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Final Fantasy XII: FAQ/Walkthrough by Berserker

- 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]
[b]
[c]
[d]
[e]
[f]
[g]
[e]

Ally:
Ally:
Ally:
Ally:
Ally:
Ally:
Ally:
Ally:

status
status
any
status
status
status
status
status

= Slow
= Sap
=
=
=
=
=

Confuse
Stop
Disease
Reverse
Berserk

(>)
(>)
(>)
(>)
(>)
(>)
(>)
(>)

Haste/Dispel/Remedy
Regen
Esuna/Remedy
Attack
Chronos Tear/Remedy/Dispel
Vaccine/Remedy/Cleanse
Attack
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 the only way to cure this status effect along with a Remedy
Salts. You will not want to have Basch or Vaan set with this,
equipped with a Dagger, Bow, or Staff, among others, shouldn't

is gained, this
and Smelling
but a person
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]
[b]
[c]
[d]

Self
Foe: HP = 100%
Foe: HP Critical
Self: MP < 10%

(>)
(>)
(>)
(>)

Libra
Steal
Poach
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]
[b]
[c]
[d]

Self
Self
Self
Self

(>)
(>)
(>)
(>)

Protect
Haste
Bubble
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.
--------------- Quickenings ---------------

[BS02]

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
|
\-------------------------------------------------/
-------------------------------------------------- Status Effects/Enhancements/Nihopalaoa Effects --------------------------------------------------

[BS03]

-- 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
|
\-----------------------------------------------------------------------------/
---------- Espers ----------

[BS04]

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:
Ice: Half
Thunder:
Earth: Half
Wind:
Light: Half
Dark:

Weak
Half
Half
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:
Ice: Absorb
Thunder:
Earth: Half
Wind:
Light: Half
Dark:

Half
Weak
Half
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:
Ice: Normal
Thunder:
Earth: Normal
Wind:
Light: Normal
Dark:

Normal
Normal
Normal
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:
Ice: Immune
Thunder:
Earth: Absorb
Wind:
Light: Immune
Dark:

Immune
Immune
Weak
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:
Ice: Immune
Thunder:
Earth: Immune
Wind:
Light: Immune
Dark:

Absorb
Immune
Immune
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:
Ice: Weak
Thunder:
Earth: Immune
Wind:
Light: Immune
Dark:

Immune
Absorb
Immnue
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:
Ice: Immune
Thunder:
Earth: Immune
Wind:
Light: Absorb
Dark:

Immune
Immune
Immune
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) |
+-------------------------------------------------+
-- Cchulainn, the Impure
Cchulainn will only attack with Malaise unless the enemy is undead then
Cchulainn will switch to a physical attack. Malaise will drain life from
enemies and give it to Cchulainn. His attacks are non-elemental and he will
only take half damage from each element no matter which. One interesting
aspect of Cchulainn 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:
Ice: Half
Thunder:
Earth: Half
Wind:
Light: Half
Dark:

Half
Half
Half
Half

+--------------------------------------+
| Cchulainn'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:
Ice: Half
Thunder:
Earth: Half
Wind:
Light: Half
Dark:

Half
Half
Half
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:
Ice: Half
Thunder:
Earth: Half
Wind:
Light: Half
Dark:

Half
Half
Half
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:
Ice: Immune
Thunder:
Earth: Weak
Wind:
Light: Immune
Dark:

Immune
Immune
Absorb
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:
Ice: Immune
Thunder:
Earth: Immune
Wind:
Light: Absorb
Dark:

Immune
Immune
Immune
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:
Ice: Immune
Thunder:
Earth: Immune
Wind:
Light: Weak
Dark:

Immune
Immune
Immune
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
|
+--------------------------------------------+
--------- Tips ---------

[BS05]

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
activate once you reach the entrance of
the East Gate. Be sure to use the save
crystal on your way out to the Estersand
in order to restore your current status
and save your game. All three exits
(west, east, and south) of Rabanastre
have a save crystal near them.

+-----------------------------------+
| Talk to the Desert Merchant once |
| you reach the Southern Plaza to |
| engage in a very minor delivery |
| side quest. This can only be
|
| done at this time!
|
|
[SQ21-1]
|
+-----------------------------------+

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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
with an X on your map. There are
plenty of treasure chests found around
North and South Sprawl so it may pay
you to do a little exploring before
meeting up with Dalan.

+-----------------------------------+
| The treasure chest directly
|
| across from Old Dalan's front
|
| door is the first of the treasure |
| chests that you must NOT open in |
| order to obtain the Zodiac Spear |
| 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
Giza Rabbit
Urstrix
Slaven

/
/
/
/

Weak:
Weak:
Weak:
Weak:

Water
Fire
Wind
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.
Try to go up the stairs and the imperial
will stop you. A Seeq will notice that
you are trying to get upstairs. Talk to
the red "Palace Servant" Seeq standing
next to the stairs. Press [ ] to call
the Imperial guard afterwards and run
around his right side (your left) while
making your way to the stairs then enter

+-----------------------------------+
| The two treasure chests in the
|
| southeast portion of this room
|
| should NOT be opened if you want |
| to gain the Zodiac Spear later in |
| the game.
|
|
[SQ01-2]
|
+-----------------------------------+
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
waterway. Use Fran's Fire spell on any Gigantoads
Toward the end of this area two Gigantoads and two
waterway. Do not get stuck in the middle of these
a distance.

heading south along the


that stand in your way.
bats will be near a
enemies. Take them out from

~~ 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.
Lv.
Lv.
Lv.

5
5
5
5

/
/
/
/

Imperial
Imperial
Imperial
Imperial

Swordsman
Swordsman
Swordsman
Swordsman

A
B
C
D

/
/
/
/

HP
HP
HP
HP

210
170 / Status: Protect
180
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.
Lv.
Lv.
Lv.

5
5
5
5

/
/
/
/

Flan
Flan
Flan
Flan

A
B
C
D

/
/
/
/

HP
HP
HP
HP

420
360
390
420

/
/
/
/

Weak:
Weak:
Weak:
Weak:

Fire
Fire
Fire
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
party's supplies in the side room. The
party will recover all lost items and
equipment after the cutscene and obtain
the ++MAP OF THE NALBINA DUNGEONS++.
Save your game then continue to the
east.

+-----------------------------------+
| Do not open any of the chests in |
| The Confiscatory if you want the |
| Zodiac Spear later in the game. |
|
[SQ01-3]
|
+-----------------------------------+

~~ The Black Watch ~~


Imperial
Imperial
Imperial
Imperial

Hoplite
Magus
Marksman
Swordsman

/
/
/
/

Weak:
Weak:
Weak:
Weak:

N/A
N/A
N/A
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 onehanded 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
Flan
Mimic
Skull Defender
Specter
Steeling
Suriander
Tiny Mimic
Zombie

/
/
/
/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Ice
Fire
Ice
Light
Light
Earth
Ice
Wind
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
mention that he would like to meet with
Penelo. He mentions that she would most
likely be at Migelo's Place. Talk to the
moogle, Hurdy, and teleport to the
Sandsea, which is right near Migelo's.
These moogles are now positioned
throughout Rabanastre and will provide a
very fast means of travel via
teleportation throughout the city. Vaan
will meet up with Kytes and will decide
to meet up with Old Dalan once again.

+-----------------------------------+
| A Viera is now sitting on the
|
| railing of the stairs leading up |
| to the Clan Hall of the Muthru
|
| Bazaar. She will ask a question |
| each time you approach her in
|
| between major events of the main |
| story. It's a good idea to start |
| this side quest now.
|
|
[SQ02-1]
|
+-----------------------------------+

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
Skeleton
Skull Defender
Slaven
Steeling

/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:

Light (rare)
Light
Light
Wind
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 Skeletonfilled 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
Imperial
Imperial
Imperial
Imperial
Mastiff

Gunner
Hoplite
Marksman
Magus
Swordsman

/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

N/A
N/A
N/A
N/A
N/A
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
Corsage's for sale - be sure to pick up
one for each magic user in your party
since you will need them later, though
not at the moment. Stock up on some
Handkerchiefs as well.

