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/\ /\ \ \/ /__ __|__ __| /\ /\


/ \ / \ \ / | | | | / \ / \
| | | | Prologue - The Fall of a Kingdom | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/

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| Nalbina Fortress |
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~~ 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.

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/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Part I - A Boy Who Sees Freedom In the Skies | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/
[WT01]

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| Garamsythe Waterway |
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~~ 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.

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| Rabanastre | [PI1] |
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~~ East End ~~

Destination Quote: What could Migelo want? Better go see him at his shop.

The cutscene will introduce you to Penelo and will set up your next
destination. Use the map as your guide and head to Migelo's shop - look for
the X with the circle and his shop is the one labeled with the pot icon. The
++WORLD MAP++ will be added to your party menu as well. Select it from the
party menu by pressing /\. After the cutscene in front of Migelo's shop, run
over to the Sandsea (as labeled on the map) and find Kytes.

~~ The Sandsea ~~

Tomaj will explain the Hunting quests to you after Kytes leaves. Basically,
you need to examine the notice board and select one of the hunts or what is
referred to as your "mark". After selecting the mark, find the petitioner that
posted the bill - the game will automatically show you where the petitioner is
located. Accept the petitioner's hunt and he/she will tell you about the hunt
and where the mark is located. Hunt the mark in the location pointed out then
go back to the petitioner and claim your bounty once the mark is defeated.

This first hunt, regarding the Rogue Tomato, is the only required hunt in the
game. You do not have to seek out a petitioner this time since the petitioner
is the one giving the explanation. Tomaj will hand over the key item ++CLAN
PRIMER++. This can be viewed in the party menu. The clan primer is a
collection of information regarding current and past hunts. Tomaj will also
hand over an ++ORRACHEA ARMLET++. This accessory will raise a character's
current HP. You can't equip it just yet though since you don't have the
license for it at the moment.

The game will talk you through how the License system at this point. In order
to use anything in this game (weapons, armors, accessories, magicks, teknicks,
etc.) you must first have the license to use them. Choose "License" from the
party menu followed by whichever character you wish to obtain a license for.
On the license board, choose whichever block with a number you wish to activate
then press X to obtain the license for it if you have enough points. The
number represents how many license points you will need. The license points
(LP) is displayed in the upper left hand corner next to the character picture.
Each character will have his or her own amount of LP. LP is gained, along with
experience (EXP), from defeating monsters. After acquiring a license for a
certain square, the squares around the current square will light up allowing
you to purchase them for a certain amount of LP.

Users of the Sphere Grid from Final Fantasy X should catch on to this fairly
well. The top board consists of magicks, accessories, technicks, and
attributes, while the bottom consist of weapons and armors. Remember that you
must buy and equip all the items and techniques before you can use them. On
the flip side, you must have the license for each of them to be able to equip
them. A new sword or magick is no good without the proper license for it. The
game will talk you through the process of obtaining "Accessories 1" on the
License Board. You can also press [ ] to view all the current actions for your
current character while on the License Board. ++LICENSES++ will be added to
the party menu after the explanation. Tomaj's final gift will be the key item
++WRIT OF TRANSIT++ that will allow you to leave the city to pursue your hunts.
Be sure to equip the Orrachea Armlet after talking with Tomaj!

Destination Quote: That mark should be somewhere in the Dalmasca Estersand.

Leave The Sandsea and head out the east +-----------------------------------+


gate of Rabanastre. A cutscene will | Talk to the Desert Merchant once |
activate once you reach the entrance of | you reach the Southern Plaza to |
the East Gate. Be sure to use the save | engage in a very minor delivery |
crystal on your way out to the Estersand | side quest. This can only be |
in order to restore your current status | done at this time! |
and save your game. All three exits | [SQ21-1] |
(west, east, and south) of Rabanastre +-----------------------------------+
have a save crystal near them.

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| Dalmasca Estersand | [PI2] |
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~~ 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.

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| Lowtown | [PI3] |
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~~ North Sprawl ~~

Old Dalan's place is in the far south +-----------------------------------+


area of South Sprawl. It is labeled | The treasure chest directly |
with an X on your map. There are | across from Old Dalan's front |
plenty of treasure chests found around | door is the first of the treasure |
North and South Sprawl so it may pay | chests that you must NOT open in |
you to do a little exploring before | order to obtain the Zodiac Spear |
meeting up with Dalan. | later in the game. |
| [SQ01-1] |
+-----------------------------------+

Destination Quote: Better head down to the village on Giza Plains.

Leave Old Dalan's Place. Giza Plains is on the south side of Rabanastre and
you can get to it through the door to the right of where you exit from Old
Dalan's Place. Walk over to the large circular door and open it to exit out to
the Southgate of Rabanastre. You'll likely notice the orange save crystal.
These save crystals will allow you to teleport to other orange save crystals by
the use of a teleport stone. These will come in much handy later. You already
have one teleport stone if you got your bounty from Tomaj. Make sure to not
sell it with the rest of your loot since it is displayed at the top of that
list. Before you venture out into Giza Plains, I would suggest buying a Cure
spell and licensing it to Vaan.

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| Giza Plains | [PI4] |
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~~ Throne Road ~~

Hyena / Weak: Water


Giza Rabbit / Weak: Fire
Urstrix / Weak: Wind
Slaven / Weak: Wind

Head to the south portion of Throne Road to reach the village. The enemies
here are much like the Estersand enemies, consisting mainly of four-legged
fiends.

~~ Nomad Village ~~

There is a save crystal in the southwest. Talk to the Nomad Elder in front of
the middle tent. Walk over to Masyua who is standing next to the large Dark
Crystal and talk to her. Agree to her offer. In order to get a Sunstone, you
will need to seek out Jinn.

Destination Quote: So, Jinn's...south of the village, right?

Penelo will join you after the cutscene at the end of the conversation. Penelo
has quite a few LP so buy her a few licenses. Buy a map of Giza Plains from
the moogle in red before you leave. Penelo will hand over ++3 POTIONS and 2
PHOENIX DOWNS++ as you leave the village. ++GAMBITS++ will be added to the
command menu (not party menu) as well when you try to leave. You can only turn
the Gambits on or off at the moment. Penelo will act according to a list of
preset gambits that you can't see at the moment. Gambits are a list of
commands that the character(s) will choose to perform based on the setup order.
Right now, you cannot program any gambits, but later you can.

Penelo will attack as Vaan attacks but you can still control what she does by
switching over to her command menu - press to the right or left once you pull
up Vaan's command menu. Jinn is in the southern middle area, but you will need
to head east or west from your current location (the village), then south, and
finally walk toward the middle area of Giza Plains. Hold R2 and run from the
enemies if they start to give your party too much trouble. This will
automatically stop any attacking party member once the "Flee" command appears.
Remember this for future use. You might run across some enemies that you can't
handle at the moment.

~~ Crystal Glade ~~

A save crystal will be waiting for you here. Jinn will be leaning against the
Dark Crystal. Walk over to him and talk to him. Explain everything to him and
he will give you a ++SHADESTONE++. You will need to make your own Sunstone.
Take the Shadestone and travel to the different areas of the Giza Plains and
look for shining dark stones. Walk over to each shining dark stone and hold up
the shadestone to drain the light from the dark stone. You will have a
percentage up in the upper right hand corner along with an energy meter and
will need to fill it all the way up by visiting enough dark stones until you
make a sunstone. It may take all four shining dark stones to fully charge the
shadestone. The shining dark crystals are conveniently marked on your map with
"!". Run around the four different areas and charge the shadestone to receive
a ++SUNSTONE++. The party will automatically wind up back at the area where
Jinn is located once the stone is fully charged.

~~ Nomad Village ~~

Back in the village, Masyua will hand over ++50 GIL, 2 POTIONS, and 2 TELEPORT
STONES++ as a reward for bringing Jinn back. Now it's time to head back to Old
Dalan's Place in Rabanastre. Go back to the Southgate and open the circular
door to the side to quickly get back to the Lowtown area near Old Dalan's
Place.

~~ Lowtown ~~

A cutscene will begin as you get near Old Dalan's front door and Penelo will
leave the party. Walk up and talk to Dalan for yet another cutscene. The
++CRESCENT STONE++ will be given to you after the cutscene.

Destination Quote: Storehouse 5's my way down to the sewers. I'll start there.

Storehouse 5's entrance is in the northwest corner of the North Sprawl area of
Lowtown. Make sure that you equip yourself with any last minute items that you
want to have available and have a Cure spell for sure! Vaan will be by himself
for the upcoming area so I wouldn't rely on a limited supply of potions since
the area is rather long. Kytes will be behind the door of Storehouse 5 and
will give you ++2 POTIONS and 4 EYEDROPS++. Enter through the left gate after
talking with Kytes.

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/\ \ \/ /__ __|__ __| /\
/ \ \ / | | | | / \
| | Part II - A Dashing Sky Pirate and a Master of Weapons | |
\ / / \ _| |_ _| |_ \ /
\/ /___/\___\______|______| \/

[WT02]

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| Garamsythe Waterway | [PII1] |
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~~ 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.

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| Royal Palace of Rabanastre | [PII2] |
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~~ Cellar Stores ~~

Save your game. You might want to choose another block since you can't leave
from this area without doing a lot of backtracking. Check the Urn to the side
to obtain a ++MAP OF THE ROYAL PALACE OF RABANASTRE++. Always be sure to scope
out these urns when you enter a new area since they will always contain the
area's map.

~~ Cellars ~~

Run to the north end of the Cellars to +-----------------------------------+


activate a scene with two Imperials. | The two treasure chests in the |
Try to go up the stairs and the imperial | southeast portion of this room |
will stop you. A Seeq will notice that | should NOT be opened if you want |
you are trying to get upstairs. Talk to | to gain the Zodiac Spear later in |
the red "Palace Servant" Seeq standing | the game. |
next to the stairs. Press [ ] to call | [SQ01-2] |
the Imperial guard afterwards and run +-----------------------------------+
around his right side (your left) while
making your way to the stairs then enter the door at the top.

~~ Lower Halls ~~

Imperials are grouped throughout these halls and you will need to lure them out
in order to find the lion signet. From the starting point, head down the hall
to the right (south). Two guards will be standing near the left of the single
guard at the end of the hall. Press the [ ] button to call to the two guards
from the entrance to the hall then run back down the hall. The guards will
stop at the front of the hall where you yelled.

Now we need to distract the two guards near the entrance. Call to the group of
three guards near the entrance. When they come after you, run down the hall
directly in front of the door that you came through to enter this area (ignore
the hawk signet) and walk by the standing guard to the north. The group of
three guards will stay near the entrance. Enter the other side of the hall
where the three guards were standing patrol.

Use the Crescent Stone on the Lion Signet in the middle of the hall. This will
cause a green light to appear behind some latticework in the north. This is
the same hall that the single guard is standing near. Head to the west
intersection of the hall with the Lion Signet and yell at the single guard
standing patrol at the north hall. Run back down the hall with the Lion Signet
and enter the other side of the hall where the single guard was. The green
light behind the latticework is on the northwest side of this hall. Walk up to
latticework and examine the "Faint Light" and "Approach the Wall". The wall
will slide down to reveal a secret passage.

~~ Secret Passage ~~

Vaan will automatically walk inside and will be sealed in. Walk further down
the secret passage hall to see a door-like structure off to the right. The
door will not open but there is a hidden switch on the left wall. Standing
away from the door-like structure walk toward the wall ahead then turn right
and move against the wall until you see an Action Icon pop up followed by a
"Switch" message. Press the switch and examine the door (or "wall"). After
the cutscene that follows, you will obtain the ++GODDESS'S MAGICITE++.

~~ The Garden Stairs ~~

Walk up all the stairs to trigger a group of cutscenes.

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| Garamsythe Waterway | [PII3] |
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~~ East Spur Stairs ~~


Destination Quote: I've got to find my way out of these sewers...

Balthier and Fran will join up with Vaan as the cutscenes end. Walk over to
the save crystal and save your game then prepare for an explanation of the
Gambit system as you walk down the stairs. Unlike later, you are now given the
option to set up your gambits per characters as you see fit. Gambits will
allow you to combine one action with a target for that action whether it be an
ally, foe, self or either of the three with a specific status. A more detailed
description will ensue as Balthier treads a little more deeply into the Gambit
system. Gambits will be displayed in the list of menus on the party menu.

When the gambit menu is pulled up under a character, the right column is the
action to be performed and left column is the target for that action. The
Gambit at the top will be performed as the first priority then the other
Gambits will be performed. Use the cursor to select two Gambits in order to
switch their positioning and double tap the X button to turn off a Gambit. Use
the Select button to remove a gambit from a space. More Gambit spaces can be
purchased through the License board and more Gambits can be purchased from
Gambit shops found throughout the world of Ivalice. Gambits are always very
cheap and you should buy them before just about anything else before entering a
new city. It's a little hard to set some good Gambits at the moment since you
have very few. ++GAMBITS++ and ++PARTY++ will be added to the party menu after
the conversation with Balthier.

Use the party menu to take a character in and out of your party. Press the X
button to slide their pic back and remove them from your party. Also, it
should be noted that if you want to change the leader of your party, you can do
so by using the D-pad to select a leader from your three main characters. In
the party menu, the character pic that the orange flag appears on is the leader
of the current party.

Now back to the situation at hand. Examine the "Fallen Soldiers" to the side
for an extra cutscene. Walk down the waterway up ahead to enter the next area.

~~ East Waterway Control ~~

Dire Rat / Weak: Water


Steeling / Weak: Earth
Gigantoad / Weak: Fire

The left path has an urn that contains the ++MAP OF THE GARAMSYTHE WATERWAY++.
Run up the stairs to find a treasure chest then follow the waterway and the
paths afterward heading south. Try to keep your party cured with the cure
spell along the way - don't just rely on gambits for now since you have little
life. There is no reason to conserve magic since you can replenish it with
each character by moving. Try to get a License that will allow Balthier to use
Cure, that way everyone can heal.

~~ No. 11 Channel ~~

The path across the metal piece has a chest. Keep heading south along the
waterway. Use Fran's Fire spell on any Gigantoads that stand in your way.
Toward the end of this area two Gigantoads and two bats will be near a
waterway. Do not get stuck in the middle of these enemies. Take them out from
a distance.

~~ East Sluice Control ~~

No enemies will step out just yet. Use the save crystal in the south and run
down the stairs for a cutscene. The cutscene will give way to a battle with
four Imperials.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

Recommended Level: 5 - 6

Lv. 5 / Imperial Swordsman A / HP 210


Lv. 5 / Imperial Swordsman B / HP 170 / Status: Protect
Lv. 5 / Imperial Swordsman C / HP 180
Lv. 5 / Imperial Swordsman D / HP 190

Steal: Potion, Phoenix Down


Exp: 0
LP: 2 LP each (if YOUR party defeats one)

Have a Cure gambit for curing an ally < 70% and this battle shouldn't be much
of a problem. All they do is attack normally without any sort of magic or
exclusive attacks so they won't take too much damage. Fran's Fire spell takes
off a larger amount of damage than normally attacking an Imperial, but it is
not necessary. With the extra support from the mysterious woman this will be a
fair match of four against four. Be sure to steal for some extra items. If a
member of your party defeats an Imperial you will gain 2 LP, but if the woman
kills one then you will gain nothing.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Walk up to Amalia and she will join +---------------------------------------+


your party as a guest after the | Amalia's Gambits |
cutscene. Guests cannot be |=======================================|
controlled at all and will act on | Ally: < 80% (>) Potion |
their own in battle. You are | Ally: any (>) Phoenix Down |
responsible for curing and keeping | Foe: nearest visible (>) Attack |
your guest alive however. A guest +---------------------------------------+
will also leave the party once a
certain point of the story has been reached.

Amalia has gambits set to where she will revive any fallen party member with a
Phoenix Down and issue out a potion to a weak party member free of charge -
this does not take away from your current inventory! NEVER EVER get spoiled by
a party guest with special actions whether it be uber strength or constant
healing - this can happen very easily later in the game with one guest in
particular. Take advantage of your guest and get into a bunch of battles to
raise your levels since you have a fourth helper that slightly takes away from
your experience gaining. Run back to the save crystal and save your game then
continue to the east of the waterway.

~~ Southern Sluiceway ~~

Walk into the middle of the open space ahead for a cutscene. Four Lv. 4 Flans
will ambush your party.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

Recommended Level: 5 - 6

Lv. 5 / Flan A / HP 420 / Weak: Fire


Lv. 5 / Flan B / HP 360 / Weak: Fire
Lv. 5 / Flan C / HP 390 / Weak: Fire
Lv. 5 / Flan D / HP 420 / Weak: Fire

Steal: Caramel, Potion


LP: 2 LP each

All the flans in this group are weak against Fire, so use the Fire spell for
any character that has it at the moment. Normal attacks won't do that much
damage to a Flan, but it's better than nothing for non-magic characters. The
most important rule about this battle is to NOT let them surround you. They're
spiral attack hits very fast and sometimes they will chain it with another
attack for heavy damage. They will use Blind on your characters, so having a
Gambit set up for Eyedrops on an ally is suggested for at least one character.
Cure should be set up as a Gambit as usual, though set it to someone that isn't
casting Fire if possible. Sit back and enjoy the classic Final Fantasy victory
posing after the battle.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

You may want to run back and save your game in the previous area after the
battle. Collect the items in the treasure chests on the east and west side.

~~ West Sluice Control ~~

Gigantoad / Weak: Fire


Garchimacera / Weak: Water
Ghost / Weak: Light

The coast appears clear once again, and there is even a treasure chest waiting
in the middle of the water. Move toward the stairs and a Gigantoad will hop
out of the water. A Ghost and a group of Garchimaceras will be lurking about
up ahead.

~~ No. 10 Channel ~~

The stairs on the west side have been damaged, so you will need to head east in
the middle area to get out of the waterway.

~~ Central Waterway Control ~~

A save crystal is in the middle of this area. There are four pedestals that
are surrounding the sides of the floor near the waterway that cannot be used
just yet. These pedestals are used in one of the side quests and they reqrire
the Sluice Gate Key which is obtainable in the "Lost in the Pudding" hunt.
Open the gate to trigger a cutscene.

~~ Overflow Cloaca ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------+
| Lv. 7 | Firemane |
|=========================================================|
| HP: 3571 | Weak: Water | Absorb: Fire |
|---------------------------------------------------------|
| Exp: 0 | Steal: Potion, Phoenix Down, Grimoire Togail |
| LP: 3 | |
|---------------------------------------------------------|
| Recommended Level: 6 - 7 |
+---------------------------------------------------------+

This is the first true boss battle of +------------------------------------+


the game. Firemane will absorb Fire | Recommended Gambits |
obviously, and you most likely don't |====================================|
have water yet, so his weakness cannot | Ally: HP < 70% (>) Potion |
be taken advantage of. He teleports | Ally: any (>) Antidote |
around the area much like a ghost so | Foe: nearest visible (>) Attack |
your attack may miss at times. Make +------------------------------------+
sure that you have a Cure or Potion
gambit on one of your party members since Firemane will take off about 50 - 100
HP with his kick attack and his Fire spell will take nearly 100 HP. Potions
may work better since it is basically an instant heal instead of having to wait
for a spell, though if any character falls or gets majorly low then Amalia will
start passing out some Potions and Phoenix Downs in that order.

Firemane's big attack is called "Bushfire". He will send out fire all around
him and take off nearly 100 HP from all party members and possibly inflict
Poison on some of them. He seems to always start this after 25% of his life
has been taken. Do not set up your Gambits so that one person does all the
healing - you need to mix and match so that each character performs a certain
cure. Amalia is very helpful in this fight thanks to her Potions and Phoenix
Downs. If two or more of your characters ever die and one of them is Amalia
then bring her back to life first so she can resurrect the others. Bushfire is
the only major attack that you have to watch out for in this battle because of
the heavy damage and possible status effect.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A few cutscenes will take place after the battle then your party will start in
the Nalbina Dungeons.

____ __________ ______


/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Part III - A Loyal Knight Branded as a Traitor | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/

[WT03]

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Nalbina Dungeons | [PIII1] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Stockade ~~

Check around the area for a few chests containing Knots of Rust. Use the save
crystal at the north end then walk through the opening near it.

~~ Arena ~~

The cutscene that plays will give way to another boss fight.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

Lv. 6 / Galeedo / HP 158 / Weak: Fire


Lv. 7 / Gwitch / HP 142 / Weak: Fire
Lv. 8 / Daguzo / HP 232 / Weak: Fire / Status: Protect

Steal: 5 gil (Galeedo), Potion (Gwitch), 200 gil (Daguzo)


LP: 2 LP from each

You'll be barehanded for this fight, but you still have access to your
technicks and magicks. Only Balthier and Vaan will be in your control for the
fight. All three of the Seeqs are weak so it really doesn't matter which one
you go after first. Daguzo has Protect on him but it doesn't do him much good.
Cast Fire on any of them to speed up the battle and likely kill them with one
hit, otherwise, attack until they are defeated.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ The Confiscatory ~~

Walk toward the save crystal. A cutscene +-----------------------------------+


will play in which Fran will notice the | Do not open any of the chests in |
party's supplies in the side room. The | The Confiscatory if you want the |
party will recover all lost items and | Zodiac Spear later in the game. |
equipment after the cutscene and obtain | [SQ01-3] |
the ++MAP OF THE NALBINA DUNGEONS++. +-----------------------------------+
Save your game then continue to the
east.

~~ The Black Watch ~~

Imperial Hoplite / Weak: N/A


Imperial Magus / Weak: N/A
Imperial Marksman / Weak: N/A
Imperial Swordsman / Weak: N/A

The cutscene will leave your party on the southwest side of the area. You can
sneak around this area and avoid most battle as Balthier suggests in the prior
cutscene or you can fight all the Imperials. The bad part about alerting some
Imperials is that you will cause a whole group of them to surround you at once.
I would suggest having a Potion gambit on someone through this part since you
can get overwhelmed at times leading to quick deaths. Make sure to defeat the
Imperial Magus's and Imperial Hoplites first since they will only stand back
and use support magick mixed with Blind or Potions respectively on the other
Imperials. The Hoplites are the most aggressive with their constant rams.
Markmen can also heal others with Potions as well.

It's easy to build up a good chain at this part since all of the enemies are
considered the same type. Make sure to check for the chests around the area -
they are rather dark and hard to see while near a wall. The objective here is
to head toward the middle portion of the north area. A cutscene will play once
you get to the door at that part. Follow Judge Gabranth and the Imperials down
the stairs after the cutscene.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Barheim Passage | [PIII2] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ The Lightworks ~~

Basch will automatically join the +---------------------------------------+


party as a guest after freeing him. | Basch's Gambits |
Check in the area off to the right |=======================================|
as you venture down the stairs to | Foe: party leader's target (>) Attack |
find three chests full of gold. A | Foe: nearest visible (>) Attack |
save point will be to the side as +---------------------------------------+
you continue further down. The
first thing to do here is to examine the "Timeworn Device" in the middle of the
room. A short conversation will commence in which Balthier will mention that
the fuse is blown. The object will now be labeled "Power Relay". Walk down
the stairs and talk to the merchant, Burrogh. He will give your party a ++TUBE
FUSE++. Go back upstairs and "Install the Tube Fuse" on the "Power Relay".
The lights will come on and the meter in the upper right hand corner will
display the charge as 100%. Press the Gate Switchboard to the left of the
merchant downstairs to open the gate to the side of him.

The Charge will drop by 30% and the merchant will explain to your party that
fierce beasts come out in the dark. Make sure to buy both of his gambits
before leaving and stock up on any useful armor or magick that you would like.
You need to have the Blizzard spell for sure. Try to have about 10 antidotes
and eyedrops since they will cure status afflictions much quicker than magick.
About 5 Phoenix Downs wouldn't be a bad idea either. If a person with a one-
handed weapon can equip a shield then buy at least one. Sell your current Loot
if you have any for some extra gil - don't sell the Teleport Stones though.

~~ Op Sector 29 ~~

Destination Quote: Gotta stop those mimics from feeding on the conduits.

Battery Mimic / Weak: Ice


Flan / Weak: Fire
Mimic / Weak: Ice
Skull Defender / Weak: Light
Specter / Weak: Light
Steeling / Weak: Earth
Suriander / Weak: Ice
Tiny Mimic / Weak: Wind
Zombie / Weak: Light

The Mimics up ahead will drain the power supply from the power cord to the
side. You must stop them from draining all the power or you will have to deal
with plenty of undead fiends as the lights go out. Remember that a mimic is
weak against ice, so use the Blizzard spell to heavily damage him. If all your
controllable party members have Blizzard then have everybody cast Blizzard to
really put the hurt on a mimic. It will use Discharge quite often to hit all
of your party members with electrical damage taking around 50 HP per hit.
While fighting the mimic it will sometimes feed some more off of the conduit
(Charge) to replenish its HP by 200.

Basch will help out a good bit even while barehanded. He will do combo attacks
often. Any time that you see the power charge dropping in the upper right hand
portion of the screen then that means there is a mimic up ahead feeding on one
of the electric cords. You will sometimes have to stop midfight and deal with
a mimic up ahead or face the dark fiends. "Mimic X is feeding on the energy
conduit" will appear in the upper left hand corner often when entering a new
area. Check your map and look for the "!" in places to find the power cords
that the mimics are feeding off of.

Another mimic will be feeding on the electric cord down the stairs in the next
room. Fight through the Tiny Mimics quickly or just rush right past them and
start using Blizzard on the Battery Mimic. You'll have a bit of a break until
you reach the next area.

~~ Great Eastern Passage ~~

One Battery Mimic will start feeding on the cord against the wall as soon as
you enter the area and the other will run deeper into the tunnel - we'll get
that one later. Deal with the Battery Mimic in site first then run into the
tunnel and find the other one on the west side. You'll likely see the urn for
the map of this area below, but you need to go around to get it. Move down the
east tunnel.

The next power cord is down the tunnel to the left once the path splits, but a
Battery Mimic will not show up until you run down the tunnel to the right. He
will run right past you and head for the power cord. Fight through the enemies
down the tunnel and hunt him down as he feeds off the electricity. Run back
out of the tunnel and head down the tunnel that the mimic ran out of. At the
intersection, turn around and run down the tunnel to the west to find the urn
with the ++MAP OF THE BARHEIM PASSAGE++.

Walk deeper into the tunnel to the south and be prepared to hunt down the mimic
at the far end as you reach some stairs. There is a cord at the top of the
stairs and the Battery Mimic will rush down the tunnel up ahead and run over to
it. Enter the opening to the west side above the stairs.

~~ Op Sector 36 ~~

Defeat both of the Battery Mimics first as they feed on the power cords
upstairs and downstairs then leave. Enter the next area to the south in the
Great Eastern Passage.

~~ Special Op Sector 3 ~~

A mimic will start to creep toward the power cord at the far end of the tunnel
so scare him with a Blizzard spell and watch him take off. The massive gate
(actually labeled as such) will be blocking the way to the southern end of the
tunnel. Go back up the tunnel a little bit and walk into the west section.
Some Flans will drop down from the entrance so have some Fire spells ready
because they are severely weak to Fire.

The Flans are basically highly strong against any type of physical attack this
time. Have some eyedrops or a Blindna spell ready for their Blind spell. A
Battery Mimic will start to feed on the power cord as you walk through the next
entrance but a Flan will drop in front of the party so Fire him then get to the
mimic quickly.

~~ Op Sector 37 ~~

A mimic to the side will be feeding on a power cord and another one will creep
down the stairs and venture toward the cord in the hall below. Defeat the one
to the side then fight through the Flans that drop on your way down the stairs
and into the hall. Flip the Gate Switchboard up the stairs in the next room to
open the massive gate that was blocking your way further into the tunnel a few
moments ago.

On your way back, be sure to heal your party members fully and stay away from
the Bombs that will by floating around the Special Op Sector 3 west area. They
are neutral, but if they get after your party and manage to self-destruct, they
can nearly take your entire party with them, so do not aggravate them. They
will attack if you fight a Flan near them. If they do self destruct and one of
your party members survives, go ahead and run past the gate in the south and
you will find a save crystal - no need to use Phoenix Downs, just turn off the
gambits via the command menu and run.

