, Tattered Garment Drop: Fire Crystal, Insect Husk, Iron Carapace, Kiku-ichimonji, Smelling Salts, Tattered Garment Location: Zertinan Caverns ------------------------------------------------------------------------------- ( ) Seeker Lv. 15 - 16 / 23 HP: 773 - 789 / 1134 Weak: Earth Exp: 74 - 75 / 188 LP: 1 Steal: Iron Sword, Smelling Salts, Taurus Gem, Wind Stone / Blood Sword Poach: Bat Wing, Smelling Salts Drop: Antidote, Bat Wing, Crooked Fang, Smelling Salts, Wind Stone / Blood Sword Location: The Tomb of Raithwall, Henne Mines ------------------------------------------------------------------------------- ( ) Seeq Cateran Lv. 32 - 34 HP: 3770 - 3920 Weak: Fire Exp: 593 LP: 1 Steal: 200 gil, Hi-Potion, Pebble Poach: Pebble Drop: various gil amounts, Phoenix Down, Six-fluted Pole, Water Stone Location: Mosphoran Highwaste/Empyrean Way ------------------------------------------------------------------------------- ( ) Seeq Explorer Lv. 41 - 42 HP: 26778 - 27018 Weak: Fire Exp: 1667 - 1759 LP: 2 Steal: 160 gil, Teleport Stone, X-Potion Poach: Pebble Drop: various gil amounts, Ice Crystal, Smelling Salts, Tumulus Location: Cerobi Steppe/The Terraced Bank ------------------------------------------------------------------------------- ( ) Seeq Thief Lv. 36 - 37 HP: 5932 - 6172 Weak: Fire Exp: 682 - 774 LP: 1 Steal: 80 gil, Gold Needle, Water Mote Poach: Pebble Drop: various gil amounts, Dagger, Echo Herbs, Water Cyrstal Location: Tchita Uplands/The Skytrail ------------------------------------------------------------------------------- ( ) Serpent Lv. 35 - 36 HP: 4982 - 5302 Weak: Earth Exp: 769 - 827 LP: 1 Steal: Aries Gem, Quality Hide, Wind Magicite Poach: Carmagnole, Quality Hide Drop: Aries Gem, Bacchus's Wine, Pebble, Quality Hide, Wind Magicite Location: Tchita Uplands ------------------------------------------------------------------------------- ( ) Shadonir Lv. 59 - 60 HP: 25544 - 25864 Weak: Light Exp: 2302 - 2360 LP: 1 Steal: Aries Gem, Charger Barding, Storm Crystal Poach: Charger Barding, Spica Drop: Aries Gem, Charger Barding, Pebble, Storm Crystal, Teleport Stone Location: The Great Crystal ------------------------------------------------------------------------------- ( ) Shambling Corpse Lv. 38 HP: 4518 Weak: Light Exp: 202 LP: 1 Steal: Blood-stained Necklace, Dark Crystal, Foul Flesh Poach: N/A Drop: Blood-stained Necklace, Dark Crystal, Foul Flesh, Platinum Dagger, White Fang Location: Zertinan Caverns ------------------------------------------------------------------------------- ( ) Shield Wyrm Lv. 42 - 43 / 47 HP: 59679 - 60359 / 35082 Weak: N/A Exp: 3692 / 2221 LP: 4 Steal: Hi-Potion, Ring Wyrm Scale, Winged Boots / Leo Gem, Wyrm Carapace Poach: Ring Wyrm Liver, Ring Wyrm Scale / Wyrm Carapace Drop: Chronos Tear, Earth Crystal, Ring Wyrm Liver, Ring Wyrm Scale / Leo Gem, Wyrm Carapace Location: Cerobi Steppe, Nabreus Deadlands ------------------------------------------------------------------------------- ( ) Silicon Tortoise Lv. 36 - 37 HP: 12852 - 13923 Weak: Fire Exp: 1145 LP: 2 Steal: 100 gil, Aged Turtle Shell, Aries Gem / Officer's Hat Poach: Aged Turtle Shell, Ancient Turtle Shell Drop: Aged Turtle Shell, Aries Gem, Pebble, Teleport Stone, Water Crystal / Officer's Hat Location: Giza Plains (The Raining), Zertinan Caverns ------------------------------------------------------------------------------- ( ) Silver Lobo Lv. 34 - 35 / 38 - 39 HP: 3131 - 3241 / 4464 - 4574 Weak: Earth Exp: 416 - 447 / 530 - 561 LP: 1 Steal: Eye Drops, Libra Gem, Sorcerer's Habit Poach: Quality Pelt Drop: Libra Gem, Pebble, Quality Pelt, Teleport Stone, Wind Magicite Location: Phon Coast, Cerobi Steppe ------------------------------------------------------------------------------- ( ) Skeleton Lv. 7 - 10 HP: 312 - 798 Weak: Light Exp: 53 - 93 LP: 1 Steal: 20 gil, Bone Fragment, Dark Mote, Bronze Chestplate Poach: Bone Fragment, Potion Drop: Antidote, Bone Fragment, Dark Stone, Echo Herbs, Iron Helm Location: Barheim Passage, Lhusu Mines ------------------------------------------------------------------------------- ( ) Skull Defender Lv. 7 - 11 HP: 510 - 798 Weak: Light Exp: 72 - 98 LP: 1 Steal: 20 gil, Bone Fragment, Bronze Chestplate, Dark Mote, Water Mote Poach: Bone Fragment, Potion Drop: Antidote, Bone Fragment, Dark Stone, Echo Herbs, Iron Helm, Potion Location: Barheim Passage, Lhusu Mines ------------------------------------------------------------------------------- ( ) Skull Knight Lv. 26 HP: 1933 Weak: Light Exp: 332 LP: 1 Steal: Capricorn Gem, Jujitsu Gi, Sturdy Bone Poach: Sturdy Bone Drop: Dark Magicite, Hi-Potion, Remedy, Sturdy Bone Location: Paramina Rift ------------------------------------------------------------------------------- ( ) Skull Warrior Lv. 18 HP: 882 Weak: Light Exp: 178 LP: 1 Steal: 200 gil, Bone Fragment, Dark Stone Poach: Bone Fragment, Broken Spear Drop: Alarm Clock, Bone Fragment, Broken Spear, Dark Stone, Golden Shield Location: The Tomb of Raithwall ------------------------------------------------------------------------------- ( ) Skulwyrm Lv. 38 - 40 / 60 - 61 HP: 14895 - 16255 / 41264 - 41944 Weak: Light Exp: 1714 - 1850 / 4029 - 4096 LP: 2 Steal: Charger Barding, Dark Crystal, Wyrm Bone / Bastard Sword Poach: N/A Drop: Battlewyrm Carapace, Charger Barding, Dark Crystal, Hi-Potion, Wyrm Bone / Bastard Sword Location: Zertinan Caverns, The Great Crystal ------------------------------------------------------------------------------- ( ) Slaven Lv. 5 - 11 HP: 302 - 802 Weak: Wind Exp: 15 - 89 LP: 1 Steal: 50 gil, Earth Stone, Tanned Hide Poach: Tanned Hide Drop: Earth Stone, Eye Drops, Shortbow, Tanned Hide / Aevis Killer Location: Giza Plains, Lhusu Mines ------------------------------------------------------------------------------- ( ) Slaven Warder Lv. 27 HP: 2623 Weak: Water Exp: 281 LP: 1 Steal: 10 gil, Gemini Gem, Headband Poach: Slaven Harness, Tanned Giantskin Drop: Fire Magicite, Gold Needle, Slaven Harness, Tanned Giantskin, White Fang Location: Paramina Rift ------------------------------------------------------------------------------- ( ) Slaven Wilder Lv. 31 HP: 3638 Weak: Wind Exp: 549 LP: 1 Steal: Gemini Gem, Tanned Giantskin, White Fang Poach: Tanned Giantskin Drop: Earth Magicite, Firefly, Gemini Gem, Tanned Giantskin Location: Mosphoran Highwaste ------------------------------------------------------------------------------- ( ) Sleipnir Lv. 9 - 11 HP: 724 - 764 Weak: Ice Exp: 91 - 93 LP: 1 Steal: 30 gil, Molting, Storm Stone Poach: Iron Carapace, Molting, Storm Stone Drop: Broadsword, Molting, Pebble, Potion, Storm Stone Location: Dalmasca Westersand, Giza Plains ------------------------------------------------------------------------------- ( ) Slime Lv. 15 - 17 HP: 1659 - 2119 Weak: Earth Exp: 225 - 339 LP: 1 Steal: Green Liquid, Sagittarius Gem, Wind Stone Poach: Pebble, Yellow Liquid Drop: Green Liquid, Pebble, Water Mote, Wind Stone, Winged Helm Location: Zertinan Caverns ------------------------------------------------------------------------------- ( ) Speartounge Lv. 16 HP: 1792 Weak: Fire Exp: 225 LP: 1 Steal: Potion, Horn, Water Stone Poach: Frog Oil, Horn Drop: Aries Gem, Horn, Frog Oil, Teleport Stone, Water Stone Location: Zertinan Caverns ------------------------------------------------------------------------------- ( ) Specter Lv. 8 - 9 / 36 - 39 HP: 402 / 6786 Weak: Light Exp: 70 - 71 / 877 - 879 LP: 1 Steal: Dark Mote, Dark Stone, Glass Jewel / Dark Magicite, Sky Jewel Poach: Glass Jewel / Sky Jewel Drop: Alarm Clock (both) Glass Jewel, Oaken Pole / Dark Magicite, Dark Stone, Pebble, Sky Jewel Location: Barheim Passage ------------------------------------------------------------------------------- ( ) Sprinter Lv. 33 - 34 HP: 4070 - 4198 Weak: Water Exp: 523 - 553 LP: 1 Steal: Bundle of Feathers, Taurus Gem, White Fang Poach: Bundle of Feathers, Chronos Tear Drop: Astrakhan Hat, Blue Fang, Bundle