Final Fantasy Dimensions minimum-spoiler walkthrough version 0.955 Copyright 2020 by Saerbam/Gittergutter/Trolllolorloltroll List of Contents I. Versions II. Foreword III. Walkthrough Chapter 1 Prologue........................................................(PRO1) Reckoning.......................................................(REC1) Chapter 2: The Generals Approach A Dragon's Love.................................................(DRA2) Second Sight....................................................(SEC2) An Enchanting Reverie...........................................(ENT2) A Blessing in Disguise..........................................(BLE2) Chapter 3: Warriors of Light and Darkness Forgotten Memories..............................................(MEM3) A Dance with Death..............................................(DEA3) Pride Regained..................................................(REG3) Honor Among Thieves.............................................(THI3) Chapter 4: Twilight (Seers and Magi)................................................(S&M4) (What's the Matter?)............................................(TTS4) (The Endgame)...................................................(END4) IV. List of Permanent Missables (Incomplete)..............................(PEMI) V. The Most Incomplete Boss Guide in the Whole Wide World.................(BOGU) VI. Coliseum Guide(Incomplete)............................................(COGU) VII. Credits and Acknowledgements VIII. Obligatory Perfunctory Legal Disclaimer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I. Versions Version 0.95 – 01/07/2020 First release. Lacking a complete boss guide, a complete guide of missables and a complete Coliseum guide, along with complete info on item drops and steals. Version 0.955 - 01/11/2020 Some additional info and formatting. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ II. Foreword My first walkthrough for any game of any sort! This walkthrough contains also the most incomplete boss guide of all time (I know I should finish it one day), an incomplete list of permanent missables and a very barebones guide to the Coliseum. If you find any errors, do contact me at monicalohpc@gmail.com. For your information, not included in this walkthrough (I don’t have the time for now) are: 1. things in the ingame help manual; 2. a dedicated guide to all Fusion Abilities/F-abilities and how to obtain each and every one of them (for that, you may refer to Sir Phoenix’s Ability Acquisition FAQ, also on GameFAQs); 3. a guide to mechanics and damage formulas (refer to slartifier’s Ability Mechanics FAQ for that, also on GameFAQs); 4. anything about jobs or the abilities that come with them (refer again to Sir Phoenix’s FAQ); 5. a list of item drops and steals, but these are mentioned alongside the descriptions of enemies/bosses whenever I have data I collected myself; 6. a list on where to find easy-to-find treasures in towns, refer to CylindrusAltum’s fantabulous walkthrough for that; 7. a large write-up on the different characters in the game; 8. a detailed guide to those two treasure chests in the Forest of the Fey; 9. a strategy guide to the Casino; 10. all postgame stuff. And what else is there to say? Maybe I will mention some items dropped exclusively by monsters, such as some rods/staffs, the Giant’s Axe, Giant’s Shield and other Giant gear, coloured tails and fangs of 4 sizes. But you can refer to slartifier’s FAQ for that, or simply Ctrl + F this document. Into you-know-what then! III. Walkthrough Before starting a new game, take one nice look at the tips section. Or two, if you’re new to such games. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 1: Prologue.......................................................(PRO1) The game introduces to you first Sol, also known as a dingus-ified Butz/Bartz and throws him into a long-awaited duel of epic proportions in the woods of Lux against his lifelong sworn nemesis, Glaive. This is where sworn enemies come to duel on any fine day and then take the heads of their defeated opponents home as prizes. Who do you think can emerge victorious in this fight? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sorry, who was I kidding? To hurt your best friend, select Attack. To defend yourself from the sword strikes of a wooden sword swung hard with 1 STR, select Defend. To attempt to flee, select Flee and see what occurs. See what happens during scripted encounters? To browse a nonexistent inventory, select Item. To swap the position of Sol from front to back or vice versa for reasons best known to you and you alone, select Row. To let bygones be bygones, do either something or nothing for a good 15 seconds, and now you can witness how the duo decided to make up after realizing it’s better to have adventures together rather than alone. Somebody else shows up, being all concerned about the possible fate of Sol or Glaive. Enjoy the skit, and you’re finally in control. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ It’s time to save. If I were you, I would save on Files 1, 2 and the last file as a backup. If you decide that the game is unfair for letting only Sol be the character on the overworld, you may swap the order of characters in Row by exchanging their places. Note that the one at the topmost occupied position will be the overworld lead. If you decide to pay a quick visit to a Chocobo Forest and see what Chocobos are all about, head over to the northwest of Lux. If you fancy killing hornets and goblins, by all means do it right outside Lux town. Visit the Inn in town for more info. There are 4 places to visit: Lux Town, Castle Lux, the Checkpoint and the entrance to the Northern Cave. Lux Overworld 1 × Nutkin 2 × Goblin 2 × Hornet 2 × Leaf Bunny 4 × Goblin 4 × Hornet It is said that 4 Goblins make up 1 Hornet, 4 Hornets make up 1 Leaf Bunny, 4 Leaf Bunnies make up 1 Nutkin. That's just how invariably, extremely weak the Goblins, the traditional first overworld enemy in Final Fantasy games, are. It doesn't take much skill to beat them, does it? They use Goblin Punch, a skill unobtainable in this game. They always frequent the vicinities of the starting locales of our FF protagonists, and nowhere to be found otherwise. Why? Food for thought, perhaps. Hornets use Needle. Drop: Potion Leaf Bunnies have Carrot for some HP regen to themselves or to other enemies, but pose not much of a threat. Drop: Hi-Potion The moment you step across the imaginary horizontal line perpendicular to the bottom edge of the reservoir to the left, some new enemies appear to gobble you up. Northern Cave Overworld Same as before, plus: 2 × Wood Eyes 1 × Wood Eyes, 2 × Death Flower 3 × Killer Bee 3 × Wood Eyes 2 × Wood Eyes, 2 × Death Flower Wood Eyes use Constrict. Drop: Hi-Potion Killer Bees haven’t much to do besides being green bees, so they just use Poison Barb. Death Flowers do not bear good tidings: they use Pollen to counter non-physicals such as the Fire spell, that inflicts Blind (reduces Acc and Eva by about 50%). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Free infinite rests at the beds in various houses in the town, namely Sol's house (upper-left corner) and Glaive's house (at the right). And now, for the lootable items in towns. Feel free to take whatever isn't yours in this game; the items merely change ownership and don't know they are being taken. So you search the: 1) pots, 2) crates, 3) barrels, 4) bookshelves (both sides), 5) cabinets, 6) weapon stands (e.g. those holding spears) and 7) bushes in places you can reach. (There are no hidden walkways in towns in this game.) Treasures in Lux: Potion (× 2), Eye Drops, 100 Gil, Maiden's Kiss, Silk Robe, Tent, Phoenix Down, Leather Hat But let’s do what we’re supposed to do; visit the Checkpoint to the west of where you started. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Whether you want to unequip Aigis or not depends on you entirely. If you want to farm the Overworld enemies for a bit and make the enemies in where we're going somewhat easier, by all means do so. (Return Aigis' equipment to him once you get him back, or you'll be a thief for the rest of your life.) Three shields are what you need; if you have a Bronze Shield, buy just one Leather Shield; if not, two. Same with the Broadsword: buy one if Sol has an Iron Sword; if not, get two. Same goes for the Leather Helm: if Sol has a Bronze Helm, you just need one. Some Antidotes before descending into Castle Lux (literally) won't hurt, but Diana has Poisona. Below Castle Lux 1st Chamber 2 × Wererat 2 × Tarantula 2 × Alacran 2 × Steel Bat 1 × Wererat, 1 × Tarantula, 1 × Steel Bat 3 × Wererat 3 × Tarantula 3 × Steel Bat 2nd Chamber 2 × Tarantula 2 × Alacran 2 × Steel Bat 1 × Wererat, 1 × Tarantula, 1 × Steel Bat 1 × Alacran, 1 × Tarantula, 1 × Wererat 3 × Tarantula 3 × Steel Bat 3 × Alacran 3rd Chamber 1 × Ankheg 2 × Alacran 2 × Steel Bat 2 × Ankheg 1 × Wererat, 1 × Tarantula, 1 × Steel Bat 1 × Alacran, 1 × Tarantula, 1 × Wererat 3 × Alacran 3 × Steel Bat How do you feel at our very first dungeon? There's hardly anything to see here, just three foolhardy rascals and some monsters that come out to play with them. A rundown of the enemies: Wererats have Bite, normal attacks may inflict Poison. Did you know that there are two versions of Bite? One does extra normal physical damage, while the other does less but inflicts Poison and Confuse. We won't be seeing the second version for some time. Don't worry too much about expending Antidotes: they may drop them, or use Diana’s Poisona spell. Tarantulas have been Venom Attacking people since forever in this iteration of Final Fantasy. Venom is a status ailment able to be cured with an Antidote. Drop: Antidote Alacrans have about the same thing going on as the Wererats: normal attacks may Poison. In addition to that, they have Poison Barb which inflicts Poison. Drop: Antidote Steel Bats use Bloodfeast in which they absorb a tiny amount of HP from a single party member. Their weaknesses are Fire and Wind. (Any winged, flying creature that is not a boss has this weakness along with Bomb-type enemies.) Ankhegs are the most non-fuss enemies around; they merely attack physically. Weak to Ice, a piece of useless info. In the first chamber, you enter at the bottom-left. Your goal is to head towards the upper-left corner where the exit is, but at the fork, take the right path first for a Leather Shield. The second chamber holds a Tent, and before the exit, there are two treasures to the bottom-left: a Broadsword and a Potion. The third chamber has a fork: the right path is blocked off while the left path has a chain that can be interacted with to unblock the right path. You get a Leather Helm, a Potion and 100 Gil. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you go to the front door, Glaive says "Follow me." Treasures in Castle Lux: An Antidote in room with White and Black mages, a Phoenix Down in a pot in the second floor of the right tower, a Potion and Leather Shoes in the first floor, 200 Gil and Eye Drops in the second floor of the left tower. See the thing about buying armor earlier? I was just trying to save you your energy and time. Now that you have 300 more Gil and more, it's time to buy some more. Note the need to restock on Antidotes, but more importantly, buy maybe 5 Maidens' Kisses. (The enemies in the next dungeon may drop them, but we are not keen on depending on item drops now, are we?) Everything else is secondary. See, if this were real life, I would have passed out from the fatigue of such an epic journey to the throne room of a mythical castle. But not these people, it seems. Another adventure for the day. Northern Cave 1F 2 × Python 2 × Gigantoad 1 × Goblin, 1 × Carbuncle, 1 × Gigantoad 1 × Python, 2 × Gigantoad 2 × Python, 1 × Gigantoad 3 × Gigantoad 1 × Python, 1 × Tarantula, 2 × Goblin 3 × Goblin, 1 × Ankheg 4 × Goblin 2F 2 × Carbuncle 1 × Goblin, 1 × Carbuncle, 1 × Gigantoad 1 × Python, 1 × Carbuncle, 1 × Gigantoad 1 × Tarantula, 1 × Python, 1 × Ankheg 2 × Python, 1 × Steel Bat 3 × Carbuncle 1 × Python, 1 × Tarantula, 2 × Goblin 3 × Goblin, 1 × Ankheg 4 × Goblin 1F 2 × Ankheg 1 × Goblin, 1 × Carbuncle, 1 × Gigantoad 2 × Carbuncle, 1 × Ankheg 2 × Abkheg, 1 × Python 3 × Ankheg 1 × Python, 1 × Tarantula, 2 × Goblin 3 × Goblin, 1 × Ankheg 4 × Carbuncle 5 × Tarantula Have you ever been in a cave before? Not me. The enemies here may inflict Poison and Toad. Otherwise, don't worry about the enemies here too much; they aren't meant to be worried about. Pythons have Venom Attack to offer, which is why I said to get those Antidotes ready. They have a weakness to Ice. Carbuncles have higher-than-usual PhyDef and use Gaze, which has a chance of inflicting MT Sleep. But don't worry too much, as Sleep is merely a brief respite, and physical attacks will put them back into action. Gigantoads just sit around and cast Toad all day, which can be cured with Maidens' Kisses. They again are weak to Ice. Directly right of the entrance is, well, a Cotton Cap. With that out of the way, along the path onward is a Sacred Candle and a Maiden's Kiss. Prior to exiting 1F, take the bottom path from the exit to reach a chest with an Ether in it. Upon entering 2F, head upwards for a Dagger, then head downwards from the entrance, getting some Leather Shoes along the way. After this chest, you see two stairways; before the second stairway is a branching path to a Leather Armor. You see a small chamber with a Save Point: this is where you use Tents (revives everybody, cures all status ailments, heals everyone by 1000 HP and restores everybody's MP by 100). Multiple Tents can be used in succession, but this becomes obsolete once Cottages are available, which are the same as any Inns. As per the name, you can also save your game here. If you look at his spell repertoire, you can see that he has a White Magic spell called Slow; this is good against bosses up until a certain point in the game. Use it while you can. Boss #1 After the boss fight and on your way out, grab the Tent and the Phoenix Down from the chest to the upper-left of the exit. Use another tent and save your game again before you enter the building. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Crystal Temple 1F (1st main room) 1 × Stunner, 1 × Lizard 2 × Stunner 2 × Lizard 2 × Stunner, 1 × Imp 2 × Blood Bat, 1 × Imp 3 × Stunner 3 × Blood Bat 3 × Imp 1F (2nd main room + 4 side rooms) 1 × Red Mousse 2 × Cursed Bronze 2 × Red Mousse 2 × Stunner, 1 × Imp 2 × Blood Bat, 1 × Imp 3 × Stunner 3 × Blood Bat 3 × Imp 2F 1 × Red Mousse 1 × Vassago 2 × Cursed Bronze 2 × Red Mousse 1 × Blood Bat, 1 × Stunner, 1 × Lizard 2 × Cursed Bronze, 1 × Imp 3 × Blood Bat 3 × Imp 3F 1 × Red Mousse 1 × Vassago 1 × Red Mousse, 1 × Vassago 2 × Red Mousse 2 × Vassago 1 × Blood Bat, 1 × Stunner, 1 × Lizard 2 × Cursed Bronze, 1 × Imp 2 × Imp, 1 × Vassago 4F Same as before Stunners have it in their names: they can use Binding Attack that inflicts Paralysis. It can't be cured with items you have now, but it goes away after some time. Lizards use Tail, a weak MT physical attack. Weak to Ice. Cursed Bronzes have a Lightning weakness. Red Mousses are virtually immune to physicals and have a Fire weakness. But since they only 35 HP, Blizzard or Lightning will still kill them dead. Blood Bats have similar mannerisms to the Steel Bats: they use Bloodfeast. Vassagi hit decently hard, use Tail and ST Fire. They, as demons, are weak to Light, something we can't exploit for the longest time. Drop: Potion Things could get messy with Imps around: they, and other similar monsters in this game, use Confuse. They also appear at the back of enemy formations, so best let Aigis or Elgo take care of these with their spells. Lo and behold, 4 treasure rooms! They hold a Phoenix Down, an Antidote, a Bronze Hauberk and a Feathered Cap. 2F has a treasure room in the centre with a Bronze Armor, two side rooms in which the one on the left leads to nowhere while the one on the right leads to a Bronze Helm and lastly another treasure room next to the exit that has a good 600 Gil that you can buy a cottage with. In 3F: a treasure room next to the entrance with a Potion, a Pointy Hat at the upper-left corner and a Tent in a room next to the Pointy Hat chest. 4F has two side rooms: the left one gives a Metal Claw while the one on the right has a Rod. Save and heal up. !! This is a point of no return; you cannot return to Castle Lux, Under Castle Lux and Lux town after this.!! Watchbeast does up to two actions in a row, uses Blaze, weak to Fire and Slow, strong against Ice. The goal of the battle is just to survive, as it starts charging up and uses Soul Despair after 15 to 45 seconds depending on speed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 1: Reckoning............................................. ........(REC1) Being used as disposable labour and worked till one drops in sub-zero conditions, being kicked in the nuts regularly by well-fed, well-dressed Imperial soldiers...that's the Harmonian working culture for ya. So when the Empire's top brass comes knocking with a do-or-die order giving you relief from your winter hellscape in the process, what do you do? Run for freedom? No, you work even harder to please your masters. Like or dislike them, these are your heroes recruited by the Empire for their own ends. (Definition of "hero" in Final Fantasy games: somebody who does impossible things.) You start off with... 1000 Gil, 5 Potions, 3 of Antidotes, Golden Needles and Phoenix Downs, a Tent and 4 Leather Shirts. Buy like 2 more Tents, and maybe 2 more Antidotes. That's it. Maiden's Kisses are unneeded. Gain some levels first at Mount Lux before progressing for real. Free full heals at the airship's Healing Pot. Mount Lux East Base 1 × Hobgoblin, 1 × Basilisk 1 × Hobgoblin, 1 × Cockatrice 2 × Hobgoblin 2 × Basilisk 2 × Cockatrice 2 × Goblin, 1 × Hobgoblin East 1 × Cockatrice, 1 × Floating Eye 2 × Cockatrice 2 × Floating Eye 2 × Bomb West 1 × Bugbear 1 × Cockatrice, 1 × Floating Eye 1 × Killer Mantis, 1 × Antares 2 × Cockatrice 2 × Floating Eye 2 × Bomb West Base 1 × Bugbear 1 × Hobgoblin, 1 × Basilisk 1 × Killer Mantis, 1 × Antares 1 × Desert Hare, 1 × Killer Mantis 2 × Sprinter 2 × Goblin, 1 × Hobgoblin Hobgoblins have a measly 80 HP and use Goblin Punch as their only special. You can steal Leather Shoes, but not for now. Basilisks use Petrifying Gaze that causes Gradual Petrify, one of the status effects you should be least worried about. It does what it says it does, but not for a long time. Cockatrices use Dive and Beak (which causes Gradual Petrify). Drop: Golden Needle Floating Eyes use Gaze (chance for MT Sleep). I don’t know what is up with them Bugbears, maybe they are bears with bugs on them, or maybe they just like to bug you a lot with Claw and Right Arm. They have an astounding 300 HP, a far cry from the 21-HP Goblins. Killer Mantises are the deadliest enemies in this area: their Kama hits twice and equally hard. Antareses are scorpions with both Poison Barb and Death Needle. The former inflicts ST Poison while the latter puts a random character in critical HP. Watch out. Desert Hares attack normally, but may sometimes resort to Carrot to heal themselves or other enemies for over 50 HP. Sprinters either Body Slam or Flee. So the first thing you get to do away from Harmonia is rock-climbing. Seems kinda unexpected, compared to dull rock caves the devs seem to have an infatuation for. Onwards. At the East Base, after scaling the first two rock ladders, there are two more: take the right one first for an Iron Bangle. But we are not done yet: to the left of the left ladder is a Potion. In the next section, there are again two ladders to choose from: take the left one first for an Antidote. Two ladders again. Okay. Take the right one first for a Tent this time. Before ascending the ladder to the summit, descend the ladder to its bottom-left first for an Iron Bow. That's 7.5 ladders to the top! At the Summit, there are no random encounters. Take the Leather Shoes and the Hi-Potion before bidding the summit and the weird save point goodbye. In the next section, at the left down a mini-ladder is a Kenpogi, above the ramp is a ladder to an Ether and to the ramp's right is a chest with a Phoenix Down. You will then notice two short ladders, which can be descended to get a Spear. At the West Base, you will come across a ladder going up and a ladder going down. Take the one going up first for an Iron Shield. As you enter the Overworld, there's absolutely no need to pitch a Tent as 1F of the Crystal Temple has a Healing Pot. Save your game, though. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Crystal Temple 1F 1 × Mud Golem 1 × Lesser Lopros 1 × Hobgoblin, 2 × Basilisk 2 × Antares, 1 × Killer Mantis 3 × Floating Eye 3 × Bomb 3 × Killer Mantis 4 × Hobgoblin 2F 1 × Mud Golem 1 × Lesser Lopros 1 × Basilisk, 1 × Mud Golem 1 × Mud Golem, 1 × Bomb 1 × Mud Golem, 1 × Red Mousse 1 × Lesser Lopros, 1 × Hobgoblin 3 × Bomb 3 × Killer Mantis 3F 1 × Lesser Lopros 1 × Basilisk, 1 × Mud Golem 1 × Vassago, 1 × Mud Golem 1 × Mud Golem, 1 × Bomb 1 × Mud Golem, 1 × Red Mousse 1 × Lesser Lopros, 1 × Hobgoblin 1 × Floating Eye, 1 × Lesser Lopros 2 × Hobgoblin, 1 × Mud Golem 4F Same as before, plus 1× Lesser Lopros, 1 × Mud Golem Bombs apparently start to Self-Destruct when they lose 80 HP and more. Mud Golems are weak to Fire, so maybe Fire is the easy way out. They use Headbutt, which may Confuse. The great Lesser Loproses use Dive much like the Cockatrices and Blight Wing which deals Wind damage to a character. They have Hi-Potions available for stealing, but that’s for later. At 2F, a door on the right leads to an Iron Helm on 1F. Afterwards, in another part of 1F, interact with the lone unlit candle to open up a passageway to an Iron Armor. Lastly, on 2F, a door at the bottom leads to a Phoenix Down and a Tent on 1F. Upon entering 3F, the door immediately above leads to a Main Gauche on 4F, the door at upper-left corner leads to an Ether, while the door at the upper-right corner leads to a Headband. Heal and save up. !!You can’t go back to Mount Lux after this.!! Boss #2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Elgo: "Who are they?" After recruiting 1... Elgo: "They're hurt. Abandoning them here is out of the question." Forget about Steal for now; none of the monsters until the next dungeon are Steal-worthy. I will inform you when better steals are available. However, you will want every character to get to Thief level 3 and Red Mage level 3 as soon as possible; they grant Flee and HP +20% respectively, which are useful right until the endgame. Flee is for random encounters you don’t want to fight; especially when farming specific random encounters. When you get Job Points (JP), you can get: • STR +20% at Warrior level 13 • VIT +20% at Monk level 8 • SPD +10% at Thief level 14 • MND +20% at White Mage level 5 • INT +20% at Black Mage level 5 • MP +20% at Summoner level 5 Before crossing the Lux Checkpoint, go to the Chocobo Forest to the northwest of where Castle Lux and Lux town originally stood and interact with one of the Yellow Chocobos there for the Chocobo summon. Liene Overworld 1 × Bugbear 1 × Grass Tortoise 2 × Bugbear 2 × Grass Tortoise 1 × Mangy Hound, 1 × Antares, 1 × Killer Mantis 2 × Antares, 1 × Killer Mantis 2 × Killer Mantis, 1 × Desert Hare 4 × Goblin Grass Tortoises hit hard with Carapace and also use Tail. Weak to Ice, you know what to do. Mangy Hounds are the weakest enemies since the enemies in the Lux Overworld and Under Castle Lux. May Bite. Drop: Potion Treasures in Liene: 10 Gil, Antidote, Golden Needle, Hi-Potion (accessed by going under arch at the right side of town) Bring a Thief, please. Mount Liene South Base (1) 2 × Flamehound 1 × Cockatrice, 1 × Flamehound, 1 × Lamia 1 × Mud Golem, 3 × Bomb 1 × Lesser Lopros, 3 × Cockatrice 2 × Hobgoblin, 2 × Lamia 3 × Hobgoblin, 1 × Lamia 3 × Basilisk, 1 × Lamia South Base (2) 1 × Mud Golem, 1 × Lamia 2 × Flamehound 1 × Bomb, 1 × Basilisk, 1 × Flamehound 1 × Hobgoblin, 2 × Basilisk 1 × Mud Golem, 3 × Bomb 2 × Hobgoblin, 1 × Flamehound, 1 × Basilisk 3 × Basilisk, 1 × Lamia South 2 × Mud Golem 1 × Cockatrice, 1 × Mud Golem, 1 × Flamehound 1 × Hobgoblin, 2 × Basilisk 1 × Hobgoblin, 1 × Cockatrice, 2 × Flamehound 1 × Mud Golem, 3 × Bomb 1 × Lesser Lopros, 3 × Cockatrice Summit 1 × Lesser Lopros, 1 × Mud Golem 2 × Lamia, 1 × Lesser Lopros 3 × Flamehound 3 × Bomb 1 × Lamia, 1 × Flamehound, 2 × Cockatrice 4 × Hobgoblin North (1) 2 × Mud Golem 2 × Basilisk, 1 × Flamehound 3 × Flamehound 3 × Bomb 3 × Basilisk, 1 × Lamia 4 × Hobgoblin North (2) 2 × Mud Golem 1 × Hobgoblin, 2 × Basilisk 1 × Basilisk, 2 × Lamia 3 × Flamehound 3 × Bomb 3 × Basilisk, 1 × Lamia North (3) 1 × Lesser Lopros 1 × Lesser Lopros, 1 × Mud Golem 2 × Floating Eye, 1 × Cockatrice 3 × Flamehound 1 × Cockatrice, 1 × Floating Eye, 1 × Lesser Lopros, 1 × Lamia 1 × Lamia, 1 × Flamehound, 2 × Cockatrice 1 × Hobgoblin, 1 × Cockatrice, 2 × Flamehound 4 × Sprinter North (4) 2 × Hobgoblin, 1 × Mud Golem 3 × Flamehound 3 × Bomb 1 × Bomb, 2 × Hobgoblin, 1 × Lamia 2 × Hobgoblin, 1 × Mud Golem, 1 × Flamehound 4 × Hobgoblin 4 × Sprinter North Base 2 × Cockatrice, 1 × Lesser Lopros 3 × Lamia Just by looking at the world minimap, the mountain range is humongous, but we've only got to traverse a miniscule portion of it. What are waiting for, then? Lamias cast Confuse, and have one Hi-Potion each available for stealing. These are overpowered stuff you will still be using up until the endgame as they heal for 500 HP instead of 100 HP; and don't expect them to go on sale so soon. Steal as often as you can. They are weak to Fire, but may counter non-physicals with Entice (ST Confuse). On the other hand, they may counter physicals with Constrict. They are susceptible to Toad. The Lesser Loproses also have Hi-Potions for stealing. The Flamehounds here use Flame (ST), and have got a weakness to Ice and absorb Fire. Now that you get an introduction to Fusion Abilities (F-Abilities) … The only F-abilities accessible to you at the moment are (but I did not include some Command abilities such as Battle Arts, Martial Arts and level 1 spellcasting; those are learnt at job level 1 for all the jobs you have now and you need a Command ability in a free ability slot to be able to execute a regular ability if you are not currently in that particular job): 1. Thunder Slash (Strike from initial Warrior + Thunder from initial Black Mage/Red Mage) 2. Nab Gil (Bash from Warrior level 3 + Pickpocket from Thief level 1) 3. Gale Crescent (Kick from initial Monk + Sylph from initial Summoner) 4. Magic Bomb (Cure from initial White Mage/Red Mage + Fire from initial Black Mage/Red Mage) 5. Magic Missile (you have already learnt this, but it’s Poison + Poisona) The South Base has a Potion to the upper-right of the entrance. In the first cavern, there is an Oak Staff to the right of where you entered, and there will be double exits. Lemme tell you real quick that the exit on the left leads to an Ether and the one on the right is the way forward. Before taking the exit, make sure the chest to the bottom-left has been emptied (a Tent). In the 3rd cavern (with 3 ladders), take the right ladder first for an Antidote before the left one for a Golden Needle and the way out. In the next section, to your bottom is a Metal Rod and to your left is the path onward, while next to the exit is a Hi-Potion. The cavern you enter has a Headband up a ladder. The North Base has a Kenpogi at the upper-left corner. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Heal up before you enter. Castle Liene 3 × Soldier Soldiers have Slice n' Dice and that's it for the lowest-ranking units of the Empire. Very typical cannon fodder. Keep your Thief. Throne Room 2 × Gargoyle 3 × Wild Rat 3 × Gargoyle 3 × Yellow Jelly 4 × Wild Rat 4 × Mangy Hound 4 × Yellow Jelly 5 × Mangy Hound Exterior Same as before Interior 1 × Gargoyle, 1 × Statue 2 × Gargoyle 3 × Wild Rat 3 × Gargoyle 2 × Wild Rat, 2 × Mangy Hound 2 × Yellow Jelly, 2 × Wild Rat 4 × Wild Rat 4 × Yellow Jelly Room before Save Point (the place to farm a Giant's Armlet if you want one) 1 × Gargoyle, 1 × Statue 2 × Gargoyle 2 × Statue 1 × Statue, 1 × Yellow Jelly, 1 × Gargoyle 2 × Yellow Jelly, 1 × Gargoyle 3 × Gargoyle 2 × Wild Rat, 2 × Mangy Hound 2 × Yellow Jelly, 2 × Wild Rat The Mangy Hounds here are not strong even in numbers: a single -ra spell from Elgo toasts all 4 or 5 of them dead. Something about Wild Rats, which use Bite, makes them weak to Fire, so Fire away generously. Drop: Antidote Yellow Jellies have unbelievable PhyDef, but are weak to Lightning (and affected by all magic damage). They are also susceptible to Toad, which makes them a little more vulnerable to physical damage. At this point, a single Thunder spell suffices to take them out. Gargoyles have Claw and counter physicals with Wing. What is notable about them is their Steal, which remains a staple throughout the game. Have the Thief in your party steal from every Gargoyle you see. Steal: Hi-Potion, Drop: Potion Statues have a good lot of HP (370) and use Petrifying Gaze and Whack, which inflicts Confuse. Have Elgo use Thundara on them as they're weak to Lightining. They also have Hi-Potions available for stealing. They may drop, besides Golden Needles, Giant's Armlets, a desirable piece of equipment at this point of the game. The room at the upper-right corner of the entrance lobby has a Bard's Tunic, a Tent, a Healing Pot and a soldier selling some wares, so go there first. The other two doors here are locked, so we are going upstairs into the throne room. Here, there is a precious Elixir in a pot, something I'd only use during the very toughest fights. (When it becomes available for sale, its price is 50000 Gil.) Once outside, climb the stairs and enter the door you see; it leads to Baghknakhs. Descend into the castle again. The enemy formations when you encounter a slow-walking soldier are: 2 × Phalanx 1 × Phalanx, 1 × Soldier, 1 × Sergeant 3 × Soldier 2 × Mangy Hound, 2 × Soldier 3 × Soldier, 1 × Sergeant 4 × Soldier And a fast one which continually chases you: 3 × Soldier 2 × Mangy Hound, 2 × Soldier 3 × Mangy Hound, 1 × Sergeant 3 × Soldier, 1 × Sergeant 4 × Soldier 5 × Mangy Hound Sergeants have only Slice n' Dice. Drop: Hi-Potion Phalanxes are slightly troublesome for the damage they can do, but a Baghknakhs-using Monk can deal with them. They come with the abilities Takedown (heavy damage) and also Roundhouse that Stuns. The two treasure chests on the right are blocked off by some pots! What a surprise to find immovable pots. The next room has a Phoenix Down in one of the two pots. The next room yet has 4 roaming soldiers, a Main Gauche at the upper-left corner, a staircase at the bottom-right corner that leads to a Longsword, an Iron Helm & Iron Armor and lastly the exit, a door at the opposite side of the Main Gauche chest. There are two roaming soldiers with the following possible enemy formations, one guarding the two chests and another at the exit: 2 × Phalanx 1 × Phalanx, 1 × Soldier, 1 × Sergeant 3 × Phalanx 2 × Phalanx, 2 × Mangy Hound 3 × Soldier, 1 × Sergeant 4 × Soldier Save and heal up. Boss time. Boss #3 Afterwards, talk to the gnome (important!). An Ether is in the cell of the human prisoner. If you answer "No" to the 1st question... "W-what!? Aren't you supposed to save people in delicate situations like mine?" If you answer "Yes" to the 2nd question... "W-what? N-no, tails are just knick knacks!" If you answer "No" to the 2nd question... "Hmm? Oh right, right. Tails are just completely worthless! Worthless. No value whatsoever. None indeed." What’s important here is to free both. In the room you eventually find yourself in… * The pot is too dark to see into. Stick your head inside?* If “Yes”… "Pee-yew! That stinks!” * There are some nuts in the pot. Have a taste? If “Yes”… *Yuck! -Leading character- becomes poisoned.* OR *Yum! -Leading character- is cured of all status ailments.* * There is water inside the pot. Scoop up some water? If “Yes”… *- Leading character- scoops up some water.* *- Leading character- puts the water back in the pot.* (You cannot scoop up water/put water back two times in a row, nor can water be brought out of the room and then back in.) * When interacting with something other than the plant... *Drat! You spilled the water.* * The floor is riddled with scrape marks as if something heavy has been dragged over it. Push the bookcase? If “Yes”… *The bookcase won't budge.* * The clock seems to have stopped. Wind the clock? If “Yes”… *The clock breaks.* Now, for the bed... You might want to do this with all 5 characters in the lead, but only Aigis, Dusk and Elgo can get the hidden item. So save your game outside and reload for all 5 scenes. * The sheets are perfectly laid out. Flip the sheets over? If “Yes”… *There appears to be nothing here.* When interacting once more... * There's something strange beneath the bed. Search under the bed? If “Yes”… *There's a dirty magazine hidden under the bed!* If Sol is the leading character… Sol: "Oooh!" Sarah: "What kind of book is that?" Sol: "It's, um.. it's...a thriller? Haha, ha... Sarah: "Uh-huh. Well, whatever it is, we should put it back." *Sol reluctantly places the book back under the bed.* If Sarah is the leading character… Sarah: "Oh? What's this? Oh my. Oh dear. ... Well, I never...!" *Sarah, ever pure of heart, places the magazine back under the bed.* If Aigis is the leading character… Aigis: "(gulp) This is..." Sarah: "Oh? Did you find something?" Aigis: "Really, it's nothing. Right. Nothing." Sarah: "If that's so, why don't we put it back under the bed instead of hiding it in our coat pocket, hmm?" Aigis: "No, it's fine. Right. Fine. Sarah: "Oh. Sure you don't want to put it back? If "No"... Sarah: "I'll just put this back then." Aigis: "S-sure." *Sarah places the dirty magazine back under the bed.* If "Yes" once... Sarah: "Really, really sure?" If "Yes" twice... Sarah: "Last chance!" If "Yes" thrice... *Aigis endures the browbeating. You receive the Dirty Magazine!* If Dusk is the leading character… Dusk: "Well, looks like someone's been misbehaving." Sarah: "What's wrong?" Dusk: "Never fear. Just leave it to me." Sarah: "Huh?" *Dusk manages to fool Sarah. You receive the Dirty Magazine!* If Elgo is the leading character… *Elgo smiles at the bed and deftly hides the dirty magazine beneath his cloak. Elgo's heart is full of gratitude. You receive the dirty magazine!* After obtaining the Dirty Magazine, you get to flip sheets again. * There are some flowers here, but the pot is bereft of water. If you have water... * Water the flowers? If "Yes"... *The flowers look happy. You hear a noise somewhere.* After the puzzle room, unlock the useless shortcut. A Black Chocobo is in the Chocobo Forest northwest of the airship, which allows you to travel to all the way to the Lux Checkpoint. !!This is a major point of no return; do not board the Imperial Airship if you still have unfinished stuff of any sort in the previous areas.!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Imperial Airship 1 × Swordsman, 2 × Battlemage B1F 1 × Swordsman, 2 × Battlemage 1 × Cavalier, 2 × Battlemage 2 × Cavalier, 1 × Swordsman 2 × Swordsman, 2 × Sergeant Major 3 × Sergeant, 1 × Sergeant Major 4 × Sergeant 4 × Sergeant Major Engine Room Same as before Aftside Passage Same as before Sergeants, Sergeant Majors, Swordsmen, Cavaliers and Battlemages are susceptible to Toad and Mini. If you like having complete dominion over your enemies, feel free to inflict these. Sergeant Majors have a slightly more powerful Slice n' Dice than Sergeants along with Flee (demonstrating leadership by example). Swordsmen have the most unimpressively powerful Slice n' Dice and Pommel (inflicts Paralyze). Cavaliers have quite the hard-hitting physicals, and Takedown. Battlemages use Poison, Toad and ST/MT Fire. They are of course not immune to Silence and a host of other status effects. Sol: "They'll find us if we go back!" Enter the room first, to find a Save Point and a Travelling Moogle Emporium. You can climb the ladder to the Aftside Passage which is ultimately a dead end (but there are some treasures here; refer to the end of this passage), or head out and descend the ladder from the Passage to B1F. Two rooms to the left and right, which have an Iron Shield and a Crossbow (plus a mandatory fight with Back Attack) respectively. In the next room, a wandering NPC soldier will inevitably notice you and yell "Intruders!", which just means some more soldiers to fight from the roaming NPC soldier formation 1. Roaming NPC soldier formation 1: 1 × Swordsman, 2 × Battlemage 3 × Swordsman 3 × Battlemage 3 × Sergeant, 1 × Sergeant Major 4 × Sergeant So there are four different rooms to enter at the upper-left, upper-right, bottom-left and bottom-right corners respectively. Let's take a look at each room: Upper-left: 2 wandering NPC soldiers Upper-right: 2 wandering NPC soldiers, chest with Iron Armlet Bottom-right: Chest with Hi-Potion Bottom-left: Lever and ladder to Engine Room Roaming NPC soldier formation 2: 3 × Swordsman 2 × Swordsman, 2 × Sergeant Major 3 × Sergeant, 1 × Sergeant Major 4 × Sergeant 4 × Sergeant Major Roaming NPC soldier formation 3: 1 × Swordsman, 2 × Battlemage 1 × Cavalier, 2 × Battlemage 2 × Cavalier, 1 × Swordsman 3 × Cavalier 3 × Battlemage So now we have infiltrated the Engine Room. Where exactly do we go? If you take the right door, you enter a room with 3 wandering soldiers and two chests, with a Hi-Potion and a Chain Whip. If you take the left door, you get 3 wandering soldiers again and 2 treasure chests with a Phoenix Down and a Star Pendant. Regardless, at the upper ends of both rooms are doors to a long hallway, complete with another yelling soldier (formation 1) and a room with a Save Point. At the bottom of this long hallway is a chest with a Wizard's Hat, and at the top is the Storage, in which you fight 2 × Cavalier, 1 × Swordsman, 1 × Battlemage and acquire the key to the previously-mentioned dead-end in the Aftside Passage. In the Aftside Passage is a yelling NPC soldier (formation 1 again), to his left is a room with an Iron Bangle, to his right, a room with two levers (left lever: enemy, right lever: opens a secret door to a room with an Ether and a Battleaxe), and at the other end of the Aftside Passage is the exit to the Aftside Deck (a dead end until you have beaten the enemies in the Storage). !!You can’t return to this dungeon after this.!! Another fight to beat. 3 × Battlemage 3 × Cavalier Boss #4 1 × Cavalier, 2 × Battlemage ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 2: The Generals Approach World of Light: A Dragons’ Love...........................................(DRA2) Now that you get actual JP… I shan't be too into F-abilities too much in this walkthrough. But still, this is me talking about how I went about building my team for the endgame for you to take hints. I won't directly mention the names of jobs or the names of F-abilities themselves because that would be throwing spoilers in your face. Sol: * Uses a very powerful F-ability that blasts an enemy with all the light in the world and deals sky-high ST damage, learns with a level 20 Monk and the Holy spell when you do get it. * Put 3 points in a job obtained soon plus Monk level 13 in Monk for an F-ability that allows one to heal all party members for an amount of HP equal to that of Sol. * Level 20 for Thief for Treasure Hunter. (Mainly for farming tails for endgame weapons. This farming can start this chapter (harder), or the next chapter (easier) or at the endgame.) * Level 20 on a job obtained mid/late game. * Level 13 at least on Warrior for STR +20%. Sarah: * I did not really know what to do with this one, so I levelled her to level 20 on a job obtained soon. Otherwise, make her a Red Mage for Doublecast or a Black Mage for Magic Font (boosts the strength of all spells and magical F-abilities by 50%). * In the meantime, I had her become a level 20 Thief for the same reasons as Sol. * I also levelled her to level 20 on a job obtained at the endgame. * If you have JP to spare, maybe level 20 on a job obtained mid/late-game. Aigis: * He was firstly a Warrior up to level 15 for an F-ability that applies cross-party Protect, Shell (reduces magic damage) and Attack Up. * His other jobs and F-abilities come later, around mid-game and late-game. Level 20 on both those jobs. * If he has JP to spare, then maybe level 20 in Monk + Holy for the same ability as Sol. But then, any Warrior of Light can learn that ability. Dusk: * First and foremost a Red Mage for Doublecast at level 20. (Do this early since Red Mages are the only mages unable to cast high-end spells.) * Then, level 20 Black Mage for Magic Font. * Level 5 in White Mage for MND +20% * Lastly, level 20 in that endgame job. * If you've got JP to spare, level 20 in a mid-game job and level 17 in a late-game job for an MT F-ability that deals damage. (I'm unsure if it's really worth it.) And for the Warriors of Darkness: Nacht: * He uses an F-ability where he hits an enemy for 6 times total. Definitely boss-slaying material. Level 17 Monk first, then level 20 on a mid/late-game job. * In the meantime, you can make him something else like level 20 in Thief OR level 20 in the job acquired soon for an ability that lets you hit enemies a 4 times at random. Probably the best regular ability. Probably the latter, because Diana can do the former. * Level 20 in a late-game job that maximizes damage for the first F-ability I mentioned. Diana: * Level 20 Thief first, maybe? For easier tail farming which starts this chapter (harder) or the next chapter (easier) or at the endgame. * If not, level 20 White Mage for an ability that halves MP cost all the time. * Level 20 in Summoner + Flare when you do get it for an endgame F-ability that deals damage for days and nights. Worth it. * Also Summoner level 18 + level 5 in a late-game job for an F-ability that decreases the Def and MagDef of enemies. * If she's got JP to spare, maybe level 20 in a mid-game job + an endgame spell when you do get it for an MT Dark spell that pretty much levels battlefields. Alba: * Level 20 Red Mage first and foremost for Doublecast before Red Mages go out of fashion. * Then Black Mage level 20 for Magic Font. * Level 18 in an endgame job + a summon obtained at the endgame for