~~ North-South Junction ~~

Basch will gain some armor and a sword after the cutscene. Save your game then
enter the room to the south for a big battle.

~~ Great Central Passage ~~

The second treasure chest in this area is actually a Mimic. He will jump up
and attack if you examine it. Another Mimic will start to feed on the power
cord to the left. All the chests in this area that have a slight blueish glow
to them are Mimics. These Mimics will do a new attack known as "Leech" in this
area in which they will drain a party member of HP to restore their own.
~~ The Zeviah Subterrane ~~

Battery Mimics and Tiny Mimics will be spread out up ahead along with a new
Suriander enemy, much like the Gigantoad. Walk up the northeastern path to
find a sealed gate. Keep moving further up the path while fighting off
Skeletons and the feeding Battery Mimic then enter the next area to the east.

~~ Terminus No. 4 Adjunct ~~

Walk down the stairs to find a save point that sort of foreshadows something
wicked up ahead.

~~ Terminus No. 4 ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+--------------------------------------------------------------+
| Lv 10 | Mimic Queen |
|==============================================================|
| HP: 4073 | Weak: Ice | Absorb: Thunder |
|--------------------------------------------------------------|
| Exp: 0 | Steal: Knot of Rust, Rose Corsage, Storm Magicite |
| LP: 5 | |
|--------------------------------------------------------------|
| Recommended Level: 9 - 10 |
+--------------------------------------------------------------+

Tiny Battery / HP 120 / Weak: Ice

The best way to approach this +------------------------------------------+


battle is to go straight for | Recommended Gambits |
the Tiny Batteries right at the |==========================================|
beginning. There will be four | Ally: HP < 50% (>) Potion |
of them and they will all | Foe: party leader's target (>) Blizzard |
scatter at the beginning to suck | Foe: party leader's target (>) Attack |
the energy from the power cords +------------------------------------------+
to the sides. You will have to
worry about the charge gauge even during this boss fight.

Set your party members so they will cast Blizzard on whatever enemy that you
target BUT turn off their gambits at the beginning. Use the command menu to
assign each party member a Tiny Battery to cast Blizzard on along with your
character and they will kill all of them right at the beginning. Turn back on
the gambits once all the Tiny Batteries are gone and target the Queen then
start casting Blizzard on her and your controllable comrades will follow with a
Blizzard attack totally hammering away at her life gauge. Basch will help out
by attacking whichever enemy you target for this battle. I would recommend
using Potions instead of Cure spells to save your magic for Blizzard attacks.
Run around a bunch during this battle with your leader to gain back some MP and
your allies will run with you.

The Queen will always perform a "Breath of Life" shortly before the "Spawn" of
a new Tiny Mimic. Take out any new Tiny Batteries that she spawns by having
one of your party members cast Blizzard on it as soon as it spawns. She will
attack with one of her legs or cast Thunder occasionally. One of her big
attacks is the Ground Shaker where she will jump into the air and land on the
ground causing a tremor that will take off around 80 HP from the entire party.

On her last 25% of life she will start performing her Shockstorm attack that
will take off nearly 170 HP from each party member near her. She will be way
too busy performing a Breath of Life followed by a Spawn most of the time if
you take out all the Tiny Batteries however. If all of your party members can
cast Blizzard for this battle then she will not stand a chance whatsoever if
all of her Tiny Batteries are dead and will suffer a very cold and quick death!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Dalmasca Estersand |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Passage Entrance ~~

Destination Quote: Penelo must be worried sick. Better head back to Rabanastre.

A save crystal is lying to the side as the cutscene ends. Make your way back
to Rabanastre to the south.

~~ Sand-swept Naze ~~

o-----------------------------------o
| Available Enemies |
|-----------------------------------|
| Alpha Wolf / Weak: Earth |
| Cactite / Weak: Wind |
| Cactoid / Weak: Wind |
| Cockatrice / Weak: Water |
| Nekhbet / Weak: Water (rare) |
| Wild Saurian / Weak: Wind |
| Wolf / Weak: Earth |
o-----------------------------------o

While moving through the sand dunes, if you come upon a cockatrice that takes
off quite a bit more than the others then you have just run into a rare fiend
known as the Nekhbet. He will start to cast Slow on your party once his HP
starts to drop. The only way to cure Slow at the moment is with a Remedy.
Don't fool with the Wild Saurian on the way back - not yet! Instead of
treading through all the sand to the south, you could go to South Bank Village
to the north and teleport to Rabanastre via the orange save crystal.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Rabanastre | [PIII3] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Destination Quote: Can't wait to show Old Dalan and Penelo...wherever she is.

The party will go there separate ways +-----------------------------------+


upon entering Rabanastre and Vaan will | A Viera is now sitting on the |
mention that he would like to meet with | railing of the stairs leading up |
Penelo. He mentions that she would most | to the Clan Hall of the Muthru |
likely be at Migelo's Place. Talk to the | Bazaar. She will ask a question |
moogle, Hurdy, and teleport to the | each time you approach her in |
Sandsea, which is right near Migelo's. | between major events of the main |
These moogles are now positioned | story. It's a good idea to start |
throughout Rabanastre and will provide a | this side quest now. |
very fast means of travel via | [SQ02-1] |
teleportation throughout the city. Vaan +-----------------------------------+
will meet up with Kytes and will decide
to meet up with Old Dalan once again.

Head to Old Dalan's Place in the Lowtown area - use the shortcut at the
Southgate. Talk to him for a cutscene. Dalan will hand over the ++SWORD OF
ORDER++ and ask you to deliver it to a man by the name of Azelas. Dalan will
mark the destination on the map. Run over to the west portion of the North
Sprawl of Lowton as indicated on the map and talk to Balzac. When all the
cutscenes end, Basch will officially join the party. He has quite a bit of LP
so spend it wisely.

Destination Quote: Now, if I were a tired, thirsty sky pirate, where would I
be?

The quote pretty much speaks for itself - go to the Sandsea in Rabanastre to
find Balthier and Fran. A cutscene will play on the way to the Sandsea and
another will trigger once you walk to the second floor of the Sandsea.
Balthier and Fran will join the party once again and your next destination is
the Lhusu Mines in Bhujerba. Meet up with Balthier in the Aerodrome at the
Westgate when you're ready to leave. He's in the very back standing next to
the railing.

I would recommend buying all the Gambits from the Gambit shop in Rabanastre and
stocking up on magick that you do not have yet. Eventually all magic will be
useful, so it's best to get it early. Stay behind in Rabanstre and perform
some of the Hunts at the Sandsea. This is the perfect time to start with the
hunts since you are able to have a party of three now. You can also sell all
the loot that you probably have a lot of by now - especially after the journey
through Barheim Passage. All the newer items will be available in Bhujerba
along with two new magicks. MAKE SURE THAT YOU HAVE LIBRA WITH YOU BEFORE
LEAVING RABANASTRE! You will not be able to get Libra in Bhujerba and you will
need it for the Lhusu Mines, unless you want to risk stepping in a trap.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Bhujerba | [PIII4] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Destination Quote: Time to find that magicite mine... I'm coming, Penelo!

Save your game at the save crystal. You can't teleport back to Rabanastre at
the moment even if you have a teleport stone. Upon leaving the Aerodrome
Lamont will join your party as a guest after the cutscene that takes place.
Stop by the Magicks store and pick up Vox if you have the extra 300 gil. The
way to the Lhusu Mines is straightforward since all other paths in the city are
sealed off.

~~ Lhusu Square ~~

A save crystal is nearby and this will be your only save crystal for the Lhusu
Mines. Walk down the stairs to trigger a cutscene.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lhusu Mines | [PIII5] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Shaft Entry ~~

Yet another cutscene will trigger while walking down the stairs. The Marquis
in the cutscene is the same Marquis that narrates the journal entries in
between story sequences of FFXII, just in case you didn't know.

Aerieel / Weak: Light (rare)


Skeleton / Weak: Light
Skull Defender / Weak: Light
Slaven / Weak: Wind
Steeling / Weak: Earth

Make sure to have a "Self (>) Libra" gambit set to one of your party members so
you will be able to see traps in the Lhusu Mines. Traps can possibly kill your
whole party with one triggering. Head to the north. The Steelings throughout
the Lhusu Mines may carry Teleport Stones, so you can get quite a bit of them
through stealing and I would advise you to get a few for later, unless you want
to buy them in the airship
cabins. One excellent feature +------------------------------------------+
you will find out about Lamont | Lamont's Gambits |
is that this fine lad comes |==========================================|
equipped with Potions and | Ally: HP < 20% (>) Hi-Potion |
Hi-Potions that he will gladly | Ally: HP < 50% (>) Potion |
give out if one of your party | Foe: party leader's target (>) Attack |
members is running low on health. | Foe: nearest visible (>) Attack |
Lamont is one of the best guests +------------------------------------------+
that you will get in your party
thanks to his generous nature of unlimited Potions and Hi-Potions. To the
south, Skeletons, Steelings, and Skull Defenders will be lurking in the
corridors. The entrance to the next area is in the southwest end of the
corridors. You can use the Gate Switchboard on the raised area (up the steps)
of the southeast side to raise the gate in the middle.

~~ Oltam Span ~~

Be on the lookout for traps in this area. The main enemies will pop up in the
middle of the bridge. Don't fight an enemy near a trap since your allies may
wind up walking right into it during a battle - this will happen often if you
are not careful.

~~ Transitway 1 ~~

Go north. Walk down the actual tunnel with the railing and not the Skeleton-
filled side tunnel since you will find several traps inside that your party
might accidentally trigger during battles.

~~ Shunia Twinspan ~~

This is a wonderful area to level up, but it is also a deadly area if you are
low level. Many Skeletons and Skull Defenders will pop up from the ground as
you venture toward the middle. These fiends are about 3 levels ahead of the
ones that you have been fighting so you cannot afford to have too many gang up
at once. Try not to move too far down the bridge or you will be dealing with
about five of them at a time. Stand back while holding the R2 button and let
them come to you. You can build up a chain extremely easy in this area since
all you fight is Skeletons and Skull Defenders! Building up a chain will cause
the enemies to drop more items at a time.

~~ Site 2 ~~

Enter the tunnel to the right (east) to continue to your destination. The
tunnel to the left has a chest but you must go past a trap that one of your
allies will likely set off since it's in the middle of the path. Use cure
magic and make sure all of your party memebers are fully healed before you step
into the big cave to the north while going up the stairs on the east side. A
cutscene will trigger once you step inside the middle open area.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+-----------------------------------+---+-----------------------------------+
| Lv 12 | Ba'Gamnan | | Lv 11 | Bwagi |
|===================================| |===================================|
| HP: 3983 | Weak: Water | | HP: 1593 | Weak: Water |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Potion, Hi- | | Exp: 0 | Steal: 30 gil, Potion |
| LP: 5 | Potion, Round Shield | | LP: 5 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 11 | Gijuk | | Lv 11 | Rinok |
|===================================| |===================================|
| HP: 1650 | Weak: Water | | HP: 1745 | Weak: Water |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: 30 gil, Potion | | Exp: 0 | Steal: 30 gil, Potion |
| LP: 5 | | | LP: 5 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: Determination and a bunch of items |
+---------------------------------------------------------------------------+

These four are not meant to be fought. Your party will start the battle a
little ways from them as the cutscene ends. You need to turn off all gambits,
hold R2, and run all the way back to the beginning of the mines. If you decide
to fight them, then you will not have Lamont's help since he has basically said
"The hell with you!" and has already started running. Several enemies will pop
up along the way, but you will need to run right by them. A cutscene in each
area will show Lamont just up ahead of your party as you continue to flee. Be
sure to keep that R2 button held down while running.

If you decide to fight them, then keep in mind that they can be beaten, though
not easily. All you will get is just a cutscene of Ba'Gamnan running away
after defeating them and no other reward. They all have Haste cast on them and
Ba'Gamnan has Protect and Shell. Sadly, you don't have Dispel yet, so this is
going to be one hell of a battle. Everybody except Ba'Gamnan can be blinded
easily. You really need to have Protect up at all time on all three party
members. Knots of Rust work very well for draining their HP along with a Water
Mote since they're weak against water. Have a Potion gambit set up to cure
your party members quickly. You will really have to pull out everything for
this battle, but it can be won depending on how determined you are!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ Shaft Entry ~~

By the time this area is reached Ba'Gamnan and his gang will have lost your
party. Go ahead and heal since there are still enemies in the area then exit
the mines through the entrance. Don't forget to turn your gambits back on
while going through the tunnels on the way out.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Bhujerba |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Lhusu Square ~~

Two cutscenes will play. Once you run +-----------------------------------+


toward the save crystal, the game will | The moogle Pilika has a side |
prompt you to press the [ ] button with | quest for your party at this time |
Vaan. This will make Vaan announce that | if you have done the "The Cry of |
he is Captain Basch to all the | Its Power" Elite Mark Hunt. |
surrounding citizens. The notoriety | [SQ03-1] |
gauge in the upper right hand corner will +-----------------------------------+
rise as people turn to look at him in
shock. You must run around the town of Bhujerba and press the [ ] button to
testify to a large group of citizens - look for the people with talk icons
above their head since these are the only people that will listen.

The notoriety gauge will start to drop if you don't testify to enough people in
a certain amount of time. A message will pop up to let you know how many
people are listening each time you testify. Some citizen will respond and the
notoriety gauge will go up even quicker for their type - this is usually the
people that carry books with them. Don't testify near a helmeted guard or they
may stop you and the notoriety gauge will fall. Once the notoriety bar has
reached 100% Vaan will be stopped and the cutscenes will pick up again.

Here's an alternate way to raise the notoriety gauge:

There is an area where there are a few people labeled as "Staras Residents"
outside the Staras Residence. Walk over to them and inform them (press [ ]),
then go inside the house and there should be three people inside the house
(press [ ] again). Leave the house and go back to the same "residents" again
and tell them the whole thing over again and then go back into the house and
repeat. Your notoriety should rise within three to five minutes.

(thanks to nemesys_syndrome)

~~ The Cloudebourne ~~

There is a bulletin board to the side that should have at least one hunt on it
by now if you are interested. This will offer the same hunts that are in the
Sandsea back in Rabanastre. Speaking of Rabanstre, you can now go back there
if you wish. To continue the story, run over to the area marked on your map
and speak to the Bhujerban Sainikah in order to talk to the Marquis. Be sure
to have the Blind spell with you before talking to the Marquis.

____ __________ ______


/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Part IV - A Princess Who Had Lost Everything | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/

[WT04]

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dreadnought Leviathan | [PIV1] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Port Launch ~~

Destination Quote: I can't believe she's Princess Ashe. Better help her out, I
guess.

Vossler will join your party as a guest as the group of cutscenes come to an
end. The ++MAP OF LEVIATHAN++ will also be handed over. A save crystal will
be nearby as your party starts out in the Leviathan. Be sure to make a
separate save file since you cannot leave the Leviathan for any extra gear.
Vossler is another really good guest to have in your party. He is a total
powerhouse and will help you greatly for the battles ahead.

~~ Port Section ~~

Imperial Gunner / Weak: N/A


Imperial Hoplite / Weak: N/A
Imperial Marksman / Weak: N/A
Imperial Magus / Weak: N/A
Imperial Swordsman / Weak: N/A
Mastiff / Weak: N/A

Vossler will warn your +-----------------------------------------------+


party of the security | Vossler's Gambits |
lasers found around the |===============================================|
Dreadnought. Anytime they | Foe: flying (>) Telekinesis |
are touched, an alarm will | Self: status = HP critical (>) Special Attack |
go off and Imperial guards | Foe: nearest visible (>) Attack |
will attack. Move through +-----------------------------------------------+
the middle path up ahead
and make a right. Turn left to find a patrolling Imperial. These Imperials
that are found throughout the Dreadnought will provide some gil at times after
being defeated and you should try to steal from them to boost your Potion
supply.

Enter the open area up ahead and you will notice a chest in a dead end hall.
If you try to open the chest security lasers will prevent your party from
leaving and stepping through them will set off an alarm, though a quick gamer
can make it in and out before the alarms go off, so you may want to try for it.
The alarm will not call an overwhelming group of Imperials, but be sure to move
your whole party away from a group of lasers so an ally will not constantly
activate it while fighting. Work your way toward the middle storage area on
the map.

~~ Large Freight Stores ~~

There are two ways to get to the destination in the middle of the Dreadnought.
There is the long way to the second floor to the west that will provide an
easier journey since it's fairly straightforward with fewer Imperials, or the
short way downstairs to the north where many Imperials will lie in ambush and
security lasers will literally force your party to step into them. Going the
long way will net your party three chests full of gil on the bottom floor of
this area. Many Imperials will ambush your party as you go down the stairs to
the first floor though. The security stations along the side cannot be used at
this time. Enter the door in the middle at the bottom if you want to go the
short way. Both ways are described below.

~~ Starboard Section (long way) ~~

Get to the first big room to the north then run down the hall to the left in
that room and continue to the north past the second big room. Turn right at
the dead end in the hall. Go down the first hall off to the left then make
another left followed by a right then take the second left. Security lasers
will appear along the entrance to the right so take a left and go the long way
around the corridor to arrive at the entrance at the north middle portion.
Along the way, there will be a switch off to the side labeled "Bulkhead
Release". Activate BULKHEAD RELEASE 1 then run ahead and enter the Sub-control
Room.

~~ Sub-control Room (long way) ~~

The party will drop in on two Imperial Hoplites, an Imperial Magus, and an
Imperial Swordsman. This is as bad as the fights get while coming the long
way. Defeat the Magus first as always then concentrate on the others. Some
stragglers may be pacing around downstairs. The security controls cannot be
activated just yet. Walk into the dark area downstairs to find two treasure
chests, though a group of security lasers will catch your party on the way out.
Look near one of the pillars in the middle of the back wall to find BULKHEAD
RELEASE 2. Pressing this switch will open the door in the middle of the room.
~~ Airship Berth Access (long way) ~~

On the way to the south one Imperial will be standing guard. Do not venture
off to the left or right hall or you may get caught in a laser sensor. Enter
the door to the south to continue to the Central Block. Skip to the "Central
Block" area below.

~~ Airship Berth Access (short way) ~~

The door in the middle of the first floor of the storage area will lead your
party to a corridor with two ways to choose from. Both ways are just as bad
and just as deadly if your party is at a low level. The east path is slightly
easier since your party will not trigger an alarm along the way. While moving
down the corridor of the east side, try to lure some Imperials out of the
middle area and take them on.

DO NOT stand in the entrance to the middle area for very long since some sensor
lasers will appear as your party enters the middle room. Run to the center of
the middle room to keep your party from stepping into the lasers again and
again while fighting. Your party will eventually have to purposely step
through some security lasers since they will be blocking the hall ahead. Fight
off the Imperials that come as your party heads to the door in the middle
portion of the area or just run to the door immediately to reach the Central
Block.

If you take the west route, the alarm caused from stepping through the security
lasers will call all the Imperial guards from the west middle room into the
hall. When the middle room is reached there will only be a few stragglers left
behind, but once again, your party will have to step through some lasers to
exit the room, calling even more guards.

~~ Central Block ~~

No matter which way is taken, you will arrive at the Central Block and a
cutscene will trigger after the door is opened.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+-----------------------------------+---+-----------------------------------+
| Lv 11 | Judge (A) | | Lv 11 | Judge (B) |
|===================================| |===================================|
| HP: 2245 | Weak: N/A | | HP: 2245 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: 300 gil, | | Exp: 0 | Steal: 300 gil, |
| LP: 7 | Hi-Potion | | LP: 7 | Hi-Potion |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 10 | Imperial Swordsman (A) | | Lv 10 | Imperial Swordsman (B) |
|===================================| |===================================|
| HP: 430 | Weak: N/A | | HP: 430 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 34 | Steal: see Enemy List | | Exp: 34 | Steal: see Enemy List |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 10 | Imperial Swordsman (C) | | Lv 9 | Imperial Magus |
|===================================| |===================================|
| HP: 430 | Weak: N/A | | HP: 384 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 34 | Steal: see Enemy List | | Exp: 34 | Steal: See Enemy List |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: 12 - 14 |
+---------------------------------------------------------------------------+

This battle can get quite evil +------------------------------------------+


depending on how you approach | Recommended Gambits |
it. If you are strong enough, |==========================================|
you can do as Vossler says and | Ally: HP < 50% (>) Potion |
take out the Judges to end the | Ally: any (>) Eye Drops |
battle immediately, but dear | Foe: party leader's target (>) Attack |
lord, look at the Judges' HP +------------------------------------------+
gauge compared to the others!
I recommend manually Blinding both of the Judges at the very beginning of the
battle since their attacks are the most damaging. Have two characters cast
blind on both of them. Blind may miss them a few times, but keep pouring on
the Blind spell until it blinds both of them! The Judges have a Tri Attack
that will take off about 150+ damage, but if they are blinded, they will likely
miss.

Once both Judges have been blinded get really aggressive and target the Magus
followed by the Swordsmen and defeat them all quickly. Have a gambit set to
cure Blind on any of your allies. After the Swordsmen and Magus have been
taken care of, it is all a matter of wearing down the blind Judges. A blind
Judge is a severely handicapped Judge - keep that in mind. You may also want
to try Disable if you have it, but it will not last that long at all. Vossler
will be a godsend for this battle especially if your party is low level.

The ++NO.1 BRIG KEY++ will be handed over after the fight. Use the Brig Key to
open the door to Brig No. 1.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ Brig No. 1 ~~

Open C-201 to find the ++SYSTEMS ACCESS KEY++ inside of the urn and a blue save
crystal to the side. C-203 has two captive moogles inside. One of them is a
merchant by the name of Tetran. He has a few new armors and some new items.
You don't really need any Alarm Clocks or Handkerchiefs yet, but be sure to buy
a few once you have the extra gil, especially the Handkerchiefs.

Cell C-202 will trigger a cutscene once it is opened and Ashe will officially
join your party. Ashe has tons of LP, so be sure to deck her out with some
spells, augments, and equipment. Cell C-204 has nothing inside. You need to
prepare for an upcoming boss battle, so be sure to buy all the equipment your
party needs from the moogle merchant. Be sure to have the Disable spell as
well as Blind. Save your game and leave once you have Ashe.

~~ Central Block ~~

Destination Quote: If we can get to a launch bay, we can escape on an airship.

Walking back into this area will trigger a cutscene. The alarm will go off and
continue to go off as your party tries to escape. For this portion, you need
to run or fight. The Imperial guards can really gang up on your party,
depending on what area you are in. The goal here is to make it back to the
Port Launch area in the hope of hijacking an airship.

There is a Security Station in both the Sub-control Room and storage area
(Large Freight Stores) of the Dreadnought that can be used to reset the alarm
for 60 seconds after you use the System Access Key on either of them. There is
one on the right side of the main controls in the Sub-control Room and two on
both sides of the first floor in the storage area. The only bad thing is that
you have to stop and let go of R2 in order to use either one.

Resetting the alarm will keep guards from chasing you all the around the
Dreadnought however. The short way back through the Airship Berth Access is
recommended since you will be able to get back much quicker and it really
doesn't matter about avoiding fights anymore since your party is the center of
attention anyway.

~~ Port Section ~~

Upon leaving the storage area, when you enter the first big room along the way,
a cutscene will play and Vossler will leave the party then Penelo will join.
Much like Ashe, Penelo has tons of LP so build her up a bit. After gaining
Penelo, your main party will be complete - the leftover space will be for any
guest that decides to join from now on.

The party will also gain the piece of ++MANUFACTURED NETHICITE++ that was given
to Penelo by Larsa. The Manufactured Nethicite can be equipped to reduce the
damage from all elemental attacks but it will put a permanent Silence on that
character while it remains equipped. Continue onward to the Port Launch. Feel
free to heal your party members on the way since the Imperial guards will stop
attacking after the cutscene.

~~ Port Launch ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+-----------------------------------+---+-----------------------------------+
| Lv 14 | Judge Ghis | | Lv 11 | Imperial Swordsman |
|===================================| |===================================|
| HP: 4120 | Weak: N/A | | HP: 615 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Potion, Dark | | Exp: 95 | Steal: See enemy list |
| LP: 22 | Mote, Jackboots | | LP: 1 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 12 | Imperial Swordsman | | Lv 12 | Imperial Swordsman |
|===================================| |===================================|
| HP: 615 | Weak: N/A | | HP: 615 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 95 | Steal: See enemy list | | Exp: 95 | Steal: See enemy list |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: 12 - 15 |
+---------------------------------------------------------------------------+

There are three Imperial Swordsmen +------------------------------------------+


behind your party and of course | Recommended Gambits |
Judge Ghis up ahead. Judge Ghis |==========================================|
will start the battle by casting | Ally: HP < 50% (>) Potion |
Protect on himself. Once Protect | Foe: party leader's target (>) Attack |
is cast, he will run toward one of | Foe: nearest visible (>) Attack |
your party members and start to +------------------------------------------+
attack. Judge Ghis can chain his
attacks fairly well at times and each attack will take around 50 HP so be sure
to have some healing gambits set. You can severely limit this whole crowd of
enemies by simply casting Blind on Judge Ghis and by casting Disable on all
three Imperial Swordsmen. Slow can also be cast on Judge Ghis. The Blind and
Slow spells may miss a few times, but keep drowning him with the same spell and
it will eventually take effect.

The Swordsmen will not be able to attack and Judge Ghis will not hit your party
near as much with both spells triggered. Disable wears off quick so use that
time to quickly defeat the three Swordsmen then go for Judge Ghis. He has one
powerful magic attack that he can still get off even if Blind is cast on him
however. His Aero spell will take nearly 150 HP from all party members. Once
enough HP has been taken he will use Great Barrier to give himself Shell and
Protect.

If you have problems with this battle then set a "Self (>) Shell" and "Self (>)
Protect" gambit on each party member or set it up so one party member will cast
both spells on another. You can actually stand outside the door to the Port
Launch and cast both spells on all party members before going inside to start
the battle with both of them activated. Judge Ghis will fall shortly before
his entire life bar has been drained.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Bhujerba |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Aerodrome ~~

Like Vossler suggests, the party needs to meet with Marquis Ondore once again.
Pull up the map to see that you need to speak with his guards just outside of
the Aerodrome once again.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dalmasca Westersand |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ The Western Divide ~~

Destination Quote: West of the sandsea. Sounds...far.

There's an orange save crystal nearby and +-----------------------------------+


a merchant to the side. He has Rose | At this time, you may return to |
Corsage's for sale - be sure to pick up | the Nomad Village in Giza Plains |
one for each magic user in your party | for an optional side quest. Find |
since you will need them later, though | Masyua and speak with her. |
not at the moment. Stock up on some | [SQ04-1] |
Handkerchiefs as well. +-----------------------------------+

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ogir-Yensa Sandsea | [PIV2] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Platform 1 - East Tanks ~~

Alraune / Weak: Wind


Pineapple / Weak: Water
Urutan-Yensa / Weak: Wind

You really need to have a "Self (>) Libra" gambit set up for this area since
there are plenty of traps lying around. Climb to the top of the first tank off
to the south. Plenty of Alraunes will by walking around on the tops of the
tanks. Walk across them to enter the next area.
~~ Platform 1 - Refinery ~~

A cutscene will trigger in the next area and Vossler will once again join your
party as a guest! Keep heading to the west and go down the catwalks that lead
to the desert below. Urutan-Yensa will be waiting in the desert portion.
These enemies are not too bad when there are two or less, but they will
sometimes come at you with Haste on them making then some bad HP chippers, so
take them out quickly and try not to let them group up on your party too much.
They also have a deadly attack known as Tri Attack that they will use. This
will take off about 150 HP from one person. It's best to have multiple curing
gambits set up for this part.