+-----------------------------------+
| At this time, you may return to |
| the Nomad Village in Giza Plains |
| for an optional side quest. Find |
| Masyua and speak with her.
|
|
[SQ04-1]
|
+-----------------------------------+

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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
Bagoly
Danbania
Urutan-Yensa
Yensa

/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:

Water
Earth
Thunder
Wind
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
Lich
Lost Soul
Ragohs
Seeker
Skull Warrior
Tallow
Zombie
Zombie Mage

/
/
/
/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Water
Light
Light
Wind
Earth
Light
Water
Light
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
where your magic users will
cast Water on him the entire
battle. If you have the Aqua
Shot with Balthier then his
gun will take off quite a bit.
Belias will cast Fire the

+---------------------------------------------+
| Recommended Gambits
|
|=============================================|
| Ally: any
(>) Handkerchief |
| Foe: party leader's target (>) Water
|
| Foe: party leader's target (>) Attack
|
+---------------------------------------------+

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
Hyena
Great Tortoise
Ichthon
Rain Dancer
Silicon Tortoise

/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Fire
Water
Fire
Thunder
Thunder
Fire

Storm Elemental / Weak: Ice


Wooly Gator
/ Weak: Earth
Giza Plains has now entered "The Rain"
phase, where the plains basically turn
into a whole new area thanks to the lakes
that are now formed throughout it. There
are plenty of higher-level enemies
stalking the area now, though you
shouldn't have too many problems with
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
get to a new area if you happen to knock
down all of them. Approach each of the
six trees and attack 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.

+-----------------------------------+
| Need some Wymfire Shot with fire |
| elemental properties? Want 14000 |
| extra gil? Want to start a quest |
| for a secret Esper? Three new
|
| side quests are now available.
|
|
[SQ05-1] [SQ06-1] [SQ07-1]
|
+-----------------------------------+
+-----------------------------------+
| There is one more side quest that |
| can be started now but not
|
| finished. This must be started
|
| before long though, or it will be |
| unavailable later.
|
|
[SQ08-1]
|
+-----------------------------------+

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
Mesmenir
Ozmone Hair
Viper
Zaghnal
Zu

/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Thunder, Water, Light


Ice
Fire
Light
Fire
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 | Cchulainn, 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
Werewolf enemies in the Giza Plains
with their severe attacks. You may
ground when you least expect it all
still to the south.

at one time. These are much like the


in that they can take your party down quick
also notice Vipers seem to pop up from the
over the Ozmone Plain. Your destination is

~~ 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
make this journey a bit
easier. Ride a Chocobo out
into the Ozmone Plains or
head out on foot. Your party
can use Larsa's company as an
advantage to gain some easy
levels in the Ozmone Plains.

+-----------------------------------------------+
| Larsa's Gambits
|
|===============================================|
| Ally: HP Critical
(>) X-Potion
|
| Ally: HP < 40%
(>) Hi-Potion
|
| Foe: flying
(>) Telekinesis
|
| Foe: nearest visible
(>) Attack
|
+-----------------------------------------------+

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
Red Chocobo
Wu
Zaghnol

/
/
/
/

Weak:
Weak:
Weak:
Weak:

Water
Thunder, Water, Light
Wind
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
Great Malboro
Hellhounds
Malboro
Panther
Treant

/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Ice
Wind
Water
Wind
Ice
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
some Gargoyles in the northwest. While moving along the northwest side,
the first right path down the stairs to run across an urn with the ++MAP
GOLMORE JUNGLE++ inside. Your destination is to the east - once you get
map the way will become clear.

and
take
OF
the

~~ 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
Nightmare
Redmaw
Seeker
Thunderbugs
Tyranorox

/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Fire
Light
Earth
Earth
Ice
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
give him a shield to boost his
evasion. Have a gambit set to
cast Decoy on your most powerful
character since Decoy wears off
rather fast. Also, it's good to
have Protect set up on that

+------------------------------------------+
| Recommended Gambits
|
|==========================================|
| Ally: any
(>) Raise
|
| Ally: HP < 30%
(>) Curaga
|
| Ally: any
(>) Esuna
|
| Ally: status = Lure
(>) Protect |
| 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
Great Malboro
Hellhounds
Malboro
Panther
Treant

/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Ice
Wind
Water
Wind
Ice
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
much of the battle attacking
and casting status effects such
as Blind, Silence, Sleep, and
Confuse. Have Rose Corsages
equipped so you don't have to
worry about curing Silence. Be
sure to have an Esuna gambit
set to at least two people to
counter these status effects.

+---------------------------------------------+
| Recommended Gambits
|
|=============================================|
| Ally: any
(>) Raise
|
| Ally: any
(>) Esuna
|
| Ally: any
(>) Handkerchief |
| Ally: status = Slow
(>) Haste
|
| Foe: party leader's target (>) Attack
|
+---------------------------------------------+

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
Ice Elemental
Lizard
Skull Knight
Slaven Warder
White Wolf
Wild Onion
Yeti

/
/
/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Light
Thunder
Water
Light
Water
Thunder
Earth
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
to get soon. I would suggest buying the
Thief's Cuffs right now so you can begin
stealing more rare and plain out MORE
items! Stock up on new equipment,
especially Ice Shields. You will need an

+-----------------------------------+
| An optional boss has been lurking |
| in the Dalmasca Westersand ever |
| since you picked up the Dawn
|
| Shard. You should be on a good
|
| level to challenge him by now.
|
| 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 BurOmisace 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
Blood Gigas
Crystalbug
Darkmare
Dragon Aevis
Facer
Ghast
Ghoul
Miriam Facer
Miriam Guardian
Redmaw
Zombie
Zombie Warrior

/
/
/
/
/
/
/
/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Water
Wind
N/A
Light
Ice
Wind
Light
Light
Wind
Wind
Earth
Light
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
circle. This area is a little cheap for so early in the game. They are
weak against ice, so you can set up some Blizzara gambits and cast it on
repetitively. I've also gotten through this part by summoning Belias on
and through the use of Quickenings, so whatever floats your boat.

in a
all
them
them,

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
very slow. Turn left at
for the moment. Be sure
since he will take off a

of the sides are


the intersection
to keep the Cura
good chunk of HP

not as bad as they seem. They're


since the door on the right is sealed
spell handy as you fight the Darkmare
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
equipped with a heavy armor will
act as if they have been hit with a
Slow spell. For this battle, you
need to equip only light armor to
all members of your party. He will
cast Break to pertrify party
members along with a rare Slow and
Confuse spell.

+-----------------------------------------+
| Recommended Gambits
|
|=========================================|
| Ally: any
(>) Esuna
|
| Ally: status = Slow
(>) Haste
|
| Ally: HP < 50%
(>) Curaga |
| Foe: party leader's target (>) Attack |
+-----------------------------------------+

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
battle you just had mainly because
of the sheer aggression that your
party will have to put up with at
the beginning. Mateus will start
the battle by casting Reflect on
himself and summoning five Ice
Azers. First of all, make sure
that everybody in your party is
equipped with a Nishijin Belt to
avoid the Ice Azers' Sleep spell.

+-----------------------------------------+
| Recommended Gambits
|
|=========================================|
| Ally: any
(>) Raise
|
| Ally: HP < 50%
(>) Curaga |
| Self
(>) Shell
|
| Ally: status = Slow
(>) Haste
|
| Foe: party leader's target (>) Thundara |
| Foe: party leader's target (>) Attack |
+-----------------------------------------+
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 nonelemental 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.
/\

/\

/ \

/ \

| |

\ /
\/
[WT06]

____ __________ ______


\ \/ /__ __|__ __|
\
/ | | | |
Part VI - A War in the Making
/
\ _| |_ _| |_
/___/\___\______|______|

|
\ /
\/

/\
/ \
|

/\
/ \
| |

\ /
\/

\ /
\/

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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
Fire Elemental
Humbaba
Python
Seeq Cateran
Slaven Wilder
Wary Wolf
Worgen

/
/
/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Wind
Fire
Ice
Earth
Fire
Wind
Earth
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
Pumpkin Head
Sprinter
Wyrdhard

/
/
/
/

Weak:
Weak:
Weak:
Weak:

Light
Ice
Water
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
Bagoly
Iguion
Mandrogora
Piranha
Pyrolisk
Silver Lobo

/
/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Ice
Earth
Thunder
Fire
Thunder
Ice
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
by the east side! The chests are a trick
however, since opening one of them will
guarantee that you will not receive the
Zodiac Spear in the Necrohol of Nabudis.
This is the last set of chests that you
must not open in to get the Zodiac Spear.
Don't screw it up now! Take out your
anger on loosing so much gil on the
defenseless little Mandragora.