the F-ability that deals damage for days and nights. * Level 20 in that endgame job for the most powerful offensive Black Magic. * If she’s got JP to spare, then just like Diana: level 20 in a mid-game job + Flare when you get it. Glaive: * Do what you like, really. * I made him level 20 in the job coming soon for that ability where you hit enemies 4 times at random. You get 2 very good regular abilities along the way: Alchemy that lets you use 2 items in battle at once and an ability that lets you attack whenever another party member attacks. * If not, Monk level 18 + level 20 in that mid/late game job it is for that ability I mentioned earlier with Nacht. Braska Overworld 2 × Rabid Nutkin, 1 × Ostrich, 1 × Triffid 2 × Ostrich, 2 × Triffid 2 × Ostrich, 2 × Big Eye 2 × Rabid Nutkin, 2 × Big Eye 4 × Triffid 4 × Ostrich 4 × Rabid Nutkin 5 × Rabid Nutkin Big Eyes use Gaze to put a random character to Sleep. Ostriches are some of the world's fastest birds, which in this game means they usually Flee from you faster than you can kill them. Otherwise, they use Roundhouse (Phy damage + Stun) just because they can. Rabid Nutkins are squirrels with literal nuts in their mouths and a liking for Incisors ignores PhyDef) and Smash to Bits (1/4 current health). Triffids are literal pieces of wood that like to harass young people with Berserk, which carves their place in history as the fastest wood turned into dust. Treasures in Braska: Hi-Potion, Phoenix Down, Potion, 50 Gil Being some Headbands, Crossbows and Spears for a slight advantage in where you’re headed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cave to Deist B1F 2 × Tunneler 2 × Cave Turtle 2 × Cait Sith 1 × Cave Turtle, 2 × Pineapple 2 × Red Cap, 1 × Pineapple 2 × Red Cap, 1 × Cave Turtle 3 × Cait Sith 3 × Pineapple 3 × Red Cap, 1 × Cait Sith 4 × Pineapple 1 × Chimera (empty side room) B2F 2 × Tunneler 1 × Tunneler, 1 × Cait Sith, 1 × Pineapple 1 × Cave Turtle, 2 × Cait Sith 1 × Cave Turtle, 2 × Pineapple 2 × Cait Sith, 1 × Pineapple 3 × Cait Sith 3 × Red Cap, 1 × Cait Sith 1 × Tunneler, 3 × Rabid Nutkin 3 × Rabid Nutkin, 1 × Cave Turtle 4 × Pineapple B3F 1 × Cave Turtle, 1 × Tunneler 1 × Cave Turtle, 1 × Cait Sith, 1 × Pineapple 1 × Tunneler, 1 × Cait Sith, 1 × Pineapple 1 × Pineapple, 2 × Rabid Nutkin 1 × Cave Turtle, 2 × Cait Sith 2 × Cait Sith, 1 × Pineapple 3 × Rabid Nutkin, 1 × Cave Turtle 4 × Pineapple 3 × Red Cap, 2 × Rabid Nutkin First step inside, doesn’t this cave have BLUE written all over it except in words? I mean, take a look at the walls, the water, the checkpoints. They are all blue. (Those water puddles should be colourless, but hey.) For cosmetic purposes, I recommend Sarah as your overworld character; her swishing voluminous azure hair has blends into the backdrop. Based on the weapons that you find in chests here, it can be deduced that the devs want your party to be inclined towards monks and the like. Tunnelers have relatively high HP, strong physicals and may counter with Earthquake so watch out. Red Caps use Goblin Punch to prove themselves worthy of battle, and worthy of being slain. Cait Siths instead of wreaking havoc with Blaster like in other games stick to Confuse only, which is why Headbands can make a difference here. Cave Turtles are turtles unlike normal ones: instead of retreating at the sight of strangers they charge bravely into battle with Carapace in the hope of becoming the next turtle slain at the hands of some heroes. Weak to Ice. Pineapples merely attack physically until they reach 51% HP or less (they have 210 HP) after which they have a chance to counter attacks with Self -Destruct that deals the exact same amount of damage to a random character as the total damage dealt to them thus far. Pretty much all attacks/spells/abilities that do not disable them or kill them in this phase can pull the trigger, including "good" ones except Cure and ones that miss. However, from the playtesting so far I have seen that Steal/Pickpocket/Mug/Nab Gil does not pull this trigger. Weak to Wind so... Chimerae have 1500 HP, ST Roar, Claw, Tail, Fang and Aqua Breath (an F-ability that can be learnt later). But for now, taking these out are a hassle. Drop: Small Fang, Red Tail So let’s go through this cave. The treasure chest at the entrance has a Hi-Potion. This cavern also has another treasure, a Silver-spun Robe, at its centre, round a stone pillar. In the next cavern, upon coming across a fork, take the right first for a Bandana. At B3F, heal and save up before continuing spelunking and encountering a ladder, at which take the bottom path first for a Healing Staff before climbing it. Before exiting B3F, loot the chest at the bottom-right for a Tent. In the next cavern, there is again a treasure at the bottom-right, a Steel Shield this time. At B1F, after the first ladder take the right path first for 1000 Gil. Next, descend the second ladder for a pair of Poison Knuckles. Pick up the Ether on the way to the exit, heal and save up. 1 × Drake Drake uses Fire Breath and Flees after bothering you for a good while. Steal: Hi-Potion ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Now, you’re in the Deist overworld, where you’ll fight packs of werewolves and eagles that bear no semblance to what they’re commonly depicted as except in name. Deist Overworld 3 × Werewolf 2 × Red Cap, 1 × Werewolf, 1 × Deist Eagle 2 × Deist Eagle, 2 × Werewolf 4 × Red Cap 4 × Deist Eagle 4 × Stray Fang 5 × Red Cap 5 × Stray Fang Deist Eagles look like something else; no wonder only birds of the same feather
flock together. All they can do to hurt you by more than their normal attacks is Claw. Drop: Golden Needle Stray Fangs have Fang as a special, Roar that makes a single party member lose 1 turn, and the last one remaining may Flee, which may slightly infuriate you. Drop: Potion Werewolves have Claw and Fang (ignores PhyDef). Red Caps have Goblin Punch as a special. Drop: Potion Might have the sprites for these monsters have been designed by a failed graphical designer? Or did he/she plan to design abominations and these were the best he/she could come up with? Either way, he/she failed at this particular instance. Now, I know you have been bored for the last half hour, and couldn’t care less. So, head into Deist. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Treasures in Deist: Potion, Antidote, Spear (from weapon stand in Ricard's house), Golden Needle, Abel's Spear (from Ebba when you say "Yes"), Drowsy Ring, Hi-Potion (accessed by passing through the cavern but not entering it), Silver Bangle (accessed by passing under arch at bottom-right corner), 300 Gil (accessed by passing under arch at bottom of town) Deist is a nice town, provided you have find navigating its veritable maze and manage to avoid rushing into an unexpected death by entering the cavern accessed by pushing the button on the wall. Note that the inn charges 200 Gil per night; so just do that which is sensible and stock up on relatively inexpensive Tents and use them outside town, along with at least 10 Gold Needles, 10 Antidotes and 10 Eye Drops. After you’ve paid your respects, bought the items on sale (almost everything is new!) and done what needs to be done, head outside. We’re going to school, boys and girls; bring your weapons. (Don’t laugh.) Boss #5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dragon Valley 1st section 1 × Werewolf, 2 × Red Cap, 1 × Deist Eagle 2 × Deist Eagle, 2 × Werewolf 4 × Red Cap 4 × Deist Eagle 4 × Stray Fang 5 × Red Cap 5 × Stray Fang 2nd section 2 × Ogre 1 × Sidewinder, 2 × Stinger 2 × Sidewinder, 1 × Ogre 3 × Stinger 3 × Sidewinder 3 × Elemental 1 × Zuu 3rd section Same as before 4th section 1 × Ogre, 2 × Stinger 1 × Ogre, 2 × Elemental 1 × Red Cap, 2 × Stinger 1 × Red Cap, 2 × Elemental 2 × Red Cap, 1 × Ogre 2 × Ogre, 1 × Sidewinder 1 × Elemental, 1 × Stinger, 1 × Zuu 5th section Same as before 6th section Same as before 7th section Same as before Stingers just use Poison Barb. Should be a low-level threat. Ogres use Takedown and Body Slam to take down those they don't like. Steal: Hi-Potion Sidewinders are boring; eliminate them and cure poison if they poison a party member with their physical. Might counter with Constrict. Zuus have 850 HP but are all wind and not much else, as their only special is Blight Wing. Steal: Hi-Potion Firstly, for the item just to the right of the entrance and the only item in this section, an Antidote. At the next section, take a Phoenix Down from the chest to the right of the entrance, and a scripted encounter takes place. 1 × Drake (2nd section) Afterwards, head over to the upper-right corner for an Ether. The 3rd section has a Hi-Potion at its lower-left corner and a Bronze Armlet at the lower-right corner. In the next section, go under the arch first for a Slasher, then back at the entrance, going the other way now. To the right of the exit is a Chainmail. In the next section yet, grab an Echo Grass from a chest to the bottom-left of the entrance, heal and save up. In the section past the scripted encounter, there is 500 Gil to the right of the entrance, and when arriving at a fork, take the upper path first for a Dry Ether. If you decide to return to Braska for a short visit… "Th' Empire mighta tried ta destroy all th' dragons, but everythin' be all right now!" "Looks like ya whippersnappers manages to save th' dragons from th' Empire." ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dragon Roost Overworld 1 × Zuu 2 × Sidewinder, 1 × Zuu 3 × Werewolf 3 × Sidewinder 3 × Stinger 1 × Werewolf, 3 × Stinger 2 × Werewolf, 2 × Sidewinder 2 × Werewolf, 2 × Deist Eagle 4 × Werewolf The Dragon Roost itself has a Potion in a barrel, an Antidote in a pot and a Halberd in a weapon stand. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cave of Fulmination B1F 1 × Ogre, 1 × Thunder Harpy 2 × Flamehound 2 × Ogre 2 × Mindflayer 2 × Thunder Harpy 3 × Dynamine B2F 2 × Flamehound 2 × Mindflayer 2 × Thunder Harpy 3 × Dynamine 2 × Dynamine, 2 × Evil Bat 4 × Evil Bat B3F 2 × Flamehound, 1 × Mindflayer 3 × Mindflayer 2 × Dynamine, 2 × Evil Bat 3 × Dynamine, 1 × Thunder Harpy 4 × Dynamine 4 × Evil Bat B4F 1 × Ogre, 2 × Mindflayer 2 × Flamehound, 1 × Mindflayer 2 × Flamehound, 2 × Ogre 3 × Dynamine, 1 × Thunder Harpy 3 × Evil Bat, 1 × Mindflayer 5 × Evil Bat B5F 1 × Ogre, 2 × Mindflayer 2 × Flamehound, 1 × Ogre 2 × Flamehound, 1 × Mindflayer 3 × Dynamine, 1 × Thunder Harpy 3 × Evil Bat, 1 × Mindflayer 5 × Evil Bat The Flamehounds here, creatures that spring from the bosom of Ramuh's undying anger, use Bolt to channel their hatred for surface-dwelling creatures into an ST attack instead of Flame, and Bite. Resist Lightning instead of Fire despite the name. Mindflayers are some troublemaking mooks that use Mind Blast to inflict Paralyze AND Sap, and also make use of ST and MT Fira, Blizzara and Thundara. Evil Bats are weak to Fire and Wind and use Bloodfeast. Drop: Potion Thunder Harpies are no slouch when it comes to damage, making use of Thunder Breath and Dive. Normal attacks may inflict Paralyze. Weak to Wind, resist Lightning. Steal: Hi-Potion Dynamines are some depressed rocks living in a cave that use Body Slam and ST Thunder. Absorb Lightning. We do what we do best here; we ransack the place of its treasures: A Phoenix Down in B1F, a Magician’s Hat next to the entrance in B2F, a Thunder Rod in B3F, an Ether next to the exit in the 2nd part of B2F, a Remedy next to the entrance to the 2nd part of B3F and also a valuable X-Potion across the bridge, a Man-Eater at the bottom-left corner of B5F and lastly, Cat Claws on B4F, accessed by exiting B5F at the upper-right corner. Boss #6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Highwind Tower 1 F 2 × Wyvern 1 × Wyvern, 2 × Evil Bat 1 × Wyvern, 2 × Lesser Demon 1 × Wyvern, 2 × Lilith 2 × Balrog, 1 × Wyvern 3 × Balrog 3 × Lesser Demon 3 × Lilith 1 × Lesser Demon, 1 × Balrog, 2 × Evil Bat 2 × Balrog, 1 × Lesser Demon, 1 × Lilith 2 × Evil Bat, 2 × Lesser Demon 2 × Evil Bat, 2 × Balrog 2 × Lesser Demon, 2 × Lilith 2 × Lilith, 2 × Evil Bat 4 × Lesser Demon 4 × Balrog 1 × Bone Dragon 1 × Bone Dragon, 1 × Lesser Demon, 1 × Balrog 1 × Bone Dragon, 2 × Evil Bat 2 × Bone Dragon 2F Same as before Outside Highwind Tower 1 Same as before 3F Same as before 4F Same as before Outside Highwind Tower 2 Same as before 5F Same as before 6F Same as before Outside Highwind Tower 3 Same as before 7F Same as before 8F Same as before Lesser Demons apparently like to cast Sleep and Silence. Weak to Light. Drop: Potion The static poses struck by what we call Liliths serve to remind that seduction in the form of Entice serve to make one fall in love with 2D sprites. Wyverns have Wing and Fire Breath. Steal: Hi-Potion Balrogs are just immune to physical damage and manage to put on a jovial look while casting Fira and Confuse. Obvious lever is obvious. Pry the treasure chest open for its Silver Hauberk, and take the very obvious hidden passageway for the 2nd lever. 2F has a Hi-Potion. In the 2nd room in 3F, take the right path first for a Golden Needle. Again, in 4F, there is a Golden Needle in one of the two treasure rooms, and a Greatsword in the other. Outside, a Magician’s Robe is for the taking. 5F has a Mage’s Staff and a room with a Save Point under the exit. The next room (still 5F) stores an Echo Grass at the bottom-left corner, while 6F has a Hi-Potion and an Ether placed kindly along the way. A Trident is located in a chest at the right side of 7F, while 8F has a Great Bow for your greedy hands. Save and heal up, and take the Tent for yourself. At the Top Floor, before interacting, take the Elixir from the only chest here. Boss #7 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 2: The Generals Approach World of Darkness: Second Sight...........................................