Be sure to climb the tank to the west to find the map for this area. You will
find the ++MAP OF THE OGIR-YENSA SANDSEA++ on a broken catwalk. Run back down
the catwalk and climb the one in the northwest. You may notice a bomb off to
the side of the tank to the west or somewhere else in this area - this is
another rare enemy that I would not advise messing with. Bombs in general are
tough enemies, but this Pineapple bomb with tons of HP so he should definitely
not be picked on at the moment. He may not even appear at all.

The path will split up in three different sections once you reach the middle
tank on the map. The southwest route will lead your party to an orange save
crystal and a merchant, the west route will lead your party to a moogle with a
special side quest offering and a blue save crystal, and the north path will
lead your party to several chests. Stay away from the Wyvern that flies around
next to the catwalks to avoid a tough fight. If any of your party members are
ever put to Sleep and you don't have an Alarm Clock then attack that character
with your weakest ally (Select Attack then press R1 to choose from allies).

~~ Yensa Border Tunnel ~~

This is where you will wind up if you took the southwest route. Buy a Rose
Corsage for all of your magic users if you haven't already. The merchant has
four new spells as well (Cura, Raise, Sleep, Oil). Oil will definitely come in
use later - this is a new status effect that will cause any Fire magic to take
off more damage. You need to buy Cura and Raise for sure. This would be an
excellent time to teleport back to Rabanastre and perform the first of
Montblanc's hunts if you haven't started with them yet since you have a fourth
party member with you. Vossler will make the hunt much easier than with just
three party members. Continue further to the west to enter the next Sandsea.

You need to take the west route in the Platform 1 - Refinery area, or just go
to the northeast of the Nam Yensa Sandsea and perform the moogle's sidequest
since you will get a somewhat helpful item.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Nam-Yensa Sandsea | [PIV3] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ The Sandscale Bank ~~

Destination: We must be about halway across the sandsea. Gotta keep heading
west.

This is the area to the west of the Platform 1 - Refinery area. Save your game
then approach the Sandsea moogle off to the side. The Urutan-Yensa will run
off as your party approaches the moogle. Have the moogle tell you about the
situation. Enter the Nam-Yensa Sandsea and head for the Augur Hill area to
find this Urutan Eater that the moggle describes.

+--------------------------------------------------------------+
| Lv 16 | Urutan Eater |
|==============================================================|
| HP: 8015 | Weak: Wind | Absorb: Thunder |
|--------------------------------------------------------------|
| Exp: 0 | Steal: Turtle Shell |
| LP: 8 | |
+--------------------------------------------------------------+

The Urutan Eater will ONLY appear if you talked to the Sandsea Moogle at the
Sanscale Bank area. This is not really a boss, but he does have quite a bit of
HP. The Urutan-Yensa in the area will start to attack him at the beginning.
Make sure to set a gambit so that your party members attack your leader's
target then keep attacking the Urutan Eater. Cast Blind on him at the
beginning to limit his attack precision.

Hammer away on the Urutan Eater with attacks while he is blinded and the fight
should go rather smoothly. He will occasionally cast weak elemental spells,
but he shouldn't be able to hit your party well with physical attacks if you
Blind him. As his HP falls, his armor will get tougher - this is usually the
case for a turtle-type enemy. He seems to attack the Urutan-Yensa first, so
keep them alive while fighting him.

Run back to the Sandscale Bank and talk to the Sandsea moogle once again. Head
over to the Platform 2 - Refinery area of the Ogir-Yensa Sandsea. Run up the
catwalk to the tanker and a cutscene will play where the Urutan-Yensa will run
toward the moogle and talk to him. Head back to the Sandscale Bank for another
scene. Talk to the moogle afterward then approach the Rogue Urutan Flower and
pick the berries to receive some ++EKSIR BERRIES++.

~~ Augur Hill ~~

Axebeak / Weak: Water


Bagoly / Weak: Earth
Danbania / Weak: Thunder
Urutan-Yensa / Weak: Wind
Yensa / Weak: Wind

The urn with the ++MAP OF THE NAM-YENSA SANDSEA++ is in between two bridges
near the middle of this area next to where the Yensa Border Tunnel is. Be sure
to keep your eye on your HP while fighting Bagolies in this area. They hit
multiple times and will try to crowd around one character. Yensa will pop up
out of the sandsea a bunch, but they're not really too much of a threat. Keep
heading to the west. Whichever way your party takes, you'll need to climb a
tower to proceed further to the west.

~~ Demesne of the Sandqueen ~~

Tons of Urutan-Yensa are spread around this area along with an occasional
Yensa. Look out for traps!

~~ Trail of Fading Warmth ~~

There is an alternate area through the tunnel to the north of this area with a
few treasure pickups. I would advise you to save your game to the west in the
next map area before going to the north however since there are tons of
Bogalies and five of them will ambush your party at one part. Our merchant
friend will be waiting at the end of this area while on a Chocobo. He mentions
that the avion up ahead is said to have a weakness. Did you get those Eksir
Berries earlier? Good! The merchant now sells Hi-Potions if you have enough
gil for them. Make sure that you have the Dark spell before going up ahead.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The Tomb of Raithwall
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Valley of the Dead ~~

The game will give you the option to save upon entering this area. The save
will restore all of your HP, MP, and status just like a save crystal. There is
a big fight coming up. Run toward the tomb up ahead to see what I mean.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+--------------------------------------------------------------+
| Lv 16 | Garuda |
|==============================================================|
| HP: 6754 | Weak: Dark | Absorb: Light |
|--------------------------------------------------------------|
| Exp: 0 | Steal: Giant Feather, Gold Needle, White Fang |
| LP: 11 | |
|--------------------------------------------------------------|
| Recommended Level: 15 - 18 |
+--------------------------------------------------------------+

First of all, Blind him! This +------------------------------------------+


boss relies on physical attacks | Recommended Gambits |
a bunch and will attack several |==========================================|
times in a row, so limit his hit | Ally: HP < 50% (>) Potion |
ratio with a Blind. Throw the | Foe: flying (>) Blind |
Eksir Berries at the beginning | Foe: flying (>) Dark |
of this battle to take some +------------------------------------------+
decent damage with their Dark attack. Being a light fiend, the Garuda is weak
against Dark, so set a gambit to cast Dark on him constantly.

You cannot hit him physically without a long range weapon such as a gun or
without Telekinesis - the attack will always miss with a short range weapon.
Vossler will stand back and use Telekinesis to put a constant hurt on the
Garuda. All you really have to do is blind the Garuda then spam this boss with
Dark and he will go down quickly.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

The "ancient device" at the top of the stairs will "stir" after defeating the
Garuda and another cutscene will start. The merchant from before will be
standing at the bottom of the stairs and there is an orange save crystal at the
top of the stairs. Sell the following items to get the Aqua Shot for Balthier
at the Bazaar: Green Liquid (x3), Water Stone (x4), Yensa Scale (x1). An Aqua
Shot will help out quite a bunch later in the Tomb of Raithwall. Touch the
ancient device to be teleported inside of Raithwall's Tomb.

~~ Hall of the Destroyer ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

You either have to fight or run as the demon wall starts to move toward your
party after the cutscene. Hold R2 to escape from it then enter the door to
your back. If you fight him and win then you will have the chance to get a
powerful sword from a chest.

+---------------------------------------------------------------+
| Lv 16 | Demon Wall |
|===============================================================|
| HP: 22187 | Weak: Holy | Absorb: N/A |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Gold Needle, Quality Stone, Solid Stone |
| LP: 30 | |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20 (with Quickenings) |
+---------------------------------------------------------------+

Make sure all of your characters +--------------------------------------------+


in your main party, or at least | Recommended Gambits |
two, have a Quickening. A |============================================|
Quickening chain is the main key | Ally: any (>) Alarm Clock |
to beating this battle. Before | Ally: any (>) Eye Drops |
the battle starts, cast Berserk | Foe: party leader's target (>) Attack |
on Vossler. Have all three of +--------------------------------------------+
your party members equipped with
a Argyle Armlet to avoid the Demon Wall's Blindga spell. You also need the
best weapons you can get your hands on for your three main party members. Have
your most powerful character equipped with a handaxe.

At the beginning of the battle, perform a Quickening with whatever characters


you have one available for. Switch in a magic user after the Quickening and
cast Berserk on the most powerful member of your party (probably Basch). DO
NOT cast Berserk on everyone and remember that a Berserk party member cannot
perform a Quickening, so don't start a powerful character out with Berserk
unless he doesn't have a Quickening chain. Don't have any cure gambits set up
for this battle. Manually use a Hi-Potion if you need some curing. You need
to have gambits set on a character that is not berserk to cure blind and sleep.

The Demon Wall may use his teleport attack (Telega) to automatically kill one
of your party members or another attack to zap away all their magic. Switch in
another party member immediately when he kills one since you can't bring them
back to life with the way he kills them. The Demon Wall may start this battle
with Haste or Reflect cast on itself. This is a hard battle, but not
impossible. A little luck with the Quickening chains will go a long way! Use
some Ethers for a last minute Quickening chain if you must.

** One extremely major aspect that can help your party win this battle is to
turn the battle speed all the way up. The Demon Wall and your party will hit
each other quicker, but the Demon Wall will still move at the same speed
allowing your party to kill him faster. **

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After the battle, use the ancient device to teleport back outside and SAVE YOUR
GAME! The hidden jewel on the wall cannot be manipulated at this time - you
must destroy the second Demon Wall first.

~~ Hall of the Setinel ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------+
| Lv 16 | Demon Wall |
|===============================================================|
| HP: 10332 | Weak: Holy | Absorb: N/A |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Gold Needle, Quality Stone, Solid Stone |
| LP: 9 | |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20 |
+---------------------------------------------------------------+

A cutscene will play and another Demon Wall will attack in the next area. This
wall is not near as bad as the last one - he's lower leveled and less
aggressive. You can touch the braziers (torches) on the side to possibly slow
the wall down (if the torch goes out) or speed it up (if the flame turns blue).
The effect is random. Run toward the Demon Wall at the beginning of the battle
and attack it constantly like with the first Demon Wall. Berserk your most
powerful characters and only cure when necessary. Have the Argyle Armlet
equipped for everybody to stop his Blindga spell.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ Royal Passage ~~

A cutscene will trigger upon entering the new area. Run down the stairs and
open the urn to get the ++MAP OF THE TOMB OF RAITHWALL++. The middle Way Stone
can be used to teleport back to the beginning of this tomb. I suggest
teleporting back there and saving your game. Also, you can touch the hidden
jewel in the wall behind where the first demon wall was at if your party
defeated him to make stairs form near the two side areas. The Demon Wall will
still be in the area ahead and will chase after your party again if you haven't
defeated him.

~~ Royal Passage (Hidden Area) ~~

Seeker / Weak: Earth


Tallow / Weak: Water

This is back in the area with the first Demon Wall. Both hidden doors will
lead your party to the same area after you remove the hidden jewel. Fight
through the Seekers and Tallows on your way down the stairs. Tallows are weak
to water so spray them with a few Water spells. Have some handkerchiefs ready
since their hits will Oil your party members sometimes making them more
vulnerable to the Tallow's fire spells.

There should be a chest in the middle of the bottom floor. There is a 50%
chance that it will contain the Demonsbane Sword; other times it will contain
gil. If it doesn't have the Demonsbane Sword, reload your game from the
outside save point then venture back down here and try to open it again.
Sometimes the chest will not appear at all. Reload and try again if don't get
it. It's possible to get more than one Demonsbane. The chest continually
respawns after moving three zones (areas) away.

~~ Royal Passage (continued) ~~

Lesser Chimera / Weak: Water


Lich / Weak: Light
Lost Soul / Weak: Light
Ragohs / Weak: Wind
Seeker / Weak: Earth
Skull Warrior / Weak: Light
Tallow / Weak: Water
Zombie / Weak: Light
Zombie Mage / Weak: Light

Now that everything is saved and all side quests explanations for this area are
out of the way, you will have a choice of going down two sets of stairs to the
floor below. It doesn't matter which way you go right now, but your party will
eventually have to go both ways. I'll explain the south path first.
A few Seekers will attack on both sides as your party moves down the stairs.
It doesn't really matter which door you choose, but the longest way on each
side will give you some treasure chest. On the South, pick the door on top, on
the North, pick the door on the bottom. Both of these doors will allow your
party to run across a set of three chests on your way toward the middle.

~~ Southfall Passage ~~

Lesser Chimeras, Lost Souls, Skull Warriors, and Ragohs will be lurking to the
west. Douse the Lesser Chimeras with Water and be sure to cast Aero on the
Ragohs - they tend to cast magic a bunch. The Lost Souls can be just as deadly
with their Dark magic. Use Cura often to heal your party along the way. The
halls are pretty straightforward and your destination is in the middle of this
area. Touch the green jewel on the Southfall Pedestal once you get in the
middle room. This will cause the statue head on the side to lower into the
floor a bit and 3 Lichs will appear to challenge your party.

The Lichs will Oil your party members then cast Fire magic on everyone. Make
sure to have some Handkerchiefs ready and try to take them out as quick as
possible. Touch the Way Stone to be teleported back to the area with the three
Way Stones at the top of the stairs. You may want to go back outside of the
tomb and save your game. Run down the stairs on the other side and open either
door - the door on the bottom is the long way, but you'll run across three
chests.

~~ Northfall Passage ~~

This area mainly consists of Zombies, Zombie Mages, and Ragohs. Touch the red
jewel on the Northfall pedestal in the middle room to lower the mystic altar to
the side all the way. This will lower it in the Southfall section as well.
Three Zombie mages will rise up from the floor. This battle is not near as bad
as the Liches were.

I would advise you to save before going past the altar on whichever side you
choose. There is a boss down there and no save point in sight. You need to
make sure to have plenty of Handkerchiefs! Buy them from the merchant outside
the tomb. Aqua Shot is a good ammo to have for the upcoming fight as well.
Remember to use the Way Stone to teleport your party back to the middle of
whichever passage. Both passages will lead you to a door.

~~ Cloister of Flame ~~

A cutscene will trigger upon stepping into this area. Find one of the
staircases on the side and go down. There is a treasure chest next to each
staircase on both sides. The treasure chest on the north side will contain an
Elixir ever time! A red figure will be standing in the middle of the back area
downstairs. Approach it and it will attack.

+---------------------------------------------------------------+
| Lv 20 | Belias |
|===============================================================|
| HP: 15943 | Weak: Water | Absorb: Fire |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Aries Gem, Ether, High Arcana |
| LP: 15 | |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20 |
+---------------------------------------------------------------+

Belias is very weak against +---------------------------------------------+


water so set your gambits to | Recommended Gambits |
where your magic users will |=============================================|
cast Water on him the entire | Ally: any (>) Handkerchief |
battle. If you have the Aqua | Foe: party leader's target (>) Water |
Shot with Balthier then his | Foe: party leader's target (>) Attack |
gun will take off quite a bit. +---------------------------------------------+
Belias will cast Fire the
entire battle and will soon cast his big Firaja attack that will hit your whole
party. Not only does this attack take off around 250 HP per character, but it
will also randomly inflicts Oil on your party members. Have some Handkerchiefs
set up on the gambit menu to quickly get rid of the Oil status. An Oiled party
member in the middle of Firaja is instant death most of the time.

Belias' normal attacks take off about 150 HP, but he will usually stick with
Fire magick. You can half the damage from Firaja by casting Shell on each
party member. Don't set a curing gambit for this fight. It is best to
manually use Cura once he casts his Firaja magick since all of your party
members will need it then. Make sure that one character keeps some MP saved up
for a Cura - don't spend it all on Water, unless you are annihilating him.

A Quickening will help out in this battle, but it is really not needed if you
can hose him down with some Water magick. Remember that if he kills a party
member with Firaja, that member may have Oil inflicted on them as well, so you
will need to cure that after bringing them back to life with a Phoenix Down or
Raise. Check the two treasure chests in this area during the fight or
afterward. One of them may contain a Water Mote, which you can throw at
Belias, or an Elixir.

++BELIAS, THE GIGAS++, will be the first of many Espers that your party will
gain throughout the game. To summon an Esper, buy the Esper on the Licence
board. Belias will be added to the License board the next time you open it up
from the main menu. Only one character can use an Esper and after it is bought
with that one character it will disappear from the board. Make sure you give
the Esper to a character that can support them very well - a person that can
cure the esper and survive on their own. Espers will attack according to
preset gambits much like the guests that occasionally join your party.

It will take one full mist charge to summon Belias, so a character with no
Quickenings will lose their full MP gauge in summoning him. If you have more
than one Quickening then that character will keep one mist charge or two mist
charges (half of their MP or two thirds of their MP). Make sure to give Belias
to one of your characters since he will really be able to help you out along
the way and in just a few minutes actually. A few words of advice: Don't give
Belias to Fran if you want to make the next boss fight easier. Anybody but her
would be a good choice - Basch is, arguably, a bad choice, but not completely
wrong. The next boss fight is a major spoiler, so don't skip down if this is
your first time through. That is all.

A cutscene will play after your party receives Belias. Open the door after the
cutscene to continue.

~~ Chamber of First Light ~~

The Way Stone at the bottom of the stairs has not been activated yet. Run up
the next set of stairs for another cutscene. Your party will obtain the ++DAWN
SHARD++ after the cutscene. This can actually be equipped to a party member to
boost their MP magic resist, but in turn it will take all of their MP and keep
them from gaining any more while it remains equipped. The Way Stone at the
bottom of the stairs is now active. Use it to teleport back to the very
beginning of the tomb. Use the other Way Stone to teleport back outside of the
tomb. Save your game.
Notice that your party can't teleport away. The game won't let you. I would
advise you to save this file separate from your last because you can't go back
for supplies at the moment and there is a battle coming that can be quite
challenging if you don't know the secret to beating it - that is why I'm here
though.

At the bottom of the steps of the Valley of the Dead, a cutscene will trigger
that will lead to a whole group of cutscenes and, ultimately, a boss fight!
Close your eyes right now and don't scroll down if you haven't seen the
cutscenes yet.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Shiva |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+-----------------------------------+---+-----------------------------------+
| Lv 20 | Vossler | | Lv 18 | Imperial Swordsman |
|===================================| |===================================|
| HP: 9318 | Weak: N/A | | HP: 845 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Potion, Hi- | | Exp: 112 | Steal: See enemy list |
| LP: 30 | Potion, Black Belt | | LP: 1 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 18 | Imperial Swordsman | | Lv 18 | Imperial Swordsman |
|===================================| |===================================|
| HP: 845 | Weak: N/A | | HP: 845 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 95 | Steal: See enemy list | | Exp: 95 | Steal: See enemy list |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: 17 - 20 |
+---------------------------------------------------------------------------+

Oh, Vossler, why!? My favorite guest! Cast Protect on everybody or at least


on Basch (if he is in your party) since Vossler likes to go straight after him.
Vossler will take off a bunch because he can string together a bunch of attacks
most of the time. Try to defeat the Swordsmen as quick as you can. Vossler
will start with Haste and Protect on himself and will add a Reflect status to
that at the very beginning of the battle. He will keep that Reflect shield on
him the entire battle and will even recast it immediately when it wears off so
he can't be hit with magick. Casting Berserk on Basch will really help you out
in this battle if he is on a high enough level. Use Hi-Potions to heal
yourself since Vossler will usually not give you time to cast a cure spell. He
likes to pick on one character at a time.

He will do his special Enrage move during his last 35% of life. This will
cause him to basically go Berserk. His attacks will chain up to four times
usually and he will take off more. You really need to perform a Quickening
chain at the end of the battle to put an end to him quickly. Your party will
have a very hard time of taking him out while he is Enraged. It's a good idea
to save a person with a Quickening the entire battle in your reserve party,
then switch party members and pull that character out during Vossler's Enrage
phase and Quicken him. Please note that Fran will automatically start out in a
Berserk phase caused from the prior cutscene, so she isn't much use during this
battle, unless you have built her up extremely well.

Of course all of this can be avoided by simply summoning Belias. Belias will
strike through the Swordsmen and Vossler with such means of ownage that the
battle will be over in less than a minute! If you are low level, you NEED to
summon Belias. Make sure to run from Vossler if he starts to chase after you
while Belias is summoned and use Potions. Provide support for Belias or
yourself (cast Protect) to help out if you have the extra MP. If Basch is the
summoner for Belias then keep in mind that Vossler will always attack Basch and
never Belias.

++ Here's an alternate method for fighting Vossler:

Right at the start cast slow on Vossler. You get one chance before his reflect
shield is up and most of the time it will hit.

First, take out the three (3) Imperial Swordsman. Then, turn off their attack
gambits.
Second, have your extra two characters set up to heal themselves and you to
stay alive.
Third, cast reflect on yourself.
Fourth, cast sleep with all three characters on your guy with reflect until
Vossler is asleep.
Fifth, cast reflect on the other two characters in your party.
Sixth, cast aero on any party member with all three characters to hit Vossler
with an easy 4500 HP (1500 each character, 500 each reflected attack).

He will go down way before the sleep spell wears off and will never be able to
chain more than 2 or 3 attacks. His 'Enrage' move will not even come to pass.
He'll be dead too fast.

You could possibly do this without even putting him to sleep. The shear amount
of life you take away is daunting. 2-3 rounds of aero with each character and
down he goes.

(thanks to Ryan for the info)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

____ __________ ______


/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Part V - The Keenest Blade of Them All | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/

[WT05]

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Rabanastre |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Destination Quote: The Garif village should be south of Giza Plains.

Head for Giza Plains to continue the main storyline journey. The party must go
south and find Jahara. Many side quests have now opened so check the Side
Quest section for them.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Giza Plains (The Rain) | [PV1] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Gigantoad / Weak: Fire


Hyena / Weak: Water
Great Tortoise / Weak: Fire
Ichthon / Weak: Thunder
Rain Dancer / Weak: Thunder
Silicon Tortoise / Weak: Fire
Storm Elemental / Weak: Ice
Wooly Gator / Weak: Earth

Giza Plains has now entered "The Rain" +-----------------------------------+


phase, where the plains basically turn | Need some Wymfire Shot with fire |
into a whole new area thanks to the lakes | elemental properties? Want 14000 |
that are now formed throughout it. There | extra gil? Want to start a quest |
are plenty of higher-level enemies | for a secret Esper? Three new |
stalking the area now, though you | side quests are now available. |
shouldn't have too many problems with | [SQ05-1] [SQ06-1] [SQ07-1] |
them. Gigantoads and Hyenas will be the +-----------------------------------+
main enemies now. There are six small
withered trees around many of the areas +-----------------------------------+
of the Giza Plains now that will help you | There is one more side quest that |
get to a new area if you happen to knock | can be started now but not |
down all of them. Approach each of the | finished. This must be started |
six trees and attack them to make them | before long though, or it will be |
float down the river. They will all meet | unavailable later. |
at the Gizas South Bank and form a bridge | [SQ08-1] |
to an optional area. +-----------------------------------+

Here's a list of the tree locations:

Throne Road: Check near the path along the south that leads to the Nomad
Village.

Nomad Village: In the southeast portion, to the right of the fenced area.

Toam Hills: In the southeast corner. Some Ichthons should be near it.

Starfall Field: In the northeast corner. Ichthons will be near this one too.

Gizas North Bank: To the north, look along the east banks.

Crystal Glade: Directly across from the dark stone.

Once all six withered trees have been knocked down, they will form a bridge
leading to the area on the east side of the Gizas South Bank. The tree bridge
will be on the east side right before you cross the middle bridge heading
north. There are no enemies here accept for Lv. 35 Silicon Tortoises. Check
the urn in the southeast portion to find a ++FEATHER OF THE FLOCK++. This will
be used for a side quest.

Make sure to stay away from any elementals if you see one. A magic attack near
them will cause them to get aggressive and they will take off tons with their
spells. Keep your distance from them at all times. Your destination is to the
south. When you reach the Starfall Field, take the south path.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Ozmone Plain | [PV2] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Black Chocobo / Weak: Thunder, Water, Light


Mesmenir / Weak: Ice
Ozmone Hair / Weak: Fire
Viper / Weak: Light
Zaghnal / Weak: Fire
Zu / Weak: Earth
~~ Field of Fallen Wings ~~

All the enemies around this area look +-----------------------------------+


fearsome, but they're not that bad. They | Three optional Espers are now |
can gang up quickly though, so be ready | available if your party can best |
to take them down fast. Make sure to set | them in battle: |
some magick gambits up so that your | Adrammelech, the Wroth [SE01-1] |
short-range party members can attack the | Zalera, the Death Seraph [SE02-1] |
flying Zus. The Zus have a very deadly | Cúchulainn, the Impure [SE03-1] |
Kamikaze attack that they will perform at +-----------------------------------+
times when their HP is almost gone -
these attacks will take nearly 400 HP from an individual.

Also, don't fight too many Zaghnals at one time. These are much like the
Werewolf enemies in the Giza Plains in that they can take your party down quick
with their severe attacks. You may also notice Vipers seem to pop up from the
ground when you least expect it all over the Ozmone Plain. Your destination is
still to the south.

~~ The Switchback ~~

In the Switchback area, you will likely notice a cave in the middle of the
area. This cave actually belongs to a secret Esper. Don't even try to go in
that cave yet or you will likely get murdered! The Esper is around Lv 40 so
you don't stand a chance at the moment unless you are good at Quickening
chains. Head south again.

~~ Haulo Green ~~

A lone Garif will help you fight off monsters in this area. He's far from
reliable at helping your party though. Plenty of Chocobo fiends wander the
fields. Run down the path to the west to reach the Jahara.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Jahara - Land of the Garif | [PV3] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Banks of the Sogoht ~~

An orange save crystal is floating off to the right. Talk to the Garif warrior
in front of the bridge. The Garif that you met out in the Ozmone Plains will
walk up and allow your party to pass into Jahara.

~~ Lull of the Land ~~

After talking with the Garif, run into the village and talk to High-chief
Zayula on the hill off to the right. He will tell you to see the Great Chief,
but first you need to meet with War-chief Supinelu. He will hand over a ++JAYA
STICK++ and ask your party to give it to War-chief Supinelu.

Make sure to visit the item merchant to the left and stock up on supplies.
Some Smelling Salts are now available that will cure Confuse, so be sure to get
some since Confuse can be a very deadly status effect depending on your party
members.

War-chief Supinelu is to the northwest talking with the guards at the bridge.
Give him the Jaya Stick and choose to meet with the Great-chief.

~~ The Elderknoll ~~
Walk up to the warriors and meet with the Great-chief. Plenty of cutscenes
will play and at the end of them Larsa will join the party once again as a
guest. High-chief Zayula will give Vaan a ++BOWGUN and ONION BOLTS++ as he
leaves in the cutscene that follows. He will also mention that you can ride
the chocobo to the side for free by talking to the moogle. Speak to Gurdy (the
moogle) and she will allow you to ride one for free. Now the party must travel
to Mt. Bur-Omisace.

Destination Quote: Mt. Bur-Omisace should be in eastern Kerwon.

You should stock up on the +-----------------------------------------------+


latest armor and weapons to | Larsa's Gambits |
make this journey a bit |===============================================|
easier. Ride a Chocobo out | Ally: HP Critical (>) X-Potion |
into the Ozmone Plains or | Ally: HP < 40% (>) Hi-Potion |
head out on foot. Your party | Foe: flying (>) Telekinesis |
can use Larsa's company as an | Foe: nearest visible (>) Attack |
advantage to gain some easy +-----------------------------------------------+
levels in the Ozmone Plains.

Larsa will still heal your party as he did before, but this time the items will
be all Hi-Potions unless a party member slips to HP Critical status then he
will throw an X-Potion to completely restore that ally. This is the best guest
in the game and he will spoil you beyond belief. He'll stay with you for quite
a while so be sure take advantage of him and level up. Perform some Hunts with
Larsa in your party and they will be much easier!