+-----------------------------------+
| Don't open any of the chests on |
| the east side of the beach in
|
| this area or you won't get the
|
| Zodiac Spear! This is the fourth |
| and last set of chests that must |
| not be opened in order to obtain |
| the Zodiac Spear.
|
|
[SQ01-4]
|
+-----------------------------------+

~~ 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
Coeurl
Feral Croc
Lizard
Malboro Overking
Serpent

/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Water
Ice
Earth
Water
Light
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
Gorgimera
Iguion
Imp
Pit Fiend
Striker
Wendigo
Zombie Knight

/
/
/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Ice
Water
Thunder
Ice
Earth
Wind
Ice
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"
"Words of Encouragement
"Wages Halved"
"A Grand Line of Gamesmen"
"The Path to Stardom"
"Time To Leave

~
~
~
~
~
~

Gentleman Onlooker
Senior Reseacher
Worried Husband
Athletic Woman
Aspiring Starlet
Determined Researcher

-->
-->
-->
-->
-->
-->

Eager Crier
Failed Researcher
Materialistic Woman
Avid Reader
Faded Star
Ex-Researcher

Rienna
[ ] "A Revolutionary Dish"

~ Philosopher of Cuisine --> Dangerous Chef

[
[
[
[
[
[

]
]
]
]
]
]

"A Gambit for the Market"


"Out of Ears"
"What She Wants"
"The Misfortune Teller "
"An Epistle to Love"
"The Aerial Gardens"

~
~
~
~
~
~

Lazy Profiteer
Greenseller
Good Brother
* Tarot Reader
Lucky Man
Tour Leader

-->
-->
-->
-->
-->
-->

Reseacher's Wife
Vegetable Seller
Waiting Woman
Happy Novelist
Romantic Lady
Bhujerban Lady

~
~
~
~
~
~

Boutiquere
Farce-Goer
Music Appreciator
Historian
Builder
Smitten Man

-->
-->
-->
-->
-->
-->

Moneyed Gentleman
Girl on an Errand
Lutenist
Perceptive Man
Artistan Architect
Smitten Woman

~
~
~
~
~
~
~
~
~

Reminiscing Lady
Daugher-in-Law
Look-Alike
Would-be Judge
Talented Woman
Ardent Woman
Proud Mother
Poor Husband
Avid Traveler

-->
-->
-->
-->
-->
-->
-->
-->
-->

Family-minded Girl
Man from Giza
Look-Alike
Judge's Wife
Akademician
Ardent Man
Tutor
Poor Wife
Traveling Gentleman

Trant
[
[
[
[
[
[

]
]
]
]
]
]

"The Boutique"
"A Ticket to the Farce"
"The Lutenist"
"A History of Empire"
"The Artisan Architect"
"The Client's Daughter"

Molberry
[
[
[
[
[
[
[
[
[

]
]
]
]
]
]
]
]
]

"The Mummer"
"A Trinket From Giza"
"The Master of Disguises"
"To be a Judge"
"A Knack for Magick"
"The Eight & Twenty Chops"
"The Tutor"
"The Anniversary"
"The Traveler"

* 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
around the hall ahead as Balthier
comments. A few of the Imperials can be
spoken to along the way through the
building. The Direct Lift in the middle
of the building cannot be used so go to
the North Lift and use the control panel
to select 67F. 68F is merely a dead end
at the moment.

+-----------------------------------+
| Talk to the Huntmaster back at
|
| the Phon Coast to participate in |
| the Hunt Club side quest at this |
| time or any time afterward. This |
| side quest cannot be completed
|
| until later in the game however. |
|
[SQ16-1]
|
+-----------------------------------+

~~ 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
Imperial Pilot
Imperial Swordsman
Judge
Mastiff

/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:

N/A
N/A
N/A
N/A
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
there are actually 5 foes for this
battle. The four Rooks that hover

+-----------------------------------------+
| Recommended Gambits
|
|=========================================|
| 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.
/\

/\

/ \

/ \

| |

\ /
\/
[WT07]

|
\ /
\/

____ __________ ______


\ \/ /__ __|__ __|
\
/ | | | |
Part VII - Desire for the Nethicite
/
\ _| |_ _| |_
/___/\___\______|______|

/\
/ \
|

/\
/ \
| |

\ /
\/

|
\ /
\/

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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
leave this area without the latest
magicks: Curaja, Blizzaga, Firaga, and
Thundaga especially. Quite a few new
gambits are available as well - buy them
and you will almost have all the
remaining gambits. Buy some Teleport
Stones from the merchant on the chocobo
at the northeast entrance. There is also
a chest near him with quite a bit of gil
inside. Once you're satisfied with your

+-----------------------------------+
| A few side quests can now be
|
| finished at this time. The
|
| Cockatrice Quest will reward the |
| party with some really good
|
| weapons for their current level |
| and the Ring of Renewal is good |
| for those that like Regen.
|
|
[SQ12-1] [SQ13-1] [SQ14-1]
|
|
[SQ17-1]
|
+-----------------------------------+

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
Deadly Nightshade
Golem
Mirrorknight
Mu
Tartarus

/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Water
Water
Wind
Earth
Water
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
Behemoth
Giruveganus
Mirrorknight
Preying Mantis

/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:

Thunder
Ice
Light
Earth
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
Diakon Entite
Gargoyle Baron
Mythril Golem
Vivian

/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:

Ice
Dark
Light
Water
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
Mythril Golem
Necrophobe
Ose
Reaper

/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:

Water
Water
Light
Light
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

(current)
(right)
(middle)
(left)

A Bikaari Kabonii
Bhrum Pis Pratii
Bhrum Pis Avaa
Sthaana Cancer

Contents
-->
-->
-->
-->

Way Stone VI
Gate Cancer
Treasure (Knot of Rust or White Robes)
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
Brainpan
Chimera Brain
Deidar
Mimeo
Mistmare

/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

~~ The Wellspring ~~

Thunder
Light
Light
Light
Light
Fire

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
either a Fuzzy Miter or an Argyle
Armlet depending on your answer to
that question and set up a gambit to

+---------------------------------------+
| Recommended Gambits
|
|=======================================|
| Ally: any
(>) Arise |
| 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
Bune
Crusader
Dragon Lich
Necrofiend
Reaver
Zombie Warlock

/
/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Light
Water
Light
Light
Light
Earth
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
Altar
Altar
Altar

of
of
of
of

Wealth
Steel
Magicks
Knowledge

Cannot
Cannot
Cannot
Cannot

Use
Use
Use
Use

ITEMS
ATTACK
MAGICK
MINI-MAP

Yellow
Clear
Purple
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
Cataract Aevis
Dead Bones
Necrofiends
Purobolos
Tower
Zombie Warlock

/
/
/
/
/
/
/

Weak:
Weak:
Weak:
Weak:
Weak:
Weak:
Weak:

Thunder
Thunder
Light
Light
Light
Dark (rare)
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
Sigil 2 - Next turn you to living flame
Which to your earthbound form
gave wing
Sigil 3 - The third, too, is of the flame
Hungering, consuming, denying
wings
Sigil 4 - The fourth is that you sacrificed
Sigil 5 - Untainted by glyph and color

- Black Sigil
- Green Sigil
- Red Sigil
- Sacrificed Color Sigil
(see walkthrough)
- 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
cast Protect on himself. Wait until he cast Protect then Dispel all of
status enhancements. Attack him physically. He has a high tendency to
and dodge most physical attack, but this boss is rather weak. His main

quickly
his
block
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 midbattle 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-thetop, 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.
/\
/ \
|

\ /
\/
[WT08]

____ __________ ______


\ \/ /__ __|__ __|
\
/ | | | |
Part VIII - A Princess as Herself, No More or No Less
/
\ _| |_ _| |_
/___/\___\______|______|

/\
/ \
|

|
\ /
\/

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Balfonheim Port
| [PVIII1] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The party will gain the option to travel


to the Imperial Sky Fortress Bahamut
after the cutscenes. The Bahamut
Fortress is the final stage of the game
so prepare well! Stop by all the shops
in Balfonheim to pick up some new
supplies. All the shops now carry some
very valuable items including the

+-----------------------------------+
| Once 10 or more Espers have been |
| defeated and after "The Mine
|
| Flayer" hunt, return to Jahara
|
| and speak with Geomancer Yugelu |
| to have him open a secret area in |
| the Henne Mines that leads to 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
# 1
# 2
# 8

Mysterious Package
The Zodiac Spear
Ktjn, the Viera
July, the Archades Spy

-- The Zodiac Spear


____
___
____
/------\ /_ / ___ ___/ (_)__ _____ / __/__ ___ ___ _____
\------/ / /_/ _ \/ _ / / _ `/ __/ _\ \/ _ \/ -_) _ `/ __/
[SQ01] /___/\___/\_,_/_/\_,_/\__/ /___/ .__/\__/\_,_/_/
/_/