(SEC2) Look at the state of this world where the sun never rises. It’s making all creatures hairy-jumpy, and the next enemies are just a foreshadow. !!You can't return to the Crystal Temple again after you set sail.!! For Fusion Abilities where Warriors of Darkness are concerned, look at the part at the start of Chapter 2. But do bear in mind that Flee from Thief level 3 and HP +20% from Red Mage are compulsory free regular abilities, while White Mages can learn MND +20% at job level 5 and Black Mages can learn INT +20% at job level 5. In the Sunken Ship, there are no items above deck but there is a literal treasure trove under deck. You get an Antidote, 1500 Gil, a Potion, a Phoenix Down and an Ether. 2 × Bloodsucker Bloodsuckers do not suck blood any longer. They kill everything they can. They attack up to thrice in a row, or use Sticky Goo, or use Constrict as a counter to non-physicals. Verde Overworld 1 × Bugbear, 1 × Crazy Horse 2 × Wild Rat 2 × Bugbear 2 × Flamehound 2 × Legeater, 1 × Bugbear 2 × Wild Rat, 1 × Flamehound 3 × Legeater 4 × Legeater Crazy Horses attack with Roundhouse (ST Stun) and Rage. These parts sure do have many of these crazy animals. Legeaters just use Venom Attack that inflicts Venom. Weak to Fire too. Mount Verde South Base 1 × Megalodoth 2 × Tokudaia 2 × Gargoyle 2 × Megalodoth 2 × Tokudaia, 1 × Gargoyle 2 × Tokudaia, 1 × Megalodoth 2 × Gargoyle, 1 × Tokudaia 3 × Wild Rat 2 × Legeater, 2 × Wild Rat 2 × Wild Rat, 2 × Yellow Jelly 2 × Legeater, 2 × Yellow Jelly South Same as before Summit Same as before North Same as before North Base Same as before So the Warriors of Darkness have got a boring dungeon to traverse (or a mountain to scale) before being able to set the world right. Right. Get some Antidotes at the ready, or not. Thiefs can steal Hi-Potions from Gargoyles. Megalodoths attack and use Fang, something that ignores PhyDef. (Try explaining this and get 100 imaginary internet points.) Tokudaias have a profound philosophy when it comes to combat: they simply attack politely until hit by physical attacks, which they may deliver their vengeance with Needles. Little use learning from them, though. After climbing the first ladder, you see two more ladders to climb: climb the one on the left first to get to a chest with a Tent. After that, cross the wooden bridge for a Bard’s Tunic. Then, climb the two ladders to reach the next section. See the chest? It has Eye Drops in it. When reaching a bridge and a ladder, climb the ladder first for a Longsword at the Summit. Back at the bridge and ladder, cross the bridge and take the right path for an Ether. At the summit, save and heal up. In the next section, after descending the ladder, cross the bridge at the bottom first and follow the path that takes you to an Oak Staff. Also pick up the Star Pendant in a chest along the way. At the North Base, pick up the three treasures, a Battleaxe, 500 Gil and Eye Drops, on your way out. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Yggdrasil Overworld 1 × Megalodoth 2 × Megalodoth 2 × Cait Sith 1 × Megalodoth, 2 × Cait Sith 2 × Ostrich, 2 × Big Eye 2 × Cait Sith, 2 × Big Eye 4 × Ostrich 4 × Stray Fang Treasures in Verde: Ether, Eye Drops, Hi-Potion, Golden Needle, 150 Gil (accessed by passing under arch of house at upper-left corner) The Forest Hut to the east of Verde has a Maiden’s Kiss in a barrel and you-know-what on the bookshelf in the hut itself. Only Alba and Glaive can get it, it seems, so for optimal viewing… save them for last. But the guest character has the best scene, so… wait for later. And I only have the transcripts, not the acting, so for the premium experience, you know what to do. If Nacht is the leading character… Nacht: (blink, blink) Alba: “What’ve ya got there?” Nacht: (blink, blink) Alba: “Wow! It’s a…a… Lemme see that! Um, wow. Phew! Would you get a load of her! What? You wanna take a look, too?” Nacht: “Not particularly.” Alba: “I knew you were a party pooper!” Nacht: “Time to go.” Alba: “H-hey! Give that back!” *Nacht returns the dirty magazine to the bookshelf.* If Diana is the leading character... Diana: "Sweet mercy!" Glaive: "Something bothering you?" Diana: "Nono, everything's fine!" Alba: "Just what is it you're trying to hide from us, sweetie?" Diana: "I mean it! Everything's fine!" Alba: "Let's just take a quick peek!" Diana: "Gah!" Alba: "Well, this certainly is something else!" Diana: "It's not what you think it is!" Glaive: "Diana..." Diana: "I mean it, Glaive! I had no idea!" Nacht: "..." Diana: "Why do you all think I would read such filth!?" *Diana hurls the dirty magazine against the wall.* If Alba is the leading character... Alba: "Oh? What do we have here? Oh my, those certainly are quite...voluptuous!" Glaive: "What's that you have there? Ack!" Alba: "Oooh hoo hoo! Looks like someone wants to have a little peek!" Glaive: "N-no! I just--" Alba: "Come get it, big boy!" Glaive: "Stop chasing me! Ahhh!" Alba: "Bwahaha! Just come clean, my strapping young friend. Boys will be boys, and what have you!" Glaive: "I said stop it! Go away!" Alba: "I see how it is. Need to keep up appearances in front of little Diana and all." *Alba receives the dirty magazine!* If Glaive is the leading character... Glaive: "...What's this!? O-oh my!" Diana: "Glaive?" Glaive: "I, uh... Diana! It's nothing, honest! Truly!" Diana: "Huh?" Glaive receives the dirty magazine! Glaive: (Now to find some discreet place to rid myself of this thing.) If ??? is the leading character... ???: "Let's see... Luxians Gone Wild... Nah, too dry. How about...?" Diana: "What're you looking at?" ???: "Hohoho, let's just say it's the reason I've lived so long." Diana: "Lemme get a look at that!" ???: "Too bad, little lady. Only men can unlock the secrets within." Diana: "Wh-what?" *??? acquires the dirty magazine!* ???: "Let's head out, kids!" Mazewood First Part 2 × Treant 2 × Mantrap 1 × Red Cap, 2 × Mantrap 2 × Vampire Thorn, 1 × Treant 2 × Hobgoblin, 1 × Red Cap 4 × Hobgoblin Second Part 2 × Red Cap 2 × Treant 2 × Mantrap 1 × Hobgoblin, 2 × Red Cap 2 × Vampire Thorn, 2 × Zombie 2 × Mantrap, 2 × Treant 4 × Vampire Thorn 4 × Zombie 4 × Zombie, 1 × Happy Bunny 1 × Torosaurus (empty side clearing) Vampire Thorns, Treants, Mantraps and Zombies are all weak to Fire so you can exploit it to make them dead before they know it. You can steal Leather Shoes from Hobgoblins. Vampire Thorns can put you down with Venom Attack and are keen on using Drain. Treants are creatures that use Berserk on party members. I'm not very sure what it is they are trying to accomplish with this, maybe because they have never seen physical violence in their unenviably short lives? Mantraps have the ability to cast Sleep. I'm not sure they're doing it right, though. Zombies are Undead (weak to both Fire and Light) and made of rotten, decomposing flesh, that makes their physical attacks have a chance of applying Poison. Happy Bunnies are only found in 1 formation, and use Cura to heal themselves along with damaging the Zombies they come with. Steal: Phoenix Down Torosauruses have a disproportionately high HP (14400?), MT Roar, Rage, Impale, Reflect, Thunder Breath and always do 2 actions in a row. The very first move it always does is casting Reflect on itself, making this fight a hard one. Drop: Large Fang, Green Tail. If you have the urge to farm Green Tails en-masse as only they drop them, I recommend leaving them alone as of now, and finishing this chapter before coming back by means of teleportation that is available in the next chapter(s). At the first clearing, there is a chest with 800 Gil and 3 exits: one to the upper-right, the second to the bottom-left and the third at the top. Follow either the upper-right or bottom-left exits to reach two chests with a Bandana and 1000 Gil. With that said and done, take the exit at the top, brace yourself, save and heal up. Remember what the boy told you? If not, here it is verbatim: "Granny taught me a code! East, north, west, north. It's supposed to be a secret, though, so don't go around telling people, 'kay?" At last, you have escaped from the maze, which then puts you into a cutscene and a conventional dungeon, where there is a Slasher and a Chainmail to the bottom-left and upper-right corners respectively. The next clearing has a Hi-Potion. Heal, save up and get an Orichalcum from the chest, then backtrack into the previous clearing (devoid of random encounters now), where there is a cutscene when you interact with the creature. Then, a Moogle and some 5 dark creatures appear. (One of the dark creatures may turn out to be a Skull Eater which can only be fought once and upon victory, drops the Elven Bangle.) All dark creatures can be Confused. Dark Eagles have 1100 HP, use Claw. Steal: None Dark Bears have 2000 HP, use Bear Hug, Claw and Right Arm. Steal: Hi-Potion Dark Wolf has 1250 HP, uses Bite. Steal: Cottage, Drop: Potion Skull Eaters have Bite (chance for Poison and/or Confuse), Incisors (ignores PhyDef while dealing almost 2000 dmg to fron-row party members and almost 1000 to those at the back row), Macabre (chance for MT Stun) may Flee. When hit be certain abilities such as Throw (which always kills it no matter what is thrown), creates 5 copies. Drop: Elven Bangle (guaranteed) Note also the small empty side clearing to the left of the save point, where many a Torosaurus can be farmed for Green Tails. The next couple of clearing have a somewhat confusing layout too. Starting at the main (largest) clearing: there is a Sacred Candle to the bottom-left and there are 4 exits and the one out of Mazewood is to the upper-right. But that leaves the other 3 for exploration, during which 2 treasures, 1500 Gil and a Steel Shield, can be obtained. Note that there is a Chocobo Forest to the northwest of Alfheim that has a Black Chocobo. With this chocobo, you can return all the way to the start of Mount Verde! Just follow the river south of Verde. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Treasures in Alfheim: Maiden's Kiss, Hi-Potion, Ether, Eye Drops, Echo Grass (in bush next to lone elf girl who says "Mama says humans get ugly and wrinkly when they get older! Is that true?"), 10 Gil Cave of Convulsion 1F 1 × Bone Dragon 4 × Evil Bat 1 × Ogre, 2 × Evil Bat 2 × Lilith 2 × Ogre 1 × Sidewinder, 2 × Elf Toad 3 × Sidewinder B1F 1 × Sidewinder, 1 × Elf Toad, 1 × Dark Mage 1 × Bone Dragon, 1 × Ogre, 1 × Lilith 1 × Bone Dragon, 1 × Dark Mage, 1 × Lilith 2 × Ogre, 1 × Dark Mage 2 × Ogre, 2 × Evil Bat 4 × Elf Toad 1 × Sidewinder, 1 × Bone Dragon, 1 × Lilith 2 × Bone Dragon B2F 1 × Sidewinder, 1 × Elf Toad, 1 × Dark Mage 1 × Sidewinder, 2 × Elf Toad, 1 × Lilith 3 × Evil Bat, 1 × Dark Mage 2 × Ogre, 2 × Evil Bat 2 × Elf Toad, 2 × Sidewinder 1 × Sidewinder, 1 × Bone Dragon, 1 × Lilith 4 × Elf Toad 2 × Bone Dragon B3F 1 × Sidewinder, 2 × Elf Toad 1 × Ogre, 2 × Evil Bat 2 × Elf Toad, 2 × Sidewinder 2 × Ogre, 2 × Evil Bat 2 × Ogre 2 × Lilith 3 × Sidewinder 3 × Evil Bat, 1 × Dark Mage 1 × Bone Dragon There are some things to steal; bring along one or two thieves. First thing to steal: when Elf Toads are encountered either in a group of 4 or with a Dark Mage and a Snake, before erasing them from existence steal away! Elf Toads have Croak (they essentially waste a turn), Toadsong (ST Sleep or Toad) as a random counter to non-physicals and non-threatening physical attacks. You can get an entire stash of Hi-Potions this way, which is a literal steal. Evil Bats use a relatively unthreatening version of Drain. A single arrow from Gramps (that doesn’t miss) should be more than enough to dispatch these critters that serve to annoy players. Dark Mages are always encountered at the back of an enemy group. When you run into a Dark Mage, who is never alone, have Gramps pelt it with Aim: Mouth before it pelts your party with a plethora of spells, including MT Blizzara, ST Drain and ST Sleep. You can steal Ice Rods from these. Bone Dragons are likely to chew through your party defenses, so try applying Confuse via Gramp’s Aim: Heart. They have Venom Breath (cross-party Poison; doesn’t hit often) and Cursed Gaze. Liliths use Entice for ST Confuse and are always found at the back of a group if found with other enemies. May counter physicals with Constrict (ST Paralyze), and non-physicals with Embrace (ST Petrify + ST Full heal). Weak to Fire. Starting at B3F, there are two paths to the surface that can be followed. On is to the right of the pool you fell into; another is to the left. Taking the right exit will take you to B2F where a Hi-Potion can be found, B1F then 1F where a Large Shield in a treasure chest is found, assuming you haven’t looted it yet before the earthquake. Now taking the left path from the pool in B3F: on the way to the left exit, you encounter a fork; take the upper path for a Trident and talk to the green frog. In this left portion of B2F 2 treasures can be found: a Silver Spectacle that makes you fall into B3F again, and a Phoenix Down on the way to the exit on the upper-left corner, that only appears after you speak to the yellow frog twice. At B1F (the left portion, that is), a Tent can be found at the bottom-right corner, and a Greatsword next to the Save Point. Boss #8 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cave to Yggdrasil 1 × Cave Turtle, 2 × Cave Lizard 2 × Pinaapple, 1 × Cave Turtle 3 × Pineapple, 2 × Red Soul 1 × Red Soul, 1 × White Mousse, 1 × Tunneler 1 × Red Soul, 1 × Pineapple, 1 × Tunneler 3 × Cave Lizard, 1 × Pineapple 1 × Tunneler, 1 × White Mousse, 1 × Magus 2 × Pineapple, 2 × White Mousse 3 × Cave Lizard 1 × Cave Turtle, 2 × Cait Sith 2 × Tunneler 2 × Cait Sith 2 × Magus 2 × White Mousse, 1 × Tunneler 2 × Cait Sith, 1 × Magus Pineapples have only physicals, making them a piece of (pineapple) cake, especially with flying weapons (bows and such). White Mousses are weak to Toad. Red Souls have Cursed Gaze at their disposal. They are weak to Ice. Cave Lizards have Sandstorm (MT Blind with low chance), and can Bite. Magi can cast ST or MT Fira, Blizzara or Thundara. Go to the top left corner for… Eye Drops. Meh. Follow where the linear path takes you, and in the 3rd cavern, go about in an anti-clockwise manner beginning from where you start (the top left corner). When you reach the bottom, go upwards to find a Tamer’s Whip then proceed in the opposite direction. In the middle of the 4th cavern you will notice a chest completely blocked off by boulders, but here the wall is passable. (Marked by the cracked tiles.) It holds a Man-Eater. In the very next cavern, turn right to access another “hidden” chest which holds a Tent at the two cracked tiles. Before you fall asleep, don’t forget the bronze Armlet in a chest at the bottom-left corner along with the save point. When all else is said and done, face the miniboss that awaits at the exit. Bring somebody with Slow, and also get Magic Bomb 2 and Titan at the ready. 