Leave Jahara and head to the north of the first area. When you reach the
Switchback, head to the east over to The Greensnake. There is a shortcut you
can take in the Haulo Green area that +-----------------------------------+
will lead your party straight to the | Want to help some love birds in |
next destination basically. You need a | Rabanastre and get a new bow in |
chocobo to take this path. Look along | the process? A new side quest |
the southwest side of the Haulo Green | has just opened. |
area for several chocobo tracks that can | [SQ10-1] |
be found next to some tall grass and +-----------------------------------+
bushes near the side of the wall. These paths are only accessible to Chocobos.
Run through it to get to The Shred area. Go through the next tall grass area
to the northwest to emerge in the Field of Light winds area and skip to that
part below.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Ozmone Plain |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Hybrid Gator / Weak: Water


Red Chocobo / Weak: Thunder, Water, Light
Wu / Weak: Wind
Zaghnol / Weak: Wind

~~ The Greensnake ~~

Much like the Bagolies from earlier in the Nam-Yensa Sandsea, you don't want to
take on too many Wu's at a time. Lure some away by running as they rush to
attack then stop and confront a few when your party runs across a crowd of
three or more. With Larsa along, the battles shouldn't be that bad. Head up
north to the Field of Light Winds.

~~ Field of Light Winds ~~

Several Zaghnols will be lurking about to the left as your party walks up the
path. The path to the east will trigger a cutscene once your party reaches the
new area.

~~ Sunlit Path ~~

Save your game at the crystal. To the east lies the Golmore Jungle.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Golmore Jungle | [PV4] |
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Gargolye / Weak: Ice


Great Malboro / Weak: Wind
Hellhounds / Weak: Water
Malboro / Weak: Wind
Panther / Weak: Ice
Treant / Weak: Wind

~~ Path of Chained Light ~~

Panthers will be grouped around the entrance to this area. They have special
attacks that will inflict Stone, Silence, and Sleep so have the appropriate
healing potions or spells handy to counter the effect. You need to head to the
northwest. If you ever run into some blue flaming dog enemies (Lv. 39
Hellhounds) in the southeast then turn around and run. These enemies are
guarding that area for now and will kill off your party members in just a few
hits - those paths will be explored later in the game.

Update: Belias can be used to defeat Hellhounds for low level part since he
will absorb their fire attacks. Basically, they will heal him with each
attack.

Malboros will be roaming around the middle path along with more Panthers and
some Gargoyles in the northwest. While moving along the northwest side, take
the first right path down the stairs to run across an urn with the ++MAP OF
GOLMORE JUNGLE++ inside. Your destination is to the east - once you get the
map the way will become clear.

~~ The Needlebrake ~~

Stay along the north path here. Some barriers will prevent your party from
moving too far south anyway. A cutscene will trigger when your party reaches
the barrier along the east side of this area. Fran will show your party the
way to the Viera village in the cutscene. Walk down the path that forms in the
north portion of this area after the cutscene. Just as a reminder, you will
need to walk up to the side of this area and "Speak to the Wood" to reveal a
pathway after this visiting when your party returns to this area later.

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| 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.

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| Henne Mines | [PV6] |
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Jelly / Weak: Fire


Nightmare / Weak: Light
Redmaw / Weak: Earth
Seeker / Weak: Earth
Thunderbugs / Weak: Ice
Tyranorox / Weak: Wind

~~ North Entrance ~~

Seekers and Redmaws will be flying about in this entrance area. Press the Gate
Switchboard halfway down this area on the left side to open the big gate to the
south. You'll likely notice an advisory posted off to the side while moving
down the tunnel - basically, all the gates in the mines are one of two colors,
either blue or red, and all gates of the corresponding color will open once a
switch is pressed and the colored light glows.

~~ Pithead Junction A ~~

You can talk to the wounded Imperial and read the other advisory posted on the
west wall. There is another Gate Switchboard to the side, and you need to
press it in order to open the door leading to the map of this area if you want
it.

Once the Gate Switchboard is pressed to blue, several Jellies will fall from
the ceiling above. Three will drop at first, but more will drop later (I got a
10 kill combo chain here). You can either fight them or run. They will
provide your party with some very good experience, so I would suggest fighting
them. Do not get stuck in between them, or they will tear your party up with
physical attacks. Fire magic and fire elemental weapons work well for them -
even physical attack weapons work pretty good. They actually have a move where
they will multiply. A summoned Belias should be enough to kill them quickly
also.

If they murder your party, then you most likely need to level up some more
before going further into the mines. Try to have your characters around level
25 for this area and you won't have many problems. Walk down the tunnel to the
east after the battle or while running.

~~ Phase 1 Shaft (East End) ~~

A few Seekers and Redmaws will attack on the way down the tunnel then a whole
crowd will ambush your party at the end. While they are just bats, they can be
overwhelming in large numbers so break out Cura if things get ugly. Grab the
++MAP OF THE HENNE MINES++ from the urn in the middle area and go back the way
you came or head west since they both lead back to the Pithead Junction.

~~ Pithead Junction A ~~

The Jellies will still be in the area if your party hasn't killed them yet.
Press the Gate Switchboard once again to change the color back to red then head
west through the open path. No more Jellies will fall if your party defeated
them all in this area.

~~ Phase 1 Shaft (West End) ~~

Seekers and Redmaws will litter the path ahead. They will try to ambush your
party like they did on the east end. Walk up the stairs and continue to the
west.

~~ Phase 1 Dig ~~

This area has bunch of extra corridors but the path that leads to the next area
is down a tunnel to the southeast. Several more Seekers and Redmaws will be
lurking about down the mine tunnel along with Nightmares. Float may help out
in this area since traps will be set up in the middle of the paths at times -
you don't want a party member to accidentally trigger one. There is a tunnel
off to the west that isn't labeled on the map so be sure to check this area
thoroughly if you want all of its treasures.

~~ Crossover A ~~

Check the map and you will notice another Junction up ahead to the east.
Pressing the switch on the wall of that Junction will open the door in the
north that will lead your party to the next area. You must enter the Junction
from the north side.

While moving down the tunnel you'll probably want to head back once you see a
Tyranorox down the sides of both pathways. They are not near as bad as Wild
Saurians since they are much weaker. Try to get rid of the bat swarming around
them first so it won't heal it with a Joyous Soundwave move. Cast Protect if
your party is low level. Aero works very well against them thanks to their
weakness to Wind and you can always blind one of them if they start to get too
aggressive. Enter the path to the right at the north end.

~~ Crossover B ~~

The treasure chests in this area are actually Thunderbugs. Much like the
Mimics from earlier they are weak to Ice, but physical attacks may work better
at the moment. Go around the left side since a red gate seals off the right
side. A red gate also seals off the path to the north - that is your
destination, but we will have to get to the south junction first. To the east
several Redmaws and Seekers will be scattered around the tunnel while moving to
the south.

~~ Pithead Junction B ~~
Alright, we've made it to the final junction. Now, an overwhelming amount of
Jellies are going to fall from the ceiling as soon as you press the Gateboard
Switch. I would suggest turning off all of your party's gambits before
pressing the switch so no ally will attack them. When the switch is pressed,
hold R2 and run out of the area to the west. Don't stand and fight - you are
too close to a save point to die now!

These Jellies will be so numerous that it is hard to get by them if you stand
and wait for them all to drop and they will take your party down incredibly
fast while standing in between them. These things will even murder Belias!
Press the switch and run, run, run! Head all the way back to the Crossover B
tunnel and enter the area to the north where the path was previously blocked.
Don't forget to turn the party's gambits back on if you turned them off.

~~ Staging Shaft ~~

A cutscene will play upon entering this area. Be sure to save your game at the
orange save crystal. If you didn't heed my warning from earlier then you
should teleport back to the Eruyt Village and buy some Black Belts to help make
the upcoming battle easier. Another advisory is off to the side if you care to
take a gander. Enter the area down the tunnel to the north for a big battle.

~~ Ore Separation ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------+
| Lv 25 | Tiamat |
|===============================================================|
| HP: 49993 | Weak: Earth | Absorb: Wind |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Hi-Potion, Ring Wyrm Scale, Leo Gem |
| LP: 15 | |
|---------------------------------------------------------------|
| Recommended Level: 24 - 27 |
+---------------------------------------------------------------+

This battle will be the toughest you have faced so far and may be a little
overwhelming if your level is low. Make sure to have Black Belts equipped and
Tiamat will not be able to Disable most of your party members with Disablaga.
He will sometimes Disable Larsa, so you need an Esuna gambit set to cure Larsa
quickly since Larsa will be a huge help for this battle. Depend on Larsa for a
lot of your curing, but be sure to set another curing gambit just in case.
Have a Raise gambit set up to revive any fallen party member since you will
most likely have a fallen person eventually thanks to Tiamat's sheer
aggression. Tiamat will mainly attack physically, but will sometimes cast Aero
on the whole party.

It is a good idea to cast Decoy on +------------------------------------------+


your strongest party member and | Recommended Gambits |
give him a shield to boost his |==========================================|
evasion. Have a gambit set to | Ally: any (>) Raise |
cast Decoy on your most powerful | Ally: HP < 30% (>) Curaga |
character since Decoy wears off | Ally: any (>) Esuna |
rather fast. Also, it's good to | Ally: status = Lure (>) Protect |
have Protect set up on that | Ally: powerful character (>) Lure |
decoyed character. Decoy will | Foe: party leader's target (>) Attack |
keep Tiamat from picking on your +------------------------------------------+
defenseless party members since he
tends to attack one at a time until he kills one off. Have someone equipped
with a Katana and that person will be able to string together many hits while
hitting Tiamat. The best way to attack Tiamat is through the use of physical
attacks.

When his life is low, Tiamat will start to hit the party with his Breath attack
that will take off about 500 HP per hit and will randomly inflict Sap on a
party member. Cure Sap by casting Regen on the afflicted party member or by
using Esuna. You'll have to cast Regen manually since you don't have an "Ally:
status = Sap" gambit yet.

He will inflict Petrify very rarely on a party member, so have an Esuna (or
Stona for Petrify) gambit set for both this and Disable (Ally: any). His
defense will rise tremendously once his HP is low so try to finish him off with
a Quickening if at all possible to bring him to a quick death - this way you
won't have to deal with his Breath attack either. Don't cast any spells with
your main attacker and have him start off the Quickening so the other party
members can hopefully gain a Mist Charge during his Quickening animation.
Keeping a reserve party member with full MP and a Quickening can help as well.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Destination Quote: Larsa and Ashe both need to get to Bur-Omisace. Better
hurry.

After all the cutscenes that follow, your party will gain ++LENTE'S TEAR++.
This will allow your party to pass beyond the barriers in the Golmore Jungle.
Some more magicks and accessories are available from Tetran (the moogle
merchant). Buy all the upgraded elemental spells (Thundara, Blizzara, and
Fira) and grab yourself some Golden Amulets (double LP earned). Grab Haste
also - oh, how you will need Haste in the upcoming battles!

You also need to get a Rose Corsage for each member of your or at least your
magick users - teleport back to the Dalmasca Westersand and buy some from the
merchant there. This is some very important stuff, so go out and steal and
defeat enemies in the jungle if you must to afford it. Leave the Eruyt Village
and go north through the barrier.

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| Golmore Jungle | [PV7] |
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Gargolye / Weak: Ice


Great Malboro / Weak: Wind
Hellhounds / Weak: Water
Malboro / Weak: Wind
Panther / Weak: Ice
Treant / Weak: Wind

~~ The Parting Glade ~~

Be sure to take advantage of the save crystal since there is another big battle
up ahead.

~~ Dell of the Dreamer ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------------------+
| Lv 27 | Elder Wyrm |
|===========================================================================|
| HP: 71692 | Weak: Wind | Absorb: N/A |
|---------------------------------------------------------------------------|
| Exp: 0 | Steal: Succulent Fruit, Feystone, Emperor Scale |
| LP: 14 | |
+---------------------------------------------------------------------------+
+----------------------------------+ +------------------------------------+
| Lv 26 | Treant | | Lv 25 | Treant |
|==================================| |====================================|
| HP: 4874 | Weak: Wind | | HP: 4764 | Weak: Wind |
|----------------------------------| |------------------------------------|
| Exp: 120 | Steal: See enemy list | | Exp: 120 | Steal: See enemy list |
| LP: 1 | | | LP: 1 | |
+----------------------------------+---+------------------------------------+
| Recommended Level: 25 - 28 |
+---------------------------------------------------------------------------+

There is no reason not to start this fight without a bunch of helpful status
effects cast on all party members. There is a save point right outside of this
area so cast Protect, Haste, and Regen on everyone in your party then use the
Save Crystal to get the MP back. You can actually save your game with all
these status effects on each party member so do so then enter the boss area.

This boss will have two Treants with him at the start of the battle. All
enemies are weak against Wind so cast some Aero on all of them. Wait until
they are grouped together then spam them with Aero. You can also use a
Quickening to defeat them both quickly, but you really need to save your magic
for this battle as much as you can.

Elder Wyrm is a highly status +---------------------------------------------+


effecting boss. He will spend | Recommended Gambits |
much of the battle attacking |=============================================|
and casting status effects such | Ally: any (>) Raise |
as Blind, Silence, Sleep, and | Ally: any (>) Esuna |
Confuse. Have Rose Corsages | Ally: any (>) Handkerchief |
equipped so you don't have to | Ally: status = Slow (>) Haste |
worry about curing Silence. Be | Foe: party leader's target (>) Attack |
sure to have an Esuna gambit +---------------------------------------------+
set to at least two people to
counter these status effects.

Elder Wyrm's big attack is a close range attack known as Sporefall. This
attack will throw the whole book of status effects on all party members that
are right next to him - Sap, Silence, Poison, Confuse, Blind, Slow, and Oil!
Make sure to have someone set up to pass out handkerchiefs for the Oil status.
Elder Wyrm will perform his special fireball attack that will instantly kill an
Oiled member of your party if you don't cure the Oil quick or he will take off
about 600 HP from a non-oiled member. Have Esuna set up to wipe out the other
status effects. Use Haste to counter Slow.

Right when you see the words "Elder Wyrm readies Sporefall" IMMEDIATELY run
away from him and you might escape the move. I would highly recommend having
Charge for this battle since your party will be running out of MP toward the
end most likely. At least you can get some MP back to continue giving support
to your party members. With the way this battle is set up you should let Larsa
handle all of the healing this time. Elder Wyrm has no tricks up his sleeves
for his last bit of HP so there is really no need for a Quickening at the end
of this battle unless you want to go out with a bang.

** This boss is actually an optional boss! He can be avoided by entering the


Feywood in the south portion of the Golmore Jungle past the barrier. You'll
fight some level 35+ enemies on the way. In The Feywood, Walk of Flitting
Rifts, take the first exit to the east and go to the Paramina Rift. From the
Icebound Flow of the Paramina Rift, go northeast to find the entrance to Mount
Bur-Omisace.

(thanks to Seph/Sephirosuy for this method of skipping the Elder Wyrm fight)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ The Branchway ~~

The usual enemies will be down either path at this portion of the jungle. Keep
moving to the east through the Greenswathe to reach the Paramina Rift.

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| Paramina Rift |
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~~ Fading Vale ~~

Save your game at the save crystal as usual and make your way to the north.
Mount Bur-Omisace is very close now.

~~ Head of the Silverflow ~~

Dark Skeleton / Weak: Light


Ice Elemental / Weak: Thunder
Lizard / Weak: Water
Skull Knight / Weak: Light
Slaven Warder / Weak: Water
White Wolf / Weak: Thunder
Wild Onion / Weak: Earth
Yeti / Weak: Thunder

I would advise you to level up a bit in this area, especially if you have
problems fighting the enemies. Walk up the path that leads to the east and
eventually northeast.

~~ Freezing Gorge ~~

A cutscene will play upon stepping into this area. Down the path to the east,
go north to reach Bur-Omisace.

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| Mount Bur-Omisace | [PV8] |
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~~ Sand-strewn Pass ~~

The merchants on each of the sides have +-----------------------------------+


some very good items that you will need | An optional boss has been lurking |
to get soon. I would suggest buying the | in the Dalmasca Westersand ever |
Thief's Cuffs right now so you can begin | since you picked up the Dawn |
stealing more rare and plain out MORE | Shard. You should be on a good |
items! Stock up on new equipment, | level to challenge him by now. |
especially Ice Shields. You will need an | Bring along some Shielded Armors, |
Ice Shield for each character where | the Decoy spell, and Larsa. |
you're going, not this moment though. | [SQ09-1] |
Make sure to buy three Nishijin Belts for +-----------------------------------+
your main party and some Light Armor for
each person as well - you will need all of this along with those Ice Shields
later on. So the checklist goes: Ice Shields x 3, Light Armor x 3, Nishijin
Belt x 3 - the Ice Shields and Nishijin Belts are the most important.
This is also a great time to finish up any side quests or hunts that you think
you can handle - your guest will not be offering his help to your party for
that much longer. Walk to the north on the Temple Approach just up ahead. A
cutscene will trigger when your party enters the Temple Grounds. Your
destination is the Gate of the Holy Circle temple in the west. Head up the
stairs and open the doors. Approach the Gran Kilteas Anastasis in the back of
the Hall of Light for a group of cutscenes.

~~ Hall of Light ~~

Destination Quote: We can get the Sword of Kings in the Stilshrine of Miriam.

Larsa will leave the party after the group of cutscenes. You must now journey
to the Stilshrine of Miriam. The actual way to this place is a little tricky
so I will serve as your guide. First of all, you need to leave Mount Bur-
Omisace and travel back to the Paramina Rift.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Paramina Rift | [PV9] |
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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] |
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No vicious guardians will impede your path, in fact, you'll have an orange save
crystal waiting when your party enters the Walk of Mind outside the Stilshrine.
I would suggest that your party members be on about level 30 before stepping
foot inside since there are some vicious enemies awaiting. Open the ancient
door up ahead to begin.

~~ Ward of Measure ~~

Balloon / Weak: Water


Blood Gigas / Weak: Wind
Crystalbug / Weak: N/A
Darkmare / Weak: Light
Dragon Aevis / Weak: Ice
Facer / Weak: Wind
Ghast / Weak: Light
Ghoul / Weak: Light
Miriam Facer / Weak: Wind
Miriam Guardian / Weak: Wind
Redmaw / Weak: Earth
Zombie / Weak: Light
Zombie Warrior / Weak: Light

Redmaws will be flying about freely throughout this area. The Way Stone in the
back is inactive for the moment. Approach the Pedestal of Dawn in the middle
of the front area. You need to equip the Dawn Shard to one of your party
members as an accessory then take control of that character and touch the
Pedestal of Dawn to teleport to a different area.

I would suggest equipping the Dawn Shard to a party member outside of your main
party since the equipped character will lose of all of his/her MP while it
remains equipped. Please note that you must take control of that character
(that person must be the party leader) and touch the pedestal. If you touch
the pedestal without the Dawn Shard, zombies will attack.

~~ Ward of Velitation ~~

Right off the bat, a Miriam Guardian will attack as your party teleports into
this area. You might want to set up some Protect shields while fighting him if
your party doesn't have Shielded Armor. The chest to the left is definitely
worth grabbing even if you have to step through the trap since it will contain
either an Elixer or a Megalixer. Use float to avoid the trap if you have it.

Now, for the area ahead, you will find three Dragon Aevis' pacing around in a
circle. This area is a little cheap for so early in the game. They are all
weak against ice, so you can set up some Blizzara gambits and cast it on them
repetitively. I've also gotten through this part by summoning Belias on them,
and through the use of Quickenings, so whatever floats your boat.

It's a very hard battle, even if you're on their level. If you run, be
forewarned that two statue heads (Miriam Facers) will pop out of the wall in
the area ahead and attempt to block you. They are not too bad, but be sure to
have a Protect shield up.

~~ Walk of Torn Illusion ~~

Miriam Facers and Miriam Guardians are sitting and waiting for your party to
walk by them in this area. All enemies provide some very good experience so
hunt them all down! Equip the Dawn Shard once again to your party leader and
touch the Pedestal of Dawn at the top of this area to lower the statue heads
along the side of the room below.
Go back down the stairs and enter the Ward of Velitation again. Dragon Aevis's
and the Miriam Facers may have respawned by now, so you either need to make a
break for the doors down the stairs along either of the sides to the east or
stand and fight again. I would run since there is a save point past the side
doors below either of the stairs... with a catch.

~~ Walk of Revelation ~~

A green save crystal!? Remember that catch that I mentioned? Well, the save
crystal in this room is an actual enemy (Crystalbug) and will attack with
magick as soon as you examine it. Stand around it with your party and attack
it physically until it turns blue. Bad save crystal! Use Cura often since the
Crystalbug's magick will hit all party members.

~~ Ward of the Sword-King ~~

The Blood Gigas' to each of the sides are not as bad as they seem. They're
very slow. Turn left at the intersection since the door on the right is sealed
for the moment. Be sure to keep the Cura spell handy as you fight the Darkmare
since he will take off a good chunk of HP with his Dark spells.

There is a secret room that is not on the map on the right wall as you approach
the Darkmare. Run against that wall and a staircase should appear eventually.
Make sure that you cast Float on all party member BEFORE entering since your
party will start right in a trap that will inflict Berserk and Confuse on
everybody - the perfect recipe for instant death. The stairs will take you to
the Cold Distance room that has Oilings and a Bomb along with a chest
containing either a ++DARK MATTER or a ++SHELL SHIELD++. The trap below the
chest will inflict Berserk and Confuse as well, so cast Float.

Back in the Ward of the Sword-King, examine the Sword of Judgement to unlock
the door at the north end. Open the door down the other corridor to continue.
Use the Way Stone inside to teleport back to the room at the beginning of the
shrine. The door on the west side of the Ward of Measure is now open. Fight
off the Miriam Guardians in the Cold Distance area and enter the west path.

~~ Walk of Prescience ~~

This area is filled with Balloons that will easily kill your party members with
their exposions. Make sure to have a gambit set for the Raise spell and
Curaga. The left and middle path will only lead your party to a fight with
Balloons and Facers. Go down the right path. Try to stick with physical
attacks for the Balloons since magick attacks will only make them explode
faster.

At the end, you will find a Stone Brave statue surrounded by Facers and Zombie
Warriors. Defeat the enemies then examine the statue.

** Rotate the statue so that it faces to the east.

Check your map to confirm its direction. There are altogether three of these
statues and they must all face each other - the middle. Run down the stairs to
the south and enter the next area.

~~ Walk of Reason ~~

The rooms ahead will contain a bunch of Zombies and Ghouls. Watch your party
HP and the traps. Turn right after opening the second door and there will be
some treasure chests at the end of the path. Your party will fight tons of
Zombie Warriors, Ghasts, and Ghouls along the way. Head back and go up the
stairs. It is best to turn right and go up the next staircase since the other
path is just basically a longer way around with more Balloon fights.

Turn to the left after going up the stairs to find two more treasure chests
along the back railings. You'll have to fight some Facers and Balloons to get
to them. The other path will lead your party to the next Stone Brave statue.

** Turn the statue so that it faces to the north.

Run over to the right path and head north. This will lead you to the east path
with the last statue. Check around the area for treasure chests while
defeating the Balloons and Facers.

~~ Cold Distance ~~

Go through the door in the north and head back to the orange save crystal
outside of the shrine before you open the door in the east section. That door
will lead you to a boss fight.

~~ Ward of Steel ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------+
| Lv 27 | Vinuskar |
|===============================================================|
| HP: 15138 | Weak: N/A | Absorb: N/A |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Knot of Rust, Damascus Steel, Thief's |
| LP: 19 | Cuffs |
|---------------------------------------------------------------|
| Recommended Level: 27 - 30 |
+---------------------------------------------------------------+

A magnetic field will be laid over +-----------------------------------------+


your entire party and anyone | Recommended Gambits |
equipped with a heavy armor will |=========================================|
act as if they have been hit with a | Ally: any (>) Esuna |
Slow spell. For this battle, you | Ally: status = Slow (>) Haste |
need to equip only light armor to | Ally: HP < 50% (>) Curaga |
all members of your party. He will | Foe: party leader's target (>) Attack |
cast Break to pertrify party +-----------------------------------------+
members along with a rare Slow and
Confuse spell.

The boss looks ferocious, but looks are extremely deceiving for this battle.
The only attack that you will really have to watch out for is his Sword Dance,
which takes off around 500 HP for all characters. Use Cura after his Sword
Dance move.

Your party will take this boss out in a matter of seconds with normal attacks
if you equip light armor! He is very slow so your party can get in about two
turns before he makes a move. I literally had to turn off all party gambits to
see his attacks in order to recommend gambits to you readers - my party owned
him that well. Try casting Haste on all your party members to see if you can
beat him in less than a minute!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Open the door after the battle and you will find the urn for this area with the
++MAP OF THE STILSHRINE OF MIRIAM++.
** Rotate the Stone Brave statue so that it faces to the west.

"The Colossus has undergone some change" should flash across the screen since
all three statues have been placed in the correct position. Go back the way
you came and a cutscene will show the statue in the middle as it lifts up its
gigantic sword revealing a path behind it.

Open the door to the north and save your game outside the shrine or you can
save at the blue save crystal after using the Way Stone. Use the Way Stone in
the middle to teleport to the area below the statue then take the path to the
left in the room ahead. Fight through the Blood Gigas and Darkmare once again
then enter the area past the statue's lifted sword. Open the door for another
boss battle.

~~ Hall of Worth ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+----------------------------------------------------------------+
| Lv 30 | Mateus |
|================================================================|
| HP: 34259 | Weak: Thunder | Absorb: Ice |
|----------------------------------------------------------------|
| Exp: 0 | Steal: Ether, Pisces Gem, High Arcana |
| LP: 27 | |
|-----------+----------------------------------------+-----------|
|- - - - - -| Lv 26 | Ice Azer (x5) |- - - - - -|
|- - - - - -|========================================|- - - - - -|
|- - - - - -| HP: 2708 | Weak: Thunder | Absorb: Ice |- - - - - -|
|- - - - - -|----------------------------------------|- - - - - -|
|- - - - - -| Exp: 558 | Steal: Ice Magicite, Ice |- - - - - -|
|- - - - - -| LP: 1 | Crystal, Feystone |- - - - - -|
|-----------+----------------------------------------+-----------|
| Recommended Level: 29 - 32 |
+----------------------------------------------------------------+

This battle will really challenge +-----------------------------------------+


you compared to the last boss | Recommended Gambits |
battle you just had mainly because |=========================================|
of the sheer aggression that your | Ally: any (>) Raise |
party will have to put up with at | Ally: HP < 50% (>) Curaga |
the beginning. Mateus will start | Self (>) Shell |
the battle by casting Reflect on | Ally: status = Slow (>) Haste |
himself and summoning five Ice | Foe: party leader's target (>) Thundara |
Azers. First of all, make sure | Foe: party leader's target (>) Attack |
that everybody in your party is +-----------------------------------------+
equipped with a Nishijin Belt to
avoid the Ice Azers' Sleep spell. The Ice Azers will be constantly casting
Sleep and Blizzard. Blizzard isn't that bad at all when one Ice Azer hits a
party member with it, but the problem here is that all five Ice Azers will pick
one party member from the whole group to cast five Blizzards on. Mateus will
be hitting your party members physically while his minions cast magic. Equip
Ice Shields to all characters to half the damage of the Ice magic.

The main problem with this battle is that, unless you use a Quickening on the
Ice Azers, your party members will have to suffer some damage most likely in
order to dish out some damage on the Ice Azers. Every enemy is weak against
Thunder, but Mateus has a reflect shield on himself, so if you cast a Thundara
spell that hits an Ice Azer, you will more than likely hit Mateus
unintentionally and get Thundara reflected back on that caster. The good news
is that the Thundara spell will take much more off an Ice Azer then it will
when reflected back on a party member.

Make sure NOT to target Mateus however, or the reflected Thundara spell will
take off heavy damage from the caster! Belias is powerless against the Ice
Azers. Either use Quickenings or use Thundara to get rid of the Ice Azers. I
would recommend using Thundara. Set two of your party members with the gambit
"Foe: party leader's target (>) Thundara" and manually cast Thundara on the Ice
Azers. This will kill all of the Ice Azers within a few castings, but make
sure to turn off the Thundara gambit when you go to challenge Mateus alone.