of Feathers, Fire Magicite, Pebble Location: The Salikawood ------------------------------------------------------------------------------- ( ) Steeling Lv. 2 - 5 / 6 HP: 94 - 462 Weak: Earth Exp: 6 - 41 LP: 1 Steal: Armguard, Bat Fang, Teleport Stone (Lv 6), Wind Stone (Lv 6) Poach: Bat Fang Drop: Antidote, Bat Fang, Eye Drops, Phoenix Down, Potion, Wind Stone (Lv 6) Location: Garamsythe Waterway, Barheim Passage, Lhusu Mines ------------------------------------------------------------------------------- ( ) Storm Elemental Lv. 25 HP: 14380 Weak: Ice Exp: 1861 LP: 4 Steal: Feystone, Storm Crystal, Storm Magicite Poach: N/A Drop: Feystone, Storm Crystal, Storm Magicite, Storm Stone Location: Giza Plains (The Raining)/Warrior's Wash ------------------------------------------------------------------------------- ( ) Striker Lv. 37 - 38 HP: 5129 - 5549 Weak: Ice Exp: 776 - 830 LP: 1 Steal: Earth Magicite, Gemini Gem, Maggoty Flesh Poach: Gemini Gem, Maggoty Flesh Drop: Earth Magicite, Maggoty Flesh, Kagenui, Teleport Stone Location: Sochen Cave Palace ------------------------------------------------------------------------------- ( ) Suriander Lv. 8 - 9 / 38 - 39 HP: 410 - 430 / 7069 - 7089 Weak: Ice Exp: 50 / 841 - 842 LP: 1 Steal: Antidote, Horn, Storm Stone / Pointed Horn, Storm Magicite Poach: Horn / Pointed Horn, Solid Horn Drop: Storm Stone, Horn, Horned Hat, Pebble / Indigo Pendant, Pointed Horn, Storm Magicite, Teleport Stone Location: Barheim Passage ------------------------------------------------------------------------------- ( ) Sylphi Entite Lv. 45 HP: 48042 Weak: Earth Exp: 4209 LP: 7 Steal: Feystone, Sylphi Halcyon, Wind Crystal Poach: N/A Drop: Electrum, Ether, Feystone, Sylphi Halcyon, Wind Crystal Location: Ozmone Plain/Haulo Green (when cloudy) ------------------------------------------------------------------------------- ( ) Tallow Lv. 17 HP: 1317 Weak: Water Exp: 168 - 170 LP: 1 Steal: Fire Stone, Green Liquid, Hi-Potion Poach: Green Liquid Drop: Broadaxe, Echo Herbs, Fire Stone, Green Liquid Location: Tomb of Raithwall ------------------------------------------------------------------------------- ( ) Tartarus Lv. 38 - 40 HP: 3619 - 4259 Weak: Light Exp: 491 - 607 LP: 1 Steal: Dark Crystal, Libra Gem, Power Vest Poach: N/A Drop: Dark Crystal, Libra Gem, Pebble, Prime Pelt, X-Potion Location: The Feywood ------------------------------------------------------------------------------- ( ) Thunderbug Lv. 24 - 25 HP: 2193 - 2303 Weak: Ice Exp: 208 - 230 LP: 1 Steal: Cancer Gem, Iron Scraps, Storm Magicite Poach: Charged Gizzard, Iron Scraps Drop: Charged Gizzard, Iron Scraps, Red Fang, Remedy, Storm Magicite Location: Henne Mines (Crossover B [examine the chests on the southwest side of the square section]) ------------------------------------------------------------------------------- ( ) Tiny Battery Lv. 6 - 7 HP: 120 Weak: Ice Exp: 19 LP: 1 Steal: Pebble, Knot of Rust, Potion Poach: Pebble, Knot of Rust Drop: N/A? Location: Barheim Passage ------------------------------------------------------------------------------- ( ) Tiny Mimic Lv. 7 - 8 HP: 211 - 217 Weak: Wind Exp: 13 - 14 LP: 1 Steal: Antidote, 1 gil, Earth Stone Poach: Iron Scraps Drop: Earth Stone, Iron Scraps, Leather Headgear, Potion Location: Barheim Passage ------------------------------------------------------------------------------- ( ) Topstalk Lv 60 HP: 8279 Weak: Water Exp: 1524 LP: 1 Steal: Jade Gown, Screamroot, Virgo Gem Poach: Screamroot, Tomato Stalk Drop: Echo Herbs, Fire Crystal, Screamroot, Tomato Stalk, Virgo Gem Location: The Feywood/Ice Field of Clearsight (Defeat all enemies then reenter) ------------------------------------------------------------------------------- ( ) Treant Lv. 23 - 24 HP: 4384 - 4764 Weak: Wind Exp: 272 - 363 LP: 2 Steal: Aquarius Gem, Earth Magicite, Lumber Poach: Bhuj, Lumber Drop: Balance Mote, Earth Magicite, Lumber, Pebble, Phoenix Down Location: Golmore Jungle ------------------------------------------------------------------------------- ( ) Twintania Lv. 27 - 28 HP: 4917 - 5257 Weak: Thunder Exp: 725 LP: 2 Steal: Ice Stone, Lohengrin, Red Fang Poach: Ice Magicite, Wyrm Carapace Drop: Antidote, Ice Magicite, Smelling Salts, Wyrm Carapace Location: Paramina Rift ------------------------------------------------------------------------------- ( ) Tyranorox Lv. 27 HP: 4190 Weak: Wind Exp: 443 - 475 LP: 2 Steal: 60 gil, Earth Magacite, Leo Gem Poach: Tanned Tyrant Hide, Tyrant Hide Drop: Alarm Clock, Earth Magacite, Tyrant Hide, Warhammer Location: Henne Mines ------------------------------------------------------------------------------- ( ) Undin Entite Lv. 45 HP: 48042 Weak: Fire Exp: 7209 LP: 7 Steal: Feystone, Undin Halcyon, Water Crystal Poach: N/A Drop: Electrum, Ether, Feystone, Undin Halcyon, Water Crystal Location: Pharos - First Ascent/Horizon's Cusp & Pharos - Second Ascent - The Bounds of Truth (appears randomly) | Cerobi Steppe/North Liavell Hills & The Terraced Bank (during rainy weather only for Cerobi) ------------------------------------------------------------------------------- ( ) Urutan-Yensa Lv. 13 - 14 HP: 710 - 718 Weak: Wind Exp: 86 - 96 LP: 1 Steal: 29 gil, Echo Herbs, Pebble, Potion, Yensa Fin Poach: Pebble Drop: various gil amounts, Earth Magicite, Earth Stone, Phoenix Down, Potion, Teleport Stone, X-Potion Location: Ogir-Yensa Sandsea, Nam-Yensa Sandsea ------------------------------------------------------------------------------- ( ) Urstrix Lv. 4 / 10 - 11 HP: 190 / 641 - 661 Weak: Wind Exp: 12 - 13 / 87 - 88 LP: 1 Steal: Large Feather, Earth Stone, Echo Herbs Poach: Large Feather Drop: Large Feather, Earth Stone, Headguard, Pebble, Potion Location: Giza Plains, Dalmasca Westersand ------------------------------------------------------------------------------- ( ) Vampyr Lv. 43 - 44 HP: 5795 - 5915 Weak: Light Exp: 485 - 542 LP: 1 Steal: Dark Crystal, Spiral Incisor, Taurus Gem Poach: N/A Drop: Antidote, Dark Crystal, Pebble, Spiral Incisor, Zwill Crossblade Location: Lhusu Mines ------------------------------------------------------------------------------- ( ) Viper Lv. 20 HP: 1138 Weak: Light Exp: 306 - 307 LP: 1 Steal: Alarm Clock, Aries Gem, Dark Magicite Poach: Hi-Potion, Tanned Hide Drop: Dark Magicite, Quality Hide, Serpent Rod, Tanned Hide Location: Ozmone Plain ------------------------------------------------------------------------------- ( ) Vivian Lv. 42 - 44 HP: 6526 - 7006 Weak: Light Exp: 1126 - 1874 LP: 1 Steal: Dark Crystal, Red Fang, Virgo Gem Poach: Cleric's Robes, Malboro Flower Drop: Dark Crystal, Malboro Flower, Pebble, Teleport Stone, Virgo Gem Location: Giruvegan ------------------------------------------------------------------------------- ( ) Vulture Lv. 30 - 32 HP: 4022 - 4158 Weak: Earth Exp: 650 - 712 LP: 2 Steal: Bundle of Feathers, Red Fang, Wind Magicite Poach: Eye of the Hawk, Giant Feather Drop: Black Cowl, Bundle of Feathers, Eye of the Hawk, Giant Feather, Wind Magicite Location: Mosphoran Highwaste ------------------------------------------------------------------------------- ( ) Water Elemental Lv. 25 HP: 14830 Weak: Fire Exp: 1861 LP: 4 Steal: Feystone, Water Crystal, Water Magicite Poach: N/A Drop: Feystone, Water Crystal, Water Magicite, Water Stone Location: Garamsythe Waterway/No. 11 Channel ** NOTE: Water must be drained from the channel. ------------------------------------------------------------------------------- ( ) Wendigo Lv. 38 HP: 5878 Weak: Thunder Exp: 830 LP: 1 Steal: Forbidden Flesh, Gokuu Pole, Ice Magicite Poach: Maggoty Flesh, Vanishga Mote Drop: Ice Magicite, Gemini Gem, Hi-Potion, Maggoty Flesh Location: Sochen Cave Palace ------------------------------------------------------------------------------- ( ) Werewolf Lv. 20 - 21 HP: 2548 - 2570 Weak: Wind Exp: 402 - 403 LP: 2 Steal: Gemini Gem, Quality Hide, Teleport Stone Poach: Quality Hide, Tanned Giantskin Drop: Earth Stone, Kotetsu, Quality Hide, Pebble, Potion Location: Giza Plains ------------------------------------------------------------------------------- ( ) White Wolf Lv. 24 - 25 HP: 1498 - 1608 Weak: Thunder Exp: 223 - 246 LP: 1 Steal: Crossbow, Ice Stone, Quality Pelt Poach: Quality Pelt, Tanned Hide Drop: Ice Magicite, Pebble, Phoenix Down, Quality Pelt, Tanned Hide Location: Paramina Rift ------------------------------------------------------------------------------- ( ) Wild Onion Lv. 27 HP: 1736 Weak: Earth Exp: 226 LP: 1 Steal: Phoenix Down, Succulent Fruit, Wind Magicite Poach: Succulent Fruit Drop: Antidote, Float Mote, Succulent Fruit, Wind Magicite Location: Paramina Rift ------------------------------------------------------------------------------- ( ) Wild Saurian Lv. 29 - 30 HP: 6001 - 6111 Weak: Wind Exp: 917 LP: 2 Steal: Hi-Potion, Leo Gem, Tanned Hide Poach: Tanned Hide, Tyrant Bone Drop: Bone Helm, Bone Mail, Chronos Tear, Earth Crystal, Tanned Hide, Tyrant Bone Location: Dalmasca Estersand ------------------------------------------------------------------------------- ( ) Wildsnake Lv. 3 - 5 HP: 210 - 250 Weak: Earth Exp: 5 - 6 LP: 1 Steal: Leather Breastplate, Snake Skin, Wind Stone Poach: Snake Skin, Tanned Hide Drop: Pebble, Snake Skin, Teleport Stone, Wind Stone Location: Giza Plains (spawns in "Toam Mills"; near the middle strip) ------------------------------------------------------------------------------- ( ) Wolf Lv. 1 - 7 / 8 - 9 HP: 94 - 135 / 165 - 155 Weak: Earth Exp: 2 - 6 / 5 - 6 LP: 1 Steal: Pointy Hat, Wind Stone, Wolf Pelt Poach: Eye Drops, Wolf Pelt Drop: Antidote, Potion, Wind Stone, Wolf Pelt Location: Dalmasca Estersand, Dalmasca Westersand ------------------------------------------------------------------------------- ( ) Worgen Lv. 29 - 31 HP: 2011 - 2231 Weak: Water Exp: 214 - 376 LP: 1 Steal: Fire Magicite, Hi-Potion, Steel Poleyns Poach: Quality Pelt, Throat Wolf Blood Drop: Fire Magicite, Libra Gem, Quality Pelt, Smelling Salts, Throat Wolf Blood Location: Mosphoran Highwaste, Dalmasca Estersand ------------------------------------------------------------------------------- ( ) Wooly Gator Lv. 21 HP: 2233 Weak: Earth Exp: 377 LP: 1 Steal: Braid Wool, Sirius, Smelling Salts Poach: Braid Wool, Fine Wool Drop: Alarm Clock, Braid Wool, Hi-Potion, Wind Stone Location: Giza Plains (The Raining) ------------------------------------------------------------------------------- ( ) Wu Lv. 21 HP: 1709 Weak: Wind Exp: 203 LP: 1 Steal: 10 gil, Aries Gem, Large Feather Poach: Large Feather, Mage's Hat Drop: Earth Magicite, Large Feather, Eye Drops, Kogarasumaru, Pebble Location: Ozmone Plain ------------------------------------------------------------------------------- ( ) Wyrdhare Lv. 33 - 34 HP: 2739 - 2849 Weak: Fire Exp: 285 - 316 LP: 1 Steal: Aries Gem, Echo Herbs, Water Magicite Poach: Fine Wool, Stardust Drop: Aries Gem, Earth Magicite, Fine Wool, Magoroku, Stardust Location: The Salikawood ------------------------------------------------------------------------------- ( ) Yensa Lv. 15 HP: 1010 Weak: Wind Exp: 112 - 113 LP: 1 Steal: Barbut, Pisces Gem, Yensa Scale Poach: Yensa Fin, Yensa Scale Drop: Dark Mote, Earth Stone, Gold Needle, Yensa Fin, Yensa Scale Location: Nam-Yensa Sandsea ------------------------------------------------------------------------------- ( ) Yeti Lv. 29 HP: 4477 Weak: Thunder Exp: 465 - 620 LP: 2 Steal: 1000 gil, Remedy, Tanned Giantskin Poach: Arctic Wind, Tanned Giantskin Drop: Arctic Wind, Demonsbane, Ice Magicite, Tanned Giantskin, Teleport Stone Location: Paramina Rift ------------------------------------------------------------------------------- ( ) Zaghnal Lv. 24 HP: 3179 Weak: Wind Exp: 300 - 301 LP: 2 Steal: Earth Magicite, Gemini Gem, Heavy Coat Poach: Quality Hide, Tanned Giantskin Drop: Earth Magicite, Hi-Potion, Quality Hide, Warp Mote Location: Ozmone Plain ------------------------------------------------------------------------------- ( ) Zombie Lv. 7 / 16 / 27 - 28 HP: 277 / 784 / 2254 - 2260 Weak: Light Exp: 30 - 42 / 103 - 104 / 1 LP: 1 / 0 Steal: Alarm Clock, Dark Stone, Foul Flesh, Kilimweave Shirt / Dark Magicite, 2 gil, 50 gil Poach: Foul Flesh, Festering Flesh Drop: Antidote, Dark Stone, Festering Flesh, Potion, Teleport Stone / Dark Stone, Foul Flesh Location: Barheim Passage, Tomb of Raithwall, Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Zombie Knight Lv. 36 - 38 HP: 3693 - 4053 Weak: Light Exp: 475 - 582 LP: 1 Steal: 80 gil, Maggoty Flesh, Vanishga Mote Poach: Capricorn Gem, Maggoty Flesh Drop: Capricorn Gem, Dark Magicite, Hypnocrown, Maggoty Flesh Location: Sochen Cave Palace ------------------------------------------------------------------------------- ( ) Zombie Mage Lv. 16 HP: 960 Weak: Light Exp: 103 - 105 LP: 1 Steal: 100 gil, Dark Stone, Foul Flesh Poach: Aero Mote, Foul Flesh Drop: Balance Mote, Dark Stone, Foul Flesh, Teleport Stone Location: Tomb of Raithwall ------------------------------------------------------------------------------- ( ) Zombie Warrior Lv. 27 - 29 HP: 1878 - 1998 Weak: Light Exp: 297 - 359 LP: 1 Steal: 16 gil, Capricorn Gem, Handkerchief Poach: Festering Flesh, Foul Flesh Drop: Dark Magicite, Festering Flesh, Icebrand, Red Fang Location: Stilshrine of Miriam ------------------------------------------------------------------------------- ( ) Zombie Warlock Lv. 36 - 38 / 47 - 48 / 48 - 50 / 60 HP: 7625 - 7985 / 8875 - 9055 / 7598 - 7958 / 12115 Weak: Light Exp: 897 - 1004 / 600 - 640 / 959 - 1039 / 1581 LP: 1 Steal: 200 gil, Capricorn Gem, Dark Crystal Poach: Forbidden Flesh, Maggoty Flesh Drop: Alarm Clock, Dark Crystal, Forbidden Flesh, Pebble / Capricorn Gem Location: Sochen Cave Palace, Necrohol of Nabudis, Pharos (Second Ascent), Pharos (Third Ascent), Pharos (Subterra) ------------------------------------------------------------------------------- ( ) Zu Lv. 22 HP: 1896 Weak: Earth Exp: LP: 1 Steal: Aero Mote, Large Feather, Wind Magicite Poach: Giant Feather, Large Feather Drop: Large Feather, Remedy, Rod, Wind Magicite Location: Ozmone Plain ------------------------------------------------------------------------------- [SK00] __ ___ _____ __ _ _____ __ __ __ / _\ /\ /\/\_/\ / _ \\_ \/__\ /_\ /__ \/__\/_// _\ \ \ / //_/\_ _/ / /_)/ / /\/ \// //_\\ / /\/_\ \ \ _\ \/ __ \ / \ / ___/\/ /_/ _ \/ _ \/ / //__ _\ \ \__/\/ \/ \_/ \/ \____/\/ \_/\_/ \_/\/ \__/ \__/ ___ __ __ / \/__\/\ \ \ / /\ /_\ / \/ / / /_///__/ /\ / /___,'\__/\_\ \/ ---- ---- The Sky Pirate's Den is located under the "Clan Primer" menu of the main menu. Perform the certain tasks listed below to have the corresponding character appear in the Sky Pirate's Den room. ====== Ashe ====== Raise the party's average level above 50. This is for all six characters. ========== Balthier ========== Attack over 300 times. =========== Ba'Gamnan =========== Complete the "Bestiary" under the "Clan Primer" menu. In order to satisfy this, you must defeat all 384 enemies listed in the Primer. There is no need to satisfy the extra info conditions by defeating a certain amount of each, just defeat all the enemies listed one time. ======= Basch ======= Defeat 500 enemies. =============== Behemoth King =============== Defear the Behemoth King in the "Truth Shrouded in Mist" elite hunt. ======== Belias ======== Obtain every esper (including hidden espers). ======== Carrot ======== Defeat Carrot in the "A Carrot Stalk" elite hunt. ========= Chocobo ========= Run/walk 50,000 steps. ========= Crystal ========= Learn and buy every magick. =========== Deathgaze =========== Defeat Deathgaze in the "Visitor on Deck" hunt. ======== Fafnir ======== Defeat Fafnir in the "Wyrm Wrath's Renewal" hunt. ====== Fran ====== Cast magicks 200 times. Any spell. ========== Gabranth ========== Perform every Concurrence (bonus attack) done after a Quickening chain at least once. Look in the Basics sections under Quickenings