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______ _____ _ _ _

| ____|_ _| \ | | /\ | |
| |__ | | | \| | / \ | |
| __| | | | . ` | / /\ \ | |
| | _| |_| |\ |/ ____ \| |____
|_| |_____|_| \_/_/ \_\______|
______ _ _ _______ _______ __ __ _______ _____
| ____/\ | \ | |__ __|/\ / ____\ \ / / \ \ / /_ _|_ _|
| |__ / \ | \| | | | / \ | (___ \ \_/ / \ ^ / | | | |
| __/ /\ \ | . ` | | | / /\ \ \___ \ \ / \ \ | | | |
| | / ____ \| |\ | | |/ ____ \ ____) | | | / . \ _| |_ _| |_
|_|/_/ \_\_| \_| |_/_/ \_\_____/ |_| /_/ \_\_____|_____|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
FAQ/WALKTHROUGH by Shotgunnova (P. Summers) / shotgunnova @ gmail.com
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[DISCLAIMER]
This guide is intended for private, home use ONLY, and may not be
reproduced via electronic or commercial means without the expressed
written consent of the author (P. Summers). It also cannot be hosted,
edited, distributed, or given away as any part of a paid package. All
rights reserved to respective parties, even those not explicitly said
here. Respect FAQ writers' efforts and report plagiarism when found!
[STATS]---------------------------------------------------------------o
- One-player game NOTE: MUST have controller with an
- 94kb on a PS2 memory card analog function to play this
- Analog control game!
- Digital control
- Vibration function
[INDEX]---------------------------------------------------------------o
I. Controls . . . . . . . . . . . . . . . . . . . . . . . . . CNT1
II. Th' Basics . . . . . . . . . . . . . . . . . . . . . . . . THB1
Battling....................................................BTL1
License Board...............................................LCB1
Transportation..............................................TRN1
Purchasing Equipment and Skills.............................PRC1
Statistic Explanation.......................................STT1
Status Effect Explanation...................................STX1
Traps.......................................................TRP1
Chaining....................................................CHN1
III. Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . WLK1
001 - Beginning + Configuration.............................BGCF
002 - Nalbina Fortress......................................NLF1
003 - Gerasmythe Waterway...................................GRM1
004 - Rabanastre............................................RBN1
005 - Dalmasca Estersand....................................DMT1
006 - Rabanastre............................................RBN2
007 - Lowtown...............................................LWT1
008 - Giza Plains...........................................GZP1
009 - Lowtown...............................................LWT2
010 - Gerasmythe Waterway...................................GRM2
011 - Royal Palace of Rabanastre............................RPR1
012 - Gerasmythe Waterway...................................GRM3
013 - Nalbina Dungeons......................................NLB1
014 - Barheim Passage.......................................BRH1
015 - Dalmasca Estersand....................................DMT2
016 - Rabanastre............................................RBN5
017 - Bhujerba..............................................BHJ1
018 - Lhuzu Mines...........................................LHZ1
019 - Bhujerba..............................................BHJ2
020 - Dreadnought Leviathan.................................DRL1
021 - Bhujerba..............................................BHJ3
022 - Dalmasca Westersand...................................DMW2
023 - Ogir-Yensa Sandsea....................................GRY1
024 - Nam-Yensa Sandsea.....................................NYS1
025 - The Tomb of Raithwall.................................TMR1
026 - Shiva.................................................SHV1
027 - Rabanastre............................................RBN6
028 - Giza Plains...........................................GZP2
029 - Ozmone Plain..........................................OZM1
030 - Jahara - Land of the Garif............................JLG1
031 - Golmore Jungle........................................GMJ1
032 - Eruyt Village.........................................RYT1
033 - Ozmone Plain..........................................OZM2
034 - Henne Mines...........................................HNM1
035 - Golmore Jungle........................................GMJ2
036 - Paramina Rift.........................................PRR1
037 - Mt. Bur-Omisace.......................................MTB1
038 - Paramina Rift.........................................PRR2
039 - Stilshrine of Miriam..................................STM1
040 - Mt. Bur-Omisace.......................................MTB2
041 - Nalbina Fortress......................................NLF2
042 - Mosphoran Highwaste...................................MSP1
043 - The Salikawood........................................SLK1
044 - Phon Coast............................................PHC1
045 - Tchita Uplands........................................TCH1
046 - Sochen Cave Palace....................................SCP1
047 - Old Archades..........................................LDR1
048 - Archades..............................................RCD1
049 - Draklor Laboratory....................................DRK1
050 - Balfonheim Port.......................................BLF1
051 - The Feywood...........................................FYW1
052 - Ancient City of Giruvegan.............................CTG1
053 - The Great Crystal.....................................TGC1
054 - Ancient City of Giruvegan.............................CTG2
055 - Balfonheim Port.......................................BLF2
056 - Ridorana Cataract.....................................RDC1
057 - Pharos at Ridorana - First Ascent.....................PHR1
058 - Pharos at Ridorana - Second Ascent....................PHR2
059 - Pharos at Ridorana - Third Ascent.....................PHR3
060 - Balfonheim Port.......................................BLF3
061 - Sky Fortress Bahamut..................................SKF1
IV. Sidequests
Extra Esper: Zalera.........................................EXZ1
Extra Esper: Zeromus........................................EXM1
Extra Esper: Adrammelech....................................EXA1
Extra Esper: Cúchulainn.....................................EXQ1
Extra Esper: Exodus.........................................EXX1
Lost Cockatrice Flock.......................................LCF1
The Great North Bank Village Escape-o-rama..................NBV1
The Great South Bank Village Search-o-rama..................SBV1
Into the Wyrm's Nest........................................WRM1
Ann (Uh) and Her Sisters....................................NNH1
The Four Fragments..........................................THD1
A Second Medallion..........................................ASM1
A Third Medallion...........................................ATM1
Boozin' Bhujerbans..........................................BZB1
Viera Matchmaker............................................VRM1
Teaching a Man to Fish......................................TMF1
'-Fishing the Nebra........................................FTNB
'-Message in a Bottle......................................MSGB
V. Bounties....................................................BNT1
-Montblanc's Rewards.........................................MNTR
VI. Bestiary....................................................BST1
VII. Rare Game Outfitter Quest...................................RGQ1
VIII. Frequently Asked Questions..................................FAQZ
IX. Updates and Thanks..........................................UPD1
o-----------------------------------------------------------------------------o
| I. CONTROLS [CNT1] |
o-----------------------------------------------------------------------------o
____ | | ____
L2 BUTTON --> /____/\ | | /\____\ <-- R2 BUTTON
L1 BUTTON --> /____/\ \_______| |_______/ /\____\ <-- R1 BUTTON
/ _ \________|__|________/ _ \
/ _| |_ _ /_\ _\ <-- TRIANGLE BUTTON
DIRECTIONAL --> | |_ _| [SELECT] [START] [_] (_)| <-- CIRCLE BUTTON
PAD | |_| [ANALOG] (X) | <-- X BUTTON
/ ____ ____ \
/ / \ __ / \ \
\ /\ \____/ / \ \____/ /\ /
\ / \______/ \______/ \ /
\_____/ LEFT ANALOG RIGHT ANALOG\_____/
(L3) (R3)