Another way to approach this battle from the beginning is to equip an Ice
Shield to one ally and cast Decoy and Shell on that character. The Ice Azers
will all target the Decoyed character along with Mateus. Cast Thundara on the
Ice Azers while they attack the Decoy. You could also equip the Decoyed
character with the Dawn Shard to boost his magic defense, but that will take
all that character's MP - your choice. There's no need to leave the Decoy
gambit on while Mateus fights alone.

UPDATE: Physical attacks will work on the Ice Azers, but you must equip non-
elemental weapons. This can really help out for when an Ice Azer only has just
a bit of life left.

When fighting Mateus alone, use constant physical attacks and set up a Shell on
each of your party members. Most of the time he will attack physically and use
his Flash Freeze attack. He will cast his Blizzaja spell when his HP reaches
the halfway mark and will continue to cast it throughout the rest of the battle
(look for the "Mateus readies Chain Magic" message). As long as your party has
up Shell magick or if they have Ice Shields to reduce damage it won't be much
of a problem. His Blizzaja attack will sometimes inflict Sap, so be ready to
heal it with Regen or Esuna. Be sure to set some healing gambits to heal party
members and cast Cura manually to heal the whole group when needed.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After the battle, the Esper, ++MATEUS, THE CORRUPT++ will be yours! Open the
door and run up the stairs to trigger a cutscene. Your party will obtain the
++SWORD OF KINGS++ after the cutscenes. Leave the Stilshrine and another
cutscene will play on the outside. Either use the orange save crystal to
teleport to Mount Bur-Omisace or go back on foot.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Mount Bur-Omisace | [PV11] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

No new items are available from the merchants in case you were wondering. The
rain in the village serves as a nice foreshadowing of what to expect as you
walk further up the path. Be sure to save your game at the Sand-strewn Path.
Run all the way to the Gate of Holy Circle and open the doors to trigger a
cutscene.

~~ Hall of Light ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+-----------------------------------+---+-----------------------------------+
| Lv 20 | Judge Bergan | | Lv 29 | Judge |
|===================================| |===================================|
| HP: 17200| Weak: N/A | | HP: 3179 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Hi-Potion, Ruby | | Exp: 91 | Steal: See enemy list |
| LP: 19 | Ring, Ether | | LP: 1 | |
+-----------------------------------+ +-----------------------------------+
+-----------------------------------+ +-----------------------------------+
| Lv 28 | Judge | | Lv 28 | Judge |
|===================================| |===================================|
| HP: 3179 | Weak: N/A | | HP: 3179 | Weak: N/A |
|-----------------------------------| |-----------------------------------|
| Exp: 91 | Steal: See enemy list | | Exp: 91 | Steal: See enemy list |
| LP: 1 | | | LP: 1 | |
+-----------------------------------+---+-----------------------------------+
| Recommended Level: 30 - 32 |
+---------------------------------------------------------------------------+

The battle will start your party +-----------------------------------------+


out in the middle of the Hall of | Recommended Gambits |
Light with three Judges behind them |=========================================|
and Judge Bergan all the way in the | Ally: any (>) Raise |
back of the main walkway. This | Ally: HP < 50% (>) Curaga |
setup should be taken to your | Ally: any (>) Blindna |
advantage and you should | Self (>) Haste |
immediately cast Haste on all party | Foe: party leader's target (>) Attack |
members then go after the Judges in +-----------------------------------------+
the back. All of the Judges will
try to cut through your party's defenses with their Water Spout attacks. Fight
them off as quick as possible while Judge Bergan approaches. Be sure to have
some Curaga gambits along with some Raise gambits.

All three Judges can be easily defeated with a Quickening chain as well, but
keep in mind that you will need some magick while facing Bergan. At lower
levels you may want to use Quickenings for the Judges since they can make the
beginning of the battle a bit overwhelming. If Judge Bergan joins in and
starts dealing too much damage attempt to Blind him. Cast Blind on him with
all three party members in a row if you have to. It will always eventually
hit, but it takes a few tries.

Once the Judges have been defeated, Judge Bergan shouldn't be too much of a
problem to take on by himself. His hits will blind at times so a Blindna
gambit will be helpful for this battle. He will perform his Battle Cry move
once his HP has been taken down halfway. This will make him counter a bunch
and he can sometimes chain together enough hits to totally kill one party
member at full life while Battle Cry is activated - this is why I recommend
blinding him early.

I have received a few emails that mention that a party can launch Quickenings
to defeat Judge Bergan right at the beginning of the battle and end the battle
then and there. It just depends on how well you are at performing Quickening
chains.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A few cutscenes will play after the +-----------------------------------+


battle then your party will decide on the | A new optional Espers is now |
next destination. Onward to Archades! | available in the Stilshrine of |
You need to go back to Rabanastre and use | Miriam: |
an airship at the Aerodrome to take your | Zeromus, the Condemner [SE05-1] |
party to Nalbina. Walk up and talk to +-----------------------------------+
the woman behind the desk with the
"Flights to Nalbina" talk icon over her. Travel buy Leisure Craft and buy the
Syphon spell (you'll need this later) and some Teleport Stones from the
Assistant Storekeeper at the top of the stairs in the Airship.
Talk to the Chief Steward through the door down the stairs in order to exit to
Nalbina. There is a side quest you can start buy choosing "Who's
this...Rande?" from the list of answers after talking with her, but it cannot
be finished until you make it to Archades.

____ __________ ______


/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Part VI - A War in the Making | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/
[WT06]

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Nalbina Fortress | [PVI1] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Destination Quote: Need to head north of Nalbina, through the Mosphoran


Highwaste and the Salikawood.

Talk to the Imperial and allow him to escort you in order to enter Nalbina.
There are some new items available from all merchants. Buy Dispel from the
Magick merchant. You will really need Dispel for the rest of the game mainly
for bosses! Vanishga would be another good spell to get. At the intersection
outside the city turn right to enter the Mosphoran Highwaste

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Mosphoran Highwaste | [PVI2] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Clay Golem / Weak: Wind


Fire Elemental / Weak: Fire
Humbaba / Weak: Ice
Python / Weak: Earth
Seeq Cateran / Weak: Fire
Slaven Wilder / Weak: Wind
Wary Wolf / Weak: Earth
Worgen / Weak: Water

~~ Southern Skirts ~~

Make sure you set up some Curaga gambits along with some Esuna gambits. The
Worgens will Screech to Confuse party members sometimes. They will also rush
at you with Berserk activated.

~~ Summit Path ~~

The Humbabas here can be difficult when fighting more than one so make sure to
have an active Protect shield up. Don't use magic near the Fire Elemental if
one appears. Keep heading to the north and you'll eventually reach the
Babbling Vale area.

~~ Babbling Vale ~~

Take a break and save your game at the orange save crystal or buy a few items
from the merchant. He has the 1000 Needles Technick, which could prove useful.
Be sure to stock up on some Chronos Tears since Stop is a very nasty status
effect that can only be cured by a Chronos Tear, immunity with a Power Armlet,
or Dispel. This single area has many paths leading out, but you want to take
the northwest path if you want the quickest way to your destination.
~~ Trail of Sky-flung Stone ~~

Beware the Seeq Caterans in this area. They will run up to your party members
and throw an item to cause instant Berserk, which could be a good thing or a
bad thing depending on the individual. Stay away from the Fire Elemental as
usual and have some magick gambits set for the flying Vulture so your short
distance members can hit him. Beward the Vulture's Kamikaze attack when their
life is low - defeat them quickly if they ready the attack.

~~ Northern Skirts ~~

Three Humbabas are lurking in the front of this area. Try to lead one away
from the others or cast Blizzara on them all from a distance. Many more flying
Vultures will be hovering around the end of this area. Run across the bridge
in the Halny Crossing to reach the Salikawood.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| The Salikawood | PVI3 |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Malboro King / Weak: Light


Pumpkin Head / Weak: Ice
Sprinter / Weak: Water
Wyrdhard / Weak: Fire

~~ The Omen-Spur ~~

Don't take the Pumpkin Heads for granted; they take quite a bit of HP per
attack based on what you would think while just looking at them. They will use
Silence and Sleep so have some Esuna gambits set up.

~~ Path of Hours ~~

A blue save crystal is to the side. Notice the moogles off to the right
(Forest Bungalow); you'll be coming back to speak with them later.

~~ Truckwall Road ~~

Make a right when the path splits followed by another right to find the map urn
with the ++MAP OF THE SALIKAWOOD++ inside. Make sure to set some "Ally: status
= Slow (>) Haste" gambits up for the Malboros that you will find later and, of
course, an Esuna gambit along with Curaga. There is an orange save crystal in
the Quietened Trace in the northwest along with an optional boss fight. The
moogle at the entrance to the path will warn you of the great fiend. Your
destination is to the northeast.

~~ Living Chasm ~~

In the far northwest walk up to the Moogle Boss by the gate and speak with him.
It seems he needs to get his moogle workers back to complete the gate so access
to the Phon Coast can be granted and that just so happens to be where your
party's headed. A moogle counter will appear on the right hand side of the
screen letting you know how many moogles need to be found. Open your map to
find several exclamation points highlited on your map - these are the locations
of the moogle in the bungalows throughout the Salikawood. Go to each of those
areas and talk to the moogles to get them to head back to the Moogle Boss.
This is very straightforward so I'm not going into too much detail.

Trunkwall Road (middle) - 2 moogles


Garden of Decay (west) - 4 moogles
Path of Hours (north) - 3 moogles
The last set of moogles will give you an option to follow them to the gate.
The gate will open up and your party will be free to go to the Phon Coast. Be
sure to talk to the Boss Moogle along the way to get a free pair of ++QUASIMODO
BOOTS++.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Phon Coast | [PVI4] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Kaukula Pass ~~

Destination Quote: So this is the Empire. Archades should be to the northeast.

A cutscene will play upon entering the Phon Coast. A blue save crystal will be
off to the right as the cutscene ends.

~~ The Reseta Strand ~~

Archesaur / Weak: Ice


Bagoly / Weak: Earth
Iguion / Weak: Thunder
Mandrogora / Weak: Fire
Piranha / Weak: Thunder
Pyrolisk / Weak: Ice
Silver Lobo / Weak: Earth

Be sure to set some "Foe: flying (>) +-----------------------------------+


Blizzara" gambits for your short range | A new optional Espers is now |
characters. You need to go southwest. | available in the Mospharan |
Stay away from the Piranhas if your party | Highwaste: |
is at a low level since they will dish | Exodus, the Judge-Sal [SE04-1] |
out some very damaging attacks when their +-----------------------------------+
life gets low. The Bagoly's and Pyrolisk
are very aggressive and will actually gang up, so run if you have to. It
doesn't really matter which way you take since both of them will eventually
lead to the Hunter's Camp.

~~ Hunter's Camp ~~

A cutscene will play upon walking into the camp...a most interesting cutscene.
There is an orange save crystal in the middle of the camp and plenty of items
available from the merchant of this area.

~~ The Vaddu Strand ~~

There is really nothing here but chests +-----------------------------------+


and a whole bunch of them along the beach | Don't open any of the chests on |
by the east side! The chests are a trick | the east side of the beach in |
however, since opening one of them will | this area or you won't get the |
guarantee that you will not receive the | Zodiac Spear! This is the fourth |
Zodiac Spear in the Necrohol of Nabudis. | and last set of chests that must |
This is the last set of chests that you | not be opened in order to obtain |
must not open in to get the Zodiac Spear. | the Zodiac Spear. |
Don't screw it up now! Take out your | [SQ01-4] |
anger on loosing so much gil on the +-----------------------------------+
defenseless little Mandragora.

~~ Caima Hills ~~

There is a Wayward Chocobo in the southwest section of this area that will off
your party a life if you feed it some Gysahl Greens. Buy Gysahl Greens from
any airship ride between cities or from the Clan Provisioner back in Rabanastre
after your party reaches Rear Guard rank. Keep heading northeast. Be careful
while fighting a group of Bagolies on the way; they will gang up very quickly!
You'll come upon a blue save crystal in Rava's Pass. To the north of Rava's
Pass lies the Tchita Uplands.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Tchita Uplands | [PVI5] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Bellwyvern / Weak: Water


Coeurl / Weak: Ice
Feral Croc / Weak: Earth
Lizard / Weak: Water
Malboro Overking / Weak: Light
Serpent / Weak: Earth

~~ Realm of Elder Dream ~~

There are quite a number of new enemies here and they can easily get mixed into
a group with the Serpents rise up from the ground. You may want to equip your
magick user with a Rose Corsage to stop the Coeurl's silencing. Head to the
east. Any type of building structure will have Malboro Overkings lurking
around it and they can get extremely numerous at times - combine that with
their Bad Breath attacks and things can get ugly quickly.

~~ The Chosen Path ~~

To the east of The Skytrail, you will come upon an area with an orange save
crystal and an Archadian Wayfarer standing next to a fallen Bangaa. Talk with
the Wayfarer and he will ask to hire your party to dispose of a group of fiends
in the Sochen Cave Palace. He will hand over the bill with a picture he drew
on it, which is actually very close to what the group of fiends look like - oh,
how the appearances are so deceiving! As it says, this will not be listed in
the Clan Primer, but this hunt must be accepted to advance in the main story!
Head east to the Fields of Eternity and there you will find the entrance to the
Sochen Cave Palace. He will hand over the ++SOUL WARD KEY++ when the
conversation ends.

This hunt can also be accepted from the boy's father in The Nameless Spring to
the south. Even though this isn't an official hunt, there is still a bounty to
be earned upon defeating the mark. Now, let see what horrors await in the
Sochen Cave! In the northwest of the next area (The Highlands) lies the Fields
of Eternity. The cave entrance is in the northwest part of the Fields of
Eternity. You'll probably fight or run from tons of more Coeurls and Serpents
along the way.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Sochen Cave Palace | [PVI6] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Focalor / Weak: Ice


Gorgimera / Weak: Water
Iguion / Weak: Thunder
Imp / Weak: Ice
Pit Fiend / Weak: Earth
Striker / Weak: Wind
Wendigo / Weak: Ice
Zombie Knight / Weak: Light
~~ Doubt Abandoned ~~

Destination Quote: We'll use the Sochen Cave Palace to sneak into Archades.

A cutscene will play as your party enters the cave. Make sure that you have a
"Self (>) Libra" gambit set in here or else your party will might step on some
of the traps near the beginning. There are several traps in the area where the
stalagmites and Zombie Knights are. Try to lead the Zombie Knights out of that
area so your party members won't accidentally trigger a trap during the fight,
or you could always cast Float on everybody during the battle. The Imps in
this cave can be very dangerous as well with their damaging group attack that
they will perform while their HP is low. In the north, you will find the Gate
of the Soul Ward where you must use the Soul Ward Key that you got from the
petitioner earlier. Let's see what awaits inside shall we?

~~ Hall of Lambent Darkness ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+-----------------------------------+---+------------------------------------+
| Lv 37 | Alraune King | | Lv 37 | Mandragora Prince |
|===================================| |====================================|
| HP: 9069 | Weak: Wind | | HP: 9069 | Weak: Fire |
|-----------------------------------| |------------------------------------|
| Exp: 0 | Steal: Gimble Stalk | | Exp: 0 | Steal: Four-leaf Clover |
| LP: 5 | | | LP: 5 | |
+-----------------------------------+ +------------------------------------+
+-----------------------------------+ +------------------------------------+
| Lv 37 | Onion Queen | | Lv 37 | Pumpkin Star |
|===================================| |====================================|
| HP: 9069 | Weak: Earth | | HP: 9069 | Weak: Ice |
|-----------------------------------| |------------------------------------|
| Exp: 0 | Steal: Onion | | Exp: 0 | Steal: Jack-o'-Lantern |
| LP: 5 | | | LP: 5 | |
+-----------------------------------+ +------------------------------------+
| +-----------------------------------+ |
| | Lv 37 | Topstalk | |
| |===================================| |
| | HP: 9069 | Weak: Water | |
| |-----------------------------------| |
| | Exp: 0 | Steal: Tomato Stalk | |
| | LP: 5 | | |
+--------------------+-----------------------------------+-------------------+
| Recommended Level: 36 - 39 |
+----------------------------------------------------------------------------+

Oh, my sweet Nightmare Before +-----------------------------------------+


Christmas! So, these little | Recommended Gambits |
Mandragoras are the marks!? They |=========================================|
most definetly are, and this is one | Ally: any (>) Raise |
battle where appearances are | Ally: HP < 50% (>) Curaga |
deceiving. If you try to rush all | Ally: any (>) Remedy |
of these little munchkins with your | Foe: party leader's target (>) Attack |
whole party then they will bathe +-----------------------------------------+
your whole group in status effects
similar to a Bad Breath Malboro attack - there is a slight difference though,
they will not miss like a Bad Breath! They will cast Blind, Disable, Slow,
Poison, Sleep, Sap, and Silence. If you plan to take them on physically, you
need to equip some Nishijin Belts to all party members to avoid Sleep. An
"Ally: any (>) Remedy" gambit is priceless for this battle if you can avoid
Sleep through the Nishijin Belts.
Focus on each one's elemental weakness, whether you have a weapon with that
element or the magick. They fall fast if you focus on one and pound his
weakness into the ground. They can take off quite a chunk of HP with their
physical attacks while in groups, so have some cure gambits ready. It is
possible to Dispel their Haste, but it doesn't really matter that much. You
can set up a "Foe: status = Haste (>) Dispel" gambit on your magick users to
quickly get rid of it. They have a pattern where they will rush into your
party to cast status effects and attack then run away and cure themselves, but
they will always move in a group.

The best way to defeat them is to wait until they are all grouped together then
chain a Quickening on them. Stay on one side of the room and wait until they
run toward you while all grouped. This will totally pulverize a whole group of
them and defeat them quickly if you get the bonus attack at the end of the
Quickening. Be sure to have each character target a specific Mandragora. You
really need to have multiple characters outside of your main party with
Quickenings to take them all out if you can't chain them that well. Summoning
Belias seems to work well if he can get one by himself, but they will soon kill
him if the whole groups gangs up around him. Belias will immediately Painflare
Mandragora Prince because of his weakness to fire. If you plan on stealing
from all of them, you will need quite a bit of Remedies. They are very hard to
steal from. I would recommend setting a "Foe: party leader's target (>) Steal"
gambit for your party members if you are willing to try since it will take
several attempts most of the time.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Be sure to fully cure your people; you still have another minor battle left up
ahead. Open either of the doors to the side after the battle. They both lead
the same way. Go back to the petitioner to receive ++1000 GIL and 3
REMEDIES++.

~~ The Acolyte's Burden ~~

You'll find a save crystal, well, actually a Crystalbug in the next big room.
Be careful about keeping your group together since it will use elemental magick
that will hit everyone in a group. Defeat the Crystalbug and it will turn into
an actual blue save crystal. You can check the dead Bangaa corpse on your way
through the doors of the next area.

~~ Mirror of the Soul ~~

This cave will soon split into many different paths. Take the far east path to
find an urn containing the ++MAP OF THE SOCHEN CAVE PALACE++. Don't let all
the Imps and Pit Fiends gang up on you in this cave or they will surely make
quick work of your party. It's a good idea to keep some Nishijin Belts on
since the Pit Fiends like to cast Sleep. If you take the west set of paths,
you'll like notice the Pilgrim's Door along the way. You'll need to solve a
puzzle in order to open it. We'll get to that in just a moment. Use the far
east path to enter the next area.

~~ Falls of Time ~~

The Strikers are the only aggressive enemies in this area. Look around and
you'll notice several waterfalls blocking the paths to the different areas in
this cave. Now, about the puzzle in this area, if you look around in this area
(near the second door from the west), the next area (on the wall), and in the
previous area (The Pilgrim's Door), you will be able to read an inscription
that provides hints to the different routes you should take in order to change
the flow of the waterfalls.
** WATERFALL PUZZLE **

To start things off, you need to go back the way you came by enter the path on
the southeast side. I have drawn up some maps with the correct path outlined
that should be taken in order to stop the waterfalls.

Copy and paste the url into your browser to see the maps.

Waterfall Puzzle Path 1 - http://tinyurl.com/y7rkwy

Waterfall Puzzle Path 2 - http://tinyurl.com/t4xqt

Each time you enter a new area the message "The course of the waterfall seems
to have changed" should be displayed across the screen to let you know that you
took the correct path. The paths that you make do not need to be precise, but
you MUST enter and exit from the correct pathways when entering the bottom
(Mirror of the Soul), middle (Falls of Time), and top (Destiny's March) areas.
You can think of both maps as one long path, but I thought it would be best to
have two to avoid confusion. You'll get that previous mentioned message three
times as you enter the different areas, then on the final time you'll receive a
message that says "You hear a door open in the distance". This means the
middle path in the Falls of Time area is no longer blocked by a waterfall and
that the Pilgrim's Door is now unlocked. Walk toward the middle area and open
the treasure chest on the other side of the small bridge around the stone
structure for a chance at either an ++ELIXER++ or a ++DARK MATTER++. There is
also another chest off to the east that contains either an ++ELIXER++ or a
++KIKU-ICHIMONJI++ Katana. To the south, open the first Pilgrim's Door to find
a chest containing either the ++KOGA BLADE++ or the ++IGA BLADE++ Ninja Swords.

The only other way to get an Iga Blade is through a drop by Bogey's in the
Zertinan Caverns, so you may want to save your game after solving the puzzle
and open the chest until you get that weapon if getting every weapon in the
game is important to you since none of these chests will respawn. The Koga
Blade can be achieved through a side quest. Keep in mind that the chests are
random, so if they don't all three appear then reload your game from the
previous save point (after saving when the puzzle is solved of course). As
long as you haven't opened one, then they will appear eventually.

~~ Destiny's March ~~

No matter which way you go to the north you will fight mainly Strikers and
Wendigos. The Wendigos will deliver a heavy ice attack to all members of your
party and the Strikers will do the same with an Earth attack when they are low
in HP so a manual Cura might save the day after they fall. Do not fight more
than two of these enemies at a time; lead some away from the others if you find
a group greater than two. Step through the Doors of Time and make your way to
the central north section. If you want to avoid most fights take the center
path. The door in the far north leads to a big room where you will enounter
another boss, so I would suggest backtracking and saving if you gained quite a
few levels and want to make sure you keep them.

~~ Hall of Shadowlight ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+-------------------------------------+---+-----------------------------------+
| Lv 38 | Ahriman | | Lv 37 | Ahriman (Image) |
|=====================================| |===================================|
| HP: 62149 | Weak: Light | Abs: Dark | | HP: 700 | Weak: Light | Abs: Dark |
|-------------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Death Powder, | | Exp: 0 | Steal: same as Ahriman |
| LP: 28 | Maduin Gear, Sky Jewel | | LP: 0 | |
+-------------------------------------+ +-----------------------------------+
| Recommended Level: 37 - 40 |
+-----------------------------------------------------------------------------+

This boss isn't really too bad, but +-----------------------------------------+


that's not to say that he can't get | Recommended Gambits |
the best of you later into the |=========================================|
battle. He will start out by | Ally: any (>) Raise |
mainly casting Doom and elemental | Ally: HP < 50% (>) Curaga |
magicks on your party. Have a | Ally: any (>) Poisona |
gambit set up to throw a Remedy (if | Ally: any (>) Esuna |
you have unlocked Remedy Lore 3 on | Ally: any (>) Remedy |
the License Board) and it will cure | Foe: HP < 1,000 (>) Bio |
Doom. Otherwise, you will have to | Foe: party leader's target (>) Attack |
let Doom run its course and revive +-----------------------------------------+
the character after the countdown.
Make sure to have Remedy set up below Poisona and Esuna if you use both of the
gambits on one character so you won't be curing a simple poison with a Rememdy.
Speaking of Poison, I would set an extra gambit to cure poison by itself since
he will inflict your party members with it a bunch - make sure to set it above
Esuna on the gambit list. It would be a good idea to have your party members
equipped with Jackboots for when he starts to cast Immobilizega. Normal
attacks should work fine throughout the battle while attacking him, just don't
equip a weapon that has the element of dark of you will only give him life.
Keep in mind that you can actually attack him with Cure spells in this fight
since he is undead. Have one of your magick users toss Curaga or Potions at
him to damamge him even more at the beginning of the battle.

He will eventually teleport away from your party and make a separate image of
himself. Try to get rid of the image if at all possible since it will act on
its on just like a separate Ahriman, and just like a separate Ahriman, you can
also steal from the images! He can make up to six images so you may be
fighting up to seven Ahrimans by the end of the battle. Have a gambit set to
where a party member will cast Bio on an image and this will likely kill them
all with one casting. Since all of their HP is less than 1,000 set up a "Foe:
HP < 1,000 (>) Bio" gambit to quickly kill them off. The main annoyance of
this fight is his use of Confuse (Phantasmal Gaze) toward the end since it
tends to hit every party member that is close to him. Make sure to have one
character equipped with a long distance weapon so they will not be affected by
the Confuse spell and have them set with an Esuna gambit. He will also start
to attack with Maser Eye shortly before falling - this attack will take off
about 1500 HP per hit. Try to finish him off with a Quickening when his life
is down to about 25% HP and you won't have to worry about Maser Eye.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Open the three treasure chests found around the room after the battle then exit
through the east door. One of the chests will have an Elixer for sure!

~~ Temptation Eluded ~~

Some programmer has been very dirty! There is a trap right at your feet as you
come through the entrance door of this area. Make sure to have Libra setup
then carfully move agains the east wall. There's plenty more traps up the path
as well. More Strikers and Imps will be lurking up ahead. In the big room,
open the chest to the side for some possible extra gambits then go down the
tunnel to the west for an extra chest.

~~ Chosen Path ~~
Climb up the hill to find a lift at the top. Activate the lift with the
Disused Pedestal. You'll arrive in the Skybent Chamber after the cutscene.
Turn around to find a much needed orange save point! Exit via the door to the
north to enter Old Archades.

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| Old Archades | [PVI7] |
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~~ 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.

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| The Imperial City of Archades | [PVI8] |
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~~ Trant ~~

Destination Quote: Gotta find some way to sneak inside the Drakor Laboratory.

Walk a little way to the west and Balthier will mention he has some business to
attend to and will leave the party. Well, he's still actually in the party,
but you know... Anyway, check around the shops to find plenty of new items,
equipment, and magicks. Be sure to get the Aeroga spell! Also, the item shop
now stocks X-Potions.
Talk to the Cap Guide in the southwest +-------------------------------------+
portion of the city. He will mention | A new optional Esper is now |
that only those with 9 chops may ride | available in the Necrohol of |
the cab. Jules will break up the | Nabudis, but you must first gain |
conversation and mention that Balthier | some items before you can fight |
is waiting in Central. You must once | him. Check out the side quests |
again pay Jules to find out | section for the item locations |
information. Pay him 2500 gil and he | [SQ11-2] and the hidden Esper: |
will tell your party about chops. | Chaos, Walker of the Wheel [SE06-1] |
Basically, you must walk around town +-------------------------------------+
and perform good deeds by matching
townspeople up with other townspeople to help them out. They will repay you
with a chop each time you find a matching pair where one helps the other. Most
people will be labeled the same next to the talk icon as you approach them.
You need to talk to them to have them labeled more specifically. Each time you
talk to a person they will mention a certain phrase that will be highlighted
and you will have a choice to memorize the phrase. After setting a person's
words to memory, you must seek down a person with a matching phrase and they
will give you a ++PINEWOOD CHOP++ for helping them. All matching people can
always be found in the same district. You can only memorize one phrase at a
time and you can override one phrase with another. Below is a list of everyone
that can be matched up per district. There are altogether 28 chops to be
earned, but remember that you only have to earn 9 chops to use the cab.