[SQ01-1]
/------\
\------/
[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
____
__
/------\ / __/_ _____ ___ / /____ ___ ___ ___ /------\
\------/ _\ \/ // / _ \(_-</ __/ _ \/ _ \/ -_|_-< \------/
[SQ04] /___/\_,_/_//_/___/\__/\___/_//_/\__/___/ [SQ04-1]
Availability: When the party escapes from the Leviathan, this will be available
after talking with Marquis Ondore again (aka. when the party starts out in the
Dalmasca Westersand after the cutscenes). This side quest cannot be performed
while it is raining in the Giza Plains (after escaping from Shiva).
Location: Nomad Village (Giza Plains)
Return to the Nomad Village in Giza Plains and talk to Masyua beside the Dark
Stone. Choose "Can you tell me about the Sunstones?" He will ask if you are
interested in making some Sunstones. Agree to make the Sunstone and Masyua
will hand over a ++SHADESTONE++. You need to travel around to all the lit up
darkstones as shown on your map and hold the Shadestone up to them to charge it
like before. There are altogether four, but the map will only show two at a
time. They are in Starfall Field, Gizas North Bank, Gizas South Bank, and
Warrior's Wash. You must go to the ones that light up on your map, only they
will be lit up - the others will stay dark. Return the Sunstone to Masyua and
sell the sunstone to her. She will hand over ++200 GIL, 2 POTIONS, and a HOLY
STONE++ if you were quick. Please note that you can repeat this side quest and
the reward will vary depending on how much time was taken to make the sunstone.
+-----------------------------------------------------------------------+
| TIME
| QUALITY
| REWARD
|
|=======================================================================|
| Less than 7 minutes
| Highest grade
| - 2 Potions |
|
|
| - Holy Stone |
|
|
| - 200 gil
|
|-----------------------------------------------------------------------|
| Between 7 minutes and 15 minutes | Nice stone
| - Holy Stone |
|
|
| - 150 gil
|
|-----------------------------------------------------------------------|
| Between 15 minutes and 35 minutes | Acceptable quality | - 100 gil
|
|-----------------------------------------------------------------------|
| Over 35 minutes
| Bit poor
| - 50 gil
|
+-----------------------------------------------------------------------|
(thanks to Froglet (aka. froglet42) for the list of rewards)
-- The Lost Cactoid
__
__
_____
__
_
__
/------\ / / ___ ___ / /_ / ___/__ _____/ /____ (_)__/ / /------\
\------/ / /__/ _ \(_-</ __/ / /__/ _ `/ __/ __/ _ \/ / _ / \------/
[SQ05] /____/\___/___/\__/ \___/\_,_/\__/\__/\___/_/\_,_/ [SQ05-1]
Availability: You must complete "Dalmasca's Desert Bloom". This event will be

available after collecting the Dusk Shard from Raithwall's Tomb.


Talk to Dantro at the Outpost of the Esterland and he will ask you to deliver
the Cactus Flower, that you got from the Flowering Cactoid, to his wife in the
South Bank Village. South Bank Village is far to the north of the Outpost.
His wife is the woman standing at the entrance of the house across from the
campfire. Talk to her and she will give you a ++BUNDLE OF NEEDLES++ for
bringing her the Desert Flower.
Exit and reenter the village to find the Village Elder standing next to the boy
at the dock out in the water. Talk to the boy (Tchigri). He will mention that
his father has not come back yet and that he will go to the North Bank to find
him. Accept the Village Elder's request when she asks Vaan to go with Tchigri.
Speak with Ruksel after the cutscene with the Catoids. The Cactoids son, Dran,
is missing. Ruksel will want you to search the South Bank Village for Dran.
Vaan will automatically return to the South Village after the cutscene. Talk
to Dantro's wife and then search the back of the house she is standing in front
of. Approach the flower in the back and wait for the "Dran?" icon then examine
the flower. Allow Dran to follow you back to the dock then speak with Tchigri.
Walk over to the Cactoids after crossing the river. Dran will come back after
the other Cactoids walk away and award Vaan with ++1000 GIL and WYRMFIRE
SHOT++. You can now use the boat to cross the river between North and South
Bank Village any time you want by talking to Tchigri!
-- Bottles of Spirits
____
_
_ __
___
__ __ __
/------\ / __/__ (_)___(_) /_ / _ )___ / /_/ /_/ /__ ___ /------\
\------/ _\ \/ _ \/ / __/ / __/ / _ / _ \/ __/ __/ / -_|_-< \------/
[SQ06] /___/ .__/_/_/ /_/\__/ /____/\___/\__/\__/_/\__/___/ [SQ06-1]
/_/
Availability: After retrieving the Dawn Shard from Raithwall's Tomb.
Location: Bhujerba
Several bottles of Bhujerban Madhu are lying in different locations throughout
Bhujerba. These bottles can be sold to individuals for 1000 gil each. There
is one bottle in each area and one buyer in each area. The bottles will be
labeled as "Bottles of Spirits" as you approach each one. Only 14 bottles can
be sold. You can actually enter an area, find the bottle, sell that bottle in
that area, then reenter and sell the same bottle again until you get 14.
01 - Aerodrome
Bottle: On top of a pile of luggage. Look to the left of the standing Seeq and
to the left of the man sitting on the bench.
Buyer: The man sitting on the railing talking to an Imperial.
02 - Rithil's Protectives
Bottle: Inside of the cabinet next to the counter.
Buyer: Shop clerk, right next to the counter.
03 - Targe's Arms
Bottle: Walk up the stairs to the right upon entering and it is in between the
two weapon cases past the rack of spears.
Buyer: The woman talking to the sitting man.
04 - Mait's Magicks

Bottle: Run up the stairs to the left and go straight to the back to find it
lying among some bottles and vases.
Buyer: The Bhujerban Guru leaning against the wall right next to where you
found the bottle.
05 - Travica Way
Bottle: To the left of the squatting man who is talking to the street kid on
the southeast end.
Buyer: Man leaning against the wall across from Mait's Magicks.
06 - Khus Skygrounds
Bottle: To the left of the item vendor on a box behind a moogle.
Buyer: The woman leaning against the raised platform across the item vendor.
07 - Cloudborne Row
Bottle: On a box off to the left at the south dead end.
Buyer: The Cloudborne Patron next to his fallen friend. This is outside the
Cloudborne.
08 - The Cloudborne
Bottle: Lying on the table with a drunken woman closest to the bar.
Buyer: Magu, the Seeq directly across from the bar.
09 - The Staras Residence
Bottle: Turn to the right as you come in and look to the right of the dresser
facing you to find it on a box
Buyer: Niray, but you must first complete the "Antlion Infestation" hunt for
her to buy it. Sell it to someone else if you haven't - no big deal.
10 - Miner's End
Bottle: To the right of the entrance to Bashketi's Gambits on a box.
Buyer: The Lhusu Miner in the south who is staring up and talking to a moogle
on a building.
11 - Clio's Technicks
Bottle: To the left of the counter on a box near a desk.
Buyer: Front shop clerk moogle on the red carpet.
12 - Bashketi's Gambits
Bottle: Walk up the steps to the right and head toward the bookshelf on the
back wall directly ahead to find it.
Buyer: The red shop clerk Seeq on the north end of the raised area.
13 - Kaff Terrace
Bottle: Behind the blue Seeq who is leaning against the railing on the right as
you walk down the street.
Buyer: The woman staring off the north end of the terrace.
14 - Lhusu Square

Bottle: Directly in front of the entrance to the Lhusu Mines, lying on the
railing around the fountain.
Buyer: The Lhusu Miner sitting on the box to the right of the red item vendor
Seeq.
-- Patient in the Estersand
___
__
_
__ __
/------\ / _ )___ _____/ / ___ (_)_ _
/ //_/__ __ __ /------\
\------/ / _ / _ `/ __/ _ \/ -_) / ' \ / ,< / -_) // / \------/
[SQ07] /____/\_,_/_/ /_//_/\__/_/_/_/_/ /_/|_|\__/\_, / [SQ07-1]
/___/
Availability: After retrieving the Dawn Shard from Raithwall's Tomb. You must
have finished the "The Lost Cactoid" side quest and the "Marauder in the Mines"
Hunt to fully complete this side quest.
Location: Dalmasca Estersand
Talk to Dantro's wife in the South Bank Village. She will mention that she
needs some Semclam shells to ease her patient's pain. Check around the banks
of the river for two "Mysterious Glints" shining in the water - these are ++2
SEMCLAM SHELLS++. Leave the village and head to the south Bank of Nebra area
and check the banks to the west for ++3 SEMCLAM SHELLS++. One is all that is
needed but you will get a better reward for more.
Give the Semclam Shells to Dantro's Wife and she will ask for some Nebralim.
She mentions that Dantro has some, so go all the way back to the Outpost and
speak with him. He will tell you to look by the crates to the side. Check the
large canisters to find a "Small Phial" that is actually the ++NEBRALIM++.
There is also another ++NEBRALIM++ around the northeast corner of this area.
Make sure to grab them both if you want the best bonus reward. Go all the way
back to the South Bank Village and give the Nebralim to Dantro's Wife.
Now she will want you to bring back some Valeblossom Dew to neutralize the
patient's poison. Use the boat to the side to cross the river and head for the
Broken Sands area of the Estersand. The Broken Sands area is to the North of
the area to the west of the North Bank Village. This area has some level 25
enemies and an aggressive Wild Saurian, so run if you must. Check the branches
with the pink leaves extending out of the side of the cliffs in the Broken
Sands are to find the Valeblossom Dew (labeled as "Mysterious Glint"). There
are altogether ++3 VALEBLOSSOM DEWS++. The first two are right near the
beginning, but the last one will require you to move to the other side of the
cliff in the middle to get one last drop of dew.
She will ask for a Great Serpentskin next. The ++GREAT SERPENTSKIN++ is the
reward for completing the "Marauder in the Mines" Hunt. If you accidentally
sold the Great Serpentskin, then she will not ask for it, but your bonus reward
will be lowered. She will tell you that she respects a full recover from the
traveler soon. Come back to this area after the next major event of the game,
whatever that may be for you, and the traveler will give you something special.
Talk to Dantro's wife upon returning and she will tell you to talk to the
patient behind the house. Talk to the recovering patient and she will give you
the ++BARHEIM KEY++. She will also hand over a ++GOLDEN AMULET++ as a bonus if
you brought every item to Dantro's Wife for her recovery. The bonus prize will
differ based on what your party retrieved for her. Some of the other prizes
include ++MAGICK GLOVES++ and a ++BALANCE MOTE++.
-- July, the Archades Spy
__