---------------- ---------------
GENERAL CONTROLS BATTLE CONTROLS
---------------- ---------------
START ----------> Un/pause the game Un/pause the game
SELECT ---------> Bring up/cancel map display Bring up/cancel map display
CIRCLE ---------> "Cancel" button "Cancel button"
SQUARE ---------> Speak with certain NPCs Bring up/cancel battle menu
TRIANGLE -------> Display party menu Display party menu
X BUTTON -------> Confirm/speak with NPCs Display battle menu/inspect
L2 BUTTON ------> Toggle zoom in menus Lock-on (hold down)
L3 BUTTON ------> Defaults the camera POV
R2 BUTTON ------> Toggle zoom @ map, license b. Flee battle (hold down)
L1/R1 BUTTON ---> Change menu pages (sometimes) Change battle target groups
ANALOG BUTTON -->
UP/DOWN @ DPAD -> Move up/down in menus Change party leader
L/RIGHT @ DPAD -> Target enemy or NPC in range Target enemy/friend/NPC
L ANALOG STICK -> Walk/run (depends on angle) Walk/run (depends on angle)
R ANALOG STICK -> Controls camera view Controls camera view
NOTE: Analog mode can't be turned off. Sorry.
o-----------------------------------------------------------------------------o
| II. TH' BASICS [THB1] |
o-----------------------------------------------------------------------------o
This is a basic run-through of the "stuff" encountered in the game. Stop me
if I ramble, now.
o-------------o
| i. BATTLING | [BTL1]
o-------------o
Battling is one of the draws to FFIX, and it's a change-up from what is the
normal ATB (active time battle) system. Sort of.
To start, the characters in the player's main party -- three normally, four
with a guest -- walk around in dungeons and other areas where monsters have
nested and infested. They [monsters] appear on the field, often times in
plain view but sometimes hidden underground, and the party can "encounter"
them by nearing them. When the party members and monsters near, everyone
breaks out the weapons/skills and gets ready for a skirmish.
FFXII uses a menu-driven battle system, half ATB gauge, half real-time
fighting. To attack, select the Attack option, various magicks/technicks,
or items; when selected, a time bar with the name of the skill shows up to
the left of the character's name. It will fill until it's complete and the
action will then be executed on the target(s).
Actions are taken throughout the battle until the enemy is killed off; it
then can no longer be selected as a target, naturally, and drops experience
and LP (license points). When all enemies are dead, the party puts the
weapons away and can run around normally again until the next enemy is put
in their sights.
And on and on. Techniques can be used when running around on the field even
without being in battle -- you don't have to be fighting anything to Curaga
someone or toss items around. Offensive options are "sealed" when there is
no enemy around, although it /is/ possible to cast bad statuses and such on
the party via R1 target-switching.
o-------------------o
| ii. LICENSE BOARD | [LCB1]
o-------------------o
The license board is the "sphere grid" of the game, and the means of getting
everything from new abilities to stat/skill upgrades to equip permissions.
Each person starts out with initial abilities filled; after that, the rest's
up to the player. LP (license points) are used to purchase these licenses,
and can be received by killing monsters in any form.
A basic rundown of the board is that you can't unlock new licenses without
first buying ones you already have. When you spend LP to get an ability, the
licenses surrounding it (when applicable) will light up and give way to some
different ones; by purchasing those, you open up more, and so on. The skill
costs gradually go up as the expansion continues.
Separated into four groups, the board caters to all facets of gameplay. The
top section is composed of all the abilities (magicks/technicks), permanent
stat increases, battle augmentations (ex: upgrade magic potency), as well
as accessory equip-permissions. The bottom part of the board is reserved for
the rest of the equipment-permissions, from weapons to armors.
That's the default license board in a nutshell. Eventually after fighting
and defeating espers (summon creatures), their spots appear in various
places on the grid and can be bought.
o---------------------o
| iii. TRANSPORTATION | [TRN1]
o---------------------o
FF games typically have a wide array of options for getting around and this
game is no different. The following are how one navigates the world 'round
these parts:
[WALKING]
Yeah, the most basic of the basic, running is the cheapest and slowest way
to traverse the landscapes. Enemies can be encountered while walking and
one has to depend on a map to navigate to the exit. Generally the worst
in getting from place to place, but also the one the player will be doing
the most often.
[CHOCOBO]
Anyone who knows anything about FF has probably seen these fluffy, yellow
ostrich-looking things. I mean, they're a mascot! In this game they've been
domesticated and are loaned out for gil (currency). Unlike previous games
where the ride's been free of time constraints, once hired, the chocobo can
only be used for a certain amount of time before it goes back and leaves its
owner in the wasteland. Enemies cannot be encountered when riding choco-back
but chocobos aren't exactly the fastest things either; however, they can be
fed greens (up to three times) to sprint like the wind. Sometimes the player
can encounter wayward domesticated chocobos and, should the inventory have
any Gysahl Greens in it, they can "hire" the chocobo without paying. Since
these errant birds are found in out-of-the-way places, this is mostly for
convenience in getting back. Another downpoint is that once you get off the
chocobo, it's gone...
Also, chocobos can only be used for travel in one area. If you rent one for
Ozmone Plain, fr'instance, it stays there and wants you to dismount if you
are to continue. Real penny-pinchers these chocobo owners, I tell ya...
[AIRSHIP FLIGHTS]
Ivalice has charter flights from the big-name cities for a fee which takes a
person through the skies to the destination. The player decides if the ship
arrives immediately or if Vaan can meander around with the passengers, visit
the shops onboard, basically loiter around. Ships can be booked from town
aerodromes and nowhere else. Later in the game when a private airship is
free to command, the player can instantly travel to destinations without
having to pay the service fee. Of course, you still can't control the things
manually... =(
Although generally the "long way around" for traveling, the shops do stock
some great items, including X-Potions and the Bubble spell, later on.
[TELEPORTATION]
Yeah, the big daddy of all maneuverings. During the course of the journey
orange save crystals can be found in dungeons and towns. Not only do these
act as healing points, but they also have the "Teleport" option. The catch
is that there has to be a "Teleport Stone" in the inventory for it to work,
and even then, one can only teleport to previous teleport stones. This is
probably the quickest way to get around, but teleport stones can only be
gotten as monster drops for most of the game. As soon as airship flights
become available, however, you can buy them in bulk [200g].
There are other types of in-house dungeon teleportation devices called "way
stones" that simply warp the party on a room-to-room basis, but they're free
to use.
o-------------------------------------o
| iv. PURCHASING EQUIPMENT AND SKILLS | [PRC1]
o-------------------------------------o
Once equipment or skills are bought, it's time to use 'em, right? Wrong. Any
thing that is "bought," with gil or LP, has to have a corresponding license
before it's battle-ready. This is the system of checks and balances that will
keep players from powerhousing too early and, with the exception of a couple
story items that require no license, applies to EVERYTHING you buy. Well, not
items. There's a common question that is "why can't I use _________!?!?" and
this is the answer: get the license first.
o---------------------------o
| v. STATISTIC EXPLANATIONS | [STT1]
o---------------------------o
In case you missed out on what the manual said, Uncle Shotty's here to lay
it straight:
LEVEL - This relates to any one character's current level. Going up levels
increases stat parameters (HP, MP, etc.) by a little each time. This
obviously builds up after awhile, so higher levels are better than
lower ones. Defeating enemies gives EXP, and EXP makes a character
go up levels. Duh, right?
HP ---- This stands for "Hit Points" and is basically the lifeline of every
character and guest under the player's command. When hit points are
reduced to zero, the character is put in "KO" status and can't act
in battle any longer. To reverse the effect, use Raise, Arise, visit
a save crystal, or use a phoenix down item.
MP ---- A.K.A. "Magic Points," the currency of mages everywhere. Using magick
consumes MP and, when MP bottoms out at zero, magick can no longer be
used. This is told to the player by grayed-out options in the command
menu's magick sections. To refill MP, either visit a save crystal,
use an Ether/Hi-Ether, cast Syphon on an enemy, or walk around on the
field; the latter is natural regeneration.
EXP --- This is the character's EXPerience total. Defeating enemies will add
to the EXP total and leads to a level-up. The "NEXT" that appears in
the character status menu relates how much experience is needed to go
a level-up.
ATTACK - This total is determined by the equipped weapon (and ammunition if
applicable) and relates how much physical damage can do to targets
in battle. The Strength stat also figures in to the damage dealt.
DEFENSE- A high total in this category will conversely give lower physical
damage, and is something to strive for when buying different equips.
Armor is what factors in here.
MAGICK - Self-explanitory mostly, this is how resistant the character is to a
RESIST magick spell or magick-type attack. The defensive stat for magicks,
if you want. Since many enemies rely on powerful magicks in the late
parts of the game, keeping this total high is invaluable.
EVADE -- As you can imagine, a character's evasion ranking determines how well
s/he may evade an attack. Evading an attack means the attack misses
(any avid FF fan knows this) and no damage is dealt, so keeping this
high is to one's benefit. Shields are the main source of raising the
stat.
MAGICK - Like "Evade," Magick Evade relates how well one can sidestep magick
EVADE attacks and be dealt no damage. Weirdly, this stat isn't put into
the player's control until far in the game when shields just start
to offer augments in this category. Because many enemies use highly-
-damaging or -annoying magick attacks, packing a high rating in this
area is smart.
STRENGTH - This factors into determining the potency of physical attacks. To
raise it, gain levels and buy Battle Lore licenses (which add +1 to
the permanent total).
MAGICK - This determines the effectiveness of magic and, like Strength, can
POWER be raised through levels and buying Magick Lore licenses. A few
weapon types' damage uses magick power as a damage variable (katanas
and staves?)
VITALITY- This useful stat determines if and how long negative statuses will
last. Going up levels increases it, but beyond that, artificially
raising it through equipment (mostly armor/hats) is the only other
way.
SPEED -- What's there to say about speed? Having a high speed makes the ATB
gauge fill faster (naturally) and also factors into some weapons'
damage calculations, being ninja swords, I believe. Either way, to
have low speed is to act slower, and that's certainly not what any
smart player wants.
o-------------------------------o
| vi. STATUS EFFECT EXPLANATION | [STX1]
o-------------------------------o
A mainstay in the FF series, status effects are ways to augment a character's
ability, either in a good or bad way. Save crystals remove ALL bad statuses
upon being touched, but those aren't in that big of an abundance out in the
wild, sadly. The bad statuses to look out for are:
BLIND -----> Probably the game's most common annoyance, Blinding a character
will make his/her physical attacks miss more than usual. Since
it doesn't wear off, Eye Drops and Remedy are the item cures,
with Blindna and Esuna being the magickal removers.
SILENCE ---> The bane of mages everywhere, Silence prevents magick users from
being able to cast spells of any kind. To get rid of this lip-
-sealer, use Echo Herbs, Remedies, or Vox/Esuna magick. If you
are KO'd with this on, it will not self-alleviate.
SAP -------> Sap is basically the opposite of "Regen" magick, and the HP will
steadily decrease and does not wear off. Counteracting against
this nagging status is as easy as casting Regen (which puts that
status on instead, not cancelling them out) or using a Remedy
with a Remedy Lore 1 license. Unlike Poison, Sap cannot kill a
character and stops damaging at 1 HP.
STOP ------> Probably the worst status to get hit with in battle, Stop makes
a character's actions shut down and changes them into the enemy
punching bag. Time gradually wears this status off, but KOs can
come easily before then; use Chronos Tear items or Remedies w/
a Remedy Lore 3 license. Esuna ain't very useful here, but this
status (strangely) can be removed with Dispel.
SLEEP -----> Much like Stop and a fully-petrified character, this can impede
a character taking action by conking them out. Fortunately, any
person in this status can be hit (suffer damage) to be woken up
or given an Alarm Clock item. Esuna also works here.
DISEASE ---> OK, maybe this is the worst status in the game. Disease ensures
that a character cannot recover HP through healing methods and,
what's worse, is that if s/he is KO'd with this status on, s/he
is revived with 1 HP! To get this effect off, use Vaccine and
Remedy (+ Remedy Lore 3 license) items. Cleanse magick becomes
available later in the game and removes this, also. Be aware
that while in Disease status, positive statuses will miss with
100% accuracy and as you lose HP, your current HP will become
your maximum.
POISON ----> When a character is poisoned, s/he will undergo HP decrements
until the status wears off. It can be cured with Poisona and
Esuna magick, as well as Antidote and Remedy items.
CONFUSE ---> This horrible infliction makes an ally unable to distinguish
between friend and foe, and so s/he will indiscriminantly take
up arms to either. When the character takes damage from friend
or foe, s/he will return to normal; until then, Smelling Salts
and Remedies (+ Remedy Lore 2 license) work on the item end,
and Esuna picks up the slack where magick is concerned. Note
that you cannot run away or pick targets while confused, as
in some other FF games.
SLOW ------> That which makes the ATB load far slower and thereby make the
battle last somewhat longer, Slow status popularity among the
enemy's ranks isn't good news for you. Esuna does not cure it,
but Haste reverses the effect (not cancel it); Remedies/Dispel
remove the status as well.
OIL -------> First seen in Final Fantasy Tactics, Oil isn't necessarily bad
on its own, but should an enemy use a fire attack on an Oil-ed
character, the damage is magnified greatly. Handkerchief items
remove it, and Remedies can also after buying a Remedy Lore 2
license.
PETRIFY ---> Whereas some FF games have had this as an instantaneous status,
the game falls more in line with "Gradual Petrify" from FFIX.
Instead of being instantly taken out of battle, a countdown will
decrease from 10 to 1; when it finishes, the character is taken
out of battle. Gold Needle items can cure this status, and so
can Stone/Esuna magick. Remedies have to have a Remedy Lore 2
license before they're of use.
DOOM ------> Much like Petrify, this status also has a countdown from ten;
except, where Petrify can be cured and a character returns in
the same health they left, doom inflicts Death on a character
and takes off any temporary statuses. With a Remedy Lore 3
license, Doom is as good as gone...plus, it's the only way to
get it off short of dying.
BERSERK ---> Almost self-explanitory, Berserk status sends your enemy into
a blind rage at which time it only uses physical attacks that
have been powered-up a little. Coupled with other statuses,
this can be used to cripple an enemy of its specialty skills.
When used on a character, it has the same effects and can be
cured with Dispel or the passage of time.
NOTE: This can be a good or bad thing. I find losing control
to be a bad thing. =p
IMMOBILIZE > Similar to the "Don't Move" status in Final Fantasy Tactics,
this status freezes a character in place. They can still take
action and all, but aren't able to freely move around. Esuna
magick cures this right up, and Remedies with a Remedy Lore 1
license do as well.
X-ZONE ----> Some characters in the game will use Teleport or Telega, which
sends them into this status. Made familiar in FF6, this will
throw them into a dimensional pocket and they'll be unable to
act in battle...or do anything in battle, since they won't be
there any longer. The first Demon Wall boss at a certain tomb
will try this, but its usage is far and in between, so don't
bother protecting yourself from it -- there are none. It wears
after awhile, though; just leave the room you're in.
Well, that's all for the bad statuses. But, these are just one side to the
coin: good statuses are simply great times to be had by all. Unlike some of
the bad ones, though, these wear off after awhile, provided you're not in a
town or save point area where no monsters lurk (time does not pass there).
Dispel/ga can take these off, too. They are as follows:
o----------------------------------------------------o
| NOTE: Positive statuses can be removed with Dispel |
o----------------------------------------------------o
LIBRA -----> One of the first technicks one should get in the game, Libra can
allow a player to see an enemy's level, HP, and weakness values.
This is indispensible throughout the entire game and it has no
downsides itself; however, some enemies, like bosses and a few
rare game, cannot be "scanned" and will give a bunch of "????"
values instead.
HASTE -----> The complete opposite of Slow status, Haste speeds up the ATB
gauge and allows the target to take actions sooner. Hermes
Sandals can put this status on permanently, but Haste/ga magick
does the trick for all other instances.
PROTECT ---> Like a knight taking up shield, Protect status reduces damage
inflicted by physical attacks for a short while. Shielded Armor
puts this effect on permanently, but Protect/ga is what's used
to kickstart the status normally.
SHELL -----> The cousin to Protect, Shell is the "shield" that reduces magick
damage on characters. Equipping the Shell Shield puts this good
status on permanently, but Shell/ga is what's used besides.
BUBBLE ----> This new status is ever-useful since it doubles a character's
current HP and makes that the new maximum (i.e. 5000/2500 HP).
Though it wears off after a short while, Bubble magick can be
bought midway through the game after some hunts, and the Bubble
Belt (auto-Bubble) accessory is obtained in the same way. Also,
when in Bubble status, it prevents you from being inflicted with
Disease.
REGEN -----> This boon gradually restores HP in increments, just not as fast
as its estranged cousin "Sap" would. It wears off after a short
while, so equipping a Renewing Morion hat (auto-Regen) is a good
idea to ensure it stays on. Sadly, there is no Regenga magick
(sounds stupid) so single-serve castings will have to do.
BRAVERY ---> Fit for the finest warriors, Bravery increases attack damage on
the target. And that's it. It wears off after awhile, like all
good statuses.
FAITH -----> This lovely status increases magickal potency, not just magickal
damage. It'll make Firaga hurt more, it'll make Cura heal more.
Anyone packing a staff instead of a sword should be packing this
spell as well.
REFLECT ---> Only as "positive" of a status as one makes of it, Reflect is a
mixed bag when it comes to battle use. Essentially, it can throw
back (some) magicks at the caster, letting them take HP damage
instead of the target. Problem is, unless an ally has an Opal
Ring equipped (magicks pierce Reflect status), magickal buffing
and healing isn't possible on the player's characters! There is
a way around this, however, known to most FF players: should you
want to cure your allies but have Reflect status on them, bounce
the magick off the enemy's reflect and it will work on your own
characters! Mirror Mail armor has auto-reflect on, but it takes
a smart user to really make this status shine. Gambits can often
screw up here unless tweaked accordingly.
LURE ------> Sort of a positive status, sort of not, using Decoy on someone
will send them into this status...and make them and them alone
the beating bag of the nearby monsters! Naturally, this works
best on a "tank" character, someone with high HP and defensive/
magickal resist, but it does have select uses in boss fights to
stop the randomized attacking fashion. Like Reflect, this should
also be used wisely.
o------------o
| vii. TRAPS | [TRP1]
o------------o
Coming off the status explanations, there are invisible traps one encounters
when walking the field that can blow up in your face, in more ways than one.
It sounds like it slights the player, but by using Libra, they'll be visible
to the naked eye, looking like little red pillars of light. It does one well
to avoid all of them since the vast number of them are negative statuses; but,
since that can be impossible with party members flailing around behind the
leader in passages, here are the types:
OIL BUG --------> Inflicts Oil
CHOKING GAS ----> Inflicts Sap
BLINDING SMOKE -> Inflicts Blind
SWARM ----------> Inflicts Disease
STONE GAS ------> Inflicts Petrify
SILENCE GAS ----> Inflicts Silence
LEECH ----------> Reduces all MP to zero
WIZARDSBANE ----> Reduces all MP heavily
BEFUDDLEMENT ---> Inflicts Confuse/Berserk
STASIS ---------> Inflicts Disable/Reverse
GIL BUG --------> Makes player lose some gil
EXPLODER -------> Inflicts minor-to-medium damage
STEN NEEDLE ----> Inflicts random (mostly heavy) damage
MANAFONT -------> Refills all current-party allies' MP to maximum
REJUVENATION ---> Refills all current-party allies' HP to maximum
FUSILLADE ------> Inflicts random (mostly heavy) damage and/or Death
By the way, monsters CANNOT set off any traps.
o----------------o
| viii. CHAINING | [CHN1]
o----------------o
As you fight through the game's leagues of enemies, you'll often find a chain
counter that tallies up a number of creatures you've killed. Chaining occurs
when you kill one enemy (ex: Gespenst) or one type of enemy repeatedly (ex:
Striker & Wendigo). The chain breaks when you kill a different type of enemy
than the ones you've been killing or enter a town area, thus resetting the
chain. Touching a save/teleport crystal and boarding the Strahl also defaults
the chain.
So just what is the chain for? Well, chaining allows you to go up "levels"
which govern the amount and rarity of the enemies' dropped items. Most rare
items have an extremely low percentage of being dropped regularly, but by
going up chain levels, their probability of occuring rises. Anyone can simply
kill stuff and go up a level, but what may not be obvious is that by avoiding
the dropped loot, you can go up chain levels sooner.
As the chain levels rise and you get more items of better quality, you'll
also find that picking up bags of loot can cure your current party members as
well as give some positive statuses on occasion (Protect, Shell, etc.). The
loot bags gain qualities gradually, healing first and incidental statuses
after that.
One tip for chaining is that using Break on monsters does NOT break chains,
but lets you get good drops from them just like you had chained them over and
over. For example, if you kill a bunch of Wyldhares and petrify a Sprinter,
the chain remains intact and you may get a rarer item from the Sprinter than
normal. This "trick" is useful for getting better drops from enemies that are
a pain in the rear to chain manually (Entites, rare game, etc.)
o-----------------------------------------------------------------------------o
| III. WALKTHROUGH [WLK1] |
o-----------------------------------------------------------------------------o
The walkthrough you're about to read operates like so:
o-------------------------------------------------------------------o
| [0] - [ 1 ] [2] |
o-------------------------------------------------------------------o
| [3] |
o-------------------------------------------------------------------o
| [4] | [5] [6] [7] [8] [9] |
| | |
o-----------------------------o-------------------------------------o
[0] - ID number
[1] - Name of area
[2] - Cntrl+F ID number
[3] - Key/mandatory items in area
[4] - List of enemy names and levels
[5] - Enemy HP
[6] - Enemy EXP (level-approximate)
[7] - Enemy Gil (when applicable)
[8] - Enemy LPs
[9] - Enemy weaknesses
Any items given their own section are ones you can get 100% of the time,
either through certain tasks or mandatory events. Random pots and stuff
will not be listed unless they hold rare items. EXP values are based on
three party members + a guest if applicable. And if I use some phrases
you're not familiar with:
"SPAWNING" -> Appearing or reappearing in an area, area section, etc.
"FARMING" --> Fighting monsters over and over to get their dropped items
"BUFFING" --> Casting any number of positive statuses on your allies
"ZONING" ---> Respawning enemies in a certain section by leaving that area
and going into any other part of the map, two areas away.
o-------------------------------------------------------------------o
| 001 - Beginning + Configuration [BGCF] |
o-------------------------------------------------------------------o
Select 'New Game' on the main title to bring up the pre-game feature
options, which include:
OPTIONS DEFAULT
o Controller Vibration - toggle it on/off Off
o Screen Shake - toggle it on/off Off
o Subtitles - toggle subtitle display on/off Off
o Screen Size - Change to/from Normal & Widescreen Normal (4:3)
o Flicker Filter - toggle filter on/off On
o Sound - Toggle Pro Logic II/Stereo/Monoaural sound Stereo
o Screen Position - change viewing for your television ---
You can restore defaults at the bottom, and can also change all of
these features in-game by using the Config menu. Let's start 'er up!
o-------------------------------------------------------------------o
| 002 - Nalbina Fortress NLF1 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP GIL LP WEAK |
| | |
| Imperial Magus | ~80 --- --- --- ----- |
| Imperial Swordsman A | ~80 --- --- --- ----- |
| Air Cutter Remora [BOSS] | ~700 --- --- --- ----- |
o-----------------------------o--------------------------------o
[AERIAL GARDENS]
As you start the first area (as Reks), Basch will give you a small
tutorial on moving around. The commands appear in the upper-left and
tell what Basch wants you to do. Twist teh camera, move over to him,
then talk to the Dalmascan by the gate. Walk up to the iron gate
fourthly, and inspect it with (X) to open it. Easy-peasy.
[INNER WARD]
After entering the hall beyond, you can use the party menu and
examine your equipment and inventory (with Triangle). An Imperial
Swordsman attacks you, though, and Basch walks you through the
targeting and fighting system. If you mess up, your allies murder
the guard for you. =) These guys will follow you around (Basch did
say he would take up the rearward guard), and heal around if needed.
Continue down the long stone path and a boss fight will ensue with
an Air Cutter Remora. Everyone will start flaying into its metal
hide, and you can't really lose it due to the ally soldiers healing
abilities. After awhile, Basch damages the unit's engines and makes
it disengage. Laff.
Three more Imperial Swordsmen appear immediately following, which
get disposed of quickly, whether you want to or not. Sprint up the
far stairs to the open doorway. Basch explains that the minimap may
not be enough to get one's bearings; pressing [SELECT] will bring up
the Location Map. Bring it up and it will tell you the room you're
currently in (and which I will separate the dungeons by). Enter thru
the dots on the ground.
[LOWER APARTMENTS]
Cutscene and you can move again. Ignore the long left corridor and
head north (assuming up is north on map) to have Basch tell you the
way to retreat -- hold R2. There's no shame in fleeing from battles
that serve no purpose, after all.
Imperial Magus enemies can appear from hereon in, and cast magick
which makes them a prime target for slaughterin'. Dispose of them
first off, if possible. In that same corridor where you learned the
escape ability, go right into the small antechamber and inspect the
urn there to get a [POTION].
Lead the men into the second horizontal hall and go into the second
vertical hallway (right hallway is dead end). There is an ornate room
adjoining this path with an upward stairway. Before you ascend, walk
the rest of the length of the hall and find another [POTION] in a
nook. Head upstairs when you're ready to move on.
[UPPER APARTMENTS]
Approach Basch and he'll tell you about a save crystal nearby. It is
possible to save here (dur!) and also refill HP/MP along with the
action. Always remember to save, folks. Ascend the stairway to exit.
[THE HIGHHALL]
Reks tells the others to move on as move cronies come here. You'll
be fighting these guys solo, so make use of your magick and heal if
you need to. You can backtrack to the save point to heal up once the
blood's off your sword. Your upward climb gets stopped short by a
gate you can't open; use a door in the adjoining hallway.
Enter and arc around right to the other open door, where you will
automatically enter the treaty room. Events insue, then it's off to
the...
o-------------------------------------------------------------------o
| 003 - Garamsythe Waterway [GRM1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Dire Rat | ~60 3 --- 2 ------ |
o-----------------------------o--------------------------------o
[OVERFLOW CLOACA]
You'll now be in control of Vaan. Hooray? Anyway, he's fighting the
city vermin down in some sewer-type place. You can straight-up
deal out some murder, but it's not such a bad idea to use Vaan's
Steal Technick, which lets you get Fire Stones and Rat Pelts from
the baddies.
Once all of them are dead, Vaan and Kytes leave to...
o-------------------------------------------------------------------o
| 004 - Rabanastre [RBN1] |
o-------------------------------------------------------------------o
| ITEMS |
| Orrachea Amulet Writ of Transit |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[EAST END]
Another scene. <3
Penelo tells Vaan that Migelo has some work for him...maybe. The
Location Map comes up automatically and tells you the World Map's
now available on the Party Menu. Wheee. NPCs you can talk to will
appear on the map as green dots, while places you can enter are
red blotches. Also, area exits are blinking green, so they should
be easy to find.
Continue east and south (on map) to meet with Migelo outside, who
wants you to fetch Kytes at the Sandsea. Yawn. Consider selling the
Fire Stones/Rat Pelts you got for some dough at a nearby shop.
The Sandsea is to the very north of the East End (now marked with
a large X). Along the way, you might spot the Technick shop, but
it ain't open -- oh well. Enter The Sandsea, which should be a
blinking exit.
[THE SANDSEA]
Vaan locates Kytes looking at a monster poster (attack of the
killer tomatohead?), of the creature who stopped a courier before.
Sounds like a good idea-r... Hehe. What Kytes is actually looking
at is the Notice Board, where people post bills (jobs) for hunters
to go out and perform. The ol' monster Vaan's after is the Rogue
Tomato. The way this works:
1) Talk to the petitioner of the bill first, to let him know you're
interested in taking the job.
2) The petitioner tells you how to find the mark. Then, you hunt
it, report back, and claim the bounty.
Tomaj (Rogue Tomato petitioner) gives you a Clan Primer, which lets
you have a new option in the main menu, as well as an [ORRACHEA
AMULET] to commemorate your first hunt. You can't equip it though,
so you need to find a license for it. Tomaj gives a license lesson,
which, summed up, basically means the more licenses you have, the
more equipment and abilities you can choose from; more flexibility.
You can only acquire licenses next to ones you already have, but
you need enough license points (LP) to "buy" 'em. To use the amulet
you just got, you'll need to get an Accessories 1 license, placed at
a convenient 5 LP price. Purchase it to make three more squares on
the ol' checkerboard light up.
Press [] when asked to look at available abilities, and Licenses
will be available on your main menu now. A [WRIT OF TRANSIT] is
given to you so you can leave the east gate. And so the hunt begins
for the Rogue Tomato... Equip the Orrachea Amulet [MAX HP +25] on
Vaan and you'll be all set. If you're still confused, Tomaj can re-
-explain the procedures. Leave when you're ready.
NOTE ABOUT LICENSE BOARD:
Although there is a lot of options you can buy at first, go for a
few quickenings on each character when you can. You may not want
to use them, but they can double and triple your MP upon purchase.
Think 'bout it.
[EAST SIDE]
The Technick Shop nearby's opened shop, and you can buy the Libra
ability for 500 gil. Probably can't buy it for now, though. Job
back to Migelo's shop and find the exit into the...
[SOUTHERN PLAZA]
The western and southern exits are blocked until the Consul's fete
is over, so don't bother approaching.
Down the large stairway in the eastern part of the fountain square,
Vaan finds a guard and tells him he's here to pick up provisions for
the night's fete. He'll be permitted entrance the Eastgate, which
will shut behind him.
[EASTGATE]
Hey-o! A save point for ye here. Save up and leave to the wasteland
nearby. If you need to get back into town, talk to the Queue Guard
at the back of the waiting line and just wait your turn. Eventually
you can talk to the head Queue Guard and enter without foodstuffs,
for now anyway.
o-------------------------------------------------------------------o
| 005 - Dalmasca Estersand DMT1 |
|-------------------------------------------------------------------o
| ITEMS |
| Galbana Lilies |
|-----------------------------+--------------------------------|
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 1 Cactite | 72 7 -- 01 Wind |
| Lv. 2 Cactite | 84 10 -- 01 Wind |
| Lv. 2 Wolf | 94 9 -- 01 Earth |
| Lv. 3 Wolf | 114 11 -- 01 Earth |
| Lv. 2 Rogue Tomato [MARK] | 134 -- -- -- Water |
o-----------------------------o--------------------------------o
Just a note: when you take items the first time around, the pots
and holders can respawn but may not have the same items inside.
Oh, and stealing from sleeping enemies won't wake them up, so make
sure to get some Cactus Fruits if you can.
[THE STEPPING]
Ah, a lovely desert beneath your shoes. You can fight Cactrites
and Wolves here, which aren't too hard -- they should go down
in three or four hits apiece. Continue down the sandy slope to
another flat cliff area with trees. The Rogue Tomato you've been
looking for lounges around here.
When it's HP has been halved, it will jump off the cliff and Vaan
will have to arc around and down to get it. There are a few wolves
here, but if you engage all enemies one at a time, this won't be a
trial. Watch out for the vegetable-monster's Flame Breath!
Afterwards, Vaan finds some [GALBANA LILIES] growing nearby. You
can leave again, although sticking around and roughing it to get
the Libra and White Magic 1 licenses isn't such a bad idea.
o-------------------------------------------------------------------o
| 006 - Rabanastre [RBN2] |
o-------------------------------------------------------------------o
| ITEMS |
| 300 Gil Teleport Stone Potion x 4 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[EASTGATE]
Talk to Kytes to learn you've been locked out until the Consul's
ceremony has passed. Migelo saves the day with a little wine for
the soldiers, so best be hurrying...well, that's done for you.
The parade cutscene takes place, the new consul Vayne gives a nice
heart-warming speech. Vaan and Penelo start to scheme up a way to
get into the fete. Penelo suggests seeing Old Dalan in Lowtown...
[NORTH END]
You'll get a notice that says you can enter Lowtown and leave the
city at leisure. Any shops that were closed before the inauguration
ceremony -- the magick, technick, and gambit shops -- are now open
for business. Exit the North End through the eastern gate.
[EAST END]
Stop by the Sandsea to claim your bounty: [300 GIL], a [POTION], and
one [TELEPORT STONE]. Tomaj asks if you've ever seen a Bangaa guard
a North End door and won't let you in -- 'pparently, it's time to
pay him a visit. You can also take another bounty at the Notice
Board if you want (Thextera). The petitioner Gratly is right by the
door, and tells you the monster's in the Westersands. Accept his
mission to learn the monster stalks the Galtea Downs portion of
said sands. Gatsly's caravan drivers said they were set upon the
left wall as you leave via the west gate.
Go back to the North End.
[NORTH END]
Take the cut-across west to the other side and look for the blinking
part of the map. Talk to the Conspicuous Bangaa and tell him you're
heading inside.
[THE CLAN HALL]
Talk around to learn some tips for hunting. Ma'kenroh in the balcony
will tell you that your rank will go up after two marks and 700 pts.
The moogle in charge is Montblanc (from FFTA fame), the founder of
Clan Centurio -- he's on the balcony bannister. He'll make you an
official member and lets you buy from the clan shop in the Muthru
Bazaar! Talk to him again to get three [POTIONS]; if he doesn't,
it might be because you haven't accepted the Thextera job.
Leave the hall and go south down the nearest thoroughfare to enter
the...
[MUTHRU BAZAAR]
Look or the green, glowing pot icon on the map to find the clan's
provisioner. The stuff you're sold is based upon your clan rank;
raise it to get a crack at the good stuff. It should only be potions
currently unless you've sold off your pelts and whatnot, opening up
more Bazaar options. Anyway, now that you know where that is, time
to get down to business. Exit this busy place.
[NORTH END]
Take the cut-across east to the southern exit path.
[EAST END]
Continue south past the Sandsea and maybe check out the Magicks
shop, if you bought any kind of Magick licenses. You'll want to take
the path west of Migelo's Sunderies.
[SOUTHERN PLAZA]
Now that the parade is over, this place has cooled down and people
have returned to standing around. There's a cartographer moogle that
can sell you maps of the Dalmasca Estersand, the Westersand, and the
Giza Plains -- he's in the northwest corner. Might want to buy one
for the Giza Plains.
The West Gate is open if you're looking to hunt Thextera, but the
way to the Lowtown lies due south. Exit through the gate.
[SOUTHGATE]
You can gaze upon your first Teleport Crystal here, which doubles as
a save stone and a teleportation (duh!) device. Don't waste any of
the Teleport Stones you may have, though. The glowing map icon leads
to a Tomb Raider-style, stone-hewn piece of rock cut in the shape of
a circle. Exit through /there/.
o-------------------------------------------------------------------o
| 007 - Lowtown [LWT1] |
|-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[SOUTH SPRAWL]
Slums...sigh. Old Dalan's place is right to the left of this place,
by a waterwheel.
[DALAN'S HOUSE]
Dalan's already heard Vaan's coming, and knows a rumor about a
secret passagewary to the palace vaults, opened by a magicked stone.
Dalan has the "magicked" Crescent Stone himself, but a Sunstone is
needed as well. Seems the nomads in the Giza Plains know where to
find 'em... A woman here thinks you should have a map, which can be
bought from the cartographer moogle in the Southern Plaza. DO EET!!
[SOUTH SPRAWL]
Back to Southgate.
o-------------------------------------------------------------------o
| 008 - Giza Plains [GZP1] |
o-------------------------------------------------------------------o
| ITEMS |
| Shadestone Sunstone Potion x 2 |
| 50 Gil Phoenix Down x 2 Teleport Stone x 2 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 1 Giza Rabbit | 85 7 --- 1 Fire |
| Lv. 2 Giza Rabbit | 105 9 --- 1 Fire |
| Lv. 2 Hyena | 95 9 --- 1 Water |
| Lv. 3 Hyena | 115 11 --- 1 Water |
| Lv. 3 Urstrix | 170 12 --- 1 Wind |
| Lv. 5 Slaven | 302 15 --- 1 Wind |
| Lv. 20 Werewolf | 2548 Wind |
o-----------------------------o--------------------------------o
Hyenas can drop Cotton Caps, if it matters (need Mystic Armor 1
license) to use.
[THRONE ROAD]
You start at the north and can follow the southern depression
(ditch) towards the wigwams of...
[NOMAD VILLAGE]
Save point's in the SW part of the village, by the way. Kind of
funny how a moogle is named Nutsy -- Montblanc's clan in FFTA was
called Clan Nutsy by default. Still...good Stiltzkin replacement,
if you know what I'm talking 'bout.
---
Talk to the merchant on the left to get a selection of weapons and
accessories. Pretty meager, but better than nothing. Continue into
town a bit further towards the cockatrice corral, which the village
elder sits by. He says all things relating the Sunstone are handled
by Masyua, near the dark crystal. Head behind the tent to find the
large, monolithic crystal. Listen to her offer, and she'll tell you
about Jinn, a child who hasn't returned from his chores. Vaan can
have a Sunstone if he finds this brat. >=p
Penelo joins your party after this (^__^) and comes license points
in accordance with about how many you've earned already. She starts
out with White Magick 1, Light Armor 1, and Daggers 1. Suit her up
license-wise however you see fit, then leave to the east.
[GIZAS NORTH BANK]
Penelo gives Vaan three [POTION]s and two tufts of [PHOENIX DOWN]
to help with monsters. What a sweet girl! You can now change leaders
and issue party commands, as well as use Gambits for each character.
You can't modify the gambits you have currently, but can still turn
them on/off. Meh. Jinn's supposedly south of village, so time to
round 'im up.
Head west and you'll see a strange creature -- that's an Urstrix,
which you (probably) haven't seen before. Slavens appear 'round
here, too. Leave to the south.
[GIZAS SOUTH BANK]
Hehe, you may see hunters here, but you can't fight them; they're
on the "good" side. Nice shiny rifles, though. Regardless of which
route you take, the exit is in the very southwest corner.
[CRYSTAL GLADE]
There's a save point here, right next to a sleeping kid. Who is it?
Jinn, natch. He's hurt his leg and is resting up instead of heading
back to the village with an insufficient Sunstone quota. Whatta
trooper. You can "explain the situation" to him or "leave"; pick
the former.
Jinn will give you a [SHADESTONE] and explain the process of making
a Sunstone. There are 4 shining dark crystals in all of Giza Plains
at the moment, and a percentage gauge shows up to show how much the
Shadestone's absorbed. Jinn marks all the locations on the map and
tells you to bring it back to him when you're done. The locations
of the shinies are:
o Starfall Field
o Giza South Bank
o Warrior's Wash
o Gizas North Bank
Since you have to bring the stones back to him, you might as well
go with the easier ones first. Exit west.
[STARFALL FIELD]
Go to the dark crystal here and hold the Shadestone up. Vaan should
get an amount of energy, approximately thirty percent worth. You'll
also see some gigantor Werewolf enemies around here -- they'll maul
your face off if you try to tango with 'em, so avoid them and they
won't come after you (there's only two, anyway).
The northwest area exit leads to the Dalmasca Westersand, but that
is out of the way at the moment. Cut back through the Crystal Glade
to the southern banks area.
[GIZAS SOUTH BANK]
Soak up the rays from the crystal in the northern section for some
fifty-odd percentage points. Exit to the upper bank.
[GIZAS NORTH BANK]
The dark crystal here should max out your rock and turn it into a
[SUNSTONE]. You automatically appear back at...
[CRYSTAL GLADE]
Jinn checks out the Sunstone and you race him back to...
[NOMAD VILLAGE]
For helping her out, Masyua gives you [50 GIL], two [POTIONS], and
two [TELEPORT STONE]s. Yowza! She seems happy as a lark. Time to
head back to Rabanastre. Doesn't matter how you get there, so long
as you hit up Lowtown.
o-------------------------------------------------------------------o
| 009 - Lowtown [LWT2] |
o-------------------------------------------------------------------o
| ITEMS |
| Crescent Stone Potion x 2 Eye Drops x 4 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
Penelo leaves the party as you approach the old man's house. She
was supposed to be minding the store, anyway... Check out Yugri's
Magicks store in town if you want to; it'll pay to stock up before
you continue. Shops now carry:
+ White Magicks 1 & 2
+ Some Green Magicks
+ Mystic Armor 1 & 2
+ Shields
+ Bow Ammunition (Onion Arrows) @ Migelo's
[DALAN'S HOUSE]
Vann hands over the Sunstone to get the Crescent Stone back its
magicks. The secret passage to the castle lies in Storehouse 5.
You might have visited it while going to the Gerasmythe Waterway.
There are two doors there; the left one's been locked up until now.
That path leads into the waterway, and the waterway leads to the
cellars. So what of the Crescent Stone? It opens the hidden treasury
entrance! The key to remember is:
"The signet yearns for sunstone's strength,
to light the clouded way."
The palace's signet tile will lead the way. Vaan gets the [CRESCENT
STONE]. As you leave, a scene takes place in which some soldiers are
already in the waterway...doing something nefarious? Perhaps.
[SOUTH SPRAWL]
Head north into the...well, North Sprawl.
[NORTH SPRAWL]
Head straight north to the top of the screen and you'll find a bunch
of orphans atop boxes. Enter Storehouse 5 nearby and you'll find
Kytes inside -- the left door's now open. He also gives you two
[POTION]s and four [EYE DROPS] for the long journey ahead. Enter
the left door and descend into the depths of...
o-------------------------------------------------------------------o
| 010 - Gerasmythe Waterway [GRM2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 2 Dire Rat | 77 12 --- 1 Water |
| Lv. 3 Dire Rat | 97 14 --- 1 Water |
| Lv. 2 Steeling | 94 18 --- 1 Earth |
| Lv. 3 Steeling | 110 22 --- 1 Earth |
| Lv. 3 Ichthon | 130 17 --- 1 Thndr |
| Lv. 4 Ichthon | 141 21 --- 1 Thndr |
| Lv. ? Razorfin |~160 34 --- 2 ????? |
o-----------------------------o--------------------------------o
[CENTRAL SPUR STAIRS]
Save point here, but nothin' else, really. Head around the corner
opposite the stairs if you want a treasure pot at a dead end; go
up the nearest stairs when you're ready to continue.
[NORTHERN SLUICEWAY]
From the lamp-lit walkway, continue north to the top of the channel.
Due east is a grating-type walkway which bridges across the aqueduct
system below.
Continue east along the high ground before ducking south to find a
watery, eastern road, also lamp-lit. On the other side is a passage
almost a mirror image of the one you just came through. Cross to the
north to find more grate bridges and take the down-stairway around
to the exit.
[NORTH SPUR SLUICEWAY]
Time to get soggy! The path extends west across the screen, now.
Beyond, some flying fish monsters (Ichthon) are around, but Thunder
spells drop their life expectancy rate to zero.
Keep heading west to come to a stairway. Cross west, to a passage
where more Ichthons roam. A Razorfin also floats along here, so
make sure to kill it -- drops 2 LP!
Head up the north passage and get onto dry land via the small stair
near there, coming to the level's exit. You can choose to stay or
press on... No immediate boss fight or anything, so don't bother
waiting for HP/MP to refill.
Enjoy the scenes!
o-------------------------------------------------------------------o
| 011 - Royal Palace of Rabanastre [RPR1] |
o-------------------------------------------------------------------o
| ITEMS |
| Goddess's Magicite |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ----- |
o-----------------------------o--------------------------------o
[CELLAR STORES]
As the save point tells you, you won't be able to exit this area
easily. Think about saving the game in a second or third slot if
you're unsure of yourself. Not a bad idea, since Vaan says he ain't
leaving the royal digs empty-handed.
Touch the urn here for a map of the royal palace before leaving
the room. NOTE: If you plan on getting the collect-all-maps icon
in the Sky Pirate's Den, make sure to get the map. It will only be
available for this dungeon.
[CELLARS]
There's a large pillar corridor here, with working servants and
laborers. Let's get busy.
Continue north to find some guards who say no one's getting past
them until they say so. Approach the guard who tells you to wait for
further instructions; this catches the attention of a piggy palace
servant. He'll tell you to press [] to call a guard, then he'll
handle him when he comes. Funfun...basically, you're sneaking up
without him noticing.
Call the guard and stand by the barrels stuffed under the stairway.
When the guard passes out of view, run up the stairs and exit. Thx
pig-snout!
[LOWER HALLS]
Vaan recalls Dalan's saying about the "signet yearns for sunstone's
strength, to light the clouded way." Time to find a certain signet.
A word of advice: you'll have to Shout at enemies to get their
attention, and enemies always stop at any intersection or when
they get to a bend in the path. Let's go...
S = Start There are stationed patrols all over this
L = Lion Signet corridor network, but this isn't so hard to
1 = Patrol [etc] navigate. Vaan's big mouth can finally be put
to good use.
_ _
__| |______| |___ First, head east and shout to the "2" soldiers,
E|__ 6 ______ 5__| then flee south at the crossroads and down near
__| |______| | the "3" guard. This one won't bother with you,
|__ 1 __L___ |___ same as 4, 5, and 7 -- you have to try to pass
__| |______| 4__| before they tangle with you.
S|__ ______ 2|
| |______| |___ The "2" guard will stop at the crossroad near
|________ 3__| the exit, leaving you able to continue north.
| | Go to the "L" and use the Crescent Stone to
| | make a dead-end somewhere light up with a glow.
| |___
|__7__| OK, now you have to distract the guards so you
can get up to the "E" on the map. Go back to
the path elbow south of where the "2" guards are
currently standing and shout at 'em to make them
go south. Head right, north, and west to where
they were just standing and make the "1" guard go south. Loop around
the long way to where the "1" guard was just standing and holler at
the "6" guard to make it come to your current position. You can now
use the northernmost horizontal passage to get to the "E" on the map.
Inspect the suspicious-looking wall with the faint glow and a door
makes itself known!
[SECRET PASSAGE]
The door closes behind Vaan...aww. Follow the path to find an odd-
-looking door/wall and a dead end. Find the hidden switch in the
dead-end portion and you can enter the wall.
[TREASURY]
Vaan meets a Viera and her human companion, both of whom you saw in
the earlier cutscene. After some voices rabble-rouse outside the
door, they give up on trying to take Vaan's treasure and he receives
the [GODDESS'S MAGICITE]. He automatically ends up...
[THE GARDEN STAIRS]
The only thing to do is keep following the path, up and up. Scenes
play where Vaan and the bandit from before meet. The Viera (Fran)
comes on her bike and saves the day, as a huge battle takes place
below, and you end up even further below in...
o-------------------------------------------------------------------o
| 012 - Gerasmythe Waterway [GRM3] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 2 Dire Rat | 77 12 --- 1 Water |
| Lv. 3 Steeling | 110 22 --- 1 Earth |
| Lv. 4 Steeling | 218 19 --- 1 Earth |
| Lv. 5 Steeling | 234 20 --- 1 Earth |
| Lv. 5 Gigantoad | 341 43 --- 1 Fire |
| Lv. 6 Gigantoad | 361 44 --- 1 Fire |
| Lv. 4 Garchimacera | 287 31 --- 1 Water |
| Lv. 5 Garchimacera | 302 32 --- 1 Water |
| Lv. 6 Ghost | 334 34 --- 1 Holy |
| Lv. 7 Ghost | 340 35 --- 1 Holy |
| Lv. 5 Imperial Swordsman | 170-210 --- --- 2 ----- |
| Lv. 5 Flan x 4 [BOSS] | 360-420 --- --- 2 Fire |
| Lv. 7 Firemane [BOSS] | 3571 --- --- Water |
o-----------------------------o--------------------------------o
[EAST SPUR STAIRS]
Vaan is introduced to Balthier and Fran, two sky pirates, all of
whom have crashed into the lower aqueducts. Time to partner up to
get out of this alive! They join the party, so check out their
skills and teach 'em some new ones -- both have excess LP just
waiting to be spent. Once again, the save point reminds you that you
may not be able to escape this place easily. Consider another save,
if you please.
---
Exit down the stairway nearby to have Baltheir teach you about the
Gambit system. To use the system (which is now available, btw), you
need to select an action and a target for it. New Targets have to be
picked up at gambit shops. Also, Gambits in the #1 slot get to have
precedence any others that may follow, so plan accordingly. The
Party option is now available in the menu, too. 'Kay, that's all.
Inspect the fallen soldiers nearby to hear Balthier's poetic tongue
before walking down the tunnel into...
[EAST WATERWAY CONTROL]
Take a left turn (south on map) to find a fancy urn with a map of
the Garasmythe Waterway. The other pot nearby contains [EYE DROPS].
Down the watery path, take the first stairs and cross the grate
bridge -- the opposite stairs are broken, but you can raid an item
pot.
Descend and dip back into the water. Around the corner is another
stairway that ultimately leads to the southern alley complex. There
are not treasures here, so simply exit down the main passage and
lead your party members into the spillage. Exit's in the south.
[NO. 11 CHANNEL]
This should be semi-familiar territory. Head down the southern path
straight in front of your characters, which will arc east. Two urns
are visible across the water, but a sleeping Gigantoad is ruining
the easy advance. Sneak-attack it with some fire skills before it
can use Angel Song to give itself Regen status.
Follow the path south again (like one big, piece of spaghetti...)
until you get onto some high ground above some more snoozing
Gigantoads. Kill 'em if you haven't done so already, then follow
the bridge beyond them south. The upward slant leads to...
[EAST SLUICE CONTROL]
Cross the sluice and find the save point on the other side. Use the
stairway nearby to descend, and you'll have a new girl in your party
for awhile. You also have to fight with 4 Lv. 5 Imperial Swordsmen,
which are pretty pathetic for a mid-boss troupe. Cast Blind if you
have it or use elemental skills if you don't. One enemy starts with
Protect, but it shouldn't stop you from a romp.
The girl introduces herself as Amalia and will join your party as a
guest -- meaning, she won't take orders from anyone and will leave
whenever she feels like it. Continue beyond where Amalia stood to
leave.
[SOUTHERN SLUICEWAY]
As you enter, you'll find a large, flat platform. Continue forth
platform and you'll be subjected to a gooey ambush
o-------------------o-------------o------------o
| BOSS: Flan x 4 | HP: 360-420 | Weak: Fire |
o-------------------o-------------o------------o
Well, at least one good thing comes of this -- they're ALL weak to
fire-elemental spells. Concentrate on one at a time and use Blindna
to counter the bosses' Blind spells -- if you're just casting magic
though, don't bother; it doesn't affect magic success rates. Unlike
in previous Final Fantasy games, the Flan's soft body doesn't quite
make it strong against physical attacks. Fire-elemental skills are
just the easier way out to an easy battle.
Once you're done making pancakes out of the enemy, continue out the
other side of the room, opposite of where you start.
[WEST SLUICE CONTROL]
Up the stairs, dispatch the Gigantoad and the Garchimaceras as they
reside near the bridge. Continue north and down the walkway, into...
[NO. 10 CHANNEL]
Ignore the stairway on your right and round the 1st left corner to
find an item pot. Go north across the makeshift bridge, then take
the grate bridge east across the channel. Go south once across and
you can find a second item jar in the rounded part of the path's
shape. Make your way east again, where you can exit into...
[CENTRAL WATERWAY CONTROL]
This room is shaped like a...lesse, a protractor (XD), so get into
the 'interior' where you can see four rusted devices. There's also
a save point. Nothin' else to do here, so approach the door that
leads to...
[OVERFLOW CLOACA]
Ahh, the very beginning of the dungeon. You're faced with a boss
here, who appears out of nowhere...
o----------------o----------o-------------o
| BOSS: Firemane | HP: 3571 | Weak: Water |
o----------------o----------o-------------o
Yes, that's really how much HP he has. Cast Protect if you have
it; if you don't, keep your cure spells at the ready. Mess around
with your gambits to get "Ally: HP<70% -> Cure" on all applicable
people (probably Vaan and Fran).
Firemane has two main attacks: Rush and Brushfire. The former is
a strong physical attack, while the latter can do damage and also
poison multiple people (in range). Its Kick and Fire attacks are
fairly easy to swallow. All in all, it's got a lot of HP but it's
not too hard considering the rate of attacks.
After battle, the consul appears and all the "thieves" are taken
to...
o-------------------------------------------------------------------o
| 013 - Nalbina Dungeons NLB1 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 8 Daguza | 232 ------ --- 2 Fire |
| Lv. 7 Gwitch | 142 ------ --- 2 Fire |
| Lv. 7 Galeedo | 158 ------ --- 2 Fire |
| Lv. 6 Imperial Magus | 197 21 8 1 ----- |
| Lv. 8 Imperial Magus | 201 28 8 1 ----- |
| Lv. 8 Imperial Hoplite | 275 24 10 1 ----- |
| Lv. 9 Imperial Hoplite | 283 30 13 1 ----- |
| Lv. 7 Imperial Marksman | 264 21 6 1 ----- |
| Lv. 8 Imperial Swordsman | 229 21 8 1 ----- |
| Lv. 9 Imperial Swordsman | 237 28 11 1 ----- |
o-----------------------------o--------------------------------o
[STOCKADE]
The bottom of a sealed-off fortress, these dungeons are. Save
crystal's in the very north, but a prisoner warns you not to go in
that direction. Like the prior dungeons, you're advised not to save
in one slot alone if you think it might cause trouble down the line.
Exit north.
[ARENA]
Vaan sets in alone and gets dragged into the arena by three Seeq
brutes. You must fight them, of course.
o---------o---------o------------o
| Daguza | HP: 232 | Weak: Fire |
o---------o---------o------------o
| Gwitch | HP: 142 | Weak: Fire |
o---------o---------o------------o
| Galeedo | HP: 158 | Weak: Fire |
o---------o---------o------------o
They may have confiscated your weaponry, but both you and Balthier
are more than enough to fry these piggies. One Fire spell should be
able to put one away, with the exception of Daguza. He has Protect
status, so tag-team him last. Use the Knots of Rust you have for
quick attack-item damage, although there's little chance you'll
need to.
When more troops appear in the arena, Fran gets you out under a
portcullis. After a scene, you'll have to make your escape. They
just don't build prisons like they used to...
[THE CONFISCATORY]
NOTE: If you want the collect-all-maps icon in the Sky Pirate's Den
make sure to get the map here -- it's only available for a short
while.
Approach the save point and you'll find your stolen loot and also a
map of the Nalbina Dungeons. Exit in the hallway.
[THE BLACK WATCH]
Balthier's had his fill of turnkeys...time to tread lightly. Along
the western wall is a treasure chest with an [Ally:HP<60%] gambit
for you (I did get a Knot of Rust once, though). You may get Chromed
Leathers from a pot around here, if you're lucky. Tread north along
the raised eastern wall.
If you look at the map, you'll see the sections here are symmetrical
to each other. Try to go west to view the Judge passing through a
magicked door, which is left open (XD). Head downstairs to find an
imprisoned...Basch! All parties plummet into the...
o-------------------------------------------------------------------o
| 014 - Barheim Passage [BRH1] |
|-----------------------------o-------------------------------------o
| ITEMS |
| Tube Fuse |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 8 Bomb | 347 --- 1 Water |
| Lv. 7 Flan | 294 51 --- 1 Fire |
| Lv. 8 Mimic | 340 34 --- 1 Wind |
| Lv. 7 Zombie | 277 31 --- 1 Holy |
| Lv. 7 Seeker | 551 34 --- 1 Earth |
| Lv. 8 Skeleton | 318 53 --- 1 Holy |
| Lv. 7 Steeling | 298 23 --- 1 Earth |
| Lv. 8 Suriander | 410 50 --- 1 Ice |
| Lv. 9 Suriander | 430 50 --- 1 Ice |
| Lv. 7 Tiny Mimic | 211 13 --- 1 Wind |
| Lv. 8 Tiny Mimic | 217 14 --- 1 Wind |
| Lv. 6 Tiny Battery | 120 --- 1 Ice |
| Lv. 7 Tiny Battery | 120 --- 1 Ice |
| Lv. 7 Battery Mimic | 520 41 --- 2 Ice |
| Lv. 10 Mimic Queen [BOSS] | 4073 --- --- Ice |
o-----------------------------o--------------------------------o
BATTERY MIMICS ARE WEAK TO ICE!
NOTE: If the electricity runs out, harder monsters appear.
Don't dilly-dally if you want an easier time!
[THE LIGHTWORKS]
Basch is just a guest at the moment, but at least he's got a sword
arm. Head down the stairs to the save crystal, then head east into
the circular cul-de-sac-type room for three item chests (gil...).
Inspect the device on the main pillar to find the power relay with
a blown fuse. Talk to Burrogh down at the bottom of the stairs to
get a [TUBE FUSE]. Install the fuse up at the power relay and the
place will light up (Charge: 100%). Press the switchboard down by
Burrogh once the place is shimmerin' and the gate nearby will be
in working condition; however, the Charge% dropped by thirty. It
seems some evil beasties come out in the dark, and it takes thirty%
to work the gates... Burrogh can act as a shop complete with wares
from weapons to magicks. Stock up for what you intend to get later,
because this dungeon is L-E-N-G-T-H-Y and backtracking would be
incredibly idiotic. :p
Buy a Slow spell just the same, then exit south.
[OP SECTOR 29]
Everyone witnesses a mimic sucking energy (40%) from the electrical
conduits here. Balthier says they might give it back if you were to
"ask nicely." Swordpoint first, naturally. Kill the Battery Mimics
before they can siphon all the energy out, then deal with the zombie
about. This should fill some of the Charge gauge back up -- it still
decreases, though, meaning another Mimic's nearby.
Get the treasure urn by the central pillar and leave through the
adjacent hallway, which takes you into a southern room. Deal with
the Tiny Mimics and destroy the Battery Mimic eating the wiring at
the stair bottom. Once order's been restored, exit the room.
[GREAT EASTERN CONDUIT]
There are four mimics that appear on your map, now. Enter the
railway and kill the first two by the exposed cords, then go south
through the train tunnel. At the fork, sprint down the right (SW on
map) and take out the mimic duo there. Double back and take the left
fork (S on map).
There's another fork here; the left goes south, the right goes SW.
Follow the long southern one (it has a curve) and dispose of the
mimicks there. Double back to the 2nd fork and take the SW path. It
leads down to a V-fork. Take the northern path at this 3rd fork to
an ornate urn with the Barheim Passage's complete map.
Near the very southern part of the area, the last mimic will try to
feed on the conduit at the station platform. Exit into the dead-end
area by that platform, once the enemy's dead.
[OP SECTOR 36]
Two more Battery Mimics are feeding on the electricity here, one at
the mid-level part of the stair and the other at the bottom. Nothing
else here, though; exit back to the Great Eastern Conduit and leave
via the train tunnel.
[SPECIAL OP SECTOR 3]
Two mimics here are looking to feed, by the tracks and in a west
room from there. Flans appear in that adjacent room -- they're weak
to fire, remember. In the westernmost room, climb and exit.
[OP SECTOR 37]
There's a mimick left of where you enter, and another in the tunnel
that runs north/south on the eastern side of the room. Enter the
small north/south platform west of the first mimic and get some an
item chest.
After taking out the one on the low ground, enter the large northern
room. Head up the nearby stairs, take care of the flans, and flip the
gate switchboard fixed on the wall. This opens the train-tunnel gate
in Special Op Sector 3. Backtrack out and head back there.
[SPECIAL OP SECTOR 3]
Go east to the train tracks, and go through the newly-opened gate
in the south.
[NORTH-SOUTH JUNCTION]
Vaan confronts Basch and you learn about what went down in Nalbina
Fortress at the game's start. Use the save crystal (thank god!),
check out Basch's new outfit and sword, then get southbound.
[GREAT CENTRAL PASSAGE]
Only one idiot mimic here, down the tunnel on the eastern side. The
party can also happen upon an actual Mimic, disguised as a pot by
some track rubble. Continue south, getting the [POTION] pot on the
west side of the route.
[THE ZEVIAH SUBTERRANE]
If you check the large map, you'll see there are three mimics in
two different parts of the map; two nearby and another along the
looping path (entire room is V-shaped).
Down the southern path you'll find a Suriander enemy, which may or
may not be in Confuse status. Kill it and continue heading south,
until you have to turn west along the water. Destroy the rest of
the enemies and head to the far container, which has an [OAKEN POLE]
inside (and respawns). You need to have the Poles 1 license to use
it, though.
Go back to dry land and take the northeasternly path to the the 3rd
Battery Mimic. Some Skeletons should appear here, also. Follow the
path to the exit.
[TERMINUS NO. 4 ADJUNCT]
Hey, no electric eaters here! Use the save point and check licenses
to make sure someone knows Slow. Set your gambits to Ally<70% or
Ally HP: <60% -> Cure/Potion, and move into...
[TERMINUS NO. 4]
Uh...is that how babies are made?
o-------------------o----------o-----------o
| BOSS: Mimic Queen | HP: 4073 | Weak: Ice |
o-------------------o----------o-----------o
| Tiny Battery x 4 | HP: 120 | Weak: Ice |
o-------------------o----------o-----------o
The little accompanying enemies are pretty pathetic, but killing
them only makes more spawn. First order of business would be using
a Slow spell and pounding queenie with Blizzard. Once it's slowed
(HUGE help), attempt to cast Blind on it -- this seems to fail for
awhile before working.
Now impaired, the Queen is weapon fodder. Kill off the li'l battery
mimics but leave ONE -- otherwise, the mama will use Breath of
Life and start spitting out more. The main thing to watch out for
here is Shockstorm, which can do damage to allies surrounding the
boss, usually for 100+. The Ground Shaker attack does ~70 damage
to surrounding areas, so it's not as important. As long as you keep
up the Slow status, though, you will always have the advantage.
Once everything's said and done, the Mimic Queen falls over and
starts a cavern collapse. Everyone splits down a tunnel and exits
into...
o-------------------------------------------------------------------o
| 015 - Dalmasca Estersand DMT2 |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 6 Wolf | 94 --- 1 Earth |
| Lv. 7 Wolf | 114 2 --- 1 Earth |
| Lv. ? Nekhbet |~2500 --- ????? |
| Lv. 8 Cactoid | 136 10 --- 1 Wind |
| Lv. 9 Ichthon | 387 46 --- 1 Thndr |
| Lv. 7 Cockatrice | 136 2 --- 1 Water |
| Lv. 8 Cockatrice | 152 3 --- 1 Water |
o-----------------------------o--------------------------------o
[PASSAGE ENTRANCE]
The passage to Barheim is closed, at least for now.
After some dialogue, the map shows you exactly where you are. Not
sure if it does it completely, because I bought the map, but the
party's about halfway in. The objective says "Penelo must be worried
sick. Better head back to Rabanastre." Yes, let's. Save and go west.
[SAND-SWEPT NAZE]
From here, you can go south to familiar territory or go north to a
teleport crystal. Either way's up to you, but the walkthrough'll
go the easier.
The party starts on the west side of the massive area. Cockatrices
and Wolves appear here, as well as Nekhbets, which you'll probably
want to avoid (2500ish HP). Head northwest from Passage Entrance
towards the exit. The western side of the area is shaped like:
[BANKS OF THE NEBRA]
The northern coast of the screen is water, and you can find Ichthon
enemies which give better EXP than you're sure to get from the crap
you've been fighting (besides Nekhbet). When you see some buildings,
the exit is close by.
[SOUTH BANK VILLAGE]
Ahh, peace and quiet. There's a cartographer moogle nearby who'll
sell you maps -- it's possible you have all of them by now, though,
should you have found the ones in the dungeons and such. 'Sides
that, there's an accessory/item merchant to deal with. The ferry's
out so you can't advance north...time to leave. Use a Teleport Stone
to get out.
o-------------------------------------------------------------------o
| 016 - Rabanastre [RBN3] |
o-------------------------------------------------------------------o
| ITEMS |
| Sword of the Order |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[SOUTHGATE]
The party splits up, so it's just our li'l man on his own. Vaan
suggests going to show Penelo the Goddess's Magicite he theived to
get, and she'll be at Migelo's. Talk to Horne the Moogle to use
the Moogling teleportation device -- the closest you can get is
the Sandsea.
[EAST END]
Enter the sunderies and Kytes will tell you that Migelo and Penelo
are both absent and that Old Dalan had something for him to do.
Vaan volunteers to visit Dalan in Lowtown in his place.
Enter Lowtown via Southgate and go to visit pops.
[DALAN'S HOUSE]
Converse with Dalan and he'll ask you to bring a sword to Azalas.
He marks your map where he can be found. The [SWORD OF THE ORDER]
you get has to be taken personally to a guy in the North Sprawl.
[NORTH SPRAWL]
Move to the red "X" in the southwestern part of the sprawl to find
a buy with the unfortunate name of Balzac. He wouldn't talk to you
before now, but now that you talk to him, you're permitted passage
into the room beyond.
The Resistance meets here, and Basch has already arrived and got
himself cleaned up. After some dialogue, he joins Vaan as an actual
member this time 'round. Fiddle with his licenses (200+!) and exit
back into the town proper. Basch wants to find Balthier to get some
wings, so where else would a tired, thirsty sky pirate go...?
[THE SANDSEA]
Approach the meeting place to get a scene, then enter inside. Go
up to the balcony to learn that Penelo's been kidnapped by the
bounty hunter Ba'Gamnan -- that lizard-face you saw in the Nalbina
Dungeon arena. Balthier and Fran rejoin the party, saying that the
note left to tell Migelo what happened alludes to the Lhusu Mines
near Bhujerba. When you're ready, meet up with the party at the
Aerodrome at Westgate.
It's recommended you upgrade everyone's weapons and armor, as well
as Magicks and Technicks. Recommended: Immobilize and Disable.
You've probably got a wallet full of various Loot, so unload 'em for
cash and get a move on. Take use of the Moogling device to get to
the destination immediately. ^_^
[WESTGATE]
Enter the Aerodrome and find Balthier. He can tell you about the
destination if you want. Tell him you're ready to leave and you
will board the Strahl, Balthier's glorious airship. MOOGLEEEEE
MECHANICSSSS! Blast-off time!
o-------------------------------------------------------------------o
| 017 - Bhujerba [BHJ1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[AERODROME]
The teleport crystal here lacks teleportation (thanks Mist), but
it still has save functionality. Exit into the bright lights.
[TRAVICA WAY]
Balthier tells the party the Lhusu Mines are up ahead, and a
passer-by named Lamont asks if he can join the party. Vaan calls
Basch by his real name accidentally...sigh. Lamont joins the party
en route to the mines.
Head west to the first city junction to find a cartographer moogle,
selling Bhujerba and Lhusu Mines maps (primarily). You can also
outfit your party with the shops that are around here. To leave,
head south along the winding street into...
[MINER'S END]
The Technick shop is here, along the east road. The destination
is in the northwest, past the Gambit shop, where the mini-map is
blinking green.
[LHUSU SQUARE]
Past another cartographer moogle is a save point. Head north when
you're ready to learn the Imperial Guard isn't allowed in every one
of Bhujerba's locations. Thanks, Lamont... >_>
o-------------------------------------------------------------------o
| 018 - Lhuzu Mines [LHZ1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 10 Slaven | 780 86 --- 1 Wind |
| Lv. 11 Gijuk | 1650 ?? --- Water |
| Lv. 11 Rinok | 1745 ?? --- Water |
| Lv. 11 Bwagi | 1593 ?? --- Water |
| Lv. 07 Steeling | 446 30 --- 1 Earth |
| Lv. 08 Steeling | 462 31 --- 1 Earth |
| Lv. 08 Skeleton | 557 72 --- 1 Holy |
| Lv. 09 Skeleton | 563 73 --- 1 Holy |
| Lv. 11 Skeleton | 804 93 --- 1 Holy |
| Lv. 12 Ba'Gamnan | 3908 ?? --- Water |
| Lv. 08 Skull Defender | 510 72 --- 1 Holy |
| Lv. 09 Skull Defender | 516 73 --- 1 Holy |
| Lv. 10 Skull Defender | 702 97 --- 1 Holy |
| Lv. 11 Skull Defender | 708 98 --- 1 Holy |
o-----------------------------o--------------------------------o
[SHAFT ENTRY]
Go down the stairways on either side of the fountain and the party
hides from a Judge, the Marquis Ondore, and his entourage. Once
they're gone, reformate your party (max: 4) and continue into the
train tunnel, going west.
When you see two southern passages, take either towards another
train tunnel (dotted lines on the map). The red light you see is
an Explosion trap -- use Libra to see them. Claim the item pot and
go back to the horizontal corridor north of the station. Go all the
way west and then south, exiting on the tracks where you couldn't
get to previously.
[OLTAM SPAN]
Another explosion trap is here -- avoid! There is a northern and a
southern passage lining the train tracks, and you should take the
northern since it has no explosion trap. Going across the train
tracks lets you fight skeletons, if you want. Either way, exit to
the far west.
[TRANSITWAY 1]
Follow the train tracks west, and at the fork, arc north. Get the
[191 GIL] treasure on your way.
[SHUNIA TWINSPAN]
Basically the same as the spanning bridge earlier, but the tracks
are a venerable skeleton-type graveyard now. Take the northern,
concrete side-path west if you want to avoid battle. Just get really
close and you can take it without eating some shrapnel. Far-west exit
again.
[SITE 2]
Continue down the train tracks that run east.
Follow the path to a lit stairway that brings you into a primitive
mining area. Look by some crates for a [111 GIL] container, then
heal up and head north.
A scene plays where Lamont finds manufactured nethicite. Ba'Gamnan
pays here appears with a chainsaw weapon, but he gets pushed over
and the party starts to flee back the way they came. Run back to
the train tunnel and exit to the southwest. Don't bother engaging
them for a fight unless you want the cronies' 5 LP (Ba'Gamnan has
no reward, for semi-obvious reasons...).
[SHUNIA TWINSPAN]
The enemy is still tailing you, and it'll be in your best interest
to run on one of the side paths instead of the tracks -- that way
there isn't a gaggle of skeletons also pining to murder you.
[TRANSITWAY 1]
Follow the tracks south to the exit. Straightforward.
[OLTAM SPAN]
Again, flee east, on a side-path if you prefer. Since it's hard to
get in healing while you split through, might as well minimize the
damage you take.
[SHAFT ENTRY]
By some miracle, you've lost the stupid Bangaa bounty hunters.
Follow the path back to the exit, where the big, red "X" is now.
o-------------------------------------------------------------------o
| 019 - Bhujerba [BHJ2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[LHUSU SQUARE]
Penelo is here, and it turns out that "Lamont" is actually Emperor
Gramis' son, and Vayne's brother. When Penelo is led away by the
young boy, Fran comments that she's probably going to be treated
well. Time to approach the Marquis...
Approach the save point and the party plots to get Ondore's ear by
spreading rumors that Basch is still alive. Vaan will split up to
run the gossip mill, and you'll notice a Notoriety gauge now. Press
Square to spread news, which raises the gauge. The more around to
witness, the more the gauge rises. ^___^
Tell your lies to the Bhujerbans in the areas, the NPCs you can
normally talk to -- the other people will fail to care. The gauge
also decreases over time, so make sure to have crowds hear you.
Just make sure not to spread falsehoods Sainikah's earshot, or
the gauge takes a hefty reduction. On the other hand, yelling where
Parijanahs can hear raises the gauge more than normal.
Once you have 100%, Vaan gets cornered by some Sainikahs and is
taken to a tavern...
[THE CLOUDBORNE]
At the back of the tavern, the resistance meets with everyone and
Basch shows himself. A scene where Penelo and Larsa speak in
the Marquis' palace shows him promising to keep her from harm.
A meeting is arranged for Basch and Ondore at the tavern, so it's
time to go to back to...
[TRAVICA WAY]
In the northern part of the area, talk to the Sainikah who'll tell
you His Excellency awaits. He'll take you to an audience in...
[OMDORE'S MANOR]
Basch and the Marquis meet to discuss Amalia's rescue, and Vaan
learns Penelo's been taken with Larsa's cortege, leaving on the
morrow. High above, a warship drops tiny vessels that fly toward
the manor everyone's currently in... After some more scenes, it's
back into chains for a nonstop flight on the...
o-------------------------------------------------------------------o
| 020 - Dreadnought Leviathan [DRL1] |
o-------------------------------------------------------------------o
| ITEMS |
| Manufactured Nethicite No. 1 Brig Key |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 11 Judge | 2245 --- 11 7 ----- |
| Lv. 11 Mastiff | 535 40 --- 1 ----- |
| Lv. 10 Imperial Magus | 384/489 34/44 11 1 ----- |
| Lv. 09 Imperial Gunner | 647 41 6 1 ----- |
| Lv. 11 Imperial Hoplite | 678 42 11 1 ----- |
| Lv. 12 Imperial Hoplite | 690 47 15 1 ----- |
| Lv. 09 Imperial Swordsman | 562 34 1 ----- |
| Lv. 10 Imperial Swordsman | 570/615 39 11 1 ----- |
| Lv. 11 Imperial Swordsman | 430/615 34 9 1 ----- |
| Lv. ?? Judge Ghis | ???? --- --- --- ----- |
o-----------------------------o--------------------------------o
Amalia is revealed to be Ashe, "dead" princess of Dalmasca. Vaan
hands over the Goddess's Magicite -- the Dusk Shard -- and everyone
gets to be quartered elsewhere. As the party heads to the elevator,
the guards are overtaken and the Resistance member you met at the
Cloudborne (Vossler) joins your party as a guest. He alone has been
keeping Ashe hidden; she must stay that way. A map of the Leviathan
is received, also.
[PORT LAUNCH]
Save the game if the disclaimer doesn't phase you, and exit through
the sliding-glass doors.
[PORT SECTION]
Vossler has a word of caution before you set out -- don't trip the
alarm beams! Those red criss-crossing lasers will summon the guard
should they be broken.
Back at the first laser array and go down the path (middle) beside
it. Turn west and go down the left side of the area until you come
upon a square-shaped room. Run east and up into another square-shaped
room. From there, head into the right, adjacent passage with
squiggly-type corridors.
There are two exits here, both in south, on either side of the room.
Arc north and around, then get the treasure canister by the east
side. Leave to the south.
[LARGE FREIGHT STORES]
Go along either side of the walkway to find some stairs that bring
you down into the freight storage. There are three treasure pots
sitting in a cluster here, one of which may be a Reflectga Mote.
Take the small stair at your height down to the exit.
[AIRSHIP BERTH ACCESS]
There's a laser to the west, preventing easier access to Ashe's
cabin. Follow the right path north through a sentry room, and
past that you'll be trapped in by lasers, forcing you to sound the
alarm to advance. Kill the Hoplite/Magus/Swordsman who come and
keep the course north. When you get to a large crossroads, take
the southern exit.
[CENTRAL BRIG ACCESS]
There's a forced battle here with:
o Judge x 2
o Imperial Magus
o Imperial Swordsman x 3
The Magus will cast Poison and other nasty attacks, so kill it
first. Aftewards, cast Immobilize to really make this battle a bit
easier (Judges can be affected). Take out the cronies before doing
the full-scale offensive on a Judge. Tri-Attack can do 150+ damage
so always keep your HPs in a comfortable range. Using Slow will also
help the Judges into a nice peaceful dirtnap.
You earn the [NO. 1 BRIG KEY] after you're done. Enter the No. 1
Brig to the south.
[BRIG NO. 1]
Open the cell nearby to find a save point and a [SYSTEMS ACCESS KEY]
inside the ornate urn. In the brig opposite the save point, you can
find two incarcerated moogles who can sell you stuffs. Unlock Ashe's
cell and she'll join the party. Tweak her licenses (300+ LP) and
sell your Loot to see if you can buy the Bazaar package that gives
you Balthier's Capella + Silent Shot. This will be useful later, if
you're using him.
[CENTRAL BRIG ACCESS]
Exit here to see an alarm going off. The new red-X destination is
back where you first entered -- the Port Launch section.
[AIRSHIP BERTH ACCESS]
Run along either left or right side of this area, looping 'round to
the southern exit.
[LARGE FREIGHT STORES]
Get the three treasure urns in the lower section and flee up either
stair to the northern exit. Almost there.
------------------------------------------------------------------
Reader "John Lipka" writes: After you get the Systems Access Key,
on your way back to the Judge Ghis fight, you can use the Systems
Access Key on a computer in the Large Freight Stores. It stops the
alarm for 60 seconds, and then the alarm will start again. But,
60 seconds without a mass of people behind you is always a good
thing.
------------------------------------------------------------------
[PORT SECTION]
Exit into the western doorway nearby to have "Lamont" meet up with
you. Penelo joins the party while the powerhouse Vossler leaves to
secure an airship. You obtain a piece of [MANUFACTURED NETHICITE]
before the split. Use Penelo's licenses (400+ LP!?) and equip that
Nethicite on someone -- it halves all damage but puts auto-Silence
on someone. Any fighter should be able to deal with it.
Flee all the way north, then all the way west. Heal up before you
enter...
[PORT LAUNCH]
The Nethicite saves everyone's hides when Judge Ghis fires some
magic. Now it's down to brass tacks, f00!
o------------------o----------o-----------o
| BOSS: Judge Ghis | HP: ???? | WEAK: --- |
o------------------o----------o-----------o
Some Imperial lackeys accompany this guy, so take them out before
casting Slow on Ghis. Afterwards, cast Protect on yourselves and
dig into the Judge. He will cast Greater Barrier (Shell+Protect)
after awhile, and start doing a sweeping attack which can hit
multiple times -- keep Protect on your characters! If someone in
the party falls, switch 'em out for someone else; just make sure
to keep him Slow'd.
The judge's true face is revealed after you're finished, and Vossler
appears to say they've secured an Atomos "skiff" for departure. Vaan
still can't fly it, though. :p Fran gets the party outta there
with some kind of nonpareil flyin'. We're goin' back to...
o-------------------------------------------------------------------o
| 021 - Bhujerba [BHJ2] |
o-------------------------------------------------------------------o
| ITEMS |
| None |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ------ |
o-----------------------------o--------------------------------o
[AERODROME]
Basch tells Ashe that speaking with the Marquis will be beneficial,
and Vossler agrees to it, as well as keeping Basch at her side as a
protector. Time to see Ondore, although you're free to go anywhere
you've previously been via teleportation.
[TRAVICA WAY]
Talk to the Sainikah blocking the northern road and he can take you
to the Marquis. After the meeting, Ashe tries to steal Balthier's
airship to fly to King Raithwall's tomb. After a little pressing,
Balthier agrees to "kidnap" her to get some of the treasure that
awaits. Of course, Penelo can't be left behind either. It's settled.
Watch the scene in Archades.
o-------------------------------------------------------------------o
| 022 - Dalmasca Westersand [DMW2] |
o-------------------------------------------------------------------o
| ITEMS |
| None |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ --- --- ----- |
o-----------------------------o--------------------------------o
[THE WESTERN DIVIDE]
With the airship transparent and everyone dropped off below, it's
time to head for the tomb. There's a teleportation crystal here if
you need to do some shopping, and head west into the "???" location
to find...
o-------------------------------------------------------------------o
| 023 - Ogir-Yensa Sandsea [GRY1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 15 Wyvern | 1603 --- 2 Water |
| Lv. 11 Alraune | 670 85 --- 1 Wind |
| Lv. 12 Alraune | 682 86 --- 1 Wind |
| Lv. 13 Alraune | 694 87 --- 1 Wind |
| Lv. 11 Danbania | 977 73 --- 1 Thndr |
| Lv. 12 Danbania | 988 74 --- 1 Thndr |
| Lv. 13 Danbania | 999 75 --- 1 Thndr |
| Lv. 12 Urutan-Yensa | 702 86/96 24 1 Wind |
| Lv. 13 Urutan-Yensa | 710 91 27 1 Wind |
| Lv. 14 Urutan-Yensa | 718 96 29 1 Wind |
o-----------------------------o--------------------------------o
[PLATFORM 1 - EAST TANKS]
Use Libra to see the hidden explosion traps.
Head west a bit to get the official area introduction, with the
royal city of Archades off in the distance. The sand truly does
wave like water... Basch says that beyond this desert, there's
still another that has to be crossed before Raithwall's tomb is
even close to being found.
Continue south to the large metal ramp and climb the red tanker's
stairs to the top. Take the southwestern path to a second tanker,
heading west from there. Fight any pesky Alraunes and loop to the
other side, going west across the skypath over the sandsea.
[PLATFORM 1 - REFINERY]
Basch tells that the Rozarrians made the oil constructs around the
area, just before Vossler arrives to find the party. Balthier tells
that this is Urutan-Yensa territory, and they're not fond of
visitors. That's Fran's senses at work for you. Out in the Sandsea,
people are riding fish-animals towards you -- time to move! Vossler
joins the party as a guest.
Head down the northwestern ramp at the third oil strut and meet
the Urutan-Yensa creatures below. They have Haste on, but aren't
too tough -- they can, however, use Sleep attacks. Head into the
tanker directly east and you can find an ornate urn with the map
of the entire Ogir-Yensa Sandsea. NOTE: if you're low on health,
at the base of the ramp where you first saw the Urutan-Yensa, there
is a trap that can heal all of your HP. Few and far between, so make
use of it if possible.
ANOTHER NOTE: Only Urutan-Yensa with swords can use the damaging
"Tri-Attack" skill, so always take them out first. The ones with
the bows only have magicks.
With the complete map, head up the ramp to the north of the area and
continue west to the "O----" tanker on the crappy map below. Head to
where the "X" is to get a treasure, an Ether probably.
O
| If you look at the completed map, you'll see four blue
O----- arrows that show exits to the sandy dungeon you're in. The
_/ northeastern one leads to the Zertinan Caverns and so does
\ the one stemming from the Central Junction. The other two
O <-X point to areas in the west -- both go to the Nam-Yensa
Sandsea. The southernmost exit is the way to go, so move
into the SW exit nearby.
[PLATFORM 1 - SOUTH TANKS]
Clear the tanker you see and only head south if you want to fight a
Wyvern. On the leftmost part of the southern extention, you can get
some treasure pots. Don't bother...
From the first tanker, continue west to the second and third ones,
then exit south from there. Almost done with this ridiculous level.
[SOUTH TANK APPROACH]
Leave the tanker via the west side, and at the bottom of the ramp,
go west.
[YENSA BORDER TUNNEL]
There's a teleportation crystal (why you came this way) and also a
merchant, who has accessories and a nice supply of magicks. If you
don't have Teleport Stones, Urutan-Yensa sometimes drop 'em.
o-------------------------------------------------------------------o
| 024 - Nam-Yensa Sandsea [NYS1] |
|-----------------------------o-------------------------------------o
| ITEMS |
| Eksir Berries |
o-----------------------------+--------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 15 Yensa | 1010 112 --- 1 Wind |
| Lv. 16 Yensa | 1021 113 --- 1 Wind |
| Lv. 17 Yensa | 1032 114 --- 1 Wind |
| Lv. 14 Bagoly | 1010 122 --- 1 Earth |
| Lv. 15 Bagoly | 1120 145 --- 1 Earth |
| Lv. 16 Bagoly | 1230 169 --- 1 Earth |
| Lv. 17 Wyvern | 1603 174 --- 2 Water |
| Lv. 14 Alraune | 694 65 --- 1 Wind |
| Lv. 13 Axebeak | 922 93 --- 1 Water |
| Lv. 15 Axebeak | 954 95 --- 1 Water |
| Lv. 11 Danbania | 966/977 72/73 --- 1 Thndr |
| Lv. 12 Danbania | 977/988 73/74 --- 1 Thndr |
| Lv. 16 Urutan Eater | 8015 --- --- 8 Wind |
| Lv. 13 Urutan-Yensa | 702 86 27 1 Wind |
| Lv. 14 Urutan-Yensa | 710 91 29 1 Wind |
| Lv. 12 Bull Danbania | 1159 81 --- 1 Thndr |
o-----------------------------o--------------------------------o
Note: If you entered the sandsea from The Sandscale Bank, you
can talk to a moogle which makes a Urutan Eater appear in the
Withering Shores area. The Urutan-Yensa aid you in fighting it.
Go back to the moogle once you've defeated it to learn the
Urutan-Yensa from before went to the Ogir-Yensa Sandsea. Head
into the Platform 2 - Refinery portion and as you go up the oil
rig, the Urutan-Yensa will run back into the Nam-Yensa. Re-enter
the Sandscale Bank to find a gathering of the sand-dwellers who
execute the good Urutan-Yensa for seeking outside help. After
they leave, get some [EKSIR BERRIES] where he once stood. The
description says the "Avion" really detests the smell of these
berries... Useful later on!
[AUGUR HILL]
Yes, more stupid Urutan-Yensas can be found here. Follow the path
until it opens up into a wider, sandier one. Out in the larger sand
channel, use Libra to find exploder traps. Head west or east --
doesn't matter. You'll come by a bridge either way. Cross it and
find the ornate urn with, you guessed it, the entire Nam-Yensa map
inside. A nearby pot can give up a Leather Gorget accessory, too.
[YELLOW HILLS]
Bagoly birds frequent this sand-hole -- try to fight 'em one at a
time for easier disposal. Head northwest to the next bridge, taking
the two pots here; one may be a Killer Bow. The exit in the SW leads
to the Zertinan Caverns, so don't bother going there.
Cross the bridge north to the old rig construct. On the SW side,
exit.
[DEMESNE OF THE SANDQUEEN]
Exit the oil rig on the SW side and take the western route. Use
Libra to see the exploder traps around the corner. North past the
exploder traps is a dead end made of bridges; ignore it unless you
need a few hi-potions and want to fight Yensa fish.
On dry land, head west to where some Axebeaks are rolling, and
exit northwest.
[TRAIL OF FADING WARMTH]
Note: Axebeaks can drop Vega guns. Try to get a free one by making
the kill-chains level-up. Remember, avoiding loot is a way
to expedite the process.
Cross the southwestern bridge and make drumsticks out of the local
Axebeak population. Follow the path until you get to the large
middle section of the area. The nearby tunnel (to NE) leads to the
dead-end area of Simoon Bluff, which you can avoid for all intents
and purposes.
Follow the northwest bridge and you'll come to your merchant friend
from the Yensa Border Tunnel. He's now got weapons, a larger supply
of Onion ammo, and better white magicks (as well as the previous
magicks). I suggest buying Cura here, for later on. Exit west via
the nearby path. You automatically get the option of saving your
game here, which is convenient. Don't worry; you can return to the
other places and stuff, still -- this one's just to aid you, not
to trick you into restarting the game. :p
o-------------------------------------------------------------------o
| 025 - The Tomb of Raithwall [TMR1] |
|-----------------------------+-------------------------------------o
| ITEMS |
| Dawn Shard |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 18 Lich | 1158 ??? --- --- Holy |
| Lv. 19 Lich | 1164 ??? --- --- Holy |
| Lv. 16 Ragoh | 1400 132 --- 1 Wind |
| Lv. 17 Ragoh | 1420 133 --- 1 Wind |
| Lv. 18 Ragoh | 1440 134 --- 1 Wind |
| Lv. 15 Seeker | 773 74 --- 1 Earth |
| Lv. 16 Seeker | 789 75 --- 1 Earth |
| Lv. 16 Zombie | 794 103 --- 1 Holy |
| Lv. 18 Zombie | 881 105 --- 1 Holy |
| Lv. 17 Lost Soul | 966 178 --- 1 Holy |
| Lv. 18 Lost Soul | 972 179 --- 1 Holy |
| Lv. 16 Zombie Mage | 960 103 --- 1 Holy |
| Lv. 17 Zombie Mage | 966 104 --- 1 Holy |
| Lv. 18 Zombie Mage | 972 105 --- 1 Holy |
| Lv. 17 Skull Warrior | 876 178 --- 1 Holy |
| Lv. 18 Skull Warrior | 882 179 --- 1 Holy |
| Lv. ?? Belias [BOSS] | ????? ???? --- --- ----- |
| Lv. ?? Garuda [BOSS] | ????? ???? --- --- ----- |
| Lv. 16 Lesser Chimera | 1030 125 --- 1 Water |
| Lv. 17 Lesser Chimera | 1046 126 --- 1 Water |
| Lv. ?? Demon Wall [BOSS] | ????? ???? --- --- ----- |
o-----------------------------o--------------------------------o
Quite a sight this tomb...an evil-looking sight... Consider
having the following by now:
+ Cura magick and people who can use it
+ Shell magick and people who can use it (buy in Bhujerba)
+ "Self:" gambit (buy in a gambit shop)
[VALLEY OF THE DEAD]
Head west into the austere line of columns, leading to the tomb's
doorstep. From behind the structure flies a mean, lean, and fairly
keen boss. Libra doesn't work here, so it's time to fry this ol'
pheasant.
o--------------o----------o------------o
| BOSS: Garuda | HP: ???? | Weak: ---- |
o--------------o----------o------------o
The merchant guy spoke of the "Avion" having a weakness... One is
the Eksir Berry you could have gotten earlier by helping the rogue
Urutan-Yensa; the second one (sort of) is Blind.
It's immune to Slow, but you can still declaw it by casting Blind.
Given its predisposition to violently rip into your allies' faces,
make this your first priority. Sling Protect around to the party
member it sets its sights on and get to work on it with magic or
long-range weapons -- it is a Flying type after all. Garuda can
inflict Sleep, but since it uses an onslaught on one character for
quite awhile, it's bound to wake him/her up. Just keep Protect on
everyone. It has about ~5000 HP, I would guess. The single-minded
attacking regimen the boss does may actually play into your hand,
provided you tweak the gambits to cure that one character it goes
after.
Once Garuda's turned into birdfeed, an ancient device stirs. After
the scene where Ashe tells of the Dynast-King, a shop opens up at
the temple's base. The boss ahead will use Blindga, so think about
stocking up on Argyle Amulets (need Accessories 7 license). The
last boss will inflict Oil, so get some Handkerchiefs as well.
Save at the tomb's teleportation device and touch the device to be
warped into the interior.
[HALL OF THE DESTROYER]
The Waystone here does nothing, but if you travel behind it, the
Demon Wall boss will try to smush you against the far doorway. It
has 10000+ HP, so you should take the alternative: run away. You
can fight this battle at a later date. Exit to the western door.
[HALL OF THE SENTINEL]
You can run from this one as well, but it's only delaying the
inevitable...
o------------------o----------o------------o--------------o
| BOSS: Demon Wall | HP: ???? | Weak: ---- | Auto-Reflect |
o------------------o----------o------------o--------------o
This hallway is much longer, and the boss has a weakness this
time, too. Touch the red flames' braziers to snuff 'em out,
stopping the wall's attack. The blue ones expedite the advance, so
leave those ones alone. 'Sides that, it's beating it down and
dealing with Blindga: use Eye Drops and Argyle Amulets. The key is
to make sure you halt its advance before you're pushed back to the
braziers, since you can only light one at a time; if it's too
close, you won't be able to make use of the other. Chaining
Quickenings helps in the clutch and the boss only has about ten
thousand HP, I'd figure.
Once Demon Wall is dust, continue west and up behind its fixture,
taking the ancient door out.
[ROYAL PASSAGE]
Any characters who got X-Zoned in the previous fight should be back
in reality now. Take the stairs down to the ancient Waystone devices
platform. The active one takes you back to Hall of the Destroyer,
while the other two don't work. Crack open the ornate urn and get
the tomb's complete map.
The southern stairway leads to the Southfall Passage, while the
north leads to the Northfall Passage. Whichever way you take, you
can find one treasure chest per side, by the far north/south door.
Just make sure to have Libra on to spot the traps.
The walkthrough went to the south first, using the southernmost
door.
[SOUTHFALL PASSAGE]
It's twisty and curvy, but fairly straightforward besides. Notice
the rooms on the map with a dot in the middle? Head west into the
first room and keep going south to the lower left-hand corner of
the map. Continue to the southernmost part of the map to find three
chests. Follow the corridor east and it will curve north, towards
the middle of the entire area.
You'll come to another waystone and a switch beyond. Press the
switch to lower the face sculpture nearby, which releases three
liches. Kill 'em and use the lit-up waystone to get back to...
[ROYAL PASSAGE]
Take the adjacent passage you haven't taken yet -- the Northfall
for this guide.
[NORTHFALL PASSAGE]
This area's a mirror image of the last one, so basically speaking,
follow the meandering path east and around until it gets into the
central room of the entire area. There is another glowing jewel in
the pedestal -- push it to release some Zombie Mages and lower the
face sculpture all the way, revealing a down-stairway. The waystone
(red-colored) can now take you back to the Royal Passage; continue
down the east stairway when you're ready.
You go down a stairway (note: not on main map) and find an exit on
the south side. Enter and you'll end up in the area detached from
the others...
[CLOISTER OF FLAME]
The party finds Mist here, and Fran says it's dangerous but also an
aid, in that it permits powerful magicks to be used. Interesting...
Depending on which way you took, you'll end up on the north/south
side of the room. The stairways on the western side allow access to
the lower, middle part of the room, and each has a treasure chest
in the niche nearby -- one may be an Elixir. Follow the stair system
down to the ground floor, where a certain FFT throwback is acting as
security guard...
o--------------o----------o------------o---------------------o
| BOSS: Belias | HP: ???? | Weak: ---- | Immune: Blind, Slow |
o--------------o----------o------------o---------------------o
This guy has about 15000 HP, and attacks with:
1) Firaja = 300+ damage to most in range
2) powerful physical punches
3) Fire (single-target) magick
4) Greater Barrier = Protect + Shell statuses
Cast Protect around on the character that Belias first targets
and Shell to the others. Make sure someone always has enough MP to
cast Cura, since Firaja can do in the hundreds of damage and
inflict Oil status as well (use Handkerchiefs to cure or Remedies
with Remedy Lore 2 license). Besides that, it only has powerful
physical attacks to rely on, and it mostly has the same type of AI
as the Garuda -- it beats on one target until it dies. Belias also
uses intermittent Fire magicks, which are easy to swallow. Oil
status can doom you here, so get it off ASAP. Remember to equip
that nethicite accessory on whomever is going to be your tank.
It's possible to blunder your way through this with a little luck,
actually...
After battle, you obtain the Belias esper and can claim the [WHITE
FANG] and [WATER MOTE] chests nearby. Enter the door the Gigas was
guarding to enter...
[CHAMBER OF FIRST LIGHT]
Just a straight, downward path west. At the farthest end, Ashe
claims the [DAWN SHARD] to prove her royal heritage. The waystone
you passed on your way takes you back to the Hall of the Destroyer,
and you can leave from there.
[VALLEY OF THE DEAD]
You won't get a chance to save until the next boss fight, but you
won't be able to heal up either, so save in a different slot to be
sure. Also, make sure to buy the Belias spot on the license board,
or you won't be able to use it.
Head down among the pillars to see battleships flying overhead, and
the party is captured again by Judge Ghis. The "deifacted nethicite"
of the Dynast-King -- the Dawn Shard -- is handed over in return for
the Kingdom of Dalmasca's rebirth...and Ashe'll get the throne...
Back into chains for another flight... =/
o-------------------------------------------------------------------o
| 026 - Shiva [SHV1] |
o-------------------------------------------------------------------o
| ITEMS |
| None |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. ?? Vossler | ???? ???? -- --- ----- |
| Lv. 17 Imperial Swordsman | 845 112 17 1 ----- |
| Lv. 18 Imperial Swordsman | 845 112 17 1 ----- |
| Lv. 19 Imperial Swordsman | 845 112 17 1 ----- |
o-----------------------------o--------------------------------o
In midflight, after analysis of the Dawn Shard goes wrong, the
party manages to escape. Things aren't going smoothly, though...
o---------------o----------o------------o
| BOSS: Vossler | HP: ???? | Weak: ---- |
o---------------o----------o------------o
If you use Fran, she'll be in Berserk here, due to previous scenes.
Take out the nasty Imperial Swordsmen who appear with Vossler 'fore
they can do too much damage with Tri-Attack. Once isolated, Vossler
does physical attacks alone toward Basch, so keep him in good
health and this boss battle easily turns lop-sided. Once he's put
in critical health, Vossler uses Enrage, which ups his speed,
attack damage, and his number of attacks. Do a Quickening or a
summon to take him out before he mutilates everyone; if you can't
manage, Protect-ing yourself will buy yourself.
The Shiva begins losing altitude as the deifacted nethicite siphons
the engine's power away. Vossler bids Basch to take care of Ashe in
his stead, and the party escapes before the Leviathan and all her
escort are engulfed in flame. The party reclaims Ashe's shard, which
floats towards them in the air. Back in Rabanastre...
o-------------------------------------------------------------------o
| 027 - Rabanastre [RBN4] |
o-------------------------------------------------------------------o
| ITEMS |
| None |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o--------------------------------o
[MUTHRU BAZAAR]
Four days after the Leviathan incident, Ashe says she'll use the
Dawn Shard to fight the Archadian Empire, now that everyone has seen
the Dynast-King relic in action. Fran speaks of the Garif people,
who might know how to go about harnessing the inherent power in the
nethicite. Seems they live beyond Ozmone Plain, far to the south...
Like Balthier said, preparation for the journey is a good idea,
particularly since all the shops have been upgraded. Go for:
+ Cura magick
+ Esuna magick
+ Raise magick (should have it already, but...)
+ Charge technick
+ Talk to Montblanc to get items for beating bosses, clan rank-ups
Upgrade your equipment as you see fit, too. The Nomad Village does
not have a teleport stone, so you'll have to get there by your own
shoe leather...
o-------------------------------------------------------------------o
| 028 - Giza Plains [GZP2] |
|-------------------------------------------------------------------o
| ITEMS |
| Feather of the Flock |
|-----------------------------+--------------------------------|
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 18 Hyena | 940 147 -- 1 Water |
| Lv. 19 Hyena | 960 148 -- 1 Water |
| Lv. 18 Ichthon | 1293 259 -- 1 Thndr |
| Lv. 19 Ichthon | 1304 260 -- 1 Thndr |
| Lv. 20 Ichthon | 1315 261 -- 1 Thndr |
| LV. 21 Ichthon | 1326 262 -- 1 Thndr |
| Lv. 19 Gigantoad | 1469 282 -- 1 Fire |
| Lv. 20 Gigantoad | 1489 283 -- 1 Fire |
| Lv. 21 Wooly Gator | 2233 377 -- 1 Earth |
| Lv. 20 Great Tortoise | 3818 400 -- 2 Fire |
| Lv. 21 Great Tortoise | 3838 401 -- 2 Fire |
| Lv. 36 Silicon Tortoise | 12852 1055 -- 2 Fire |
o-----------------------------o--------------------------------o
NOTE: If you cut down the six trees in...
o Throne Road
o Nomad Village
o Toam Hills
o Starfall Field
o Crystal Glade
o Gizas North Bank
...you can form a bridge in Gizas South Bank, which opens a
new area of "Tracks of the Beast" to the east, where you can do
battle with Silicon Tortoises. Petrify or Poison 'em if you want
to kill 'em all cheaply 'n' stuff. The [FEATHER OF THE FLOCK]
key item is in the easternmost part.
[THRONE ROAD]
It's now the wet season, which seems to have pushed the wussy foes
out and brought in a slough of upgraded baddies here. The ditches
have gathered water now, so you'll get to fight baddies with better
EXP. To be honest, they're not much tougher than Urutan-Yensa...
To get to the Nomad Village, you now have to head east and curve
down the new peninsula. Make sure to use Libra to see the explosion
traps that have made their way here, too.
[NOMAD VILLAGE]
The rainy season's come and the nomadic peoples have mostly moved on
to greener, dryer pastures. If you were trying for the Cluckatrice
mark, Dania -- who posted for the help -- ain't here any longer.
Since the water's washed away the eastern passage, leave to the
western.
[TOAM HILLS]
Cross the bridge, first off. On your way south one can encounter
Wooly Gators, which should be inflicted with Blind before they get
sliced open. Continue along the boggy path to exit.
[STARFALL FIELD]
Use Libra to find the nearby exploder trap, and use it as a landmark
to find the withered tree nearby. Push it over to create a makeshift
bridge. Leave south of the dark crystal to leave the area entire,
getting the treasure pot by the last Wooly Gator.
o-------------------------------------------------------------------o
| 029 - Ozmone Plain [OZM1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 21 Wu | 1709 271 -- 1 Wind |
| Lv. 22 Wu | 1729 272 -- 1 Wind |
| Lv. 21 Zu | 1880 342 -- 1 Earth |
| Lv. 22 Zu | 1896 343 -- 1 Earth |
| Lv. 20 Viper | 1410 306 -- 1 Holy |
| Lv. 21 Viper | 1430 307 -- 1 Holy |
| Lv. 23 Zaghnal | 3157 400 -- 2 Wind |
| Lv. 20 Mesmenir | 1528 282 -- 1 Ice |
| Lv. 21 Mesmenir | 1548 283 -- 1 Ice |
| Lv. 19 Ozmone Hare | 823 113 -- 1 Fire |
| Lv. 22 Hybrid Gator | 2253 566 -- 1 Water |
| Lv. 19 Black Chocobo | 1116 229 -- 1 Th/Hl/Wtr|
| Lv. 20 Black Chocobo | 1132 230 -- 1 Th/Hl/Wtr|
| Lv. 21 Black Chocobo | 1148 231 -- 1 Th/Hl/Wtr|
o-----------------------------o--------------------------------o
NOTE: Wus can drop Kogarasumaru katanas [ATK: 58, 2-hands].
[FIELD OF FALLEN WINGS]
The east exit leads to the Dagan Flats; take the southern path.
Also, try to stock up on the Mesmenirs' Iron Carapace drops -- they
fetch a pretty penny.
[THE SWITCHBACK]
This Mesmenir breeding ground has four exits: one to the north side,
one in the east, one in the southeast, and another by a tunnel in
the very middle, which leads to (surprise!) the Zertinan Caverns.
You'll want to take the southeast avenue.
[HAULO GREEN]
Head to the southwest portion to find a warrior beating up on a
berserked Black Chocobo. Yes, those pesky birds from FFT have made
a showing here! From where you found the NPC hunter, look for a
western exit inhabited by black chocos. ^___^
It takes you out to...
o-------------------------------------------------------------------o
| 030 - Jahara - Land of the Garif [JLG1] |
o-------------------------------------------------------------------o
| ITEMS |
| Jaya Stick Bowgun Onion Bolts |
| Killer Bow Onion Arrows |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o--------------------------------o
[BANKS OF THE SOGOHT]
Finally, a teleport stone. And a cartographer moogle, whom you can
get a Ozmone/Jahara map from. The Jahara one is 30g, so might as
well get one. Talk to the Garif Warrior blocking the gate to be
turned away...almost. The NPC hunter from before is the War-Chief
and vouches for your ability. Supinelu (his name) tells you to find
the elders and talk to them about nethicite.
[LULL OF THE LAND]
Once in town, talk to High-Chief Zayalu to get a [JAYA STICK] for
Supinelu, whom you can find at the northern bridge. Fork over the
stick and pick "I would meet with Great-chief" to have the bridge
cleared.
[THE ELDERKNOLL]
Approach the two guards standing before the hilltop building and
tell them you're up to meeting with the Great-chief. After a history
lesson, Ashe learns the Mist buildup in the stone has been lost, and
it's now devoid of power.
Larsa shows up and suggests going to Bur-Omisace, where Ashe can get
the blessing of the Gran Kiltias and bring about the restoration of
Dalmasca by taking the throne that way. Li'l Lord Larsa also joins
the party as a guest.
If you gave the Jaya Stick to the elder (instead of selling it), you
receive a [BOWGUN] and [ONION BOLTS]; if you sold the stick, you get
a [KILLER BOW] and [ONION ARROWS].
[BANKS OF THE SOGOHT]
Save and take Gurdy up on the free chocobo offer. If you've never
used one, you only have a limited amount of time. In order to get to
the next destination, follow this route:
01) Exit through Haulo Green's north area
02) Take easternmost exit in The Switchback
03) Take the northeastern exit in The Greensnake area
04) Ride east in the Field of Light Winds to the exit
After some scenes, you end up in...
[SUNLIT PATH]
Dismount, save, head east.
o-------------------------------------------------------------------o
| 031 - Golmore Jungle [GMJ1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 24 Treant | 4384 310 -- 1 Wind |
| Lv. 22 Malboro | 1573 268 -- 1 Wind |
| Lv. 23 Malboro | 1693 294 -- 1 Wind |
| Lv. 21 Panther | 1299 225 -- 1 Ice |
| Lv. 22 Panther | 1409 248 -- 1 Ice |
| Lv. 23 Panther | 1519 271 -- 1 Ice |
| Lv. 23 Gargoyle | 1436 223 -- 1 Ice |
| Lv. 24 Gargoyle | 1494 248 -- 1 Ice |
| Lv. 37 Hellhound | 3570 397 -- 1 Water |
| Lv. 38 Hellhound | 3680 421 -- 1 Water |
o-----------------------------o--------------------------------o
[PATHS OF CHAINED LIGHT]
Note: Panthers drop Couerl Pelts which sell well. GET SOME!!!
Head into the first room and dispatch the Panthers there. As you
can read in the Bestiary, these things often attack in large packs,
much to one's dismay... Take either the east or west routes and take
the first intersection. By a t-junction, you should find the Golmore
Jungle map in an ornate urn.
[THE NEEDLEBRAKE]
Another twisting labyrinth to navigate (refer to map for easier
directions). You'll find that the southern route to the Rustling
Chapel (in Paths of Chained Light also) is blocked by a blue seal,
so the only way to go is to the east... As you approach the seal
near the exit, Fran says the jungle is denying them passage. Viera
dwell up ahead, apparently, and she's an unwelcome guest...
Follow the path Fran made and enter...
o-------------------------------------------------------------------o
| 032 - Eruyt Village [RYT1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o--------------------------------o
[ROAD OF VERDANT PRAISE]
Fran wants you to bring someone named Mjrn to her. The moogles you
(hopefully) saved on the Leviathan also show up here. They sell
Esuna and Curaga, both of which should be picked up if the license
board's been travelled that far. Save at the teleport crystal before
heading in...
[THE SPIRITWOOD]
Lovely Vieras...! Ahem... Follow the path to a fountain plaza where
the maidens are all about. Take the northeastern path and use the
stairway that loops around the trunk up to...
[FANE OF THE PATH]
Approach the bridge to learn Mjrn is not around, and some info about
Fran. ;-; Jote will reluctantly tell you that Mjrn has gone west to
be around people with "clothes of cold iron."
[ROAD OF VERDANT PRAISE]
The party mulls over the information, and Larsa seems to believe
Mjrn's whereabouts lie in the Henne Magicite Mines -- they lie in
Bancour, south of Ozmone Plain. Anyway, off to Ozmone Plain. Use
the teleport crystal for the fast-track exit to Jahara or backtrack
through the jungle -- the destination is the part of the plain you
left only a short while ago...
o-------------------------------------------------------------------o
| 033 - Ozmone Plain [OZM2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 21 Wu | 1709 271 -- 1 Wind |
| Lv. 22 Wu | 1729 272 -- 1 Wind |
| Lv. 21 Zu | 1880 342 -- 1 Earth |
| Lv. 22 Zu | 1896 343 -- 1 Earth |
| Lv. 20 Viper | 1410 306 -- 1 Holy |
| Lv. 21 Viper | 1430 307 -- 1 Holy |
| Lv. 23 Zaghnal | 3157 400 -- 2 Wind |
| Lv. 20 Mesmenir | 1528 282 -- 1 Ice |
| Lv. 21 Mesmenir | 1548 283 -- 1 Ice |
| Lv. 19 Ozmone Hare | 823 113 -- 1 Fire |
| Lv. 19 Black Chocobo | 1116 229 -- 1 Th/Hl/Wtr|
| Lv. 20 Black Chocobo | 1132 230 -- 1 Th/Hl/Wtr|
| Lv. 21 Black Chocobo | 1148 231 -- 1 Th/Hl/Wtr|
o-----------------------------o--------------------------------o
NOTE: Return to Jahara and talk to Judge Hausen to get three
Hi-Potions and an Ether!
[SUNLIT PATH]
Converse with the wounded Archadian soldier and give him a Potion
to save his dying friend. Afterwards, you learn that a chocobo is
needed to get around some of the areas. Borrow the chocobo from the
soldier to get a bit of advice: chocobo footprints lead to chocobo-
-only paths. Huh. Exit the way you came.
[FIELD OF LIGHT WINDS]
Look on the southern side of the area to find another chocobo by
a thicket. Pass through there and find the "secret exit" into the
other side of...
[THE SHRED]
You're on the southern, inaccessible ridge now, across the divide.
If you continue south you can find a tunnel with troop corpses near
its mouth, and to the southwest, another thicket that takes you to
Haulo Green. Take the tunnel, and leave to...
o-------------------------------------------------------------------o
| 034 - Henne Mines [HNM1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 24 Jelly | 1913 276 -- 1 Fire |
| Lv. 25 Jelly | 2018 303 -- 1 Fire |
| Lv. 23 Redmaw | 1134 195 -- 1 Earth |
| Lv. 24 Redmaw | 1202 218 -- 1 Earth |
| Lv. 22 Seeker | 1094 188 -- 1 Earth |
| Lv. 23 Seeker | 1110 189 -- 1 Earth |
| Lv. 24 Nightmare | 1630 276 -- 1 Holy |
| Lv. 25 Nightmare | 1688 301 -- 1 Holy |
| Lv. 26 Tyranorox | 4073 443 -- 2 Wind |
| Lv. 23 Thunderbug | 2083 186 -- 1 Ice |
| Lv. 25 Thunderbug | 2303 230 -- 1 Ice |
o-----------------------------o--------------------------------o
By now, the magicks you should actively be able to use are:
+ Anything up to Time Magick 2 license
+ Anything up to Green Magick 3 license
+ Anything up to White Magick 4 license
+ Anything up to Black Magick 2 license
Also, Larsa uses Hi-Potions/X-Potions to cure...and they're his
own! Your inventory isn't affected the least bit! Oh, happy day!
Oh, and Redmaws drop Crooked Fangs which sell for 287g -- get
some 'cause they are plenty plentiful.
[NORTH ENTRANCE]
Seekers and Redmaw bats appear here. Follow the floor grooves and
look for a switchboard device on the east wall. Press it to open a
track gate in the south, the only way to leave. By the exit, read
the advisory notice that tells you the color of the switchboard
phosphor corresponds with the gates currently closed. Accordingly,
use of the switchboard opens gates of the color presently
illuminated. Note your desired route and open such gates as it
requires, and verify the route in advance.
^A little long-winded? Well, I'm just the messenger...
[PITHEAD JUNCTION A]
A wounded Imperial is here but goes unconscious before coughing up
any info (or other fluids). Read the advisory notice to learn there
is noxious vapors and such around. Crap. Pressing the switchboard
will drop Jellys down, and since they can Divide into completely
healthy, similarly-levelled Jellys, it might be better to run. Go
south or west, it doesn't matter.
[PHASE SHAFT 1]
Bats attack in flocks here, and it's easy to get your behind kicked
all over the place. Cast Disable to de-fang these bloodsuckers and
get the upper hand. Where the two paths meet, you can find the
Henne Mines map. Go back to...
[PITHEAD JUNCTION A]
Flip the switchboard off this time and run out of there, should any
Jellies be currently occupying the space. This time, make sure to
go west.
[PHASE SHAFT 1]
The eastern route doesn't circle around like the others, so continue
to the station platform and exit there. If you're building up a nice
chain of bat-kills, at least you can look forward to some automatic
healing for the efforts... Redmaws drop Ice Shields, by the way,
being another incentive to cut a swathing path through 'em.
[PHASE 1 DIG]
NOTE: You can get a Golden Amulet accessory (LP gained x 2) in the
southeasternmost dead-end tunnel.
---
Follow the stone path down to the shabby-looking cave entrance. Use
Libra to see the exploder traps 'round these parts.
Take the west way now (avoid trap) and follow to the crook of the
path, continuing southwest to the second curve. Look north to find
a dead end not shown on the map. You can find two canisters here.
At the t-junction. Continue east and take the northern dead end to
a fake pot (Thunderbug enemy) if you want. Keep going east to the
bend, then north to where the dirt turns to pavement.
[CROSSOVER A]
Another manmade tunnel. Go north to the three-way fork of sorts and
go east. You'll find a new enemy (Tyranorox) stalking this area, but
can simply Blind it and get on with the murderin'. Exit to the far
north (other ways are blocked).
[CROSSOVER B]
From the western entrance point, immediately go south to find two
treasure pots, err, Thunderbugs. Besides that, all passages are
closed, except for the one in the far-east train tunnel. Get there
and exit south.
[PITHEAD JUNCTION B]
Press the red button to close the entrance you came through and
open the one to the west. Leave into Crossover A area before you
get assimilated into the cluster of Jelly creatures... Make your
way back to Crossover B.
[CROSSOVER B]
You now have to make your way north, the long way around -- loop
south by the Thunderbug "pots" and get up to the new exit.
[STAGING SHAFT]
As the party walks into the magicite area, Larsa remarks should the
city of Bhujerba be taken by the Resistance, the Empire's main mine
will be taken; thus, Draklor Laboratory must be searching for a new
deposit... After your mark shows up, save at the teleport crystal
and exit north. Equip items that block Disable, if you have 'em
[ORE SEPARATION]
Been awhile since a boss fight, now hasn't it?
o--------------o----------o------------o-----------------------o
| BOSS: Tiamat | HP: ???? | Weak: ---- | IMMUNE: Blind, Poison |
o--------------o----------o------------o-----------------------o
Tiamat has about...45000 HP, I s'pose.
This bad boy (looks like a certain Mt. Gagazet boss from ages
past) is one powerful beastie, so immediately inflict Slow on it
before it casts Reflect. Keep Larsa alive since he has infinite
Hi-Potions to use on you, and try to draw Tiamat's attention to
someone with a shield (use Decoy), and hopefully a multiple-license
Shield Block ability. Disablega is a huge annoyance here, so either
spread out to avoid or use Remedies. So long as you keep your HP
above 600 or so, this battle's passable -- just watch out for Aero
(multi-hit wind attack) and Breath (multi-hit fire attack) that can
do more than 500+ damage. When the boss is in critical condition,
it gets better defense, so you'll have to work hard if you can't
chain some Quickenings/summon to do away with it.
The party finds Mjrn afterwards and nurses her back into care. You
automatically end up back in Eruyt Village, where Jote will give you
[LENTE'S TEAR], allowing you passage through the Golmore Jungle's
seals. Time to go.
o-------------------------------------------------------------------o
| 035 - Golmore Jungle [GMJ2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 36 Couerl | 4240 -- Ice |
| Lv. 38 Couerl | 4460 -- Ice |
| Lv. ?? Phyllo | ???? 217 -- 5 ???? |
| Lv. 24 Treant | 4384 310 -- 1 Wind |
| Lv. 25 Treant* | 4764 81 -- 1 Wind |
| Lv. 22 Malboro | 1573 268 -- 1 Wind |
| Lv. 23 Malboro | 1693 294 -- 1 Wind |
| Lv. 21 Panther | 1299 225 -- 1 Ice |
| Lv. 22 Panther | 1409 248 -- 1 Ice |
| Lv. 23 Panther | 1519 271 -- 1 Ice |
| Lv. 27 Diresaur | 5281/6601 722 -- 2 Wind |
| Lv. 28 Diresaur | 5621/6601 1005 -- 2 Wind |
| Lv. 23 Gargoyle | 1436 223 -- 1 Ice |
| Lv. 24 Gargoyle | 1494 248 -- 1 Ice |
| Lv. 37 Hellhound | 3570 397 -- 1 Water |
| Lv. 38 Hellhound | 3680 421 -- 1 Water |
| Lv. 39 Hellhound | 3790 445 -- 1 Water |
| Lv. 22 Great Malboro | 1630 285 -- 1 Wind |
o-----------------------------o----------------------------------o
| * = Appears with Elder Wyrm boss |
o----------------------------------------------------------------o
NOTE: Reader "Kyle Hanisch" writes that you can completely avoid
fighting the Elder Wyrm boss by going into the Feywood
(through 'The Rustling Chapel' southern exit) and entering
Paramina Rift from there. The boss can then be fought at a
later date. If you're gettin' smoked, try this out.
[THE NEEDLEBRAKE]
Inspect the large map. The far south area exit leads to The Feywood;
go towards the far eastern one. Approach the seal and it will vanish
temporarily, allowing you a route into...
[WHISPERLEAF WAY]
Straightforward path to the east. Great Malboros appear here, for
the first time if you haven't ventured beyond the southernmost
seal.
[THE PARTING GLADE]
Save/heal at the teleport crystal and head north. Any equips you
have that protect against silence will be good here.
[DELL OF THE DREAMER]
Another dang dragon boss...
o------------------o----------o------------o-----------------------o
| BOSS: Elder Wyrm | HP: ???? | Weak: ---- | IMMUNE: Lots of 'em |
o------------------o----------o------------o-----------------------o
HP: 50,000+
Some annoying Treants appear with the boss; dispose of them before
you tackle the big dog. Cast Silence before it can bombard you
with the same magick and Confuse. And that's all there is on the
damage front. Unfortunately, the special "Sporefall" technique can
inflict Confuse/Silence/Slow/Blind/Poison/Sap on everyone in
range (use Esuna or a Remedy for a quick pick-me-up) and the fire-
-type "Fireball" can blow one character out of the water if Oil
status hasn't been removed. If you have the Remedy Lore 2 license
you can take care of every status effect with a Remedy. It's a
hard-fought battle, but if you spread out and have a few people w/
Esuna, you can manage -- his physical attacks are very tolerable.
Like before, keep Larsa in tip-top shape so you can abuse his huge
supply of potion types. One strategy to do is control the person
with Esuna and keep away from the fight at ALL times -- Sporefall
CAN miss, so if you keep out of range, you'll be at the ready when
everyone gets status-effect'd. Oh, and Fireball can be blocked;
anyone with a high Shield Block level can do good here. If you
find yourself low on MP, don't forget that the Charge technick can
really get you out of a jam; if it fails, just use it again!
Exit east after draggy decays.
[THE BRANCHWAY]
There are two ways east from here, and if you look down the map
further, you see they meet up again. Take the top (north) one to
the east exit. However, if you want to encounter the rare game
Phyllo [5LP], which appears randomly, go down the southern one and
find the western-facing dead end.
[THE GREENSWATHE]
Continue along the north route until you encounter a Diresaur by
where the path expands south a bit. Get the [POTION] treasure pots
near there and continue out into the cold, cold...
o-------------------------------------------------------------------o
| 036 - Paramina Rift [PRR1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 27 Yeti | 4237 415 -- 2 Thndr |
| Lv. 29 Yeti | 4477 465 -- 2 Thndr |
| Lv. 25 Lizard | 2452 316 -- 1 Water |
| Lv. 24 White Wolf | 1498 223 -- 1 Thndr |
| Lv. 25 White Wolf | 1608 246 -- 1 Thndr |
| Lv. 25 Wild Onion | 1496 174 -- 1 Earth |
| Lv. 26 Wild Onion | 1616 200 -- 1 Earth |
| Lv. 25 Skull Knight | 1873 308 -- 1 Holy |
| Lv. 26 Skull Knight | 1933 332 -- 1 Holy |
| Lv. 28 Baritine Croc | 4668 437 -- 1 Earth |
| Lv. 25 Dark Skeleton | 1488 291 -- 1 Holy |
| Lv. 26 Dark Skeleton | 1548 314 -- 1 Holy |
| Lv. 27 Slaven Warder | 2623 281 -- 1 Water |
| Lv. 28 Slaven Warder | 2743 306 -- 1 Water |
o-----------------------------o-------------------------------o
[FADING VALE]
Fraternize with the Kiltias and refugees, save, go northwest.
[HEAD OF THE SILVERFLOW]
Keep the eastern route that goes straight across; if you go too far
down, you'll end up at the frozen iceflow where all the skeletons
and nasties lurk.
[FREEZING GORGE]
Watch some scenes about House Solidor and continue the eastern path
through the glacier. Take the northern exit and you'll be at...
o-------------------------------------------------------------------o
| 037 - Mt. Bur-Omisace [MTB1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[SAND-STREWN PATH]
Yes, this is a village, not a dungeon. <3 Save by the choco stable,
check out the merchants (wares = decent) and see about buying some
Shielded Armor -- auto-Protect!
[TEMPLE APPROACH]
Follow the path north.
[TEMPLE GROUNDS]
Keep heading east through the flocks of people until you can climb
the stair north into...
[HALL OF THE LIGHT]
The Gran Kiltias Anastasis will have known of your arrival, for he
is a dreamsage. A boisterous man interrupts the meeting, and Larsa
says he is a member of House Margrace, from the Rozarrian Empire.
The name's...Al-Cid. One also learns the news of what has befallen
Emperor Gramis in Archades. With news of the airship fleets being
organized, Anastasis suggests going to the Stilshrine of Miriam to
get the Dynast-King's other power... Larsa leaves the party at this
point. Time to head south through Paramina; remember to stock up on
the -ara type black magicks (need BM3 license)
o-------------------------------------------------------------------o
| 037 - Paramina Rift [PRR2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 27 Yeti | 4237 415 -- 2 Thndr |
| Lv. 28 Yeti | 4357 440 -- 2 Thndr |
| Lv. 29 Yeti | 4477 465 -- 2 Thndr |
| Lv. 25 Lizard | 2452 316 -- 1 Water |
| Lv. 28 Twintania | 5257 725 -- 2 Thndr |
| Lv. 26 Garuda-Egi | 2997 472 -- 2 Dark |
| Lv. 27 Garuda-Egi | 3065 502 -- 2 Dark |
| Lv. 24 White Wolf | 1498 223 -- 1 Thndr |
| Lv. 25 White Wolf | 1608 246 -- 1 Thndr |
| Lv. 25 Wild Onion | 1496 174 -- 1 Earth |
| Lv. 26 Wild Onion | 1616 200 -- 1 Earth |
| Lv. 25 Skull Knight | 1873 308 -- 1 Holy |
| Lv. 26 Skull Knight | 1933 332 -- 1 Holy |
| Lv. 28 Baritine Croc | 4668 437 -- 1 Earth |
| Lv. 25 Dark Skeleton | 1488 291 -- 1 Holy |
| Lv. 26 Dark Skeleton | 1548 314 -- 1 Holy |
| Lv. 27 Emperor Aevis | 5900 751 -- 2 Thndr |
| Lv. 28 Emperor Aevis | 6240 -- 2 Thndr |
| Lv. 27 Slaven Warder | 2623 281 -- 1 Water |
| Lv. 28 Slaven Warder | 2743 306 -- 1 Water |
o-----------------------------o-------------------------------o
[FREEZING GORGE]
Head towards the southern exit.
[FROZEN BROOK]
In this area, ignore the western exit but continue along the west
wall. Where the southern wall intersects, you can find the new way
out.
[PATH OF THE FIRSTFALL]
Save point here. Exit at the end of the backwards candy cane...
[SPINE OF THE ICEWYRM]
One can find Twintania's and Garuda-Egis here -- Blind 'em before
throwing them a funeral. Cross the natural bridge to the south,
avoiding the traps, to the exit.
[SILVERFLOW'S END]
Emperor Aevis enemies appear here. Like any brute monster with low
intelligence, Blinding the beastie decomissions it. Keep heading
south and exit by where the Yeti hangs out.
o-------------------------------------------------------------------o
| 038 - Stilshrine of Miriam [STM1] |
o-------------------------------------------------------------------o
| ITEMS |
| Sword of Kings |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 26 Facer | 3026 383 -- 1 Wind |
| Lv. 27 Facer | 3136 434 -- 1 Wind |
| Lv. 29 Facer | 3356 536 -- 1 Wind |
| Lv. 27 Ghast | 2348 297 -- 1 Holy |
| Lv. 27 Ghoul | 1984 297 -- 1 Holy |
| Lv. 28 Ghoul | 2044 328 -- 1 Holy |
| Lv. 29 Ghoul | 2104 359 -- 1 Holy |
| Lv. 26 Redmaw | 1670 212 -- 1 Earth |
| Lv. 27 Redmaw | 1738 243 -- 1 Earth |
| Lv. 27 Zombie | 2254 --- -- 1 Holy |
| Lv. 28 Zombie | 2260 --- -- 1 Holy |
| Lv. 28 Balloon | 1878 374 -- 1 Water |
| Lv. 29 Balloon | 1936 407 -- 1 Water |
| Lv. 30 Darkmare | 14040 728 -- 1 Holy |
| Lv. 25 Ice Azer* | 2708 837 -- 1 Thndr |
| Lv. ?? Negalmuur | ???? 875 -- 7 ????? |
| Lv. ?? Crystalbug | ???? --- -- -- ????? |
| Lv. 27 Blood Gigas | 2609 485 -- 1 Wind |
| Lv. 28 Blood Gigas | 2729 519 -- 1 Wind |
| Lv. 29 Blood Gigas | 2849 552 -- 1 Wind |
| Lv. 29 Dragon Aevis | 5479 -- 2 Ice |
| Lv. 30 Dragon Aevis | 5819 -- 2 Ice |
| Lv. 31 Dragon Aevis | 6159 933 -- 2 Ice |
| Lv. 29 Miriam Facer | 5540 502 -- 1 Wind |
| Lv. 27 Zombie Warrior | 1878 297 -- 1 Holy |
| Lv. 28 Zombie Warrior | 1938 328 -- 1 Holy |
| Lv. 29 Zombie Warrior | 1998 359 -- 1 Holy |
| Lv. 28 Miriam Guardian | 6827 534 -- 1 Wind |
o-----------------------------o-------------------------------o
| NOTE: Zombies summoned by Pedestal of the Dawn give no EXP. |
o-------------------------------------------------------------o
| * = Appears with Mateus boss only |
o-------------------------------------------------------------o
The final boss here is ice-elemental, so either buy some Ice
Shields at Mt. Bur-Omisace or chain-kill Redmaws until a few
are dropped. It'll help immensely, I assure you. Immunity to
Sleep attacks will also be of use.
Oh, and if you have Mystic Armor 5, you can get a Lamia's Tiara,
which gives +25 to magick resist. Very useful if you can afford
it.
[WALK OF SKY]
Long (yawn) path south. Nothin' else at the side-paths.
[WALK OF MIND]
Save/heal at the teleport crystal and approach the door guarded by
some Kiltias. It opens, of course...
[WARD OF MEASURE]
Redmaws are back, as expected for any dungeon... Head onto the
bridge and find the Pedestal of the Dawn -- it will summon Zombies
to fight you each time you trigger it. To proceed, equip the party
leader with the Dawn Shard accessory and press the button, which
teleports you to...
[WARD OF VELITATION]
Unequip the Dawn Shard and kill the Miriam Guardian who appears aft
to you. Continue west, ignoring the three Dragon Aevis enemies that
can pick their teeth with your bones. Blind/Disable/Warp 'em if you
need to pick /their/ bones. Exit west.
[WALK OF TORN ILLUSION]
Go up the stairs and take either path around to the eastern wall
where another Pedestal of the Dawn is. Like before, equip the Dawn
Shard and touch the pedestal, which lowers the face statues in the
previous room to reveal new paths.
[WARD OF VELITATION]
Take one of the new stairways into...
[WALK OF REVELATION]
The green "crystal" nearby is actually a Crystalbug, and should you
defeat it (Reflect on your characters works well) an actual save
crystal supplants it. Take the middle stairway down into the new
area.
[WARD OF THE SWORD-KING]
Head east to the t-junction and go south. Defeat the Darkmare enemy
lazing in the hallway and go down the stairs to the 2 Blood Gigases
at the foot of a huge sword sculpture. Examine it and the northern
door opens. Take the waystone in the newly-opened room to appear
in...
[WARD OF MEASURE]
You can now take the western down-stairway to an ancient door; this
time 'round, it opens.
[COLD DISTANCE]
You only have access to the west side of the room currently. Take
the western exit halfway down the aisle.
[WALK OF PRESCIENCE]
The entire south side of the room has traps, so use Libra to view
'em. Take the north (horizontal) path west, then turn south towards
the exit. Inspect the warrior statue to find it has a rotatable
base; you can then rotate it. Rotate it twice in any one direction
to make it face east, then exit south.
[WALK OF REASON]
Follow the passage to an ancient door. Pass through and find the
next ancient door, still going east. Head up the stairways (2) and
make your way southeast to find another statue. Rotate it twice in
any one direction to make it face north. Make your way to the east
passage, and exit to the north.
[COLD DISTANCE]
You're back here again but on the right side. Continue to the very
north and open the door -- this opens it permanently (enter from
either way) so you can go and save it at the stilshrine's front,
if you want. Leave to the east.
[WARD OF STEEL]
Follow the stairs down to an ancient door. After you open it, you
fight a boss from the fiery pits of...uh...
o----------------o----------o------------o
| BOSS: Vinuskar | HP: ???? | Weak: ---- |
o----------------o----------o------------o
As you find out immediately, your action time will be slowed down
by a magnet; that is, if you have heavy armor on. Switch to light
armor if you want, but the difference isn't that glaring.
Cast Blind and Slow, then wail on it. The incredibly easy time you
have only means that this isn't the stilshrine's final boss, so
enjoy the leisurely sword-thumpin' while you can. Attack + Cura
gets you through most of the jams, and if you Blind the thing,
its Sword Dance skill can miss often. Yawn? Make sure to swipe a
piece of Damascus Steel from it; it's worth 2000g+. Vinuskar has
about 15000 HP.
Exit to the east and find another statue. Rotate it twice in any
one direction to make it gaze west. You'll be notified that the
"colossus has undergone some change." Take the stilshrine's map in
the ornate urn nearby. Leave.
[COLD DISTANCE]
You'll witness the sword raising up here. The colossus' way is now
open! Hooray! Kekeke... Exit north.
[WARD OF MEASURE]
Save outside the shrine if you want, then take the waystone behind
the large statue.
[WARD OF THE SWORD-KING]
Continue south into the room at the foot of the statue. Pass below
the newly-raised sword to an ancient door. Enter to assay now your
power!
[HALL OF WORTH]
The boss Mateus is here... Get your Ice Shields ready.
o--------------o----------o------------o
| BOSS: Mateus | HP: ???? | Weak: ---- |
o--------------o----------o------------o
Mateus has about...35000 HP, I'd guess. Tweak the gambits so each
person will cast Protect/Shell on themselves.
She (?) starts off with Reflect and will re-cast it throughout
the battle, so physical beatdown-ing is the prime key. Cast Shell
on your ranks before the Ice Azers are summoned; deal with them
before anything else -- sleep protection will expedite the killing
process. Once Mateus is by its lonesome, have someone dole out Cura
every so often an watch out for:
1) Flash-Freeze (ice-elem damage to one target)
2) Blizaja (ice-elem to all in range and can inflict Sap)
When Blizaja is readied, make sure to get away; it can be avoided.
Besides that, it's mostly physical attacks. When Mateus' Reflect
status wears off, be quick to Slow it. Remember: if you're running
short on MP, Charge has a very high success rate and can get you
out of a jam if you're paying attention. When it gets into low
health, do a nice chain Quickening to do away with it.
Afterwards, you get the esper, Mateus the Corrupt, on the license
board. Whee! Head south.
[VAULT OF THE CHAMPION]
Approach the spinning machination on the wall and Ashe receives the
uber-heavy [SWORD OF KINGS]! As the princess proves, the sword can
destroy nethicite. You can leave the stilshrine now, and go back to
Bur-Omisace (via teleportation, preferably).
o-------------------------------------------------------------------o
| 040 - Mt. Bur-Omisace [MTB2] |
o-------------------------------------------------------------------o
| ITEMS |
| Stone of the Condemner |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 29 Judge [x3] | 3179 91 93 -- ----- |
o-----------------------------o-------------------------------o
Approach the mount to see fire from the peak... It helps if all the
current party members have Shielded Armor, which gives an inherent
Protect status. The Bazaar wares with "Burnished" in its name gives
you that and more, saving you 2000g for the entire lot. Continue up
to the holy grounds...
[HALL OF THE LIGHT]
All the carnage here is due to...
o--------------------o----------o------------o
| BOSS: Judge Bergan | HP: ???? | Weak: ---- |
o--------------------o----------o------------o
The guy starts with Protect and Shell, so concentrate on the minor
Judge (x3) that start behind you. Immobilize and do away with
before they can clog up the aisle, then turn to Bergan. Cast Blind,
Sap (w/ Blood Sword, if you have one), and Slow and the battle's a
little bit easier. It helps if you put these statuses on before he
raises his attack damage with Battle Cry, naturally. The Judge only
has single-target attacks but can counter/parry often, so keep the
MP up (w/ Charge!!!) so you can pump out the Raise and Curas when
needed. If you need time to get magick off, lead the judge on a
chase down the aisle, which buys time for your comrades. Bergan has
about...16000 HP
Turns out Larsa has been spirited away by Gaabranth, and Al-Cid
wants Ashe to go with him to Rozarria...but, the Dusk Shard may be
at the Draklor Laboratory in Archades, Balthier guesses... The way
into the city is going to be through the Salikawood (throwback!).
Talk to the acolyte by the steps to get a [STONE OF THE CONDEMNER]
key item.
Next stop: Nalbina Fortress. To get there, head into the Estersand
and go into the Yardang Labyrinth area, taking the northeastern exit
into the fort city. If you've already been there, you can teleport
to the gates.
o-------------------------------------------------------------------o
| 041 - Nalbina Fortress [NLF2] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[WEST BARBICAN]
The city gates lead right into the next area you are going into, the
Mosphoran Highwaste. Before you do that, though visit Jajim Bazaar
and check out the gambits and magicks. Henceforth, you should have
the following:
+ Magicks up to Time Magick 5 license
+ Magicks up to White Magick 5 license
+ Magicks up to Black Magick 3 license
+ Magicks up to Arcane Magick 4 license
+ Shear technick learned and bought for main party members
+ Charge technick learned and bought for main party members
+ At least one Quickening for each of your main party members
OTHER THINGS TO CONSIDER GETTING:
+ Achilles technick
+ Upgrade weapons to highest power/gives best status changes
I'm operating under the assumption that one reading this has three
main characters only; I know this isn't true. Mix and match how
you like, but having everyone on the same base is key to winning.
If you want to make a quick buck easily, farm Wyrm Carapaces (poach
Twintania, Dragon Aevis) and Tanned Giantskins (Yeti, Slaven Warder)
in Paramina Rift.
o-------------------------------------------------------------------o
| 042 - Mosphoran Highwaste [MSP1] |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 29 Python | 3016 583 -- 1 Earth |
| Lv. 30 Python | 3126 -- 1 Earth |
| Lv. 32 Python | 3346 676 -- 1 Earth |
| Lv. 29 Worgen | 2011 314 -- 1 Water |
| Lv. 30 Worgen | 2121 345 -- 1 Water |
| Lv. 31 Worgen | 2231 376 -- 1 Water |
| Lv. 32 Humbaba | 5403 763 -- 2 Ice |
| Lv. 32 Vulture | 4158 712 -- 2 Earth |
| Lv. ?? Wary Wolf | ???? 816 -- 8 ????? |
| Lv. 30 Slaven Wilder | 3518 516 -- 1 Wind |
o-----------------------------o-------------------------------o
If you want the Mosphoran Highwaste map, enter the Estersand via
the Summit Path and head down into the North Bank Village.
[SOUTHERN SKIRTS]
Enemies are pretty easy around here, although do watch out for any
Worgens that have Berserk status -- if they get enough hits in, a
character with low health can get push up daisies. There are two
exits into the next area, from the west and east (sorta).
[SUMMIT PATH]
You can encounter the rare game "Wary Wolf" here. If you do, make
sure to Blind it immediately since it's quite vicious. The southern
exit to the west leads to the Estersand's northern end. You'll want
to exit in /this/ region's north end (the leftmost one, anyway).
[BABBLING VALE]
Safe haven from the nasties. Save/heal at the teleportation crystal,
buy goodies from the caravaner, then exit to the northwest.
[TRAIL OF SKY-FLUNG STONE]
Ugh, Vultures everywhere. Take either of the parallel paths to the
northeast, and hotfoot it -- these things like to stick together.
Birds of a feather and all that junk.
[NORTHERN SKIRTS]
Might have to run the gauntlet here, since a bunch of Humbaba and
Viper congregate at the crossroads only a short ways in. Once you
get to the large adjacent area, you only have to worry about the
Vultures pickin' at your flesh.
[HALNY CROSSING]
Take the flower-adorned bridge into...
o-------------------------------------------------------------------o
| 043 - The Salikawood [SLK1] |
o-------------------------------------------------------------------o
| ITEMS |
| Quasimodo Boots |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 32 Bomb | 3233 -- 1 Water |
| Lv. 33 Bomb | 3233 -- 1 Water |
| Lv. 33 Sprinter | 4070 523 -- 1 Water |
| Lv. 34 Sprinter | 4138 553 -- 1 Water |
| Lv. 33 Wyrdhare | 2739 285 -- 1 Fire |
| Lv. 34 Malboro King | 4501 820 -- 1 Holy |
| Lv. 35 Malboro King | 4621 855 -- 1 Holy |
| Lv. 32 Pumpkin Head | 2739 356 -- 1 Ice |
| Lv. 33 Pumpkin Head | 2859 391 -- 1 Ice |
o-----------------------------o-------------------------------o
The Wyldhares can cure you if you don't attack 'em. They also drop
Magoroku two-hand katanas (Attack: 62) if you chain 'em enough.
[THE OMEN-SPUR]
Simple, straightforward path to the northern exit. Try not to get
everyone Silenced by the Pumpkin Heads, or Confused, which is the
status inflicted by their physical attacks. -__-
[PATH OF HOURS]
This is the outpost that Fran talked about. Save, talk to the
layabouts, learn that the hunter dropped his map somewhere, leave.
[TRUNKWALL ROAD]
Up ahead, take the right (east) path and keep following it to find
the Salikawood's map urn. Inspect the map now. To the far east, you
can find the exit to the Phon Coast.
Anyway, the shortest route from Trunkwall Road is taking the east
exit of the maze into...
[DIVERGING WAY]
As you enter, the path diverges, side by side. Take the ramp which
brings you up to the second main part of the area. Make your way
east until you get to a bough with a long groove in it. Take it
northwest to the exit.
[QUIETENED TRACE]
The last moogle is here, and warns of bombs along the eastern path.
And boy is he right. To prepare for the battle ahead, equip Fire
Shields to all applicable characters -- both can be bought at Mt.
Bur-Omisace (to name one place).
[GRAND BOWER]
Broken bridge, big bomb...
o-----------------o----------o------------o---------------o
| BOSS: King Bomb | HP: ???? | Weak: ---- | IMMUNE: Blind |
o-----------------o----------o------------o---------------o
NOTE: Using the Nihopalaoa accessory with a Vaccine/Remedy can
put Disease status on the boss, making Renew do nothing!
YOU CAN RUN AWAY FROM THIS BATTLE! It's not immediately imperative
that you proceed this way. Make sure you come into battle with a
full Shell on, too.
As soon as you enter, gun to put Silence and Slow on the King Bomb.
The regular bombs are easier to deal with once you have the Flame
Shields, but should the King Bomb call for Mass-Destruct, manually
move all of your characters away from the bombs so they don't get
caught in the blast; the mini-bombs quit moving when they have to
Self-Destruct.
One attack you'll have to continually deal with is Renew, which
makes the King Bomb's HP restore to full. Wait for it to use it,
then unleash your summons. ONLY SUMMON IF IT IS SLOWED! Belias can
absorb fire-elemental attacks, so leading off with him isn't a bad
idea; just make sure you dismiss before he does his fire-elemental
super attack. If you orchestrate the summons, you might be able to
pull it off at a lower level; should you be unable to beat it at
your current state, no biggie. This doesn't have to be done right
away.
Whether you choose to fight it or flee from it, make your way east.
[LIVING CHASM]
There is a carpenter moogle here who needs you to find his missing
apprentices (x9) before the road to Phon Coast is opened. Where are
they, you ask? Well, they're the layabouts around the forest. Find
them in Trunkwall Road, Path of Hours, and Garden of Decay to send
'em scurrying back to the foreman. Talk to the boss once the gate's
functional to get [QUASIMODO BOOTS] as a token of appreciation. Go
east into...
o-------------------------------------------------------------------o
| 044 - Phon Coast [PHC1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 36 Bagoly | 4500 683 -- 1 Earth |
| Lv. 37 Bagoly | 4610 714 -- 1 Earth |
| Lv. 38 Bagoly | 4720 745 -- 1 Earth |
| Lv. 35 Iguion | 4892 455 -- 1 Thndr |
| Lv. 36 Iguion | 5002 486 -- 1 Thndr |
| Lv. 35 Pirahna | 4305 653 -- 1 Thndr |
| Lv. 36 Pirahna | 4387 686 -- 1 Thndr |
| Lv. 36 Pyrolisk | 6262 -- Ice |
| Lv. 36 Mandragora | 2979 271 -- 1 Fire |
| Lv. 37 Mandragora | 3099 306 -- 1 Fire |
| Lv. 37 Archaeosaur | 12251 1485 -- 2 Ice |
| Lv. 38 Archaeosaur | 12591 1527 -- 2 Ice |
| Lv. 34 Silver Lobo | 3131 416 -- 1 Earth |
| Lv. 35 Silver Lobo | 3241 447 -- 1 Earth |
| Lv. 35 Bangaa Pirate | 5381 653 -- 1 Water |
| Lv. 37 Bangaa Pirate | 5531 753 -- 1 Water |
o-----------------------------o-------------------------------o
Still a long road to the capital... The main enemy to kill is
the Silver Lobo, which drops Quality Pelts like no tomorrow.
They sell for 651g apiece, meaning you can get 6000-7000g 'fore
you even get to the rest area. Get at 'er!
[KAUKULA PASS]
Save and head into...
[THE RESETA STRAND]
Mandragoras can drop Platinum Swords around here, but nothing of
real interest. Some pots are on the beach in some crags, but few
things of worth. Continue southeast to the exit.
[PORA-PORA SANDS]
Lots of avions around here, and Bagoly enemies will also give chase
if you draw near. On the northern wall is a chocobo-only path that
leads to the Caima Hills. Come back when you have a chocobo to get
access to . Keep going southeast to the exit.
[CAPE UAHUK]
Not very much here. Head east to find the entrance into...
[HUNTERS' CAMP]
Learn about Balthier's past in the scenes and you can explore this
massive gathering of hunter-gatherers. Stock up on weapons/armor and
new magicks (AND ESPECIALLY REMEDIES!) and head out of the base camp
to the north.
[CAIMA HILLS]
The exit's in the north, but you'll have to make your way through a
league of Silver Lobos and an Archaeosaur -- make sure to Blind the
latter or you'll be extinct... Plenty of item pots to be had 'round
the fringes of the cliffs.
[LIMATRA HILLS]
Another straightforward area, directing you northeast. Another
Archaoesaur lurks around here, but nothing too special.
[RAVA'S PASS]
Save, talk to the Viera to get some directions, and leave into...
o-------------------------------------------------------------------o
| 045 - Tchita Uplands [TCH1] |
o-------------------------------------------------------------------o
| ITEMS |
| Soul Ward Key |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 36 Couerl | 3944 477 -- 1 Ice |
| Lv. 37 Couerl | 4264 535 -- 1 Ice |
| Lv. 35 Lizard | 5191 744 -- 1 Water |
| Lv. 36 Lizard | 5301 775 -- 1 Water |
| Lv. 37 Lizard | 5411 806 -- 1 Water |
| Lv. 35 Serpent | 4982 769 -- 1 Earth |
| Lv. 36 Serpent | 5302 827 -- 1 Earth |
| Lv. 37 Bellwyvern | 7587 1212 -- 2 Water |
| Lv. 36 Malboro Overking | 4775 856 -- 1 Holy |
| Lv. 37 Malboro Overking | 5015 917 -- 1 Holy |
| Lv. 38 Malboro Overking | 5255 978 -- 1 Holy |
o-----------------------------o-------------------------------o
[REALM OF THE ELDER DREAM]
Couerl central around here, and watch out for their Blaster skill
that can inflict Sap/Sleep/Slow on one person. Continue to the SE
part of the map to find the exit.
[OLIPHZAK RISE]
Sprawling, rollicking plains around here. If you stick to the north
wall, you can mostly avoid any nasties roaming the wetlands.
[THE NAMELESS SPRING]
Save and talk to the guy here, who has a proposition for you -- save
his kid! It's not an official obligation, so it won't be listed in
the clan primer...but why not take it? It's in regards to a menace
at the Sochen Cave Palace. Accept to get directions: go into the
Highlands, then north to the Fields of Eternity. Gotcha. You obtain
the [SOUL WARD KEY] if you accept, which leads into the monster's
sanctum...
[GARDEN OF LIFE'S CIRCLE]
If you keep going east, you'll access areas that lead nowhere 'cept
to the Steppe (which isn't accessible anyway). Find and take the
northern path, conveniently placed by the west exit.
[THE HIGHLANDS]
Around the structure, Malboro Overkings will appear, and since they
have a tendency to swamp you AND follow you a great distance, better
to not get in too deep. Don't let the mustache fool you into a false
sense of security! To the northwest of the entire area is an outpath
that leads into "The Chosen Path," where you can get a teleportation
crystal; might want to stop by there before you head east out of the
Highlands (the northeasternmost exit).
[FIELDS OF ETERNITY]
Curl around the hill in the center of the area and find the north
path out. Not much around here besides Couerls and the Overkings,
up at the top of the dead-end building. You'll soon come to a cave
entrance...
o-------------------------------------------------------------------o
| 046 - Sochen Cave Palace [SCP1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | f |
| Lv. 37 Imp | 4390 743 -- 1 Ice |
| Lv. 38 Imp | 4550 802 -- 1 Ice |
| Lv. 39 Imp | 4710 861 -- 1 Ice |
| Lv. 36 Iguion | 5129 776 -- 1 Thndr |
| Lv. 37 Iguion | 4839 807 -- 1 Thndr |
| Lv. 38 Iguion | 5349 838 -- 1 Thndr |
| Lv. 37 Focalor | 4687 769 -- 1 Ice |
| Lv. 37 Striker | 5129 776 -- 1 Wind |
| Lv. 38 Striker | 5549 830 -- 1 Wind |
| Lv. 37 Wendigo | 5458 776 -- 1 Thndr |
| Lv. 35 Abysteel | 6778 962 -- 1 Holy |
| Lv. 38 Gorgimera | 4266 569 -- 1 Water |
| Lv. 39 Gorgimera | 4386 626 -- 1 Water |
| Lv. 37 Pit Fiend | 4390 743 -- 1 Earth |
| Lv. 38 Pit Fiend | 4550 802 -- 1 Earth |
| Lv. 39 Pit Fiend | 4710 861 -- 1 Earth |
| Lv. ?? Crystalbug | ???? --- -- -- ????? |
| Lv. 36 Zombie Knight | 3693 475 -- 1 Holy |
| Lv. 37 Zombie Knight | 3873 529 -- 1 Holy |
| Lv. 38 Zombie Knight | 4053 582 -- 1 Holy |
| Lv. 36 Zombie Warlock | 7625 897 -- 1 Holy |
| Lv. 38 Zombie Warlock | 7985 1004 -- 1 Holy |
o-----------------------------o-------------------------------o
Note: Zombie Knights can drop Hypnocrowns [MRes +44, MPower +43]
so shoot to get some. Chaining 'em raises the likelihood of their
drop.
[DOUBT ABANDONED]
This place is filled with traps, so make sure to kickstart Libra
before you go wandering around. To the far north of the serpentine
caverns lies the only exit. Use the Soul Ward Key you got from the
man in the uplands to enter; if you don't have it, go back and get
it.
You'll want to come into the next screen fully-healed, in Protect,
Shell, and probably Haste status as well.
[HALL OF LAMBENT DARKNESS]
THIS is the horrible scourge the man was talking about?
o-------------------------o----------o------------o
| BOSS: Topstalk | HP: ???? | Weak: ---- |
o-------------------------o----------o------------o
| BOSS: Onion Queen | HP: ???? | Weak: ---- |
o-------------------------o----------o------------o
| BOSS: Alraune King | HP: ???? | Weak: ---- |
o-------------------------o----------o------------o
| BOSS: Pumpkin Star | HP: ???? | Weak: ---- |
o-------------------------o----------o------------o
| BOSS: Mandragora Prince | HP: ???? | Weak: ---- |
o-------------------------o----------o------------o
Dispel the haste status (or cast Slow) and focus on one enemy at a
time, since they have about 9000-10000 HP apiece. When they run of
to a side of the room together, use the time to focus on your
upkeep or do a massive chain Quickening to take them all out at
once (need 5+ chain for Inferno). They all have the ability to
inflict negative statuses, most notably w/ Pollen, which inflicts
Slow/Sleep/Poison on a target. If you need help, bring out a summon
which should be able to decimate most of them before Cura/ga can be
used. Of course, you can chain five of your Quickenings together to
hit all in range, too, if you're up to chancing your MP. My killing
order is:
1) Onion Queen
2) Mandragora Prince
3) Topstalk
4) Pumpkin Star
5) Alraune King
But that's just me. Each gives 5 LP upon its death.
Once the vegetables are at the big garden in the sky, take either
of the room's exits into...
[THE ACOLYTE'S BURDEN]
Head up the hallway and into the northern room where there's a save
crystal...only it's a Crystalbug. Make sure you're fully-cured or
you'll have to pull a strategic retreat (it won't follow you). Once
it's dead, the real crystal appears.
Might as well add this in: if you go back to the wayfarer in the
Tchita Uplands who gave you this job, you can get [1000 GIL] and
[REMEDY x 3] for your job well done.
When you're ready, go east past the desiccated corpse and leave.
[MIRROR OF THE SOUL]
Some Zombie Knights in the circular room and Imps/Pit Fiends in the
northern cavern section. Kill the annoying enemies as you go along
the eastern wall and get the Sochen Cave map in the ornate urn (at
a dead end). Take the easternmost of the north exits.
[FALLS OF TIME]
Luckily, this room is flat horizontal-wise and the northern exits
(five, now) are easily within reach. Depending on where you enter,
you'll have access to three (west) or two (east). Look at your map
once you're in the east and you'll see a tiny little platform off
to the middle, between the Falls of Time/Mirror of the Soul rooms.
To get to it, you have to "spiral" around. Follow this order while
in the Falls of Time area's east side:
o----------------------------------------------------------------o
| FALLS OF TIME AREA Thanks to KDFM for |
| telling me about this |
| N1 N2 N3 N4 |
| _ _ _ _ N5 |
| __| |__| |_| |_____ | | __ N |
| / \/ \______/ / W + E |
| / _ _ \ S |
| \_ _ \\_// \\ __ __ | |
| |_| \ / / | \/_/ \ \ | |
| S5 \_\ \ / / \ \_\ |
| S4 \_ / \___ ___/ S1 |
| \_\ /_/ |
| S3 S2 |
o----------------------------------------------------------------o
| |
| 1) Exit S1, enter S5 | If you're doing this right, each time
| 2) Enter N1, exit N4 | you re-enter the Falls of Time area, a
| 3) Exit S2, enter S4 | notification tells you that the course
| 4) Enter N2, exit N3 | of the water has changed. If you screw
| 5) Exit S3 | up, you waterfalls change back to the
o----------------------o original locations, so don't screw up!
Upon exiting N3, you'll hear a door open in the distance. Cross
the bridge to the pots (I got a Dark Matter, Elixir) and exit to
the door in the Mirror of the Soul portion. Open the Pilgrim's Door
and take the pot inside (I got Iga Blade), then exit north from the
Falls of Time area. NOTE: the way through the bridge to Pilgrim's
Door will now always be open. =)
[DESTINY'S MARCH]
Whichever way you enter the screen (from the south), you'll have to
pass through a four-doored room with a Wendigo + Strikers in it. =/
If you want to open the Ascetic's Door (in western 4-doored room)
enter the main diamond configuration...
[1] Crappy diagram this time. :p
[2] + [3]====='
[4] ______| Enter Destiny's March from the easternmost
___/ \/ / \ side and enter the "[3]" part of the room
/ \ lineup. From there, go clockwise into the
[4] -> [2] -> [1] -> [3].
If you do this correctly, upon re-entering the [3] door, you'll hear
another door open in the distance. Backtrack to area [2] and the
door will be able to pen. NOTE: Abysteel and Zombie Warlock enemies
lurk beyond and are pretty dang powerful; avoid 'em unless you're
the most intrepid spelunker ever. You can't enter "Hall of the Wroth
God" now anyway. Exit through the very north once you've healed up,
have full MP, etc. Any confuse-proof armor you have will be of great
aid here.
[HALL OF SHADOWLIGHT]
Ladies and gentlemen, meet...
o---------------o----------o------------o------------------------o
| BOSS: Ahriman | HP: ???? | Weak: ---- | IMMUNE: Blind, for one |
o---------------o----------o------------o------------------------o
HP = ~60000 ;_;
Cast Shell on all party members and unequip any Dark-type weapons
you have (ex: Kagenui, Iga Blade) since it will only serve to help
the boss. If you have the Remedy Lore 3 license, you can remove the
Doom status as it comes on; if you don't, you'll have to cope (or
switch in someone who does know it, f'rinstance).
You can start by casting Slow, which helps when you're combatting
the -ara elemental attacks and Phantasmal Gaze (inflict: Confuse).
So long as you keep two people alive (USE CHARGE!!!) when one is
Doom'd, you can get by...that is, until the Ahriman splits off into
two parts. Hammer away at the fake one -- if it disappears after a
about apx ~1000 damage, you'll know it was the correct one; if not,
switch to the other. Either way, the faux-Ahriman(s) disappear(s)
awhile, so outlasting it is the other possibility. Just remember to
keep Slow status on! Not only does this just simply help you, but
it lets you know which is which. In that latter part of the fight,
it will also cast Immobilizega (XD); take that time to equip some
Jackboots then unequip 'em once you're free an' clear.
Always remember that you can buy yourself time, for spells, for
phantoms to disappear, by simply running around. The enemy(s) will
teleport after you, but it takes awhile before they catch up. If
you need extra damage, you can change Berserking your tank...
As per usual, finishing up with a high-linking Quickening chain
can really save you more trouble here. Ahriman will use the skill
"Maser Eye" when low on health, which can do 700+ damage to one
target. All the more reason to re-bury it...
On a personal note, I got whipped here because I just got worn
down -- no remedies, succumbed to Doom, overwhelmed by the phantom
clones. If you have the best armor/shield and Remedy Lore 3, this
battle about twice as easy.
Once finished, get the [PHOENIX DOWN]/[ELIXIR] pots lying around
and vacate the premises, to the east.
[TEMPTATION ELUDED]
AS SOON AS YOU ENTER, use Libra. There's a trap right in front of
you and if you haven't healed up, you'll get killed (already heard
someone testify to this). Continue up the arcing pathway into the
manmade room and kill the Imps/Strikers. The western dead-end leads
to an [ETHER] chest, if you want. Exit north.
[CHAMBER OF THE CHOSEN]
Continue up the spiraling dirt path to a disused elevator. Trigger
the pedestal beside it and take it up into...
[SKYBENT CHAMBER]
The elevator will be blocked now, but you can still descend if you
need to farm items. Save at the teleportation crystal and exit
through the stone door, into...
o-------------------------------------------------------------------o
| 047 - Old Archades [LDR1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[ALLEY OF LOW WHISPERS]
Nothing of interest much here, although the merchant's wares have
very nice accessories -- the Embroidered Neppet and Pheasant Netsuke
give double experience and improve item potentcy, respectively. It
just sucks that you couldn't buy Bowline Sashes yet and you just had
a use for them... Anyone else notice that the only one with proper
language in the slum is the cockatrice? o_O
Exit to the northwest bridge.
[ALLEY OF MUTED SIGHS]
Head to the southwest part of the area where the soldiers block the
exit. Tell them you have no credentials and you'll be turned away.
Balthier recognizes a streetear nearby. He'll demand 1500 gil for
some information, which you have to do to proceed.
After shelling out the dough, Jules asks you if you've heard any
rumors; Vaan replies he's heard something about someone finding a
bag of coins in a barrel (NOTE: You may need to talk to the NPC who
says this before it happens; he's by the entrance to this area).
You're then sent to tell this morsel to Beasley.
You can find Beasley near the Lucky Man NPC, sitting slumped 'gainst
a wall. Tell him the Lucky Man stole his cash, then go back to Jules
on the streetcorner by the pillars, and you'll automatically journey
up into...
###################################################################
# ALTERNATE METHOD FOR GETTING TO ARCHADES: #
# #
# Caitlen E Canney writes: "I just played with it and figured it #
# out. You talk to the Ex-Broker in the Alley of Low Whispers, talk #
# to Jules the first time, go back to the Alley of Low Whispers and #
# talk to the Fresh Ardent. In the Alley of Muted Sighs, instead of #
# going up the stairs to the save crystal you take the stairs to #
# the right and go around the building(?). Jules is sitting on a #
# stoop somewhere. If you talk to him, someone comes running up #
# saying there's a fight in the other alley and the guards run off #
# to check it out." #
#####################################################################
If you're having trouble, the above boxed-in portion may help you.
o-------------------------------------------------------------------o
| 048 - Archades [RCD1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[TRANT]
Follow the path a ways, and Balthier will attend to business on his
own. Visit shops and head south.
[RIENNA]
Gambit shop's here if you need more. Go west.
[NILBASSE]
Find the cabdriver here and he'll demand you have "chops" to ride
it. Jules shows up and tells you information, for 2500 gil, that is.
Apparently, a chop is a mark of status and you get it through people
on the street. Oh, and Balthier's waiting for everyone in Central...
Now when you talk to NPCs, you can "commit to memory" passages that
appear in orange. This helps you earn chops and, you'll need nine to
proceed. Here's a list of all (28) of 'em:
########
NILBASSE
########
1) Talk to Senior Researcher and find the Failed Researcher nearby.
Tell him the words of encouragement you commited to memory and
get a Pinewood Chop for your trouble.
2) Talk to the Worried Husband about his halved wages and talk to
the Materialistic Woman in the west of the screen.
3) Talk to the Aspiring Starlet in the middle of the area, then talk
to the Faded Star nearby.
4) Talk to the Determined Researcher at the east part of the area,
then find the Ex-Researcher (old guy) in the middle of the area
to earn a chop.
5) Talk to Athletic Woman in the middle of the screen, then go west
and talk to the Avid Reader. :D
6) Talk to the Gentleman Onlooker in front of the armory, then talk
to Eager Crier about working up a sweat.
######
RIENNA
######
1) Talk to the Philosopher of Cuisine in the west area, then find
the Dangerous Chef in front of the gambit shop.
2) Talk to the Lucky Man near the central alley, then go east and
speak with the Romantic Lady
3) Talk to "Good Brother" west of the gambit shop, then find the
Waiting Woman in the eastern section of the area.
4) Talk to the female Greenseller in the east, then relate the tale
about ears of corn to vegetable-seller in the west.
5) In the east, talk to the Bhujerban tour guide, then relate the
news of a cancellation to the Bhujerban Lady a little to west of
there.
6) Talk to the Tarot Reader by the central alley, then go west and
relay the information to the Happy Novelist.
7) Talk to the Lazy Profiteer in the east about a "gambit for the
market," then tell the Researcher's Wife in the west about it.
#####
TRANT
#####
1) Talk to the Smitten Man by the western alley, then talk to the
Smitten Woman in the east. <3
2) Talk to the Farce-Goer on the main walkway, then find the Girl On
An Errand by the southeast exit.
3) Find the Boutiquere on the northern wall, then talk to Moneyed
Gentleman by the entrance to Old Archades.
4) Talk to Music Appreciator along the northern wall, then find the
Lutenist by the western alley.
5) Find the Builder in the middle of the screen, then go west and
talk to the Architect. Shabbah!
6) Talk to the Historian in the eastern part of town then go west
and find the Perceptive Man by the far alley.
########
MOLBERRY
########
1) Talk to the Proud Mother by the eastern exit, then find the Tutor
nearby who's just gone unemployed.
2) Talk to the Look-Alike in the northwestern part of the area, then
find the similarly-dressed man by the Magick Shop.
3) Talk to the Reminiscing Lady in the FAR west, then talk to the
juggling Family-Minded Girl by the central alley.
4) Talk to the Avid Traveler by the right-of-center alley, then find
the Traveling Gentleman in the far west.
5) In the west, find the Daughter-In-Law by the juggler, then talk
to the Man From Giza up the steps from there.
6) Talk to the Would-be Judge up the steps from the juggler, then
talk to the Judge's Wife by the Magick shop
7) Talk to the Ardent Woman by the Magick Shop, then talk to Ardent
Man west of there.
8) Talk to the Poor Husband south of the Magick Shop, then talk to
the Poor Wife east of him.
9) Talk to the Talented Woman running around by the Magick Shop,
then find the Akademician by the technick shop.
Collect all 28 and you can trade the chops in for a Sandlewood Chop
which classifies you as an ardent! You can trade them in at any of
the shops in Archades, of course. You can then enter the Central
part of town, which is accessed in the Tsenoble area. Once you have
nine regular chops, though, talk to the cab driver and head to...
[TSENOBLE]
Balthier meets up with you here, telling a Draklor Laboratory skiff
is around here...just a airshipjacking... Save at the teleportation
crystal, then head up the east alley. After the Imperial squad comes
and goes, go back towards the cab to see another scene. Talk to the
cabbie once Jules leaves and pick "You know where to go" to leave.
NOTE: Later on, when you have a Sandlewood Chop, you can enter the
Grand Arcade area. If you have the Feather of the Flock key
item from Giza Plains, talk to the cockatrice and tell her
about the one down in Old Archades (may have to speak with
that one first) to get a [TUMULUS] hand-bomb!
o-------------------------------------------------------------------o
| 049 - Draklor Laboratory [DRK1] |
o-------------------------------------------------------------------o
| ITEMS |
| Lab Access Card |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. ?? Rook | ???? 261 -- 5 ----- |
| Lv. 39 Judge | 4846 485 96 1 ----- |
| Lv. 40 Judge | 5086 1 ----- |
| Lv. 37 Hecteyes | 8515 966 -- 1 Ice |
| Lv. 38 Imperial Pilot | 4367 499 97 1 ----- |
| Lv. 36 Imperial Hoplite | 4308 427 88 1 ----- |
| Lv. 37 Imperial Hoplite | 4548 518 98 1 ----- |
| Lv. 38 Imperial Hoplite | 4788 610 108 1 ----- |
| Lv. 36 Imperial Swordsman | 3589 388 84 1 ----- |
| Lv. 37 Imperial Swordsman | 3829 479 94 1 ----- |
o-----------------------------o-------------------------------o
The party enters the lab through the rooftop entrance... Another
climb, just like Midgar...
[66TH FLOOR]
Head west to the north/south corridor to find a bunch of guards.
These are the only "good" kind around. The NPCs around here don't
give much info, so keep heading north to the exit-vator terminal.
[67TH FLOOR]
NOTE: If you plan on getting the collect-all-maps icon in the Sky
Pirate's Den, do not forget to get the map here -- you won't be able
to return to get it.
Head east and up into the northern (only) exit to C.D.B's lab. Go
in, watch the scene, and you'll gain a [LAB ACCESS CARD] and the map
of the entire area. Exit south and look along the western wall (of
same corridor) for access into...
[RM 6704 EAST]
Save point here. You get the familiar warning that you might not be
able to leave, so save in a second slot if you have one, just to be
sure. Exit into the corridor when you're done and head south to the
next room...
[RM 6703 EAST]
You can find bulkhead controls here. Press it to open the blue ones
and conversely close the reds.
[67TH FLOOR]
With the blue bulkheads on, you now have access to the elevator once
again; this also allows enemies to come at you, since the elevator
is their source of transportation. You can also go into the western
north/south corridor and enter those rooms, where you can find red
bulkhead controls.
Should you turn those on, you can access the rooms in the SW part,
one of which has treasure chests -- I got two [BALANCE MOTE]s.
When you're ready to go, turn on the blue bulkheads and make for
the elevator, going to the next floor up.
[68TH FLOOR]
Judges appear on this floor! ;__;
The map is still useless, but you can tell the direction you're
going by the way it follows you. Head east and enter "Rm 6803 East"
to turn on the red bulkheads. Exit and loop around counterclockwise
to the other hall flanking the elevator room. Enter "Rm 6804 West"
and turn on the blue bulkheads.
From there, make your way south, heading for the southwesternmost
part of the map. In the horizontal corridor near there, you can
enter "Rm 6811 West" to turn on the red bulkheads. Exit and take
the northern passage flanking Rm 6811 to the east, then exit east
into the other elevator room. Choose Floor 70 as your destination.
------------------------------------------------------------------
Tim Russell writes: "Since the blue and red alternate, the second
time it appears here, I think you open the red bulkheads again.
Now, I certainly didn't think this was a big deal (I flipped the
switch anyways) but just wanted to point it out to save the next
guy from any confusion."
------------------------------------------------------------------
[70TH FLOOR]
After almost getting attacked, save in the hallway. In the only
room here, opened into the southern passage, you can get a valuable
[PHEASANT NETSUKE] in the pot. Save beforehand in case you don't
get it the first time. Before you hit up the stairtop, cast a bunch
of positive statuses on your party, save/heal with them on, THEN
ascend. Saves you time.
[ENERGY TRANSITARIUM]
Confronted, the good doctor now becomes the...err, bad doctor...
o------------------o----------o------------o---------------------o
| BOSS: Doctor Cid | HP: ???? | Weak: ---- | IMMUNE: Blind, Slow |
o------------------o----------o------------o---------------------o
Defense-ignoring guns... Great.
Cid appears with four "Rook" enemies around him, which protect all
damage to him. Thus, you have to defeat them before you can slice
into the main boss. Each Rook has about 7000 HP, and uses positive
status onto the doctor (and themselves -> Reflect). You can use any
hit-all magicks to do away with them once Reflect is gone, but just
whackin' at them until they die is also pretty easy.
Rooks can use Syphon which drains MP from your characters, so make
haste in taking them out. Once Cid's by his lonesome, he'll start
casting Haste on himself. Dispel it and watch out for his special
attack S-27 Tokamak which can do 800+ to people in range. Silence
him and keep people using Cura (+ Protect) -- you'll find that he
has pretty horrible defense himself, and attacks can do well over
1000+ per. It's easy to chip into his 50000+ HP if you keep allies
Hasted.
After battle, Cid tells the party they might find a new stone down
in Giruvegan, and he escapes for there. The man from before says he
is Reddas, a fellow sky pirate. The party ends up in...
o-------------------------------------------------------------------o
| 050 - Balfonheim Port [BLF1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[SACCIO LANE]
A man named Rikken tells the party about the Feywood, south of the
Golmore Jungle. There seems to be a hidden path to Giruvegan there,
but no one knows of its entrance... Exit to the north.
[QUAYSIDE COURT]
The Technick/Weapon shops can be found here, as well as the Whitecap
Bar in the south. In one of the villas to the north [In Canal Lane]
is a pot with an [ELIXIR] inside. Exit to the east of Quayside when
you're done.
[GALLERINA MARKETPLACE]
If you've been having people use Charge manually, now you can buy
the "Self: MP < 20%" gambit. But, also importantly, buy up any of
the -aga black magicks if you have a purse that can do so. Head
north out of the place.
[SEA BREEZE LANE]
Teleportation crystal by the chocobo stalls here. Dyce (merchant
from the sandsea) sells Teleport Stones for 200 apiece. Definitely
buy some if you're running short -- there's a huge gil urn nearby,
if you need funds. BUY A BUNCH OF REMEDIES IF YOU DON'T HAVE A GOOD
SUPPLY!
There are two ways into the Feywood. The first is going south thru
Golmore Jungle via "The Rustling Chapel" area; the second involves
going to Paramina Rift and exiting west through the "Icebound Flow"
section. Either way is fine, since the entrances conjoin in the
same place.
o-------------------------------------------------------------------o
| 051 - The Feywood [FYW1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 40 Mu | 3167 336 -- 1 Water |
| Lv. 42 Golem | 11310 981 -- 2 Wind |
| Lv. 42 Basilisk | 5429 911 -- 1 Thndr |
| Lv. 43 Basilisk | 5749 969 -- 1 Thndr |
| Lv. 42 Behemoth | 10026 1788 -- 2 Ice |
| Lv. 45 Behemoth | 11286 2032 -- 2 Ice |
| Lv. 39 Cerberus | 4739 549 -- 1 Water |
| Lv. 38 Tartarus | 3619 491 -- 1 Holy |
| Lv. 39 Tartarus | 3939 549 -- 1 Holy |
| Lv. 40 Tartarus | 4259 607 -- 1 Holy |
| Lv. 42 Mirrorknight | 5842 922 -- 1 Earth |
| Lv. 43 Preying Mantis | 7465 876 -- 1 Holy |
| Lv. 44 Preying Mantis | 7705 928 -- 1 Holy |
| Lv. 40 Deadly Nightshade | 3407 482 -- 1 Water |
| Lv. 41 Deadly Nightshade | 3647 543 -- 1 Water |
o-----------------------------o-------------------------------o
NOTE: Mirrorknights can drop Mirror Mail [Def: 43, Auto-Reflect]
[WALK OF FLITTING RIFTS]
If you enter from Golmore, you come in through the north; if you
enter through Paramina, you enter from the east. Careful how you
move for the former, since there's a sten needle trap located right
at the entrance. Equip any confuse-proof armor you may have, since
many different enemies around here use Screech or Confuse magicks.
Tartarus enemies drop X-Potions, though, so it's worth the risk.
There are two southern exits here; shoot for the southeasternmost
one.
[WALK OF STOLEN TRUTHS]
Large area here, and you'll notice your map is messed up from this
point on. To keep your bearings, you'll have to recheck your map or
manage with the fuzz displayed in the mini-map slot. Take the far
south exit out.
[ANTIQUITY'S END]
Save at the normal crystal here and head south to see a cutscene
where Mist prevents you from advancing...then dissipates. Leave
through the south, but only after you cast a bunch of positive
statuses on yourself and save with 'em on.
[REDOLENT GLADE]
This ain't no garden party.
o------------------o----------o------------o
| BOSS: Rafflesia | HP: ???? | Weak: ---- |
o------------------o----------o------------o
As you quickly learn, your MP will be draining throughout the
battle, making this battle extremely nagging. You can either go
the item-healing route or keep doing continuous Charge-ing to keep
the MP supply up. Whichever you want, good luck.
First off, counter the boss' Haste status with Dispel while you
still can. Rafflesia's Curse skill puts Sap/Disease/Poison/Confuse
on one character -- this can be easily countered with a Remedy, if
you have the Remedy Lore 3 license. You'll want at least two
people to have it here. Rafflesia can be Silenced, but physical
attacks are still the way to go. Hi-Potions and Phoenix Down are
all one really needs to pass this overgrown tulip. When its HP
gets low, it will use Pollen Dance which can inflict damage as well
as Confuse on all allies in range. When you see it charging, move
one of those with Remedy Lore 3 out of range so you don't short-
-changed in the closing minutes. It has about 35000 HP and one can
steal a Screamroot from it.
Go back and save/heal when you've finished uprooting the boss, then
proceed south.
[WHITE MAGICK'S EMBRACE]
Preying Mantis monsters appear here. Continue south along the east
wall to eventually find the Candle, which adds hidden areas of the
Feywood to your map. You'll notice two large areas have now come
onto the environs' map. Head south and exit.
[ICE FIELD OF CLEARSIGHT]
Buncha snowflake-shaped constructs around here. Head to the one
nearest the entrance and examine the Feywood glyph. Change the
camera point of view so you can see the illusion that is shown
(looks like forest glade) and head toward that direction to the
next snowflake-shaped construct. Repeat the process and after the
third illusion, you will be able to exit south into the next area.
[THE EDGE OF REASON]
A little left of center, you can find a treasure pot inside of a
trap. You can get a DEATHBRINGER weapon from this thing, which
you'll definitely want -- it gives automatic death!!! ^_____^
Well, automatic death on occasion...
NOTE: The chest can also be an Ensanguined Shield, I believe, so
restart if you want to get
The starting "snowflake" is the one that's about in the middle.
Repeat the illusion-hunting again and you'll be able to find the
Gigas Gate in the southwesternmost part of the area. You can try
to open it, but it will be to no avail. Notice the "Gigas" part?
Summon Belias and then touch the gate, which will open. The group
passes automatically into...
o-------------------------------------------------------------------o
| 052 - The Ancient City of Giruvegan [CTG1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 43 Vivian | 6766 1188 -- 1 Holy |
| Lv. 44 Vivian | 7006 1249 -- 1 Holy |
| Lv. 44 Behemoth | 12199 1278 -- 2 Ice |
| Lv. 45 Behemoth | 12619 1332 -- 2 Ice |
| Lv. 43 Mythril Golem | 17733 1143 -- 2 Water |
| Lv. 44 Mythril Golem | 17973 1226 -- 2 Water |
| Lv. 42 Gargoyle Baron | 6071 939 -- 1 Holy |
| Lv. 43 Gargoyle Baron | 6231 997 -- 1 Holy |
o-----------------------------o-------------------------------o
Two things to have before last boss in this area:
+ Decoy on your tank character
+ Upgraded defense/magic defense -- both should be 40+
If you can get Bravery/Bubble/Faith skills now, all the better.
To get them, you need to have defeated 16 marks and obtained
two hundred thousand (200,000) clan points. The clan provisioner
will then stock them in the Muthru Bazaar of Rabanastre.
[GATE OF EARTH]
Head west to the crossroads where the teleportation crystal is.
Save/heal, then keep the course to the waystone, which warps the
party entire to...
[GATE OF WATER]
There's some silver-armored person in the distance. Approach to
see it's not a person, but a headless gigas with a meat cleaver!
And we thought it was against us...
o----------------o----------o------------o---------------------o
| BOSS: Daedalus | HP: ???? | Weak: ---- | IMMUNE: Blind, Slow |
o----------------o----------o------------o---------------------o
It will immediately cast Haste on itself, so have a Dispel ready.
Silence it thereafter and cast Haste on your allies, then start
on with the physical attacks. It has a basic weapon attack that
can often chain (200-300 dmg w/ Carabineer Mail) and Tri-Attack,
which can do 600-ish and inflict Slow. Dragon Shields can nullify
its Tremor attack completely, but Ice Break (400+ to all in range)
is better dealt with Shell.
Basically, it's the embodiment of all the gigas-type enemies you
have encountered throughout the game. Keep yourself Haste/Protect'd
and watch out for its Smite of Rage attack (700+ to single target)
and Rage attack (1000+ to all in range) which it uses increasingly
more as its HP decreases. As it turns out, this boss can also be
confused -- use that if you need to buy some healing time. Chain
some Quickenings in the latter part of the fight to avoid getting
stuck in a Phoenix Down/Raise trap that's a battle of attrition.
A waystone appears once the enemy is dead. Go back and save before
taking it into...
[THE TRIMAHLA WATER-STEPS]
Behemoths appear here, usually by one another, so watch out for any
that Berserk themselves. The Deathbringer weapon is of great use
here, since it can really strike a "nerve" in them. >=p
Proceed directly south down the ramp to find Behemoths by a device.
Trigger it and continue south to lowest part of the map, finding two
Mythril Golems guarding a gate stone. Kill 'em, then trigger the
construct to disappear a gate in the middle of the area, letting
you descend farther (there are no more gates)
Do watch out for the Vivian (Malboro type) enemies' Putrid Breath,
which can put Disease/Slow/Confuse/Immobilize/Oil/Sap/Petrify/Sleep
on a target. At the very bottom of the coiled ramp, by two more
golems, a secret path springs up in between them as you approach.
[THE AADHA WATER-STEPS]
Yes, it's like the same previous screen, dangit. Watch out for the
Diakon Entites around here, also, kupo. :p
Continue south to another gatestone betwixt two golems. Press it
and continue down the ramp (north) to another golem-guarded gate,
which opens the barrier by the first. Continue south past the Vivian
ranks to a bulbous-looking treasure floating in the path -- [WHITE
FANG] probably.
Around the southernmost bend, a lone golem guards a gate-opener.
From there, you can proceed to the lowermost section from that third
gate and exit out another 'hidden' green-dot path.
[THE HAALMIKAH WATER-STEPS]
Open the Chronos bulwark to find a (regular) save point. Head out
the Hemera bulwark once you've put numberous positive statuses on
yourself (won't wear off as fast if in no-encounter area, remember).
[GATE OF FIRE]
No enemies here, so you're free to explore. The area itself is at a
tilt. Locate the middle path and the two dead-end offshoots in the
northern and southeasternmost parts. In between those, on the middle
path, you can open a hidden road towards the gigantic orb-thing in
the distance...
o--------------o----------o-------------------------------------o
| BOSS: Tyrant | HP: ???? | IMMUNE: Slow, Blind, Silence, Sleep |
o--------------o----------o-------------------------------------o
HP? Over 100000+. A bit daunting, no?
Technicks will be unusuable here, meaning you can't use Charge to
bring back MP. Dispel its Protect/Shell, Haste yourselves, and lay
in with the physical attacks. Like Daedalus before, this baddie can
also be Confused, which should buy time to use Ethers. Its Piercing
Graviga attack deals half one's Max HP to a those in range, but
it can miss (thankfully). Equip Flame Shields to reduce damage from
its Fireball (1-target) attack, which can do 1000+, and take off
Sap status with Remedies (+ Remedy Lore 1 license). Have the main
tank you use (for me -> Basch) cast Decoy to get it off the warpath
and have someone continuously use Cura to prevent any mishaps. If
you have Bravery/Bubble, cast them on the Decoy'd character and
you can keep the entire battle under your thumb. If you don't
have those two spells (or Faith), consider buying some X-Potions,
at Balfonheim Port or airship flights.
The battle ends and a waystone appears. Save back at the previous
point and take the device into...
o-------------------------------------------------------------------o
| 053 - The Great Crystal [TGC1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 44 Ose | 6739 629 -- 1 Holy |
| Lv. 45 Ose | 7059 687 -- 1 Holy |
| Lv. 45 Reaper | 9931 1061 -- 1 Holy |
| Lv. 46 Reaper | 10111 1115 -- 1 Holy |
| Lv. 45 Mythril Golem | 17733 1143 -- 2 Water |
| Lv. 47 Mythril Golem | 18213 1308 -- 2 Water |
| Lv. 48 Mythril Golem | 18453 1392 -- 2 Water |
o-----------------------------o-------------------------------o
No map here...
[A PRAMA VIKAARI]
A waystone with three paths here: one on either side of the waystone
and one blocked by a scorpion seal. Take the declining path.
[KABONII JILAAM PRATII'VAA]
There are two Ose enemies by a platform here. Use Libra to see the
trap and get the [ELIXIR] out of it. Take the lower path still.
[KABONII JILAAM AVAA]
Leads down to a lone platform and another slope.
[DHA VIKAARI BHRUM]
Take the Waystone VII to...
[A VIKAARI KABONII]
Three paths here: two downsloping ones and the middle, up-sloping
one. Facing the upward climb, take the left downward path.
[STHAANA CANCER]
In the center of the platform is the Cancer Gate Stone. Trigger it
and leave through the road you haven't "made" yet.
[BHRUM PIS AVAA]
Take the treasure here and exit out the other side.
[A VIKAARI KABONII]
You're back where you came in awhile ago. Facing the upslope, take
the right-hand, downward slope.
[BHRUM PIS PRATII]
The Cancer Gate is now gone and you can path through the platform
to another downward slope.
[DHA VIKAARI TRAHK]
Kill the Reaper here and take the Waystone V to...
[A VIKAARI BHRUM]
The Gate Pisces blocks one way out of here. Take the lower path
out here.
[TRAHK PIS PRAA]
At the platform, take the low road again.
[STHAANA PISCES]
There's another gate here (Aries), but you can switch off the Pisces
Gate, too. Do so and backtrack two screens.
[A VIKAARI BHRUM]
Where the Pisces Gate was (has two floating things flanking exit)
you can now enter. Do so.
[DHA VIKAARI JULA]
Take Waystone III to...
[CRYSTAL CORE]
After viewing the nethicite core, take the road down to a regular
save point. Cast a bunch of positive statuses on yourselves, save
(in second slot, to be sure) and take Waystone I back to...
o-------------------------------------------------------------------o
| 054 - The Ancient City of Giruvegan [CTG2] |
o-------------------------------------------------------------------o
| ITEMS |
| Treaty-Blade |
o-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
[GATE OF WIND]
Proceed through Bulwark Minas to find...
o-----------------o----------o
| BOSS: Shemhazai | HP: ???? |
o-----------------o----------o
This esper has about 100000 HP like Tyrant.
Dispel the initial Haste status and cast Bubble on your comrades
if they're not in such status. The boss likes to use Syphon to
drain MP; hopefully you've brought X-Potions as suggested. Shem
uses Shock (large thunder-elem damage to one, 1500+) and Flare
(lare fire-elem damage to one, 3000+) after draining MP, but with
Bubble each of these can be "eaten" and cured without much trouble.
Still, cast Shell while you have the MP. Silencega can annoy if
you're relying on Cura/ga; Echo Herb it up if that happens, or
equip protective equipment for the moment. In the latter part of
the fight, its defensive power increases and it uses Shock/Flare
more often. Keep Curaga coming and it will eventually fall. Steal
a Sagittarius Gem if you can spare the time.
The party earns the privelege of summoning Shemazai the Whisperer
once she's done for. Continue south through the bulwarks and go
to the Empyrean Waystone. Read the description and teleport off
to god knows where where a scene takes place. Turns out the power
of the nethicite stems from the Sun-cryst and the [TREATY-BLADE]
Ashe obtains will destroy Venat. After more scenes, take the
Tellurian Waystone back to...
[GATE OF EARTH]
Teleport back to Balfonheim.
o-------------------------------------------------------------------o
| 055 - Balfonheim Port [BLF2] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
The port now has better magicks -- Arise, Curaja, Protectga,
Shellga, Esunaga -- which should all be bought in the near future.
Same for new equipment. >=p But, the essentials are:
+ Lots o' remedies
+ Cleanse magic (removes Disease) on all main party members
[SACCIO LANE]
Talk to the manse guard and enter. The Sun-cryst is apparently at
the Naldoan Sea's lighthouse, and Reddas will accompany the party
(as a guest) to ensure that the Nabudis tragedy is not repeated.
The Strahl will also be able to fly into the jagd, thanks to Nono.
If there was ever a time to do hunts and such, it would definitely
be when you have an able-bodied guest swordsman.
Before you leave, buy remedies so you can cure disease status at
the next dungeon. Head to the aerodrome when ready and talk to the
private flights docent to get airborne.
o-------------------------------------------------------------------o
| 056 - Ridorana Cataract [RDC1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 47 Cassie | 9080 1135 -- 1 Wind |
| Lv. 47 Deathclaw | 12922 1026 -- 1 Ice |
o-----------------------------o-------------------------------o
If you don't have the Remedy Lore 3 license (and the previous
incarnations), buy it now. The boss ahead will put Disease on you
and it's much easier to cure all statues at once. Also, if you'd
like auto-haste, you can buy Hermes Sandals from Burrogh in the
Barheim Passage; you just have to have the Barheim Key to gain
entrance. See "SBV1" for details.
[FOOTFALLS OF THE PAST]
The ship's anchor is docked here, and you can return to the Strahl
to leave if you choose. Head east to the save crystal and exit.
[ECHOES FROM TIME'S GARDEN]
Deathclaws here can use Pulsar Wave to inflict Disable, so watch
out for them and the Cassies' Putrid Breath. Take the southeastern
exit.
[COLOSSEUM]
Enter into the arena's open middle portion (use Libra to see the
traps) and go north. You should see a tiny little offshoot to the
west of there (connected to passage) and in the dead end within, a
map of the entire Cataract area can be found. Exit to the very north
of there.
[CITY OF OTHER DAYS]
Head north until you get to the large crossroads, then take the east
path out.
[PATH OF HIDDEN BLESSING]
No monsters here, but there is a huge chain of traps by the railing
that leads to the save crystal; use Libra to see 'em. Keep climbing
until the party arrives at the foot of...
o-------------------------------------------------------------------o
| 057 - Pharos at Ridorana - First Ascent [PHR1] |
o-------------------------------------------------------------------o
| 01F ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 48 Mimeo | 10541 657 -- 1 Holy |
| Lv. 45 Mistmare | 12180 1153 -- 1 Fire |
| Lv. 46 Mistmare | 12340 1197 -- 1 Fire |
| Lv. 47 Mistmare | 12500 1241 -- 1 Fire |
| Lv. 45 Chimera Brain | 9992 729 -- 1 Holy |
| Lv. 46 Chimera Brain | 10112 772 -- 1 Holy |
o-----------------------------o-------------------------------o
| 10F ENEMIES [NEW] | HP EXP G LP WEAK |
| | |
| Lv. 49 Aeronite | 18004 1539 -- 2 Thndr |
| Lv. 50 Aeronite | 18684 1589 -- 2 Thndr |
| Lv. 46 Brainpan | 15358 893 -- 1 Holy |
o-----------------------------o-------------------------------o
| 28F ENEMIES [NEW] | HP EXP G LP WEAK |
| | |
| Lv. 46 Deidar | 14407 893 -- 1 Holy |
o-----------------------------o-------------------------------o
Given how long and annoying this place is, and how there isn't a
teleport crystal for quite awhile, bring in the following magick
spells to make this place easier:
+ Dispelga
+ Esunaga
+ Protectga
+ Shellga
+ Curaja
[THEY WHO THIRST NOT]
Mortal kombattttttttttttttt!
o-------------o----------o---------------o
| BOSS: Hydro | HP: ???? | IMMUNE: Blind |
o-------------o----------o---------------o
This boney freak has about 120,000 HP. Yawn!
Cast Slow first thing (sorry, the Phoenix-Down-Kills-Undead trick
ain't workin' here) and this will be easier. It's pretty standard
fare of wyrm attacks -- Fireball and Lunge -- but it comes at you
with a new one, Curse, which puts Confuse/Disease/Poison/Sap on
all parties in range. Good thing a Remedy + Remedy Lore 3 license
will rectify the situation (Esuna doesn't get rid of Disease). Any
confuseproof armor you have here will be tip-top equips to use.
Its other attacks are pretty crappy, 400/500-dmg. attackers, but
it does know Bio (inflict: damage + Sap). As long as you keep the
Protectga/Shellga's going, Curse and Fearga (drains all allies in
range of LOTS of MP). Use Charge to counter the latter.
A user-submitted strategy: cast Reflectga on allies, then Curaja.
Since Hydro is undead, it will instead do high amounts of damage
to it. Couple it with Faith and Hydro is gravy (the chunky kind).
Aren't you glad you know Remedy Lore 3? Yeah, I'll bet. Exit east
to the large door and the entrance will open.
[THE WELLSPRING][01F]
There will now be a counter in the screen that says "01F". It of
course means you're on the first floor. Save at the teleporation
crystal. On the south side is the Altar of Night which speaks of
monsters holding black orbs... Hmm. Take the north stairway by the
waystone.
[WELLSPRING LABYRINTH][01F]
NOTE: You can steal Celebrant's Miters [+50 Magick Resist] from the
Chimera Brains.
Enemies will now start dropping Black Orbs after battle. If you see
one left behind, pick it up. There are a whole bunch of intertwined
rooms here, some with pots in them. The pots made of a shiny, silver
lustre are Mimeos and can Leech large amounts of life; avoid those
if possible. You may also notice that this entire area curves around
the center room of "The Wellspring." Follow it clockwise around to
the (very) south to find a dead end with a First Ascent's completed
map.
When you have three Black Orbs, find the three altars in "The
Wellspring" area (some are accessible only by the labyrinth) and
trigger them. This breaks the Seal of Night on the eastern door of
the labyrinth (glows red on the mini-map when near). Save at the
teleport crystal (boss coming up) if you want. It says the ancient
door leads to Blackrock Vault on the map, but when you enter, it
transports ya'll into...
[DUNES OF PROFANING WIND][01F]
No exit back into the labyrinth here. See those big, blistered-
-looking head statues? Approaching them sends you back to the start
so avoid 'em. There's no mini-map here, either, so I can't really
describe things. Head up the sandy slope and approach the far head
without detouring into the cliff alcoves. When you get near, the
"head" will get up and you'll find it's a turtle boss!
o--------------------o----------o---------------------o
| BOSS: Pandaemonium | HP: ???? | IMMUNE: Slow, Blind |
o--------------------o----------o---------------------o
HP's about ~120000. Or something.
Dispel the boss' Protect and Silence it. The usual status effects
fail to work wonders here, so you'll have to rough it. Bravery +
Bubble + Haste seems to do pretty well, and as long as someone is
throwing Cura/ja around, the healing upkeep should go well. Much
like its brethren, this turtle casts Flash (inflicts Blind on all
in front of it) and Stone Gaze (inflicts Petrify on all in front
of it). Physical damage can be Protectga'd down, but it can still
crush those in range with Power Spin and Flatten. When its HP gets
to the halfway mark, it will use Perfect Defense to makes all
attacks ineffectual; however, the barrier fades away after awhile.
If you need extra boosts, Oil + Firaga works wonders here. Steal
an Ancient Turtle Shell if you have time to spare [sells for 1337
gil, laff].
Once the turtle's sleeping under the sands, you end up at...
[BLACKROCK VAULT][01F]
Yep, it's still here. The notification says the waystone's power
has been restored.
[THE WELLSPRING][01F]
Go back to the waystone by the entrance and save at the teleport
crystal. If you're lacking essential items or magicks (Esunaga), go
stock up 'em now. Our favorite ancient warping device leads to...
[WELLSPRING RAVEL - 1ST FLIGHT][10F]
Go up the eastern stairway and kill the two Brainpan enemies there
(they know Self-Destruct, so watch out) to make a green bridging
path show up; walk over it and it will be permanent. Continue making
your way east and keep killing the Deadpans, since they create the
path forward (laff @ the sonar-ping noise). Once the second bridge
is finished, take the path to the northern exit.
[WELLSPRING RAVEL - 2ND FLIGHT][10F]
Kill all Brainpans you have and you'll form a bridge from the NWmost
corner of the (visible) map south. Along the way, though, there are
large walls along the northern walkway that can be broken down as
Fools' Facades. Tiny shortcut, not really worth anything. Continue
along the bridge you made to the exit.
[WELLSPRING RAVEL - 3RD FLIGHT][28F]
Kill Brainpans as you head to the eastern "knot" of rooms. Diedar
enemies is encountered here, so kill that as well. Once the
bridge is set, continue south and you'll end up around the thirty-
-fifth floor. Destroy the respawning Brainpans/Deidars to make the
north-shooting bridge.
Once you cross, you can see another red-colored bridge. If you have
killed enough Deidars, you'll be able to cross; if you haven't, you
might want to go back and do it, since it leads to treasure. It may
only be possible to create the red bridge by re-entering a couple of
times. If you don't want the treasure, you don't need to kill all
the Deidars. The ones in the following floor help the cause, though.
The treasures are [DUELING MASK] and a [ZEUS MACE], to be sure.
[WELLSPRING RAVEL - 4TH FLIGHT]
Killing the Deadpans makes bridges in the far northwest, which is
quite a ways from the start. When you get to the 47/48th floor, a
rare monster Vishno may appear (looks like Diedar). Speaking of
which, after killing a bunch of statues on your way up, the ones
back in the 3rd Flight (35F and down) should be back. Continue up
the staircase to the ancient door and beyond.
[HORIZON'S BREAK]
In the waterfall room is a save point and a triangular room nearby
with the exit staircase.
[HORIZON'S CUSP]
Head through the pillared passage to the foreboding door into the
large room, which leads to...
[MARSH OF PROFANING WIND][50F]
Oh no, it's...
o------------o----------o------------------------o
| BOSS: Slyt | HP: ???? | IMMUNE: Blind, Silence |
o------------o----------o------------------------o
HP = ~80000
Dispel Regen and Slow it (though Slyt use Enrage to put its Regen
back on). Cast Bravery/Haste on your main fighters and Faith on the
best healer. Slyt seems to rarely use any skill, instead relying on
defensive attacks which, inevitably, makes this battle incredibly
fast-paced and simple. Its defense does rise when its health dives
however, and it uses Enrage more often (the skill does increase atk
power, btw). Keep everyone in Protect status to make this a cinch.
One can steal a common Yensa Scale. <shrug>
---
DeAtHsCrEaM87 writes: "When you fight Slyt, you can just cast oil
on and firaga. Takes off 9,999 HPs. I thought I'd just share that
with you. ^^"
---
Continue into the waterfall room where there is a lit-up waystone
here, which whisks all to the land of...
o-------------------------------------------------------------------o
| 058 - Pharos at Ridorana - Second Ascent [PHR2] |
o-------------------------------------------------------------------o
| 60F ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 48 Bune | 13239 1153 -- 1 Water |
| Lv. 49 Bune | 13659 -- 1 Water |
| Lv. 49 Reaver | 22771 1634 -- 2 Earth |
| Lv. 50 Reaver | 23191 1675 -- 2 Earth |
| Lv. 47 Abaddon | 13239 1153 -- 1 Holy |
| Lv. 48 Crusader | 10772 1257 -- 1 Holy |
o-----------------------------o-------------------------------o
[THE REACH][60F]
The northwest part of the circular room has a save point. Four are
the rooms around this waterfall, and four are the altars that stand
in front of them. Each blocks a command for the area ahead:
o--------------o-------------o----------------o---------------o
| ROOM | ALTAR OF... | BLOCKED OFF... | ALTAR COLOR |
o--------------o-------------o----------------o---------------o
| Northeastern | Wealth | Item Command | Yellow |
o--------------+-------------+----------------+---------------o
| Northwestern | Steel | Attack Command | Greenish-blue |
o--------------+-------------o----------------+---------------o
| Southwestern | Magicks | Magick Command | Light blue |
o--------------+-------------+----------------+---------------o
| Southeastern | Knowledge | Screen Minimap | Purple |
o--------------o-------------o----------------o---------------o
Mini-map is the most useless one, so that's the one to nullify.
Touch the Altar of Knowledge to send the seal reeling across the
falls, then enter the newly-lit-up door. The mini-map is sealed
here, so make your way up the side-staircase (all lead to the same
room).
[STATION OF BANISHMENT][61F]
The mini-map may not function, but the larger map can still be your
guide. This entire area is full of Crusader skeletons who aren't
afraid to use Slowga... You're looking for an upward stairway into
the next screen and there are two: one in the southwest and one in
the northeast. Both lead to...
[STATION OF SUFFERING][62F]
Lots of Bune enemies here and they are definitely tough. Protectga
everyone and search for the two upward staircases, located in the
southeast and northwestern room complexes. Just for reference, the
staircases look like this on the large map:
___
| |
| | |
| |_| <- EXIT ^__^
| |
"Maestro" writes: in the very northwestern corner of the room, there
is an urn with the map of the second ascent. Thanks for tellin' me!
[STATION OF ASCENSION][63F]
Powerful, behemoth-like Reavers make their debut on this floor,
much to your misfortune. The exit is in the northwestern corner of
the map, but you can't go straight there due to a one-way door. Go
to the northeastern and work your way west. Yeah, it sucks, also due
to a door blocking the staircase room, with powerful Bune inside of
it. Run the gamut, yo!
[REACH OF THE DAMNED][64F]
Save point nearby, first in awhile. The triangular-shaped room at
the southern part will lead to the floor above.
[THE BOUNDS OF TRUTH][65F]
Like before, walk the corridor to the door and teleport to...
[CLEFT OF PROFANING WIND]
No longer just a wolf...
o--------------o----------o------------------------------o
| BOSS: Fenrir | HP: ???? | IMMUNE: Blind, Slow, Silence |
o--------------o----------o------------------------------o
HPs = ~100,000
Dispel its Haste first off and cast Protectga because this tiger
can really deliver the damage. Its Wail attack can inflict Silence
on those around, so Esuna all 'round. Its rather easy to deal with
Reddas simply attacking the entire time, but attacking does the
most (Oil+Firaga works, but is crappy). Cast Shellga when possible
to lower damage from its Ice Break, Blizzaga-ripoff attack. When
its HPs start to sag, it casts Bravery which you DO NOT WANT to let
it have; Dispel accordingly. Also, if you have Bubble, cast that
around to have some leeway.
Continue through the room and come to the waterfall area. There are
four corresponding altars around here, and depending on which you
chose at the start of the Second Ascent, that's what you choose now:
Steel = No Attack
Wealth = Items
Magicks = No Magick
Knowledge = No Mini-map
If you select right, the seal from before should float to the altar
and the door nearby will lose its power, bringing up the elevator.
Take it to the 67th floor.
[REACH OF THE OCCULT][67F]
Save point here and a lit-up waystone. You know what to do...
o-------------------------------------------------------------------o
| 059 - Pharos at Ridorana - Third Ascent [PHR3] |
o-------------------------------------------------------------------o
| 80F ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 50 Aeronite | 18004 1539 -- 2 Holy |
| Lv. 49 Purobolos | 9531 888 -- 1 Holy |
| Lv. 50 Purobolos | 9691 932 -- 1 Holy |
| Lv. 49 Dead Bones | 11122 1058 -- 1 Holy |
| Lv. 50 Dead Bones | 11302 1098 -- 1 Holy |
| Lv. 50 Necrofiend | 13069 1282 -- 1 Holy |
| Lv. 50 Cataract Aevis | 23241 2019 -- 2 Thndr |
| Lv. 48 Zombie Warlock | 7598 544 -- 1 Holy |
o-----------------------------o-------------------------------o
NOTE: Taking the MAIN waystone on this floor will bring you back to
the BEGINNING of the entire area, meaning the first floor.
Unless you want to work your leg muscles, avoid doing this.
Colored waystones are fine to use, though.
[SPIRE RAVEL - 1ST FLIGHT][80F]
If you read the carven pillar in the open room, you'll see that if
you fail twice, punishment will you face. If you fail twice, though,
you'll end up by the area's map; on the bad side, there are a bunch
of zombies you have to fight (use Mirror Mail!). You have to kill a
certain amount to open the magicked doors, so unless you're in for
the long haul, don't waste any useful items doing this. In fact, if
you hold off, you can get the map later on without fighting. More
on that at the right time, though.
To do the job RIGHT, though, you take the black-colored sigil in
one of the corners and warp to another part of the room (on 81F).
Continue east into what seems like a dead end and find the fool's
facade to find the passage beyond. Take the [RUBBER SUIT] pottery
jar from the trap and head to the green waystone beyond, leading
to...
[SPIRE RAVEL - 2ND FLIGHT][83F]
There are traps in both of the passageways, so either cast Float
to get by or remove people from the party so that you can slip by
without people running into them willy-nilly. Each leads to two
fool's facades, which then bring the party out into the open.
An Aeronite flies here and may drop a Dragon Helm upon defeat.
Take the red waystone to the western part of the area.
Two Aeronites fly by a [CIRCLET] treasure chest. If you followed
the walkthrough so far, you should now take the purple waystone out,
since that's the one that corresponds to the Altar of Knowledge in
the previous ascent. You'll come to the 86th floor, a little
southwest of where you just were. Go north to find another fool's
facade that hides a whitish-colored way stone. Take it.
Everyone ends up by the dais of ascendance. If you want the map,
take the white waystone to end up at 79F. The ancient door that was
magicked can now open and you can get back to 80F easily. Take the
white waystone and take the elevator to 90F when you're ready. Since
a boss fight is coming up, cast some positive statuses on yourself
before taking the skyrocketin' dais.
[HEAVEN'S CHALLENGE]
Hashmalum? Did your name get cut off?
o---------------o----------o------------------------------o
| BOSS: Hashmal | HP: ???? | IMMUNE: Slow, Blind, Silence |
o---------------o----------o------------------------------o
HP: ~100,000
Dispel its Protect and Protectga yourselves. This guy relies mostly
on physical strength and can combo a lot (7 times!?), so keep your
fingers on the Curaja. Bubble and Bravery help quite a bit, since
Hashmal does single-target attacks. It has a stupid internet-slang-
-themed "Roxxor" attack which throws a rock at someone for medium
damage. Keep Shellga on as well, for when it uses "Battle Cry" you
know Quakeja is coming up, which does earth-elemental damage (equip
Dragon Shields or use Float!) and can inflict Slow. It sometimes
uses Disease, but a Remedy+Remedy Lore 3 or Cleanse magick will do
the trick. Since Disease stays even in death, cure that crap
immediately! -- it makes people revive with 1 HP if the get killed
with it, and your current HP becomes your maximum!
Aftewards, the esper Hashmal, Bringer of Order, is yours!
[EMPYREAN RAVEL]
Continue along the serpentine path until you get to floor 92, where
some contemplative scenes play. On 98F is the save point -- put some
positive statues on yourself before saving. Ascend to the waystone
at the path's end and warp to...
[WOMB OF THE SUN-CRYST]
After some scenes regarding the Sun-cryst
o----------------o----------o
| BOSS: Gabranth | HP: ???? |
o----------------o----------o
The judgey has about 50,000 HP.
Dispel any positive statuses Gabranth puts on himself, then cast
Protectga/Shellga on the allies. After his HP is halved, a scene
takes place where a magick shield blocks him and renders magicks
cast ineffectual -- since he starts with recast Haste in this form
and it can't be dispelled, buff your own party. Protectga should
bring the damage of his special Guilt attack down to 1000-ish,
while his Circle of Judgment attack does even worse damage.
A short scene takes place and immediately afterwards...
o------------------o----------o
| BOSS: Doctor Cid | HP: ???? |
o------------------o----------o
| BOSS: Famfrit | HP: ???? |
o------------------o----------o
Doctor Cid: ~80000 HP
Famfrit : ~100000 HP
Dispel the doctor's initial statuses and set to work on him. You
will notice he uses the same defense-ignoring guns from before,
but he's not too different from before. His Gatling Gun skill can
pack a punch on those in range, but again, nothing Protectga and
Bubble can't absorb. When his HP is halved, he will summon Famfrit
to fight alongside him.
When Famfrit is summoned, Doctor Cid can't be damaged any longer,
so the only target is the summon itself. Make sure to Dispelga at
the beginning because Cid can still attack you. Cast Shellga for
this stretch of the fight due to Waterja (can inflict Silence, too)
but also Dispel positive statuses that Cid shoves on Famfrit. The
summon's Briny Cannonade attack can be tolerated with but it's
really Waterja that is the main hitter. Still, it deals mostly
physical attacks and draws Cid's attention to defense, so it isn't
the hardest part of the fight. The doctor uses S-85 Cyclotrone as
well during this period, which can do 1000+ to those in range (but
is affected by Shell).
After Famfrit's been defeated, or a little before, Cid's barriers
will be taken down and he will start using S-85 Cyclotrone more
often. His attacks will also be a little more powerful than before,
but Cura/ja can cover all the bases. Steal a Magepower Shishak from
him if you're dying to have one...which you shouldn't, 'cause they
suck.
After battle, Famfrit the Darkening Cloud becomes your esper and
following more scenes, there's a save prompt. Back to...
o-------------------------------------------------------------------o
| 060 - Balfonheim Port [BLF3] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| None | ------ ------ -- -- ----- |
o-----------------------------o-------------------------------o
After meeting at Reddas' manse, the Strahl will be able to fly to
Bahamut. Oh, and the shops all have new upgrades, so check 'em out.
Deathbringers are on sale, and you can now buy Holy, Flare, Scourge,
Shock, and Slowga. No Hastega here, though; buy it in the North Bank
Village. If you want some auto-regen equipment, the merchant in
Lowtown's South Sprawl now sells Renewing Morions [16000g]. Also,
Sage's Rings [absorb: holy; halves MP] can be bought from the
merchant in Old Archades [22000g].
When you're ready to take the final plunge, get in the airship and
select "Bahamut" near the Rabanastre mapdot. This is the FINAL area
of the game, and once you go in there's no coming out. Stock up for
the long haul. To emphasize:
YOU WILL NOT BE ABLE TO CONTINUE ANYTHING ELSE ONCE YOU APPROACH!!!
But, since there is no save point within, who cares?
o-------------------------------------------------------------------o
| 061 - Sky Fortress Bahamut [SKF1] |
o-------------------------------------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 47 Mastiff | 6987 736 --- 1 ----- |
| Lv. 51 Imperial Pilot | 4939 672 167 1 ----- |
| Lv. 47 Imperial Gunner | 4219 454 80 1 ----- |
| Lv. 48 Imperial Swordsman | 3669 379 133 1 ----- |
| Lv. 49 Imperial Beastmaster | 3305 435 134 1 ----- |
| Lv. 50 Imperial Beastmaster | 3698 527 144 1 ----- |
o-----------------------------o-------------------------------o
After some...err, demolition scenes, the fortress is infiltrated.
Everyone ends up at...
[ANTECHAMBER]
You'll notice that this area's map is like the Grand Crystal, and
the map will just display an approximate location but no corridor
or area maps... Two bulkheads lead out of the corridor. Take
either, 'cause they both lead to...
[PERIPHERY]
The Imperial troops will be out in full force this time, and it
won't be the same two or three types as previous Archadian areas
may have shown -- at least six different types roam the halls
around these parts. Since there's no stopping the torrent, might
as well force your way down the hall. Whichever way you take,
there will only be one t-junction. Ascend the stairs there,
arriving at...
[CATWALK]
Cutscene plays and it gives some enemies time to sneak up on you.
Go south on the mini-map to the circular platform, looking for a
west exit nearby.
[CENTRAL LIFT]
Here, one can find some panel controls. Choose to operate the lift
and the Judge Magister from before will show up. Yes, he's still
kickin'...
o----------------o----------o
| BOSS: Gabranth | HP: ???? |
o----------------o----------o
HP: ~30000, then ~50000
Dispel his Haste and inflict Slow/Silence/Blind, either manually
or with the Nihopalaoa trick you've heard me write about. Cast
Protectga and Hastega on yourselves, then wail! When his HP is
about halved, a cutscene takes place and Gabranth will have Haste
again and in perfect health -- he uses Renew to refill all lost
HP. But, the Nihopalaoa trick works again, so use it. Gabranth
will start using Innocence (range damage?) and Enrage, which makes
him go bonkers and start doing more damage + chaining. That's also
your cue to finish the battle with a Quickening. How did a Judge
Magister get to be so weak?
Once done, operate the lift. You'll reach new heights, ending up
at...
[CENTRAL SHAFT]
The welcome wagon is here, and not the foodstuffs kind...
o-------------o----------o----------------o
| BOSS: Vayne | HP: ???? | STEAL: Nothing |
o-------------o----------o----------------o
HP: ~60000
Larsa joins in this battle, and on your side, of course. He'll
help with your characters' HP upkeep, so there's a shoulder to
lean on now.
One can't target Vayne with items here, so Nihopalaoa trick can
be done. Cast Blind, which strips the pugilist's best efforts away
for the most part. Protectga + Bravery + Bubble really aids in an
easy win here. When his HP is about halved, a cutscene will take
place; after, he'll have Haste. Dispel it and recast Blind. His
Mach Wave attack can do a bit of damage, and Force of Will can do
about 1000 to allies in range, but with three potential healers,
there's no way you should lose. DO NOT USE QUICKENINGS unless you
want to start the next consecutive battle with low MP.
After battle, you'll have to fight Vayne again, this time without
Larsa's helping hand. Gabranth, however, will be on your side for
awhile.
o-------------------o----------o
| BOSS: Vayne Novus | HP: ???? |
o-------------------o----------o
HP: ~60000
Again, no Nihopalaoa trick. Dispel Vayne's positive statuses and
sling Protectga to your party, if it's warn off. Sephira swords
will fly around Vayne and can be targeted; but, since Vayne is
easily damaged with Bravery'd up characters, there's still not a
lot to worry about. Gabranth will only attack, though, so keep a
close eye on your health. Vayne's Azure Vortice attack can deal
medium damage to an ally in range, while Contempt can do about the
same. After a cutscene, Dispel Vayne's recast statuses and watch
out for Inviolable Wall, which will do about 1000 damage to all
allies on the field. Vayne can erect a magick barrier, too. It'll
fade over time like all the others. Cast Shellga to reduce damage
from his -aga elemental magicks. "Tree of Sephira" can do 2000+
to those in range, so keep Bubble on and Curaja afterwards (or use
X-Potion). Also, "Limit Break" lets Vayne's skills instantaneously
be executed. Again, heal up your MP/HP now because it'll be the
same as later.
Vayne escapes and has a Kuja moment afterwards, then it's back on
track with the last boss of the game...
[CANNON SUPERSTRUCTURE]
o-------------------o----------o--------------o
| BOSS: The Undying | HP: ???? | IMMUNE: Holy |
o-------------------o----------o--------------o
HP: ~200,000
Dispel its initial Haste and throw Shellga on. Any magick with
"Piercing" in the name isn't applicable to the laws of Reflect,
as you probably already know. Equip as many Aegis Shields as you
can to have a good shot at blocking 'em, though. The Nihopalaoa
trick doesn't work here either -- he's immune to all the statuses.
Its Divine Sword and Megaflare attacks can do 1500 and 1000, to
a single target and allies in range, respectively. When it casts
Faith or Bravery, Dispel it right away or it'll put up one of its
barriers and you can get caught at a severe disadvantage. When in
a barrier state, it will use Ascension (~1500 dmg to all allies)
or Gigaflare Sword (~2000 dmg to allies). Always keep Protect and
Shell up. When put in HP-critical condition, it uses its "Perfect
Defense" to be immune to all things. Have to wait for it to wear
off before anything can be done. Take this time to heal up and
party buff -- don't be shy about using Elixirs and Megalixirs;
this is the end of the game, y'know.
Enjoy the ending, folks. You deserve it.
o-----------------------------------------------------------------------------o
| IV. SIDEQUESTS [SDQ1] |
o-----------------------------------------------------------------------------o
This section isn't complete, but I figure since everyone asks about this type
of stuff, might as well include what I do have. E-mail me with to correct any
errors you find. ^_~
o-------------------------------------------------------------------o
| Extra Esper: Zalera [EXZ1] |
o-------------------------------------------------------------------o
| OBTAIN: Zalera esper |
'----------------------'
After getting the Barheim Key during the North Bank Village quest
(see NBV1 for details), Barheim Passage is once again able to be
traversed. Head into the "Great Central Passage" area where once
there was a gate barring exit through the west side...it's gone
now. Continue west to "The Zeviah Span" area and look for an urn
with a Barheim Candle inside, to let you see the hidden areas in
the extra sections. To find it, head south down the bridge and
keep your eyes peeled for the first stairway on the east; take it
north and you can find the urn. Farthern down the bridge is a dead
end. To clear it, look for a cart dangling on the west side, which
can be pushed off for a makeshift bridge.
Continue through "The West Annex" to enter the "Terminus No. 7
Adjunct" with a save point. The next area to the west holds the
esper, so buff your party members at the crystal and save with 'em
on. Also, it has a skill that kills anyone with prime-numbered
levels, so make sure it's an even-numbered to be safe (divisible
by two). Unfortunately, it ain't just going to jump in your
arms...
o--------------o----------o-------------o-------------------o
| BOSS: Zalera | HP: ???? | IMMUNE: Ice | STEAL: Gemini Gem |
o--------------o----------o-------------o-------------------o
There's a five-minute timer that rolls as the fight starts. Let
it deplete all the way and you'll automatically lose...not that
you die, but are teleported to the save point area. Zalera has
about ~40000 HP, and regains all of his HP if you are teleported
out.
To begin with, dispel Zalera's initial positive statuses. Dead
Bones enemies will be thrown into battle, and it's up to you
whether you want to waste time with them. They will use Hawk
Glare (inflict: Disable) and Reflectga. They will be resummoned
a few times and only have about 3000 HP. Magick like Scourge is
a good ranged attack if you're in the late game; -ara types can
work as well in the early.
For Zalera itself, cast Slow ASAP (or Slowga) and go to work.
Some attacks will do zero damage while some will succeed; Zalera
braces for attacks which is why it's a hassle here. Watch out for
"Kill" which, of course, kills a character dead -- luckily it can
miss. "Prime Lv. Death" means that any level that is only
divisible by itself and one (i.e. 13, 17, 19, 23, etc.) will get
inflicted with Death. Also, it knows plain old "Death" magick,
which pierces reflect status so the mirror-mail trick won't work.
Other magicks: Sleepga, Lv. 2 Sleep. Nishijin Belts can prevent
Sleep. A lot of status-effect oriented attacks, but if you enter
with remedies and full Remedy Lore licenses, the time limit will
seem nonexistant. Remember to use Quickenings, now.
After battle, Zalera the Death Seraph will become your esper. Keep
going west out of the room to end up in the Garamsythe Waterway.
In the "East Sluice Control" is the Garamsythe Candle which reveals
the hidden areas around. That's for a different time, though...
o-------------------------------------------------------------------o
| Extra Esper: Zeromus [EXM1] |
o-------------------------------------------------------------------o
| OBTAIN: Zeromus esper | RECOMMENDED LEVEL: 50+ |
'-----------------------'------------------------'
After clearing the Stilshrine of Miriam and watching what events
unfold at Mt. Bur-Omisace, you can get the "Stone of the Condemner"
key item from a Nu Mou acolyte at the "Temple Grounds" area of the
mount. This unlocks a secret entrance in the stilshrine, which will
lead to our next esper.
Teleport there and go to the "Ward of Measure" area right inside
the door. Behind the statue here is the waystone you used before
to get further inside; now, it reacts to the Stone of the Condemner
and you're prompted to use it. Do so to end up at the "Throne of
Veiled Gods" area. Check to make sure you have the Remedy Lore 3
license (and Remedies, too) and any auto-Reflect equips (Mirror
Mail, Ruby Ring) before you open the door -- both will come in
very handy...
Also, make sure to have a big supply of X-Potions, which you can
buy in Balfonheim or on airship flights out of the aerodromes.
An "Ally: HP<60% -> X-Potion" gambit works well, and if you can
get Hermes Sandals (auto-haste) from Burrogh in Barheim Passage,
consider doing that.
o---------------o----------o
| BOSS: Zeromus | HP: ???? |
o---------------o----------o
HP: ~100,000
From the get-go, characters will be unable to use magicks, so it
will have to be item-healing from hereon in. Since you can't use
magick, might as well do a large chain-Quickening near the start
to take out any Dark Lord minions that appear. They respawn later
on and are weak to Holy; check your inventory to see that weakness
plays into your hands. Another way to do away with them is to use
Scathe Motes (Warp Motes don't work...) to help clear the field.
Basically, have an ally or two clearing the minion crowd while a
good fighter whacks the boss.
Zeromus will cast Stop often, so use Remedies to cure it and some
X-Potions to heal. Its Gravity attack will damage you by 1/4 of
your max HP and Piercing Gravija will do half your max HP's damage
as well, so keep Stop off to maximize healing potential. It helps
to build your MP back up to take out the Dark Lords because they
will just keep coming and coming; when there aren't any, use that
window to dig in. Armor on par with Dragon Mail should be enough
to keep the Dark Lords' attacks from being very effective. Watch
out for the boss' Slowga, which pierces Reflect. =/
Also, the esper is immune to everything but Shear/Expose.
Afterwards, Zeromus the Condemner's license is added to the board
and can be summoned at your leisure. Also note that the waystone
in "Ward of Measure" now makes a mandatory stop to "Throne of
Veiled Gods," letting you fight more Dark Lords for your bestiary.
o-------------------------------------------------------------------o
| Extra Esper: Adrammelech [EXA1] |
o-------------------------------------------------------------------o
| OBTAIN: Adrammelech esper |
o---------------------------o
This Flying-type esper appears in the middle of Zertinan Caverns,
the "Athroza Quicksands" area to be precise. Although there are a
number of ways to get to here, if you enter from the Ogir-Yensa
Sandsea's "East Junction" area, you can pick up the area map inside
"The Balamka Fault." Exiting south into the area will auto-initiate
the fight. Be aware, though: you can exit the battle at any time to
go heal up and such.
o-------------------o----------o--------o----------------------o
| BOSS: Adrammelech | HP: ???? | LP: 30 | STEAL: Capricorn Gem |
o-------------------o----------o--------o----------------------o
Boss HP: ~40,000
Since Adrammelech is a flying type, you'll have to use guns, hand
bombs, bows, and Telekinesis. If you do this early, you may not
have access to all of them, but as far as weapon damage goes, that
is all you can do.
Battling is basically split into two parts: fighting the esper and
dealing with the annoying Shambling Corpses. Luckily, the corpses
are susceptible to Disable and, if you choose to do the Nihopalaoa
trick (regarding remedies), you can inflict it and other statuses
and leave the corpses to rot (no pun intended). It seems if you do
not kill the corpses, more will not join in the battle -- use this
to your advantage, since they will use Cloying Breath (Sleep+Slow)
and a few minor elemental spells.
Adrammelech can inflict Sap with his regular attack, and is only
susceptible to Blind, Slow, Shear, and Expose. Its uses Flash Arc
(1-target thunder-elem) and Thundaja (thunder-elem damage to all in
range + Stop). If you have any Rubber Suits, you can simply null
all the thunder damage, but Stop will have to be dealt with via a
Remedy Lore 3'd remedy. When its HP dips below the halfway mark, it
erects a "Perfect Defense" that makes it immune to physical and
magical attacks. Be sure to inflict statuses before this point due
to it also being immune from the Nihopalaoa trick. Shell/ga allies
until the palings fall, then dig back into it.
Once dead, Adrammelech the Wroth will be your esper. Beware though:
any Shambling Corpses that were alive at the end of battle will not
have disappeared.
o-------------------------------------------------------------------o
| Extra Esper: Cúchulainn [EXQ1] |
o-------------------------------------------------------------------o
| OBTAIN: Queklain esper |
o------------------------o
PREPARATIONS:
Arise Spell
Bubble Spell
Holy Spell (Foobars weak to it)
X-Potions (if in early game)
Renewing Morions (Auto-Regen)
Black Belts (immune: Disable) for everyone
3000+ HP ~ Lv. 35+ (recommended)
Don't even bother coming into the battle if you can't nullify the
Disable status -- it's a killer, and you will die. =/
---
Once you have completed the White Mousse mark and obtained the
Sluice Gate Key for your trouble, the Garamsythe Waterway's flood
gates will be under your command...and that's where this esper can
come into play. Here are the steps:
01) Go into the "Central Waterway Control" area
02) Turn on the No. 11 and No. 4 Waterway Control gates
03) Exit south into the No. 4 Cloaca Spur, which is now drained
04) Trigger the No. 1 North Waterway Control in the very southeast
05) Exit back into the "Central Waterway Control" area
06) Turn on the No. 10 and No. 3 Waterway Control sluice gates
07) Exit south into the No. 3 Cloaca Spur, which is now drained
08) Trigger the No. 1 South Waterway Control in the very southwest
09) Exit back into the "Central Waterway Control" area
10) Turn off the No. 10 control and trigger the No. 4 control
11) SAVE! Then, exit into the drained No. 1 Cloaca area
12) Take the southern stairway into the shallow water, and...
o------------------o----------o--------o--------------------o
| BOSS: Cúchulainn | HP: ???? | LP: 50 | STEAL: Scorpio Gem |
o------------------o----------o--------o--------------------o
Boss HP: ~70,000
DO THE NIHOPALAOA TRICK ON THE FOOBARS! It helps immensely. Also,
using Reverse to make the battlefield's Sap effect heal you does
not work.
As you may have expected, there's a "veil" around the battlefield
that inhibits your stats. This time, your HP will be continuously
taking a dive in Sap-like fashion. Have Curaja ready or a heckuva
lot of X-Potions. Also, Cúchulainn is immune to all status effects
except Expose/Shear, which isn't such a surprise if you recognize
him as "Impure King" from Final Fantasy Tactics. Make sure to
Dispel the esper's initial good statuses immediately.
Foobar enemies (see: Nabreus Deadlands) will be falling into the
battlefield. Cast Slowga/Disable as soon as you can because Foobar
enemies' regular attacks can inflict Disable, too. The Nihapalaoa
trick puts the Foobars out of commission ASAP, and since they do
not die immediately, they simply waste space...no more new ones'll
come into battle until they fall to Doom status! Someone will have
to be spamming Cura/ja just to keep up, since Queklain will
(devilishly) use Invert to make your HP extremely low. If you have
Arise on-hand, perfect.
"Queklain" will use Bio and Toxify primarily, which means you will
have to find time for Remedies/Esunaga so your HP isn't decreasing
at a double-time speed (battlefield effect =/= Sap status). When
Queklain unleashes Slowga, make sure to counter with Hastega; when
he uses Immobilizega, Esunaga in kind (if you need to). Queklain's
"Mana Spring" attack gives it back MP for its nasty spells, while
"Malaise" works like a medium-damage Drain attack (single-target).
When its HP gets low, its defense skyrockets and it starts to use
Invert more often. Doing a chain-Quickening for the kill wouldn't
be such a bad idea. Once the battle's over, Cúchulainn the Impure
can be bought at the license board.
o-------------------------------------------------------------------o
| Extra Esper: Exodus [EXX1] |
o-------------------------------------------------------------------o
| OBTAIN: Exodus esper | NOTE: Can start after Phon Coast storyline |
'----------------------'--------------------------------------------'
Alright, so you want another esper. This one's up in the Mosphoran
Highwaste, at the Empyreal Seat area. Sad to say, but it's not
easily accessed. To get up to it, you'll have to dink around with
the shrines. Make sure you have some Gysahl Greens on hand (buy in
Muthru Bazaar/Balfonheim).
----------------------
The order of operation
----------------------
01) In "Babbling Vale," trigger Shrine of South Wind.
02) Notice the map "!" at Empyrean Way -- a new path's opened.
03) Mount the Wayward Chocobo in "Rays of Ashen Light"; ride south
04) Take the new path west in "Empyrean Way"; use choco-only exit
-YOU SHOULD BE IN "SKYREACH RIDGE" NOW-
05) Dismount chocobo, and enter "Babbling Vale" from nearby exit
06) Trigger the Shrine of the West Wind, then push weathered rock
into place so you have permanent access into former area.
07) Activate Shrine of Northwest Wind in "Babbling Vale"
08) SAVE! Then go back to "Skyreach Ridge"
09) The highest part of the path now extends to "Empyrean Way"
Heeeeeere's....!
o--------------o----------o--------o------------------o
| BOSS: Exodus | HP: ???? | LP: 55 | STEAL: Libra Gem |
o--------------o----------o--------o------------------o
HP: ~100,000
Sorry, but you can't use items in this battle. This means the
Nihopalaoa trick is out of the question. However, you can still
slap it with Slow, Shear, Expose, and Sap. You just need to find
an opening since it recasts Reflect.
Speaking of which, the "Enemy: Status=Reflect -> Dispel" gambit
is essential here. In fact, if you can do a pretty consistant loop
where the boss does one skill, recasts Reflect, does one attack,
recasts, etc. Keeping Shellga on yourselves is a good idea also,
since it uses Flare and Scathe. Naturally, equipping Bubble Belts
is a smart idea here, although by level 60-70, you can stomach one
without any problem. Two might be pushing it; have allies with an
"Ally: HP<50% -> Curaja" gambit handy. As long as you spread out
around Exodus, Scathe should never hit more than one person.
When its HP gets very low, it raises a physical paling so you'll
have to rely on magicks. With someone constantly dispelling the
esper's Reflect, you can get a Flare or two in each turn. Sorry
to say, but Exodus is a pushover -- shouldn't have much trouble
with this guy at higher levels, even without the best equipment.
When you've won the battle, Exodus the Judge-Sal is yours for keeps.