to find a table explaining how to perform each Concurrence. Again, these are the final attacks done after a Quickening chain. Good luck! =========== Gilgamesh =========== Defeat Gilgamesh both times in the "Battle on the Big Bridge" elite hunt. ======= Gurdy ======= Spend over 1,000,000 gil. =========== Hell Wyrm =========== Defeat the Hell Wyrm in the Sochen Cave Palace. See the Hell Wyrm side quest. ======== Migelo ======== Sell 1,000 pieces of loot to the Bazaar. ======== Mimic? ======== Sell loot and buy rare items from the Bazaar. I already had bought all the Grimoires and this appeared right after I bought the Canopic Jar, so I'm pretty sure this will appear after all the items listed under "Grimoires" in the Bazaar section are bought. =========== Montblanc =========== Get a 50-chain hit on the field. Pick an area with a bunch of the same type of enemy (Ozmone Plain/The Greesnake) and defeat them (Wu's) then run out of the area, run two zones away while holding R2, reenter the area with the enemies, defeat them again, and repeat. =========== Old Dalan =========== Fully explore every map. The best way to get this one quickly is to always buy the map of an area from the Cartographer moogle in the area or find the green map urn. All areas have to be fully explored - in other words, the full map must appear without any blank spaces whenever you press select. ======== Penelo ======== Acquire over 100,000 gil. ======== Rasler ======== Buy all available spaces on the license board. This does not have to be done with one character. As long as all spaces are filled on the board by buying them with at least one character (including all Espers and Quickenings), Rasler will appear. ====== Reks ====== Obtain over 500,000 Clan Points from defeating enemies. =========== Trickster =========== Defeat the Trickster in the "Paramina Run" elite hunt. ======== Ultima ======== Defeat Ultima in the secret area of the Great Crystal. See Ultima esper fight under hidden espers. ====== Vaan ====== Successfully steal over 50 times. ======= Vayne ======= Use Technicks over 100 times. ========= Vossler ========= Learn and buy every technick. ========= Yiazmat ========= Defeat Yiazmat in the "Farewell to a Legend" elite hunt. ========= Zodiark ========= Defeat Zodiark in the hidden area of the Henne Mines. See the Zodiark esper fight under hidden espers. [WE00] __ __ __ _ ___ ___ __ __ / / /\ \ \/__\/_\ / _ \/___\/\ \ \/ _\ \ \/ \/ /_\ //_\\ / /_)// // \/ /\ \ \ /\ //__/ _ \/ ___/ \_// /\ / _\ \ \/ \/\__/\_/ \_/\/ \___/\_\ \/ \__/ ---- ---- AP = Attack Power Eva = Evasion Add Eff = Added Effect For each weapon, the merchant locations are always listed first if the item is available for sale. Please see the walkthrough for the locations of any of the treasures that do not have a more detailed description. The monsters listed may be either rare or normal monsters. I'm well aware that there are more treasure locations than the ones that I have listed, but it is hard to show the locations with only text. I might add them later if I feel I can describe the locations well enough. =============================================================================== >> AXES << =============================================================================== -- Handaxe /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 47 | None | 6 | 2200 | Rabanastre, Ogir-Yensa | N/A | | | | | | Merchant | | \-----------------------------------------------------------------------------/ -- Broadaxe /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 59 | None | 6 | 4200 | Rabanastre, Garif | Tallow (Drop) | | | | | | Trader | | \-----------------------------------------------------------------------------/ -- Slasher /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 71 | None | 6 | 6000 | Rabanastre, Mount Bur- | N/A | | | | | | Omisace, Nalbina | | \-----------------------------------------------------------------------------/ -- Hammerhead /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 83 | None | 6 | 9500 | Phon Coast, Archades | Gorgimera (Drop) | \-----------------------------------------------------------------------------/ -- Francisca /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 89 | None | 6 | 11500 | Archades | Cerberus (Drop) | | | | | | | Mimeo (Drop) | | | | | | Sell Malboro Fruit | | | | | | | (x4), Pointed Horn | | | | | | | (x2), Wind Magicite | | | | | | | (x6) to Bazaar | | \-----------------------------------------------------------------------------/ -- Greataxe /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 101 | None | 6 | 15500 | Balfonheim | N/A | | | | | | | | | | | | | Reward if Atak wins | | | | | | | at the end of the Hunt | | | | | | | Club side quest | | \-----------------------------------------------------------------------------/ -- Golden Axe /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 110 | None | 6 | 16200 | South Bank Village | High Reaver (Steal) | | | | | | | * Reaver (Drop or | | | | | 16200 | Sell Broken Greataxe | Steal) | | | | | | (x2), Electrum (x2), | | | | | | | Mardu Halcyon (x1) to | | | | | | | Bazaar | | \-----------------------------------------------------------------------------/ * Pharos (Subterra) Reavers (around level 60) =============================================================================== >> BOWS << =============================================================================== -- Shortbow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 17 | None | - | 500 | Rabanastre, Barheim | Slaven (Drop) | | | | | | Passage, Bhujerba, | | | | | | | Dreadnought, | | | | | | | Westersand | | | | | | | | | | | | | 600 | Sell Bat Fang (x1), | | | | | | | Dark Stone (x2), Rat | | | | | | | Pelt (x2) to the Bazaar| | \-----------------------------------------------------------------------------/ -- Silver Bow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 22 | None | - | 1000 | Rabanastre, Bhujerba, | N/A | | | | | | Dreadnought, | | | | | | | Westersand, Nalbina | | \-----------------------------------------------------------------------------/ -- Aevis Killer /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 27 | None | - | 1500 | Bhujerba, Dreadnought, | * Slaven (Drop) | | | | | | Westersand | | \-----------------------------------------------------------------------------/ * Lhusu Mines Slavens -- Killer Bow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 33 | None | - | 2000 | Rabanastre, Ogir-Yensa | N/A | | | | | | Merchant | | \-----------------------------------------------------------------------------/ -- Longbow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 39 | None | - | 3000 | Rabanastre, Ogir-Yensa | | | | | | | Merchant | | | | | | | | | | | | | | Bounty for the "A | | | | | | | Scream in the Sky" hunt| | \-----------------------------------------------------------------------------/ -- Elfin Bow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 45 | None | - | 4200 | Rabanastre, Garif | Malboro (Steal) | | | | | | Trader | | \-----------------------------------------------------------------------------/ -- Loxley Bow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 51 | None | - | 5200 | Rabanastre, Mount Bur- | Cultsworn Lich | | | | | | Omisace, Nalbina | (Steal) | | | | | | | | | | | | 6280 | Sell Bat Fang (x5), | | | | | | | Water Magicite (x3), | | | | | | | Yellow Liquid (x1) to | | | | | | | the Bazaar | | | | | | | | | | | | | | Reward in the Dating | | | | | | | Service side quest | | \-----------------------------------------------------------------------------/ -- Giant Stonebow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 57 | None | - | 6000 | Rabanastre, Mount Bur- | N/A | | | | | | Omisace, Nalbina | | \-----------------------------------------------------------------------------/ -- Burning Bow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 63 | None | - | 