__

/------\ __ / /_ __/ /_ __ /------\


\------/ / // / // / / // / \------/
[SQ08] \___/\_,_/_/\_, / [SQ08-1]
/___/
Availability: After retrieving the Dawn Shard. This can't be finished until
your party reaches Archades, BUT the first half MUST be done before you venture
off to Nalbina in the main story or the first event will never trigger.
Location: Nalbina Fortress
Use the Aerodrome airship to fly over to Nalbina BEFORE the main story causes
your party to head for Nalbina. Run over the portion of the city in the west
(West Barbian) and walk over to the right path that leads out of the city to
trigger a conversation between two Imperials as your party approaches them. A
woman named July will be spying on them from the side. Deweg has sand in
places sand has no right to be and he has had it with the smell of chocobos.
Let's be an ass shall we? Walk over to Gurdy and rent a chocobo then ride it
in between Gibbs and Deweg. Gibbs will run off from the fear of smelling like
a chocobo. July will thank you since she now has the information that she
needs. She will tell you that perhaps the two of you will meet in Archades
someday. Perhaps indeed. Meet up with July in Charlotte's Magicks once you
have gained access to Archades and speak with her. She will be squatting near
a table by the chopmaster and will hand over a ++SALAMAND HALCYON++.
Notice that the Imperial Soldiers' names are Gibbs and Deweg. Their names are
basically anagrams of both Biggs and Wedge from the past Final Fantasy games the two reoccurring troublesome soldiers.
(Thanks to Lucifer from the Arctic Nightfall boards for the Biggs and Wedge
reference)
-- Terror in the Westersand
____
__ __
/------\ / __/__ _____/ /_/ /
\------/ / _// _ `/ __/ __/ _ \
[SQ09] /___/\_,_/_/ \__/_//_/

______
__
/_ __/_ _________ ____ / /_ /------\
/ / / // / __/ _ `/ _ \/ __/ \------/
/_/ \_, /_/ \_,_/_//_/\__/ [SQ09-1]
/___/

Availability: After retrieving the Dawn Shard from the Tomb of Raithwall.
This event starts in Rabanastre. Talk to Rimzat, the Green Bangaa near the
exit to the Dalmasca Westersand of the West Gate. Agree to help him. He will
ask you to meet with the man in Southern Plaza that is sitting inside the
fountain. Go to Southern Plaza and speak with Cotze in the middle of the area
on the inside railing of the fountain. He will ask you to go talk to his
friend Northon, over by Storehouse 5 in Lowtown. He's referring to the area
near the Garamsythe Waterway. Facing away from the entrance to Storehouse
five, walk to the left, then make a right and you will find Northom squatting
next to a red Bangaa. Talk to him to learn of the Windvane. The Windvane was
split up into two pieces. Northom's pice is in the west portion of the
Westersand under one of the giant dynast-cactuses. Go back to Cotze and he
will tell you that the piece is hidden in the northwest of the Shimmering
Horizons.
Head out to the Westersand and go west in the Galtea Downs then turn left and
head south immediately when you enter The Midfault. This will take you to the
Shimmering Horizons. Now you need to stay along the north side and find a path
that will lead you to a small section of the Windtrace Dunes in the northwest.
This area only contains a few enemies - some Alraunes and a Wolf. Check the
Dynast-cactoid against the rock wall in the west portion of this area to

unearth the ++WIND GLOBE++. Take the Wind Globe back to Rabanastre.
Note about the Wind Globe location:
You must access the Windtrace Dunes from the Shimmering Horizons to find the
correct Dynast-cactoid. The Windtrace Dunes on the north side (accessible from
The Midfault) has nothing and every time you check the Dynast-cactoids in the
Shimmering Horizons south of the Galtea Downs and south of the Midfault you
will find nothing.
Northon and Cotze will now be standing at the Westgate along with Rimzat.
Speak with either of them to start a conversation. They will speak of a
mysterious egg then hand over a ++WINDVANE++ after Vann gives them the Wind
Globe. The Wyrm's Nest is in the northeast section of the Dalmasca Westersand.
Head north in the Galtea Downs portion then the Wyrm's Nest will be in the
northeast of the Corridor of Sand.
++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++
+---------------------------------------------------------------+
| Lv 30
| Earth Tyrant
|
|===============================================================|
| HP: 70982 | Weak: Wind
| Absorb: Earth
|
|---------------------------------------------------------------|
| Exp: 0
| Steal: Hi-Potion, Tyrant Hide, Tyrant Bone
|
| LP: 21
|
|
|---------------------------------------------------------------|
| Recommended Level: 27 - 30
|
+---------------------------------------------------------------+
This is a very tough battle at +---------------------------------------------+
low levels mainly because
| Recommended Gambits
|
Blind and Slow will miss the
|=============================================|
Earth Tyrant almost every time. | Ally: any
(>) Phoenix Down |
This boss is just like a Wild | Self
(>) Haste
|
Saurian and will mainly attack | Ally: strong character
(>) Decoy
|
physically and will take off
| Foe: party leader's target (>) Attack
|
around 500 HP per hit. The
+---------------------------------------------+
main savior of this battle is
to have a tough party member with good evasion and a good shield along with
Decoy cast on them. Decoy will help out tremendously. Have the Decoyed party
member with a Tourmaline Ring to avoid the Earth Tyrant's poison attacks. He
doesn't afflict poison that often, but this is much better than setting up an
extra gambit just to cure a rare status effect. The only other problem is the
Earth Tyrant's Screwtail attack. This is an extremely damaging move that will
hit all close party members. Be sure to have a Protect shield set up on
everybody in the party - equip Shielded Armor from Mount Bur-Omisace. Larsa
will help out a bunch for this battle - in fact, cast Haste on Larsa at the
beginning of this battle or before entering and keep it on him at all times
along with Protect. If you don't have Larsa, then I suggest you make your own
Larsa out of a party member by placing Hi-Potion cure gambits on one person
because you will need a quick healer - magic takes too long and you'll be too
busy casting other spells. Instead of having one person to cast Decoy, have
two people (counting the Lured person) to cast Decoy on that one person. This
is going to be a long battle because of his tremendous HP, but if you have
everything set properly and keep your magick up then you should be able to beat
him. Once he nears a little lower than half life, his defense will increase a
bunch and the battle will get even longer. If you have a good trigger finger
then I would suggest performing a Quickening when he is at 75% life. Have a
person with a Quickening in your reserve party. No matter how much you plan for

this battle, it can all go to hell very quickly because of his Screwtail
attack.
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] /_/|_/\_,_/_.__/\_,_/\_,_/_/___/

[SQ11-1]
/------\
\------/
[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
Close Gate
Open Gate
Close Gate
Open Gate

#11
#4
#11
#3
#4

(Light
(Light
(Light
(Light
(Light

on)
on)
off)
on)
off)

[East on map]
[Southeast on map]
[East on map]
[Southwest on map]
[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
Archades
Balfonheim
Balfonheim
Bhujerba
Bhujerba
Nalbina

<-->
<-->
<-->
<-->
<-->
<-->
<-->

Nalbina
Rabanastre
Archades
Nalbina
Balfonheim
Rabanastre
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.
2.
3.
4.
5.

ally
self
self
self
self

->
->
->
->
hp

arise
reverse
decoy
bubble
< 50 -> shock or flare

6. ally: status = stone ->stona


7. ally: status = petrify -> stona
8. self mp < 10 -> charge
9. self -> haste
10. foe: nearest -> attack

For your other two main party members:


1.
2.
3.
4.
5.

ally -> arise


Character X -> reverse
Character X -> decoy
self -> bubble
ally: status = stone ->stona

6. ally: status = petrify -> stona


7. self hp < 60 -> curaga
8. self mp < 10 -> charge
9. self -> haste
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] /_//_/\_,_/_//_/\__/ \___/_/\_,_/_.__/

[SQ16-1]
/------\
\------/
[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.
02.
03.
04.
05.
06.
07.
08.
09.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.