1 × Green Keeper Green Keeper is a tricky foe to deal with. He always does Natural Healing every turn (heals for over 140 HP), plus attacks twice physically/Swing/Thwack (the two are identical except maybe Thwack is a little stronger) and Osmoses non-physicals. Susceptible to Slow, and when low on HP, he casts Haste on himself, which Slow can counteract, but which in itself may or may not be countered with another Haste. Steal: Ether Yggdrasil, the World Tree Underground 2 × Black Widow, 2 × Wood Eater 2 × Black Widow, 2 × Stinger 2 × Stinger, 1 × Dark Mage 4 × Black Widow 2 × Dark Mage Lower Level Same as before, plus 3 × Elemental, 1 × Dark Mage Middle Level 3 × Elemental, 1 × Dark Mage 5 × Wood Eater 5 × Black Widow 2 × Black Widow, 2 × Stinger 2 × Black Widow, 2 × Wood Eater 4 × Black Widow 2 × Dark Mage 2 × Stinger, 1 × Dark Mage Upper Level 1 × Grizzly Bear, 1 × Stinger, 1 × Black Widow, 1 × Dark Mage 2 × Grizzly Bear 1 × Grizzly Bear, 2 × Wood Eater 1 × Grizzly Bear, 2 × Dark Mage 2 × Dark Mage 2 × Black Widow, 2 × Stinger 3 × Elemental, 1 × Dark Mage 5 × Wood Eater 5 × Black Widow Top Level Same as before, except lack of 2 × Black Widow, 2 × Stinger(needs confirmation) Black Widows use Web for ST Slow. Don’t invite them to parties, since they are so boring. You can steal Phoenix Downs from them, so steal away if you please. Drops: Potion, Ether Stingers can use Poison Barb (Physical + ST Poison), and their Death Needle will instantly reduce a party member’s HP to an integer less than 10 but more than 0. Best to have Gramps eliminate them before they do any serious harm. Wood Eaters have Eye Gouge (Physical + ST Blind), and their normal attacks may inflict Blind. Elementals have weak ST/MT Fire/Blizzard/Thunder and White Wind (cross party heal with the same amount of remaining HP. Grizzly Bears have Claw, which is enough to very slightly wound a party member. They are greyish-white, who knew? They also live in a tree with mages and stuff. They can drop Hi-Potions, which, unironically enough, don’t make you high. Did you know that vines form ladders that can be climbed? Well, now you do! Upon emerging from Underground, head down the hallway past the sparkly lamp. When emerging into a large cavern with five exits (2 on the left, 2 on the right and 1 at the bottom), explore the ones on the right (a Golden Needle and some Echo Grass) and at the bottom before coming back to the unexplored left exit, only to get a Mage’s Staff and run into… another 1 × Green Keeper. 2nd Green Keeper: Natural Healing heals for over 280 Onto the Middle Level. Take the right exit for a view of sorts over the kingdom. Now, take the left exit, picking up an Ether placed so conveniently along the way for thieves. Also don’t forget to take another exit to the right of the Ether chest just to see how pointless it is. Upon arriving at the main cavern of the Middle Level, there are two exits to the right of the central platform with the unlowered ladder. Take either exit, helping yourself to the platform lever, a Sallet (outdoors) and a Hi-Potion. Also in the main cavern, there is a Magician’s Hat and a Magician’s Robe hidden in two rooms accessed via corridors built into the darkness, at the upper-left and upper-right sides of the cavern respectively. Climb onto the central platform and enter. Use the save point and pillage the Sacred Candle from the chest. 1 × Green Keeper 3rd Green Keeper: Natural Healing heals for over 420 to over 430 At the Upper Level, take the left path first, which nets you a Remedy. At the outdoor area, three exits can be found, two to the upper part. Take the upper-left one first, of which its complete exploration inevitably leads to an Ether, a Phoenix Down and an Elixir. Into the right exit now. Three ladders are visible. By taking the central ladder, a Linen Cuirass is yours. The left and right ladders lead to essentially the same thing, a second floor. The ladder on the left on this second floor leads to a pair of Cat Claws, while the ladder on the right leads to an outdoor area. Re-enter the tree and when you reach the T-O-P Top Level, go to the left for an Ether and to the left for a checkpoint before proceeding to finish Chapter 2. !!If you haven’t gotten it, don’t think of acquiring the Dirty Magazine anymore after this.!! Boss #9 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 2: The Generals Approach World of Light: An Enchanting Reverie.....................................(ENT2) Notice how your party now has access to the Dragoon job. It’s now time to learn some new F-abilities, while at the same time heading into Capo and doing stuff there. (Don’t talk to the pirates so soon.) Use the enemies found in the Capo overworld to farm 2 Dragoon levels to learn Blizzard Breath, then learn Aqua Breath (Blizzard Breath + Blizzara). Now is also the time to learn some other F-abilities like Magic Bomb 2(Fira + Cura). The Rift found at the Capo entrance takes you back to the Dragoon Roost, where Barbara and a good number of Deist NPCs have new dialogue. Capo Overworld 1 × Stone Golem, 2× Demiwolf 4 × Gatlinghog 1 × Stone Golem, 2 × Gatlinghog 2 × Stone Golem 2 × Demiwolf, 1 × Gatlinghog 3 × Demiwolf 2 × Gatlinghog, 2 × Cave Bat 3 × Cave Bat Stone Golems are always found at the front of an enemy group, and dish out much damage while taking little, if their physiques are any indication. They pack the ability to Body Slam (chance to Confuse), and use Petrifying Gaze (ST Gradual Petrify). Steal: Golden Needle Demiwolves have Rage (MT Physical damage), and appear to be grasping at their throats at the fact that that they cannot recognize themselves as part of either species. Gatlinghogs can only Physical and use Needle very rarely, not Gatling Rail Guns as their name might have led you to believe. Steal/drop: Golden Needle Cave Bats have the most potent form of Drain thus far (> 100 HP absorbed), and can Osmose for a paltry amount of MP. Treasures in Capo: Potion, Tent, Hi-Potion, Ether, Echo Grass, Eye Drops Once you are ready and set, heal up and head to the pirates in the pub only to, according to a child outside the pub, show’em who’s boss. Capo 4 × Pirate They have Body Slam (Physical Damage + chance to Confuse) and Eye Gouge (Physical + chance to Blind). Board the ship when ready, and talk to the captain to initiate a journey. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pirate Cave 1F 4 × Killer Fish 3 × Birostris 3 × Siren 3 × Amoeba 1 × Vicious Clam, 1 × Devourer 2 × Killer Fish, 1 × Amoeba 2 × Devourer 2 × Vicious Clam 1 × Devourer, 2 × Siren 1 × Vicious Clam, 1 × Amoeba, 1 × Killer Fish 1 × Vicious Clam, 1 × Birostris, 1 × Siren 2F 4 × Killer Fish 3 × Birostris 3 × Siren 1 × Vicious Clam, 1 × Devourer 2 × Vicious Clam 2 × Killer Fish, 1 × Amoeba 1 × Siren, 2 × Devourer 1 × Devourer, 2 × Siren 1 × Vicious Clam, 1 × Amoeba, 1 × Killer Fish B1F 3 × Birostris 2 × Killer Fish, 1 × Amoeba 2 × Vicious Clam 1 × Devourer, 2 × Siren 1 × Vicious Clam, 1 × Amoeba, 1 × Killer Fish 1 × Vicious Clam, 1 × Birostris, 1 × Siren All monsters except Birostria are susceptible to lightning, while all are immune to water. Killer Fish, otherwise known as Killerifishu, pack a Bite for everybody. Handle with Lightning. Drop: Hi-Potion Birostria might apply Sticky Goo, which in turn deals a little damage and affects a party member with ST Slow. Steal: Hi-Potion Vicious Clams hit hard, in addition to having Toxify that inflicts ST Poison. To nerf the pain, consider Confusing them, via for example Battle Arts: Bash. Steal: Hi-Potion, Drop: Tent Sirens may use Entice to lure a random party member to their side by inflicting ST Confuse, and can cast Silence. Drop: Halberd, Mythril Spear Amoeba have physicals that cause Paralyze, and Venom Attack which is the leading cause of death among the unprepared, since it applies ST Poison. Steal: Hi-Potion Devourers are squids high in HP (1120) but low in damage, something they make up for by hitting up to 3 times in a row until they are dead. Steal: Tent At 1F, go to the lower left corner for an exit that nets you (your party, actually) a Mythril Bangle, then heading back to the dock to heal if needed, then taking another exit at the upper-left corner of 1F. At 2F, go to the upper-left corner for an exit that leads to Echo Grass and 1000 Gil, before returning to the previous room and going under a barely-visible arch that takes you to another part of 2F. Head to the lower-left corner for a Green Beret, then trot towards the ladder and down the linear path spread out for you. Boss #10 Now, the latter half of B1 and B2 have been (almost) cleared of enemies, leaving you to contend with the first half of B2 and the treasure rooms. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rusalka Overworld 1 × Urok, 1 × Rukh, 1 × Plant Spider 2 × Urok, 1 × Plant Spider 3 × Urok 3 × Plant Spider 1 × Grizzly Bear, 1 × Urok, 1 × Plant Spider 1 × Rukh Rukhs have Blight Wing for MT damage, have 1760 HP and hit twice in a row, both times equally hard. Your best bet here would be exploiting their weakness to Wind by Jumping. Steal: Hi-Potion Treasures in Rusalka: Tent (at jetty), 4000 Gil (in chest accessed by going under arch near the jetty), Antidote, Maiden's Kiss, Hi-Potion, Mallet, Ether, Sacred Candle? In Rusalka, buy 1 Mythril Spear at most. Also, now that the insanely useful Break spell is on sale, there’s no excuse to not lay your hands on it. This forms the trio of “cheat” spells along with Tornado and Death. Break might not seem like much when random encounters are still easy but will get handy later on when you get tired of wailing on common monsters. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Forest of the Fey 1 × Grizzly Bear, 1 × Plant Spider, 1 × Killer Wolf 2 × Grizzly Bear 1 × Grizzly Bear, 1 × Killer Tiger 2 × Plant Spider, 2 × Bloodfang 5 × Bloodfang 1 × Killer Wolf, 2 × Killer Tiger 2 × Bloodfang, 1 × Killer Tiger, 1 × Killer Wolf 2 × Killer Tiger, 2 × Killer Wolf 1 × Gilbird Grizzly Bears might drop Poison Knuckles. Killer Wolves have Fang (ignores PhyDef) as a physical special and Rage as a random counter, which is why they can be seen hitting other monsters. Steal: Hi-Potion Killer Tigers, on the other hand, have Claw as their special. (What is the point of this when you always attack with your claws?) They also come with Whack which might Confuse a party member, and normal attacks can inflict Sap. Steal: Poison Knuckles, Drop: Cat Claws Bloodfangs, again, have Roar up their proverbial sleeves that inflicts ST Stun and nothing else. Steal: Hi-Potion, Drop: Hi-Potion Gilbirds never appear with other enemies. They have Restful Refrain, which Stops everything in its tracks. Lovely Lullaby lulls everyone to sleep. They Flee more often than not, too. Nab Gil/Pickpocket nets 250 Gil, while they drop 1000. Steal: Golden Needle Once at the front entrance, a short walk to the left yields a Mythril Axe. (I don't know what chests are doing in the woods.) To the right. When the path branches off, the left and right path yield potions of different degrees of usefulness, while the middle path is the way forward through this forest. Save and rest up, before choosing to take either the left or right path, which leads to Gilbird encounters around a lake and further exploration respectively. After arriving at the clearing the right path brought you to, take the right for a Lightning Bow and then take the left, not ignoring the Remedy along the way to the exit. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mt. Rusalka Base 3 × Mandrake 3 × Diorite 3 × Plant Spider 2 × Urok, 1 × Plant Spider 1 × Big Horn, 2 × Urok 1 × Big Horn, 2 × Plant Spider 1 × Big Horn, 1× Diorite, 1 × Mandrake 3 × Big Horn Station 3 3 × Plant Spider 4 × Plant Spider 2 × Urok, 1 × Plant Spider 1 × Urok, 1 × Plant Spider, 1 × Mandrake 1 × Diorite, 1 × Plant Spider, 1 × Urok 1 × Big Horn, 2 × Urok 2 × Diorite, 1 × Big Horn 1 × Elm Gigas 1 × Wyrm 1 × Gigas Worm Station 6 1 × Urok, 1 × Plant Spider, 1 × Mandrake 3 × Urok 4 × Plant Spider 1 × Big Horn, 2 × Urok 1 × Diorite, 1 × Plant Spider, 1 × Urok 2 × Diorite, 1 × Big Horn 1 × Big Horn, 1 × Plant Spider, 1 × Mandrake 2 × Mandrake, 2 × Plant Spider 1 × Mandrake, 1 × Big Horn, 1 × Wyrm 1 × Gigas Worm 1 × Gigas Worm, 1 × Diorite, 1 × Urok 1 × Elm Gigas Station 8 1 × Big Horn, 1 × Diorite, 1 × Mandrake 1 × Urok, 1 × Diorite, 1 × Plant Spider 1 × Urok, 1 × Plant Spider, 1 × Mandrake 3 × Urok 3 × Diorite 2 × Diorite, 1 × Big Horn 1 × Elm Gigas, 2 × Plant Spider 1 × Gigas Worm, 1 × Diorite, 1 × Urok Summit 3 × Mandrake 1 × Mandrake, 1 × Big Horn, 1 × Wyvern 2 × Mandrake, 2 × Plant Spider 2 × Diorite, 1 × Big Horn 3 × Big Horn 1 × Big Horn, 1 × Plant Spider, 1 × Mandrake 1 × Big Horn, 1 × Diorite, 1 × Mandrake 1 × Elm Gigas, 2 × Plant Spider 1 × Wyrm Quite a few enemies here possess a weakness to fire, namely Mandrakes, Plant Spiders and Big Horns. Mandrakes and Plant Spiders have only slapping you with noodle tendrils and Constrict as their means of offense (or rather, self-defense from impending doom). According to legend, the mandrake’s roots can look bizarrely like a human body, and legend holds that it can even come in male and female form. It’s said to spring from the dripping fat and blood and semen of a hanged man. Dare pull it from the earth and it lets out a monstrous scream, bestowing agony and death to all those within earshot. Those with dogs and without compassion, however, could get at these roots by tying their dogs to mandrake plants and luring the dogs with treats, while their ears are covered with wax. (Source: https://www.google.com/amp/s/www.wired.com/2014/06/fantastically-wrong-mandrake/ amp) Drop for Mandrake: Hi-Potion Urok have Web to Slow, and normal physicals. The real question is, what are they? Maybe trolls in prehistoric alien form? Diorites boast higher-than-normal PhyDef, and cast Protect on themselves and Petrifying Gaze on enemies to boot. Steal: Golden Needle Big Horns, an odd weakness to fire possess. (Easy to roast, perhaps.) Pincers is their counter. Steal: Hi-Potion Elm Gigas have 1990 HP and Whack. That’s all. Steal: Hi-Potion Gigas Worms have 2500 HP and may use Sandstorm. (MT low damage + MT chance to inflict Blind) Susceptible to Petrify (Break) and Confuse. Steal: Hi-Potion Wyrms have 1750 HP and really do hit hard. Their Blight Wing lets them waste a turn, and they know it. Weak to Wind, ironically. Steal: Hi-Potion Head up the base, and enter the cavern to find Eye Drops, out of everything within reasonable expectation. Now onto Station 3. Head up the left ramp, which will reward you with a Hi-Potion (can anything be more uneventful?) and a Remedy in a barrel at the base of a ladder. Onto Station 6. A split… right (Mythril Armlet) then exit on the left. Left ramp for an Ether then right, right? Get a Mythril Spear along the way. At the Summit, a Cottage is available for the taking. Save up and proceed. Boss #11 Afterwards, there will be something at the lake in the Forest of the Fey. Boss #12 After the fight, you get two chests: a 100-Gil chest and a 1000-Gil chest. There are unique prizes to be won here, such as Mini Daggers (the 100-Gil chest) and Faerie Rings and Golden Harps (both chests), along with Swift Shoes, Drowsy Rings, White Capes, Star Pendants, Small Fangs, X-Potions and such in the 1000-Gil chest. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Back at Rusalka and Capo, the NPCs will all have new dialogue except the boy going on about some frog and the girl at the Rusalka pier. Do talk to them now. Rusalka Sewers 1 × Bee, 1 × Mouse 2 × Bee, 1 × Mouse 2 × Bee 3 × Bee 1 × Mouse 2 × Mouse 1 × Snake Take note that passive abilities like Counter still work here, so give your party members the Counter ability to make killing in here somewhat more efficient. No point in using Maidens’ Kisses since once the menu is closed all cured players will revert to Frog status. Bees should logically be easier for frogs to kill than mice… Bees have 2 HP and Mice have 5 HP. Snakes on the other hand have 20 HP, and always Flee before they can be killed. A Silver Spectacle is available, while a Hi-Potion can be found in the 3rd room, an Elixir in the 4th and a Silver Spectacle is in a side room to the Elixir room. When all is said and done in the Sewers, should Eduardo be the overworld character all non-vendor characters will respond with shock. (Apparently not the ones in Chapter 1 though.) If the overworld character is somebody else, new dialogue (again) will be available in Rusalka. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Glacial Cave 1F 1 × Ice Lizard, 1 × Freezeflower, 1 × Cursed Silver 1 × Ice Flan, 2 × Cursed Silver 3 × Ice Lizard 2 × Freezeflower 4 × Ice Flan 1 × Ice Golem, 2 × Ice Lizard 1 × Ice Golem, 1 × Lukhavi B1F 1 × Ice Lizard, 1 × Freezeflower, 1 × Cursed Silver 1 × Ice Flan, 2 × Cursed Silver 1 × Lukhavi, 1 × Ice Golem 2 × Freezeflower 2 × Lukhavi 2 × Ice Flan, 1 × Ice Golem 1 × Ice Golem, 2 × Ice Lizard 2 × Ice Lizard, 2 × Cursed Silver B2F 1 × Ice Beast, 1 × Ice Lizard, 1 × Lukhavi 2 × Lukhavi 2 × Lukhavi, 1 × Freezeflower 2 × Ice Beast 2 × Cursed Silver 2 × Lukhavi, 1 × Ice Flan 3 × Ice Beast 2 × Ice Beast, 2 × Cursed Silver 1 × Ice Golem 1 × Ice Beast, 1 × Ice Flan, 1 × Ice Golem B3F Same as in B2F except lack of 1 × Ice Beast, 1 × Ice Flan, 1 × Ice Golem (needs confirmation) B4 2 × Ice Beast 3 × Ice Beast 1 × Ice Beast, 1 × Ice Flan, 1 × Ice Golem 1 × Ice Beast, 1 × Ice Lizard, 1 × Lukhavi 2 × Ice Beast, 2 × Cursed Silver 2 × Ice Lizard, 2 × Cursed Silver 2 × Lukhavi, 1 × Freezeflower 1 × Ice Golem 2 × Ice Flan, 1 × Ice Golem B5F Same as in B4F, but 1 × Ice Golem has been replaced with 2 × Ice Golem It should be noted that all enemies are weak to Fire except for Cursed Silvers which are weak to Lightning, and Lukhavi that have no weaknesses. Ice Lizards use Binding Attack to Paralyze party members they feel like paralyzing. Steal, Drop: Hi-Potion Freezeflowers and Ice Flans are the main players of a game called Blizzara, which are cast MT and ST. In addition, Freezeflowers use Pollen to apply ST Blind. The Fire cast from Flame Rods don't seem to do much, however. Cursed Silvers are born from what is left of the money dropped by people who never made it out alive, and thus have Cursed Gaze that applies ST Curse. Steal: Phoenix Down, Drop: Sacred Candle, Silver Hauberk Lukhavi have 1350 HP, and Fire does not make quick work of them. Whittling down their HP via stabs, slashes and smacks might be the way to go along with some Bashing, while taking the brunt of Fang, their special that does nearly 500 damage per hit. Steal: Hi-Potion Ice Golems like to swing their fists a lot, especially given that their 1900 HP means it takes some time to deplete, coupled with the fact they cast Blizzara on themselves to heal for about 500 HP. Can be Confused. Steal: Sacred Candle, Drop: Mythril Armor While most beasts are lice beasts, the Ice Beasts use Blizzard Breath, and an MT version of Roar with reduced accuracy. They, as forces of nature that brush their teeth with ice at most, have also a not-very-powerful ST Blizzara. A detour to your immediate right is an Echo Grass, while a Phoenix Down is yours for the taking along the main path. On B1F, the path to the left takes to a Hi-Potion and an Ether above a frozen waterfall, and a Cleric Staff past an exit. At B2F, the frozen waterfall is apparently the only thing standing between you and a chest, so take the path to the right of the entrance instead, which grants a Golden Needle. The path downwards leads you to an exit taking you to B3F and a path that nets your party a Kris, a dagger that boosts both the wielder's INT and MND by 2. On B4F, a Cleric's Hat can't be missed as long as you walk straight downwards. Follow the path to the right until a fork is reached, at which the right path holds a Cottage for the taking and the left path leads to the exit. Waltz straight forward through B5F, minding the unreachable chest. Heal and save up. There are no random encounters on B6F. Boss #13 Anyway, the treasures in the previously unreachable chests are in your reach now. On the way out (you are not using Teleport, are you) look out for these: a Prism Rod and a Brigandine (past the waterfall!) on B5F, and a Partisan across the waterfall on B2F. The choice to Teleport or not is yours now. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Underwater Temple 6F 2 × Conus 4 × Anemone 2 × Devilfish, 2 × Anemone 3 × Sea Snake 4 × Sahagin 2 × Sahagin, 2 × Sea Snake 1 × Sea Snake, 2 × Devilfish 5F Same as 6F 4F 2 × Conus 2 × Sahagin, 1 × Conus 4 × Anemone 2 × Devilfish, 2 × Anemone 4 × Water Scorpion 2 × Water Scorpion, 1 × Devilfish 2 × Sahagin, 2 × Sea Snake 2 × Water Scorpion, 1 × Conus, 1 × Anemone 3 × Torpid Bomb (empty room) 2 × Torpid Bomb, 2 × Sahagin (empty room) 3 × Sahagin, 1 × Oceanus (empty room) 1 × Water Scorpion, 1 × Anemone, 1 × Torpid Bomb, 1 × Oceanus (empty room) 2 × Oceanus (empty room) 1 × Aqua Rex (empty room) 3F Same as 4F 2F 2 × Water Scorpion, 1 × Devilfish 2 × Water Scorpion, 1 × Conus, 1 × Anemone 2 × Torpid Bomb, 2 × Sahagin 3 × Torpid Bomb 1 × Water Scorpion, 1 × Anemone, 1 × Torpid Bomb, 1 × Oceanus 3 × Sahagin, 1 × Oceanus 2 × Oceanus 1F Same as 2F The Underwater Temple has sea life and marine organisms calling it home that are apparently against life itself. However, apparently to all enemies here except for Water Scorpions, Torpid Bombs, Oceania and Aqua Rexes being accosted by lightning is a major no-no. The Lightning Bow is good for this stage. Coni are shellfish that use Toxify to spread their toxic hatred of intruders. Drop: Tent Anemones have learnt that casting Sleep is a strategy, and are invulnerable to it. But Stop puts them down. Steal: Hi-Potion, Drop: Maiden's Kiss Devilfish are the creatures that use Slime to inflict Sap + Slow, since they wish to delay the inevitable. Sahagin rely on Impale as their means of doing damage (ignores PhyDef). A Lovely Lullaby or Restful Refrain can be used for crowd control since Sleep or Stop is their weakness. They rely on Impale or Body Slam to deal meaningful damage. Steal: Hi-Potion, Drop: Trident Sea Snakes cannot deviate far from being snakes, and thus employ Constrict as a counter in the hope of saving their lives. Normal attacks can Poison. Steal: Hi-Potion, Drop: Remedy Water Scorpions have the feature of being able to poison with Poison Barb, and in addition to that can, again, use Death Needle. Putting these critters down as soon as possible is best. Drop: Phoenix Down Torpid Bombs mean "lethargic bombs". They Self-Destruct at any time, doing a maximum damage of 850 HP. Steal: Phoenix Down Drop: Hi-Potion Oceania have 3200 HP. But even giants have glaring weaknesses, which manifest themselves in these enemies in the form of their extreme susceptibility to Mini after which an Aurablast or Jump can finish them off by doing sky-high damage. Steal: Hi-Potion, Drop: Mallet, Aqua Rod Aqua Rexes are not for underwater philandering, apparently. So they have 18800 HP? and 3 physical abilities: Claw (ST), Rage (MT) and Bite (ST w/ Confuse and Poison). Drop: Large Fang, Blue Tail. If you are hunting for Blue Tails (dropped only by them and nothing else), try searching the areas where bubbles emerge, according to GameFAQS legend. Notice how the AP gains here are starting to get better (12-21 per battle). On the north end of 6F, there is a Coral Sword for your party's warriors and red mages and to its left, is an exit taking you to a Tower Shield. To the right of the Coral Sword chest is another exit taking you to 5F. There is a Dream Harp here for Eduardo. Before interacting with the robed figure, heal up and get ready with some anti-Confuse gear. 1 × Nereid Nereid has 3750 HP and has ST/MT Blizzara along with Temptation (chance for MT Confuse) and Sleep. But. What do you have? You have much more than that. She can't stand the heat, she can't stand the beating, she can't stand being turned into seaweed herself. Steal: Hi-Potion Upon the entrance to 4F is a jar containing a Mallet. And to the far left is a Cottage in a pot and a pair of Hell Claws. 1 × Nereid Save up and head into the empty room to farm Blue Fangs and/or Aqua Rods, or take the stairs down to 3F. From the entrance to 3F, to your left is an exit leading to a Barbut, while the exit to the right takes you to an X-Potion. 1 × Nereid On 2F, take the three lit candles from their alcoves and place them at the alcoves at the back (or front?) end one by one. Not again. 1 × Nereid You should be fighting Nereids in packs or as random encounters now, not this. On 1F, the side rooms on the left and right hold a Dry Ether and a Pinwheel respectively. Heal and save up. Boss #14 After the fight, you can walk all the way to the entrance (no random encounters anymore) or take the teleporter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 2: The Generals Approach World of Darkness: A Blessing in Disguise.................................(BLE2) Now is the time to teach your melee Warriors of Darkness the Smash Fusion Ability, which is a combination of Precise Shot + Lotus Strike (Monk level 4). Kurgis Overworld 1 × Ogre, 1 × Sidewinder 1 × Ogre, 1 × Wyvern 2 × Sidewinder 2 × Ogre 2 × Wyvern 1 × Ogre, 2 × Stinger 3 × Stinger After fighting a few boring leftover monsters, it's time to visit Kurgis, a town of non-epic proportions. Enter the rift to visit Alfheim, where there is new dialogue to be had with the NPCs (including 2 new gnomes in a hut) and there is the grave of "the great King Freyr" at the end of the once empty path. Head back to the top of Yggdrasil to get a Composite Bow and Cilque (and Adrian) have new dialogue. Cilque: "The Empire's fury is unmatched. May the World Tree itself protect you." Also Cilque: "No one can ever replace my father, but I shall do my utmost to