Nilbasse

[ ] "Working up a Sweat" ~ Gentleman Onlooker --> Eager Crier


[ ] "Words of Encouragement ~ Senior Reseacher --> Failed Researcher
[ ] "Wages Halved" ~ Worried Husband --> Materialistic Woman
[ ] "A Grand Line of Gamesmen" ~ Athletic Woman --> Avid Reader
[ ] "The Path to Stardom" ~ Aspiring Starlet --> Faded Star
[ ] "Time To Leave ~ Determined Researcher --> Ex-Researcher

Rienna

[ ] "A Revolutionary Dish" ~ Philosopher of Cuisine --> Dangerous Chef


[ ] "A Gambit for the Market" ~ Lazy Profiteer --> Reseacher's Wife
[ ] "Out of Ears" ~ Greenseller --> Vegetable Seller
[ ] "What She Wants" ~ Good Brother --> Waiting Woman
[ ] "The Misfortune Teller " ~ * Tarot Reader --> Happy Novelist
[ ] "An Epistle to Love" ~ Lucky Man --> Romantic Lady
[ ] "The Aerial Gardens" ~ Tour Leader --> Bhujerban Lady

Trant

[ ] "The Boutique" ~ Boutiquere --> Moneyed Gentleman


[ ] "A Ticket to the Farce" ~ Farce-Goer --> Girl on an Errand
[ ] "The Lutenist" ~ Music Appreciator --> Lutenist
[ ] "A History of Empire" ~ Historian --> Perceptive Man
[ ] "The Artisan Architect" ~ Builder --> Artistan Architect
[ ] "The Client's Daughter" ~ Smitten Man --> Smitten Woman

Molberry

[ ] "The Mummer" ~ Reminiscing Lady --> Family-minded Girl


[ ] "A Trinket From Giza" ~ Daugher-in-Law --> Man from Giza
[ ] "The Master of Disguises" ~ Look-Alike --> Look-Alike
[ ] "To be a Judge" ~ Would-be Judge --> Judge's Wife
[ ] "A Knack for Magick" ~ Talented Woman --> Akademician
[ ] "The Eight & Twenty Chops" ~ Ardent Woman --> Ardent Man
[ ] "The Tutor" ~ Proud Mother --> Tutor
[ ] "The Anniversary" ~ Poor Husband --> Poor Wife
[ ] "The Traveler" ~ Avid Traveler --> Traveling Gentleman

* Talk to the Tarot Reader after the Misfortune Teller chop is earned. He will
ask you if you want your fortune told to you. If you say yes, he will tell you
how many more good deeds are unfinished in each of the boroughs (e.g. 'I see 4
in Nilbasse' = there are four more unfinished good deeds/tales left).

(thanks to Shaun for the Tarot Reader info)

To finish up each area quicker, I suggest that you run up to each person and
talk to them so that their talk icon will show their proper name, then go
through and match them up. A total of 28 chops can be gathered from helping
all the townsfolk in Archades. Trade all 28 chops into the chopmaster in any
shop to gain a ++SANDALWOOD CHOP++. This will allow you to go to the more
high-class residence of Archades and is needed for a cetain side quest. Don't
sweat if you traded in your chops for a Sandalwood Chop and won't to go to
where Balthier is; a Sandalwood Chop is just as acceptable as 9 chops only you
just overdid it a little.

Return and talk to the Cab Guide and the cab will take your party to Tsenoble
after 9 chops are collected. Balthier will meet Vaan as he steps out of the
cab. There's an orange save crystal on the south side (to the left). Go north
to activate a cutscene. Approach the Imperial in the north and he will not let
you through to Central. Run back the way you came to trigger a conversation.
It seems Jules has arranged a destination for when a certain message is given
to the cab driver. Talk to the Cab Guide after the conversation and choose
"You know where to go" and will take your party to the Draklor Laboratory.

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| Draklor Laboratory | [PVI9] |
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~~ 66th Floor ~~

Start by moving through the west doorway. +-----------------------------------+


The camera will show many Imperials lying | Talk to the Huntmaster back at |
around the hall ahead as Balthier | the Phon Coast to participate in |
comments. A few of the Imperials can be | the Hunt Club side quest at this |
spoken to along the way through the | time or any time afterward. This |
building. The Direct Lift in the middle | side quest cannot be completed |
of the building cannot be used so go to | until later in the game however. |
the North Lift and use the control panel | [SQ16-1] |
to select 67F. 68F is merely a dead end +-----------------------------------+
at the moment.

~~ 67th Floor ~~

Your destination is to the northeast. Enter the C.D.B. room. Your party will
gain the ++LAB ACCESS KEY++ that Balthier found along with a ++MAP OF DRAKLOR
LABORATORIES++ after the cutscene inside. The minimap in the upper left hand
corner of the screen will scramble so use the main map (Select) for the time
being. Enter Room 6704 East to find a blue save point along with some
laboratory workers. This is another one of those areas that you can't leave,
so a backup save is advisable. Go ahead and run to Room 6711 East right if you
want to learn Cid's current location. He's on the 70th floor. Enter Room 6703
East to the left of the 6704 East. Inside you will find the Bulkhead Controls.
These controls will open and close the various doors throughout the laboratory
depending on what color the device is set to. The control is set to blue right
now letting you know that the blue doors are all closed. Press the button to
change the controls to red and open the blue doors.

Imperial Hoplite / Weak: N/A


Imperial Pilot / Weak: N/A
Imperial Swordsman / Weak: N/A
Judge / Weak: N/A
Mastiff / Weak: N/A

When your party turns at the west corridor, low and behold, Imperials will rush
your party from the back of hall. These Imperials now come at you with status
enhancements already on them and they will now inflict status effects while
hitting your party members at times. The Imperial Swordsman can inflict Slow
with their physical attacks, so I would suggest activating an "Ally: status =
Slow (>) Haste" gambit. They can chain together many more hits than the other
Imperials that you fought earlier and will block your hits more often. I would
suggest equipping the Sledgehammer with its nice Disable status effect to
handicap the attackers and equip a gun with Silent Shot to shut up the pilots
that try to Silence your party when they appear later. Make sure to have a
Raise gambit ready along with a Cure gambit and DO NOT run down the halls too
fast or you might be dealing with 7 Imperials at once sometimes! Use Blindga
if you run into a large group. You can either take the North Lift to floor 68
right now or wander over to the west hall and open the red doors to gain access
to the additional room to the southwest. Room 6711 West contains two chests -
one of them possibly containing a Doom Mace (50% chance; save and reopen if you
want it). You'll need to close the red gates once again to get back to the
elevator.

There is no need to go back to 66F except for a treasure chest in Room 6613
East. A whole group of Imperials will run at your party when you move down the
east hall. Take the second right and enter Room 6613 East to find the treasure
chest.

~~ 68th Floor ~~

Your destination is the South Life in the middle southern corridor; you'll have
to enter that middle room from the west side. Imperials will swarm your party
from both sides as you move down the east corridor. This is the floor where
the Imperials can overwhelm your party with sheer numbers. Make sure to take
them down fast and do not run through the halls too fast or you'll have a whole
group following you! Enter Room 6803 East and change the controls to blue.
Room 6814 East in the northeast is a room of tons of confused Lv 37 Dire Rats,
so don't enter.

Room 6801 East in the southeast is where you'll find the next Bulkhead
controls. Imperials will run out from the room right beside it before you
enter. Change the controls to red. There is nothing in Room 6811 East except
a few Hecteyes. Be sure to change the control back to blue.

With controls switched back to blue so that all red doors are open, you can
ride back down to the 66th Floor and enter the rooms on the west side that were
previously locked, though you won't find anything inside of them except more
Bulkhead Controls.

The main room you want to enter is Room 6804 West on the current floor. Get to
this by going down the northern corridor over to the west side. Change the
controls to red to open the blue doors. Enter Room 6813 West to find a Judge
inside. Make sure to dispel his Bravery if you fight him. Room 6801 West has
a damaged Bulkhead console inside so run down the western corridor and enter
the Room 6811 West in the southwest. Change the console to blue to opne the
red doors. Run toward the southern middle area and use Blindga on the group of
Judges and Hoplites that will swarm your party from the South Lift area. Use
Blindga until at least three of the enemies are blinded. The Judges can get
very dangerous with their ice attacks as they get low in life and all enemies
will sometimes pick on one party member all at once. It would be a good idea
to use some area magicks such as Aeroga or Bio that will hit all four at once.
The South Lift is just up ahead so run and hit the control if things get too
bad. You don't want to die now! The elevator will only go to the 70th floor.

~~ 70th Floor ~~

A cutscene will play upon stepping out of the lift. Use the blue save crystal
after the cutscene and walk around the east side of the corridor ahead. Enter
Room 7002 East to find a treasure chest containing either a Pheasant Netsuke
(improves potency of restorative items) or a Hastaga Mote. Another cutscene
will play when you reach the middle portion of the stairs.

~~ Energy Transitarium ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+-------------------------------------+---+-----------------------------------+
| Lv 40 | Doctor Cid | | Lv 38 | Rook |
|=====================================| |===================================|
| HP: 72989 | Weak: Light | Abs: Dark | | HP: 9859 | Weak: N/A | Abs: N/A |
|-------------------------------------| |-----------------------------------|
| Exp: 0 | Steal: Hi-Potion, Knot | | Exp: 261 | Steal: Hi-Potion, Knot |
| LP: 29 | of Rust, Potion | | LP: 5 | or Rust, Potion |
+-------------------------------------+ +-----------------------------------+
| Recommended Level: 40 - 42 |
+-----------------------------------------------------------------------------+

Set up some gambits to cast Haste +-----------------------------------------+


on each member of your party since | Recommended Gambits |
there are actually 5 foes for this |=========================================|
battle. The four Rooks that hover | Ally: any (>) Raise |
around Cid will cast Protect, | Ally: HP < 50% (>) Curaga |
Regen, Shell, and Curaga, upon him, | Self (>) Haste |
so you need to get rid of them as | Foe: party leader's target (>) Attack |
soon as possible. They will cast +-----------------------------------------+
Reflect on each other so don't use
magick attacks on them. Focus all of your physical attacks on them at the
beginning of the battle after Haste is cast on everybody. Don't worry about
Cid at the moment. The Rooks only take half damage from elemental attacks so
use a weapon without any type of element. When one Rook falls, a small
cutscene will commence. Eventually a "Paling" will rise around Doctor Cid and
he will become immune to physical damage. You'll just have to wait this out
and use magick IF the Rooks are gone. The main hard part about this battle is
keeping your MP up since the Rooks will sometimes use Syphon on you. They
won't take too much MP, but still it's not very welcoming. If you have three
Quickenings per character then you shouldn't need to worry about running out of
MP; if not, you may want to use Charge if you have it. Don't use Syphon on
either of the enemies since Cid is immune and Rooks will have up a Reflect
shield. You may want to set up a Hi-Potion or X-Potion gambit at the end of
the battle. The Rooks are the main bosses of this fight, as you will quickly
find out when they fall.

When all the Rooks fall, Cid will cast Haste on himself. Dispel him of all his
status enhancements immediately and pound on him with your main attackers. He
will walk toward the back of the area, totally ignoring your attacks, and will
unleash his S-27 Tokamak attack that will hit for about 1000 HP per character.
He only hits party members in front of him though. Your party members will
make quick work of him while he is by himself. You can even Silence him. The
battle will stop once 75% of his health bar has been taken.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A new set of cutscenes will begin after the battle as the story continues into
another chapter.

____ __________ ______


/\ /\ \ \/ /__ __|__ __| /\ /\
/ \ / \ \ / | | | | / \ / \
| | | | Part VII - Desire for the Nethicite | | | |
\ / \ / / \ _| |_ _| |_ \ / \ /
\/ \/ /___/\___\______|______| \/ \/
[WT07]

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| Balfonheim Port | [PVII1] |
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Destination Quote: Hmm, Giruvegan... Better start by exploring the Feywood.

Elza, Rikken, and Raz will talk with Vaan +-----------------------------------+


afterwards about the Feywood. Do not | A few side quests can now be |
leave this area without the latest | finished at this time. The |
magicks: Curaja, Blizzaga, Firaga, and | Cockatrice Quest will reward the |
Thundaga especially. Quite a few new | party with some really good |
gambits are available as well - buy them | weapons for their current level |
and you will almost have all the | and the Ring of Renewal is good |
remaining gambits. Buy some Teleport | for those that like Regen. |
Stones from the merchant on the chocobo | [SQ12-1] [SQ13-1] [SQ14-1] |
at the northeast entrance. There is also | [SQ17-1] |
a chest near him with quite a bit of gil +-----------------------------------+
inside. Once you're satisfied with your
equipment go back to the Golmore Jungle and head to the south. It's quicker to
teleport to Eruyt Village instead of directly to Golmore Jungle.

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| Golmore Jungle | [PVII2] |
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~~ 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.

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| The Feywood | [PVII3] |
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Destination Quote: Cross the Mist and head south through the Feywood. Easier
said than done.

~~ Walk of Flitting Rifts ~~

Cerberus / Weak: Water


Deadly Nightshade / Weak: Water
Golem / Weak: Wind
Mirrorknight / Weak: Earth
Mu / Weak: Water
Tartarus / Weak: Light

There is a trap directly in front of your party as you start - use Float!
Float may be handy for some other traps in this area as well. When you get in
a fight with any of the small fiends, make sure to end the battle quick since
all you will find in this area are enemies ready to inflict all kinds of status
effects to screw up your party. Try to equip something that will avoid Stop,
Sleep, and Confuse to members of the party. The Mu's in The Feywood actually
have a spell that will hit the whole party with Stop. The west path will lead
you back to the Paramina Rift. Go through the southeast path.

~~ Walk of Stolen Truths ~~

The Mist has jammed the small map to the side of the screen for this area.
Move down the east side of this area to find an urn with the ++MAP OF THE
FEYWOOD++ inside. Enter the path to the far south.

~~ Antiquity's End ~~

A blue save crystal will be floating in the north portion of this area.
Approach the thick Mist to the south for a cutscene. If you need to level up
any be sure to run over to the Walk of Dancing Shadow's area to the west and
defeat some Mirrorknights. Don't enter the Henne Mines path to the northwest
unless you want your ass handed to you by some Lv. 64 - 65 Abysteel bats.
Didn't think so. Otherwise, continue through the path with the thick mist to
the south of this area.

~~ Redolent Glade ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+-------------------------------------+--+------------------------------------+
| Lv 43 | Rafflesia | | Lv 40-41 | Malboro |
|=====================================| |====================================|
| HP: 73393 | Weak: Wind | Abs: Earth | | HP: 4902+ | Weak: Wind |
|-------------------------------------| |------------------------------------|
| Exp: 0 | Steal: Purtrid Liquid, | | Exp: 242+ | Steal: See enemy list |
| LP: 31 | Screamroot, X-Potion | | LP: 1 | |
+-------------------------------------+ +------------------------------------+
| Recommended Level: 42 - 45 |
+-----------------------------------------------------------------------------+

There is no reason not to +---------------------------------------------+


arrive to this battle without | Recommended Gambits |
Haste, Protect, Shell, Regen, |=============================================|
Reflect, and Bubble (if you | Ally: any (>) Phoenix Down |
have it) cast on the party | Ally: HP < 50% (>) X-Potion |
since there was a save point in | Ally: any (>) Remedy |
the prior area where you could | Foe: HP < 10000 (>) Attack |
have gotten your MP back. A | Foe: party leader's target (>) Attack |
Mirror Mail will really help +---------------------------------------------+
out for this battle since it
will deflect the bad status magick that Rafflesia will throw at you, though not
the status attacks. It's good to arrive at this battle with some Nishijin
Belts and Bowline Sashes equipped to avoid Sleep and Confuse respectively -
equip them to different members so the whole party doesn't fall victim to one
status effect. Don't hold MP back for this battle since at the beginning the
combat log will inform you that a magick field has fallen over the party and it
will slowly drain MP. Right at the beginning, cast Dispel on Rafflesia then
immediately launch the biggest Quickening chain you can get with your current
party. Start with a level 1 Quickening since the field will most likely drain
enough magick to where you can't get a level 2 starter. His Nectar Volley will
inflict Sap, his Toxify will Poison, he will cast Sleep, he will cast
Disabliga, he will Curse you with Sap, Poison, and Disease, his Pollen Dance
will Confuse, the Malboros that he calls on will use Bad Breath...got the point
yet? Exactly. You need some item gambits for each specific status effect or
you need a Remedy gambit (with all Rememdy Lores) that can cure all status
effects. He will use his "Call for help" to call a total of three Malboros to
his aid and he will start to use Drain later in the battle.

You can SEVERLY limit this bosses attacks by silencing him, but you need to
either do this at the beginning with magick or through a status-effecting
weapon (Silence Shot). While silenced, all he can do is Nectar Volley and
Pollen Dance. He cannot "Call for help" or perform any type of magick attack
and will completely be at your mercy as long as you can cure Sap and Confuse.
Equip Bowline Sashes if he is silenced and you will only have to cure Sap.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ White Magick's Embrace ~~

Basilisk / Weak: Thunder


Behemoth / Weak: Ice
Giruveganus / Weak: Light
Mirrorknight / Weak: Earth
Preying Mantis / Weak: Light

This area is even more dangerous than the northern part of the Feywood. The
Preying Mantis's and other enemies can crowd up very fast in this are so be
ready to deal with a group at times. Use Warp on the Mantis's or Mirrorknights
if they group up and you might just banish a few of them to the X-zone. Stay
against the east wall of this area and you'll find an urn with the ++FEYWOOD
CANDLE++ inside in the southern portion. Keep heading south.

~~ Ice Field of Clearsight ~~

Visibility is not too great here, so you'll see a bunch of silhouettes of


enemies before you actually run into them. Just like the last area, the
Preying Mantis will be lurking about quite numerously. Enter the northern
shrine and examine the pattern of the "Feywood Glyph" in the middle.

"In this sanctum shall the pilgrim find truth and illusion both. Illusion
betokens the true way"

In other words, you must stand in the middle of the glyph then move the camera
around to look at the different openings in the shrine. One of the openings
will have an image of a forest scene while the rest will only show the snow
outside. The opening with the illusion will lead you to the next shrine. Walk
through the opening and run toward the next shrine across from the current one.
Try not to let the enemies impede your path - run from them if necessary. You
can check your map to see which shrine to head to next or which shrine you have
already been to. The shrines with the glyphs will be marked with exclamation
points. Stand on the "Feywood Glyph" in the second shrine and find the
illusion path once again to get to the third shrine. You don't need to examine
it again.

Plan your attacks against the Behemoth enemies carefully since they will use
Bacchu's Wind to Berserk themselves when the reach HP critical status. Spam
them with Blizzaga and they will fall fast, but don't let them gang up too
much!

~~ The Edge of Reason ~~

If you exited the area from the correct path up above your party will wind up
in this new area of shrines. The same shrine puzzle is here, but this time
there are a few more shrines. The starting shrine for this portion should be
in the middle. One of these shrines has three Behemoths guarding it so watch
your HP and Blizzaga them to death. In the middle of this area (to the west a
bit) there is a chest lying inside of a trap that may contain a Deathbringer
sword, an Ensanguined Shield, or something else, so you may want to give a try
- cast Float and walk over to it. There are actually three chests that spawn
in that one chest at times, so it may look like you're opening the same chest
three times. Find the correct path and journey to the other shrines to find a
door at the end. The door is labeled "Gate Gigas".

"Gigas summoner, gate's power is yours to claim. Beyond the one gate lies
sacred Giruvegan. Over the one gate the Gigas holds sway."

In a nutshell, you need to summon Belias near the gate then touch the gate
after examining it. Belias will do the rest.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| The Ancient City of Giruvegan | [PVII4] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Gate of Earth ~~

A cutscene will play upon entering the city. Walk to the middle of pathway and
an orange save crystal will be waiting on the left (south) side side. If you
do not have the -aga elemental spells, then you need to teleport back to
Balfonheim and get them now! It is good to have three mist charges per main
party member to extend your MP gauge since you will be using a bunch of magick
up ahead. Make sure you have an item cure for every possible status effect or
the Rememdy Lore on the License grid that will allow you to cure everything
with a Rememdy - have plenty of Remedies in this case. You're about to enter
one of the hardest areas in the game. Try to have the Martyr (gain MP after
attacking) and Inquisitor (gain MP after suffering damage) augements from the
license board for each member of your party by the time you reach the next save
crystal since they will help in the next upcoming boss fights. Travel further
to the west and touch the Way Stone.

~~ Gate of Water ~~

The camera will show off a statue up ahead. Walk toward the status to trigger
a cutscene.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------+
| Lv 42 | Daedalus |
|===============================================================|
| HP: 65644 | Weak: Light | Absorb: Dark |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Damascus Steel, Dark Crystal, Forbidden |
| LP: 33 | Flesh |
|---------------------------------------------------------------|
| Recommended Level: 43 - 46 |
+---------------------------------------------------------------+

Daedalus is a mixture of a Striker, a +---------------------------------------+


Wendigo, and a Behemoth. He has all | Recommended Gambits |
of their critical attacks and will |=======================================|
use them eventually - Tremor and Ice | Ally: any (>) Raise |
Break. Shell can help to lessen the | Ally: HP < 50% (>) Curaja |
damage from them along with the | Ally: status = Slow (>) Haste |
appropriate elemental shield. Use | Foe: status = Haste (>) Dispel |
Dispel on him whenever he cast Haste | Self (>) Haste |
on himself at the beginning then try | Foe: party leader's target (>) Attack |
to Silence him so he can't cast +---------------------------------------+
anything else. He mainly sticks with
physical attacks and can chain them very well at times. His Tri-Attack will
randomly cause Slow, so have a Haste gambit ready to turn the tides. Use Decoy
on your main attacker and equip him with your best shield and that should keep
Daedalus busy while you whittle his HP down. Cast Haste on all of your party
members to take him down quicker along with Protect to guard against his strong
attacks. His Smite of Rage move will take off around 700+ HP of a party
member's life if the hit connects. If you don't Silence him, he will cast
Darkra on the party. Keep your weaker characters away from him since he will
perform his Rage attack when his life is low that will hit the immediate area
around him and take quite a chunk of HP (around 1500 HP). His strength and
defense will both increase when he has reached HP critical status so a
Quickening will help out a bunch at the end of this battle. He will chain so
many damaging hits while he is in HP critical that he will likely kill a party
member in one turn.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A new Way Stone will appear after the boss' defeat. Go back and save your game
at the blue save crystal and use the new Way Stone to travel deeper into
Giruvegan.

~~ The Trimahla Water-Steps ~~

Behemoth / Weak: Ice


Diakon Entite / Weak: Dark
Gargoyle Baron / Weak: Light
Mythril Golem / Weak: Water
Vivian / Weak: Light

This place has some steep ramps, so you'll probably have to tilt the camera at
times to see them from your current platform. Walk down the ramp to the south
and use Blizzaga on the Behemoths as you work your way down. Set up a "Foe:
ice-weak (>) Blizzaga" gambit if you have it, otherwise just cast Blizzaga
normally on the Behemoths. The Behemoths can really gang up on you quick in
this area. Approach the "Avrio Gate Stone" down the ramp to the left and touch
it to release the barrier to the south, "Gate Avrio", on the current platform.
Keep moving further to the south. Grab the ++MAP OF GIRUVEGAN++ from the urn
before going down the ramp on the south side (NOTE: this map will only appear
after Giruvegan is finished). You will find another gate stone guarded by two
Mythril Golems at the bottom of the ramp. This is the "Chthes Gate Stone" that
will open Gate Chthes to the northwest.

Run back up the ramp, then run down the ramp to the northwest. You'll fight
some more Behemoths when you reach the bottom. Go down the ramp to the north
then turn left and run down the next ramp. Vivian's will be guarding a
treasure orb at the bottom. Be VERY cautious while fighting the Vivians since
they can inflict all status effects in the game on your party members in one
breath attack. Go back the way you came, up both ramps and go down the ramp on
the south side. Behemoths will be lurking about. Blizzaga them to death then
run down the next ramp (heading north) and you'll run across some Vivians.
Keep heading north, through the Gargoyle Barons, then run down the ramp to the
south and you'll see what appears to be a dead end with two Mythril Golems
standing to each of the sides. Defeat the Mythril Golems and step out into the
empty space to the south to make a hidden glowing green pathway appear in front
of your party. Move further to the south along the pathway to exit this area.

~~ The Aadha Water-Steps ~~

The Behemoths on the first platform will likely not even let your party off the
glowing path before they start their assault. Go ahead and touch the "Paron
Gate Stone" but know that the gate is further down below. The Parelthon Gate
to the side is opened from below. Beware the Diakon Entite below. This is an
elemental that will unleash powerful magick if you fight anything near it or
use magick near it. If this happens, run to an area where you can fight it by
itself. Physical attacks will work the best for it. Be sure to heal often if
you choose to fight it. Continue down the zigzagging ramps. In the northwest
two Mythril golems will be standing guard next to the "Parelthon Gate Stone".
Further south, Tychi Gate will be blocking your path to the exit for this area.

Move up the ramp to the left of the gate. Plenty of Vivians will be lurking up
ahead. Run up the south set up of ramps. Two Mythril Golem will be standing
guard at the "Gate Tychi Stone". Touch the stone to release the Gate Tychi
barrier at the bottom. Go back or climb further up the ramps to find a few
treasure orbs. The Paron gate will be blocking your way up above if you didn't
deactivate it on the other side at the top.

Return to the northwest portion where the Tychi Gate was at earlier. Gargoyle
Barons will be flying around the area below the ramp and Mythril Golems will be
standing guard on the sides of the last platform. Step out into the area to
the south of the last platform to make another glowing green path appear just
like before. Run along the path to trigger a cutscene in the next area.

~~ The Haalmikah Water-Steps ~~

Continue along the glowing green path and open the Bulwark Chronos ahead. A
refreshing site of a blue save crystal will be on the other side. Open Bulwark
Hemera.

~~ Gate of Fire ~~

This area is quiet for the moment and there are no treasure chests around the
area if you're wondering. There is a hidden pathway around here. Go up either
ramp to the left. Stay on the current path at the top of the ramp and don't
turn left again. While running down the path, you will come upon an open view
to the right, across from the next set of ramps to the left - look below to see
several floating circular objects. Step out toward them and a green glowing
path will form. This will take you to a boss fight.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+----------------------------------------------------------------+
| Lv 43 | Tyrant |
|================================================================|
| HP: 180248 | Weak: Ice | Absorb: Thunder |
|----------------------------------------------------------------|
| Exp: 0 | Steal: N/A |
| LP: 33 | |
|----------------------------------------------------------------|
| Recommended Level: 45 - 48 |
+----------------------------------------------------------------+

For this battle, a magick field +-----------------------------------------+


will fall over the party and will | Recommended Gambits |
not allow the use of Tecknicks. |=========================================|
Immediately Dispel the boss of his | Ally: any (>) Raise |
status enhancements. He has one | Ally: HP < 50% (>) Curaja |
hell of a defense so whatever your | Self (>) Haste |
party does to attack him it is not | Self (>) Protect |
going to take off much HP from him. | Foe: party leader's target (>) Blizzaga |
He attacks much like other wyrms | Foe: party leader's target (>) Attack |
you have faced, in that he will use +-----------------------------------------+
Sonic Fangs a bunch along with
physical attacks and Fireballs. His Piercing Graviga will drain 1/4 of any
party member's HP if it hits. For his other magick attacks, he will use all
the -aga elemental attacks including his weak element. Have some Raise gambits
ready along with Curaja since his attacks are quite damaging and will most
likely kill a few party members every now and then (especially Sonic Fangs).
Equip some Quasimodo Boots to your party members or have some gambits to avoid
or cure Sap when he spits Bile. Have one person set up to cast nothing but
Blizzaga on him and have one person who will constantly cure the party with
Curaja. Have everybody set to cast Haste and Protect on each other or
themselves since you will need both! You may actually want to arrive at the
battle with both of these status enhancements. I wouldn't worry too much about
shell since you don't want to overload your caster with just status enhancement
jobs. This is going to be one long fight, but if you are fast enough and spam
him with Blizzaga, he should fall in time. The Martyr and Inquisitor augments
from the license board will really help for this prolonged fight. He does not
do anything special when he reaches HP critical status unlike most other
bosses, so you don't really need a Quickening finish.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Don't use the Way Stone just yet. Make sure to backtrack and save your game
after the boss fight since there is not another one for quite a while!
Gargoyle Barons and Vivians will populate the Gate of Fire area on your way
back from the save crystal. Touch the Way Stone on the glowing platform where
the boss was to be transported to the next area.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| The Great Crystal | [PVII5] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Mom Bomb / Weak: Water


Mythril Golem / Weak: Water
Necrophobe / Weak: Light
Ose / Weak: Light
Reaper / Weak: Light

Dha Vikaari Bhrum


/
/
Kabonii Jilaam Avaa
\
\
Sthaana Scorpio ----- A Prama Viakaari ----- Kabonii Jilaam Pratii'vaa
/
/
?