o-------------------------------------------------------------------o
| Lost Cockatrice Flock [LCF1] |
o-------------------------------------------------------------------o
| OBTAIN: Tumulus, Defender, Platinum Dagger, Diamond Sword |
| Yoichi Bow, Koga Blade, Hi-Ether x 2 |
'-----------------------------------------------------------'
Before you can do this, you have to have cleared the Cluckatrice
mark, passed the storyline up to Archades, and obtained the key
item Feather of the Flock. This key item can only be gotten in the
rainy season in the secret area "Tracks of the Beast," which is
created by chopping down withered six withered trees in the Giza
Plains.
Come back to the nomad village in the dry season to find the li'l
girl herder's livestock have flown the coop. You can find them all
around the world in the places with many people. In no particular
order:
#1 - Archades
Clear Archades' events and return here, right after if y'want.
Do the chops mini-quest and get all twenty-eight of them, then
trade it in for one sandlewood chop. In the Tsenoble area, you
can now access the place behind the docent. There will be a
large cockatrice in the station here, and if you talk to it,
it will leave and give you a [TUMULUS] hand-bomb.
#2 - Balfonheim
Speak with the miffed moogle to learn of its traveling plight,
and talk to the girl by the stables. Show her the Feather of
the Flock. Talk to Gurdy by the chocobo stables and moogle'll
rent the tiny 'chocobo' in the pen for 1 gil. Of course, its
not a chocobo but a cockatrice -- you get a [DEFENDER] for the
trouble.
#3 - Jahara
In the village proper, talk to the herder who wants to know
what the cockatrice is doing there. Talk to the bird and relay
that it's from Giza Plains. The herder tells you speak with
the Great-chief; do so and get his gift. Give it to the bird,
then talk with the herder to get a [PLATINUM DAGGER].
#4 - Eruyt Village
In "Fane of the Path," the cockatrice has lost its memory and
won't leave until it's recovered. You'll have to find dewdrop
pebbles along the woods to restore it. There is one near Mjrn
that starts the quest, and you'll have to ten more from there
on out:
1 - Fane of the Path - by salve-maker's pestle bowl
2 - Fane of the Path - north part of circular walkway
3 - The Spiritwood - on bridge by path to Fane of the Path
4 - The Spiritwood - by the fountain
5 - The Spiritwood - by the fountain; ask the Viera to get it
6 - The Spiritwood - by the wood-warders' hut
7 - The Spiritwood - on the stair leading to Fane of the Path
8 - The Spiritwood - below small stair south of the fountain
9 - The Spiritwood - by southern dead end
Give the dewdrop pebbles to Mjrn and after the ninth, the bird
will drop the tenth. Give it to Mjrn and the bird will recover
its memory and you receive a [YOICHI BOW].
#5 - Rabanastre
In "North End," at the very north part, a lone cockatrice is
found in a corner. It runs away when you encounter it and will
continue to do so. Chasing it is no good, so one has to snatch
it by hiding. Waiting behind a pillar or out of view and when
it turns a corner (easy to do in pillars kittie-corner to East
End) makes it easy prey. When it asks you what you're doing,
tell it you're not ruffling its feathers.
It will now be in the north section by the fountain and stays
there until you've sent the Eruyt cockatrice (Chit) back to
the nomad village. Inform it of your progress to receive a
[DIAMOND SWORD].
#6 - South Bank Village
The last cockatrice (Sassan) doesn't do anything until you've
restored the ferry to North Bank Village (see NBV1). Once back
on at the south shore, talk to Tchigri and he'll want to ship
the bird north. The correct combination for doing this:
Natyhl --> Arryl --> Sassan
Take them one at a time and when Sassan finally gets across,
he'll give Vaan a [KOGA BLADE].
Once all six cockatrice have been flung back into their pen, return
to the nomad village (provided it's the dry season) and find Terra.
She gives you [HI-ETHER x 2] for the successful round-up.
o-------------------------------------------------------------------o
| The Great North Bank Village Escape-o-rama [NBV1] |
o-------------------------------------------------------------------o
| OBTAIN: 1000 Gil, Wyrmfire Shot |
'---------------------------------'
Complete the Flowering Cactoid mark and earn the Cactus Flower key
item. Talk to Dantro at the Estersand outpost and he'll want you to
deliver it to his wife at the South Bank Village who's nursing some
sick traveller. Talk to her there and get a [BUNDLE OF NEEDLES] for
your trouble.
###################################################################
NOTE: Must be past Tomb of Raithwall events to take the riverferry!
###################################################################
Re-enter the village and go to the dock. Talk to Tchigri and agree
to accompany him to the North Bank Village. Once there, you find a
cactoid bandit group's holding the ferrymen hostage. Speak with
Ruksel to learn the cactoids are looking for their relative Dran
who's been causing trouble around the desert (and also earned a
mark on his head).
Back in South Bank Village, talk to Dantro's wife to learn she's
boiled Dran's head-top flower and thrown it behind her house.
Go and claim it to find that Dran's back! Have Tchigri take you
back to the northern village and they'll buy the fraud. Vaan
obtains [1000 GIL] and [WYRMFIRE SHOT], plus the village regains
its once-lost population.
o-------------------------------------------------------------------o
| The Great South Bank Village Search-o-rama [SBV1] |
o-------------------------------------------------------------------o
| OBTAIN: Barheim Key, Magick Gloves |
'------------------------------------'
Okay, so maybe it's not that 'great,' but still...
After the North Bank Village ferry is back in commission, talk to
Dantro's wife who bemoans her lack of semclam shells. She bids you
to find some along the banks of the river. Leave the village and go
into the shallows, picking up the "mysterious glints" that are the
semclams. Get three, return to her, and she'll need some Nebralim
to staunch the wound -- Dantro should have some.
Go to the Estersand outpost and Dantro says there's some in the
crates nearby. Get the phial of [NEBRALIM] and bring it back, to
which she asks for Valeblossom Dew from the Broken Sands area in
the north.
###################################################################
NOTE: Must be past Tomb of Raithwall events to take the riverferry!
###################################################################
When you get there, look in the lower-middle section for a tree/
shrub with white flowers. Get some [VALEBLOSSOM DEW] and return.
That's the last of the foraging you have to do, but if you have
the Great Serpentskin loot (Obtain from the Nidhogg mark) give
it to her as well. Re-enter the village twice and the bed-ridden
man will be well again. Talk to Dantro's wife to learn he's in
the back of the house.
Talk to her to learn she's a treasure-hunter who found something
of great use in Barheim Passage. She gives you the [BARHEIM KEY]
as the reward, and also [MAGICK GLOVES].
YOU WILL ALWAYS GET THE BARHEIM KEY FOR COMPLETING THE SIDEQUEST!
The Great Serpentskin only affects if you get the best reward or
not.
o-------------------------------------------------------------------o
| Into the Wyrm's Nest [WRM1] |
o-------------------------------------------------------------------o
| OBTAIN: Wind Globe, Windvane |
'------------------------------'
Available later on in the game, the sidequest allows passage into
the "Wyrm's Nest" area of the Dalmasca Westerand, eternally blocked
by a sandstorm. But only for a little while longer.
At Dalmasca's Westgate, find the Bangaa named Rimzat. Tell him you
will aid him in gathering information on the sandstorm. Go to the
"Southern Plaza" area nearby and find Cotze sitting in the center
fountain. He directs you towards Storehouse 5 in Lowtown where his
old friend is. Find Northon down near the entrance to Garamsythe;
he's the stooping NPC.
He tells that he and his friend used to have an item that quelled
the sandstorm, but they broke into two so no single person would
have complete access. This item is the Windvane, and Northon hid
his half in the Westersand under some Dynast-Cactuses. Incredibly
vague hint on its own, but if you return to Cotze, he says Northon
probably hid his half in the "Shimmering Horizons" area's NW dead
end.
To find the cactus that marks the spot, head into the Shimmering
Horizons area and EXIT northwest into the dead end part of the
"Windtrace Dunes." There are two cactuses here; the one on the SW
side contains the treasure: a [WIND GLOBE]. Go back to Westgate
and meet up with Rimzat and his companions.
Cotze gives you his half and you obtain a [WINDVANE] to persevere
through the Wyrm's Nest. So, where exactly is this nest? Well, it
is in the northeasternmost area of the Westersand, but can also be
entered from "The Yoma" area (north of North Bank Village) in the
Estersand. Either way, head into the place and...
o--------------o-------------o--------o----------o
| Earth Tyrant | HP: ~70,000 | LP: 21 | EXP: n/a |
o--------------o-------------o--------o----------o
STEAL: Hi-Potion, Tyrant Hide, Tyrant Bone
Although this is probably the largest dino you'll ever see, it
can be tamed with a simple formula. First, cast Blind on it to
reduce damage from its massive maw, then cast Berserk to prevent
it from going buckwild with Sonic Fangs (damage + Death). Later,
if you need to buy some healing time, cast Confuse/Sleep on it
and cure away. It's also susceptible to the ever-useful Slow, but
can also be Silenced. When its HP is put into critical, it serves
up a defensive boost (use Quickenings) and starts to use Screwtail,
a move that just does damage to allies in front of its face. If
you have Bravery and Hastega, just dole those out and beat the dude
senseless when it can't do anything but chomp at you.
When the tyrant dies, so does the sandstorm. Nice to have you back,
visibility! Anyway, the dino's death makes those long sandstorms seem
to spawn in less abundance, although they can still occur. As for the
great reward? Sorry, there isn't one. But, if you speak to Montblanc,
he'll give you 1200 Gil... Well, maybe the Bestiary entry was worth
the trouble...
o-------------------------------------------------------------------o
| Ann (Uh) and Her Sisters [NNH1] |
o-------------------------------------------------------------------o
| OBTAIN: Ring of Renewal | NOTE: Must be up to Balfonheim to start |
'-------------------------'-----------------------------------------'
| NOTE: Can start after Bhujerba storyline events but cannot finish |
| until you get to Balfonheim. Recommended you hold off until |
| it can be done all the way through, for rememberance's sake |
o-------------------------------------------------------------------o
'Kay, first and last Woody Allen joke there, I promise.
Private flights are something that can go by the wayside in the
course of the game, but should you happen to fly, this sidequest is
ripe for the taking. To start it, take a flight and head into the
sky saloon. Look for a man hassling the female chief steward named
Ann. Long story short, Ann asks you to deliver some letters to her
siblings in order to balk the womanizer who's been wanting her to
marry him. You'll receive the key item [ANN'S LETTER] and can now
get to work sticking it to the man!
To search out Ann's other similarly-employed sisters, you'll have to
take more flights and check the sky saloons (make sure to fly with
the leisure craft option). The order you do this in doesn't make a
difference, but you can always tell if you haven't delivered Ann's
note because there will be one of the womanizer's brothers hanging
around her. Go over to her and pick the "I have a letter from Ann"
option
Depending on which flight you find Ann on, that may screw up any
five-step plans you have going for you. Here's the order I found
mine in (Ann = Balfonheim <-> Bhujerba for me):
------------------------+------------- The sister you find will
FLIGHT TO TAKE | SISTER FOUND always be the same, no
------------------------+------------- matter which order you
Nalbina Ft. -> Archades | #1 Liddy perform the searches in,
Archades --> Balfonheim | #2 Twarra however.
Balfonheim ---> Nalbina | #3 Carryl
Nalbina ---> Rabanastre | #4 Sanne KEEP TRACK OF ALL THE
Rabanastre --> Bhujerba | #5 Lyseth FLIGHTS YOU TAKE!
Once you've found the first five, Lyseth tells you the youngest
sister Cisset is on the one route you haven't visited yet. For
an easier time figuring this out, here's a table of flights that
can be taken overall (in order of storyline appearance):
-------------+--------------------------------------.
FLIGHT FROM: | CAN GO TO: | AND ALSO: | HERE, TOO: |
-------------+------------+------------+------------+
Rabanastre | Bhujerba | Nalbina | Archades |
-------------+------------+------------+------------+
Bhujerba | Balfonheim | Rabanastre |
-------------+------------+------------+------------.
Nalbina Ft. | Archades | Balfonheim | Rabanastre |
-------------+------------+------------+------------+
Archades | Balfonheim | Nalbina | Rabanastre |
-------------+------------+------------+------------+
Balfonheim | Bhujerba | Archades | Nalbina |
-------------+------------+------------+------------+
Since the flight the sixth sister on is random, you'll have to
learn which flights you've already taken. Flights to and from
two different places (Balfonheim <-> Nalbina will always give
you one person) are the same flight at the core, you can cross
both of them off on the above table. If you didn't have to
double-back to any town as I did (Nalbina twice), you should
be able to cross out twelve flights and get the last one; if
not, you'll have three or four to do through trial and error.
Deliver the letter to Cisset and she gives you a smashing ring
for your success at defeating the idiots in House Laschiell...
a [RING OF RENEWAL]!
o-------------------------------------------------------------------o
| The Four Fragments [THD1] |
o-------------------------------------------------------------------o
| OBTAIN: Dull Fragment, Grimy Fragment, Blackened Fragment |
'-----------------------------------------------------------'
NOTE: To get Ro'kenmou/Ro'kenmu to appear, you must first talk to
Ma'kleou in Nabudis (second area from Salikawood).
---
Talk to Roh'kenmou in Old Dalan's house (Lowtown, South Sprawl) and
he will tell you of a medallion that was split into four pieces for
safe keeping. The first one he clues you into finding is that which
was in a man's possession before he died...
Each time you find a fragment, you can go back and give it to the
Nu'mou or wait off -- doesn't matter.
---------------------
THE DULL FRAGMENT
---------------------
NOTE: Must have completed White Mousse hunt and have the Sluice
Gate Key in your possession to continue!
After completing the Wraith mark hunt, if you go into the residence
in Lowtown you can find the key item [DUSTY LETTER] on the table
near the Seeq. Reading it, you can find the clue:
East -> Southeast -> East -> Southwest -> Southeast
Now, this may seem like directions for navigating the Garamsythe
waterway (as the letter talks about in detail, but not in the key
item description), but in reality, it's the method for operating
the switches in the "Central Waterway Control" area. Go down there
and face south, so the switches look like (from north facing):
_________________________
/ _ _ \ The switches correspond
/ (_) (_) \ with the directions, of
/ _ SE SW _ \ course, and you'll have
| (_) (_) | to operate them in the
| E W | certain sequence to get
_____________ EXIT ____________ the prize.
So, with all the switches starting in the "off" position (not lit
up), flip the switches. If you don't like directions, do it by the
name of the switch:
1) Close No. 11 Control | Once this simple task is completed,
2) Close No. 04 Control | you should hear a "tinkle" noise, but
3) Open No. 11 Control | will receive NO notification that
4) Close No. 03 Control | anything has happened. Head to the
5) Open No. 04 Control | south of the area near the entrance
--------------------------' to the No. 1 Cloaca and you will find
a "Shiny Object" on the ground. Claim it for your own to see it is
a [DULL FRAGMENT] key item.
----------------------
THE BLACKENED FRAGMENT
----------------------
Complete the Orthros bounty and you will receive this key item.
------------------
THE GRIMY FRAGMENT
------------------
There's a certain sequence of events you have to follow again.
1) Talk to Filo in Lowtown's South Sprawl (in eastern part) to learn they've
searched everywhere for the medallion except the city streets.
2) In Rabanastre's "Southern Plaza" area talk to the "Curious Woman" by the
fountain. Listen to her story to learn she's an amnesiac with only a
necklace as a memento.
3) Go to the Muthru Bazaar (Rabanastre) and find the orange bangaa merchant.
Talk to him about the necklace to learn he sold it to an Imperial a short
while back. He used to be at the Sandsea, but has left for somewhere else
it seems...
4) Enter Yugri's Magicks (Rabanastre) and talk to the Sotted Imperial NPC
about the necklace and woman near the fountain. He'll want you to fetch
her to him, in order to corroborate your story.
5) The Curious Woman isn't at the plaza any longer, so return to Filo in
Lowtown; she'll have located her. Agree to accompany Filo to the magicks
shop, and you'll automatically arrive there.
6) Talk to the Imperial again.
After some dialogue, Shyle (amnesiac) gives you the [GRIMY FRAGMENT].
---------------------------------
ONCE YOU HAVE ALL THREE FRAGMENTS
---------------------------------
Hand 'em over to Roh'kenmou and he leaves for Nabudis. No immediate
reward, but this is only half of a larger sidequest. Wanna do the
rest? Read below. If you've already done the rest, go to Nabreus
Deadlands and talk to Ma'kleou at the normal save point area.
o-------------------------------------------------------------------o
| A Second Medallion [ASM1] |
o-------------------------------------------------------------------o
| OBTAIN: Moonsilver Medallion |
'------------------------------'
Fly yourself to Archades and stop by Charlotte's Magickery. Another
Nu'mou is fretting here. Talk to Roh'kenmu to learn he's lost the
Moonsilver Medallion. Inquire about it to learn it's been sold and
the man who has it, Otto, is missing. If you know your stuff, the
search shouldn't be long -- he's in Old Archades.
Go down to "Alley of Muted Sighs" and find Otto in the northernmost
part. Talk to him and he'll fork over the [MOONSILVER MEDALLION]
without much hesitation. Return to Roh'kenmu and give the hunkajunk
back to him.
If you've already helped out Roh'kenmou, go to Nabreus Deadlands
and speak with Ma'kleou at the normal save point area.
o-------------------------------------------------------------------o
| A Third Medallion [ATM1] |
o-------------------------------------------------------------------o
| OBTAIN: Medallion of Bravery, Medallion of Love |
| Lusterless Medallion |
'-------------------------------------------------'
Once you've helped out Roh'kenmou and Roh'kenmu in the two quests
detailed directly above, go to Nabreus Deadlands' normal save area
and talk to Ma'kleou. The three kinsmen agree that you are the one
they've been waiting for, the one who can destroy the beasts that
the medallions have sealed away. The Medallion of Bravery and Love
have both been found, and only the Medallion of Might remains to
be obtained.
It's in "Overlooking Eternity" as the Nu'mou says. If you haven't
done the Roblon bounty yet, the way may be unclear -- the area is
isolated from the rest, after all. Go to "The Slumbermead" and
search the northwestern part of the marsh for a secret off-the-map
route into "The Fog Mutters."
From there, you can make your way to "Overlooking Eternity." There
are a lot of Dead Bones enemies here, but once you approach the
shrine at the top, a scene takes place. Ma'kleou bestows upon your
party the [MEDALLION OF BRAVERY] and [MEDALLION OF LOVE]. These
can open the locked doors in the Necrohol of Nabudis. As the three
Nu'mou depart (literally) your company, the shrine opens and you
get the [LUSTERLESS MEDALLION].
Fury, Humbaba, and Chaos are now able to be fought. The end!
o-------------------------------------------------------------------o
| Boozin' Bhujerbans [BZB1] |
o-------------------------------------------------------------------o
| OBTAIN: 14,000 Gil |
'--------------------'
So, around Bhujerban you can find bottles of spirits ("madhu") that
you can resell to people for some cash. How much? A thousand gil a
pop. Times that by fourteen (the total of buyers) and you can wind
up with 14,000 gil spendin' money. The bottles aren't visible and
only appear when you get close, however; and, they only have one
NPC who'll buy 'em off of you. So, where are these drinkages? In
and around town, natch. There's no order to doing this, either.
01) FIND: Lhusu Square - by northern water fountain, on stairway
SELL: Lhusu Square - "Lhusu Miner" - man by item Seeq
02) FIND: Rithril's Protectives - in a cabinet
SELL: Rithril's Protectives - "Shop Clerk" - she's nearby
03) FIND: Clio's Technicks - stairway by the counter
SELL: Clio's Technicks - "Shop Clerk" - he's a moogle, yo
04) FIND: Targe's Arms - by one of the showcases
SELL: Targe's Arms - "Bhujerban" - look for a female :p
05) FIND: Aerodrome - By a bench in waiting area
SELL: Aerodrome - "Bhujerban" - sitting on rail, waiting area
06) FIND: Bashketi's Gambits - in a bookcase
SELL: Bashketi's Gambits - "Shop Clerk" - it's a red Seeq
07) FIND: Mait's Magicks - by one of the showcases
SELL: Mati's Magicks - "Bhujerban Guru" - standing 2 feet away
08) FIND: Miners' End - by box outside gambit shop
SELL: Miners' End - "Lhusu Miner" - gray bangaa south of box
09) FIND: The Staras Residence - by a bureau near door
SELL: The Staras Residence - "Niray" - the children's mother
10) FIND: Khus Skygrounds - by moogle on box, near item shop
SELL: Khus Skygrounds - "Bhujerban" - woman by west rail
11) FIND: The Cloudborne - passed-out woman's table
SELL: The Cloudborne - "Magu" - fat Seeq between bar's exits
12) FIND: Cloudborne Row - at dead end near The Staras Residence
SELL: The Cloudborne - "Magu" - fat Seeq between bar's exits
13) FIND: Kaff Terrace - near Seeq seated by entrance
SELL: Kaff Terrace - "Bhujerban" - woman near drop-off edge
14) FIND: Travica Way - by two NPCs near Miners' End entrance
SELL: Travica Way - "Bhujerban" - man near the magick shop
Anyway, this is the order I found 'em in. If you want me to reorganize it for
more convenience...too bad! ...Just kidding. Drop me an e-mail and I'll get
around to it. Also, if anyone knows an alternate buyer for #12, hook me up;
it seems weird that Magu would buy two casks. Also, if anyone knows any
locations I missed, tell me. Fourteen total casks is a weird number to have.
---
Rebo Valance writes: "Nimay won't buy the booze from you if her mark request
is active. You have to do it either before the hunt is availible, or after
it has been completed."
Darthkirby4463 writes: "in regards to your sidequest faq, you can sell the
bottle of maddhu found in cloudborne row to "cloudborne patron". he is found
just outside the cloudborne next to a drunken bangaa. i think those are all
14 bottles simply because if there is 1 per section, there would be nowhere
else to find one."
David Ariew contributes this gem: "Hey, I was just reading your FAQ.
Specifically, the part where you run around getting the Madhu in Bhujerba. I
was following it exactly up until "Niray." She wouldn't buy from me because
she was too grieved over her children or something like that (because of the
antlion hunt). Anyway, I went over to cloudborne way and the cloudborne
itself and picked up another two bottles. I sold both to Magu (by leaving the
cloudborne and coming back). But then I went back in and found that I could
sell the third bottle to Magu as well. My guess is that this NPC will buy all
of the Madhu you have. I'm not sure if this is true for other NPCs as well,
but it would definitely be easier just to find all the Madhu and sell it all
to Magu."
o-------------------------------------------------------------------o
| Viera Matchmaker [VRM1] |
o-------------------------------------------------------------------o
| OBTAIN: Loxley Bow + 2 Hi-Potions -or- Loxley Bow |
'---------------------------------------------------'
O, love is a precious thing, and you can help an interracial couple
hook up in Rabanastre. The way it works is as so:
1) Talk the Viera near the Southgate stables, making her leave
into the Southern Plaza.
2) Speak with the Lovestruck Man near the Southern Plaza fountain
to say he's in love with her, blahblahblah, and she headed to
the East End.
3) Head to Yamoora's Gambits shop and speak with the Viera, who
mentions getting a drink. And there's only one bar in town...
4) At the Sandsea, find the Viera on the balcony railing. She says
that when she sees Vaan a special feeling washes over her, and
asks if he knows of her soulmate.
5) You can actually pick one of two people for the Viera to go
meet -- Lovestruck Man at the plaza and Lord Vain at the gambit
shop. The former gives the best reward, although barely. Which-
-ever you choose, he'll ask you to convey his feelings to the
Viera; choose to accept.
6) Back at the Sandsea, tell the Viera of her suitor's request and
she will run to meet him.
7) If you chose to set her up with the human, return to the plaza
and talk to either of the happy now-couple for a [LOXLEY BOW]
and two [HI-POTIONS]. If you chose to set her up with the seeq
from the gambit shop, talk to either to get one [LOXLEY BOW].
o-------------------------------------------------------------------o
| Teaching a Man to Fish [TMF1] |
o-------------------------------------------------------------------o
| OBTAIN: Muramata + Fishing priveleges |
'---------------------------------------'
NOTE: Finish the South Bank Village Search-o-rama Sidequest [SBV1]
before you start this. The North Bank Village has to be back
in business to continue. Plus, you have to be to Balfonheim.
-------------------------------------------------------------------
Before anyone can fish, they'll need a rod, no? To weasel one into
your possession:
01) Talk to Ruksel at South Bank Village dock. He wants to fish but
has no rod.
02) Visit the "Chivany Breakwater" road in Balfonheim, and speak w/
the Fishing Enthusiast twice. When he asks if you have business
with him, talk about his fishing rod. He says you can't have it
sadly.
03) Run near the Aerodrome but don't enter; instead, make sure the
fisherman is out of your sights and return to the position he
was at. He should have vacated and left his rod nearby. You can
then steal it (Vaan's specialty -- what'd you expect?) for your
own. NOTE: If the man didn't disappear, re-enter the screen and
go through the procedures again; he should say the exact same
thing. You do _not_ have to exit "Chivany Breakwater" to get
the [MURAMATA] rod!
-------------------------------------------------------------------
Alright, you've got a rod now, huh? Return to Ruksel in the South
Bank Village and give him the rod. Henceforth, you can use this as
a fishing spot. Here's how fishing works:
01) A sequence of D-pad and buttons shows up.
02) Press the sequence as-is as quickly as possible
03) If you do it right, and it's fast enough, the fish is caught;
If you mess up or don't do it fast enough, the fish escapes.
That's all there is to it. YOU DO NOT HAVE TO HAVE BEAT GILGAMESH
TO START THIS. Gilgamesh is just required for getting farther in
the mini-game.
o-------------------------------------------------------------------o
| SUBSECTION: Fishing the Nebra [FTN1] |
o-------------------------------------------------------------------o
| OBTAIN: Various items, Cactoid Compact, Cactoid Commendation, |
| Lu Shang's Badge |
'---------------------------------------------------------------'
____ __
/ __ \____ _ ______ _____/ /_________ ____ _____ ___
/ / / / __ \ | /| / / __ \/ ___/ __/ ___/ _ \/ __ `/ __ `__ \
/ /_/ / /_/ / |/ |/ / / / (__ ) /_/ / / __/ /_/ / / / / / /
/_____/\____/|__/|__/_/ /_/____/\__/_/ \___/\__,_/_/ /_/ /_/
/‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾\
o---------------------o As you can see, the possible button |
| BUTTON COMBONATIONS | combinations are fairly simplistic, |
o---------------------o-----o with only one part of the D-pad |
| O + X + [] + Up | thrown in. |
| Down + X + O + [] | |
| O + Right + X + [] | |
| X + O + Up + Triangle | When you've got a perfect score, |
| Triangle + O + X + [] | Ruksel calls your attention to an |
| Triangle + X + [] + Down | item sparkling on the riverbed. Do |
| Square + Triangle + X + O | another perfect combination to get |
.o---------------------------o that as well -- it's a reward for |
| your good timing. Every so often, |
| you can catch an Empty Bottle (loot) while you're fishing. Keep |
| getting perfect scores and eventually Ruksel'll say you're ready |
| to expand to a new location (takes about 4 or 5, doesn't have to |
| be consecutive -- may just be total # of correct combo inputs?). |
| |
'o-----------------------------------------------------------------o
| DOWNSTREAM - REWARDS: |
| |
| - Water Stone - Hi-Potion - 100 Gil |
o-----------------------------------------------------------------o
__ ____ __ __
/ |/ (_)___/ /____/ /_________ ____ _____ ___
/ /|_/ / / __ / ___/ __/ ___/ _ \/ __ `/ __ '__ \
/ / / / / /_/ (__ ) /_/ / / __/ /_/ / / / / / /
/_/ /_/_/\__,_/____/\__/_/ \___/\__,_/_/ /_/ /_/
o---------------------o‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾\
| BUTTON COMBINATIONS | This one's a little harder |
o---------------------o------------o than before, using a longer |
| X + O + R2 + Up | input series (5 max) and the |
| L2 + Down + R1 + O | additions of the L1/2 & R1/2 |
| R2 + Square + X + L1 | buttons as well. To boot, a |
| L1 + Down + O + Square | few of the combos rise up & |
| Triangle + O + Down + Up + X | down, but those are 4/5-bttn |
| Triangle + L1 + Right + Square | ones. Besides that, the rest |
| X + Triangle + O + Down + Square | of the parts are the same, |
.o----------------------------------o to wit, the 5-part trip and |
| the perfect-score item catch |
| you can get. To get to the next fishing hole, score five or six |
| perfect scores. Like before, they don't have to be consecutive. |
| |
'o-----------------------------------------------------------------o
| MIDSTREAM - REWARDS: |
| |
| - 100 Gil - Fish Scale - ???????????? |
o-----------------------------------------------------------------o
__ __ __
/ / / /___ _____/ /_________ ____ _____ ___
/ / / / __ \/ ___/ __/ ___/ _ \/ __ `/ __ `__ \
/ /_/ / /_/ (__ ) /_/ / / __/ /_/ / / / / / /
\____/ .___/____/\__/_/ \___/\__,_/_/ /_/ /_/
/_/
o---------------------o‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾\
| BUTTON COMBINATIONS | The combos are kicked up a |
o---------------------o------------o notch, but not by much. |
| | The input sequences arrive |
| X + O + R2 + Up | and leave a bit faster this |
| L1 + Down + O + Square | time around, and there are |
| Left + R1 + Triangle + X + O | fewer 4-button sequences to |
| Triangle + O + Down + Up + X | act as "gimmes". Perfect- |
| Up + R1 + Triangle + Left + O | -score treasures and the |
| Triangle + Down + Left + X + O | way to opening up the next |
| X + Triangle + O + Down + Square | area remain relatively the |
o----------------------------------o same. Note that you CANNOT |
| open up any other areas til you've given Ruksel the Matamune. |
| See the "FTN1" quest for more details on getting the demon rod. |
| After some perfect runs (usually 8~10) you will receive the |
| "Cactoid Compact" item as the riverbottom item. After getting |
| that item, the cactoids will tell Ruksel about a secret fishing |
| spot at Hidden Shoals. |
| |
'o-----------------------------------------------------------------o
| UPSTREAM - REWARDS: |
| |
| - Fish Scale - Frogspawn - Turtle Shell |
o-----------------------------------------------------------------o
__ ___ __ __ _____ __ __
/ / / (_)___/ /___/ /__ ____ / ___// /_ ____ ____ _/ /____
/ /_/ / / __ / __ / _ \/ __ \ \__ \/ __ \/ __ \/ __ `/ / ___/
/ __ / / /_/ / /_/ / __/ / / / ___/ / / / / /_/ / /_/ / (__ )
/_/ /_/_/\__,_/\__,_/\___/_/ /_/ /____/_/ /_/\____/\__,_/_/____/
o---------------------o‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾\
| BUTTON COMBINATIONS | Basically the same as |
o---------------------o----------------o the last hole, with the |
| | exception of one or two |
| R2 + R1 + Triangle + L2 + O | 6-button inputs thrown |
| Left + R1 + Triangle + X + O | in. Everything else is |
| Up + R1 + Triangle + Left + O | works as before, with |
| Down + Up + Triangle + X + R2 | regards to getting 100%- |
| Triangle + O + Up + Square + R1 + L1 | -inputs and obtaining an |
o--------------------------------------o item from the bottom of |
| the river. One had to |
| get a Cactoid Compact to open up Hidden Shoals; to open up the |
| next area, get perfect fishing runs until a bunch of cactoids |
| gather on the boat and give you a "Cactoid Commendation." This |
| allows you to fish in the Den of the River Lord! This only took |
| about three or four perfects for me. |
'o-----------------------------------------------------------------o
| UPSTREAM - REWARDS: |
| |
| - Hi-Potion - Adamantite |
o-----------------------------------------------------------------o
____ ____ __ __
/ __ \___ ____ ____ / __/ / /_/ /_ ___
/ / / / _ \/ __ \ / __ \/ /_ / __/ __ \/ _ \
/ /_/ / __/ / / / / /_/ / __/ / /_/ / / / __/
/_____/ \__/_/ /_/ \____/_/ __ \__/_/ /_/\___/ __
/ __ \{)_ _____ _____ / / ____ _________/ /
/ /_/ / / | / / _ \/ ___/ / / / __ \/ ___/ __ /
/ _, _/ /| |/ / __/ / / /___/ /_/ / / / /_/ /
/_/ |_/_/ |___/\___/_/ /_____/\____/_/ \__,_/
o--------------------------o
| RIVER KING'S COMBINATION |
o--------------------------o------------------o-------------------o
| | Until you catch |
| R1 + L2 + Up + Square + R2 + L1 + X + Right | the River Lord, |
o---------------------------------------------o the 8-button input|
| will have to be |
| done. It's listed above and is the ONLY one to appear prior to |
| catching the monstrous fish. To catch the River Lord, simply do |
| the sequence correctly nine times -- it doesn't have to in a row |
| at all, just nine times total. The input does not change, so of |
| course you can get the hang of it easier. Sometimes you will get |
| a bottle, but if you snag the River Lord, Ruksel will say how |
| many of its 9 lives are left. When its lives have come to an end |
| Ruksel will dig a [LU SHANG'S BADGE] out of its stomach! This |
| item is used in making the Wyrmhero Blade, one of three loots. |
| o----------------------------------o
| After catching it, the river | POST-RIVER KING COMBINATIONS |
| combinations return to normal o----------------------------------o
| which is mostly 6-bttn input | |
| combinations that stream up | Down + R1 + O + L2 + Right + X |
| or down. Few go horizontally | Up + R2 + Left + L1 + X + R1 |
| and most are a mishmash of a | X + R1 + Down + L1 + R2 + [] |
| X/Tri/O/[] buttons, shoulder | Trngl + R2 + O + L1 + X + O |
| buttons, and directional ones | Trngl + O + Up + [] + L1 + L2 |
| so it's pretty annoying. A guy|
| could say the River King's was|
| easier... |
'o-----------------------------------------------------------------o
| DEN OF THE RIVER LORD - REWARDS: |
| |
| - Adamantite - Scarletite |
o-----------------------------------------------------------------o