Aspidochelon
Thalassinon
Greeden
Bull Croc
Gavial
Wary Wolf
Kaiser Wolf
Lindbur Wolf
Dreadguard
Crypt Bunny
Spee
Rain Dancer
Razorfin
Apsara
Rageclaw
Biding Mantis
Wood Toad
Tarasque
Grimalkin
Nekhbet
Glaring Eye
Cultsworn Lich
Evil Spirit
Juggernaut
Molen
Tower
Grey Molter
Midgardsormr
Nazarnir
Victanir
Gemhorn
Luxollid
Vagrant Soul
Imdugud
Bull Chocobo
Skullash
Myath
Helvinek

41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.
68.
69.
70.
71.
72.
73.
74.
75.
76.
77.
78.

Aerieel
Anubys
Barmuu
Vishno
Etherian
Melt
Cubus
Pineapple
Bombshell
Megabomb
Matriarch Bomb
Ripe Rampager
Killbug
Minibug
Ithuno
Kris
Dheed
Aeros
Terror Tyrant
Abelisk
Dustia
Ishteen
Vorres
Negalmuur
Larva Eater
Arioch
Fideliant
Crystal Knight
Grave Lord
Zombie Lord
Drowned
Velelu
Disma
Ancbolder
Wendice
Anchag
Bluesang
Avenger

39. Pallicant
40. Phyllo

79. Alteci
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 trophycarrying 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
HP: 59868
Weak: Wind
Exp: 1775

LP: 10
Steal: Adamantite
Poach: N/A
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
HP: 104744
Weak: Ice
Exp: 4579

LP: 13
Steal: Eight-fluted Pole
Poach: N/A
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
HP: 52701
Weak: Ice
Exp: 1842

LP: 11
Steal: Behemoth Steak
Poach: N/A
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
Behemoth that like to chain together physical attacks. His
attacks are Smite of Rage, Tail Swipe, and Darkness. Equip
Demon Shields to absorb Darkness. Dispel him again or cast
uses Hast on himself.
_
|_| Ancbolder
Lv. 29
HP: 14022
Weak: Wind
Exp: 728

an ordinary
only real major
Black Masks or
Slow on him when he

LP: 7
Steal: Forbidden Flesh
Poach: N/A
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
HP: 19194
Weak: Light
Exp: 1790

LP: 11
Steal: Vampyr Fang
Poach: N/A
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
HP: 43380
Weak: Light
Exp: 1815

LP: 13
Steal: Sage's Ring
Poach: N/A
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
HP: 63546
Weak: Wind
Exp: 1846

LP: 11
Steal: Scarletite
Poach: N/A
Drop: Adamantine Trophy

Rarity:
*****
Location: Cerobi Steppe/Feddik River (in
Condition: He will appear randomly in the
The Aspidochelon looks exactly
command menu and target him to

the middle section)


middle section of the Feddik River.
like an Adamantitan so use your
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
HP: 105618

LP: 16
Steal: Muramasa

Weak: Water
Exp: 3627

Poach: N/A
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
HP: 68170
Weak: Light
Exp: 1776

LP: 13
Steal: Tattered Garment
Poach: N/A
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
HP: 30395
Weak: Water
Exp: 1262

LP: 11
Steal: Damascus Steel
Poach: N/A
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. ChocoComet 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
HP: 101570
Weak: Light
Exp: 3377

LP: 17
Steal: Glimmering Robes
Poach: N/A
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
HP: 77420
Weak: Water

LP: 13
Steal: Mirage Vest
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)
HP: ??????
Weak: Light
Exp: 3716

LP: 18
Steal: Mirage Vest
Poach: N/A
Drop: Accursed Trophy

Rarity:
*****
Location: Lhusu Mines/ Site 5 or Site 6 North
Condition: This zombie will randomly spawn among Dark Lords
6 North. Hunt #38 "Antlion Infestation" must be
must have gained the Site 11 key after that hunt
the deep part of the Lhusu Mines where this rare

in Site 5 or Site
completed and you
in order to explore
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
HP: 35394
Weak: Earth
Exp: 1466

LP: 12
Steal: Mirror Scale
Poach: N/A
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
HP: 80551
Weak: Earth
Exp: 2615

LP: 13
Steal: Antarctic Wind
Poach: N/A
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
HP: 23101
Weak: Water
Exp: 810

LP: 11
Steal: Coeurl Whisker
Poach: N/A
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
HP: 34042
Weak: Light
Exp: 1367

LP: 11
Steal: Soul of Thamasa
Poach: N/A
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 Etm, 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
HP: 19455
Weak: Earth
Exp: 736

LP: 11
Steal: Throat Wolf Blood
Poach: N/A
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
HP: 29216
Weak: Wind
Exp: 1044

LP: 12
Steal: Knot of Rust
Poach: N/A
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
HP: 47755
Weak: Wind
Exp: 1876

LP: 13
Steal: Putrid Liquid
Poach: N/A
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
HP: 61481
Weak: Ice
Exp: 2198

LP: 13
Steal: Hastega Mote
Poach: N/A
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
HP: 51065
Weak: Light
Exp: 2209

LP: 11
Steal: Leo Gem
Poach: N/A
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 lowerleveled Dragon Lich. Use Light elemental weapons and Holy to defeat him
quickly.
_
|_| Nazarnir
Lv. 45
HP: 39652
Weak: Ice
Exp: 1469

LP: 12
Steal: Destrier Mane
Poach: N/A
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
HP: 39586
Weak: Water
Exp: 1421

LP: 11
Steal: Sickle-Blade
Poach: N/A
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
HP: 51745
Weak: Thunder
Exp: 2277

LP: 11
Steal: Charger Barding
Poach: N/A
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
HP: 125704
Weak: Wind
Exp: 4809

LP: 14
Steal: Scathe Mote
Poach: N/A
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
HP: 55114
Weak: Light
Exp: 1765

LP: 13
Steal: Wargod's Band
Poach: N/A
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
HP: 63938
Weak: Light
Exp: 2435

LP: 13
Steal: Soul Powder
Poach: N/A
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
HP: 29988
Weak: Thunder
Exp: 1364

LP: 11
Steal: Gemini Gem
Poach: N/A
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
HP: 21593
Weak: Light
Exp: 835

LP: 11
Steal: Close Helmet
Poach: N/A
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
HP: 3017
Weak: Light
Exp: 93 - 124

LP: 3
Steal: Bat Wing
Poach: Pebble, Taurus Gem
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
HP: 12497
Weak: Thunder
Exp: 692

LP: 5
Steal: Wyvern Wing
Poach: Ashura, Pebble
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
HP: 30515
Weak: Water
Exp: 1296

LP: 11
Steal: Damascus Steel
Poach: Forbidden Flesh, Pebble
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
HP: 23381
Weak: Ice
Exp: 1023

LP: 9
Steal: Empyrean Rod
Poach: Dorsal Fin, Pebble
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
HP: 9158
Weak: Wind
Exp: 399

LP: 4
Steal: Lamia's Tiara
Poach: Pebble, Quality Stone
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
HP: 76042 - 76202
Weak: Water
Exp: 2417 - 2476

LP: 16
Steal: Mallet
Poach: N/A
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
HP: 13968
Weak: Earth
Exp: 691

LP: 5
Steal: Blood Wool
Poach: Broken Sword, Pebble
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
HP: 21348 - 21668
Weak: Fire
Exp: 588 - 646

LP: 12
Steal: Holy Mote
Poach: N/A
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
HP: 32616
Weak: Water
Exp: 1421

LP: 11
Steal: Silver Liquid
Poach: N/A
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
HP: 7578
Weak: Light
Exp: 442

LP: 4
Steal: Loxley Bow
Poach: Death Powder, Pebble
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
HP: 21886
Weak: Light
Exp: 773

LP: 11
Steal: Forbidden Flesh
Poach: N/A
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
HP: 7272
Weak: Light
Exp: 367

LP: 3
Steal: Book of Orgain-Mille
Poach: Capricorn Gem, Pebble
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
HP: 33056
Weak: Fire

LP: 11
Steal: Ame-no-Murakumo
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
HP: 121852
Weak: Light
Exp: 3831

LP: 17
Steal: Lifewick, Remedy
Poach: N/A
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
HP: 5189
Weak: Light
Exp: 310

LP: 3
Steal: Capricorn Gem
Poach: Broken Spear, Pebble
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
HP: 43121
Weak: Wind
Exp: 1463

LP: 12
Steal: Slaven Harness
Poach: N/A
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
HP: 175375
Weak: Light
Exp: 4477

LP: 18
Steal: Ambrosia
Poach: N/A
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
HP: 41316
Weak: Light
Exp: 1563