7500 | Mosphoran Highwaste, | Dive Talon (Drop) | | | | | | Phon Coast | | \-----------------------------------------------------------------------------/ -- Traitor's Bow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 69 | None | - | 10000 | Phon Coast, Archades | Pumpkin Star (Drop) | \-----------------------------------------------------------------------------/ -- Yoichi Bow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 75 | None | - | 12500 | Balfonheim | N/A | | | | | | | | | | | | | Reward from Chit in the| | | | | | | Cockatrice Hunt side | | | | | | | quest | | | | | | | | | | | | | | Bounty in the "Lost in | | | | | | | the Pudding" hunt | | \-----------------------------------------------------------------------------/ -- Perseus Bow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 87 | None | - | 14500 | Balfonheim | Bug (Drop) | | | | | | | | | | | | 17200 | Sell Anarctic Wind | | | | | | | (x2), Ice Crystal (x7),| | | | | | | Spiral Incisor (x4) to | | | | | | | the Bazaar | | \-----------------------------------------------------------------------------/ -- Artemis Bow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 87 | None | - | 15800 | Sell Great Serpent's | N/A | | | | | | Fang (x2), Moondust | | | | | | | (x2), Sylphi Halcyon | | | | | | | (x1) to the Bazaar | | \-----------------------------------------------------------------------------/ -- Sagittarius /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 93 | None | - | 60000 | Sell Beastlord Horn | N/A | | | | | | (x3), Moon Ring (x3), | | | | | | | Sagittarius Gem (x4) | | | | | | | to the Bazaar | | \-----------------------------------------------------------------------------/ =============================================================================== >> BOW AMMO (ARROWS) << =============================================================================== -- Onion Arrows /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 1 | None | 100 | Nalbina, Garif Trader, Mount | N/A | | | | | Bur-Omisace | | | | | | | | | | | | Fran's starting ammo | | \-----------------------------------------------------------------------------/ -- Parallel Arrows /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | None | 600 | Sell Bat Fang (x1), Dark | N/A | | | | | Stone (x2), Rat Pelt (x2) to | | | | | | Bazaar | | \-----------------------------------------------------------------------------/ -- Fiery Arrows /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 1 | Fire | 3800 | Sell Crooked Fang (x2), Fire | N/A | | | | | Stone (x4) to Bazaar | | \-----------------------------------------------------------------------------/ -- Bamboo Arrows /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | Poison | 6280 | Sell Bat Fang (x5), Water | N/A | | | | | Magicite (x3), Yellow Liquid | | | | | | (x1) to Bazaar | | \-----------------------------------------------------------------------------/ -- Lightning Arrows /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | Thunder | N/A | Bounty for the "A Chase | N/A | | | | | Through the Woods" hunt | | \-----------------------------------------------------------------------------/ -- Assassin's Arrows /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 3 | KO | N/A | Bounty for the "Wyrm Wrath's | N/A | | | | | Renewal" hunt | | \-----------------------------------------------------------------------------/ -- Icecloud Arrows /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 4 | Ice | 17200 | Sell Antarctic Wind (x2), | N/A | | | | | Ice Crystal (x7), Spiral | | | | | | Incisor (x4) to Bazaar | | \-----------------------------------------------------------------------------/ -- Artemis Arrows /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 5 | Earth | 15000 | Sell Dorsal Fin (x2), Gemini | N/A | | | | | Gem (x3), Vampyr Fang (x2) | | | | | | to Bazaar | | \-----------------------------------------------------------------------------/ =============================================================================== >> CROSSBOWS << =============================================================================== -- Bowgun /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 40 | None | 5 | 3800 | Rabanastre, Garif | N/A | | | | | | Trader | | | | | | | | | | | | | | Gift from High-chief | | | | | | | Zayula when the party | | | | | | | leaves Jahara in the | | | | | | | main story | | \-----------------------------------------------------------------------------/ -- Crossbow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 46 | None | 5 | 5200 | Rabanastre, Mount Bur- | White Wolf (Steal) | | | | | | Omisace, Nalbina | | | | | | | | | | | | | | Sell Crooked Fang (x4),| | | | | | | Ice Stone (x1), Yellow | | | | | | | Liquid (x2) to the | | | | | | | Bazaar | | \-----------------------------------------------------------------------------/ -- Paramina Crossbow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 52 | None | 5 | 6600 | Rabanastre, Mount Bur- | Ghast (Steal) | | | | | | Omisace, Nalbina | | \-----------------------------------------------------------------------------/ -- Recurve Crossbow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 58 | None | 5 | 9500 | Phon Coast, Archades | Balloon (Steal) | | | | | | | | | | | | 9980 | Sell Bundle of Needles | | | | | | | (x1), Festering Flesh | | | | | | | (x2), Ice Magicite (x5)| | | | | | | to the Bazaar | | | | | | | | | | | | | | Bounty for the "Befoul-| | | | | | | ment of the Beast" hunt| | \-----------------------------------------------------------------------------/ -- Hunting Crossbow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 64 | None | 5 | 12500 | Balfonheim | Tarasque (Steal) | | | | | | | | | | | | 11220 | Sell Dark Crystal (x3),| | | | | | | Silver Liquid (x3), | | | | | | | Spiral Incisor (x3) to | | | | | | | the Bazaar | | \-----------------------------------------------------------------------------/ -- Penetrator Crossbow /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 70 | None | 5 | 15500 | Balfonheim | N/A | | | | | | | | | | | | 17800 | Sell Ancient Bone (x3),| | | | | | | Holy Crystal (x3), | | | | | | | Wyvern Wing (x4) to | | | | | | | the Bazaar | | \-----------------------------------------------------------------------------/ -- Gastrophetes /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 76 | None | 5 | 18900 | Give 25 tropies to Atak| Pallicant (Steal) | | | | | | during the Hunt Club | | | | | | | side quest | | \-----------------------------------------------------------------------------/ =============================================================================== >> CROSSBOW AMMO (BOLTS) << =============================================================================== -- Onion Bolts /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 1 | None | 100 | Nalbina, Garif Trader, Mount | N/A | | | | | Bur-Omisace | | | | | | | | | | | | Gift from High-chief Zayula | | | | | | as the party leaves Jahara | | \-----------------------------------------------------------------------------/ -- Long Bolts /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 1 | Slow | 6480 | Sell Crooked Fang (x4), Ice | N/A | | | | | Stone (x1), Yellow Liquid | | | | | | (x2) to Bazaar | | \-----------------------------------------------------------------------------/ -- Stone Bolts /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 1 | Disable | 9980 | Sell Bundle of Needles (x1), | N/A | | | | | Festering Flesh (x2), Ice | | | | | | Magicite (x5) | | \-----------------------------------------------------------------------------/ -- Lead Bolts /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | Immobilize| N/A | Bounty for the "Shelled | N/A | | | | | Obstruction" hunt | | \-----------------------------------------------------------------------------/ -- Black Bolts /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | Blind | 11220 | Sell Dark Crystal (x3), | N/A | | | | | Silver Liquid (x3), Spiral | | | | | | Incisor (x3) to Bazaar | | \-----------------------------------------------------------------------------/ -- Time Bolts /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | None | 17800 | Sell Ancient Bone (x3), Holy | N/A | | | | | Crystal (x9), Wyvern Fang | | | | | | (x4) to Bazaar | | \-----------------------------------------------------------------------------/ -- Sapping Bolts /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 3 | Sap | N/A | Bounty for the "Fishy | N/A | | | | | Dreams" hunt | | \-----------------------------------------------------------------------------/ -- Grand Bolts /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 4 | None | 15000 | Sell Capricorn Gem (x3), | N/A | | | | | Ring Wyrm Liver (x2), Wrath | | | | | | of the Gods (x2) to Bazaar | | \-----------------------------------------------------------------------------/ =============================================================================== >> DAGGERS << =============================================================================== -- Dagger /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 14 | None | 5 | 200 | Rabanastre, Nomad | Seeq Thief (Drop) | | | | | | Village, Bhujerba, | | | | | | | Dreadnought, | | | | | | | Westersand | | \-----------------------------------------------------------------------------/ -- Mage Masher /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 19 | Silence | 5 | 1400 | Barheim Passage, | N/A | | | | | | Rabanastre, Bhujerba, | | | | | | | Dreadnought, | | | | | | | Westersand, Nalbina | | \-----------------------------------------------------------------------------/ -- Assassin's Dagger /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 25 | KO | 5 | 1400 | Rabanastre, Bhujerba, | N/A | | | | | | Dreadnought, | | | | | | | Westersand | | \-----------------------------------------------------------------------------/ -- Chopper /-----------------------------------------------------------------------------\ | AP | Add Eff | EVA | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 31 | Sap | 5 | 2200 | Rabanastre, Ogir-Yensa | N/A | | | | | | Merchant | | \-----------------------------------------------------------------------------/ -- Main Gauche /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 38 | None | 34 | 3500 | Rabanastre, Garif | Lesser Chimera | | | | | | Trader | (Poach) | \-----------------------------------------------------------------------------/ -- Gladius /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 45 | Wind | 5 | 4800 | Rabanastre, Garif | Lindbur Wolf (Steal)| | | | | | Trader, Mount Bur- | | | | | | | Omisace | | \-----------------------------------------------------------------------------/ -- Avenger /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 52 | Berserk | 5 | 6000 | Rabanastre, Mount Bur- | N/A | | | | | | Omisace, Nalbina | | \-----------------------------------------------------------------------------/ -- Orichalcum Dirk /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 59 | Slow | 5 | 8500 | Phon Coast | N/A | \-----------------------------------------------------------------------------/ -- Platinum Dagger /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 66 | Immo- | 5 | 11500 | Archades | Shambling Corpse | | | bilize | | | | (Drop) | | | | | | Reward from Shurry in | | | | | | | the Cockatrice Hunt | | | | | | | side quest | | \-----------------------------------------------------------------------------/ -- Zwill Crossblade /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 73 | Wind | 5 | 15000 | Balfonheim | Deathclaw (Steal) | | | | | | | Vampyr (Drop) | | | | | 13800 | Sell Malboro Flower | | | | | | | (x7), Wind Crystal | | | | | | | (x9), Windslicer | | | | | | | Pinion (x5) to Bazaar | | \-----------------------------------------------------------------------------/ -- Danjuro /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 80 | None | 5 | N/A | N/A | Larva Eater (Drop) | \-----------------------------------------------------------------------------/ =============================================================================== >> GREATSWORDS << =============================================================================== -- Sword of Kings /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 30 | None | 30 | N/A | Storyline item | N/A | | | | | | (received after Mateus | | | | | | | esper fight in the | | | | | | | Stilshrine of Miriam) | | \-----------------------------------------------------------------------------/ -- Treaty-Blade /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 30 | None | 30 | N/A | Storyline item | N/A | | | | | | (received shortly after| | | | | | | Shemhazai esper fight | | | | | | | in Giruvegan) | | \-----------------------------------------------------------------------------/ -- Claymore /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 82 | None | 10 | 13000 | Archades | Spee (Poach) | \-----------------------------------------------------------------------------/ -- Defender /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 91 | None | 35 | 13000 | Balfonheim | Leynir (Drop) | | | | | | | | | | | | | Reward from Moomer in | | | | | | | the Cockatrice Hunt | | | | | | | side quest | | \-----------------------------------------------------------------------------/ -- Save the Queen /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 100 | None | 10 | 14000 | Sell Holy Crystal | Velelu (Drop) | | | | | | (x10), Quality Stone | | | | | | | (x4), Sky Jewel (x7), | | | | | | | to the Bazaar | | | | | | | | | | | | | | Bounty in the "The | | | | | | | Creature Collector" | | | | | | | hunt | | \-----------------------------------------------------------------------------/ -- Ragnarok /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 109 | Immobil-| 10 | N/A | Bounty in the "Fishy | N/A | | | ize | | | Dreams" elite hunt | | \-----------------------------------------------------------------------------/ -- Ultima Blade /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 118 | None | 10 | 22800 | Sell Adamantite (x2), | N/A | | | | | | Death Powder (x2), and | | | | | | | Gnoma Halcyon (x1) to | | | | | | | the Bazaar | | | | | | | | | | | | | | Treasure in Pharos | | | | | | | Subterra/Umbra | | \-----------------------------------------------------------------------------/ -- Excalibur /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 128 | Light | 10 | N/A | Treasure in the Great | N/A | | | | | | Crystal (see section | | | | | | | under Ultima boss | | | | | | | strategy) | | \-----------------------------------------------------------------------------/ -- Tournesol /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 140 | None | 25 | 600000 | Sell Gemsteel (x3), | N/A | | | | | | Empyreal Soul (x3), | | | | | | | Serpentarius (x3) to | | | | | | | the Bazaar | | \-----------------------------------------------------------------------------/ -- Wyrmhero Blade /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 130 | Light | 50 | 65535 | Sell Omega Badge (x1), | N/A | | | | | | Godslayer's Badge (x1),| | | | | | | Lu Shang's Badge (x1), | | | | | | | to the Bazaar | | \-----------------------------------------------------------------------------/ =============================================================================== >> GUNS << =============================================================================== -- Altair /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 6 | None | 10 | 500 | Barheim Passage, | N/A | | | | | | Rabanastre, Bhujerba, | | | | | | | Dreadnought, | | | | | | | Westersand, Nalbina | | | | | | | | | | | | | | Balthier's starting | | | | | | | weapon | | \-----------------------------------------------------------------------------/ -- Capella /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 10 | None | 10 | 1400 | Rabanastre, Bhujerba, | N/A | | | | | | Dreadnought, | | | | | | | Westersand, Ogir-Yensa | | | | | | | Merchant | | | | | | | | | | | | | 1680 | Sell Dark Stone (x3), | | | | | | | Fish Scale (x2), Green | | | | | | | Liquid (x4) to the | | | | | | | Bazaar | | \-----------------------------------------------------------------------------/ -- Vega /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 14 | None | 10 | 2400 | Rabanastre, Ogir-Yensa | Axebeak (Drop) | | | | | | Merchant | | | | | | | | | | | | | 2980 | Sell Green Liquid (x3),| | | | | | | Water Stone (x4), | | | | | | | Yensa Scale (x1) to | | | | | | | the Bazaar | | \-----------------------------------------------------------------------------/ -- Sirius /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 18 | None | 10 | 4000 | Rabanastre, Garif | Wooly Gator (Steal) | | | | | | Trader | | \-----------------------------------------------------------------------------/ -- Betelgeuse /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 22 | None | 10 | 5400 | Rabanastre, Mount Bur- | Barmuu (Drop) | | | | | | Omisace, Nalbina | | \-----------------------------------------------------------------------------/ -- Ras Algethi /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 26 | None | 10 | 7000 | Rabanastre, Nalbina, | Phyllo (Drop) | | | | | | Mosphoran Highwaste | | \-----------------------------------------------------------------------------/ -- Aldebaran /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 30 | None | 10 | 10000 | Phon Coast, Archades | Bangaa Pirate (Drop)| | | | | | | | | | | | 9080 | Sell Earth Crystal | | | | | | | (x3), Ichthon Scale | | | | | | | (x4), Silver Liquid | | | | | | | (x3) to the Bazaar | | \-----------------------------------------------------------------------------/ -- Spica /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 34 | None | 10 | 13000 | Balfonheim | Shadonir (Poach) | | | | | | | | | | | | 15200 | Sell Ring Wyrm Scale | | | | | | | (x4), Silver Liquid | | | | | | | (x5), Wind Crystal (x7)| | | | | | | to the Bazaar | | \-----------------------------------------------------------------------------/ -- Antares /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 39 | None | 10 | 16000 | Balfonheim | Deidar (Drop) | \-----------------------------------------------------------------------------/ -- Arcturus /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 44 | None | 10 | 19800 | Sell Yensa Fin (x2), | N/A | | | | | | Wyvern Wing (x2), | | | | | | | Salamand Halcyon (x1) | | | | | | | to the Bazaar | | \-----------------------------------------------------------------------------/ -- Fomalhaut /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 50 | None | 10 | N/A | Treasure in the Henne | N/A | | | | | | Mines secret section | | | | | | | | | | | | | | * Treasure in the Lhusu| | | | | | | Mines. In chest where | | | | | | | Antilion mark was | | | | | | | fought | | \-----------------------------------------------------------------------------/ * The chest appears in the back of the cave past the green mantis' where the Antlion mark was at. The chest does not have a good spawn rate, but the Fomalhaut has a 50% chance of appearing as an item in the chest. There is a orange save crystal near the cave so save and reload a bunch - it shouldn't take that long to get it. =============================================================================== >> GUN AMMO (SHOTS) << =============================================================================== -- Onion Shot /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 1 | None | 100 | Nalbina, Garif Trader, Mount | N/A | | | | | Bur-Omisace | | | | | | | | | | | | Balthier's starting ammo | | \-----------------------------------------------------------------------------/ -- Silent Shot /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | Silence | 1680 | Sell Dark Stone (x3), Fish | N/A | | | | | Scale (x2), Green Liquid | | | | | | (x4) to Bazaar | | \-----------------------------------------------------------------------------/ -- Water Shot /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 3 | Water | 2980 | Sell Green Liquid (x3), | N/A | | | | | Water Stone (x4), Yensa | | | | | | Scale (x1) to Bazaar | | \-----------------------------------------------------------------------------/ -- Wyrmfire Shot /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 3 | Fire | N/A | Reward for the "The Lost | N/A | | | | | Cactaur" side quest | | \-----------------------------------------------------------------------------/ -- Mud Shot /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | Blind, | 9080 | Sell Earth Crystal (x3), | N/A | | | Earth | | Ichthon Scale (x4), Silver | | | | | | Liquid (x3) to Bazaar | | \-----------------------------------------------------------------------------/ -- Windslicer Shot /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 4 | Wind | 15200 | Sell Ring Wyrm Scale (x4), | N/A | | | | | Silver Liquid (x5), Wind | | | | | | Crystal (x7) to Bazaar | | \-----------------------------------------------------------------------------/ -- Dark Shot /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 4 | Dark | N/A | Bounty for the "The Black | N/A | | | | | Sorceror" hunt | | \-----------------------------------------------------------------------------/ -- Stone Shot /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 3 | Petrify | 15000 | Sell Libra Gem (x3), Mirror | N/A | | | | | Scale (x2), Tyrant Bone (x2) | | | | | | to Bazaar | | \-----------------------------------------------------------------------------/ =============================================================================== >> HAMMERS << =============================================================================== -- Iron Hammer /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 53 | None | 2 | 3300 | Rabanastre, Ogir-Yensa | Hybrid Gator (Steal)| | | | | | Merchant | | \-----------------------------------------------------------------------------/ -- War Hammer /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 65 | None | 2 | 5200 | Rabanastre, Mount Bur- | N/A | | | | | | Omisace, Nalbina | | \-----------------------------------------------------------------------------/ -- Sledgehammer /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 77 | Disable | 2 | 7500 | Mosphoran Highwaste, | Humbaba (Drop) | | | | | | Phon Coast | | \-----------------------------------------------------------------------------/ -- Morning Star /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 95 | None | 2 | 13500 | Balfonheim | Ose (Drop) | \-----------------------------------------------------------------------------/ -- Scorpion Tail /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 119 | None | 2 | 60000 | Sell Charged Gizzard | N/A | | | | | | (x3), Scorpio Gem | | | | | | | (x4), Wyrm Bone (x3) | | | | | | | to Bazaar | | \-----------------------------------------------------------------------------/ =============================================================================== >> HAND-BOMBS << =============================================================================== -- Hornito /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 50 | None | - | 5800 | Rabanastre, Mount Bur- | Emporer Aevis (Drop)| | | | | | Omisace, Nalbina | | \-----------------------------------------------------------------------------/ -- Fumarole /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 58 | None | - | 8500 | Phon Coast | Archesaur (Steal) | \-----------------------------------------------------------------------------/ -- Tumulus /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 66 | None | - | 12000 | Archades | N/A | | | | | | | | | | | | | Reward from Agytha in | | | | | | | the Cockatrice