o-------------------------------------------------------------------o
| SUBSECTION: Message in a Bottle [FTN1] |
o-------------------------------------------------------------------o
| OBTAIN: Green-hued Message, Vermillion Message, Auric Message, |
| Wanly-limned Message, Onyx Message, X-Potion, Hastega Mote|
| Holy Mote, Hi-Ether, Elixir, Matamune |
'-------------------------------------------------------------------'
After completing the Gilgamesh hunt, you can get another part of
the fishing game open. To get these colored bottles, you have to do
a fishing run and snag an empty bottle; it doesn't matter if you
get a perfect combination input or what part of the river you trawl
to get 'em. You'll always snag the river-litter in this order:
Blue -> Green -> Red -> Yellow -> Black
Now, what are these for? They allude to a sidequest, of course.
Here are what the bottles say and how you figure them out.
#####################
The blue bottle says:
#####################
"'Truth lies just beyond falsehood.' CDZCKZMCRANZS"
In this case, the letters are the "falsehoods" and if you go one
past the letter by numerical order (i.e. C -> D, D -> E, etc.),
you will get "DEADLANDSBOAT" as the clue. The only place with a
boat is in "Echoes of the Past," so teleport to Nabreus and get
a move on to that area (south two areas). In the very south, on
a tiny dead-end road, is an overturned boat with a faint glow in
its reaches. After an explosion, you get an [X-POTION] and also
a [WANLY-LIMNED MESSAGE], which states:
"River...unde...o"
######################
The green bottle says:
######################
"Skip on stones to far bank's shores, by skipping stones return
once more. SSADLNIAKLADHAUETONREA"
The clue refers to skipping letters, which if you skip all the
way to the end and all the way back, you'll get:
SSADLNIAKLADHAUETDNREA
S A L I K A H U T N E <---.
S D N A L D A E D R A <--'
It spells "SALIKA HUT NEAR DEADLANDS"! Teleport to Salikawood
and go to the "Piebald Path" area, the one nearest to the marsh
in question. Find the abandoned hut there, inspect the "Faint
Glow" and hold the bottle near -- it explodes, leaving behind
a [HASTEGA MOTE] and you get a [GREEN-HUED MESSAGE] (key item)
that says:
"Forest...rgro...w" Hmm...
####################
The red bottle says:
####################
"Foothills rise in mountains' shadow. nhIiQsTUrEe"
This refers to the capitalized letters and the lowercase ones.
Together, the capitals can be unscrambled to spell "QUIET" and
the rest to spell "shrine." Where have there been quite shrines
in the game? If you thought of Nabreus, wrong! -- it's about
the Mosphoran Highwaste. Teleport there and inspect the shrine
near the entrance to the "Trail of Sky-flung Stone" which is
labeled the "Quiet Shrine." A similar exploding process as
before gives you a [HOLY MOTE] and a [VERMILLION MESSAGE]. It
says:
"Fire...undb...h"
#######################
The yellow bottle says:
#######################
"Dragons stir among the eaters of the wind. 1 2 - - 5 - 7 - 9 -"
This one's a lot harder, considering the answer is a place that
no one is required to go to, ever. If you think about it, it
might be a little more evident: where are actual dragons first
located? what would eat the wind? The answer to the first is
Cerobi Steppe (not Nabreus), and the second is windmills, which
would "eat" the wind to move. Teleport to said area and start
fiddling with the windmills -- 1, 2, 5, 7, and 9 should "on"
and the rest "off."
The big squares on the Cerobi map are the windmills, so here
is where you can find them:
North Laivell Hills -> Windmills #1 - 3
The Terraced Bank ---> Windmills #4 & 5 [#4 IS ALREADY OFF]
Crossfield ----------> Windmills #6 & 7 [#6 IS ALREADY OFF]
The Northsward ------> Windmills #8 - 10 [#10 IS ALREADY OFF]
Shouldn't be too hard to do this, since some of the windmills
you need to turn off already are. Upon changing the status of
the last windmill in the sequence you need, the yellow bottle
will explode and leave a [HI-ETHER] and leave in its wake an
[AURIC MESSAGE]. This one says:
"Ash...ridg...e" Cryptic!