LP: 13
Steal: Death's-Head
Poach: Blood-darkened Bone, Pebble
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
HP: 7171
Weak: Earth
Exp: 379

LP: 3
Steal: Wind Crystal, Wind Magicite
Poach: Blood Wool, Pebble
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
HP: 21342
Weak: Light
Exp: 1060

LP: 8
Steal: Aries Gem
Poach: Pebble, Serpent Eye
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
HP: 99999
Weak: Light
Exp: 1648 - 2256

LP: 13
Steal: Magick Lamp
Poach: N/A
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
HP: 8302
Weak: Earth
Exp: 2766

LP: 3
Steal: Shielded Armor
Poach: Pebble, White Incense
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
HP: 23101
Weak: Light
Exp: 852

LP: 11
Steal: Deathbringer
Poach: N/A
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
HP: 76251
Weak: Wind
Exp: 1715

LP: 12
Steal: Mystletainn
Poach: N/A
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
HP: 148646
Weak: Ice
Exp: 3533

LP: 17
Steal: Scorpio Gem
Poach: N/A
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
HP: 4153
Weak: Water
Exp: 197

LP: 3
Steal: Gladius
Poach: Libra Gem, Pebble
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
HP: 342179
Weak: Dark
Exp: 9134

LP: 15
Steal: Staff of the Magi
Poach: N/A
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
HP: 12214
Weak: Water
Exp: 599

LP: 7
Steal: Scorpio Gem
Poach: Bomb Fragment, Pebble
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
HP: 4668
Weak: Water
Exp: 215

LP: 3
Steal: Bomb Fragment
Poach: Pebble, Scorpio Gem
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
HP: 9139
Weak: Thunder
Exp: 538

LP: 5
Steal: Great Serpent's Fang
Poach: Pebble, Prime Tanned Hide
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
HP: 16292
Weak: Wind
Exp: 389

LP: 12
Steal: Wrath of the Gods
Poach: N/A
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
HP: 60216
Weak: Water
Exp: 1674

LP: 11
Steal: Mythril
Poach: N/A
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
HP: 18910
Weak: Light
Exp: 875

LP: 7
Steal: Capricorn Gem
Poach: Book of Orgain-Mille, Pebble
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
HP: 3963 - 3979
Weak: Water
Exp: 156 - 209

LP: 3
Steal: Fire Stone, Rainbow Egg
Poach: Pebble, Small Feather
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
HP: 52376 - 52536
Weak: Wind
Exp: 2199 - 2256

LP: 13
Steal: Gastrophetes
Poach: Pebble, Snowfly
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
HP: 6092
Weak: Earth
Exp: 217

LP: 5
Steal: Taurus Gem
Poach: Pebble, Ras Algethi
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
HP: 4668
Weak: Water
Exp: 215

LP: 3
Steal: Bomb Shell
Poach: Bomb Fragment, Pebble
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
HP: 8084 - 8166
Weak: Thunder
Exp: 475

LP: 5
Steal: Miter
Poach: Dorsal Fin, Pebble
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
HP: 156
Weak: Thunder
Exp: 11

LP: 2
Steal: Water Crystal
Poach: Ichthon Scale, Pebble
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
HP: 369
Weak: Fire
Exp: 8

LP: 2
Steal: Screamroot
Poach: Four-leaf Clover, Pebble
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
HP: 14835
Weak: Water
Exp: 459

LP: 9
Steal: Stardust
Poach: Claymore, Pebble
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
HP: 37886
Weak: Water
Exp: 1222

LP: 10
Steal: Hunting Crossbow
Poach: Frog Oil, Pebble
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
HP: 136638
Weak: Dark
Exp: 2828

LP: 14
Steal: Einherjarium
Poach: N/A
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
HP: 342179
Weak: Light
Exp: 9134

LP: 15
Steal: Eight-fluted Pole
Poach: N/A
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
HP: 37369
Weak: Light
Exp: 1213

LP: 13
Steal: Capricorn Gem
Poach: N/A
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
HP: 79489
Weak: Light
Exp: 2365

LP: 14
Steal: Orichalcum
Poach: N/A
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
HP: 4161
Weak: Wind
Exp: 211
Rarity:

LP: 3
Steal: Hi-Potion
Poach: Pebble
Drop: Earth Stone, Osafune
**

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
HP: 14227
Weak: Earth
Exp: 847

LP: 8
Steal: Prime Pelt
Poach: Hell-Gate's Flame, Pebble
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
HP: 51642
Weak: Thunder
Exp: 1894

LP: 13
Steal: Solid Horn
Poach: Frogspawn, Pebble
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
_____
_____
__ _
__
/------\ / ___/__ ___ ___ / __(_)__ / / (_)__ /_/ /------\
\------/ / (_ / _ \/ _ \/ -_) / _// (_-</ _ \/ / _ \
\------/
[SQ17] \___/\___/_//_/\__/ /_/ /_/___/_//_/_/_//_/
[SQ17-1]
Availability: After completing Drakor Laboratory. The Lost Cactoid side quest
must be completed to start this. The Patient in the Estersand side quest must
be finished fully and the "Battle on the Big Bridge" elite hunt must be
finished in order to fully perform this side quest.
Go to South Bank Village in the Dalmasca Estersand and speak with Ruksel while
he stands on the dock to the left of Tchigri. He will mention that he would
like to take up fishing but he doesn't have a rod with him. Travel to
Balfonheim Port and find the Fishing Enthusiast in the Chivanry Breakwater
section of the town. She is fishing on the bridge. Speak to her twice and
mention "That fishing rod..." Run toward the Aerodrome's entrance, but do not
exit the area. Walk back toward the bridge and pick up the ++MURAMATA++
fishing rod lying on the side of the wall next to where the Fishing Enthusiast
was sitting.

Return to South Bank Village with the Muramata fishing pole and give the rod to
Ruksel at the dock. Speak with him again after giving him the fishing pole
then you can engage in a little fishing minigame. He wants you to help him by
signaling to him when he has a fish hooked so that he knows what fish he has on
the line. Button combinations and D-pad directions will appear as a fish is
caught and you must enter that sequence quickly in order for Ruksel to catch
the fish. The better the fish, the longer the combination. If you can finish
all the sequences in one trip then an extra random combination will appear on
the screen that will allow you to pull up one of few random items. It is good
to be familiar with the commands that you may encounter in a certain area so
you will be ready to react when they appear. For the moment, you will only be
given the choice of Downstream.
UPDATE: You can sell any fish you catch to the Bazaar or you can talk to Ada in
South Bank Village (along the shore near Ruksel) and sell them to her for a
much greater gil amount for Delicious Fish and Nebra Succulent fish when
compared to a merchant. She seems to give the same amount of gil for Common
Fish.
- Downstream
How to unlock: N/A. This is the default stream.
Possible Commands:
/\, O, X, []
O, X, [], up
O, ->, X, []
/\, X, [], down

X, O, up, /\
[], /\, X, O
down, X, O, []

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:
/\,
L2,
R2,
L1,

L1, ->, []
down, R1, O
[], X, L1
down, O, []

X, O R2, up
/\, O, down, up, X
X, /\, O, down, []

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
L1, down, O, []
/\, O, down, up, X
X, /\, O, down, []
->, <-, X, [], down

/\,
<-,
up,
R2,

down, <-, X, O
R1, /\, X, O
R1, /\, <-, O
R1, /\, L2, O

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
R2, R1, /\, L2, O

down, up, /\, X, R1


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
/\, R2, O, L1, X, []
down, R1, O, L2, ->, X

X, R1, down, L1, R2, []


up, R2, ->, L1, X, R1

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
| | | | | | | | | | |
--> S A L I K A H U T N E

AERNDTEUAHDALKAINLDASS
| | | | | | | | | | |
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
Green-hued Message
Vermillion Message
Auric Message
Onyx Message

=
=
=
=
=

River...unde...o
Forest...rgro...w
Ash...ridg...e
Darkness...eton...e
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: any
(>) Arise |
| Ally: Attacker (>) Decoy |
| Foe: any
(>) Attack |
+----------------------------+

| Ally: Attacker (>) Decoy |


| Ally: any
(>) Arise |
| Ally: Attacker (>) Reverse |
| 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
__ ___
__
_
/ |/ /_ _____ / /____ ____(_)__ __ _____
/ /|_/ / // (_-</ __/ -_) __/ / _ \/ // (_-<
/_/ /_/\_, /___/\__/\__/_/ /_/\___/\_,_/___/

/------\
\------/
[SQ21]

/___/
___
__
/ _ \___ _____/ /_____ ____ ____
/ ___/ _ `/ __/ '_/ _ `/ _ `/ -_)
/_/ \_,_/\__/_/\_\\_,_/\_, /\__/
/___/

/------\
\------/
[SQ21-1]

Availability: After accepting the hunt for the Rogue Tomato.