Hunt | | | | | | | side quest | | \-----------------------------------------------------------------------------/ -- Caldera /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 75 | None | - | 16000 | Balfonheim | Cataract Aevis | | | | | | | (Drop) | | | | | 17800 | Sell Bomb Shell (x4), | | | | | | | Book of Orgain-Cent | | | | | | | (x3), Fire Crystal (x7)| | | | | | | to the Bazaar | | \-----------------------------------------------------------------------------/ -- Volcano /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 85 | None | - | N/A | Bounty for the "Paying | N/A | | | | | | for the Past" hunt | | \-----------------------------------------------------------------------------/ =============================================================================== >> HAND-BOMB AMMO (BOMBS) << =============================================================================== -- Onion Bombs /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 1 | None | 100 | Nalbina, Garif Trader, Mount | N/A | | | | | Bur-Omisace | | \-----------------------------------------------------------------------------/ -- Poison Bombs /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | Poison | 9800 | Sell Bomb Shell (x1), Fire | N/A | | | | | Crystal (x2) to Bazaar | | | | | | | | \-----------------------------------------------------------------------------/ -- Stun Bombs /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | Stop | N/A | Bounty for the "The | N/A | | | | | Deserter's Revenge" hunt | | \-----------------------------------------------------------------------------/ -- Stink Bombs /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 2 | Sap | N/A | Bounty for the "A Carrot | N/A | | | | | Stalk" hunt | | | | | | | | \-----------------------------------------------------------------------------/ -- Oil Bombs /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 3 | Oil | 10625 | Sell Bomb Ashes (x3), Book | N/A | | | | | of Orgain (x2), Fire Crystal | | | | | | (x3) to Bazaar | | \-----------------------------------------------------------------------------/ -- Chaos Bombs /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 4 | Confuse | 17800 | Sell Bomb Shell (x4), Book | N/A | | | | | of Orgain-Cent (x3), Fire | | | | | | Crystal (x7) to Bazaar | | \-----------------------------------------------------------------------------/ -- Water Bombs /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 5 | Water | 7800 | Sell Book of Orgain (x3), | N/A | | | | | Putrid Liquid (x3), Water | | | | | | Crystal (x10) to Bazaar | | \-----------------------------------------------------------------------------/ -- Castellanos /-----------------------------------------------------------------------------\ | AP | Added Eff | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 6 | None | 12000 | Sell Aries Gem (x3), Bomb | N/A | | | | | Fragment (x3), Frog Oil (x2) | | | | | | to Bazaar | | \-----------------------------------------------------------------------------/ =============================================================================== >> KATANAS << =============================================================================== -- Kotetsu /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 50 | None | 5 | 3800 | Rabanastre, Garif | Werewolf (Drop) | | | | | | Trader | | \-----------------------------------------------------------------------------/ -- Osafune /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 54 | None | 5 | 4800 | Rabanastre, Garif | Uratan Exile (Drop) | | | | | | Trader, Mount Bur- | | | | | | | Omisace | | \-----------------------------------------------------------------------------/ -- Kogarasumaru /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 58 | None | 5 | 5600 | Rabanastre, Mount Bur- | Garuda-Egi (Drop) | | | | | | Omisace, Nalbina | Wu (Drop) | | | | | | | | | | | | 5040 | Sell 1 trophy to Atak | | | | | | | during the Hunt Club | | | | | | | side quest | | \-----------------------------------------------------------------------------/ -- Magoroku /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 62 | None | 5 | 6600 | Rabanastre, Mount Bur- | Wyrdhare (Drop) | | | | | | Omisace, Nalbina | | \-----------------------------------------------------------------------------/ -- Murasame /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 66 | Water | 5 | 8500 | Phon Coast | | | | | | | | | | | | | 7650 | Sell 10 trophies to | | | | | | | Atak during the Hunt | | | | | | | Club side quest | | \-----------------------------------------------------------------------------/ -- Kiku-ichimonji /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 70 | None | 5 | 10500 | Archades | Scythe Mantis (Drop)| | | | | | | | | | | | | Possible treasure in | | | | | | | Sochen Cave Palace to | | | | | | | the north of the | | | | | | | Pilgrim's Door. | | \-----------------------------------------------------------------------------/ -- Yakei /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 74 | None | 5 | 12500 | Balfonheim | * Baknamy (Drop) | \-----------------------------------------------------------------------------/ * Baknamys in the Necrohol of Nabudis -- Ame-no-Murakumo /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 78 | Wind | 5 | 15000 | Balfonheim | Etherian (Steal) | | | | | | | | | | | | 13800 | Sell Iron Ore (x5), | | | | | | | Screamroot (x7), Water | | | | | | | Crystal (x9) to the | | | | | | | Bazaar | | \-----------------------------------------------------------------------------/ -- Muramasa /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 84 | None | 5 | N/A | * Treasure in Pharos | Avenger (Steal) | | | | | | Third Flight | Crypt Bunny (Drop) | \-----------------------------------------------------------------------------/ * with Diamond Armlet equipped (see walkthrough) -- Masamune /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 93 | None | 5 | 88888 | Sell Gemsteel (x2), | | | | | | | Orichalcum (x9), | | | | | | | Mallet (x2) to the | | | | | | | Bazaar | | | | | | | | | | | | | | Bounty in the "Battle | | | | | | | on the Big Bridge" | | | | | | | elite hunt | | \-----------------------------------------------------------------------------/ =============================================================================== >> MACES << =============================================================================== -- Mace /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 24 | None | 4 | 1800 | Rabanastre, Ogir-Yensa | Alraune (Steal) | | | | | | Merchant | | \-----------------------------------------------------------------------------/ -- Bronze Mace /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 30 | None | 4 | 3000 | Rabanastre, Ogir-Yensa | Mesmenir (Drop) | | | | | | Merchant | | \-----------------------------------------------------------------------------/ -- Bhuj /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 96 | None | 4 | 4100 | Rabanastre, Garif | Treant (Poach) | | | | | | Trader, Mount Bur- | | | | | | | Omisace | | \-----------------------------------------------------------------------------/ -- Miter /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 42 | Water | 4 | 5000 | Rabanastre, Mount Bur- | Rain Dancer (Steal) | | | | | | Omisace, Nalbina | | \-----------------------------------------------------------------------------/ -- Thorned Mace /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |=============================================================================| | 48 | Poison | 4 | 6500 | Mosphoran Highwaste, | Malboro King (Drop) | | | | | | Phon Coast | | \-----------------------------------------------------------------------------/ -- Chaos Mace /-----------------------------------------------------------------------------\ | AP | Add Eff | Eva | Cost | Merchants/Locations | Drop, Steal, Poach | |===========================