######################
The black bottle says:
######################
"Easy as a, b, c, so count yourself lucky.
19-12-21-9-3-5-7-1-20-5-18-1-20-19"
This one's pretty easy. Each number refers to the sequential
and corresponding letter of the alphabet. So, 1 = A, 2 = B,
and so on. The cipher will spell "SLUICE GATE RATS" if you
do it correctly. Of course, the only location with both of
those things is the Garamsythe Waterway. More specifically,
the "Central Waterway Control" area. In the southeast part
of the room, near one of the floor lights, some rats gather.
Inspect the glow by there to get an [ELIXIR] and the [ONYX
MESSAGE]! It reads:
"Darkness...eton...e"
###################################################################
Okay, now that you have all the messages, you can make them into a
single, solitary clue. Together, they read:
"River...unde...o"
"Forest...rgro...w"
"Fire...undb...h"
"Ash...ridg...e"
"Darkness...eton...e"
UNDE + RGRO + UNDB + RIDG + ETON + O + W + H + E + E
UNDERGROUND BRIDGE TO NOWHE(R)E
Where is there an underground bridge that leads to nowhere? The
Zertinan Caverns are out of the question, and the Subterra doesn't
have any of those kind. The only answer is Barheim Passage, which
DOES have a bridge that leads to nowhere; it's in the Zeviah Span
area.
To even fish you've got to have access, so enter and go to the
"Great Central Passage" area. Make your way west to the span in
question and head south into the "West Annex." Now, turn back and
go north onto the part of the bridge proper that was broken and
inaccessible from the Zeviah Span.
Approach the tiny dead-end and a scene will cue where Gilgamesh
appears and gives you a "worthless stick" called the Matamune.
Of course, this is a...new fishing rod! Sidequest over! Take the
rod back to Ruksel in South Bank Village and he'll be able to
use it for fishing, now.
o-----------------------------------------------------------------------------o
| V. BOUNTIES [BNT1] |
o-----------------------------------------------------------------------------o
Bounties are small side-jobs that can be taken by finding notice boards in
the town hubs, mostly the bars and gathering spots. The following places have
a notice board:
LOCATION AREA NAME
+ Rabanastre ------- [The Sandsea]
+ Bhujerba --------- [The Cloudborne]
+ Nalbina Fortress - [Jujim Bazaar]
+ Phon Coast ------- [Hunters' Camp]
+ Archades --------- [Lebleu's Gambits]
+ Balfonheim ------- [The Whitecap]
Here's the schematic for climbing the clan ladder:
Initial = Moppit = 00 Marks + 0 Pts.
Rank 01 = Hedge Knight = 02 Marks + 700 Pts.
Rank 02 = Rear Guard = 04 Marks + 8000 Pts.
Rank 03 = Vanguard = 08 Marks + 20000 Pts.
Rank 04 = Headhunter = 10 Marks + 30000 Pts.
Rank 05 = Ward of Justice = 12 Marks + 40000 Pts.
Rank 06 = Brave Companion = 14 Marks + 100000 Pts.
Rank 07 = Riskbreaker = 16 Marks + 200000 Pts.
Rank 08 = Paragon of Justice = 24 Marks + 250000 Pts.
Rank 09 = High Guardian = 28 Marks + 300000 Pts.
Rank 10 = Knight of the Round = 32 Marks + 500000 Pts.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NORMAL BOUNTIES
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
o-------------------------------------------------------------------o
#1 - Rogue Tomato [Rank I][2 LP]
- HP: 134
- Petitioner: Tomaj [Rabanastre - The Sandsea]
- Find in Dalmasca Estersand [The Stepping]
- Reward: 300 Gil, Teleport Stone, Potion
o-------------------------------------------------------------------o
The Rogue Tomato is located near the entrance from Dalmasca, on a
small, jutting cliff. Approach it at full health (+ Libra) before
you start to julienne it. Its Flame Breath attack can deal decent
damage, so keep your HP above 60 and retreat to use a Cure/Potion
is you need to. When its HP is halved, it jumps off the cliff to
the Wolf-ridden area below -- take out the wolves before you get
tag-teamed.
o-------------------------------------------------------------------o
#2 - Thextera [Rank I][2 LP]
- HP: 380
- Petitioner: Gatsly [The Sandsea]
- Find in Dalmasca Westersand [Galtea Downs]
- Reward: 500 Gil, Teleport Stone, Headguard
o-------------------------------------------------------------------o
Thextera can give you a run for your money should Vaan lack any
black/white magicks. Bring plenty of potions to be sure, and clear
the area of rogue Wolves -- there will always be an accompanying
wolf with the mark, though. It should only take four or five casts
of any black magic to take it down, but it can use "Cry of Help"
to summon a Wolf to its side and Saber, which reduces some of its
health to power itself up. Easier to kill when you have two people
but managable with Vaan alone.
o-------------------------------------------------------------------o
#3 - Flowering Cactoid [Rank I][2 LP]
- HP: ~500
- Petitioner: Dantro [D. Estersand - Outpost]
- Find in Dalmasca Estersand [Yardang Labyrinth]
- Reward: 500 Gil, Potion x 10
o-------------------------------------------------------------------o
You can find the mark south of the northern area exit in an auto-
-Haste mode. It has about 500 HP and may appear near other regular
Cactrites -- take out the latter before tangling. Cast Protect on
the party and start slicing in, to which it will usually use Ram
(basic phys. skill). Nothing special, although you do get a rare
Cactus Flower for defeating it.
o-------------------------------------------------------------------o
#4 - Wraith [Rank I][5 LP]
- HP: ~5000
- Petitioner: Milha [Lowtown - North Sprawl]
- Find in Garamsythe Waterway [Overflow Cloaca]
- Reward: 500 Gil, Ether, Gauntlets
o-------------------------------------------------------------------o
Talk to Milha near the "Residence" in North Sprawl to learn the
ghost was sighted in Garamsythe Waterway, just down through the
Storehouse 5 portion. Head into the Overflow Cloaca portion after
stocking up on phoenix down (or use Raise), since the Wraith tends
to use Doom on everyone. Doom can be cured by using remedies once
you have the Remedy Lore 3 license, so it is possible to do this
with one person. (Note: if you enter the Private Residence once
the Wraith's gone, you can find a Dusty Letter key item).
o-------------------------------------------------------------------o
#5 - Nidhogg [Rank I][5 LP]
- HP: ~7000
- Petitioner: Aekom [Bhujerba - Lhusu Square]
- Find in Lhusu Mines [Transitway 1]
- Reward: 600 Gil, Rose Corsage, Balaclava, Great Serpentskin
o-------------------------------------------------------------------o
Talk to the Seeq Aekom to learn that Nidhogg lurks where the path
splits in two. This means you can find it around "Transitway 1."
Dispel its Protect/Haste statuses, then Blind/Slow it. Protect
yourselves and heal when it uses its Tail Spear attack. Saber
will makes its defense rise, so beware. DO NOT SELL THE GREAT
SERPENTSKIN YOU RECEIVE AS A REWARD. It's useful later on.
o-------------------------------------------------------------------o
#6 - Wyvern Lord [Rank II][8 LP]
- HP: ~12000
- Petitioner: Sherral [Rabanastre - Amal's Weaponry]
- Find in Nam-Yensa Sandsea [Simoon Bluff]
- Reward: 1000 Gil, Longbow, Shell Shield
o-------------------------------------------------------------------o
Sherral tells you the wyvern was seen in the western reaches of
the sandsea. Teleport to the Tomb of Raithwall and enter from
there, into the dead-end area of Loomis Bluff. In the northern
reaches, you can find the wyvern flying around. Kill the minor
enemies before approaching.
Blind it and spread out so its Aero attacks don't do much (and
if you do this this late-game, it won't). It's also susceptable
to Slow and Sleep. Steal a Yensa Scale from it before you flay
it apart.
o-------------------------------------------------------------------o
#7 - Croakadile [Rank II][10 LP]
- HP: ~20000
- Petitioner: Sadeen [Giza Plains - Nomad Village, RAINY SEASON]
- Find in Giza Plains [Starfall Field - RAINY SEASON ONLY]
- Reward: 1200 Gil, Serpent Rod, Teleport Stone
o-------------------------------------------------------------------o
The ever-laconic Sadeen says the Croakadile is by "a bridge"
somewhere. Head south into Starfall Field and over the first
bridge, the creature falls from the sky. Dispel its positive
statuses and cast Blind on it, because it will eventually use
"Growing Threat" which doubles its level! A Quickening chain in
the latter rounds of the fight can seal the deal here. Obtained
afterwards is a [RING OF THE TOAD]. Take it back to Sadeen and
he'll cryptically ask you to take it to "her"...meaning, the
village chief (yes, she's a girl). Talk to Brunoa when the rains
have stopped to find out that Sadeen is probably a ghost. :o!
o-------------------------------------------------------------------o
#8 - Enkelados [Rank II][9 LP]
- HP: ~20000
- Petitioner: Low-chief Sugumu [Jahara - Elderknoll]
- Find in Ozmone Plain [The Shred]
- Reward: 1100 Gil, Ether, Golden Amulet
o-------------------------------------------------------------------o
The low-chief says the Enkelados is trampling some Ozmone herbs
to dust, in "The Shred" area. Talk to the guard by the Elderknoll
bridge to learn that you have to clear the area of Wu monsters to
draw it out. Kill all of them in the northern portion and re-enter
to find the beast. Dispel its Protect/Shell and Blind/Slow it. It
knows Purify, so keep your finger on the status effect button. Can
use Restore to bring back HP, too, so Quickening it if ya need to.
Once dead, it drops a [ERRMONEA LEAF]. After getting the reward,
the low-chief wants you to bring the leaf to Giza Plains' village.
Find Lesina and give it to her and receive [REMEDY x 2].
o-------------------------------------------------------------------o
#9 - Ixtab [Rank II][12 LP]
- HP: ~25000
- Petitioner: High-chief Zayalu [Jahara - Elderknoll]
- Find in Henne Mines [Phase 1 Shaft]
- Reward: 1300 Gil, Ether, Soul Powder
o-------------------------------------------------------------------o
Ixtab is a blood-thirsty sucker, having claimed the lives of
many Garif men lately. Teleport to the mine [etc.] and enter the
shaft in question and enter the southeastern juncture. Kill all
the Seekers around and cast Slow on the ghoul. It uses -ara type
magicks, so keep the Curas up. One can also steal a Flame Shield
from it.
o-------------------------------------------------------------------o
#10 - Atomos [Rank III][16 LP]
- HP: ~30000
- Petitioner: Burrogh [Nalbina Fortress - Jajim Bazaar]
- Find in Mosphoran Highwaste [Northern Skirts]
- Reward: 1800 Gil, Gaia Rod, Diamond Shield
o-------------------------------------------------------------------o
Burrogh's back from Barheim and has a colossal problem on his
hands up in the mountainous highwaste. Travel to the far north
and pick off all the Vultures around, so they don't mess up your
battle.
The big, red Atomos lurks nearby. Dispel its Protect/Shell/Regen
and cast Blind/Slow for a quick edge (it does know Purify) before
it gets surrounded by a "white wind" and status effects will quit
working. Keep using Dispel as it re-casts positive statuses, and
stay in Haste/Protect yourself. Its attacks only affect one ally
at a time, so just make sure you outlast it (use Charge!).
o-------------------------------------------------------------------o
#11 - Vorpal Bunny [Rank III][16 LP]
- HP: ~25000
- Petitioner: Nera [Eruyt Village - The Spiritwood]
- Find in Golmore Jungle [The Rustling Chapel]
- Reward: 2000 Gil, Lightning Arrows, Gillie Boots
o-------------------------------------------------------------------o
Talk to Nera to learn her friend will miss the rite of passage of
hunting the bunny due to an injury. Time to cheat. Head into the
Rustling Chapel section of the jungle (towards Feywood) and in
the middle "square" the bunny appears. Dispel its positive status
before it runs away completely and you lose it; if that happens,
it will come back with the same status and full health. Trail it
a ways and it will often switch course towards you. Vorpal Bunny
isn't really offensive, but it often goes into corridors with a
bunch of minor enemies -- clear them beforehand for an easier
time! If you have Berserk or some Bacchus' Wine, use it on the
bunny to stop it from running away.
After its demise, you win a [RABBIT'S TAIL]. Go back to the
village and you'll automatically hand it over. Mission complete!
o-------------------------------------------------------------------o
#12 - Ring Wyrm [Rank III][16 LP]
- HP: ~45000
- Petitioner: Balzac [Lowtown - North Sprawl]
- Find in Dalmasca Westersand [Windtrace Dunes]
- Reward: 200 Gil, Moon Ring, Icebrand
o-------------------------------------------------------------------o
Visit the propositioner in the southwest part of the sprawl to
learn there's a Ring Wyrm in the Windtrace Dunes area of the
Westersand. Apparently it only comes out when there's elementals
around, meaning during sandstorms. Teleport to the area and keep
re-entering it until the weather goes sucky. It appears in the
center of the area (about).
Dispel its Protect and Blind/Slow it. Watch out for its Breath
attack (fire-elem) which can hit multiple targets and inflict
Sap. It isn't shy about using Immobilizega either. Given its
huge amount of HP, this will take a long time at any level. Equip
Flame Shields and Jackboots for an easier go-'round.
o-------------------------------------------------------------------o
#13 - Feral Retriever [Rank III][14 LP]
- HP: ~20000
- Petitioner: Hymms [Mt. Bur-Omisace - Sand-strewn Pass]
- Find in Paramina Rift [Spine of the Icewyrm]
- Reward: 1500 Gil, Recurve Crossbow, Teleport Stone
o-------------------------------------------------------------------o
Hymms says the retriever lurks in Paramina Rift near Stilshrine
of Miriam. The easiest way to find it is to teleport to the
shrine and head into the Spine from there. Kill any Garuda-Egis
that follow you and you'll find the Couerl-like monster near
the "Path of the Firstfall."
Blind/Slow it to begin with, and be wary of Stone Gaze. If it
uses Purify, recast Blind. It's really just an overgrown kittie
you've fought before, but cast Protect on everyone to be sure.
o-------------------------------------------------------------------o
#14 - Darksteel [Rank IV][21 LP]
- HP: ~60000
- Petitioner: Homesick Man [Archades - Nilbasse]
- Find in Sochen Cave Palace [Temptation Eluded]
- Reward: 3000 Gil, Lead Bolts, Adamantite
o-------------------------------------------------------------------o
The petitioner is in the weapon shop here and apparently the
Darksteel (titantoise type) is down in the cave palace complex.
Take the easy way in via Old Archades and you'll come to this
enemy. Cast Protect on yourselves before approaching.
Dispel its Bravery/Protect/Shell, inflict Blind/Slow on it, then
Haste yourselves. Watch out for its Flatten skill which can do
1000+, and keep Dispelling its positive statuses as they come.
If you're in dire straits, flee if a small passageway if you have
to, since it won't be able to follow. Also, if you want to buy
time without running away, lead it around the room in circles.
Watch out for its Stone Gaze (inflict: Petrify) attack.
o-------------------------------------------------------------------o
#15 - Braegh [Rank IV][17 LP]
- HP: ~35000
- Petitioner: Va'Kansa [Mosphoran Highwaste - Babbling Vale]
- Find in The Salikawood [Corridor of Ages]
- Reward: 1700 Gil, Obelisk, Hi-Ether
o-------------------------------------------------------------------o
NOTE: You must have defeated King Bomb to complete this.
Talk to the bangaa to learn his partner and wares disappeared, by
the Necrohol of Nabudis. Teleport to the Salikawood and continue
northeast through the "Grand Bower" area to "Corridor of Ages."
Near the entrance to Nabudis, the thunderstruck horse shows up.
Cast Slow on it and Haste/Bravery on yourselves. Its Snake Lash
ability inflicts damage and poison, and it also uses Bleed magick.
After awhile, it uses Immobilizega, too. Try to kill it fast 'fore
it uses "Invert," which flip-flops the HP <-> MP amounts. It also
becomes immune to magick when critical, but shouldn't matter a
whole lot (it can be Silenced). Chain-Quickening it to death if it
poses a huge threat.
o-------------------------------------------------------------------o
#16 - Mindflayer [Rank IV][18 LP]
- HP: ~35000
- Petitioner: Warrior Guromu [Jahara - Lull of the Land]
- Find in Henne Mines [Phase 1 Dig]
- Reward: 2200 Gil, Carmagnole
o-------------------------------------------------------------------o]
NOTE: Enter "Phase 1 Dig" with full MP to spawn this enemy. Has a
little something to do with its affinity for Mist.
Guromu's friend has not returned from the mines, and the mark's
been spotted at the "Phase 1 Dig." Find it in the southern portion
and it will float towards you. Dispel its Faith/Haste and equip
any Stop-proof equipment you have, since it will use Time Requiem
to inflict it on all in range; it helps to cast Bubble as a relief
should everyone be incapacitated. Mindflayer will use Invert, much
like Braegh, to flip one's HP and MP values (i.e. one becomes the
other). Cast Slow when possible and chain-Quickening it in the
latter part of the fight, before Hero's March (add: Protect/Shell/
Bravery/Faith). Also note that Mindflayer can be Berserk'd, which
will strip it of its major status-effect attacks.
o-------------------------------------------------------------------o
#17 - White Mousse [Rank V][24 LP]
- HP: ~60000
- Petitioner: Sorbet [Rabanastre - Westgate]
- Find in Garamsythe Waterway [West Sluice Control]
- Reward: 2800 Gil, Yoichi Bow, Sluice Gate Key
o-------------------------------------------------------------------o
The monster appears to have claimed Sorbet's key and "treat," and
headed for the West Sluice Control section of the sewers. To get
there, head east from the Central Waterway Control to find the No.
10 Channel sluiceway drained of water. Take the higher-ground
stairways and continue south into the destination. The mark will
spawn in the shallow water in the square-shaped part.
It uses Waterga, Slowga, and Flash, all of which you're probably
familiar with by this time. It's susceptable to Blind and Sleep,
too, and Berserk if you want. Fire-elemental attacks tend to be the
best murdering tools in the fight, and if you have Berserk, that'll
stop it from being a magick threat. Upon defeat, it drops a [BROKEN
KEY], and after claiming the reward, Sorbet gives you the key since
there's another one on-hand. Meaning, you can now control the
sluices down in the sewers. Yaya!
o-------------------------------------------------------------------o
#18 - Lindwyrm [Rank V][22 LP]
- HP: ~110,000
- Petitioner: Fermon [Old Archades - Alley of Muted Sighs]
- Find in Tchita Uplands [Garden of Life's Circle]
- Reward: 4200 Gil, Barrel Coat, Hi-Ether
o-------------------------------------------------------------------o
Fermon is the old man surrounded by a circle of kids, and tells of
the wyrm who only comes out when its cloudy. Teleport to Tchita to
begin with. If you can see the sun, it's not overcast. Since one
has to exit the ENTIRE area to change the weather, it's easier to
teleport into the area to check the atmospheric conditions and
reset if they're not favorable. There are two "favorable" outlooks
however: when it's cloudy and raining or when it's simply cloudy.
Before you approach, make sure to have odd-numbered levels to make
two of its annoying attacks ineffectual.
In the destination area, no monsters will be around beside the big
oaf in the southeast corner. Dispel its positive status and put
Protectga/Shellga on yourselves. Watch out for Lv. 2 Sleep, which
inflicts the status on those with even-numbered levels. Stone
Breath is also a problem, so have Stona ready. Blind, Silence, and
Slow this guy to stop him from casting Bio and using Rake to great
success. This is a great fight to use Bubble/Bravery on, if you
know them. When his HP takes a dive, Lindwyrm will erect a Greater
Barrier (Protect+Shell), start using Restore, which brings back
a great deal of HP, and using Lv. 4 Break, which casts Petrify on
those with levels divisible by four. If you know the Shear
technick, you can lower its magick resist for easier nuking. As
expected, his defense takes an increase when in critical condition,
but Quickenings can get around that. Once dead, it leaves behind a
[RUSTED SCRAP OF ARMOR] key item.
o-------------------------------------------------------------------o
#19 - Marilith [Rank V][22 LP]
- HP: ~35000
- Petitioner: Tavernmaster [Rabanastre - The Sandsea]
- Find in Zertinan Caverns [Invitation to Heresy]
- Reward: 2200 Gil, Serpent Eye, Teleport Stone x 3
o-------------------------------------------------------------------o
The tavernmaster requires serpentwyne must from the Marilith, found
in Zertinan Caverns after entering via the westersand. Teleport to
the desert and find the Shimmering Horizons area, southwest of the
Galtea Downs region. You'll have to enter it from "The Midfault,"
however, which is just west of Galtea Downs. Near the western edge
of the destination area will be a tunnel leading into the caverns.
The mark appears in the "Invitation to Heresy" region, by one of the
holes in the wall where the light shines in (in SE dead end). You
may have to kill the low-level enemies around here before it
appears, or it might be random. Dunno. It isn't visible until you
stumble upon it, though.
Dispel its Protect/Shell/Haste and Blind/Slow it. Protectga helps
if you have it, but single-serve casting work too. When its health
drips, it starts using Tail Spear (1-target atk) more often. Upon
death, it drops a keg of [SERPENTWYNE MUST], which you can now take
back to the propositioner.
o-------------------------------------------------------------------o
#20 - Vyraal [Rank V][22 LP]
- HP: ~100,000
- Petitioner: Viera Wayfarer [Balfonheim Port - The Whitecap]
- Find in Cerobi Steppe [The Northsward]
- Reward: 3500 Gil, Halberd, Crystal Shield, Dragon Scale
o-------------------------------------------------------------------o
A large aevis has taken this viera's belongings and once you accept
the viera will accompany you as a guest -- meet up with her at the
The Northsward area in the northeast of the steppe. The mark's in
the central region here. Blind/Slow it before you begin and cast
Protectga/Bravery on your fighters (the viera sucks). It uses Sonic
Fangs (single-target; may inflict Slow) and Fireball (single-target
fire-elem). When its HPs decrease quite a bit, will run away and
you'll have to chase the quarry. When it's put in critical condition
a barrier is erected, making any magick ineffectual -- cast status
effects before this point. One can steal a Spiral Incisor from it.
Upon defeat, it drops a [VIERA RUCKSACK]. Instead of instantly
getting the reward, you now have to walk ALL the way back to town
(;_;) for some stupid reason... <grumble, grumble>
o-------------------------------------------------------------------o
#21 - Bloodwing [Rank V][22 LP]
- HP: ~30000
- Petitioner: No. 381 [Dalmasca Estersand - North Bank Village]
- Find in Barheim Passage [The West Annex]
- Reward: 2400 Gil, Stun Bombs, Vampyr Fang
o-------------------------------------------------------------------o
NOTE: You must have completed Dantro's Wife's sidequest to get the
Barheim Key necessary to do this. Refer to "SBV1" to do so.
Talk to the newly-escaped prisoner to learn the Bloodwing lurks in
the west annex of Barheim. Enter the passage via the estersand (go
southeast in "Banks of the Nebra" to "Murmering Defile") and trek
to "The West Annex." You can reach there by going west out of
"Great Central Passage" -> to "East-West Bypass" -> to "Zeviah Span"
further west. At the span, you can find a Barheim Candle which will
light up the rest of the dungeon spaces; to find it, head south and
take the first eastern stairway back north. To continue south, tip
a cart on the west side of the railway to open the way to the
annex.
In the thin, southern east-west path, the bloodwing will fly down.
Try to kill any monsters trailing you 'cause there are some ahead.
Blind/Silence it and watch out for Leech, which does about 700
(compared to the Mimeo's 1000+). Its physical attack can poison an
ally as well. Since it's a flying type, you'll have to rely on
certain types of weapons or simply Faith+Holy, Flare, Shock, etc.
it.
o-------------------------------------------------------------------o
#22 - Piscodaemon [Rank V][26 LP]
- HP: ~40000
- Petitioner: Ivaness [Mt. Bur-Omisace - Temple Grounds]
- Find in Ancient City of Giruvegan [Gate of Fire]
- Reward: 3800 Gil, Dark Shot, Scathe Mote
o-------------------------------------------------------------------o
Ivaness will have had a dream his brother, consumed by evil and now
a Piscodaemon, is headed for Giruvegan's Gate of Fire. Travel back
through the water-steps to the gate in question and find the daemon
at the southwestern most part of the slanted room.
Once found, dispel the mark's Shell and inflict Blind/Slow (easy to
do with the Nihopalaoa item-reversal trick). Its attacks are a bunch
of weak sauce and it has horrible defense, but it can use Soul Etude
to refill its life to full and Hero's March to put a whole bunch of
good statuses on (familiar with both by now, I hope -- use Dispel!).
Watch out for its Bio and Death spells, and also Pulsar Wave (can
inflict Disable). Just do a chain-Quickening on it when its almost
dead to seal the deal. Have fun walking back out! :p
o-------------------------------------------------------------------o
#23 - Roblon [Rank VI][26 LP]
- HP: ~100,000
- Petitioner: Morgen [Nalbina Fortress - West Ward]
- Find in Nabreus Deadlands [Overlooking Eternity]
- Reward: 3100 Gil, Giant Helmet, Mythril
o-------------------------------------------------------------------o
NOTE: You must have defeated King Bomb in The Salikawood to proceed
immediately with this.
NOTE: Equipping Aegis Shields from now on will be of great help.
Morgen says that the hellish golem roams by the river and tall
grasses. Teleport to the Salikawood and exit northwest through the
Grand Bower and Piebald Path to enter the deadlands. In the third
area you encounter -- "Vale of Lingering Sorrow" -- an urn can be
found that reveals the rest of the maps. Take the east or north
passage, it doesn't matter -- both end up in "The Slumbermead." To
find your the automaton mark, go to the northwestern part of the
marsh and look for a path that leads west -- it isn't marked on the
map. It leads to "The Fog Mutters" and "Overlooking Eternity," both
isolated from the rest of the map. Roblon is found in the latter.
When you approach the dead-end mount where Roblon is, a bunch of
Dead Bones appear and will keep appearing. Use range magicks (like
Scourge) to take them out en masse before they Reflectga their
friends. Roblon itself attacks with -ara type magick and a physical
attack (single-target) every once in awhile. When its HP gets low,
it will use Fear (heavily decreases MP) and Tri-Attack (damage +
Slow); before this time, try to do a blitzkreig on the Dead Bones
like this next paragraph. NOTE: If you throw Nihopalaoa's remedies
at the Dead Bones and don't kill them, more may NOT respawn!
If you want things to go a bit easier, Roblon can be inflicted with
Slow, Blind, and Sap. If you equip a Nihopalaoa accessory (reverses
effect of restorative items), throwing a Remedy at the mark will
put all three statuses on at once! If you have a high Remedy Lore
license, you can put a slough of status effects on the Dead Bones
enemies and make this fight a whole lot easier. It seems if you
incapacitate them without killing 'em, no more spawn! Consider this
as you battle on.
o-------------------------------------------------------------------o
#24 - Goliath [Rank IV][27 LP]
- HP: ~150,000
- Petitioner: Barrong [Nalbina Fortress - West Ward]
- Find in Necrohol of Nabudis [Hall of Slumbering Might]
- Reward: 3600 Gil, Save the Queen, Einherjarium
o-------------------------------------------------------------------o
NOTE: You must have defeated King Bomb in The Salikawood to proceed
immediately with this.
Barrong is by the stairway to the aerodrome, strangely. After he
spots you, he tells that the monster in question lurks in Nabudis,
west of The Salikawood. The area the mark is found in is the first
one inside of Nabudis if you enter from the Nabreus Deadlands; if
you don't want to go that way, you have to trek all the way through
the necrohol. When you get to Goliath, clear the Baknamy enemies
'round the room and approach.
Goliath casts powerful -aga magicks (use Shellga) and Gravity, that
does half a character's max HP in damage per ally, to all allies i
range. Also, it erects a magick barrier that makes all magick used
against it ineffectual. If you want to put Slow on it, though, use
a Nihopalaoa accessory (reverses item effects) and throw a Remedy
onto it. Use Mirror Mail to reflect all its powerful magicks back
onto the golem and this fight'll go a lot easier. When its HPs are
low, it starts to use Smite of Rage (powerful physical attack on
one target) and Lunge. Its regular attack can inflict Disable, so
keep Esuna on your fingertips.
The easiest way to get back is to exit into the deadlands and get
back to the "Succor Midst Sorrow" where the teleport crystal is.
You'll have to beat a crystalbug before you can get the real one,
though.
o-------------------------------------------------------------------o
#25 - Overlord [Rank VI][24 LP]
- HP: ~70,000
- Petitioner: Insecure Seeq [Archades - Bulward's Technicks]
- Find in Sochen Cave Palace [Doubt Abandoned]
- Reward: 3500 Gil, Hi-Ether x 2, Teleport Stone
o-------------------------------------------------------------------o
The seeq only states that the mark is found in Sochen Cave Palace,
lamely. Teleport to Tchita and enter from there to get a notice
from the pig-snout that the monster is near. Insecure Seeq only
has 5358 HP and is weak to fire, so watch out.
Overlord is in the dead end on the western wall. Dispel its Bravery
and inflict Slow/Blind/Silence/Disease/Confuse in whatever manner
you wish (Nipholaoa trick!). It uses Lunge (single-target phys atk)
Pyromania (mote-like fire-elem atk), and Tri-Attack (dmg + Slow).
If you have Expose, it can have its defense lowered; Addle doesn't
work, though. Save your Quickenings for the very end, since it will
use the ever-powerful "Rage" attack do deal 1500-2000 damage to all
those in rage -- keep Protect status on. Smite of Rage also will be
used when its HP is low (and to great effect), which isn't much of
a surprise given the type of creature its modelled after. Go for a
quick finish. Go back to town for your horrible reward... =/
o-------------------------------------------------------------------o
#26 - Catoblepas [Rank VI][27 LP]
- HP: ~130,000
- Petitioner: War-chief Supinelu [Jahara - Lull of the Land]
- Find in Zertinan Caverns [Hourglass Basin]
- Reward: 3200 Gil, Volcano, Arctic Wind
o-------------------------------------------------------------------o
NOTE: If you take the shortest route during this mission, you will
have to pass through the area where the esper Adrammelech resides
(Athroza Quicksands). Should you be overwhelmed, either search for
a different route via the sandseas or simply flee into one of the
side-areas.
---
Supinelu tells of a demon that wounded his brother, and he wants
you to witness his fight against it, win or lose. Weird. First off,
head into "The Undershore" area, on the side with the save point
(area is split in twain). By the save point, you can traverse a
sandfall path, taking a northeastern branch of the secret (not on
map) route. If you're having trouble finding what's what, seek out
the map in "The Balamka Fault" area, to the middle-north.
When you arrive in "Hourglass Basin," Supinelu will join you as a
guest, and you can be on your merry way. The mark appears at the
dead end nearby. Dispel its Protect/Shell/Reflect status and cast
Protectga/Shellga on your allies. Supinelu will use a Blizzaga-like
attack and physical attacks, so make sure to recast his Bravery
status if it should wear off. Catoblepas is only susceptible to
Blind, Slow, Sleep, Expose, and Shear. When its positive statuses
are removed, it will recast them. Hastega/Bubble your party allies
when you find a chance and get to work. Watch out for its powerful
Smite of Rage attack (Blind + Shields = possible evade); Ram and
Tail Swipe aren't much to worry about. Do a Quickening chain to
bury the baddie, if you want.
Go back to Jahara for the reward.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MONTBLANC'S BOUNTIES
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
To get these bounties that aren't on the notice board, talk to the
leader of Clan Centurio himself...Montblanc!
o-------------------------------------------------------------------o
#1 - Cluckatrice [Rank I][6 LP]
- HP: ~7000
- Petitioner: Danja [Giza Plains - Nomad Village]
- Find in Giza Plains [Gizas North Bank]
- Reward: 1000 Gil, Jackboots, Rainbow Egg
o-------------------------------------------------------------------o
This can only be completed in the dry season; if it's wet, you'll
have to wait for the change. It's also a good idea to come around
when you have a full party of people, particularly after visiting
Eruyt Village, since you'll have a guest with infinite potions...
Talk to Danja in the cockatrice pen at the nomad village, then go
to Gizas North Bank. Defeat all the enemies here, leave, and re-
-enter. You should now find Chickatrices (~2500 HP, 1 LP) with the
mama Cluckatrice (~7000 HP, 6 LP). Gang-murder the babies and cast
Blind the mother as you slice 'n' dice. It can use Purify to take
negative statuses off, but at least that wastes time.
o-------------------------------------------------------------------o
#2 - Rocktoise [Rank I][8 LP]
- HP: ~15000
- Petitioner: Pilika [Bhujerba - Khus Skygrounds]
- Find in Lhusu Mines [Site 2]
- Reward: 1200 Gil, Hi-Potion, Heavy Coat
o-------------------------------------------------------------------o
The moogle petitioner in the skygrounds to learn the titantoise is
in Site 2 of the Lhusu Mines (the cavern portion). Dispel its
Haste status (if you have it), then Blind/Slow/Silence it. It's
not exactly hard, but it does have 15000+ HP. Once it has an eye
on one character, simply lead it around the room in a circle and
let the rest of the allies carve it up.
[OPTIONAL PART:]
After completing the mission, talk to Pilika again and accept his
offer to find his diary, at Clio's technick shop. He'll give you
a [MERCHANT'S ARMBAND] to get into the second-floor staff-only
area. Find it by a bookshelf and ladder, then bring it back. You
will be asked if you read it. Your actions before and answer now
determine a reward:
Read Diary + Told the truth = Kilimweave Shirt
Did Not Read + Told the truth = Shepherd's Bolero
Did Not Read + Lied about reading it = Kilimweave Shirt
Read Diary + Lied about reading it = Shepherd's Bolero
o-------------------------------------------------------------------o
#3 - Gil Snapper [Rank III][20 LP]
- HP: ~40000 HP
- Petitioner: Nanau - [Giza Plains - Crystal Glade]
- Find in Giza Plains [Tracks of the Beast - RAINY SEASON ONLY]
- Reward: 3000 Gil, Phobos Glaze
o-------------------------------------------------------------------o
It has to be the rainy season before this can be attempted. When
you accept the job of killing the "Rain Lord," you also obtain a
[SILENT URN] which helps in killing the creature. It appears in
the area "Tracks of the Beast." If you haven't opened it yet, you
must visit the following areas and chop down the withered trees
to create a wood bridge that leads east out of Gizas South Bank:
o Throne Road
o Nomad Village
o Toam Hills
o Starfall Field
o Crystal Glade
o Gizas North Bank
Exit into the area to find Bansat, the Seeq from Clan Centurio,
ready to help you as a guest (comes with Haste!). Unfortunately,
the Gil Snapper doesn't appear unless the weather is a downpour.
Keep re-entering the screen until it's really crappy outside and
Bansat will tell you if it's here.
Dispel its positive statuses, then Blind/Silence/Slow it. Bansat
will probably inflict Immobilize to your advantage. Its regular
attack can inflict Slow, which you should counter with Haste. All
in all, not too hard -- just more HP (~40000) and the same turtle
skills (Flash, Flatten, etc.). When its HP gets really low, its
defense takes a boost, which isn't too unusual. Soon as it's dead,
it gets sucked into the urn...poof! You'll have to wait until the
dry season to claim the reward, however. Take this time to do the
Croakadile mark, so you don't have to wait around again!
o-------------------------------------------------------------------o
#4 - Orthros [Rank V][25 LP]
- HP: ~100,000
- Petitioner: Contrite Thief [Lowtown - North Sprawl]
- Find in Garamsythe Waterway [Southern Sluiceway]
- Reward: Blackened Fragment, Unpurified Ether, Horakhty's Flame
3800 Gil
o-------------------------------------------------------------------o
The thief in question is by the Garamsythe Waterway's entrance and
tells that the loot she stole was re-stolen by a blob-monster at
the "south end of the waterway." Head to the area in question by
heading west, south, then east. At the destination, you'll probably
notice that the mark doesn't simply appear. Why? Because you have
to have an all-female (three-member) team to draw it out! After it
appears, you can change your party in any way you like.
Dispel its Protect/Bravery/Haste, first off. It casts Slowga often
so be ready to counter with Haste. It's susceptible to Disease,
Blind, and Sleep, which makes its frequent use of physical attacks
easier to stomach. Make sure to Shell/ga if your characters are at
a low level (20-30). Its Mythril Bubbles attack can put a couple
of negative statuses on those in range, so also have Esuna/ga on-
-hand to repair. Orthros can inflict Sap (w/ Bleed) and Blind (w/
Flash), too. If one is doing this late in the game, use Expose to
lower its defense. A [BUNDLE OF STOLEN ARTICLES] is found as
spoils.
o-------------------------------------------------------------------o
#5 - Trickster [Rank V][25 LP]
- HP: ~60,000
- Petitioner: Gurdy [Mt. Bur-Omisace - Sand-strewn Pass]
- Find in Paramina Rift [Frozen Brook]
- Reward: 4800 Gil, Deimos Clay
o-------------------------------------------------------------------o
Head to the mountain and talk to the moogle to learn the chocobo is
by the "Frozen Brook" area. When you get there, Monid from Centurio
will join up with you as a faux-guest. Like Bansat before him, the
Bangaa will tell you when the animal is about, so keep re-entering
the screen until that time. HE WILL NOT APPEAR UNLESS YOU DO THIS.
Head east until the gigantic (!) white choco-bird appears out of
nowhere.
Dispel its Haste/Protect and put Blind/Silence on it (also can make
it go to Sleep). Cast Protectga on yourselves and follow it as it
runs all around the place -- careful not to hit any traps along
the waterfront. Careful for its single-target "Wild Charge" attack
which can do a lot of damage to low-levelled characters. Make sure
you inflict Blind/Silence early on because when its HP is at the
halfway mark, it gets surrounded by a white wind and becomes
immune to status effects. Quickly do a large chain-Quickening to
the bird before it raises its paling to make itself immune to all
physical attacks! Its Choco-Comet deals damage to all in range,
but anyone with a shield (and high Shield Block license) can have
a chance at blocking.
Go back to Gurdy and learn something special about her!
o-------------------------------------------------------------------o
#6 - Antlion [Rank V][25 LP]
- HP: ~100,000
- Petitioner: Niray [Bhujerba - The Staras Residence]
- Find in Lhusu Mines [Site 9]
- Reward: 4300 Gil, Bubble Belt, Sickle-Blade
o-------------------------------------------------------------------o
As the map tells you, the residence is in the Cloudborne Row area
of town near the pub. Talk to Niray to receive the [SITE 3 KEY] for
further exploration. Direct yourself to "Site 3" of the mine, using
the key to proceed further. Once in "Site 3," head south to find
the exit onto "Shunia Twinspan." After getting back on the western
side of "Transitway 1," you can continue west to Site 9. The mark
is found in the cavern portion, surrounded by Killer Mantises.
Obviously, take out the Mantises before you bother with the mark.
Since they swarm you, use -ara/-aga magicks, depending on what
your stock is, or Scourge if you're in the late game. The main
goal is to kill them all before any uses Cannibalize, which will
increase its stats at the expense of an enemy's life and make it
harder to deal with.
Once its minions are gone, inflict the Antlion with Disease, Slow,
or Silence -- whatever you can get off. Cast Protect/ga and Bubble
while always keeping Esuna on-hand, since its regular attack can
inflict Disable. The Expose technick can lower its defense, which
you should use if possible.
After it's dead, Yrlon explains that he dropped the key into the
nearby hole and it probably washed out to sea. Now, if you go to
the Hunters' Camp at Phon Coast, you can find the [SITE 11 KEY]
beside the Fallen Bhujerban NPC.
o-------------------------------------------------------------------o
#7 - Belito [Rank V][98 LP Total]
- HP: ~???,???
- Petitioner: Montblanc [Rabanastre - Clan Hall]
- Find in Nam-Yensa Sandsea [Withering Shores]
- Reward: 5100 Gil, Megalixir
o-------------------------------------------------------------------o
Montblanc baits you with some vague details about a monster beating
its wings and making sandstorms, blahblahhearsay. Luckily, the bit
about passing through "caves of quicksand" narrows the location of
the creature down to an isolated oil rig in "Withering Shores."
Before you leave, you also get to hear who some people think the
"hunter stalker" is... Spoo-kay.
Teleport to the Ogir-Yensa Sandsea and head north to the "Central
Junction" area where there is an entrance into Zertinan Caverns.
Once in the "Canopy Of Clay" area, simply take the other northern
exit out into "Withering Shores." Head up the ramp and to the
isolated circular structure and find...Ba'Gamnan! Yes, it appears
there is no stupid sandstorm bird... Monid will join you as a
guest, though.
o-----------o-------------o--------o
| Rinok | HP: ~35000 | LP: 20 | Finally, a rematch with these loonies.
o-----------o-------------o--------o Once the battle begins, his henchmen
| Gijuk | HP: ~35000 | LP: 20 | will arrive and you can have a nice (and
o-----------o-------------o--------o laggy) free-for-all on the small area.
| Bwagi | HP: ~35000 | LP: 20 |
o-----------o-------------o--------o All enemies are susceptible to Slow and
| Ba'Gamnan | HP: ~50000 | LP: 38 | Sap, while only the bounty hunter's
o-----------o-------------o--------o minions can be inflicted with Sleep,
Silence, and Blind. Luckily, if you take on this team of four in the latter
stages of the game, this isn't too hard with Protectga/Shellga, Hastega, and
Bubble/Belts. Dispel/ga everyone's initial positive statuses, of course.
I suggest taking care of Bwagi first since he uses "Fang" items that inflict
heavy elemental damage around the party. After that, get rid of Gijuk and
Rinok who don't really have any super standout attacks. Ba'Gamnan, strangely
is pretty easy himself, only using the single-target "Eviscerator" for some
physical damage and "Shining Ray" for some area thunder (?) damage, about
1000-ish. Yawn? The main mark also gets a defensive/evasion boost when HP-
-critical, but nothing a chain-Quickening to the snout can't bowl over.
By the way, Ba'Gamnan's physical attack can inflict Silence.
Afterwards, watch what may be the most fulfilling scene in the game: the
plunge into the "water" where he plays with the "fish." LAFF! You'll get
the reward before having to hotfoot it back home...in another long walk...
o-------------------------------------------------------------------o
#10 - Ancient Man of Mystery [Rank VII][285 Total LP]
- HP: ~100,000, then ~400,000
- Petitioner: Montblanc [Rabanastre - Clan Hall]
- Find in Lhusu Mines [Tasche Span], then [Site 7]
- Reward: 10000 Gil, Masamune
o-------------------------------------------------------------------o
This "mystery man" has been stealing swords lately. Accept and you
will find Montblanc is the petitioner! Agree to his contract and
find a certain person had his sword stolen, along with his honor,
on a bridge. It's in the Lhusu Mines...somewhere. Teleport to the
caves (Transitway 2) and go west to the Tasche Span area. If you
haven't opened up these new parts, see the Antlion mark for a few
details. After the funny entrance, you fight with...
o-----------------o-------------o--------o
| BOSS: Enkidu | HP: ~25000 | LP: 27 |
o-----------------o-------------o--------o
| BOSS: Gilgamesh | HP: ~120000 | LP: 55 | <-Total of all forms
o-----------------o-------------o--------o
Dispel Enkidu's Shell and cast Slowga (or use a Nihopalaoa Remedy
on Enkidu, who's susceptible to Blind/Slow/Silence/Sleep/Oil/Etc.);
both are susceptible to Shear/Expose, but Gilgamesh is immune to
the rest. Killing the dog is easier and should be done first so
you can concentrate on Gilgy who, if you have Slow on him, should
be unable to help his pup as you slaughter it (use Expose!).
Now, Gilgamesh has two rare steals -- THE ONLY PLACE IN THE GAME
WHERE YOU CAN GET THEM -- being the Genji Shield and Genji Gloves.
Both are pretty good items, and to get them, you have to steal
when his health is below half (~50%) and a quarter (~25%). Yes,
you can do more than one steal on him! Just pay attention to his
red health bar:
Full Health -> Steal: Potion <--Randomized?
80 % Health -> Steal: X-Potion
60 % Health -> Steal: Potion <--Randomized?
40 % Health -> Steal: Genji Shield
20 % Health -> Steal: Genji Gloves
There will be cutscenes as you whittle his HP down, signaling that
you can steal anew. Keep Hastega/Protectga on and Gilgy's pathetic
attacks (which do around 500dmg normally circa level 60/70) won't
make a scratch. A safe way to play this is to have two people with
gambits set to steal and one main attacker, so that you don't miss
the chance to get the rare equipment. Note that when Gilgamesh's
health gets down to 40%, his attacks get a little stronger and he
can inflict Silence; at 20% he erects 'Perfect Defense' which
makes him immune to damage. Ultimate Illusion can do 1000 to all,
but is still a poor "last ditch effort." Oh, and when his HP is
in critical, his attack can inflict Sleep. =p
After battle, man and dog jump down to the bridge below the span and
run off into the tunnels. If you successfully stole the two pieces
of Genji equipment, go back and save; Gilgy will have two more when
you face him again. Also, try to have everyone with a level that is
a prime number (77, 53, 17, etc.) since there will be level-based
attacks coming up.
Anyway, make your way to through Site 9 and Site 11, over Lasche
Span, and into Site 5. Follow to the first crossroads and head all
the way south to a dead-end room with a Lhusu Candle, that shows
all of the hidden areas on the map. Make your way out of that area
via the east side, into Site 6 South, then the Staging Area where
there's a save point. Heal up and exit south...
o-----------------o-------------o---------o------------------o
| BOSS: Enkidu | HP: ~75000 | LP: 43 | STEAL: Wolf Pelt |
o-----------------o-------------o---------o------------------o
| BOSS: Gilgamesh | HP: ~400000 | LP: 160 |
o-----------------o-------------o---------o
As before, throw a Nihopalaoa'd Remedy at Enkidu, who's now got
the Crushing Fangs skill (damage + % of KO). If you came into
battle with prime-numbered levels like I advised, all of Gilgy's
level-based skills should miss, being:
* Lv. 2 Sleep
* Lv. 3 Disable
* Lv. 4 Break
Esunaga alleviates all these statuses, but still, it's better not
to get caught up in 'em in the first place. Enkidu suffers an
evasion boost when in critical, so use hi-powered magicks like
Flare to kill it. Watch out for Gilgamesh's regular attacks that
can inflict Stop on occasion (albeit a low %, it seems...), and
later on, Sap.
Once Enkidu has been taken out of the equation, put Bubble Belts
on everyone (if you can spare 'em) and Shellga/Protectga to curb
Gilgy's oft-comboed attacks. If you can keep your party in good
order (+ Protect), you're on the road to victory. As before, when
his HP is cut down, cutscenes mark the points you can re-steal
from him.
Full Health: Hi-Potion <--Randomized?
80 % Health: Hi-Potion <--Randomized?
60 % Health: Hi-Potion <--Randomized?
40 % Health: Genji Helm <-- ONE-TIME-ONLY ITEM
20 % Health: Genji Armor <-- ONE-TIME-ONLY ITEM
At 60% health, he starts using "Bitter End" which can do ~2500
with Protect on; luckily, it only affects one target and can
miss. At 20%, Gilgamesh takes out the Blade of Legend and puts
up Perfect Defense, making him immune to everything. Dispel his
positive statuses before he does this, if you can -- Bravery
and Regen aren't things at the moment. He'll now start using
Monarch Sword, which can do 7000+ to one target -- equip Bubble
Belts now if you haven't already. Make sure to steal the Genji
Armor, as it's your only chance to do so! When in critical,
Gilgamesh will start doing 5+ combos on a target, so Protectga
everyone and persevere. You can do a Quickening chain if you
want, but make sure you have a Megalixir or similar to use as
a pick-me-up. Bravery helps here, too, if you can spare it.
After battle, Gilgamesh and his mutt jump out the hole in the
wall, leaving behind the Sword of Legend. You can't pick it up
from where it's stuck in the ground, so leave and watch the
funny "ooh! ahh!" scene from Gilgy. Go back to Montblanc and get
the reward.
o-----------------------------------------------------------------------------o
| MONTBLANC'S REWARDS [MNTR] |
o-----------------------------------------------------------------------------o
Initial - Moppit - Potion x 3
Rank 01 - Hedge Knight - Warp Mote x 2, Teleport Stone x 2
Rank 02 - Rear Guard - Remedy x 3, Teleport Stone x 2
Rank 03 - Vanguard - Hi-Potion x 3, Teleport Stone x 2
Rank 04 - Headhunter - Ether x 2, Teleport Stone x 2
Rank 05 - Ward of Justice - X-Potion x 2, Teleport Stone x 2
Rank 06 - Brave Companion - Hi-Ether x 2, Teleport Stone x 3
Rank 07 - Riskbreaker - Elixir x 2, Teleport Stone x 3
Rank 08 - Par. of Justice - High Arcana, Teleport Stone x 3
Rank 09 - High Guardian - Empyreal Soul, Teleport Stone x 3
Rank 10 - K. of the Round - Megalixir x 2, Teleport Stone x 3
Defeated Pack of Flans - 150 Gil
Defeated Firemane - 200 Gil
Defeated Mimic Queen - 300 Gil
Defeated Demon Wall #1 - 1200 Gil + Electrum
Defeated Demon Wall #2 - 600 Gil + Warp Mote
Defeated Belias - Arcanae x 2 + Teleport Stone x 2
Defeated Elder Wyrm - 800 Gil
Defeated Tiamat - 900 Gil
Defeated Vinuskar - 1100 Gil
Defeated Ahriman - 1600 Gil
Defeated King Bomb - 1300 Gil + Mallet (Loot)
Defeated Mandragoras - 1600 Gil
Defeated Rafflesia - 1800 Gil
Defeated Daedalus - 1900 Gil
Defeated Tyrant - 1900 Gil
Defeated Hydro - 2000 Gil
Four Espers Commanded - High Arcana + Teleport Stone x 2
Eight Espers Commanded - Gemsteel + Teleport Stone x 2
EXTRA REWARDS
Defeated Earth Tyrant - 1200 Gil
CLAN RANK SHOP
Initial - Potion
Rank 01 - Hi-Potion
Rank 02 - Gysahl Greens
Rank 03 - Teleport Stone, Gysahl Greens
Rank 04 - Nihopalaoa, Reverse, Teleport Stone, Gysahl Greens
Rank 05 - Nihopalaoa, Reverse, Bubble, Teleport Stone, Gysahl Greens
Rank 06 - Nihopalaoa, Faith, Reverse, Bubble, Teleport Stone, Gysahl
Greens
Rank 07 - Nihopalaoa, Bubble Belt, Bravery, Faith, Bubble, Reverse,
Teleport Stone, Gysahl Greens
Rank 08 - Nihopalaoa, Warp Mote, Bravery, Faith, Bubble, Reverse, Teleport
Stone, Gysahl Greens
Rank 09 - Cat-ear Hood, Nihopalaoa, Bubble Belt, Warp Mote, Bravery, Faith,
Bubble, Reverse, Teleport Stone, Gysahl Greens
Rank 10 - Cat-ear Hood, Nihopalaoa, Bubble Belt, Knot of Rust, Warp Mote,
Bravery, Faith, Bubble, Reverse, Teleport Stone, Gysahl Greens
o-----------------------------------------------------------------------------o
| VI. FFXII BESTIARY [BST1] |
o-----------------------------------------------------------------------------o
THIS IS NOT COMPLETE YET. Anyone who e-mails me about it lacking can go jump
off a bridge, preferably a really tall one for a high mortality rate. ^____^
Anyway, a bestiary is where you can check up on the game's monsters, with all
their susceptibilities and item drops. Later on, skills may be listed; not so
with stats, most likely, since I can't check up on that. Speaking of which,
everything listed has been 100% tested by the author -- the slow addition
rate is a bit indicative of that -- but factor in human error and stuff and
it might not have transferred all the way. If you have any additions, send
'em in and if they seem likely (don't tell me Cactoids drop Tyrant Hides, for
instance) I'll put 'em in. The goal is to have all stealable items and four-
-fifths of the droppables.
Enjoy, I s'pose.
o--------o
| LEGEND |-----------------------------------------------o
o--------o |
| |
| PKO = Phoenix Down Kill (for undead types) |
| |
| ----------- = Immunity |
| SUSCEPTIBLE = Status can work |
| REJUVENATES = Works, but has a positive/healing effect |
| --UNKNOWN-- = Conditions make it unclear of the effect |
o--------------------------------------------------------o
NOTE: Depending on monographs bought, some enemies may drop pebbles as
additional items (not listed in bestiary). When the Canopic Jar is
bought, enemies can then drop arcana/high arcana, which are also not
listed unless on rare monsters as innate drops.
o-----------------------------------------------------------------------------o
[001] ~ Cactoid
~ Poach: Cactus Fruit
~ Found: Dalmasca Westersand, Dalmasca Estersand
~ Steal: Cactus Fruit, Earth Stone, Earth Magicite
~ Drops: Cactus Fruit, Earth Stone, Earth Magicite, Potion, Virgo Gem
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
~ Cactite
~ Poach: Cactus Fruit
~ Found: Dalmasca Westersand, Dalmasca Estersand
~ Steal: Cactus Fruit, Earth Stone, Earth Magicite
~ Drops: Cactus Fruit, Earth Stone, Earth Magicite, Potion, Virgo Gem
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[002] ~ Ichthon
~ Poach: Fish Scale
~ Found: Garamsythe Waterway, Dalmasca Estersand, Giza Plains
~ Steal: Fish Scale, Eye Drops
~ Drops: Fish Scale
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[003] ~ Wolf
~ Poach: Wolf Stone
~ Found: Dalmasca Westersand, Dalmasca Estersand
~ Steal: Wind Stone, Wolf Pelt, Wizard's Hat
~ Drops: Wind Stone, Wolf Pelt, Potion, Antidote
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
~ Alpha Wolf
~ Poach: Wolf Pelt
~ Found: Dalmasca Estersand, Dalmasca Westersand
~ Steal: Wind Stone, Wolf Pelt, Wizard's Hat
~ Drops: Wind Stone, Wolf Pelt, Potion, Antidote
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[004] ~ Wild Saurian
~ Poach: Tanned Hide
~ Found: Dalmasca Estersand, Dalmasca Westersand
~ Steal: Tanned Hide, Hi-Potion, Leo Gem
~ Drops: Tanned Hide
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[005] ~ Cockatrice
~ Poach: Small Feather
~ Found: Dalmasca Westersand, Dalmasca Estersand
~ Steal: Small Feather, Potion
~ Drops: Small Feather, Fire Stone, Potion
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[006] ~ Gnoma Entite
~ Poach: -----------
~ Found: Dalmasca Westersand
~ Steal: Earth Crystal, Gnoma Halcyon
~ Drops: Feystone
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[007] ~ Dive Talon
~ Poach: Large Feather
~ Found: Dalmasca Westersand, Dalmasca Estersand
~ Steal: 120 Gil, Giant Feather
~ Drops: Wind Magicite, Giant Feather, Handkerchief, Burning Bow
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[008] ~ Hyena
~ Poach: Wolf Pelt, Pebble
~ Found: Giza Plains
~ Steal: Fire Stone, Wolf Pelt
~ Drops: Fire Stone, Wolf Pelt, Potion, Green Beret, Cotton Cap
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[009] ~ Wooly Gator
~ Poach: Braid Wool
~ Found: Giza Plains [Rainy Season]
~ Steal: Braid Wool, Smelling Salts, Sirius
~ Drops: Braid Wool, Wind Stone
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[010] ~ Happy Bunny [AKA Giza Rabbit]
~ Poach: Drab Wool, Headgear
~ Found: Giza Plains [Dry Season]
~ Steal: Water Stone
~ Drops: Water Stone, Drab Wool
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
~ Ozmone Hare
~ Poach: Braid Wool
~ Found: Ozmone Plains
~ Steal: 150 Gil, Water Magicite
~ Drops: Braid Wool, Water Magicite
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[011] ~ Great Tortoise
~ Poach: Turtle Shell
~ Found: Giza Plains [Rainy Season]
~ Steal: Water Stone
~ Drops: Turtle Shell
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[012] ~ Sleipner
~ Poach: Molting
~ Found: Giza Plains [Dry Season], Ozmone Plains, D. Westersand
~ Steal: Molting, Storm Stone
~ Drops: Molting, Storm Stone, Potion, Broadsword
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[013] ~ Silicon Tortoise
~ Poach: Aged Turtle Shell, Ancient Turtle Shell
~ Found: Giza Plains, Zertinan Caverns
~ Steal: 100 Gil, Aries Gem, Aged Turtle Shell, Officer's Hat
~ Drops: Aged Turtle Shell, Water Crystal
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[014] ~ Wildsnake
~ Poach: Snake Skin
~ Found: Giza Plains [Dry Season][Toam Hills Only?]
~ Steal: Wind Stone, Snake Skin
~ Drops: Wind Stone, Snake Skin
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[015] ~ Werewolf
~ Poach: Quality Hide
~ Found: Giza Plains [Dry Season]
~ Steal: Quality Hide, Teleport Stone, Gemini Gem
~ Drops: Quality Hide, Earth Stone, Potion, Kotetsu
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : ----------- Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[016] ~ Urstrix
~ Poach: Large Feather
~ Found: Giza Plains [Dry Season]
~ Steal: Earth Stone, Large Feather
~ Drops: Earth Stone, Large Feather, Potion, Headguard
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[017] ~ Storm Elemental
~ Poach: -----------
~ Found: Giza Plains
~ Steal: Storm Crystal, Storm Magicite, Feystone
~ Drops: Storm Magicite, Storm Stone
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[018] ~ Slaven
~ Poach: Tanned Hide
~ Found: Giza Plains [Dry Season], Lhusu Mines
~ Steal: Earth Stone, 50 Gil,
~ Drops: Earth Stone, Tanned Hide, Shortbow
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[020] ~ Dire Rat
~ Poach: Rat Pelt
~ Found: Garamsythe Waterway
~ Steal: Rat Pelt, Fire Stone
~ Drops: Rat Pelt
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[021] ~ Baritine Croc
~ Poach: Fine Wool
~ Found: Garamsythe Waterway, Paramina Rift
~ Steal: Wind Magicite
~ Drops: Wind Magicite, Fine Wool
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[022] ~ Gigantoad
~ Poach: Horn
~ Found: Giza Plains [Rainy Season], Garamsythe Waterway
~ Steal: Horn, 50 Gil
~ Drops: Horn, Water Stone
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[023] ~ Malboro Overking
~ Poach: Malboro Fruit, Putrid Liquid
~ Found: Garamsythe Waterway, Tchita Uplands
~ Steal: Dark Magicite, Malboro Fruit, Malboro Flower
~ Drops: Dark Crystal, Malboro Fruit, Putrid Liquid
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[024] ~ Garchimacera
~ Poach: Demon Eyball
~ Found: Garamsythe Waterway
~ Steal: Demon Eyeball, 10 Gil
~ Drops: Demon Eyeball, Bronze Armor
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[025] ~ Gespenst
~ Poach: -----------
~ Found: Garamsythe Waterway
~ Steal: Reflectga Mote, Dark Crystal
~ Drops: Book of Orgain, Dark Crystal, Teleport Stone, Capricorn Gem,
Demon Shield
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[026] ~ Ghost
~ Poach: Dark Crystal
~ Found: Garamsythe Waterway
~ Steal: Glass Jewel, Echo Herbs
~ Drops: Dark Magicite
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[027] ~ Water Elemental
~ Poach: -----------
~ Found: Garamsythe Waterway
~ Steal: Water Magicite, Water Crystal, Feystone
~ Drops: Water Magicite, Water Stone
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[029] ~ Suriander
~ Poach:
~ Found: Barheim Passage
~ Steal: Storm Stone, Horn, Storm Magicite, Antidote
~ Drops: Storm Stone, Horn, Storm Magicite, Teleport Stone, Pointed Horn
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[030] ~ Mimic
~ Poach:
~ Found: Barheim Passage
~ Steal: Iron Scraps
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[032] ~ Tiny Mimic
~ Poach:
~ Found: Barheim Passage
~ Steal: Earth Stone, Antidote
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[035] ~ Specter
~ Poach: Glass Jewel
~ Found: Barheim Passage
~ Steal: Dark Magicite, Sky Jewel, Glass Jewel
~ Drops: Dark Magicite, Dark Stone
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[040] ~ Bomb
~ Poach:
~ Found: Barheim Passage
~ Steal: Fire Magicite, Bacchus's Wine, Bomb Ashes
~ Drops: Fire Stone, Bomb Fragment, Handkerchief
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[041] ~ Dead Bones
~ Poach: -----------
~ Found: Barheim Passage
~ Steal: Dark Crystal, Blood-darkened Bone
~ Drops: Dark Crystal, Eye Drops, Ancient Bone
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : SUSCEPTIBLE Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[042] ~ Vampyr
~ Poach: -----------
~ Found: Lhusu Mines
~ Steal: Dark Crystal, Spiral Incisor, Taurus Gem
~ Drops: Dark Crystal, Spiral Incisor, Antidote, Zwill Crossblade
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[044] ~ Killer Mantis
~ Poach: Insect Husk
~ Found: Lhusu Mines
~ Steal: Earth Crystal, X-Potion, Gigas Hat
~ Drops: Earth Crystal, Insect Husk, Echo Herbs
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[047] ~ Dark Lord
~ Poach: -----------
~ Found: Lhusu Mines, Stilshrine of Miriam [Throne of Veiled Gods]
~ Steal: 200 Gil, Hi-Potion, Dragon Mail
~ Drops: Dark Crystal, Blood-darkened Bone, Teleport Stone, Capricorn
Gem,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[052] ~ Axebeak
~ Poach: Small Feather
~ Found: The Yensan Sandsea
~ Steal: Fire Stone, Alarm Clock, Dark Mote
~ Drops: Small Feather, Fire Stone, Rainbow Egg, Vega,
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[053] ~ Yensa
~ Poach: Yensa Scale
~ Found: The Yensan Sandsea
~ Steal: Yensa Scale, Pisces Gem, Barbut
~ Drops: Yensa Fin, Earth Stone, Gold Needle,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
~ Bull Yensa
~ Poach: Yensa Scale
~ Found: The Yensan Sandsea
~ Steal: Yensa Scale, Pisces Gem, Barbut
~ Drops: Yensa Fin, Earth Stone, Gold Needle,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[055] ~ Salamand Entite
~ Poach: -----------
~ Found: Ogir-Yensa Sandsea
~ Steal: Fire Crystal, Feystone, Salamand Halcyon
~ Drops: Fire Crystal,
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[056] ~ Seeker
~ Poach: Crooked Fang
~ Found: Barheim Passage, Tomb of Raithwall, Henne Mines
~ Steal: Wind Stone, Crooked Fang, Smelling Salts
~ Drops: Wind Stone, Crooked Fang, Smelling Salts, Antidote, Bat Wing
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[057] ~ Lost Soul
~ Poach: Bone Fragment
~ Found: Tomb of Raithwall
~ Steal: Dark Stone, 60 Gil, Blazer Gloves
~ Drops: Bone Fragment, Dark Stone, Antidote
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[058] ~ Lesser Chimera
~ Poach: Small Feather, Main Gauche
~ Found: Tomb of Raithwall
~ Steal: Fire Stone, Gold Needle, Taurus Gem
~ Drops: Fire Stone, Handkerchief
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[060] ~ Skull Warrior
~ Poach: Bone Fragment
~ Found: Tomb of Raithwall
~ Steal: Dark Stone, Bone Fragment
~ Drops: Dark Stone, Bone Fragment
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[061] ~ Lich
~ Poach: Glass Jewel, Chainmail
~ Found: Tomb of Raithwall [Southfall Passage]
~ Steal: Dark Stone, Glass Jewel, Smelling Salts
~ Drops: Dark Stone, Glass Jewel
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[062] ~ Ragoh
~ Poach: Solid Stone
~ Found: Tomb of Raithwall
~ Steal: Earth Stone, 90 Gil,
~ Drops: Earth Stone, Solid Stone, Eye Drops
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[063] ~ Tallow
~ Poach: Green Liquid
~ Found: Tomb of Raithwall [Royal Passage]
~ Steal: Green Liquid, Fire Stone,
~ Drops: Green Liquid, Fire Stone, Broadaxe
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : ----------- Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[064] ~ Mesmenir
~ Poach: Iron Carapace
~ Found: Ozmone Plain
~ Steal: Storm Magicite, Iron Carapace, Aries Gem
~ Drops: Storm Magicite, Iron Carapace, Echo Herbs, Destrier Mane,
Bronze Mace
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[065] ~ Black Chocobo [LISTED UNDER 'Chocobo']
~ Poach: Chocobo Feather
~ Found: Ozmone Plain
~ Steal: Chocobo Feather, Dark Magicite
~ Drops: Chocobo Feather, Dark Magicite, Gysahl Greens
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
~ Red Chocobo
~ Poach: Chocobo Feather
~ Found: Ozmone Plain [Hauno Green/Field of Light Winds]
~ Steal: Fire Magicite, Taurus Gem
~ Drops: Fire Magicite, Gysahl Greens
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE

~ Brown Chocobo
~ Poach: Chocobo Feather, Gysahl Greens
~ Found: Dalmasca Estersand, The Salikawood
~ Steal: Fire Stone, Chocobo Feather
~ Drops: Fire Stone, Gysahl Greens
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
~ Green Chocobo
~ Poach: Chocobo Feather
~ Found: The Salikawood
~ Steal: Wind Magicite
~ Drops: Gysahl Greens
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[066] ~ Wu
~ Poach: Large Feather
~ Found: Ozmone Plain
~ Steal: Large Feather, 40 Gil
~ Drops: Large Feather, Earth Magicite, Eye Drops, Kogarasumaru
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[067] ~ Zu
~ Poach: Large Feather
~ Found: Ozmone Plain
~ Steal: Large Feather, Wind Magicite
~ Drops: Large Feather, Wind Magicite, Rod, Remedy
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[068] ~ Viper
~ Poach: Tanned Hide
~ Found: Ozmone Plain
~ Steal: Dark Magicite, Alarm Clock
~ Drops: Dark Magicite, Tanned Hide
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[069] ~ Zaghnal
~ Poach: Quality Hide
~ Found: Ozmone Plain
~ Steal: Earth Magicite, Gemini Gem, Heavy Coat
~ Drops: Earth Magicite, Quality Hide, Warp Mote
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[070] ~ Hybrid Gator
~ Poach: Braid Wool
~ Found: Ozmone Plain
~ Steal: Bacchus's Wine, Aries Gem
~ Drops: Fire Magicite, Gold Needle
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[071] ~ Sylphi Entite
~ Poach: -----------
~ Found: Ozmone Plain
~ Steal: Wind Crystal, Feystone, Sylphi Halcyon
~ Drops: Wind Crystal, Wind Stone
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[072] ~ Panther
~ Poach: Coeurl Pelt
~ Found: Golmore Jungle
~ Steal: Storm Magicite, Couerl Pelt, Libra Gem
~ Drops: Storm Magicite, Couerl Pelt, Warp Mote, Quality Pelt
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[073] ~ Treant
~ Poach: Lumber
~ Found: Golmore Jungle
~ Steal: Earth Magicite, Lumber,
~ Drops: Earth Magicite, Lumber,
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[074] ~ Hellhound
~ Poach: Tanned Hide, Libra Gem
~ Found: Golmore Jungle
~ Steal: Tanned Hide, Alarm Clock, Remedy
~ Drops: Tanned Hide, Dark Mote, Fire Magicite
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[075] ~ Diresaur
~ Poach: Tyrant Hide
~ Found: Golmore Jungle
~ Steal: Tyrant Hide, Earth Magicite
~ Drops: Tyrant Hide,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[076] ~ Malboro
~ Poach: Pebble
~ Found: Golmore Jungle, Lhusu Mines
~ Steal: Earth Magicite, Malboro Vine
~ Drops: Earth Magicite, Remedy, Smelling Salts
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[077] ~ Gargoyle
~ Poach: Demon Eyeball
~ Found: Golmore Jungle
~ Steal: Demon Eyeball, Warp Mote
~ Drops: Demon Eyeball, Storm Magicite
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[078] ~ Great Malboro
~ Poach: Malboro Vine
~ Found: Golmore Jungle
~ Steal: Earth Magicite, Virgo Gem
~ Drops: Earth Magicite, Malboro Vine, Bacchus's Wine, Musk Stick
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[079] ~ Thunderbug
~ Poach: Iron Scraps
~ Found: Henne Mines
~ Steal: Iron Scraps, Storm Magicite, Cancer Gem
~ Drops: Iron Scraps, Storm Magicite, Charged Gizzard
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[080] ~ Jelly
~ Poach: Yellow Liquid
~ Found: Henne Mines
~ Steal: Water Magicite, Yellow Liquid, 500 Gil
~ Drops: Water Magicite, Yellow Liquid, Teleport Stone
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : ----------- Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[081] ~ Tyranorox
~ Poach: Tyrant Hide
~ Found: Henne Mines
~ Steal: Earth Magicite, 60 Gil, Leo Gem
~ Drops: Earth Magicite, Alarm Clock
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE

[085] ~ Nightmare
~ Poach: Grimoire Togail
~ Found: Henne Mines
~ Steal: Dark Magicite, Hi-Potion
~ Drops: Dark Magicite, Grimoire Togail, Snowfly
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[086] ~ Necrofiend
~ Poach: -----------
~ Found: Henne Mines, Pharos at Ridorana Third Ascent [79F]
~ Steal: Sky Jewel
~ Drops: Sky Jewel, Pebble, Lifewick
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : SUSCEPTIBLE
[087] ~ White Wolf
~ Poach: Tanned Hide
~ Found: Paramina Rift
~ Steal: Quality Pelt, Ice Stone
~ Drops: Phoenix Down,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[088] ~ Twintania
~ Poach: Wyrm Carapace, Ice Magicite
~ Found: Paramina Rift
~ Steal: Ice Stone, Red Fang, Lohengrin
~ Drops: Ice Magicite,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[089] ~ Lizard
~ Poach: Pointed Horn
~ Found: Paramina Rift, Garamsythe Waterway
~ Steal: Fire Magicite, Pointed Horn
~ Drops: Fire Magicite, Pointed Horn, Horn
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[090] ~ Emperor Aevis
~ Poach:
~ Found: Paramina Rift
~ Steal: Wyrm Carapace, Ice Stone
~ Drops: Wyrm Carapace
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[091] ~ Garuda-Egi
~ Poach: Large Feather
~ Found: Paramina Rift
~ Steal: Holy Stone, Hi-Potion
~ Drops: Large Feather, Holy Magicite, White Incense, Red Fang,
Ame-no-Murakumo
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[092] ~ Dark Skeleton
~ Poach: Sturdy Bone
~ Found: Golmore Jungle [The Rustling Chapel], Paramina Rift
~ Steal: Sturdy Bone, Dark Magicite, Dark Stone
~ Drops: Sturdy Bone, Dark Magicite, Death's-Head, Teleport Stone
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[093] ~ Slaven Warder
~ Poach: Tanned Giantskin
~ Found: Paramina Rift
~ Steal: 10 Gil, Gemini Gem
~ Drops: Fire Magicite, Tanned Giantskin, Slaven Harness, White Fang
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[094] ~ Skull Knight
~ Poach: Sturdy Bone
~ Found: Paramina Rift
~ Steal: Sturdy Bone
~ Drops: Sturdy Bone, Dark Magicite
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[095] ~ Yeti
~ Poach: Tanned Giantskin
~ Found: Paramina Rift
~ Steal: Tanned Giantskin, Remedy
~ Drops: Tanned Giantskin, Ice Magicite, Teleport Stone
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[096] ~ Ice Elemental
~ Poach:
~ Found: Paramina Rift
~ Steal: Ice Crystal, Ice Magicite, Feystone
~ Drops:
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[097] ~ Wild Onion
~ Poach: Succulent Fruit
~ Found: Paramina Rift
~ Steal: Wind Magicite, Phoenix Down,
~ Drops: Wind Magicite, Succulent Fruit
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[098] ~ Leshach Entite
~ Poach: ------------
~ Found: Paramina Rift
~ Steal: Ice Crystal, Leshach Halcyon
~ Drops: Ice Crystal, Feystone
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[099] ~ Redmaw
~ Poach: Crooked Fang
~ Found: Henne Mines, Stilshrine of Miriam
~ Steal: Crooked Fang, 100 Gil,
~ Drops: Crooked Fang, Wind Magicite, Ice Shield, Red Fang
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom :
Silence : SUSCEPTIBLE Disease :
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop :
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : Death: :
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE

[100] ~ Zombie Warrior


~ Poach: Foul Flesh
~ Found: Stilshrine of Miriam
~ Steal: 16 Gil, Handkerchief,
~ Drops: Festering Flesh, Dark Magicite
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[101] ~ Blood Gigas
~ Poach: Festering Flesh
~ Found: Stilshrine of Miriam
~ Steal: Earth Magicite, Phoenix Down,
~ Drops: Festering Flesh, Earth Magicite, Antidote,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[102] ~ Reaper Claw [LISTED UNDER 'Nightwalker']
~ Poach: -----------
~ Found: Stilshrine of Miriam [Ward of Measure]
~ Steal: Warp Mote
~ Drops:
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
~ Reaper Mage
~ Poach: -----------
~ Found: Stilshrine of Miriam [Ward of Measure]
~ Steal: Warp Mote
~ Drops:
~ Notes: Can't take action if you Silence it
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[103] ~ Dragon Aevis
~ Poach: Wyrm Carapace
~ Found: Stilshrine of Miriam [Ward of Velitation]
~ Steal: 30 Gil, Echo Herbs
~ Drops: Wyrm Carapace, Storm Magicite, Antidote
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[104] ~ Ghoul
~ Poach: Foul Flesh
~ Found: Stilshrine of Miriam
~ Steal: Capricorn Gem, Dark Magicite
~ Drops: Festering Flesh, Dark Magicite
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[105] ~ Darkmare
~ Poach: Grimoire Aidhed
~ Found: Stilshrine of Miriam [Ward of the Sword-King]
~ Steal: Dark Magicite, Grimoire Togail
~ Drops: Dark Magicite, Grimoire Togail
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: :
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[106] ~ Facer
~ Poach: Solid Stone
~ Found: Stilshrine of Miriam
~ Steal: Pirate Hat, Earth Magicite
~ Drops: Earth Magicite, Solid Stone
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[107] ~ Balloon
~ Poach: Bomb Ashes
~ Found: Stilshrine of Miriam
~ Steal: Handkerchief, Chronos Tear, Recurve Crossbow
~ Drops: Bomb Ashes, Fire Magicite, Eye Drops
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[109] ~ Oiling
~ Poach: Yellow Liquid
~ Found: Stilshrine of Miriam [Walk of Torn Illusion]
~ Steal: Sagittarius Gem, Fire Magicite, Yellow Liquid
~ Drops: Yellow Liquid, Handkerchief, Golden Staff
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : ----------- Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[111] ~ Ghast
~ Poach:
~ Found: Stilshrine of Miriam
~ Steal: Festering Flesh, Smelling Salts
~ Drops: Festering Flesh, Dark Magicite, Teleport Stone
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[113] ~ Worgen
~ Poach: Quality Pelt, Throat Wolf Blood
~ Found: Dalmasca Estersand, Mosphoran Highwaste
~ Steal: Fire Magicite, Hi-Potion, Steel Poleyns
~ Drops: Fire Magicite, Smelling Salts, Quality Pelt, Libra Gem,
Throat Wolf Blood
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
~ Alpha Worgen
~ Poach: Quality Pelt
~ Found: Dalmasca Estersand, Mosphoran Highwaste
~ Steal: Fire Magicite, Hi-Potion, Steel Poleyns
~ Drops: Fire Magicite, Smelling Salts, Quality Pelt, Libra Gem,
Throat Wolf Blood
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[114] ~ Humbaba
~ Poach: Tanned Giantskin
~ Found: Mosphoran Highwaste
~ Steal: Storm Magicite, Teleport Stone, Gemini Gem
~ Drops: Tanned Giantskin, Storm Magicite, Echo Herbs, Beastlord Horn
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[115] ~ Python
~ Poach: Tanned Hide
~ Found: Mosphoran Highwaste
~ Steal: Wind Magicite, 400 Gil, Bone Helm
~ Drops: Wind Magicite, Tanned Hide, Gold Needle, Quality Hide,
Great Serpent's Fang
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[116] ~ Ash Wyrm
~ Poach: -----------
~ Found: Mosphoran Highwaste [Empyrean Seat]
~ Steal: Wind Crystal, 800 Gil
~ Drops: Wind Crystal, Ring Wyrm Scale, Koga Blade, Moon Ring
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[117] ~ Vulture
~ Poach: Giant Feather
~ Found: Mosphoran Highwaste
~ Steal: Wind Magicite, Red Fang,
~ Drops: Giant Feather, Wind Magicite, Eye of the Hawk, Black Cowl,

Slow : ----------- Sleep : SUSCEPTIBLE


Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[118] ~ Clay Golem
~ Poach: Solid Stone
~ Found: Mosphoran Highwaste
~ Steal: Earth Magicite, Gold Needle,
~ Drops: Earth Magicite, Solid Stone,
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[119] ~ Slaven Wilder
~ Poach: Tanned Giantskin
~ Found: Dalmasca Estersand, Moshphoran Highwaste
~ Steal: Tanned Giantskin, White Fang, Gemini Gem
~ Drops: Tanned Giantskin, Earth Magicite, Firefly
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[121] ~ Wyrdhare
~ Poach: Fine Wool
~ Found: The Salikawood
~ Steal: Echo Herbs, Water Magicite
~ Drops: Stardust, Magoroku, Water Magicite, Fine Wool, Aries Gem
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[122] ~ Pumpkin Head
~ Poach: Succulent Fruit
~ Found: The Salikawood
~ Steal: Storm Magicite, Screamroot, Black Garb
~ Drops: Succulent Fruit, Storm Magicite, Handkerchief, Balance Mote
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[123] ~ Sprinter
~ Poach: Bundle of Feathers, Chronos Tear
~ Found: The Salikawood
~ Steal: Bundle of Feathers, White Fang
~ Drops: Bundle of Feathers, Fire Magicite
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[124] ~ Malboro King
~ Poach: Malboro Fruit
~ Found: The Salikawood
~ Steal: Malboro Fruit, Dark Magicite
~ Drops: Malboro Fruit, Dark Magicite, Thorned Mace,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[125] ~ Antares
~ Poach: Insect Husk
~ Found: The Salikawood
~ Steal: Earth Magicite
~ Drops: Insect Husk, Molting
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[126] ~ Silver Lobo
~ Poach: Quality Pelt
~ Found: Phon Coast, Cerobi Steppe
~ Steal: Eye Drops, Libra Gem, Sorceror's Habit
~ Drops: Quality Pelt, Wind Magicite, Teleport Stone
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[127] ~ Mandragora
~ Poach: Succulent Fruit
~ Found: Phon Coast
~ Steal: Succulent Fruit, Water Magicite,
~ Drops: Succulent Fruit, Water Magicite, Vanishga Mote, Platinum Sword,

Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE


Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[128] ~ Iguion
~ Poach: Pointed Horn
~ Found: Phon Coast
~ Steal: Phoenix Down, Aries Gem, Survival Vest
~ Drops: Ice Magicite, Eye Drops, Frogspawn, Pointed Horn
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[129] ~ Archaeosaur
~ Poach: Tanned Tyrant Hide
~ Found: Phon Coast
~ Steal: Storm Magicite, Tanned Tyrant Hide
~ Drops: Storm Magicite, Tanned Tyrant Hide, Gold Needle, Leo Gem
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : ----------- Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[130] ~ Pyrolisk
~ Poach: Bundle of Feathers, Murasame
~ Found: Phon Coast
~ Steal: Bundle of Feathers, Storm Magicite, Gold Needle
~ Drops: Bundle of Feathers, Storm Magicite, White Fang, Taurus Gem,
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[131] ~ Pirahna
~ Poach: Ichthon Scale
~ Found: Phon Coast
~ Steal: Chronos Tear, Antidote
~ Drops:
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[132] ~ Bagoly
~ Poach: Large Feather
~ Found: The Yensan Sandsea, Phon Coast
~ Steal: Large Feather, Echo Herbs, Bundle of Feathers
~ Drops: Bent Staff, Wind Stone, Large Feather, Teleport Stone, Aries Gem
Bundle of Feathers
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : -----------
Warp : SUSCEPTIBLE Death : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Expose : SUSCEPTIBLE Shear : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[134] ~ Couerl
~ Poach: Couerl Pelt
~ Found: Golmore Jungle [The Rustling Chapel], Tchita Uplands
~ Steal: Couerl Pelt, Storm Magicite, Storm Stone
~ Drops: Couerl Pelt, Storm Magicite, Warp Mote, Storm Crystal
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[136] ~ Serpent
~ Poach: Quality Hide
~ Found: Tchita Uplands
~ Steal: Wind Magicite, Quality Hide
~ Drops: Wind Magicite, Quality Hide, Aries Gem
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[137] ~ Earth Elemental
~ Poach: -----------
~ Found: Tchita Uplands
~ Steal: Earth Magicite
~ Drops: Earth Stone
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[144] ~ Gorgimera
~ Poach: Bundle of Feathers
~ Found: Sochen Cave Palace, Zertinan Caverns
~ Steal: Fire Magicite, Gold Needle, Taurus Gem
~ Drops: Fire Magicite, Bundle of Feathers, Hammerhead,
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[145] ~ Focalor
~ Poach: Ichthon Scale
~ Found: Sochen Cave Palace, Nabreus Deadlands
~ Steal: Ichthon Scale, Balance Mote, Pisces Gem
~ Drops: Storm Magicite, Power Rod,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[146] ~ Cerberus
~ Poach: Prime Pelt
~ Found: The Feywood
~ Steal: Fire Crystal, Prime Pelt, Festering Flesh
~ Drops: Fire Crystal, Francisca, Libra Gem, Hell-Gate's Flame
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[147] ~ Deadly Nightshade
~ Poach: Succulent Fruit
~ Found: The Feywood
~ Steal: Succulent Fruit, Fire Crystal
~ Drops: Succulent Fruit,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE

[150] ~ Basilisk
~ Poach: Prime Tanned Hide
~ Found: The Feywood
~ Steal: 80 Gil, Antidote, Aries Gem
~ Drops: Ice Crystal, Serpent Eye, Chronos Tear
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[152] ~ Behemoth
~ Poach: Prime Tanned Hide
~ Found: The Feywood, Ancient City of Giruvegan
~ Steal: Storm Crystal, Gemini Gem, Giant's Helmet
~ Drops: Prime Tanned Hide, Storm Crystal, Red Fang
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[154] ~ Preying Mantis
~ Poach: Insect Husk
~ Found: The Feywood
~ Steal: Dark Crystal, Cancer Gem,
~ Drops: Dark Crystal, Insect Husk, Cancer Gem, Sickle-Blade
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[156] ~ Golem
~ Poach:
~ Found: The Feywood
~ Steal: Quality Lumber, Aquarius Gem
~ Drops:
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[158] ~ Mirrorknight
~ Poach: Windslicer Pinion
~ Found: The Feywood
~ Steal: Wind Crystal, X-Potion, Aries Gem
~ Drops: Windslicer Pinion, Mirror Mail, Wind Crystal, Mirror Scale,
Aries Gem
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[159] ~ Holy Elemental
~ Poach: -----------
~ Found: The Feywood
~ Steal: Holy Crystal, Holy Magicite, Feystone
~ Drops: Holy Stone, Holy Magicite
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[160] ~ Tartarus
~ Poach: -----------
~ Found: The Feywood
~ Steal: Dark Crystal, Libra Gem, Power Vest
~ Drops: Dark Crystal, Prime Pelt, X-Potion, Libra Gem
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[163] ~ Giruveganus
~ Poach: -----------
~ Found: The Feywood, Ancient City of Giruvegan
~ Steal: Prime Tanned Hide
~ Drops:
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[164] ~ Skulwyrm
~Poach: -----------
~Found: Zertinan Caverns
~Steal: Dark Crystal, Charger Barding, Wyrm Bone
~Drops: Dark Crystal, Battlewyrm Carapace
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[176] ~ Chimera Brain
~ Poach: Quality Stone
~ Found: Pharos at Ridorana
~ Steal: 60 Gil, Taurus Gem, Celebrant's Miter
~ Drops: Dark Crystal, Hi-Potion, Chimera Head, Windslicer Pinion
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[177] ~ Bune
~ Poach: Forbidden Flesh
~ Found: Pharos at Ridorana [2nd Ascent]
~ Steal: Gold Needle
~ Drops: Fire Crystal,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[180] ~ Crusader
~ Poach: -----------
~ Found: Pharos at Ridorana [2nd Ascent]
~ Steal: Blood-darkened Bone, X-Potion,
~ Drops: Blood-darkened Bone, Dark Crystal, Capricorn Gem,
Crown of Laurels,
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[181] ~ Aeronite
~ Poach: Wyvern Fang
~ Found: Lhusu Mines [Lasche Span], Pharos at Ridorana [1st/3rd Ascent]
~ Steal: Wyvern Fang, Hi-Potion,
~ Drops: Ice Crystal, Dragon Helm
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[183] ~ Cataract Aevis
~ Poach: Charger Barding
~ Found: Pharos at Ridorana, Third Ascent [81/85/87F]
~ Steal: Charger Barding, 50 Gil,
~ Drops: Charger Barding, Ice Crystal
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[184] ~ Brainpan
~ Poach: Windslicer Pinion
~ Found: Pharos at Ridorana
~ Steal: Dark Crystal, Chronos Tear, X-Potion
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[185] ~ Purobolos
~ Poach: Bomb Shell
~ Found: Pharos at Ridorana, Third Ascent
~ Steal: Bomb Shell, Dark Crystal
~ Drops: Bomb Shell, Dark Crystal, Mallet, Handkerchief
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[188] ~ Undin Entite
~ Poach: -----------
~ Found: Cerobi Steppe, Pharos at Ridorana [50F, for one]
~ Steal: Feystone, Water Crystal, Undin Halcyon,
~ Drops: Feystone, Water Crystal, Water Stone
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[190] ~ Grenade
~ Poach: Bomb Shell
~ Found: Zertinan Caverns
~ Steal: Fire Crystal, Scorpio Gem, Opal Ring
~ Drops: Fire Crystal, Bomb Fragment, Chronos Tear, Scorpio Gem
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE

[192] ~ Slime
~ Poach: Pebble
~ Found: Zertinan Caverns
~ Steal: Green Liquid, Wind Stone
~ Drops: Green Liquid, Wind Stone, Water Mote
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : ----------- Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[193] ~ Archaeoaevis
~Poach: -----------
~Found: Zertinan Caverns
~Steal: Battlewyrm Carapace, Teleport Stone, Dark Crystal
~Drops: Battlewyrm Carapace,
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : -----------
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[194] ~ Bogey
~ Poach: Sky Jewel
~ Found: Zertinan Caverns
~ Steal: Gold Needle, Vanishga Mote,
~ Drops: Sky Jewel, Death Powder
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : -----------
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[195] ~ Mallicant
~ Poach: Grimoire Aidhed, Magick Lamp
~ Found: Zertinan Caverns
~ Steal: Phoenix Down, Grimoire Aidhed, Scorpio Gem
~ Drops: Earth Crystal, Eye Drops, Gaia Hat, Grimoire Aidhed, Magick Lamp
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[196] ~ Shambling Corpse
~ Poach: -----------
~ Found: Zertinan Caverns [Athroza Quicksands]
~ Steal: Dark Crystal, Foul Flesh, Blood-stained Necklace
~ Drops: Dark Crystal, Foul Flesh, Blood-stained Necklace, White Fang,
Platinum Dagger
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[197] ~ Buer
~ Poach: Demon Tail
~ Found: Zertinan Caverns
~ Steal: Ice Stone, Scorpio Gem, Vanishga Mote
~ Drops: Gaia Hat, Demon Tail, Ice Crystal, Demon's Sigh
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[198] ~ Adamantitan
~ Poach: Aged Turtle Shell
~ Found: Barheim Passage, Cerobi Steppe
~ Steal: Water Stone, 200 Gil, Aged Turtle Shell
~ Drops:
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : Death: :
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[199] ~ Charybterix
~ Poach: Windslicer Pinion
~ Found: Tchita Uplands
~ Steal: Windslicer Pinion
~ Drops: Split Armor
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[200] ~ Bandercouerl
~ Poach:
~ Found: Cerobi Steppe
~ Steal: Storm Crystal, Phoenix Down
~ Drops: Storm Crystal, Quality Pelt
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[201] ~ Shield Wyrm
~ Poach: Ring Wyrm Scale
~ Found: Nabreus Deadlands, Cerobi Steppe
~ Steal: Wyrm Carapace, Hi-Potion, Ring Wyrm Scale
~ Drops: Wyrm Carapace, Ring Wyrm Scale, Earth Crystal, Chronos Tear
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[202] ~ Emeralditan
~ Poach: Aged Turtle Shell
~ Found: Nabreus Deadlands
~ Steal: Aged Turtle Shell
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[203] ~ Leynir
~ Poach: Iron Carapace
~ Found: Nabreus Deadlands
~ Steal: Iron Carapace, Reflectga Mote, Aries Gem
~ Drops: Storm Crystal, Charger Barding, Wargod's Band, Defender
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : SUSCEPTIBLE Sap : -----------
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[204] ~ Banshee
~ Poach: -----------
~ Found: Nabreus Deadlands
~ Steal: Dark Crystal, Festering Flesh
~ Drops: Dark Crystal, Festering Flesh, X-Potion, Zombie Powder
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : REJUVENATES
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[205] ~ Leamonde Entite
~ Poach: -----------
~ Found: Nabreus Deadlands
~ Steal: Feystone, Dark Crystal, Leamonde Halcyon
~ Drops: Feystone, Dark Crystal
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[206] ~ Foobar
~ Poach: -----------
~ Found: Nabreus Deadlands, Cúchulainn esper battle
~ Steal: Echo Herbs, Holy Mote, Sagittarius Gem
~ Drops: Dark Crystal, Silver Liquid, Teleport Stone
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[211] ~ Zombie Warlock
~ Poach: Maggoty Flesh
~ Found: Sochen Cave Palace, Pharos at Ridorana, Third Ascent [79F]
Necrohol of Nabudis
~ Steal: Dark Crystal, 200 Gil, Capricorn Gem
~ Drops: Dark Crystal, Forbidden Flesh, Pebble,
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[239] ~ Catoblepas
~ Poach: -----------
~ Found: Zertinan Caverns [Hourglass Basin - Bounty]
~ Steal: Hi-Potion
~ Drops: -----------
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[252] ~ Gilgamesh
~ Poach: -----------
~ Found: Lhusu Mines [Tasche Span]
~ Steal: Random Potion Types [x3], Genji Shield, Genji Gloves
~ Drops: -----------
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
~ Gilgamesh
~ Poach: -----------
~ Found: Lhusu Mines [Site 7]
~ Steal: Random Potion Types [x3], Genji Helm, Genji Armor
~ Drops: -----------
Slow : ----------- Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : ----------- Expose : -----------
Addle : ----------- Syphon : -----------
[253] ~ Enkidu
~ Poach: -----------
~ Found: Lhusu Mines [Tasche Span]
~ Steal: Wolf Pelt
~ Drops: -----------
~ Notes: Enkidu's susceptibilities are the same both times.
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk :
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[263] ~ Exodus
~ Poach: -----------
~ Found: Mosphoran Highwaste [Empyrean Seat]
~ Steal: Libra Gem
~ Drops: -----------
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : --UNKNOWN--
Disable : ----------- Oil : -----------
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[265] ~ Cúchulainn
~ Poach: -----------
~ Found: Garamsythe Waterway [No. 1 Cloaca]
~ Steal: Scorpio Gem
~ Drops: -----------
Slow : ----------- Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[268] ~ Zeromus
~ Poach: -----------
~ Found: Stilshrine of Miriam [Throne of Veiled Gods]
~ Steal: Cancer Gem
~ Drops: -----------
Slow : ----------- Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[269] ~ Adrammelech
~ Poach: -----------
~ Found: Zertinan Caverns [Athroza Quicksands]
~ Steal: Pebble, Capricorn Gem, High Arcana
~ Drops: -----------
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[279] ~ Ba'Gamnan
~ Poach: -----------
~ Found: Belito Mark Hunt [Nam-Yensa Sandsea - Withering Shores]
~ Steal: Elixir
~ Drops: -----------
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
~ Bwagi
~ Poach: -----------
~ Found: Belito Mark Hunt [Nam-Yensa Sandsea - Withering Shores]
~ Steal: Ether, Hi-Ether
~ Drops: -----------
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
~ Gijuk
~ Poach: -----------
~ Found: Belito Mark Hunt [Nam-Yensa Sandsea - Withering Shores]
~ Steal: Ether, Hi-Ether
~ Drops: -----------
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
~ Rinok
~ Poach: -----------
~ Found: Belito Mark Hunt [Nam-Yensa Sandsea - Withering Shores]
~ Steal: Ether, Hi-Ether
~ Drops: -----------
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------

[284] ~ Earth Tyrant


~ Poach: -----------
~ Found: Dalmasca Westersand [Wyrm's Nest]
~ Steal: Hi-Potion, Tyrant Hide, Tyrant Bone
~ Drops: -----------
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : -----------
[294] ~ Aerieel
~ Poach:
~ Found: Lhusu Mines [Oltam Span]
~ Steal: Bat Wing
~ Drops: Bat Fang, Arcana, Golden Armor
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[297] ~ Greeden
~ Poach: Pebble
~ Found: Dalmasca Estersand [Banks of the Nebra]
~ Steal: Wind Crystal
~ Drops: Braid Wool, Blood Wool, Arcana
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[298] ~ Barmuu
~ Poach:
~ Found: Tomb of Raithwall [Royal Passage]
~ Steal: Lamia's Tiara
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[299] ~ Bull Croc
~ Poach: Broken Sword
~ Found: Ozmone Plain [The Shred]
~ Steal: Blood Wool
~ Drops: Braid Wool, Demon Mail
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[302] ~ Etherian
~ Poach:
~ Found: Cerobi Steppe [The Northsward]
~ Steal: Ame-no-Murakumo
~ Drops:
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[303] ~ Wary Wolf
~ Poach:
~ Found: Mosphoran Highwaste [Summit Path]
~ Steal: Prime Pelt
~ Drops: Wolf Pelt
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[304] ~ Melt
~ Poach: -----------
~ Found: Henne Mines [Pithead Junction B]
~ Steal: Hastega Mote
~ Drops: Slimy Trophy
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[305] ~ Kaiser Wolf
~ Poach: -----------
~ Found: Dalmasca Estersand [Corridor of Sand]
~ Steal: Throat Wolf Blood
~ Drops: Fanged Trophy
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : -----------
Addle : ----------- Syphon : -----------
[307] ~ Lindbur Wolf
~ Poach: Pebble
~ Found: Dalmasca Westersand [Shimmering Horizons]
~ Steal: Gladius
~ Drops: Arcana
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[309] ~ Dreadguard
~ Poach: -----------
~ Found: The Feywood [Walk of Dancing Shadow]
~ Steal: Mirror Scale
~ Drops: Feathered Trophy
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[310] ~ Bombshell
~ Poach: -----------
~ Found: Lhusu Mines [Lasche Span]
~ Steal: Mallet
~ Drops: Yagyu Darkblade
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[312] ~ Megabomb
~ Poach:
~ Found: Nam-Yensa Sandsea [Demesne of the Sandqueen]
~ Steal: Bomb Fragment
~ Drops: Bomb Ashes
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : SUSCEPTIBLE
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[313] ~ Spee
~ Poach: Pebble, Claymore
~ Found: The Salikawood [Sun-dappled Path]
~ Steal: Stardust
~ Drops: Drab Wool
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[314] ~ Matriarch Bomb
~ Poach:
~ Found: Stilshrine of Miriam [Cold Distance]
~ Steal: Scorpio Gem
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[315] ~ Rain Dancer
~ Poach:
~ Found: Giza Plains [Rainy Season][Toam Hills/G. South Bank]
~ Steal: Miter
~ Drops: Fish Scale
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[316] ~ Ripe Rampager
~ Poach:
~ Found: Dalmasca Estersand [Yardang Labyrinth]
~ Steal: Screamroot
~ Drops: Pebble
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[318] ~ Killbug
~ Poach: -----------
~ Found: Ozmone Plain [The Switchback]
~ Steal: Knot of Rust
~ Drops: Metallic Trophy
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : Death: :
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[322] ~ Ithuno
~ Poach: -----------
~ Found: Barheim Passage [Special Op Sector 5]
~ Steal: Deathbringer
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[325] ~ Wood Toad
~ Poach:
~ Found: The Salikawood [Corridor of Ages]
~ Steal: Solid Horn
~ Drops: Arcana
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : -----------
Warp : Death: :
Wither : SUSCEPTIBLE Gravity :
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[326] ~ Dheed
~ Poach: ----------
~ Found: Mosphoran Highwaste [Skyreach Ridge]
~ Steal: Mirage Vest
~ Drops: Leathern Trophy
~ Absrb: Fire
Slow : ----------- Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[327] ~ Tarasque
~ Poach:
~ Found: Tchita Uplands [Garden of Life's Circle]
~ Steal: Hunting Crossbow
~ Drops: Solid horn
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[328] ~ Aeros
~ Poach:
~ Found: Ozmone Plain [The Shred]
~ Steal: Wyvern Wing
~ Drops: Wyvern Wing
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[329] ~ Grimalkin
~ Poach: -----------
~ Found: Tchita Uplands [Uazcuff Hills]
~ Steal: Couerl Whisker
~ Drops:
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[331] ~ Nekhbet
~ Poach: Pebble
~ Found: Dalmasca Estersand [Sand-swept Naze]
~ Steal: Rainbow Egg
~ Drops: Small Feather
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[334] ~ Dustia
~ Poach: Capricorn Gem
~ Found: Dalmasca Westersand [Corridor of Sand]
~ Steal: Book of Orgain-Mille
~ Drops: Book of Orgain, Flame Staff
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[335] ~ Cultsworn Lich
~ Poach:
~ Found: Tomb of Raithwall [Southfall Passage]
~ Steal: Loxley Bow
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[339] ~ Juggernaut
~ Poach: -----------
~ Found: The Feywood [White Magick's Embrace]
~ Steal: Mystletainn
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : Death: :
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------