Location: Rabanastre
Once Vaan has accepted the Rogue Tomato hunt, leave the Sandsea and go to the
Southern Plaza. Find the green Bangaa talking with the Imperial (Desert
Merchant). Talk with the Desert Merchant and agree to take item that he wants
to give to give to his friend near the East Gate entrance. The Desert Merchant
will hand over a ++SMALL PACKAGE++.
It doesn't really matter what you do with the Small Package since there is
little or no reward to be obtained from it.
You can:
A) Give the package to his friend (Hapless Merchant) at the East Gate. He
won't give you anything except some advice about keeping yourself healed in
the desert.
B) Sell the Small Package to any merchant and gain 150 gil.
C) Keep the Small Package for your inventory.
Please note that this is the only way to obtain this item, so once it's gone,
it's gone! The Small Package cannot be used to obtain anything at the Bazaar.
If you happen to leave the Southern Plaza on accident before talking to the
Desert Merchant, then talk to the Queue Watch Imperial then stand in line.
Once you reach the front of the line, talk to the Imperial and agree for him to
open the gate to get back in Rabanastre.
This side quest can only performed up until you defeat the Rogue Tomato.
[SE00] __
__ ___ __
__ _____
__ __
___ __ __ __
/ _\ /__\/ __\ /__\ /__\/__ \ /__\/ _\ / _ \/__\/__\/ _\
\ \ /_\ / / / \// /_\
/ /\/ /_\ \ \ / /_)/_\ / \//\ \
_\ \//__/ /___/ _ \//__ / /
//__ _\ \/ ___//__/ _ \_\ \
\__/\__/\____/\/ \_/\__/ \/
\__/ \__/\/ \__/\/ \_/\__/
---[SE01]

---_
_
_
_
/_\ __| |_ _ __ _ _ __ _ __ ___| |___ __| |_
/ _ \/ _` | '_/ _` | ' \| ' \/ -_) / -_) _| ' \ _
/_/ \_\__,_|_| \__,_|_|_|_|_|_|_\___|_\___\__|_||_( )
|/
________
_
__
__ __
/_ __/ / ___ | | /| / /______ / /_/ /
/ / / _ \/ -_) | |/ |/ / __/ _ \/ __/ _ \
/_/ /_//_/\__/ |__/|__/_/ \___/\__/_//_/

[SE01-1]

>> 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
Lv. 3
Lv. 4
Lv. 5
Prime
* Stop

Sleep
Disable
Break
Reverse
Lv. Death

[Sleep on any level divisible by 2]


[Disable on any level divisible by 3]
[Break (Petrify) on any level divisible by 4]
[Reverse on any level divisible by 5]
[Instant Death on any level divisible by a prime number]
[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
| Cchulainn
|
|================================================================|
| 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.
Cchulainn 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 Cchulainn. 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.
Cchulainn 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 Cchulainn. 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 Cchulainn, 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 Cchulainn's Slowga, though you'll have to wait until right before the
final area to get those spells. Your party will gain ++CCHULAINN, 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 JUDGESAL++ 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
will lead to Way Stone XIX which is your
way out of here and the left path will
lead to the Aquarius Gate Stone (this is
the first step on your way to fighting
Omega Mark XII [Secret Boss]). It's time
to stop taking those swigs of Red Bull
and break out the Jack Daniels because
Ultima is right through the center path!

+-----------------------------------+
| Omega Mark XII, the most powerful |
| boss in the game is very close
|
| by. Activating the Aquarius Gate |
| Stone is the first step on your |
| way to fighting him. He is a
|
| level 99 enemy, so be prepared. |
|
[SQ18-1]
|
+-----------------------------------+

~~ 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 Etms |
[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 Etms 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 Etms 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
Etms 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)
(2)
(3)
(4)

accept the hunt from the board


find the petitioner and agree to perform the hunt
find the mark and defeat it
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)
Hi-Potion (210 gil)
Gysahl Greens (108 gil)
Teleport Stone (200 gil)
Nihopalaoa (30000 gil)
Reverse Magick (7600 gil)
Bubble Magick (3300 gil)
Faith Magick (5800 gil)
Bravery Magick (5800 gil)
Warp Mote (100 gil)
Cat-ear Hood (30000 gil)
Bubble Belt (19800 gil)

Achieve
Achieve
Achieve
Achieve
Achieve

"Moppet" rank and talk to Montblanc.


"Hedge Knight" rank.
"Rear Guard" rank.
"Vanguard" rank.
"Headhunter" rank.

Achieve
Achieve
Achieve
Achieve
Achieve

"Ward of Justice" rank.


"Brave Companion" rank.
"Riskbreaker" rank.
"Paragon of Justice" rank.
"High Guardian" rank.

Knot of Rust (6 gil)

- Achieve "Knight of the Round rank.

=================
Montblanc Gifts
=================
-- Clan Rank
Achieve
Achieve
Achieve
Achieve
Achieve
Achieve
Achieve
Achieve
Achieve
Achieve
Achieve
Achieve

"Moppet" Clan Rank:


"Hedge Knight" Clan Rank:
"Rear Guard" Clan Rank:
"Vanguard" Clan Rank:
"Headhunter: Clan Rank:
"Ward of Justice" Rank:
"Brave Companion" Rank:
"Riskbreaker" Rank:
"Paragon of Justice" Rank:
"High Guardian" Rank:
"Knight of the Round" Rank:
"Order of Ambrosia" Rank:

3 Potions
2 Warp Motes, 2 Teleport Stones
3 Remedies, 2 Teleport Stones
3 Hi-Potions, 2 Teleport Stones
2 Ethers, 2 Teleport Stones
2 X-Potions, 2 Teleport Stones
2 Hi-Ethers, 3 Teleport Stones
2 Elixers, 3 Teleport Stones
High Arcana, 3 Teleport Stones
Empyreal Soul, 3 Teleport Stones
2 Megalixers, 3 Teleport Stones
Centurio Hero's Badge, 3 Teleport
Stones

-- Bosses
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat
Defeat

the Flans in the Garamsythe Waterway: 150 gil


Firemane:
200 gil
Mimic Queen:
300 gil
Demon Wall 1:
1200 gil, 1 Electrum
Demon Wall 2:
600 gil, 1 Warp Mote
Tiamat:
900 gil
Elder Wyrm:
800 gil
Earth Tyrant:
1200 gil
Vinuskar:
1100 gil
King Bomb:
1300 gil, Mallet
the Mandragoras:
1600 gil
Ahriman:
1600 gil
Rafflesia:
1800 gil
Daedalus:
1900 gil
Tyrant:
1900 gil
the Fury:
2100 gil, Bacchus's Wine
the Humbaba Mistant:
2100 gil
Hydro:
2000 gil
the Hell Wyrm:
50000 gil

-- Espers
Defeat
Defeat
Defeat
Defeat

1 Esper:
4 Espers:
8 Espers:
13 Espers:

___ _
__
/ _ \/ |
/__\
| | | | | /------\ / \//
| |_| | | \------/ / _ \
\___/|_| [HT01] \/ \_/ E D
01 - Red & Rotten in the Desert
Rank: I

2 Arcana, 2 Teleport Stones


High Arcana, 2 Teleport Stones
Gemsteel, 2 Teleport Stones
Serpentarius, 2 Teleport Stones

&

R O T T E N

I N

T H E

D E S E R T

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
03 - Dalmasca's Desert Bloom
Rank: I
Mark: Flowering Cactoid
Requirement: Complete "Wolf in the Waste"

D E S E R T

B L O O M

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] \_/ \_/
08 - A Scream from the Sky
Rank: II

S C R E A M

F R O M

T H E

S K Y

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
bridge as you exit from the Elderknoll. Basically, you have to rid The
of all the Wu enemies. The Shred is in the East part of Ozmone Plains.
small area with only a few Wus. After clearing them out, exit the area
reenter to find the Enkelados.

of the
Shred
It's a
and

+---------------------------------------------------------------+
| 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
Phase 1 Dig as you approach so
try to sneak up on him and cast
Berserk right at the beginning.
Have all party members cast it
for three chances to hit him
just in case the first misses.

+---------------------------------------------+
| Recommended Gambits
|
|=============================================|
| Ally: status = Stop
(>) Chronos Tear |
| Ally: HP < 50%
(>) Curaga
|
| Foe: party leader's target (>) Berserk
|
| Foe: party leader's target (>) Attack
|
+---------------------------------------------+

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
17 - Trouble in the Hills

I N

T H E

H I L L S

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% (>) XPotion" 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
19 - Rodeo to the Death

T O

T H E

D E A T H

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

23 - The Things We Do...


Rank VI
Mark: Overlord
Requirements: Finish Draklor Laboratory.
Petitioner: Insecure Seeq (Archades)
Mark Location: Sochen Cave Palace/Doubt Abandoned

D O . . .

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).
+----------------------------------------------------------------+