~~ A Prama Vikaari ~~

Facing away from Gate Scorpio, there is no need to enter the path on the left
side to unlock Gate Scorpio. Gate Scorpio will lead you to a hidden Esper that
is probably more powerful than you are now. Walk down the path on the right.

~~ Kabonii Jilaam Pratii'vaa ~~

Watch out for the dangerous Ose enemies. Two hits from a Hell Blaster is
instand death! You'll have to use Float to get the Treasure (Elixir or Black
Mask).

~~ Kabonii Jilaam Avaa ~~

The Ose will likely try to lead you toward the pack of three. Try to lure one
of them out so you don't have to fight all three at once.

~~ Dha Vikaari Bhrum ~~

Use Way Stone VII to teleport to the next area.

Trahk
|
|
Cancer ----- Avaa Pratii
\ | /
\ | /
A Vikaari Kabonii

Paths Areas Contents

(current) - A Bikaari Kabonii --> Way Stone VI


(right) - Bhrum Pis Pratii --> Gate Cancer
(middle) - Bhrum Pis Avaa --> Treasure (Knot of Rust or White Robes)
(left) - Sthaana Cancer --> Gate Cancer Stone

~~ A Vikaari Kabonii ~~

Take the left path and touch the "Gate Cancer Stone" to open Gate Cancer.
Mythril Golems will be guarding the area. Collect the treasure from the middle
path or head straight for Dha Vikaari Trahk.

~~ Dha Vikaari Trahk ~~

Touch Way Stone V to be transported to Way Stone IV.

Aries
|
|
Praa'dii Praa ----- Pisces
\ / \ |
\ / \ |
A Bikaari Bhrum ----- Dha Vikaari Jula

(right) - Trahk Pis Praa - Sthaana Pisces --> Gate Pisces Stone
(left) - Trahk J. Praa'dii --> Treasure - Sthaana Aries --> Gate Aries Stone
(sealed) - Dha Vikaari Jula

~~ A Bikaari Bhrum ~~

The first thing to do here is to enter the area up the left path. Get the
treasure in the sphere and defeat the Mom Bombs quickly. Travel to Sthaana
Aries by going up the path ahead and deactivate the "Gate Aries Stone". Go
back to A Bikaari Bhrum and run down the right path then make another right
(heading down again) and activate the "Gate Pisces Stone". Gate Aries was once
standing to the right, but it's now gone, so go up the path. You will arrive a
Dha Vikaari Jula and will see Way Stone III in the middle. Use Way Stone III
to teleport to a new area and trigger a cutscene.

~~ Crystal Core ~~

Move down the path ahead after the cutscene. A save crystal will be off to the
right on the bottom platform along with Way Stone I. Use Way Stone I to
teleport out of the Great Crystal.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| The Ancient City of Giruvegan | [PVII6] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Gate of Wind ~~

Open the Bulwark Minas up ahead for a cutscene that will introduce the next
boss.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------+
| Lv 45 | Shemhazai |
|===============================================================|
| HP: 91136 | Weak: Random element | Absorb: Random Element |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Hi-Ether, High Arcana, Sagittarius Gem |
| LP: 47 | |
|---------------------------------------------------------------|
| Recommended Level: 45 - 48 |
+---------------------------------------------------------------+

Dispel her Haste at the beginning of the battle. Have some Rose Corsages
equipped to your magick users or a Vox or Esuna gambit ready to cure Silence
since she will cast Silence quite a bit. In addition to Silence, her normal
attacks can cause Disease, which should be cured immediately with an item
(Vaccine or Remedy [w/Remedy Lore 3]) or magick (Cleanse), preferably an item.
Disease will cause a party member's maximum HP to drop as their life falls,
therefore, a revived party member with disease will have 1 HP when brought back
to life with the Disease status. It of the utmost importance to cure Disease
immediately!

She will cast both Shock and +------------------------------------------------+


Flare. Each spell will take | Recommended Gambits |
off quite a bit from a party |================================================|
member without a shell. She | Ally: any (>) Raise |
is only weak against a | Ally: HP < 50% (>) Curaja |
certain type of element that | Ally: any (>) Cleanse/Vaccine |
will randomly change | Self (>) Shell |
throughout the course of the | Foe: party leader's target (>) Attack |
battle. She will absorb all +------------------------------------------------+
other elements except for
the one that she is weak against. When she uses Mana Spring that means that
she is changing her current elemental weakness. The best way to approach this
battle is to use non-elemental physical attacks since it is too much of a
tossup to use elemental weapons or magick. Haste may help your party to defeat
her quicker, but you need to have a Shell up at all times while healing and
attacking physically. She will Syphon the party of their magick - about enough
for one mist charge. When she reaches HP critical status she will Enrage
herself and start to take off more with her physical and magick attacks.
Finish her off with a Quickening or keep nailing her with physical attacks.
After the battle, the party will gain ++SHEMHAZAI, THE WHISPERER++.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Open Bulwark Aeon and run toward the Way Stone up ahead. Get to the middle
area by moving down one of the ramps on the right or left side. Read the
inscription then touch the "Empyrean Way Stone" for a cutscene. When the
cutscene ends, your party will receive the ++TREATY-BLADE++. Another cutscene
will commence.

Destination Quote: Better go back to Balfonheim and see if Reddas knows


anything.

Read the inscription then touch the "Tellurian Way Stone" afterwards to
teleport back to the beginning of Giruvegan.

~~ Gate of Earth ~~

Use the orange save crystal to teleport +-----------------------------------+


back to Balfonheim. At this time, your | A new optional Espers is now |
party can now go back and collect the | available in Giruvegan: |
++MAP OF GIRUVEGAN++ in The Trimahla | Ultima, the High Seraph [SE07-1] |
Water-Steps. Go back to that portion of +-----------------------------------+
the walkthrough above to find the exact
location.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Balfonheim Port | [PVII7] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Make your way over to the far west portion to meet with Reddas. Stop by the
Magick shop on the way there and pick up all the new magicks, especially Arise
and Esunaga. All the rest of the gambits that you've been lacking are now
available at the gambit shops. Remember all of those useless merchants in some
of the oddest of areas? Well, many of them have now restocked some powerful
items and accessories. Go to Barheim Passage, Bhujerba (Skygrounds Merchant),
Old Archades, Rabanastre (Lowtown Merchant), Westersand, and South Bank Village
to find some new items. It would be good to pick up the Diamond Armlet (find
more rare items from all chests) from the South Bank Village merchant, the
Sage's Ring (Absorb Holy; reduces MP cost by half) from the Old Archades
merchant, Hermes Sandles (Equip: Haste) from the Barheim Passage merchant.
Some of them have some more powerful weapons and armor as well. Check the item
list (the main list) to see all of them. If you can buy enough Hermes Sandles
for each person of your main party, you will not have many problems with the
hard dungeon that is coming up.

When you're ready to continue, go to Saccio Lane and speak with the Manse Watch
in order to talk to Reddas. A cutscene will trigger upon entering the Manse.
Reddas will join your party as a guest after the cutscene.

Destination Quote: The Strahl should be able to reach the tower of Ridorana.

As you will learn in the +--------------------------------------------+


conversation that follows you | Reddas' Gambits |
must go to the Aerodrome and fly |============================================|
to Jagd to get to the Pharos. A | Foe: flying (>) Telekinesis |
message will appear that will | Foe: highest level (>) Attack |
inform you that your party can +--------------------------------------------+
now fly through Jagd. Your next
destination is the Ridorana Cataract in Jagd. Head to the Aerodrome in
Balfonheim and talk to the person behind the desk with the "Private Airships"
talk icon on the left to get aboard the
Strahl. The Strahl will take you just +-----------------------------------+
about anywhere you want to go in Ivalice | Now that the Strahl can be used, |
with a few exceptions, so you don't have | the party may now finish the Hunt |
to use as many Teleport Stones now. | Club side quest back at the Phon |
Select The Ridorana Cataract to continue | Coast. Talk to the Huntmaster |
with the main story. In order to reenter | at the Phon Coast if you haven't |
the Strahl, you need to press X near the | yet to start this side quest. |
anchor in the field or talk to a "Private | [SQ16-2] |
Airships" correspondent in a city. Your +-----------------------------------+
map will show an anchor icon in the field
for where the Strahl is located if there is one nearby.

Since you have a new guest along with your party I would suggest performing
some of the hunts that are available to your now or maybe fight some hidden
Espers. Reddas will help out a bunch for either one. Use Berserk on him
often. Since you can't control him anyway, why not give him a little extra
power.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| The Ridorana Cataract | [PVII8] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Cassie / Weak: Wind


Deathclaw / Weak: Ice

~~ Footfalls of the Past ~~

A cutscene will play as the party descends upon the first portion of the
Ridorana Cataract. Use the blue save crystal up ahead then go east.

~~ Echoes from Time's Garden ~~

The Deathclaws here are weak against ice and the Cassies fall fast to wind so
cast Blizzaga and Aeroga on them respectively to lay the smackdown. The
Deathclaws can Cannibalize on each other when one if weak making them level up
about 5+ levels, so try to fight them alone. Your new party member Reddas may
not have any items or special abilities, but he can chain attacks very well.
Berserk him often to bring out his true potential! The path to the northeast
will be the shortest way to your destination, but you may want to enter the
Colliseum to the southeast to pick up the map for this area.

~~ Colliseum ~~

There are many traps around this area so use Float to avoid them. Enter the
path to the left as you enter then make another quick left to find an urn with
the ++MAP OF THE RIDORANA CATARACT++ inside. The other paths will lead to
treasure chests.

~~ City of Other Days ~~

Many more Deathclaws and Cassies roam around in this area. Enter the path to
the east.

~~ Path of Hidden Blessing ~~

You do have Libra set up right? Good. There is a whole row of six traps to
the left of the blue save crystal up ahead, so proceed with caution.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| The Pharos at Ridorana | [PVII9] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ They Who Thirst Not ~~

Continue up the stairs to the east. The whole area up ahead is covered in
mist, almost as if...

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+----------------------------------------------------------------+
| Lv 47 | Hydro |
|================================================================|
| HP: 203800 | Weak: Light | Absorb: Dark |
|----------------------------------------------------------------|
| Exp: 0 | Steal: Corpse Fly, Maggoty Flesh, Wyrm Bone |
| LP: 35 | |
|----------------------------------------------------------------|
| Recommended Level: 47 - 50 |
+----------------------------------------------------------------+

Arrive at this battle with tons of status enhancements on every member of the
party (Haste, Protect, Regen, Bravery, etc.) - there's a save crystal outside
this battle area so cast them all, save, then enter the battleground. Dispel
him of any status enhancements. Use Slow on him at the beginning after
dispeling him. It's a good idea to equip your party members with some Bowline
Sashes to avoid Confuse from his castings of Curse. Curse will place Disease,
Poison, Sap, and Confuse on any party member that it manages to hit. He will
attack with Bile and cast Bio, Countdown, and Immobilizega as well, but that
shouldn't be too much of a problem; just use Regen, Remedy, and Esuna
accordingly. The main attack to look out for his is his Fearga spell that will
drain a targeted party member (and any surrounding party member) of their MP.
The main problem with this battle is that he likes to pressure your party with
status effects then drain them of MP, so it is a good idea to bring along some
Remedies (with all Remedy Lores bought on the License board) and have Charge
gambits in place. He's also really bad at chaining physical attacks so an
Arise gambit will be needed.

One trick that I have found that works extremely well against him is to equip a
character with a gun or long distance weapon and take control of that
character. Hydro likes to pick on one character at a time and stay with that
character, but he is very slow, so just run from him the whole time while
shooting. The rest of your party can be attacking him the whole time he chases
the bait. This also works well for his Fearga spell. Take control of the
character that he is currently targeting and run away from him to make Fearga
only hit that one character. His slowness can really be his main downfall if
you take advantage of it.

Here's another method for defeating Hydro:

"If you go into the battle with everyone buffed up with everything including
reflect, you can cast curaja on yourself with everyone and Hydro will only get
out around 10 or so attacks before he's dead again. I found he did drain my
characters of all there MP at some point but a character: MP < 10% --> charge
gambit did the trick. With the MP gaining augments, each round of curaja after
the first charge should give you enough to perform the next after your MP is
drained."
(thanks to Ryan)

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

There's really no need to run back and save your game since there is an orange
save crystal through the door ahead. Walk up to the door for a cutscene that
will lead the party inside the building.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Pharos / First Ascent - Horizon of First Light | [PVII10] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Aeronite / Weak: Thunder


Brainpan / Weak: Light
Chimera Brain / Weak: Light
Deidar / Weak: Light
Mimeo / Weak: Light
Mistmare / Weak: Fire

~~ The Wellspring ~~

The Way Stone in the middle of the floor can't be used just yet. Save your
game at the orange save crystal up ahead and use this time to teleport back to
any towns if you need to. Make sure that you have about 20 - 30 Vaccines or
Remedies (if you have all the Remedy Augments) since you will need them to cure
Disease in a fight near the top! You need the Float spell as well for traps
and for that same aforementioned fight.

Examine the "Carven Pillars" in the middle for some clues as to what you need
to do here. You will need to collect Black Orbs from defeated enemies and
place them in the each of the three Altars of Night spread around this area.
The first Altar of Night can be reached by moving to the southwest of the
current area, but the others will require your party to go through the paths on
the north and south side near the Way Stone. I will start with the north side.

~~ Wellspring Labyrinth ~~

Many of the enemies come equipped with Bravery and Faith on this floor. Kill
them quick and don't worry about dispeling them. Any one of the enemies here
can give your party a ++BLACK ORB++, so be sure to look for a glowing orb when
after defeating each enemy. Approach it for an action command that will allow
the party leader to take it. They seem to disappear very quickly at times so
grab them fast. The paths that lead to the Altars of Night are on the east
side of the labyrinth. Place a Black Orb on each of the two Altars of Night
that you must reach via the east pathways then return to where the save point
is and place the last Black Orb in the third Altar of Night. The Seal of Night
will break and the Threshold of Night door will open once all Altars of Night
have been activated with a Black Orb. The Threshold of Night door is in the
eastern middle part of the labyrinth. This will lead you to a boss fight so be
sure to save your game before going inside. The urn containing the ++MAP OF
THE PHAROS: FIRST ASCENT++ is in the far south of the labyrinth. Once you get
to the path that leads to the Altar of Night on the southeast side go up the
stairs in the room to the southwest, move one room to the east, go south one
room, west one room, south one room, and it will be at the end of the hall to
the west.

~~ Dunes of Profaning Wind ~~

If you go the wrong way here, your party will get teleported back to the
beginning of this area. Walk toward the open path to the right of the starting
point. Take the right path again and walk toward the large rock in the back.
It's not really a rock though, it's...

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+----------------------------------------------------------------+
| Lv 45 | Pandaemonium |
|================================================================|
| HP: 116678 | Weak: Wind | Absorb: Earth |
|----------------------------------------------------------------|
| Exp: 0 | Steal: Ancient Turtle Shell, Aries Gem, |
| LP: 36 | Scarletite |
|----------------------------------------------------------------|
| Recommended Level: 46 - 49 |
+----------------------------------------------------------------+

Which status effect do you hate +---------------------------------------+


worse? Petrify or Blind? Equip | Recommended Gambits |
either a Fuzzy Miter or an Argyle |=======================================|
Armlet depending on your answer to | Ally: any (>) Arise |
that question and set up a gambit to | Ally: HP < 50% (>) Curaja |
cure the other since this boss will | Ally: any (>) Esuna |
use both Flash and Stone Gaze. | Ally: status = Slow (>) Haste |
Reddas will have to put up with both | Foe: party leader's target (>) Attack |
unfortunately. Dispel Pandaemonium at +---------------------------------------+
the beginning of the battle of whatever status enhancements he may have. He is
weak against wind, so either spam him with Aeroga or attack physically.
Whichever you do, be sure to Berserk Reddas. You can also use Expose on him to
lower his defense. Pandaemonium will use the usual tortoise Power Spin (which
can cause Slow) and Flatten to attack physically. Keep you weakest character
in the background with a long distance weapon and they won't get hit. It's a
good idea to have up a Protect shield by casting Protectga for this fight.
Pandaemonium will set up a Perfect Defense when he nears half life that will
make him immune to both physical and magick attacks, so you can't hit him until
it wears off. Either run (with R2) or turn off all gambits until the Perfect
Defense shield wears off then continue your assault on him. If you run, your
party can stay ahead of him, but he will eventually corner you. There is no
way to hit him while his shield is up so you just have to wait it out. It
seems to take quite a while, but it will eventually fade. Other than the
Perfect Defense, he has no tricks up his sleeves for the remainder of the
battle.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ Blackrock Vault ~~

Upon the defeat of Pandemonium, the magicks binding the Way Stone at the
beginning of the Labyrinth will fade. Run back to the beginning and activate
the Way Stone after saving your game at the orange save crystal.

~~ Wellspring Ravel - 1st Flight ~~

Both Ancient Doors lead the same way so pick one and open it. The Carven
Pillar to the side will give some hints about the situation ahead. Proceed
down the steps and fight off the Brain Chimeras. You'll have a choice of two
paths. The north path will lead to a dead end, but it is actually a
destroyable wall known as a "Fool's Facade". Approach it and press X to
destroy it. This area will not lead you anywhere at the moment however. Go up
the steps to the east. Fight of the Brainpan enemies up the stairs. Notice how
whenever one is defeated, a sound will be heard and a glowing segment of the
bridge up ahead will appear. For this area, you must track down all the green
Brainpans and defeat them in order to make a bridge appear in each new area.
Notice how I said green Brainpans? Red Brainpans will appear later and must
not be destroyed.

The next bridge requires four. (1) On 12F you'll run across another Green
Brainpan (2) followed another on 14F. (3) You'll need to go up the stairs to
15F and defeat one around the corner of the doorway and (4) in the room off to
the left after you go throught he door. The bridge on 14F will now be
available for crossing. Keep climbing the stairs to reach the next area.

~~ Wellspring Ravel - 2nd Flight ~~

Plenty more Chimera Brains will attack as you walk up the stairs ahead. (1) On
20F, you'll run across a green Brainpan to the right of the doorway (2)
followed by another to the left as you proceed through the door. The wall to
the right of the second Brainpan is actually a Fool's Facade. Blast through
the Fool's Facade to find a treasure chest...maybe. Remember they're random!
(3) Another Brainpan will be off to the left on 21F. On 23F another Fool's
Facade wall will be off to the left, and this may lead you to another treasure
chest (look behind the railing of 24F) and eventually the next floor. You can
always just go the normal way. (4)(5)(6) On 25F a whopping three green
Brainpans will lie in wait for your party. Try to stay away from the others as
you take on each of them. Reddas might split from the group since you can't
control him. That very aspect will become a real nuisance later. Notice the
treasure chest in the far away space to the right as you venture futher along
25F? Well, you can't get that just yet. That requires you to defeat red
Deidars in the next area. The chest holds the ++HOLY ROD++ (if the chest
appears). Keep running up the stairs to reach the next area.

~~ Wellspring Ravel - 3rd Flight ~~

(1)(2) The first two green Brainpans will be agains the far wall on 29F. The
party will have a choice of three paths once you reach 30F. The north path
will only lead to a Fool's Facade with an area where nothing can be
accomplished at the moment. Take the south path and make an immediate right to
find an Ancient Door. (3) In the far back of the room behind the door you will
spot another green Brainpan. The Carven Pillar will give you a hint that your
party will run into red Brainpans (Deidars) soon. (4) Continue up the stairs
along the south path and another green Brainpan will be against the back wall.
Go back to the intersection and climb the stairs to east to reach 30F. When
you reach the doorway, there will be a red Deidar off to the side, but you must
avoid him. Flee! If a red Deidar is destroyed, that will destroy one of the
green blocks on the bridge and cause you to have to track down another green
Brainpan that you have already defeated once again. Reddas will likely cause
you problems with the red Deidar since you can't set his gambits. He will
always attack them, so you just have to hold R2 and run by them. Equip some
Black Belts to avoid their Lv. 3 Disable if a party member just happens to fall
within a level divisible by 3. (5)(6) Run to the other side of the entrance and
defeat the green Brainpans. If Reddas starts to attack the red one then hold
R2 to make him stop.

(1) On 32F a green Brainpan will be on the left and a red Deidar will be
against the back wall. Stay away from the Deidar and use R2 if Reddas starts
to attack it. Climb the stairs and (2)(3) on 34F, two green Brainpans will be
along the side of the walls behind the columns. Run up either staircase to the
north or west - it really doesn't matter. (4) At the top of the north stairs
another green Brainpan is near the railing and (5) another is beside the
column. (6) The final green Brainpan is down the hall to the west. But wait,
that is still not enough! Exactly. (7)(8) Two more green Brainpans have
spawned where the second and third one were on 34F. (8)(9) Climb back up the
stairs to 35F on the north side and another two green Brainpains will have
spawned at the top. When you go across the bridge, you will notice a path up
ahead that lacks a bridge. Go back to the previous areas and find 3 red
Deidars and destroy them to make a path to the other side. Destroy the Fool's
Facade on the wall and you'll find a treasure chest containing a ++DUELING
MASK++ and an area where you'll have to make another bridge across by defeating
red Deidars on the 4th Flight to reach the chest on the other side. It
contains the ++ZEUS MACE++ or ++MURAMASA++ (with the Diamond Armlet equipped).
Now that the first two bridges are made, you can start making the bridge to the
treasure on the 2nd Flight by exiting and reentering this area and defeating
all the red Deidars in this area.

~~ Wellspring Ravel - 4th Flight ~~

(1)(2) At the top of the stairs on 36F, two green Brainpans will attack. Run
by the red Deidar up ahead and run up the next set of stairs. (3) Stay away
from the red Deidar on 38F and defeat the green Brainpan. Keep moving to the
north and enter the set of rooms in the far north. (4)(5) Defeat the two green
Brainpans in the large room and keep away from the red Deidar. Leave the set
of rooms and climb the stair to the west. Ignore the red Deidar on 41F, (6)
defeat the green Brainpan on 42F then (7) defeat the next green Brainpan on 43F
while keeping away from the red Deidar. (8) The set of rooms on 46F will hide
another green Brainpan and there is a Fool's Facade on the right wall of the
south room leading to a possible treasure chest. Continue along the outside
path heading west then south. (9) Another green Brainpan will be waiting beside
the green glowing bridge (should be). The bridge only takes three glowing
stones to cross but there is another up ahead. Now that the bridge is
complete, you can go back and defeat all the red Deidars to make a path to the
treasure chest on the 3rd Flight containing the Zeus Mace. Climb up the stairs
and open the Ancient Door.

NOTE: All the treasure chests listed above will randomly appear, so you might
have to save your game and reload it to make them appear. They WILL contain
the items listed however, unless you have the Diamond Armlet equipped. The
Zeus Mace chest will contain the Muramasa if that is the case.

~~ Horizon's Break ~~

There is a blue save crystal through the doorway off to the right. Go through
the doorway in the southwest corner. Turn to the left upon entering the door
and run up the stairs on to reach the next Ancient Door.

~~ Horizon's Cusp ~~

Run up the stairs and open the next Ancient Door.

~~ Marsh of Profaning Wind ~~

Run to the right side to trigger a cutscene.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------+
| Lv 47 | Slyt |
|===============================================================|
| HP: 92661 | Weak: Fire | Absorb: Water |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Pisces Gem, Yensa Fin, Yensa Scale |
| LP: 36 | |
|---------------------------------------------------------------|
| Recommended Level: 46 - 49 |
+---------------------------------------------------------------+
Dispel him of his status enhancements +---------------------------------------+
as usual. He'll use Enrage on | Recommended Gambits |
himself to boost his attack at the |=======================================|
beginning, which is kind of bad | Ally: any (>) Arise |
considering he is very fast! He'll | Ally: HP < 50% (>) Curaja |
likely kill off a party member or two | Foe: status = Oil (>) Firaga |
since he will always pick on one | Foe: party leader's target (>) Attack |
character at a time, so you will need +---------------------------------------+
an Arise gambit set up. This boss is
weak against Fire, so let's try to use Oil on him. Well, that works. Now,
let's cast Firaga and see how much it takes while he is inflicted with Oil.
Booyah! Over 5,000+ HP damage per casting on his Oiled ass! Set up a gambit
so that all magick users will cast Fire on him while he has Oil inflicted on
him. The only hard part about this boss is his intense rate of attack combined
with his Enraging - set up a Protect shield on everybody at the beginning of
the battle along with Haste on your magick users then Oil him and heat him up.
He may recast Regen, but just keep flaming him and don't worry about it. His
defense will increase at HP Critical status, but he still falls prey to Firaga
while Oiled so don't worry about Quickenings.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ Horizon's Cusp ~~

Open the Ancient Door and continue straight ahead. Use the Way Stone in the
circular room up ahead to teleport to the next ascent.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Pharos / Second Ascent - Reach of Diamond Law | [PVII11] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Abaddon / Weak: Light


Bune / Weak: Water
Crusader / Weak: Light
Dragon Lich / Weak: Light
Necrofiend / Weak: Light
Reaver / Weak: Earth
Zombie Warlock / Weak: Light

~~ The Reach ~~

There's a blue save crystal in the northwest next to the Altar of Steel. The
doors all around this area are sealed. In order to open the doors, approach
one of the altars and touch it. Your party must give up one of the following
depending on which altar is touched.

[ ] Altar of Wealth - Cannot Use ITEMS - Yellow


[ ] Altar of Steel - Cannot Use ATTACK - Clear
[ ] Altar of Magicks - Cannot Use MAGICK - Purple
[ ] Altar of Knowledge - Cannot Use MINI-MAP - Pink

Remember which one you choose! Checkmark it since you'll need to remember
later! It doesn't matter which door is entered. I would recommend giving up
your Items or the Mini-map. Keep in mind that you can still look at the main
map by pressing Select if you choose the Altar of Knowledge - the mini-map is
the only map that is taken away. Whichever door is enter, turn to left and
walk up the steps around the corner after opening the door.

~~ Station of Banishment ~~

Your party will start in the southwest, southeast, northwest, or northeast,


depending on which door was chosen in The Reach. Crusaders roam the maze-like
rooms and they will keep your healers busy. Syphon the Abaddons on the outside
circular area if your magick users start to run low on MP. Don't let the
Crusaders pile up on your party too often or they will wipe them out quickly.
Keep Reddas Berserked and he will help out quite a bit in this area. Cast
Curaja on a whole group of them for some big damage. I would suggest running
if you ever feel overwhelmed. The exit for this floor is in the southwest
corner and there is another in the northeast corner.

~~ Station of Suffering ~~

Bunes will join the Crusaders as normal enemies on this floor. Watch out for
the Bunes with Bravery on them. Reavers occupy many of the room in the south.
Be sure to keep Reddas Berserked at all times. The urn with the ++MAP OF THE
PHAROS: SECOND ASCENT++ is in the northwest room. You will have to travel down
a long hall in the far north that leads west to get to it. Open the Ancient
Door from the other side after collecting the map. The exit for this level is
in the southeast and this is the only exit this time. Go through either hall
in the south (heading east) to reach the stairway to the exit door.