[340] ~ Negalmuur
~ Poach: Pebble
~ Found: Stilshrine of Miriam [Ward of the Sword-King]
~ Steal: Capricorn Gem
~ Drops: Book of Orgain
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[343] ~ Tower
~ Poach:
~ Found: Pharos at Ridorana, Third Ascent [88F]
~ Steal: Einherjarium
~ Drops: Grand Helm, Solid Stone
Slow : ----------- Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : -----------
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[346] ~ Fideliant
~ Poach: Broken Spear
~ Found: Dalmasca Westersand [The Midfault]
~ Steal: Capricorn Gem
~ Drops: Arcana, Heavy Spear
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[349] ~ Naznarnir
~ Poach: -----------
~ Found: Giza Plains [Starfall Field - Dry Season]
~ Steal: Destrier Mane
~ Drops: Maned Trophy
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[350] ~ Grave Lord
~ Poach: Blood-darkened Bone
~ Found: Golmore Jungle [The Rustling Chapel]
~ Steal: Death's-Head
~ Drops: Bone Fragment
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : -----------
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : SUSCEPTIBLE Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : REJUVENATES
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[353] ~ Gemhorn
~ Poach: -----------
~ Found: Lhusu Mines [Site 11]
~ Steal: Slaven Harness
~ Drops: Tanned Hide
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[354] ~ Drowned
~ Poach: -----------
~ Found: Garamsythe Waterway [No. 4 Cloaca Spur]
~ Steal: Forbidden Flesh
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[356] ~ Velelu
~ Poach: -----------
~ Found: Nabreus Deadlands [The Fog Mutters]
~ Steal: Capricorn Gem
~ Drops:
Slow : ----------- Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[358] ~ Disma
~ Poach: -----------
~ Found: Lhusu Mines [Site 5]
~ Steal: Mirage Vest
~ Drops: Accursed Trophy
Slow : ----------- Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[359] ~ Imdugud
~ Poach: -----------
~ Found: Nam-Yensa Sandsea [Withering Shores]
~ Steal: Shielded Armor
~ Drops: Large Feather
Slow : ----------- Sleep : -----------
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[366] ~ Bluesang
~ Poach: -----------
~ Found: Cerobi Steppe [Crossfield]
~ Steal: Damascus Steel
~ Drops: -----------
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : ----------- Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: :
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[368] ~ Avenger
~ Poach: -----------
~ Found: Pharos at Ridorana, Second Ascent [Station of Ascension]
~ Steal:
~ Drops:
Slow : SUSCEPTIBLE Sleep : -----------
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[370] ~ Alteci
~ Poach: -----------
~ Found: Zertinan Caverns [The Undershore]
~ Steal: Behemoth Steak
~ Drops: Fell Trophy
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : SUSCEPTIBLE Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[371] ~ Phyllo
~ Poach: Pebble
~ Found: Golmore Jungle [The Branchway]
~ Steal: Taurus Gem
~ Drops:
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : SUSCEPTIBLE Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : -----------
Confuse : ----------- Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : Death: :
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[374] ~ Urutan-Yensa
~ Poach:
~ Found: The Yensan Sandsea
~ Steal: Pebble, Potion, Echo Herbs
~ Drops: Phoenix Down, Earth Stone, Earth Magicite, Teleport Stone
Slow : SUSCEPTIBLE Sleep : -----------
Blind : SUSCEPTIBLE Petrify : -----------
Poison : SUSCEPTIBLE Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[375] ~ Garif Adventurer [LISTED UNDER 'Garif']
~ Poach: -----------
~ Found: Ozmone Plain
~ Steal: Potion, Hi-Potion
~ Drops: Ice Magicite
Slow : ----------- Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : ----------- Doom : -----------
Silence : ----------- Disease : -----------
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : -----------
Confuse : SUSCEPTIBLE Berserk : -----------
PKO : ----------- Sap : SUSCEPTIBLE
Warp : ----------- Death: : -----------
Wither : ----------- Gravity : -----------
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : ----------- Syphon : -----------
[376] ~ Baknamy
~ Poach: Pebble
~ Found: The Salikawood, Necrohol of Nabudis, Nabreus Deadlands
~ Steal: Smelling Salts, Hi-Potion, Alarm Clock, Antidote
~ Drops: Storm Crystal, Hi-Potion
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : SUSCEPTIBLE Petrify : SUSCEPTIBLE
Poison : ----------- Doom : SUSCEPTIBLE
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: SUSCEPTIBLE Stop : SUSCEPTIBLE
Confuse : SUSCEPTIBLE Berserk : SUSCEPTIBLE
PKO : ----------- Sap : SUSCEPTIBLE
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
[377] ~ Bangaa Thief [LISTED UNDER 'Bangaa']
~ Poach: Pebble
~ Found: Cerobi Steppe [Old Elanise Road]
~ Steal: Eye Drops, Trident
~ Drops:
Slow : SUSCEPTIBLE Sleep : SUSCEPTIBLE
Blind : ----------- Petrify : -----------
Poison : SUSCEPTIBLE Doom : -----------
Silence : SUSCEPTIBLE Disease : SUSCEPTIBLE
Disable : ----------- Oil : SUSCEPTIBLE
Immobilize: ----------- Stop : SUSCEPTIBLE
Confuse : ----------- Berserk : -----------
PKO : ----------- Sap : -----------
Warp : SUSCEPTIBLE Death: : SUSCEPTIBLE
Wither : SUSCEPTIBLE Gravity : SUSCEPTIBLE
Shear : SUSCEPTIBLE Expose : SUSCEPTIBLE
Addle : SUSCEPTIBLE Syphon : SUSCEPTIBLE
~ Poach:
~ Found:
~ Steal:
~ Drops:
Slow : Sleep :
Blind : Petrify :
Poison : Doom :
Silence : Disease :
Disable : Oil :
Immobilize: Stop :
Confuse : Berserk :
PKO : Sap :
Warp : Death: :
Wither : Gravity :
Shear : Expose :
Addle : Syphon :
o-----------------------------------------------------------------------------o
| VII. RARE GAME OUTFITTERS' QUEST [RGQ1] |
o-----------------------------------------------------------------------------o
Once you've cleared Archades' part of the story, return to the Phon Coast.
Tales of your exploits in Sochen will have caught the ears of the local
hunters, and you'll be able to start the rare game hunts. Monsters that drop
trophies WILL NOT appear until you have passed the first 'test' mission, and
once they're killed, WILL NEVER appear again. Steal their stuff repeatedly
before you do 'em in. Rare game that do not drop trophies CAN appear in an
infinite number, theoretically.
NOTE: This is a work in progress 'til the last one, so if you have strategies
or ones I don't, send 'em in. Once I corroborate, you get your name in
lights at the "Thanks" section and all that.
NOTE: EXP values are ALWAYS based on a three-person party, but may change
slightly (often by a few points) as your levels increase.
NOTE: For Poaching, there is a common and rare poach. Rare monsters can give
crap like Pebbles, but that doesn't mean they don't have anything
better tucked away. It just takes a LONG time to get the better poach
due to spawn rates and conditions.
NOTE: Rare monsters can drop Arcana types, too.
o-------------------------------------------------------------------o
| #01 - Aspidochelon [1846 EXP, 11 LP] |
| - HP: ~60000 [Rarity: *****] |
| - Steal: Scarletite |
| - Drops: Adamantine Trophy |
| - Location: Cerobi Steppe [Feddik River] |
o-------------------------------------------------------------------o
This behemoth randomly appears with Adamantitans out in the steppe,
and in fact looks exactly like its brethren. Dispel Protect/Shell
on it and keep removing them as they're recast. Throw Blind onto it
(immune to Slow) for an easier time, and watch out for its -aga
magick and Stone Gaze. Like the hunters' trial, you can buy time by
leading it around the steppe in circles.
o-------------------------------------------------------------------o
| #02 - Thalassinon [1775 EXP, 10 LP] |
| - HP: ~60000 [Rarity: ****] |
| - Steal: Adamantite |
| - Drops: Shelled Trophy |
| - Location: Phon Coast [Vaddu Strand] |
o-------------------------------------------------------------------o
This monster's the "trial" to be in the huntsman's club.
This monster cannot be found (i.e. appears) unless you see it from
high elevation, meaning climb the bluff to the beach outlook point.
The gigantic titanoise will appear in the southwesternmost corner,
then. Dispel its Protect status (and later on, Reflect), then slap
it with Blind/Slow. Watch out for its Stone Gaze and Power Spin
attacks, which are its main offensive maneuvers. Silence it once
things are in order to prevent further magickal annoyances. It does
know Purify, but you can recast the spells. When its HP is in sorry
shape, it will use Restore to bring back a lot of it -- Quickening
before the battle slips away.
Return to the Huntmaster and you'll be able to do trophy quests.
The more trophies you get, the better weapons are stocked nearby.
o-------------------------------------------------------------------o
| #03 - Greeden [410 EXP, 3 LP] |
| - HP: ~9000 [Rarity: ***] |
| - Steal: Wind Crystal |
| - Drops: Braid Wool, Braid Wool |
| - Poach: Blood Wool |
| - Location: Dalmasca Estersand [Banks of the Nebra] |
o-------------------------------------------------------------------o
Chain wolves and cockatrice (ignore 'friendly' Cactites) in the
sands, and clear the beach of Ichthons. Go out of the beach's view
and return, at which time a hideous gator-type monster should be
heralded on the beach.
Remove its Shell, then Blind/Slow it. Its only means of attack are
Fangs and Ram, both single-target attacks, although it does kick
out Flash (inflict: Blind) every so often. Pretty easy to kill,
pretty easy to encounter.
o-------------------------------------------------------------------o
| #04 - Bull Croc [691 EXP, 5 LP] |
| - HP: 14076 [Rarity: *****] |
| - Steal: Blood Wool |
| - Drops: Demon Mail |
| - Location: Ozmone Plain [The Shred] |
o-------------------------------------------------------------------o
To draw out this croc, go into the northern part of the area (not
by Henne Mines entrance) and kill all the enemies. Re-enter and it
should be lurking; if not, retry. Dispel its Bravery/Haste and cast
Blind/Silence/Slow. Keep the Curas up for its Screwtail attack, and
Blindna when it uses Flash. Steal Blood Wool if possible, and watch
out for its physical attack -- it can inflict Poison.
o-------------------------------------------------------------------o
| #05 - Gavial [2673 EXP, 13 LP] |
| - HP: ~40000 [Rarity: ****] |
| - Steal: Antarctic Wind |
| - Drops: Fur-scaled Trophy |
| - Location: Garamsythe Waterway [No. 10 Channel] |
o-------------------------------------------------------------------o
This hungry croc appears in the lower shallows, at random it seems.
I've heard that you simply "wait" for it and it shows up, but it
practically ambushed me. One thing is for sure, though: it does not
appear unless the channel is drained.
Dispel its Reflect/Bravery and inflict Slow, Silence, Oil, or a
combination of both. Since it is immune to blind, its Crushing
Fangs (damage + may inflict Death) attack is all the more lethal.
It also has a regular attack (which can inflict Disease!) and the
turtle-type "Flatten," which does range damage to those in front of
its long snout. Make sure to cure the Disease pronto because if
Crushing Fangs kills you with it on, you'll only be given 1 HP upon
resuscitation. Protect/ga everyone + Bravery works well here, of
course. When its HP is put in critical condition, it starts to use
a "Screwtail" attack which hits all allies by its face for medium
damage. It has a single-target type of personality, so instead of
cornering it, it's best to do a pincer trap and get on both sides
of it in one of the empty channels.
o-------------------------------------------------------------------o
| #06 - Wary Wolf [847 EXP, 8 LP] |
| - HP: 14336 [Rarity: *****] |
| - Steal: Prime Pelt |
| - Drops: Wolf Pelt |
| - Poach: Hell-Gate's Flame |
| - Location: Mosphoran Highwaste [Summit Path] |
o-------------------------------------------------------------------o
This cautious canine appears appears randomly for your convenience.
Keep offing them until the chain level indicator blinks (apx: 12)
to tell you that the rare game can be found in that screen. The
wolf often will appear near either entrance from the "Southern
Skirts" area. Dispel its Protect and Blind/Slow the fiend. Like all
wolf types, it has knows Lunge and a "Fangs"-type move. Seems to
lack Screech, though, luckily.
NOTE: Wary Wolf can seemingly appear randomly in the Summit Path
area as well -- it's happened to me before just by entering
from the sands. It can also appear randomly while you're in
the area. I've found three respawn points, myself.
o-------------------------------------------------------------------o
| #07 - Kaiser Wolf [736 EXP, 11 LP] |
| - HP: ~16,000 [Rarity: ***] |
| - Steal: Throat Wolf Blood |
| - Drops: Fanged Trophy |
| - Location: Dalmasca Westersand [Corridor of Sand] |
o-------------------------------------------------------------------o
NOTE: This mark does not show up until Lindbur Wolf (#8) has been
killed. After killing it, race to the Corridor of Sand (w/o
leaving the Westersand) and it should appear there.
Anyway, this black-and-gray canine appears in the dead end path
near the entrance to the Wyrm's Nest. It uses the standard fare of
wolf abilities, such as Screech (inflict: Confuse), Eerie Soundwave
and Sonic Fangs (damage + Death). It's also immune to many of the
statuses, but can still fall prey to Sleep, Slow, Blind, Disease,
and Shear.
o-------------------------------------------------------------------o
| #08 - Lindbur Wolf [197 EXP, 3 LP] |
| - HP: ~4000 [Rarity: **] |
| - Steal: Gladius |
| - Drops: Wolf Pelt, Arcana |
| - Location: Dalmasca Westersand [Shimmering Horizons] |
o-------------------------------------------------------------------o
Kill 10-20 Wolves around the westersand, then head southwest out of
Galtea Downs into the isolated area of Shimmering Horizons. You can
find the mark and minor wolves accompanying it. Switch its Haste
status for Blind/Slow and Protect yourselves. Like all wolf types,
it has a "Fangs" attack, Lunge, and Eerie Soundwave. If one's
fighting this at a low level, robbing Lindbur Wolf of a Gladius is
a smart idea.
o-------------------------------------------------------------------o
| #09 - Dreadguard [1408 EXP, 12 LP] |
| - HP: ~15000 [Rarity: *****] |
| - Steal: Mirror Scale |
| - Drops: Feathered Trophy |
| - Location: The Feywood [Walk of Dancing Shadow] |
o-------------------------------------------------------------------o
This bipedal bird appears randomly in the southern section of this
area where the Mirrorknights roam. No surprise that you have draw
this out by chain-killing some. Once it has you in its sights, the
surrounding Mirrorknights around will flock to the battle, so clear
the field before you engage.
Dispel its Reflect and/or Bravery and slap it with Silence (to get
rid of recast Reflect spells) and Slow. It's also susceptible to
Oil, Berserk, and the Shear/Expose technicks. Watch out for its
Gale attack (area damage in front of it) and keep Protectga up in
either case, especially if you Berserk it.
o-------------------------------------------------------------------o
| #10 - Crypt Bunny [646 EXP, 2 LP] |
| - HP: ~30000 [Rarity: ***] |
| - Steal: Holy Mote |
| - Drops: Drab Wool |
| - Location: The Feywood [Walk of Stolen Truths] |
o-------------------------------------------------------------------o
Go around here and chain-kill Cerberus/Tartarus enemies here. The
bunny appears in a few various points, including the northernmost
section. Like every bunny, it will often hop away for awhile before
stopping or facing the party -- use these breaks to get off attacks.
It will use the "Hero's March" skill to put a bunch of positive
statutes on, which should be Dispelled immediately. That aside, its
physical attacks are fairly weak and it will often forego offense
for running away. Immune to Immobilize, sadly.
OTHER SPAWN POINTS (will add as I find them):
o Northernmost section
o Easternmost dead end
o-------------------------------------------------------------------o
| #11 - Spee [459 EXP, 9 LP] |
| - HP: ~17000 [Rarity: *****] |
| - Steal: Stardust |
| - Drops: Drab Wool |
| - Poach: Pebble, Claymore |
| - Absrb: Fire |
| - Location: The Salikawood [Sun-dappled Path] |
o-------------------------------------------------------------------o
As you passed through here previously, you may have noticed that
this screen is the only one devoid of harmful enemies and full of
helpful Wyrdhare enemies. Kill a few and in one of the dead ends,
Spee appears! It likes to use Confuse (its regular attack infact
can inflict it), but it can be ricocheted back onto it if you have
Reflect status on. If there are any Wyldhares around, it will cast
Berserk on them; doesn't help much since Wyldhares have a horrible
physical attack. Like other hares, it uses "Hero's March" to put a
slough of positive statues on; have Dispel at the ready. Simply, if
you have reflect status on, none of its annoying magicks (it also
uses -ara elem-types) can get to you. To be concise, though, Spee
is susceptible to: Stop, Sleep, Blind, Immobilize, Sleep, Disease,
Oil, Petrify, Slow, and Confuse as well.
o-------------------------------------------------------------------o
| #12 - Rain Dancer [475 EXP, 5 LP] |
| - HP: ~10000 [Rarity: *****] |
| - Steal: Miter |
| - Drops: Fish Scale |
| - Location: Giza Plains [Toam Hills] |
o-------------------------------------------------------------------o
NOTE: Only appears in the rainy season.
NOTE: Can also appear in Gizas South Bank area
Head south to where the Wooly Gator usually is, and the rare game
should leap out of the water nearby. Dispel its Haste and go to
work. It has "Sonic Turn" and "Water Cannon" as skills. One can
steal a Miter axe from it, too!
o-------------------------------------------------------------------o
| #13 - Razorfin [11 EXP, 2 LP] |
| - HP: ~150 [Rarity: *****] |
| - Steal: Water Crystal |
| - Drops: Iron Sword |
| - Location: Garamsythe Waterway [North Spur Sluiceway] |
o-------------------------------------------------------------------o
What just may be the first encounterable rare game on the beaten
path, the Razorfin can appear in the area just before the Palace's
entrance. It does so randomly, it seems, but killing Ichthon foes
seems to have some sort of gravity in drawing it out. It can spawn
at the very beginning (coming from east end) and in the far west,
by the bridging stairway.
Given its lack of skills and extremely low HP, the fight'll be over
before a strategy is formed, but it can give Vaan a run for his
money when he's traveling by his lonesome at the beginning. It can
be Slow-ed, but is immune to Blind.
o-------------------------------------------------------------------o
| #14 - Apsara [1080 EXP, 9 LP] |
| - HP: ~30000 [Rarity: **] |
| - Steal: Empyrean Rod |
| - Drops: Pisces Gem |
| - Location: Phon Coast [The Mauleia Strand] |
o-------------------------------------------------------------------o
At the nearby beach, time to kill only Pirahna enemies. To get a
large chain, you'll have to get the ones in Reseta Strand, down to
Mauleia, then to another area (Pora-Pora is closer). After about
5-10 chain-kills, the fishy spawns by the water in the south of the
screen. There are usually no fish in this area, so it'll really
stick out. Some people have said it happens in Pora-Pora; this DOES
NOT happen.
Dispel its Protect, then Slow it (immune to Blind) down. Its attack
repertoire mostly consists of a Lunge/Ram single-targeter and Water
Ray, which is water-elem to one target.
o-------------------------------------------------------------------o
| #15 - Rageclaw [1450 EXP, 11 LP] |
| - HP: ~30000 [Rarity: ***] |
| - Steal: Sickle-Blade |
| - Drops: Sickle Trophy |
| - Location: The Salikawood [Piebald Path] |
o-------------------------------------------------------------------o
NOTE: Must have defeated King Bomb to find this rare game.
This scythe-swinging monster randomly appears in said area, in the
southwestern part that leads to the "Corridor of Ages" area. Dispel
its Protect and throw Blind/Slow on it. Watch out for Pulsar Wave,
which can do damage + Disable. Shouldn't throw you for a loop...
o-------------------------------------------------------------------o
| #16 - Biding Mantis [1806 EXP, 13 LP] |
| - HP: ~50000 [Rarity: ****] |
| - Steal: Tattered Garment |
| - Drops: Scythe Trophy |
| - Location: Golmore Jungle [The Needlebrake] |
o-------------------------------------------------------------------o
This enemy randomly appears south of the seal in The Needlebreak,
looking like a chromatic mantis. Approach with Haste/Protect/Brave
and Bubble on your attackers/Faith on your healer(s) -- this guy
can pack quite a punch (unprotected = 1000+ dmg @ lv. 40). Dispel
its Haste and have a gambit set for HP>70% -> Curaga or similar.
If you try to run, it will follow you ALL the way -- this might not
be so bad, since you can flee it into the next screen, heal up, and
return to find it waiting for you. Since it uses only physical type
attacks, anyone with a shield and a high Shield Guard license won't
do too bad here.
NOTE: If Biding Mantis starts to "Cannibalize" nearby monsters, it
will grow way stronger. You can prevent this, obviously, by killing
nearby enemies, but if it happens to snack on one anyway, I suggest
zoning out and finding it at another time. You don't need any extra
crap to deal with, no?
o-------------------------------------------------------------------o
| #17 - Wood Toad [1894 EXP, 13 LP] |
| - HP: ~35000 [Rarity: *****] |
| - Steal: Solid Horn |
| - Drops: Arcana |
| - Location: The Salikawood [Corridors of Time] |
o-------------------------------------------------------------------o
Exiting from the "Piebald Path" area, there is a twisty, little
dead-end stairway nearby. That's one of the rare game's respawn
points. This one stays invisible and is pretty hard to miss, but
if you're lucky, it will approach you and not the other way around.
Being that it's a toad, it knows Angelson (add: Regen) and can put
that on itself often. Dispel it and the initial Shell status before
Blinding/Slowing it.
NOTE: If you cannot target the Wood Toad, bounce offensive magic
off an ally in Reflect status. If the rare game's close, it
will remove the natural camouflage (Vanish).
o-------------------------------------------------------------------o
| #18 - Tarasque [1222 EXP, 10 LP] |
| - HP: ~25000 [Rarity: ***] |
| - Steal: Hunting Crossbow |
| - Drops: Solid Horn |
| - Location: Tchita Uplands [Garden of Life's Circle] |
o-------------------------------------------------------------------o
Get a high kill-chain on the Serpents here and Tarasque may appear.
The common mistake is that people think the enemy that appears is a
snake; not so. Approach the water in the northwestern portion and a
lizard-type may appear from the pond. :p
Its Aqua Bubbles attack does water-type damage, and its Blitz
Tongue attack does medium damage to a single target. Naturally, it
retains the basic Gnaw attack of the frog types. Blind/Slow it for
the slaughter.
o-------------------------------------------------------------------o
| #19 - Grimalkin [810 EXP, 11 LP] |
| - HP: ~20,000 [Rarity: *****] |
| - Steal: Couerl Whisker |
| - Drops: Whiskered Trophy |
| - Location: Tchita Uplands [Uazcuff Hills] |
o-------------------------------------------------------------------o
This couerl lookalike appears randomly in the area, and is almost
identical to the normal kitties you find 'round here. Naturally,
it uses the same type of skills the normal couerls use -- Rake
(single-target) and Blaster (Slow/Sleep/Confuse/Poison to one tgt).
It also uses Hawk Glare, which you've seen before -- just Disable.
Any physical damage it does on your party it also incurs on itself,
so that's good, too. It's susceptible to Slow, Sleep, Silence,
Disease, Stop, and Confuse, as well as Shear/Expose.
o-------------------------------------------------------------------o
| #20 - Nekhbet [208 EXP, 3 LP] |
| - HP: ~5000 [Rarity: *****] |
| - Steal: Rainbow Egg |
| - Drops: Small Feather |
| - Location: Dalmasca Estersand [Sand-swept Naze] |
o-------------------------------------------------------------------o
Kill cockatrices until the chain-kill indicator blinks, and the
rare game will appear in the middle of the level, near Barheim
Passage's exit, or in the very western corner. It's basically just
a powered-up cockatrice, with only a normal attack, Poke (1-target
phys atk), and Mucus, which does damage + Sap to one target. It can
Purify status effects too, but that should only be a impedement
early on. Blind works, but it's immune to Slow.
o-------------------------------------------------------------------o
| #22 - Cultsworn Lich [1325 EXP, 4 LP] |
| - HP: 7576 [Rarity: *****] |
| - Steal: Loxley Bow |
| - Drops: ????? |
| - Location: Tomb of Raithwall [Southfall Passage] |
o-------------------------------------------------------------------o
After you activate both waystones in the North and Southfall paths,
Liches will appear as regular enemies in the latter. Find one and
lower its HP past critical (30%) and it may use "Divide" to spawn
this rare game. After a few new Liches are born, this rare game
should appear.
When it does, inflict Disable or Blind/Berserk and have a heyday
with the floating corpse. Since liches can teleport around, often
through walls that require you to run a long ways, think about
inflicting it with Immobilize, too. It uses Dark quite often, but
can do Oil+Fire combos as well.
o-------------------------------------------------------------------o
| #24 - Juggernaut [1797 EXP, 12 LP] |
| - HP: ~55,000 [Rarity: ****] |
| - Steal: Mystletainn |
| - Drops: Lumber |
| - Location: The Feywood [White Magick's Embrace] |
o-------------------------------------------------------------------o
This treant type randomly appears around the northern section.
Dispel its Protect/Shell/Bravery and Slow it, which is about the
only worthwhile thing you can do. Its physical attack can inflict
Confuse, so guard 'gainst that. Besides that, it's basically
straight physical attacks and Tri-Attack (damage + Slow). Not too
hard to deal with on that front, provided you also Shear/Expose
the sucker. When its put in low HP, it starts to use Wild Charge
with more probability -- this is a good thing, since it's easily
blockable and doesn't do percentage-type damage like Tri-Attack.
o-------------------------------------------------------------------o
| #26 - Tower [2910 EXP, 14 LP] |
| - HP: ~120,000 [Rarity: *****] |
| - Steal: Einherjarium |
| - Drops: Grand Helm, Solid Stone |
| - Location: Pharos at Ridorana, Third Ascent [88F] |
o-------------------------------------------------------------------o
People have said that one has to simply murder stuff in the Third
Ascent to make this thing show up, but it really doesn't appear to
be true. Once you get to the white waystone that takes you to the
88F, you can keep taking it (to 79F and back) to make it show up.
It just appears, and you'll know because it attacks you at once.
Dispel its Protect and Haste, then cast Shellga on everyone. It
uses -aga and -ara spells primarily, and is immune to Nihopalaoa
trickery. There's really no strategy besides attacking + Shear and
Expose, since it's immune to everything else. It gets a large DEF
boost when in critical but doesn't change the method of its mayhem
any.
NOTE: This is the only way to get the Grand Helm in the game!
o-------------------------------------------------------------------o
| #29 - Naznarnir [1527 EXP, 12 LP] |
| - HP: ~40000 [Rarity: *****] |
| - Steal: Destrier Mane |
| - Drops: Maned Trophy |
| - Location: Giza Plains [Starfall Field - Dry Season] |
o-------------------------------------------------------------------o
This horse appears in place of the Sleipner in the southeastern
corner of the area. Since it looks just like the creature normally
found here, you won't be able to tell the difference until you're
up close. Use the Nihopalaoa trick for an easier time inflicting
the few statuses its susceptible to -- Slow, Silence, Sleep, and
Oil. Shear and Expose work, also. Slow helps take the heat off of
Flatten (damage + Slow), which is its main method of attacking
(although it does use Kick, also).
o-------------------------------------------------------------------o
| #30 - Victanir [1765 EXP, 13 LP] |
| - HP: ~40000 [Rarity: *****] |
| - Steal: Wargod's Band |
| - Drops: Maverick Trophy |
| - Location: Nam-Yensa Sandsea [Yellow Sands] |
o-------------------------------------------------------------------o
This ghoulish steed appears south of the Yellow Sands area by the
entrance to Zertinan Caverns. It's mostly transparent so it may be
able to sneak up on you, in a matter of speaking. Cast Protect on
the party entire and watch out for its semi-powerful, single-target
attacks. It also knows the "Flatten" and "Rage," both of which can
do medium range damage. Dispel its Protect and cast Slow (immune to
Blind) before killing it.
o-------------------------------------------------------------------o
| #31 - Gemhorn [1463 EXP, 12 LP] |
| - HP: ~50,000 [Rarity: **] |
| - Steal: Slaven Harness |
| - Drops: Tanned Hide |
| - Location: Lhusu Mines [Site 11] |
o-------------------------------------------------------------------o
NOTE: You must have completed the Antlion hunt and retrieved the
Site 11 Key from the Phon Coast hunters' camp before you can
do this. See Antlion hunt section for details.
This cousin to the Slaven appears after you've killed all the enemy
ranks in the area. You'll probably have to go through a few times
and get the ones that respawn, as well as the Bug enemies disguised
as treasure pots that may not appear at first. It should appear in
the southwestern part of the caves, in the dead end.
Dispel its Protect and slap it with Slow/Silence/Oil/Sleep. Given
that it's a Slaven type, it will of course have Spinkick (damage)
and Power Stun (damage + Disable). When it gets into critical
condition, it will use Restore to bring back some of its HP; kill
it before you lose your progress!
Also note that due to its huge size, it can't leave the room should
you regroup in the tunnel.
o-------------------------------------------------------------------o
| #34 - Imdugud [367 EXP, 3 LP] |
| - HP: ~10000 [Rarity: ****] |
| - Steal: Shielded Armor |
| - Drops: Large Feather |
| - Location: Nam-Yensa Sandsea [Withering Shores] |
o-------------------------------------------------------------------o
Although this monster appears in said area, it can't be reached by
normal means. You'll have to detour through the Zertinan Caverns
to get to the isolated oil rig in the south [of the sandsea]. For
the shortest way, enter the Ogir-Yensa's "Central Junction" exit
into the caverns, ending up in the "Canopy of Clay" section. In
the northwest part of that corridor is the exit into the Nam-Yensa,
in the portion you need to get to.
Once at the oil rig, clear out the Bagoly flock and go to the tiny
little rig roof in the west. After waiting around awhile, the bird
finally lands near you. Dispel its Protect/Shell and quickly smack
it with Blind and Disable. From there, you can cast Doom or Petrify
and let its time run out, or beat on it. Protect/ga yourselves if
you wanna go the long way 'round, and use Telekinesis (should you
be past Pharos at Ridorana) or ranged weapons. It can be inflicted
with a slew of other side effects (Oil, Immobilize, Disease, etc.)
but Disable really takes care of everything. Gravity-type attacks
should be of use here, as should the Death spell (yes, it works).
o-------------------------------------------------------------------o
| #35 - Bull Chocobo [1659 EXP, 13 LP] |
| - HP: ~35000 [Rarity: *****] |
| - Steal: Hi-Ether |
| - Drops: Beaked Trophy |
| - Location: Ogir-Yensa Sandsea [South Tank Approach] |
o-------------------------------------------------------------------o
Kekeke, what a goofus. This chocobo appears randomly at the bottom
of the oil construct here...and can be sleeping! Dispel its Haste
status and steal from it while it slumbers. Choco-Comet does about
800-900 to each ally in range (average party of lv.-40'rs) and its
normal attack can inflict Doom, of all things. Counter the Doom by
using a Remedy + Remedy Lore 3 license. Once in critical status, it
tends to run around a lot and use Choco-Comet a lot more.
o-------------------------------------------------------------------o
| #36 - Skullash [2209 EXP, 11 LP] |
| - HP: ~50000 [Rarity: *****] |
| - Steal: Charger Barding |
| - Drops: Clawed Trophy |
| - Location: Phon Coast [Cape Tialan] |
o-------------------------------------------------------------------o
This landborne aevis appears on the cliff portion where all of the
pyrolisks fly around. Might be best to lead it away from anything
that can Kamikaze you; north's good. Dispel its Protect/Shell/Brave
status, then cast Protectga/Shellga/Haste (or come into the area
with that on) among the allies and Blind/Slow on skullash. Its
Fireball attack will probably be easy to stomach, but it also has
Thundaga/Firaga in its arsenal, thus the Shell status.
o-------------------------------------------------------------------o
| #37 - Myath [2277 EXP, 11 LP] |
| - HP: ~40000 [Rarity: *] |
| - Steal: Leo Gem |
| - Drops: Eternal Trophy |
| - Location: Stilshrine of Miriam [Ward of Velitation] |
o-------------------------------------------------------------------o
Get back to this area the long way (teleport -> Walk of Revelation)
and kill the three dragon aevis enemies here. Exit and re-enter and
this creepy aevis should have replaced them. Dispel its positive
statuses and put Blind/Slow/Silence in their place. Having everyone
with Shell helps when it pulls out its Fireball (single-target
firetype) and -aga magick. If can also smear it in Oil, too, which
really helps when it gets its critical-health defense boost.
o-------------------------------------------------------------------o
| #39 - Pallicant [2256 EXP, 13 LP] |
| - HP: ~35000 [Rarity: **] |
| - Steal: Gastrophetes |
| - Drops: Scorpio Gem |
| - Location: Ridorana Cataract [City of Other Days] |
o-------------------------------------------------------------------o
Destroy the Deathclaw and Cassie enemies around here until there're
none left, then re-enter. By the central crossroads the horse enemy
should be stamping around. Dispel its positive statuses and slap it
with Slow/Oil/Sap at your leisure. It tends to use Blindga and
Thundaga the most, but uses Slow and Aeroga, too. If this bothers
you, use Addle (technick) to lower its magick power. Steal a great
crossbow from it if you have a chance. Death can work on this steed
also.
o-------------------------------------------------------------------o
| #40 - Phyllo [XXXX EXP, XX LP] |
| - HP: 6160 [Rarity: *****] |
| - Steal: Taurus Gem
| - Drops:
| - Location: Golmore Jungle [The Branchway] |
o-------------------------------------------------------------------o
This herbivore bat can be found randomly in the above section, near
where the path splits off into two eastern exits. At the crossroads
take the southern path and in the tiny dead end, it may drop rise
up through the darkness. Its only aggressive maneuvers are Gnaw and
a poisonous physical attack, so it's easy to topple on any level.
It's also susceptible to everything in the book, sans Confuse and
Stop.
o-------------------------------------------------------------------o
| #41 - Aerieel [XXXX EXP, XX LP] |
| - HP: 3016 [Rarity: *****] |
| - Steal: Bat Wing |
| - Drops: Bat Fang, Arcana, Golden Armor |
| - Location: Lhusu Mines [Oltam Span] |
o-------------------------------------------------------------------o
This bat randomly appears on this area's middle train-track portion
without warning. Take off its Haste and Blind/Berserk it. Since it
undead, a phoenix down can put an end to this easy skirmish.
o-------------------------------------------------------------------o
| #44 - Helvinek [2198 EXP, 13 LP] |
| - HP: 99999 [Rarity: **] |
| - Steal: Magick Lamp |
| - Drops: Grand Armor, Grimoire Togail |
| - Location: Necrohol of Nabudis [Cloister of the Highborn] |
o-------------------------------------------------------------------o
This ghost-horse appears suddenly in the listed area after killing
(allegedly) a bunch of Oversoul enemies. It should teleport in
without warning and attack. It's susceptible to both Slow and Oil
for the most part, and attacks with Toxify and various -aga magick
spells (Blizzaga, Blindga, etc.). Its Snake Lash attack inflicts
damage and poison on those around it. To play off its weakness, use
Holy-elemental attacks. This fight may seem like a stupid one, but
it drops Grand Armor on occasion!
o-------------------------------------------------------------------o
| #42 - Anubys [653 EXP, 11 LP] |
| - HP: ~30000 [Rarity: *] |
| - Steal: Vampyr Fang |
| - Drops: Ensanguined Trophy |
| - Location: Sochen Cave Palace [Mirror of the Soul] |
o-------------------------------------------------------------------o
This rare game is beyond the Pilgrim's Door, which, if you have
been reading the walkthrough portion, should already have opened.
If you haven't, refer to the Falls of Time section of "SCP1."
Anyway, once you have access to the circular room where the reward
once was, this blood-thirsty bat can appear. Dispel its Protect,
Haste, and Bravery, then Blind it. It can use Leech which does
about 700+ damage and heals itself, but beyond that, it's the
standard fare of Eerie Soundwave and Gnaw (yawn). Two attackers and
one healer with Cura can take this thing down, provided the allies
have enough HP to withstand its bloodsuckin'.
o-------------------------------------------------------------------o
| #44 - Barmuu [400 EXP, 4 LP] |
| - HP: 9178 [Rarity: ***] |
| - Steal: Lamia's Tiara |
| - Drops:
| - Location: Tomb of Raithwall [Royal Passage] |
o-------------------------------------------------------------------o
To lure out this statuesque statue, chain 10+ bats in the area and
return to the triple-waystone platform near where you enter -- it
should already be there. And, there's more than enough Seekers in
the area, so this shouldn't be too hard.
It uses only low-level spells (-a, -ara) but is susceptible to
Syphon, so its MP reservoir can be depleted. Slow, Oil, and the
stat-downing technicks also work, as well as Death. Its physical
attack can inflict Petrify, though, so watch it.
o-------------------------------------------------------------------o
| #44 - Vishno [2282 EXP, 14 LP] |
| - HP: ~50000 [Rarity: **] |
| - Steal: Orichalcum |
| - Drops: Solid Stone |
| - Location: Pharos at Ridorana [Wellspring Ravel/4th Flight] |
o-------------------------------------------------------------------o
This monster often appears (initially) with an Aeronite enemy on
the forty-eighth floor of the Pharos. It uses primarily -aga magick
attacks and is immune to Blind/Silence; thus, go for Slow. It has a
horrible, mostly nonexistant move/follow rate, so you can run away
to heal and it won't give chase. It does seem to pierce Reflect,
however, so its reliance on magic can't be thrown to the wayside.
o-------------------------------------------------------------------o
| #45 - Etherian [1319 EXP, 11 LP] |
| - HP: 33056 [Rarity: **] |
| - Steal: Ame-no-Murakumo |
| - Drops: ????? |
| - Location: Cerobi Steppe [The Northsward] |
o-------------------------------------------------------------------o
This gooey blob should appear immediately after you've slain the
last of the lobos and bellwyverns here. Dispel its Protect/Shell/
Bravery and put Blind on it (not much help, but eh...). It uses
Phantasmal Gaze (inflict: Confuse) and Mythril Bubbles (inflict:
Confuse/Poison/Silence), but Esunaga should take care of that if
you spread out. Shellga to protect against its powerful Waterga
attack, and use Addle to lower its magickal capabilities. Hastega
if you're protected against Confuse, and make sure to steal its
exceptional katana.
If you simply want to beat it, Death/Warp will work.
o-------------------------------------------------------------------o
| #46 - Melt [2255 EXP, 13 LP] |
| - HP: ~40,000 [Rarity: *****] |
| - Steal: Hastega Mote |
| - Drops: Slimy Trophy |
| - Absrb: Thunder |
| - Location: Henne Mines [Pithead Junction B] |
o-------------------------------------------------------------------o
There's a chance that this hecteyes copycat will drop from above
INSTEAD of all the Jellies you can fight. It comes with Shell,
Bravery, and Faith already on it, so Dispel that right away. Its
only susceptibilities are Oil, Blind
If you have confuseproof equipment, equip that -- Phantasmal Gaze
is in the starting lineup. Bleed (inflict: Sap) magic also sees a
bit of action, as well as the ever-annoying Mythril Bubbles attack
(inflict: damage and/or Confuse+Poison+Silence). The latter gets
the most use, I'd say, although Thundaga can be done too.
o-------------------------------------------------------------------o
| #47 - Cubus [1364 EXP, 11 LP] |
| - HP: ~20000 [Rarity: **] |
| - Steal: Silver Liquid |
| - Drops: ????? |
| - Location: Sochen Cave Palace [Temptation Eluded] |
o-------------------------------------------------------------------o
This fiery slime seems to appear randomly in the eastern, arcing
passage after killing all enemies in the screen. Dispel its Protect
and Haste before casting Confuse/Poison/Sleep/Oil/Blind on it.
Cubus' regular attack can inflict Oil and it predominantly uses
Fira. It absorbs fire-elemental attacks, so Oil+Reflect won't be a
working strat here. Its Mythril Bubbles attack can inflict Confuse,
Poison, and Silence on allies it faces, so spread out a bit or lead
it into the larger room near the northern exit (it will follow).
Shell/ga + Flame Shields are good to have here.
NOTE: I've gotten an e-mail that says Cubus only appears in said
area if it's filled with Wendigo/Pit Fiends rather than the
normal Strikers/Imps. Try this out if you're having trouble.
o-------------------------------------------------------------------o
| #48 - Pineapple [217 EXP, 3 LP] |
| - HP: ~4000 [Rarity: *****] |
| - Steal: Bomb Shell |
| - Drops: ????? |
| - Location: Ogir-Yensa Sandsea [Platform 1 - Refinery] |
o-------------------------------------------------------------------o
\
o __ Here's a (crappy) map of the area, with the "o"s being
| | |/| the oil constructs. By the one marked with an "X" --
-o--'--' | also the one where the sandsea's map can be found --
| | o- is one spawning point for Pineapple. It seems to come
o o----o around at random on the west side, but re-entering can
/ X draw it out.
It's susceptible to Sap, Stop, Doom, Petrify, Immobilize, Oil,
Silence, Disease, and Immobilize. It will use Reflect on itself
if given the chance, but it basically relies on Lunge and regular
attacks.
NOTE: Pineapple can appear in 4+ places in the area; the tanker is
listed as one possible place!
o-------------------------------------------------------------------o
| #49 - Bombshell [2476 EXP, 16 LP] |
| - HP: ~60,000 [Rarity: *****] |
| - Steal: Mallet |
| - Drops: Yagyu Darkblade |
| - Location: Lhusu Mines [Lasche Span] |
o-------------------------------------------------------------------o
NOTE: You cannot find this enemy until you've received the Site 11
Key, possible after completing the Antlion Hunt. For more info,
refer to Antlion hunt overview.
The Lasche Span is split into two parts, one available after the
Site 3 Key is received, and one after the Site 11 Key is obtained
at Phon Coast. Continue up from "Site 9" into "Site 11," which
will exit back into the span. Bubble Belts will help immensely,
as its physical attacks are very powerful, even at Lv. 60+.
Bombshell looks, of course, like a bomb and should appear randomly
as you enter. Dispel its positive statuses and swap 'em for Slow
and Sap, although Oil works too (absorbs Fire...). When its HP is
about a third way gone, it uses Greater Barrier (Protect+Shell) on
itself. When its HP is in critical, it gets a massive defensive
boost; Faith+Flare can work well here.
If you're lucky, it will drop a Yagyu Darkblade. <3
o-------------------------------------------------------------------o
| #50 - Megabomb [213 EXP, 3 LP] |
| - HP: 4668 [Rarity: ***] |
| - Steal: Bomb Fragment |
| - Drops: ????? |
| - Poach: Scorpio Gem |
| - Location: Nam-Yensa Sandsea [Demesne of the Sandqueen] |
o-------------------------------------------------------------------o
Kill Urutan-Yensa until the chain counter blinks (usually 13-20)
to make the rare game appear by the base of the southeastern oil
construct or to the west where the axebeaks roll around. Cast Slow
(immune to Blind) and Silence; or, equip Fire Shields if you can't
inflict it. It only has weak Fire and physical attacks if you're
in the late game.
o-------------------------------------------------------------------o
| #51 - Matriarch Bomb [599 EXP, 7 LP] |
| - HP: ~8000 [Rarity: *****] |
| - Steal: Scorpio Gem |
| - Drops: ????? |
| - Location: Stilshrine of Miriam [Cold Distance] |
o-------------------------------------------------------------------o
In "Ward of the Sword-King," one can find a secret area on the west
wall that appears after you've been in the area for a period of
time. It's located south of the statue, past where the Blood Gigas
enemies stand, but before you go down the stairs. It's right near
where Darkmare can appear. Stand by the wall and it will eventually
just fade away to reveal a stairway.
Enter up the stairs to get in "Walk of Torn Illusion," where Oiling
slime enemies appear. At the end of this area is an entrance into a
small platform by the gigantor statue. PUT FLOAT ON YOUR CHARACTERS
BEFORE YOU ENTER; there is a Berserk/Confuse that triggers right by
the entrance. If you don't have Float, use a Float Mote; if you do
not have enough, take everyone out of your party, use it on one guy
and then bring them back once you've passed. This will be tight
confines here, since there's a trap at the beginning and the top
of the stair.
Oiling enemies appear with the bomb queen here, which should be
killed first -- they can use Phantasmal Gaze to confuse you. Take
off any Oil status and dispel the mom-bomb's Bravery/Shell; put a
dose of Slow/Silence on it. It will use Greater Barrier to inflict
Protect/Shell, which can be dispelled as well.
Afterwards, you'll see the treasure chest with a trap around it
(another befuddlement confuse/berserk). It's a Shell Shield which
bestows auto-shell and +5 Evade, or a Dark Matter item.
o-------------------------------------------------------------------o
| #52 - Ripe Rampager [8 EXP, 2 LP] |
| - HP: ~1000 [Rarity: *****] |
| - Steal: Screamroot |
| - Drops: Pebble |
| - Location: Dalmasca Estersand [Yardang Labyrinth] |
o-------------------------------------------------------------------o
Chain monsters (wolves are easiest) until the gauge blinks, then
go to the southern entrance to/from the outpost. In the dead-end to
the east, the Ripe Rampager can show up. If it doesn't, run out of
view, walk around awhile, then return. Dispel its Haste, then cast
Slow/Blind. Like most mandragora types, it knows Poke and Ram, two
basic single-target attacks, and Vespersong/Warsong, which augment
its magical and physical capabilities for awhile.
NOTE: There's talk that you need to only kill two Cactoids and not
anything else afterwards to make this appear. I can say that
I killed two immediately and meandered around killing others,
and it still appeared, albeit awhile later. But whatever. :p
o-------------------------------------------------------------------o
| #53 - Killbug [992 EXP, 12 LP] |
| - HP: ~30,000 [Rarity: ****] |
| - Steal: Knot of Rust |
| - Drops: Metallic Trophy |
| - Location: Ozmone Plain [The Switchback] |
o-------------------------------------------------------------------o
This mimic-type creature appears in this area randomly, disguised
as a pot, of course. Luckily, no other pots similar to it can be
found in Ozmone Plain, and its pale-white mechanical features are
easily identified, so there's no wild goose hunt you have to go
on. Found mine on the northern wall between the two top exits.
But, it's still the same ol' same ol' with this guy, who relies
mostly on a medium-strength Leech attack (HP absorb) and weakling
physical attacks. You can Silence/Slow/Oil/Shear/Expose it, but
besides that, you've got to work with what's available.
o-------------------------------------------------------------------o
| #54 - Minibug [389 EXP, 12 LP] |
| - HP: ~14000 [Rarity: *****] |
| - Steal: Wrath of the Gods |
| - Drops: ????? |
| - Location: Barheim Passage [East-West Bypass] |
o-------------------------------------------------------------------o
NOTE: You must have completed Dantro's Wife's sidequest to get the
Barheim Key necessary to do this. Refer to "SBV1" to do so.
This li'l take on a tiny mimic appears in the dead-end passage that
has all the traps in it. It's immune to Blind, but can be Slowed.
'Sides that, it does pitiful attack damage. When in low health, it
tends to run away through the traps, so careful how you tread.
o-------------------------------------------------------------------o
| #55 - Ithuno [904 EXP, 11 LP] |
| - HP: ~25000 [Rarity: *****] |
| - Steal: Deathbringer |
| - Drops: ????? |
| - Location: Barheim Passage [Special Op Sector 5] |
o-------------------------------------------------------------------o
NOTE: You must have completed Dantro's Wife's sidequest to get the
Barheim Key necessary to do this. Refer to "SBV1" to do so.
At the very west near the dead end with all the surianders, two
pots stand by side by side. One is real, the other can turn out to
be this mark. Blind/Slow it, then go to work. Its physical attacks
leave something to be desired, but it will often use Leech to drain
700+ HP. It has a Deathbringer sword (inflict: KO), which you will
definitely want to steal here.
o-------------------------------------------------------------------o
| #56 - Kris [1876 EXP, 13 LP] |
| - HP: ~35000 [Rarity: *****] |
| - Steal: Putrid Liquid |
| - Drops: Odiferous Trophy |
| - Location: Tchita Uplands [The Highlands] |
o-------------------------------------------------------------------o
This malboro hybrid appears in the region after slaughtering the
overkings for awhile (no chain needed, apparently). It usually can
be found near the entrance to "Garden of Life's Circle." Like some
other rare game, it can use Hero's March to put a truckload of good
statuses on it, so time Dispel right so it's removed posthaste. Of
course, it knows Bad Breath, but Putrid Breath is also in its move
list. Cast Slow on it and Protectga, and have Cleanse, Vaccines, or
Remedies + Remedy Lore 3 licenses ready, 'cause Disease is nasty no
matter how you slice it.
o-------------------------------------------------------------------o
| #57 - Dheed [2931 EXP, 13 LP] |
| - HP: ~55,000 [Rarity: *****] |
| - Steal: Mirage Vest |
| - Drops: Leathern Trophy |
| - Absrb: Fire |
| - Location: Mosphoran Highwaste [Skyreach Ridge] |
o-------------------------------------------------------------------o
To get to Skyreach Ridge:
01) Trigger Shrine of South Wind in "Babbling Vale" area
02) Feed chocobo in "Rays of Ashen Light" greens so you can ride it
03) Use newly-opened path in Empyrean Way, crossing west to exit
You should now be in the isolated Skyreach Ridge area. Dheed shows
up randomly, and it looks like a wyvern, so it shouldn't be too
hard to spot amongst the vultures. When it does show up, swap its
Protect status for...well, nothing really. It's only susceptible to
Oil, Shear, and Expose, which don't do a whole lot for you.
Most of the time it relies on Crushing Fangs which can do lots of
damage and maybe inflict Instant Death, too. It also uses Poison
Breath (self-explanitory) and Firaga, as well as "Gale." Physical
attacks are kind of weak with Protect, but he can inflict Petrify
with 'em. If you have everyone with a decent shield, you can block
most of the attacks.
Don't bother with fire, either -- it absorbs it. Other magic should
suffice (Flare especially), and Telekinesis ain't so bad either.
Either way, don't forget the Faith!
o-------------------------------------------------------------------o
| #58 - Aeros [733 EXP, 5 LP] |
| - HP: 12836 [Rarity: **] |
| - Steal: Wyvern Wing |
| - Drops: Wyvern Wing |
| - Location: Ozmone Plain [The Shred] |
o-------------------------------------------------------------------o
Once the Bull Croc has been killed, wait around for awhile and this
gigantor bird may fly in from Henne Mines way. Inflict Slow, Sleep,
and Immobilize for an easier time. Since it's a flying-type enemy,
hand-bombs, bows, crossbows, guns, magick, and Telekinesis are all
your friends here. Blind helps avoid its oft-chainable physical
attacks and its Sonic Fangs attack. Shields/Shield Guard licenses
are good here, of course.
o-------------------------------------------------------------------o
| #59 - Terror Tyrant [XXXX EXP, XX LP] |
| - HP: ~45000 [Rarity: *****] |
| - Steal: Scathe Mote |
| - Drops: Hide-covered Trophy |
| - Location: Dalmasca Estersand [Broken Sands] |
o-------------------------------------------------------------------o
This monster randomly appears in the northern area instead of its
Wild Saurian kin. In lieu of this, it's easier to look, exit into
the Mosphoran Highwaste, then return and see if they've come back.
So long as you leave the saurians alive during this, the randomized
process goes along easier.
When you do find one, though, dispel its Bravery/Protect/Shell and
Slow it -- immune to Blind. Beware the "Crushing Fangs" skill which
can do massive damage or inflict instant death. The best strategy
is to come into battle with Bubble/Bravery/Haste on all, then use
Decoy on your tank and allow everyone to wallop it.
o-------------------------------------------------------------------o
| #60 - Abelisk [XXXX EXP, XX LP] |
| - HP: ~60000 [Rarity: *****] |
| - Steal: Eight-fluted Pole |
| - Drops: Reptilian Trophy |
| - Location: Ridorana Cataract [Echoes From Time's Garden] |
o-------------------------------------------------------------------o
This pale-looking dinosaur appears randomly in this screen. Slow
and Blind don't work here, so you'll have to rely on Bubble/Bravery
to get rid of it. Dispel its Regen beforehand and Haste the party;
if you fight this with the guest character, it battle flows towards
victory with ease.
o-------------------------------------------------------------------o
| #61 - Dustia [366 EXP, 3 LP] |
| - HP: 7264 [Rarity: ***] |
| - Steal: Book of Orgain-Mille |
| - Drops: Book of Orgain, Flame Staff |
| - Poach: Capricorn Gem |
| - Location: Dalmasca Westersand [Corridor of Sand] |
o-------------------------------------------------------------------o
This teleportin' ghoul appears near your party when one of the
members is limping along with his/her HP below 20% capacity. Yup,
it just appears, at which time you can heal everyone up and get to
work. It uses the basic Dark spell, but has a major achilles heel
in that phoenix downs murder it instantly. Niiice! (There are a
bunch of other status effects that work, though, like Disable,
Doom, Stop, Slow, Silence, etc.) It does have a tendency to use
Annul when you cast magick at it, however, so tread wisely.
What's more, all you have to do is zone out to, say, the Estersand
and return -- it spawns under the same conditions with EASE. The
phoenix down kill should help you 'long. Note that Dustia can only
spawn if the person in critical health is in your ACTIVE party,
i.e. walking on the field with you.
NOTE: If you want a certain drop/poach, you can keep making this
rare game appear by exiting into the Estersand and returning,
which makes it appear immediately.
o-------------------------------------------------------------------o
| #62 - Ishteen [1420 EXP, 11 LP] |
| - HP: ~20000 [Rarity: *****] |
| - Steal: Soul of Thamasa |
| - Drops: Bony Trophy |
| - Location: Barheim Passage [The Zeviah Span] |
o-------------------------------------------------------------------o
NOTE: You must have completed Dantro's Wife's sidequest to get the
Barheim Key necessary to do this. Refer to "SBV1" to do so.
Chain-kill Dead Bones enemies here until the chain-indicator blinks
and this monster may appear in the middle part of the old railway.
Dispel its Protect/Shell and Blind/Silence/Slow it as fast as you
can, since it continuously summons Dead Bones into battle and its
regular attacks can inflict Stop. It uses -aga magic as well, which
is why Mirror Mail [or similar] works well here as a
switch-in/switch-out equip. Also, watch out for Annul, which takes
off all one character's MP. Given how many Dead Bones get summoned,
using phoenix down to kill them in one go isn't such a bad idea (it
works on Ishteen also).
o-------------------------------------------------------------------o
| #64 - Negalmuur [875 EXP, 7 LP] |
| - HP: ~20000 [Rarity: *] |
| - Steal: Capricorn Gem |
| - Drops: Book of Orgain |
| - Poach: Pebble |
| - Location: Stilshrine of Miriam [Ward of the Sword-King] |
o-------------------------------------------------------------------o
To get this demon to show up, kill all the enemies in the room and
leave. I've gotten it to appear heading to the t-junction from the
south, as well as the east, so it only seems to spawn in one point
(and as you approach -- not initially visible).
Blind/Slow/Silence it before you attempt to do anything else.
It will use Necromancy to summon infinite numbers of Ghasts into
battle, making this a good one to train your characters on and to
steal loot (Festering Flesh). It also has a tendency to cast Doom
on your characters, which you can rectify by using remedies with a
Remedy Lore 3 license. Its regular attack can inflict Disable, so
watch out for that, but once its -ara type magic is out of the way,
it's rather harmless. The Ghasts, however, will use elemental motes
to do area damage. Also, since the Negalmuur is undead, you can
throw a phoenix down on it to kill it. Hooray!
TIP FOR SPAWNING
----------------
JonSan (GameFAQs member) seems to think that Negalmuur appears only
in thirty-minute intervals, under the above stipulations. This has
been proven to be pretty air-tight, so if you're having trouble
finding the monster, just laze around for a half hour and see if it
spawns.
o-------------------------------------------------------------------o
| #66 - Arioch [1873 EXP, 13 LP] |
| - HP: ~30000 [Rarity: *****] |
| - Steal: Sage's Ring |
| - Drops: Vengeful Trophy |
| - Location: Nabreus Deadlands [The Slumbermead] |
o-------------------------------------------------------------------o
After cleaning the area of some activity, the imp-like Arioch may
appear, probably in the southeastern corner. Killing all the foes
and re-entering can work also, but isn't necessary. Dispel Arioch's
positive statuses and inflict Slow/Blind/Oil/Sap for an slightly
easier time. It will use Dark Shock to inflict damage and Sap/Blind
on those in range, and does it often, so rely on Esunaga. Shockwave
is an easier attack to bounce back from, but Pulsar Wave can strike
those in range with Disable. Arioch also has a semi-strong Leech
attack, but doesn't use it with as much consistancy as bat- or
zombie-types. Make sure to steal itsbSage's Ring, which lets you
absorb holy-element attacks and halve MP costs!
o-------------------------------------------------------------------o
| #67 - Fideliant [309 EXP, 3 LP] |
| - HP: 5188 [Rarity: *****] |
| - Steal: Capricorn Gem |
| - Drops: Arcana |
| - Poach: Pebble |
| - Location: Dalmasca Westersand [The Midfault] |
o-------------------------------------------------------------------o
This wayward skeleton walks the sands and appears at random, near
the southern entrance to the area most often. It casts Flash, which
inflicts Blind on those nearby. It can be under the influence of
Stop, Blind, Confuse, Slow, Doom, Immobilize, Sap, Silence (prevent
from using Dark), Oil, and Disable. Considering how early it can be
encountered, it's not surprising it is incredibly easy.
NOTE: You do not have to be in a sandstorm to encounter this enemy.
o-------------------------------------------------------------------o
| #69 - Grave Lord [1563 EXP, 13 LP] |
| - HP: ~35,000 [Rarity: ***] |
| - Steal: Death's-Head |
| - Drops: Bone Fragment |
| - Location: Golmore Jungle [The Rustling Chapel] |
o-------------------------------------------------------------------o
This Skeletor wannabe appears in the middle "square" platform here,
after you've cleared the area of most monsters. Once the regular
enemies have died, Dark Skeletons (can be PKO'd) start appearing
in the corridors. Watch out for Hawk Glare (inflict: Disable) and
start cutting a swathing path; eventually, the rare game will show
at the platform after about 20 skeletons have been killed. It's
visible from the start, also.
It relies on "skill" elemental attacks (Pyromania, Sandstorm, etc.)
so Silence doesn't do much to quell it; however, it's susceptible
to Berserk, Blind, Disable. Its physical attack acts like HP Drain,
so using Wither will really help out. Of course, you can throw a
phoenix down at it and just be done. =)
UPDATE: I found Grave Lord wandering around by itself without doing
any kills in Golmore whatsoever. Entered from the Feywood,
so try that if you want to avoid the needless fighting.
o-------------------------------------------------------------------o
| #70 - Zombie Lord [836 EXP, 11 LP] |
| - HP: ~15000 [Rarity: ****] |
| - Steal: Close Helmet |
| - Drops: Soulless Trophy |
| - Location: Tomb of Raithwall [Northfall Passage] |
o-------------------------------------------------------------------o
This undead fool randomly appears with zombie types in the above
passage, and can be distinguished from its kin since a few white-
-colored flames float around it. One (only?) spawn point is north
of the waystone room, on the first stairway balcony one comes upon.
Like a few other monsters in unlife, it has Cloying Breath (inflict
Slow/Sleep on those in range) and a few low-level elemental spells.
It will also use Waterspout (water-elem range attack) and Pyroclasm
(fire-elem range attack) attacks that can do area damage if you get
too close (attack itself doesn't move). The latter attack is thrown
at the party when the rare game is in critical health, and it will
also use Tremor (earth-elem range attack) that should be a familiar
staple of battle by now. The Lord is susceptible to Stop, Disable,
Confuse, Slow, Immobilize, Blind, Poison, Oil, and Sap.
o-------------------------------------------------------------------o
| #71 - Drowned [773 EXP, 11 LP] |
| - HP: ~15000 [Rarity: *****] |
| - Steal: Forbidden Flesh |
| - Drops: ????? |
| - Location: Garamsythe Waterway [No. 4 Cloaca Spur] |
o-------------------------------------------------------------------o
NOTE: You need to complete the White Mousse hunt before this rare
game can be found. The Sluice Gate Key is needed.
This corpse appears in said area, but only after it's been drained
of water and the Gespenst enemies around have been killed. To make
some shallows, in the "Central Waterway Control" area, switch on
the No. 4 and No. 11 switches with the gate key. Enter, decimate
all the Gespenst enemies (watch out for Doom/Annul) and re-enter.
The monster will appear in the shallows and will run up to greet
you if it does indeed appear.
Dispel its positive statuses and inflict Slow, Blind, and Silence
to get rid of all its threats. It will use Stone Touch to inflict
Petrify, and has some weak physical attacks (Protectga anyway) +
Leech. Expose/Shear to lower its defense and flay its hide! This
undead baddie can't be killed with a mere phoenix down, either.
o-------------------------------------------------------------------o
| #72 - Velelu [1213 EXP, 13 LP] |
| - HP: ~30,000 [Rarity: ***] |
| - Steal: Capricorn Gem |
| - Drops: Foul Flesh |
| - Location: Nabreus Deadlands [The Fog Mutters] |
o-------------------------------------------------------------------o
This cousin to the Banshee appears in the area when an ally's been
placed in critical condition. Unlike Dustia, it doesn't rise up by
your party; you'll have to go search for it. Try the entrance from
"The Slumbermead" and the entrance to "Overlooking Eternity," both
of which are spawn points.
It mainly uses Blinga and Toxify, but has an extra-power Leech to
unleash on you. Wail (damage + Blind/Silence) is also used at some
points. What's worse is that it's only susceptible to Oil, Shear,
and Expose -- you'll have to make do with out the fancy negative
statuses and a phoenix-down KO.
o-------------------------------------------------------------------o
| #73 - Disma [2531 EXP, 18 LP] |
| - HP: ~120,000 [Rarity: *****] |
| - Steal: Mirage Vest |
| - Drops: Accursed Trophy |
| - Location: Lhusu Mines [Site 5] |
o-------------------------------------------------------------------o
This ghoul appears in random fashion around the dim-lit caves in
the aforementioned area. Dispel its Haste/Bravery and erect Protect
and Shell on everyone, because it has powerful attacks on both
those fronts. Unfortunately, you can only slap it with Oil, Shear,
and Expose -- nothing of much substance. Equipping Bubble Belts
here or making do with Bubble spells is a livesaver. Same goes for
Reverse. Disma can inflict Stop with its regular attack, so cast
Dispel to get it off (sad, I know) or use a Chronos Tear.
Disma mostly uses -aga attacks and some elemental types that the
Grave Lord used (Darkness, etc.). He covers all the bases pretty
well, so don't put any equipment with elemental weaknesses on or
you'll get smoked like a turkey. Disma gets twice as tough when
in critical health, which is why I suggest fighting by the area
exit so you can duck out to heal up MP/HP and go right back in;
Quickenings are highly recommended here, and you'll rarely see me
recommend 'em. =p
Make no mistake, this is one of the harder rare game.
o-------------------------------------------------------------------o
| #74 - Ancbolder [XXXX EXP, XX LP] |
| - HP: ~10000 [Rarity: **] |
| - Steal: Forbidden Flesh |
| - Drops: Mind Trophy |
| - Location: Paramina Rift [Karydine Glacier] |
o-------------------------------------------------------------------o
Clear the area of enemies (including Wild Onions) and re-enter, or
fight until the chain-kill indicator blinks. This rare game should
be found with Anchag. It knows Tremor (earth-elem, area-affect)
that can be blocked with Dragon Shields. Dispel its Protect status
and any it casts on its partner, then Silence it.
o-------------------------------------------------------------------o
| #75 - Wendice [1058 EXP, 11 LP] |
| - HP: ~35000 [Rarity: ***] |
| - Steal: Gemini Gem |
| - Drops: Frigid Trophy |
| - Location: Sochen Cave Palace [Destiny's March] |
o-------------------------------------------------------------------o
Kill the Striker and Wendigo enemies here to get a high chain, then
go into the center of the "cross" on the map to find the rare game.
Blind, Slow, and Silence the brute to have an easier time. Like its
kin, it can use Tri-Attack (gravity damage (?) + Slow) and, when
near death, it will use Tri-Attack over and over again.
o-------------------------------------------------------------------o
| #76 - Anchag [1262 EXP, 11 LP] |
| - HP: ~30000 [Rarity: **] |
| - Steal: Damascus Steel |
| - Drops: ????? |
| - Location: Paramina Rift [Karydine Glacier] |
o-------------------------------------------------------------------o
Clear the area of enemies (including Wild Onions) and re-enter, or
fight until the chain-kill indicator blinks. This rare game should
be found with Ancbolder. It uses Smite of Rage, an attack that can
do "massive" damage to one person, if your level's low enough.
Dispel its Shell status and put Blind/Slow on it before it gets
buried. Instant-death attacks or weapons will work on this brute.
o-------------------------------------------------------------------o
| #77 - Bluesang [1262 EXP, 11 LP] |
| - HP: ~25,000 [Rarity: *****] |
| - Steal: Damascus Steel |
| - Drops: Cruel Trophy |
| - Location: Cerobi Steppe [Crossfield] |
o-------------------------------------------------------------------o
This Bune clone walks the steppe and appears in random fashion, by
the windmills usually. Slow/Blind/Silence/Oil/Disease it and chop
into it, since it's got pretty low HP for a trophy monster. Mostly
reliant on Pyromania (fire AoE spell) which you can reduce into a
measly damage amount via Shell. You can repeatedly steal Damascus
Steel from it by swiping some and leaving two spaces away, so if
you're planning on getting some items requiring that loot, this is
a good source.
o-------------------------------------------------------------------o
| #78 - Avenger [5000 EXP, 16 LP] |
| - HP: ~70,000 [Rarity: *****] |
| - Steal: Muramasa |
| - Drops: Vile Trophy |
| - Location: Pharos Second Ascent [Station of Ascension] |
o-------------------------------------------------------------------o
This Daedalus wannabe appears near the northwestern stairway, and
really puts up his dukes. He's only susceptible to Oil, Slow, and
Shear/Expose, so there's no trickery to be had. Slow is the one of
import, so Hastega/Protectga the party and spread out. Avenger's
Pulsar Wave attack deals damage+Disable, and has powerful physical
attacks overall. Dispel its Hastega!
When its HP is in critical, it raises a physical defense paling and
tosses around Ardor. If you don't think you can survive the hit-all
fire magick, equip Adamant Hat/Flame Shield to help reduce its
damage (& Shell). He does recast this, so have Curaja ready. Do a
Mist Quickening before he casts Renew (!). Also, its defense goes
higher when in critical and it combos more often -- seen it before,
ya? Bubble helps in this case.
NOTE: EXP figure is off a bit since I beat it with only two chars
alive. (apx: lvl 62-76)
o-------------------------------------------------------------------o
| #79 - Alteci [1788 EXP, 11 LP] |
| - HP: ~20,000 [Rarity: ***] |
| - Steal: Behemoth Steak |
| - Drops: Fell Trophy |
| - Location: Zertinan Caverns [The Undershore] |
o-------------------------------------------------------------------o
This Behemoth lookalike appears in the southeastern section, the
one that is apart from the isolated save point. It likes to spam
Tail Swipe (area damage) and Smite of Rage (powerful single-target
damage), so Blind/Slow/Sap/Wither/Expose it. It can also be put to
Sleep and Confused, if you need to buy yourself some time. When it
gets low on HP, it will use Darkness, which does dark-elemental
area damage. Protectga/Shellga can ease you through this, as well
as the Nihopalaoa remedy trick.
o-------------------------------------------------------------------o
| #80 - Urutan Exile [205 EXP, 3 LP] |
| - HP: 4153 [Rarity: **] |
| - Steal: Hi-Potion |
| - Drops: Earth Stone, Osafune |
| - Location: Ogir-Yensa Sandsea [Platform 2 - Refinery] |
o-------------------------------------------------------------------o
To lure this baddie out, killing 100+ Urutan-Yensa (doesn't have to
be a chain, but that keeps track of number) needs to be accomplished
first. It should spawn at the large construct west of the
southernmost oil rig. Dispel its Haste to begin with, then slap it
with any of the following statuses: Blind, Oil, Sap, Doom, Confuse,
Disease, Slow, Silence. It tends to rely on physical moves and
Tri-Attack (damage + slow).
Thanks to the GameFAQs FFXII board for tipping me off about this.
o-----------------------------------------------------------------------------o
| VIII. FREQUENTLY ASKED QUESTIONS [FAQZ] |
o-----------------------------------------------------------------------------o
[Q] - Is there a New Game Plus mode?
[A] - No.
[Q] - Is there a cutscene viewer a la FFX's Sphere Theater?
[A] - Negatory.
[Q] - How do I get more MP?
[A] - Quickenings augment the max amount.
[Q] - Where can I get [magick]?
[A] - Here are the rarer ones you'll have to search around for. Note that
most of these only get stocked after you've completed the Pharos at
Ridorana.
Ardor ------> Barheim Passage
Renew ------> Dalmasca Westersand
Scathe -----> Necrohol of Nabudis secret shop
Hastega ----> South Bank Village
Holy -------> Balfonheim Port
Protectga --> Balfonheim Port
Esunaga ----> Balfonheim Port
Shellga ----> Balfonheim Port
[Q] - I've been fishing but haven't got any colored bottles!
[A] - You have to finish the Gilgamesh hunt first.
[Q] - Where can I find the Necrohol of Nabudis' secret shop?
[A] - Enter "Hall of Effulgent Light," the first area if you enter from The
Salikawood. Look at the map and find the northernmost room, connected
to a long hallway. Enter that room and you'll be able to head south
into an off-the-map, adjacent room. If you search one of the corners,
you'll find a "???" -- inspect it to find a Baknamy Merchant who sells
the best equipment and magick in the game (objectively).
[Q] - What is the Flicker Filter?
[A] - If you turn it off, everything looks a little granier; this is because
it takes off the flicker you may see in some TVs. Depending on the date
of your television, turning the filter off can increase the chanes of
"burn in," or damaged pixels that glow less intently and carry a color
that was shown repeatedly to it -- older types are more susceptible to
this, although some plasma televisions experience this, too. Generally,
you want to leave it for older idiot boxes. :p
[Q] - Then, what's Screen Shake?
[A] - To improve the textures of the graphics, the image shown on the screen
will vibrate ever-so-slightly. However, unless you start with this
setting on and play for hours with it, you may not notice its effect.
Might just be my eyes, though.
[Q] - You don't tell me where to get the Zodiac Spear wahh.
[A] - When I do it myself, I'll write about it. >=p
[Q] - What does the flashing chain number mean?
[A] - It means you can pick up items without lowering the chance to get a
chain level-up.
[Q] - Alpha Wolf...? What's up with that?
[A] - It's like a "leader of the pack." I haven't noticed any changes from the
regulars and it, except that if you're fleeing, if the Alpha Wolf chases
you, any wolves also chasing will _not_ give up. It's like how rare game
won't give up chasing you until you exit the screen.
[Q] - When I do damage to an enemy it doesn't show its health going down!
[A] - If you inflict Disease status on it, the health bar stays at the point
it was before you inflicted in. Make no mistake, the damage is being
counted and it will die -- you just won't know when. This is annoying,
particularly when doing the Niphalaoa trick on marks with high HP.
[Q] - Do kill chains get broken when you enter a save point/friendly area?
[A] - Touching a save crystal breaks the chain and entering any area where
you're forced to walk around as Vaan does as well.
[Q] - What does the "Need" number in the bestiary mean?
[A] - That number tells how many enemy kills are left until the bestiary page
for so-and-so is unlocked fully. Some enemies only have two pages, but
the humanoid types will gain an extra page for each type killed until
the quota is filled.
[Q] - I sold the Great Serpentskin. Can I still get the Barheim Key?
[A] - Yes, you'll always get the key at the end of the sidequest; the
serpentskin just ups the reward you can receive. Any item you may miss
out on can be found later, so it's nothing to dwell on.
[Q] - Why won't [positive magic] work on my character?
[A] - You either have Reflect on or the status on your already. For instance,
Haste will always miss on you if you've the Hermes Sandals equipped.
Or, you might have Disease status on, which makes any newly-cast status
(positive) miss.
[Q] - Why won't my [positive status] go away!?
[A] - If you're in an area, such as a town or one that has a save crystal,
time does not pass at all or passes slowly, respectfully; you'll need
to go to a monster-ridden location before that Reflect (common one to
complain about) will go away.
[Q] - Is there any way to incapacitate my guests? I'm trying to steal things
and they keep killing it!
[A] - Find a move (Break is a good early one) and bring up the menu screen.
Try to cast it and hit R1 to bring up your own party members and the
guest. Cast away! If that doesn't work, you can set your gambit to
"Ally: Any -> Break" and go from there. Hit R2 if you accidentally
start casting it on the wrong target.
[Q] - Are there any good "tricks"?
[A] - One non-obvious one is to equip a Nihopalaoa accessory (buy at clan
provisioner's after 12 marks + 40000 clan points) and you can reverse
the effects of restorative items. This sucks for you, but it's great
for the annoying the enemy with Remedies. The way the "trick" works
is that you give a remedy to the enemy (use R1 at target list) and
instead of curing the statuses, it will INFLICT them. Depending on
the Remedy Lore licenses you've bought, you can inflict more and more
statuses. Quite useful throughout the game; the accessory costs about
30000 gil, though, so you'll really have to pinch pennies to save up.
Another is to use Opal Rings to utilize Reflect's advantages and get
rid of the disadvantages. The rings make the targets of magick spells
pierce Reflect, so equip it on a healer and you'll get right through
Mirror Mail or Ruby Rings.
A third trick is that people who are about to die from Doom can throw
a Phoenix Down at themselves and, if timed right as the "0" marker
fades away, be revived immediately without anyone wasting their turns.
A fourth trick involves a technick no one really uses. Its name:
Sight Unseeing. It seems stupid and all, but if you put blind on your
character and use it, it will reduce an enemy's HP to critical (but
it sometimes kills them?) -- the perfect way to poach annoying baddie
ranks. Of course, this also sets up your characters to kill monsters
that self-destruct when in low health (see: Pyrolisk), so you can get
'em into your bestiary pages.
Fifth trick is combining the Reverse spell with Stop. Reverse has a
very short duration but switches damage and healing done during that
time. If you cast Stop on a character, the status stays until Stop's
alleviated -- this is a great help in many battles. Too bad Decoy
doesn't work here.
Sixth trick: the stamp technick. Sure it seems kinda dumb, but it's
a fast and easy way to inflict all your statuses on a target. This
means once you have someone with multiple augments, Stamp an ally
to inflict 'em all on him/her. Pretty nice.
[Q] - When it rains in Giza Plains, what does cutting down the old withered
trees do?
[A] - It allows you to cross to the east bank in Gizas South Bank area, which
opens up the "Tracks of the Beast" location, a place to find high-level
(sort of) Silicon Tortoises and the Feather of the Flock key item, used
in a few sidequests. Later on, the Gil Snapper mark can be fought here.
[Q] - How do I know how much longer the rains/drought will last?
[A] - One doesn't exactly, but there is an NPC called "Weather Eye" at
Rabanastre Southgate that can approximate how much time is left. I've
been told by a few people that the seasons change every hour, but also
that the dry is twice as long as the wet (former guess seems to be the
apt one).
[Q] - Why do some monsters I kill not appear in the bestiary?
[A] - Some monsters -- like humanoids, chocobos, "Alpha" monsters, Bellwyvern,
to name a few -- are filed under one category. Killing a Bellwyvern, for
instance, racks up the kill to the Wyvern entry; a Bangaa Pirate will go
under 'Bangaa.' You get the idea.
o-----------------------------------------------------------------------------o
| IX. UPDATES N' THANKS [UPD1] |
o-----------------------------------------------------------------------------o
| |
| Here's the list of people who've been a help and/or found my errors. :3 |
| |
| CJayC -- Fer hostin' this |
| ChaosBeelzemon -- sent in correction for gambits in Nalbina |
| Elena99 -- @ Caves of Narshe, for helping with Queklain error |
| Harry Ma -- for providing a few walkthrough errors |
| Noah Lane -- For telling an extra Vorpal Bunny strategy |
| DeAtHsCrEaM87 -- info on the Slyt boss battle |
| Maestro -- For revealing the 2nd Ascent's map urn location |
| Tim Russell -- insight in the Draklor Laboratory (DKL1) section |
| Drew -- For reminding me I listed Libra's descrip twice |
| Adam Kuhn -- Telling me Teleport Stones are available earlier |
| Mageknight -- Provided info on the gil bug traps |
| Thom Lancaster -- Provided tip on finding Cubus in S. Cave Palace |
| nonomm79 -- Helped me out with exact names when my PS2's broken |
| Kyle Hanisch -- Saying that the Elder Wyrm boss is semi-optional |
| Mistress Garlic -- Provided info on rejuvenation/manafont traps |
| Helen Chan -- Directional correction for the Roblon hunt. Thx! |
| Ben Rogers -- Information regarding Ann and her Sisters' quest |
| Sean Morrill -- Insight on using Float to evade Hasmal's Quakeja |
| APX_Penguinfold -- Telling me Shell Shield chest can also be D. Matter |
| AmanoJ -- For giving me the location of a Rejuvenation trap |
| Lilinka -- for telling me that Bubble prevents Disease status |
| Darthkirby4463 -- for insight into the Boozin' Bhujerbans section |
| Matt Lewis -- Giving information on Silicon Tortoise 3rd steal |
| John Lipka -- Tip about using the Systems Access Key to stop alrm |
| Alex Malone -- giving insight into a Great Crystal error |
| Nick Kolbe -- Error correction for the Great Crystal. Thanks! |
| David Ariew -- in Boozin' Bhujerbans section, on mahdu buy-backs |
| Jeremy Schoonover -- Error correction in the Feywood |
| Great Dogger -- Error correction for the Great Crystal. Thanks! |
| Neptunesdragon -- Error correction for the Great Crystal. Thanks! |
| Split Infinity -- Telling what Vayne Novus' Limit Break ability does |
| Caitlen E Canney -- For alternate method of getting into Archades |
| v88@suomi24.fi -- For providing an alternate strategy for Hydro |
| Mario Aloha -- Info on Garchimacera drops |
| Aaron Autrey -- For giving link-up corrections |
| ASCII Generator -- For cranking out the title high, high above |
| Jeremy Kjellerson -- Waystone correction in the Pharos. MUCH OBLIGED! |
| How Chung Chia -- Reminding me that Adrammelech has High Arcana steal |
| Robert Churchill -- For corrections on the Pharos' third ascent |
| GameFAQs FFXII Board -- Being the wellspring of knowledge that it is. |
| GameTalk FFXII Board -- For being helpful and friendlier than anywhere else |
| |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| |
| UPDATES: |
| |
| 11-01-06 ------------------------+ Bought FFXII |
| + Walkthrough started |
| |
| 11-20-06 ------------------------+ Added to GameFAQs |
| + Walkthrough 100% complete |
| + Sidequests 20% complete? |
| + Rare Game 50% complete |
| |
| 11-21-06 ------------------------+ Updated Rare Game list |
| + Updated Bounties list |
| |
| 11-22-06 ------------------------+ Updated Rare Game list |
| + Updated Bounties list |
| + User-submitted error corrections. Thx! |
| |
| 11-26-06 ------------------------+ Updated Rare Game list |
| |
| 11-28-06 ------------------------+ Updated Rare Game list |
| + Updated Sidequest section |
| + Added Bestiary section |
| |
| 11-29-06 ------------------------+ Updated Rare Game list |
| + Updated Bounties list |
| + Updated Bestiary section |
| + Updated Clan Rank stuffs |
| |
| 11-30-06 ------------------------+ Updated Bestiary section |
| + Updated Sidequest list |
| + Updated Rare Game list |
| |
| 12-01-06 ------------------------+ Updated Rare Game list |
| + Updated Bestiary section |
| + User-submitted error corrections. Thx! |
| |
| 12-04-06 ------------------------+ Updated Rare Game list |
| + Updated Bestiary section |
| + Updated Sidequest section |
| + User-submitted error corrections. Thx! |
| |
| 12-12-06 ------------------------+ Removed all the random item entries :p |
| + User-submitted error corrections. Thx! |
| + Updated Bestiary section |
| |
| 12-13-06 ------------------------+ Updated Cúchulainn section |
| + Updated Bestiary section |
| |
| 12-15-06 ------------------------+ Updated Bestiary section |
| + Updated Rare Game section |
| |
| 12-19-06 ------------------------+ Updated Sidequest section |
| + Updated Bestiary section |
| |
| 12-23-06 ------------------------+ Updated Bestiary section |
| + Updated Rare Game section |
| |
| 01-01-06 ------------------------+ Updated Bestiary section |
| + Updated Boozin' Bhujerbans section |
| |
| 01-09-06 ------------------------+ User-submitted error corrections. Thx! |
| |
| 01-15-06 ------------------------+ User-submitted error corrections. Thx! |
| + Updated Bestiary section |
| + Updated Rare Game list |
| |
| 01-17-06 ------------------------+ Added fishing game sidequest |
| + Updated Bestiary/Rare Game Lists |
|~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|
| SITES THAT MAY HOST SITES THAT MAY NOT HOST |
| |
| www.gametalk.com www.che atcc.com |
| www.gamefa qs.com & affiliates |
| www.7cheats.de |
| www.gamesradar.com |
'-----------------------------------------------------------------------------'
Mostly just a solo project for now. I read all e-mails so send in a flurry of
'em and I'll see what I can do, and I do like hearing feedback. Updating this
often, y'know. If you want to contribute something, here's what I'm missing:
+ various EXP values for enemies in walkthrough
And just once more for FAQ-thieves :
[DISCLAIMER]
This guide is intended for private, home use ONLY, and may not be
reproduced via electronic or commercial means without the expressed
written consent of the author (P. Summers). It also cannot be hosted,
edited, distributed, or given away as any part of a paid package. All
rights reserved to respective parties, even those not explicitly said
here. Respect FAQ writers' efforts and report plagiarism when found!
Thanks for readin' the guide, folks! :p
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PAY YOUR DUES Guide (c) Shotgunnova, 1997-2006 and countin'!
BEFORE THE RENT Final Fantasy namesake (c) respective owners
E N D O F D O C U M E N T

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