~~ Station of Ascension ~~

This is the final area of the nightmarish maze and the Reavers and Bunes can
really pile up here fast. The exit to this area is in the northwest corner.
There is a Fool's Facade against the left wall as you run up the steps in the
first room of the northwest entrance (look for the action icon). The only
other way is to enter from the northeast corner. Take the long hall in the far
north and that path will take you to an Ancient Door that will lead you to some
stairs and finally the exit door. You'll get an extra treause chest for taking
the path without using the Fool's Facade, but it only contains either a Phoenix
Down, Hi-Potion, or gil.

~~ Reach of the Damned ~~

Your party is home free for the moment! Save your game at the blue save
crystal down the stairs to the right. Make your way to the southwest portion
of this area and open the Ancient Door up the stairs to the left as you enter.

~~ The Bounds of Truth ~~

Run ahead and open the Ancient Door to trigger a cutscene.

~~ Cleft of Profaning Wind ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+----------------------------------------------------------------+
| Lv 49 | Fenrir |
|================================================================|
| HP: 189992 | Weak: Earth | Absorb: Wind |
|----------------------------------------------------------------|
| Exp: 0 | Steal: Beastlord Hide, Beastlord Horn, Behemoth |
| LP: 36 | Steak |
|----------------------------------------------------------------|
| Recommended Level: 47 - 50 |
+----------------------------------------------------------------+

Whichever feature you chose to give up back in The Reach will be in affect for
this boss fight as well. Dispel him of his status enhancements! Set up a
gambit to dispel Bravery for when he tries to recast it later in the battle or
you could cast Reflect on him and it will be reflected on one of your party
members - your choice. Equip some Argyle Armlets or Rose Corsages to avoid his
Blinding and Silencing Wail attack or set up some Blindna and Vox (or Eye Drop
and Echo Herbs) gambits to compensate. He mainly attacks physically, so equip
your strongest member with a good shield and cast Decoy on him to draw Fenrir's
attention away from your weaker party members. His attacks cause around 1,000+
HP damage per hit and his Wail can take off around 1500+ from multiple party
members as well as cause Blind and Silence. His ram will take off around 2500+
damage and his Ice Break will hit for about 1500+ damage. Use a Protect
shield! He can also chain his physical attacks sometimes so you may need Arise
active. Keep Reddas Berserked and make sure to cure often and this battle
shouldn't be too bad.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ The Bounds of Truth ~~

Continue through the Ancient Door up ahead then open the Threshold of
Sacrifice. Walk over to whichever altar your party leader touched before and
touch it to release the binding on whatever command the party gave up. The
lift (Dais of Ascendance) is now active in the west corner of the area. Walk
over to the lift and select your destination as "67F" to continue.

~~ Reach of the Occult ~~

A save crystal is off to the right and a Way Stone is up ahead. Touch the Way
Stone to be transported to the next ascent.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Pharos / Third Ascent - Mete of Dynasty | [PVII12] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Aeronite / Weak: Thunder


Cataract Aevis / Weak: Thunder
Dead Bones / Weak: Light
Necrofiends / Weak: Light
Purobolos / Weak: Light
Tower / Weak: Dark (rare)
Zombie Warlock / Weak: Light

~~ Spire Ravel - 1st Flight ~~

Walk up ahead to see some new enemies that you will be faced with throughout
this area. Kill the Purobolos fast before they have a chance to Self Destruct.
They will aggressively attack once they spot your party. Attack aggressively
or run. Read the Carven Pillar and it will end with the phrase "To seal of
night look first" and will mention a punishment for choosing the wrong sigil
twice. You must touch the correct sigil to be transported to a different area.
Touch the Black Sigil on the northwest side to begin.

Touch the wrong sigil once and the party will be teleported back to the middle
of the room, but touch the wrong sigil twice in a row, and your party will be
transported to an area with sealed Ancient Doors. You will have to deal with a
whole legion of undead enemies in order to escape from the room. Dead Bones,
Necrofiends, and Zombie Warlocks will attack. They are all weak to cure spell
so use Curaja for some massive damage. An urn containing the ++MAP OF THE
PHAROS: THIRD ASCENT++ will be near the southern door. The Carven Pillars in
this room will tell your party what order to touch the Sigils in (only the
first four).

Sigil 1 - To seal of night look first - Black Sigil


Sigil 2 - Next turn you to living flame - Green Sigil
Which to your earthbound form
gave wing
Sigil 3 - The third, too, is of the flame - Red Sigil
Hungering, consuming, denying
wings
Sigil 4 - The fourth is that you sacrificed - Sacrificed Color Sigil
(see walkthrough)
Sigil 5 - Untainted by glyph and color - Clear Sigil

Upon touching the Black Sigil the party will be transported to an area across
from the platform you were just on. Walk up the stairs and fight off the
Purobolos. Beward the Cataract Aevis in the lone room up ahead since his
normal attacks will cause Disease! There is a Fool's Facade to the right of
the room with the Cataract Aevis. This is the small little dead end on the
southeast portion of the map. Attack the Fool's Facade and use Float to move
over the traps. The chest inside will either contain a ++RUBBER SUIT++ or a
++DRAGON WHISKER++ spear. There is another chest inside of a trap down the
hall to the left of the Green Sigil that will contain the same items (50%
chance once again). Touch the Green Sigil to be teleported to the next area.

~~ Spire Ravel - 2nd Flight ~~

Open the chest inside of the trap for an ++ELIXIR++. Move down either hall and
attack the next two Fool's Facade at either end - they both lead the same way.
Defeat the Aeronite outside with a blast of thunder then walk up the steps.
Touch the Red Sigil to teleport to the next area.

Two Aeronites will attack right off the bat. Zap them with Thundaga. Open the
chest up ahead for a ++CIRCLET++ or possibly a Ring of Renewal if you have the
Diamond Armlet. Now comes the reason why you should remember the command that
you gave up ealier in The Reach of the Second Ascent. Touch the Purple Sigil
(Magick), the Yellow Sigil (Items), the Clear Sigil (Attack), or the Pink Sigil
(Mini-Map) to advance further depending on which command you gave up on the
Second Ascent.

Many Porobolos will be be lurking about up the steps ahead and two Cataract
Aevis's will be walking around next to the sigils at the top of the area to the
right. You do not need to go to that area though! Read the Carven Pillar in
the back to learn that the final sigil is "untainted by glyph or color".
Touching any of the four sigils near the Cataract Aevis's will transport the
party back to the beginning of this area. Turn to the right of where your
party starts and find the Fool's Facade on the northwest wall. A Way Stone
with a clear crystal will be visible in the distance. Touch the Way Stone to
continue.

There is a possibility that there will be a rare fiend known as Tower in this
area. You should run to the lift if he is there - if you don't want to deal
with a really long battle right before a boss battle. If you touch the Way
Stone to the side, the party will be teleported all the way back near the
beginning of this area. Be sure to pick up the map in the urn through the door
if you haven't yet. The undead enemies will not attack. Touch the Way Stone
again in the north area to teleport back to the lift area - this is a good way
to get the rare fiend Tower to appear. Take the lift (Dais of Ascendance) to
90F to trigger a cutscene.

~~ Heavan's Challenge ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+----------------------------------------------------------------+
| Lv 50 | Hashmal |
|================================================================|
| HP: 209060 | Weak: Wind | Absorb: Earth |
|----------------------------------------------------------------|
| Exp: 0 | Steal: Hi-Ether, High Arcana, Leo Gem |
| LP: 52 | |
|----------------------------------------------------------------|
| Recommended Level: 49 - 51 |
+----------------------------------------------------------------+

Start out by Dispeling Hashmal of whatever status enhancements he may have then
cast Float on your entire party. It is really good to have some Winged Boots
equipped to your main party but Float will do just fine - you'll need to cast
it on Reddas anyway. You can actually wait until he nears half of his life to
cast Float, but wait no longer! Hashmal's normal attacks will inflict Disease,
so you need a gambit that will cure Disease IMMEDIATELY. Don't use Cleanse; it
takes too long and that is when people start dying fast! Set up an item gambit
to cure Disease. If a person dies with Disease inflicted then that person will
be brought back to life with a maximum HP of 1 and will stay like that until
Disease is cured. Death does not cure Disease. Have Vaccine item gambits set
up on at least two people to counter Disease.

Hashmal chains together his physical +----------------------------------------+


attacks very often and each hit is | Recommended Gambits |
capable of causing Disease on his |========================================|
target as well as taking nearly | Ally: any (>) Arise |
1,000+ HP per hit. He will also use | Ally: HP < 50% (>) Curaja |
an earth-based attack reminiscent of | Ally: status = Disease (>) Vaccine |
an internet slang term known as | Ally: status = Slow (>) Haste |
Roxxor to take off slightly over | Foe: party leader's target (>) Attack |
1,000 HP damage. He's weak against +----------------------------------------+
Wind, but you'll probably be too
busy curing to cast another spell. I would recommend using physical attacks
for most of the battle. Keep Reddas Berserked as usual. At around half life,
he will perform his Battle Cry move to boost his attack power then he will
start to perform his Quakeja attack. This move can be totally avoided by
simply casting Float on your entire party before Hashmal performs the move.
Quakeja will usually cause 1500+ HP damage as well as inflict Slow if a party
member is not floating. His physical attacks are very brutal after his use of
War Cry since they can kill a party member quickly and Disease him or her at
the same time. The main aspect that can make this battle hard is if you fail
to cure Disease with gambits. Do not perform the cure manually! Set up
gambits properly and your party will overcome his Roxxor with their
/PWNED...that was a joke. When the battle is over, ++HASHMAL, BRINGER OF
ORDER++ will be added to the License board.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ Empyrean Ravel ~~

Follow the path up ahead and run each set of steps until a cutscene begins.
The path will lead the party past a blue save crystal and another Way Stone
will be waiting at the end. Make sure to save your game then touch the Way
Stone.

~~ Womb of the Sun-cryst ~~

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------+
| Lv 47 | Judge Gabranth |
|===============================================================|
| HP: 64049 | Weak: N/A | Absorb: N/A |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Potion, Hi-Potion, X-Potion |
| LP: 18 | |
|---------------------------------------------------------------|
| Recommended Level: 49 - 51 |
+---------------------------------------------------------------+

Judge Gabranth will start the battle with a status enhancement and will quickly
cast Protect on himself. Wait until he cast Protect then Dispel all of his
status enhancements. Attack him physically. He has a high tendency to block
and dodge most physical attack, but this boss is rather weak. His main attacks
are Sentence, Guilt, and Circle of Judgement. Sentence and Guilt will take
around 1,000+ HP damage from a single ally and Circle of Judgement will hit all
party members around him and take about 700+ damage. Other than those few
moves he will attack physically and chain together many of his attack. Use a
Protect shield on any weak party members.

A cutscene will start once half of life has been taken. The cutscene will
differ depending on if you have Basch in your party or not. Basch will respond
directly to Gabranth if Basch is present in the party. It should be noted that
you can steal from Judge Gabranth twice during the battle: once before the mid-
battle cutscene and once after the mid-battle cutscene. He will have the same
set of items both times.

After the cutscene, Gabranth will set up a Magick Shield that will make him
immune to all magick. You can't Dispel his Haste at this point, though it's
not that big of a deal. Pound on him with physical attacks and Berserk Reddas
and you should defeat him rather easily. Once Judge Gabranth reaches his last
25% of life, the battle will cease and more cutscenes will play.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------+
| Lv 50 | Doctor Cid |
|===============================================================|
| HP: 92093 | Weak: Light | Absorb: Dark |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Hi-Potion, Ketu Board, Magepower Shishak |
| LP: 18 | |
|---------------------------------------------------------------|
| Recommended Level: 49 - 51 |
+---------------------------------------------------------------+

Dispel Doctor Cid of his status enhancements right from the beginning. Cid
will mainly attack with both of his guns at the beginning of the battle. His
Gatling Gun attack may have a big startup animation and look really over-the-
top, but it only takes off around 700+ damage and may even miss. Attack
physically and Berserk Reddas. The battle will stop and a cutscene will play
once Cid reaches half of his HP. What does he have up his sleeve?

+----------------------------------------------------------------+
| Lv 52 | Famfrit |
|================================================================|
| HP: 149060 | Weak: Fire | Absorb: Water |
|----------------------------------------------------------------|
| Exp: 0 | Steal: Aquarius Gem, Elixir, High Arcana |
| LP: 52 | |
|----------------------------------------------------------------|
| Recommended Level: 49 - 51 |
+----------------------------------------------------------------+

Cid uses his Manufactured Nethicite to summon Famfrit! You will battle both
Famfrit and Doctor Cid during this battle. The HP bar at the top of the screen
still represents Cid, Famfrit's displays below himself. You cannot harm Cid at
the moment since he will set up a shield that will make him immune to physical
and magick attacks right from the start. This also means that you can't Dispel
his status enhancements. He will spend the whole battle shooting at your party
while you fight Famfrit. Doctor Cid will also recast Shell, Protect, and Haste
on Famfrit if your party happens to Dispel it. Don't set up a gambit to Dispel
any of them though, since your party members will try to Dispel Cid in vain.

Equip Rose Corsages to all your +----------------------------------------+


magick users since Famfrit will | Recommended Gambits |
inflict Silence later in the battle. |========================================|
Dispel Famfrit of his status | Ally: any (>) Arise |
enhancements and turn all of your | Ally: HP < 50% (>) Curaja |
party's attention on him. Set up a | Foe: status = Oil (>) Firaga |
"Foe: highest level (>) Attack" | Foe: highest level (>) Attack |
gambit to make sure that the party +----------------------------------------+
focuses on Famfrit. Famfrit is weak
against Fire, so Oil him and burn his ass with Firaga for 9999 HP damage!
Famfrit will mainly attack physically and may perform a water attack (Briny
Cannonade).

When Famfrit nears half of his HP bar, Cid will unleash his S-85 Cyclotrone
attack and Famfrit will start to cast Waterja. Cid's attack will hit all party
members for about 1000+ HP damage and Famfrit's Waterja will take around 1500+
as well as cause Silence (use Rose Corsages to avoid the Silence). As you
might notice, this can be one hell of a combination if both bosses do their big
attacks one right after the other, and oh, how they will! This is why you
should set up a Protect or Shell shield on all party members toward the end of
the battle with Famfrit. Famfrit's defense will increase at HP critical
status, though you may not even notice since his weakness to Oil and Fire is
too much of a downfall for him. A cutscene will play as Famfrit is defeated
that will show his demise.

Cid's magick and physical shield will fall shortly after Famfrit is defeated,
so go back to wailing on him with constant physical attacks and Dispel him of
any status enhancements he may have. Be sure to steal from him again as well -
he still carries the same items. He will continue with the same attacks
(Gatling Gun and S-85 Cyclotrone) for the remainder of the battle. Cid's
defense will increase at HP critical like most bosses. ++FAMFRIT, THE
DARKENING CLOUD++ will be added to the License Board after the battle.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Many cutscenes will take place after the battle and you will have the option to
save.

____ __________ ______


/\ \ \/ /__ __|__ __| /\
/ \ \ / | | | | / \
| | Part VIII - A Princess as Herself, No More or No Less | |
\ / / \ _| |_ _| |_ \ /
\/ /___/\___\______|______| \/
[WT08]

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

The party will gain the option to travel +-----------------------------------+


to the Imperial Sky Fortress Bahamut | Once 10 or more Espers have been |
after the cutscenes. The Bahamut | defeated and after "The Mine |
Fortress is the final stage of the game | Flayer" hunt, return to Jahara |
so prepare well! Stop by all the shops | and speak with Geomancer Yugelu |
in Balfonheim to pick up some new | to have him open a secret area in |
supplies. All the shops now carry some | the Henne Mines that leads to the |
very valuable items including the | most powerful Esper in the game. |
Deathbringer Sword (Instant KO [Death]), | Beware the Darkja! |
Black Mask (Absorb Dark), White Mask | Zodiark, Keeper of Precepts |
(Absorb Holy), Rubber Suit (Immune to | [SE08-1] |
Thunder), Holy (Light Magick), Flare +-----------------------------------+
(Good Non-elemental Magick). You can also buy the following powerful magicks
if you visit the merchants in the locations provided: Ardor (Barheim Passage),
Renew (Dalamasca Westersand), Scathe (Necrohol of Nabudis), Hastega (Dalamasca
Estersand). Get in the Strahl by going to the Aerodrome or the anchor
(depending on where you are) and choose to fly to the Bahamut by Rabanastre to
enter the final area of the game. Like the game will explain to you, once you
leave for the Bahamut, you can't return.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
| Sky Fortress Bahamut | [PVIII2] |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Antechamber ~~

Your party will start in the Antechamber of the Bahamut after a series of
cutscenes and you'll have the option of choosing between two doors. Choose
either one since they will both lead the same way basically.

~~ Periphery ~~

Whichever way is chosen, your party will wind up in the Periphery. Many
Imperials of various types will rush your party. Either fight them or run.
The Imperials should basically drop like flies once each character attacks them
by now. Make your way to the stairs that lead up in the middle of the
Periphery and go through that doorway.

~~ Catwalk ~~

A group of cutscenes will play as your party enters this area. It is


meaningless to get in a battle in this area since your party will likely get
overwhelmed by the Rooks and Imperials. The Helm-Rooks will cast mainly -ara
spells and the Sphere-Rook will lend support magick to the others (Reflect,
Shell, etc.) while the Spinner-Rooks will use status effecting spells such as
Immobilize, Bio, and Toxify and they will also use Gravity. Fighting them will
only drain your valuable MP, so flee and make your way to the elevator in the
middle portion. The elevator is actually counted as a separate area, so it
will have the line of the blue lights across it.

~~ Central Lift ~~

Use this chance to cure and administer any appropriate items as you see fit.
Walk over to the lift controls on the left side and engage the lift. A
cutscene will play when your group attempts to start the elevator.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------+
| Lv 49 | Judge Gabranth |
|===============================================================|
| HP: 70719 | Weak: N/A | Absorb: N/A |
|---------------------------------------------------------------|
| Exp: 0 | Steal: Elixir, Hi-Potion, X-Potion |
| LP: 25 | |
|---------------------------------------------------------------|
| Recommended Level: 50+ |
+---------------------------------------------------------------+

Start off by dispeling him as usual. Judge Gabranth is really no differerent


that he was in the last battle. He still uses the same moves minus Guilt
(Circle of Judgement and Sentence). They all still take around the same HP
amount. He can be Blinded and Silenced if you feel the need. When his HP
reaches the halfway point, a cutscene will begin. The cutscene will differ
depending on if Basch is in your party or not. He will be free of any status
effects that you had on him after the cutscene and will have his Haste up once
again. Be sure to Silence and Blind him at this point if you are at a low
level since things will get ugly in just a bit. He can cast Renew on himself
at this point to get his full health bar back so try to cast Silence as soon as
you can or put a Reflect shield on him. Go ahead and steal from him again as
well even if you already have. Gabranth will gain a new attack attack at this
point - Innocence, which will take around 1500+ damage. He will also Enrage
himself when his life bar gets low this is when you should either use a
Quickening on him or Blind him. While Enraged, he will frantically chain
attacks on one character up to about 5 hits and go on a rampage with chains
while using the occasional Innocence attack. His defense will grow greatly at
HP Critical status much like all bosses.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Gabranth will remain kneeling to the side. Take this time to replenish
everybody. You might as well pass out any Elixirs or Ethers if you have a
collection of them since there is little reason to save them now. Approach the
life controls once again attempt to engage the lift again. The elevator will
begin to rise and another cutscene will begin.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------------+
| Lv 50 | Vayne Solidor |
|===============================================================|
| HP: 76755 | Weak: N/A | Absorb: N/A |
|---------------------------------------------------------------|
| Exp: 0 | Steal: N/A |
| LP: 0 | |
|---------------------------------------------------------------|
| Recommended Level: 50+ |
+---------------------------------------------------------------+

The party will have an unofficial guest for this party. Larsa will once again
step in and help the party out. Vayne will only attack physically. Who knew
he could throw out such powerful moves? He will chain together many physical
attacks at times, taking around 500+ damage per hit. Other than chaining
physical attacks, he will throw in a Pummel every now and then that will hit
for about 1000+ damage and add an occasional Lunge or Kick for about 500+ HP
damage. Blind him and he will be pretty much helpless as your party hammers
away on him. Larsa will rarely attack Vayne and he will take off very little
when he actually does. He seems to be around the same level as he was when he
was a Guest in your party. Most of the time he will stay in the back of your
party and hand over an X-Potion when a party member only has about 30% HP
remaining. Don't rely on Larsa to cure your party however. He does not have a
gambit set to react every time a party member's HP gets low. His curing is
random. Larsa will also use a Protect shield on all party members eventually
if the battle last that long.

Like the Gabranth battles, a cutscene will play when Vayne reaches half life.
He will begin to use Mach Wave during his last half, which will take around
500+ damage from all in it's path. Dispel his new status enhancements and
recast Blind. Toward the end, Vayne will use Force of Will that will take
around 1000+ on each character and looks rather impressive. You're party will
probably kill him before he gets to use it through. His defense will kick up
knotch when he is at HP critical status.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A cutscene will play once again then a new battle will begin.

++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++

+------------------------------------+---+------------------------------------+
| Lv 53 | Vayne Novus | | Lv 50 | Sephira A |
|====================================| |====================================|
| HP: 104210 | Weak: N/A | | HP: 12121 | Weak: Water | Abs: Fire|
|------------------------------------| |------------------------------------|
| Steal: N/A | | Steal: Hi-Ether |
+------------------------------------+ +------------------------------------+
| Lv 50 | Sephira B | | Lv 50 | Sephira C |
|====================================| |====================================|
| HP: 12121 | Weak: Wind| Abs: Earth| | HP: 12121 | Weak: Thunder| Abs: Ice|
|------------------------------------| |------------------------------------|
| Steal: Hi-Ether | | Steal: Hi-Ether |
+------------------------------------+ +------------------------------------+
| Lv 50 | Sephira D | | Lv 50 | Sephira E |
|====================================| |====================================|
| HP: 12121 | Weak: Dark| Abs: Light| | HP: 12121 | Weak: Light | Abs: Dark|
|------------------------------------| |------------------------------------|
| Steal: Hi-Ether | | Steal: Hi-Ether |
+------------------------------------+---+------------------------------------+
| Recommended Level: 50+ |
+-----------------------------------------------------------------------------+

A brand new unofficial guest will help out in this battle - Judge Gabranth! He
will attack randomly between Vayne and the Sephiras. Dispel Vayne of his
status enhancements first off then try to match up the elemental weakness of
each of the Sephiras with a magick to defeat them quickly. They will
constantly cast -aga magick on your party depening on their element. You'll
have to run around the area to keep up with some of them. A Holy spell will
take major damage from Sephira E, so begin casting starting with E. You can
also steal a Hi-Ether from each one.

As for Vayne, he will still chain together hits just like before and use an
-aga magick every now and then. A cutscene will activate when Vayne is near
half life and he will shoot out some babble then the fight will continue. He
will start to use his Invoilable Will attack that will hit for 1500+ damage.
Vayne eventually set up a magick shield, though it doesn't really help him out
that much since you should keep attacking him physically anyway. Set up a
shell on all characters for this fight so his magick won't take as much off
since that will be his main attack toward the end. If Gabranth starts to get
low in HP he will sometimes throw out an X-Potion to himself, but you should
really try to keep him cured by casting Curaja on a party member near him.
It's possible to cast Regen and Haste on Gabranth to help him out a bit also.
Vayne will use Tree of Sephira toward the end of the battle to to take off
around 2500+ damage from each party member - this can be a very devastating
attack so you may want to set up some Protect shields and be ready to cast
Curaja after this attack. Keep hammering away with physical attacks and Vayne
should fall before too long.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

More cutscenes will play then the final battle will begin!

++++++++++++++++++++++ F I N A L B O S S B A T T L E ++++++++++++++++++++++++

+----------------------------------------------------------------+
| Lv 55 | The Undying |
|================================================================|
| HP: 228299 | Weak: N/A | Absorb: N/A |
|----------------------------------------------------------------|
| Exp: 0 | Steal: N/A |
| LP: 0 | |
|----------------------------------------------------------------|
| Recommended Level: 50+ |
+----------------------------------------------------------------+

I'm suddenly reminded of how awesome Vagrant Story was thanks to how The
Undying moves around the Bahamut much like the setup of the final boss of
Vagrant Story. Oh, how this game pleases me!

I would recommend that you perform +---------------------------------------+


most of your attacks on him manually | Recommended Gambits |
(mainly for spells) since the queue |=======================================|
will not allow you to cure or Arise | Ally: any (>) Arise |
while a powerful spell is being | Ally: HP < 50% (>) Curaja |
casted. Dispel him of his status | Foe: status = Faith (>) Dispel |
enhancements at the start. Set up a | Foe: status = Bravery (>) Dispel |
Protect shield via Protectga right | Foe: party leader's target (>) Attack |
now and this will save your party a +---------------------------------------+
bunch. Run up to the boss and start
to hammer away with physical attacks, Flares, and Scathes. No Holy! He takes
very minimal damage from elemental attacks, which means that he will be strong
versus any elemental weapon so keep that in mind. The Undying will start the
battle most likely with Divine Sword, which will do around 3000+ damage on the
target. Be sure to set up a Curaja gambit since he can hit you from a distance
with a physical attack that will take between 2000 - 3000 damage per hit; this
is why I also recommend the Protect shield. His long distance attack is very
sneaky since there is little animation for it - this is his primary attack.
Piercing -aga is another of his attacks that will hit for 2000+ damage - this
is a more powerful version of all the -aga elemental attacks, hence the name.
Megaflare will hit all party members for around 2000+ damage. He will mainly
use Megaflare only at the beginning of this battle. If at any time he starts
to get the best of you within any of the below phases, use a Megalixir or
Elixir. You are at the final battle and there is no reason to save anything.

He will use Chain Magick to allow him himself to cast magick even faster then
set up Faith afterwards. Dispel Faith immediately if you can! He will set up
a Magick Shield making him vulnerable to all magicks right after the casting of
Faith. Cast Shellga immediately after dispelling Faith. He will start to use
Ascension around this time to take off 2500+ damage from all party members.
The Undying will use Dispelga to take away any status enhancements the party
may have then use constant Piercing -aga magick. He will likely use Dispel
again, but be sure to keep shell up!
For his next trick he will cast Enrage on himself to chain attacks greatly then
will cast Bravery on himself followed by a Physical Shield that will make him
immune to physical damage. Set up a Protect shield immediately and cast Haste
or Hastega! Turn off all attacks gambits or simply turn off all gambits and
cure manually. He will use Gigaflare Sword that will hit for around a whopping
3000+ damage to all party members. His attacks are extremely rapid at this
stage, so a Protect shield is mandatory! Hit him with a Flare attack ONLY if
all party members are healed and they have a Protect shield since you will not
be able to heal while Flare is being casted - the queue will not allow it.
Even though Shock takes off less, it is really the best spell to use around
this time since it doesn't have a long attack animation like Flare. He will
likely mix in another Ascension attack before his physical shield wears off.

Pound on him with more physical attacks and spells while you can once the
shield wears off. He will attack with his usual long distance physical attacks
and use Gigaflare Sword eventually. The Undying will soon set up a Perfect
Defense Shield that will make him immune to all types of attacks both magick
and physical. Like the battle with Pandemonium from earlier, you must simply
wait this out while trying to survive. During this stage, he will perform his
physical attacks, big attacks, and will use Teraflare to cause around 3500+
damage. The good thing about Teraflare is that it means that he is almost
dead! When his Perfect Defense fades, pummel him with magick and physical
attacks until he dies. His defense will increase greatly like most bosses. He
will use Dispelga constantly at this point if you set up Protect and Shell
shields, but I would advise you to keep casting them.

If this boss manages to beat your party badly because of low maximum HP, try
setting up a "Self (>) Bubble" gambit on each character and it will make your
party stand up to his attacks better. Bubble can be bought from the Clan
Provisioner after the "Ward of Justice" rank is achieved. You can also try
equipping Bubble Belts.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Once the finishing blow has been dealt to Vayney, sit back and enjoy the ending
to this wonderful game! Not since Final Fantasy VI have I enjoyed a Final
Fantasy so much.

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