become a worthy king and a staunch ally of all who stand against Avalon!" Take the Composite Bow from the chest (the red one). Maybe it’s time to farm 1 or 2 Green Tails? Treasures in Kurgis: Phoenix Down, Ether, Antidote, Hi-Potion, Sacred Candle, 500 Gil (accessed from the back of the house at the upper-left corner) Umberwood First 2 Clearings 2 × Shroomer 2 × Bigbear 1 × Fangpuller, 1 × Glyphed Soul, 1 × Ghoul? 2 × Ghoul, 1 × Ent 3 × Ent 3 × Bloodfang 3 × Fangpuller 3 × Glyphed Soul 2 × Ghoul, 2 × Glyphed Soul Last 2 Clearings 2 × Bigbear 1 × Fangpuller, 1 × Glyphed Soul, 1 × Ghoul? 1 × Ghoul, 2 × Fangpuller 2 × Ghoul, 1 × Fangpuller 1 × Ent, 2 × Shroomer 1 × Shroomer, 2 × Ent 3 × Fangpuller 2 × Ghoul, 2 × Glyphed Soul 2 × Ent, 2 × Glyphed Soul 4 × Bloodfang The good residents of Umberwood fear Fire as much as ordinary humans fear taking a casual evening stroll through Umberwood, and so turning up the heat on them wouldn't be a bad choice. Bloodfangs, Ghouls, Shroomers, Fangpullers and Ents are all weak to Fire. You can still dance all night with them under the stars and moonlight sky if you want, though. Bloodfangs have Hi-Potions available for stealing and are weak to Fire. Make of that what you will. Ghouls are weak to Fire and Light, and have Bite and Binding Attack, something they don't realise will get them beaten faster than they can imagine. All the more reason to physically "remove" them from your line of sight. Normal attacks may inflict Poison. Steal: Silver Bangle Ents have 1000 HP each and are weak to Fire, in addition to sporting a penchant for casting ST Confuse and Drain on those they deem their foes, and using Constrict on those they wish to disable. Drop: Hi-Potion Bigbears come with generous servings of Right Arm and are committed to dishing out Bear Hug (which ignores PhyDef and inflicts Sap) to anybody, and have 1000 HP each. Shroomers come with a complementary weakness to Fire, and have as a special... b...bb...Bite, which they most undoubtedly use to have a taste of human flesh, something they don't seem to mind at all. (They don't have much of a bite besides that.) They’re quite easy to turn into mush. Glyphed Souls are likely slightly offended souls, such that they occasionally use Osmose to steal a paltry amount of MP (~10) and use Cursed Gaze instead of rushing to destroy you like some other monsters. Drop: Ether Fangpullers are weak to Fire and Light, and use Impale (ignores PhyDef) for the purpose of telling the player they are are only good at pulling fangs and nothing more. Steal: Hi-Potion, Drop: Spear To the left is 2000 Gil stored in a chest, and to the right lies a path not dissimilar to that leading to Freyr's grave, leading to a Mythril Armlet this time. A chest with an Ether could also be found in the open here, and a Phoenix Down-containing chest is found at the upper right-hand corner of this clearing, past a tiny bridge over a pond. In the next clearing, a Hi-Potion can't be missed, along with a path at the bottom that leads to a lone chest with Gaia Gear inside and a path to the left that leads to a Remedy. The path forward is at the upper left-hand corner. The next clearing has a Cottage to the left and a Sacred Candle to the upper right-hand, and a somewhat long path to the right that leads to the chest unreachable from the larger clearing. It holds a Mythril Knife for the taking. The upwards exit is the path forward. In the next clearing, taking the left of the fork nets your party an X-potion, while the right of the fork puts you into an encounter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In the Aulë overworld, there is a Chocobo Forest opposite the reservoir, where the "Chocobo" summon can be learnt if you did not pick it up. Aulë Overworld 1 × Bandersnatch, 1 × Rukh 2 × Bandersnatch 1 × Bandersnatch, 2 × Mandrake 1 × Bandersnatch, 2 × Bloodfang 2 × Mandrake, 1 × Evil Eye 3 × Evil Eye 3 × Mandrake 4 × Bloodfang Evil Eyes use ST Thundara, Petrifying Gaze and Confuse hard and fast without discrimination, but are weak to Light and Wind and have low HP. Steal: Phoenix Down, Drop: Eye Drops Bandersnatches use Body Slam and have decent HP. Drop: Phoenix Down Treasures in Aulë: Remedy, Sacred Candle, 4000 Gil, Phoenix Down, Hi-Potion, Ether, Antidote After buying the many new stuff in Aulë (skip the Dark Sword, Mythril Rod and Ice Bow), exit it to go on your journey to the Cave of Dread. Also, now that the insanely useful Break spell is on sale, there’s no excuse to not lay your hands on it. This forms the trio of “cheat” spells along with Tornado and Death. Break finishes off monsters who might a take a while to die, so do splurge a little. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cave of Dread 2 × Outcast 1 × Outcast, 1 × Cruller 2 × Leprechaun, 1 × Outcast 2 × Abysteel, 1 × Cruller 2 × Abysteel, 1 × Outcast 3 × Cruller 4 × Abysteel 4 × Leprechaun 1 × Outcast, 1 × Cruller, 1 × Death Crawler 3 × Leprechaun, 1 × Death Crawler The Undead monsters here (Outcasts, Crullers and Death Crawlers) are all weak to Dark and healing spells. They also use Regenerate to restore 10% of their original HP whenever their HP reach 0 if not finished off with a magic attack or healing "attack". Drain does not work on them, and produces the opposite of the intended effect. The same goes for Raise and Phoenix Downs; they do nothing. The attacks that work are: 1) Potions (deal 30 damage) 2) Hi-Potions (deal 150 damage) 3) X-Potions (deal 600 damage) 3) Break (only Crullers and Death Crawlers; not Outcasts) 4) Magic Bomb abilities 5) All summons that do damage 6) All damage-inflicting Black Magic and White Magic spells 7) Healing spells Outcasts are weak to Dark and Undead and resort to Embrace to inflict instant Petrify + Full Heal on indivdual targets and Bloodfeast that steals HP. Regenerate 65 HP. Steal: Hi-Potion Leprechauns can, and only, Slice 'n Dice. Steal, Drop: Mythril Bangle Death Crawlers have 1250 HP, are Undead and have a Dark weakness. They use Earthquake and Bite. Regenerate 125 HP. Whatever, Break does the job in one shot. Steal: Hi-Potion Abysteels are weak to Fire and to Wind. They do not have Bloodfeast, but make up for it with Cursed Gaze and Silence. They are Undead, so healing items and spells get rid of them. Crullers are weak to Dark, are Undead and have Slime that serves to Slow, ST Bio that serves to deal some damage and inflict Sap and Regenerate 80 HP. Break works in one-shotting them. Steal: Hi-Potion A Hi-Potion can be found to the right of the entrance, and an Echo Grass is to the top left corner. In the next cavern, a Healing Pot is immediately in sight, a Cottage is to its left and along the path starting from the pot's right is a Mythril Spear. In the next cavern, a Phoenix Down (I typed this right) is to be found to the left of the entrance. Heal, save up and grab the free Dark Sword from the chest before taking on the monster. Boss #15 After the battle, equip the new character with an accessory. Mount Falgabard 1 × Diorite, 2 × Gremlin 1 × Ogre Chief, 2 × Gremlin 2 × Ogre Chief, 1 × Gremlin 1 × Ogre Chief, 1 × Gremlin, 1 × Mandrake 2 × Diorite, 1 × Ogre Chief, 1 × Mandrake 3 × Diorite, 1 × Gremlin 3 × Mandrake, 1 × Gremlin 1 × Wyrm 1 × Wyrm, 1 × Gremlin, 1 × Mandrake 1 × Rukh The more "tanky" enemies in this area often appear in front of the weaker ones. Gremlins sure do like to cast Confuse and retaliate to physicals with Sleep and non-physicals with Silence, but casting Silence on them or good ol' violence will put a stop to their bag of tricks. Steal: Hi-Potion Ogre Chiefs have 2200 HP (a lot) and use Swing to deal MT physical damage. Mini works against them. Steal: Hi-Potion Follow the linear, undeviating path, going under the arch similar to the ones in Deist and the Pirate Cave. At the top of the second ladder you climb is an X-Potion, and to the left of the ramp is an Echo Grass. (Who needs it?) In the next area is a Dry Ether and nothing else up a ladder, a Hi-Potion down a miniscule ladder and a pair of Hell Claws to the left of the exit from this area, past a tiny bridge. Take the right for an Ether, before returning to the entrance and going to the left to get a Remedy along the way. Soon you will climb a ladder and be at the precise spot Graham stood during the opening cutscene to this chapter, although in the cutscene the camera was "moved" outwards. Castle Falgabard In Castle Falgabard, the tower on the upper-left corner has an unlooted chest, which when opened causes... 3 × Soul of Hate to spill forth that use Curse Breath and Cursed Gaze. On the other hand, the tower on the upper-right corner has another unlooted chest with 2 × Horned Devil that use Fira and Silence. Give them rest from battle and be rewarded with a Cleric's Hat and an Elixir respectively for your troubles. Buy some items from Mog, find the save point and get ready for a miniboss. Boss #15 Get the Ether from the barrel (the only item not in a treasure chest), the Justaucorps, the X-Potion and the Barbut. Passage 2 × Devilfish 1 × Goetia, 1 × Devilfish, 1 × Anemone 1 × Soul of Hate, 1 × Death Stalker, 1 × Anemone 3 × Death Stalker 3 × Anemone 3 × Soul of Hate 2 × Goetia, 2 × Death Stalker 4 × Goetia This place hasn't seen any noise for the past decades. Time to bust out some drums and rupture some eardrums. Goetias are mice weak to Fire that haven't realized their potential in life. Bite they do, which inflicts Poison AND Confuse. Oh, and Toxify they can. Maybe you can help them out with this potential thingy? Death Stalkers can automatically put a character in critical HP by means of Death Needle, so do what needs doing by all necessary means. Take a Hi-Potion from one of the objects, a Tent from a chest, an Ice Bow from another. In the next room, a Cottage and a Kris are the latest additions to your inventory. (The Kris is accessed by passing through a wall to the side of Dundoth.) 2 × Lancer, 1 × Commander Lancers have Swing (light MT) and Impale (hits hard since it ignores PhyDef). Steal: Headgear The Commander acts like Dundoth: uses Swing for MT damage, counters physicals with Body Slam (Confuse) instead of Whack. Also uses Axe (~700 set damage regardless of row) and uses Shell at the start. In the room after the fight, to your right is a surprise. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bring many Phoenix Downs and Hi-Potions. LOTS, I mean it. (Monsters with Instant KO abound.) Cave of Perfervidity B1F 2 × Lemur 3 × Grenade 3 × Flamequine 2 × Flamequine, 2 × Cursed Silver 4 × Icaronycteris B2F (first cavern) 2 × Lemur 1 × Magma Turtle, 2 × Lemur 2 × Hellcat, 1 × Lemur 3 × Flamequine 3 × Grenade 2 × Flamequine, 2 × Cursed Silver 4 × Cursed Silver 4 × Icaronycteris B3F (1st side cavern) 1 × Magma Turtle, 1 × Icaronycteris, 1 × Hellcat 1 × Magma Turtle, 2 × Lemur 2 × Hellcat, 1 × Lemur 3 × Flamequine 3 × Grenade 2 × Flamequine, 2 × Cursed Silver 4 × Icaronycteris B2F (2nd cavern) 2 × Lemur 2 × Magma Turtle 1 × Magma Turtle, 2 × Flamequine 1 × Magma Turtle, 2 × Cursed Silver 2 × Hellcat, 1 × Lemur 2 × Flamequine, 2 × Cursed Silver 3 × Icaronycteris, 1 × Lemur 4 × Icaronycteris 4 × Cursed Silver B3F (2nd side cavern) 1 × Magma Turtle, 2 × Cursed Silver 1 × Magma Turtle, 2 × Flamequine 2 × Hellcat, 1 × Lemur 3 × Grenade 1 × Lemur, 3 × Grenade 3 × Icaronycteris, 1 × Lemur 4 × Icaronycteris B3F (main magma pool cavern) 2 × Lemur 2 × Magma Turtle 1 × Magma Turtle, 1 × Icaronycteris, 1 × Hellcat 1 × Magma Turtle, 2 × Lemur 1 × Magma Turtle, 2 × Flamequine 3 × Grenade, 1 × Lemur 4 × Cursed Silver 1 × Fire Gigas B3F (3rd side cavern) 1 × Magma Turtle, 1 × Icaronycteris, 1 × Hellcat 1 × Magma Turtle, 2 × Cursed Silver 2 × Hellcat, 1 × Lemur 3 × Grenade, 1 × Lemur 3 × Icaronycteris, 1 × Lemur 4 × Icaronycteris 1 × Fire Gigas B5F 2 × Magma Turtle 2 × Hellcat, 1 × Lemur 1 × Hellcat, 2 × Lemur 1 × Magma Turtle, 2 × Lemur 1 × Fire Gigas 1 × Flamequine, 1 × Grenade, 1 × Fire Gigas 1 × Hellcat, 1 × Cursed Silver, 1 × Fire Gigas Flamequines have 1250 HP each and no weaknesses. Their abilities are ST Fira, Rage (random counter) and Roundhouse, which both inflicts damage on and Stuns a single party member. They also attack other enemies. Lemurs have 1800 HP each and use Cursed Gaze, something they don't realise gets them beaten faster than they could imagine. Also have Tail and counter non-physical with Entice. Weak to Fire for unobvious reasons. Drop: Maiden's Kiss Hellcats have Sleep and counter physicals with Blaster that they use to inflict either Paralyze or Instant Death. They also counter non-physicals, this time with Conflagration. (But they literally can't take the heat.) Grenades have 800 HP each and being time bombs, Self-Destruct after 30-40 seconds on slowest battle speed or roughly 20-30 seconds on fastest battle speed, dealing the same amount of damage that you dealt to them. It is better to sit still and wait for free Gil and Experience. Steal: Phoenix Down, Drop: Hi-Potion Icaronycteria are green cave bats with a liking for physical attacks (Bite and Binding Attack, which inflicts Paralyze). Have Bloodfeast too. Drop: Hi-Potion 2600 HP, have access to Earthquake and use Carapace to hurt enemies more. That's what the resilient Magma Turtles, which are found as veritable tanks at the front of enemy formations, have got, and use it as tanks that take a while to defeat. Weak to both Ice and Water. Can be Confused. Take the left path first to find a chest with a Hi-Potion in it. Then follow the path to B2F, pull the lever, move into B3F (might have some ores here) only to be forced into B2F to get a Tower Shield and another lever to pull, which opens no new paths except for the one in the current room. Now, pull the second lever within your reach. An exit at the upper right-hand corner of this cavern takes you to a cavern on B3F with an Antidote and maybe an ore, and an exit to the lava-submerged main cavern of B3F, that in turn leads to a lever on B2F that clears B3F of magma. Into B3F and to the left. You are rewarded with an X-Potion for your troubles which are traversing damaging floors to reach it, while taking the left exit takes you to unreachable areas in previously-explored caverns, that grant a Hi-Potion and a Brigandine (plus maybe some ores). Back to where you came from, take the right now. Don't you worry about the first chest you see first. The chest up a ladder has a pair of Ice Knuckles in it, and to its right there are two exits. Take the rightmost one first to come to a chest with a Cleric's Staff, followed by the other accessible exit; after which taking the left exit brings you to the previously inaccessible chest holding an Ether. Down into B4F, where a save point awaits, and into B5F, where the boss is. Boss #17 -Dwarven Axe requires 2 iron ores and 5 Mythril ores. -Mythril Bow requires 3 iron ores and 3 Mythril ores. -Horned Hat requires 5 iron ores. -Demon's Axe requires 2 iron ores, 2 Mythril ores and 3 Damascus ores. Gorging Bunny Island Overworld Same as Aüle Overworld, plus 1 × Gorging Bunny Gorging Bunnies have high Evasion and Magic Evasion which makes hitting them that slightly harder than the average monster. They also use Tail (high MT physical damage), Bite (ST physical + Poison + Confuse) and Bloodfeast which is more powerful than the previous versions. Not a hard foe, use Aim: Precise Shot and Dropkick if you have them. Drop: Small Fang, Grey Tail. HP: 6900? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mount Gulg Base 2 × Hell Liger 3 × Pyrolisk 1 × Magmantis, 1 × Hell Liger, 1 × Pyrolisk 1 × Horned Devil, 2 × Pyrolisk 1 × Horned Devil, 1 × Hell Liger, 2 × Fire Elemental 2 × Horned Devil 2 × Prometheus Station 5 2 × Hell Liger 3 × Pyrolisk 1× Horned Devil, 2 × Pyrolisk 2 × Horned Devil 1 × Magmantis, 1 × Fire Elemental, 1 × Prometheus 2 × Prometheus 1 × Fire Gigas, 1 × Hell Liger, 1 × Horned Devil Summit 2 × Hell Liger 3 × Pyrolisk 1 × Horned Devil, 2 × Pyrolisk 1 × Hell Liger, 1 × Fire Elemental, 1 × Prometheus 2 × Horned Devil 2 × Prometheus 1 × Horned Devil, 1 × Pyrolisk, 1 × Fire Gigas Inside Mount Gulg 4F 2 × Magmantis 1 × Magmantis, 2 × Fire Elemental 1 × Magmantis, 1 × Hell Liger, 1 × Pyrolisk 1 × Hell Liger, 1 × Horned Devil, 2 × Fire Elemental 1 × Magmantis, 1 × Fire Elemental, 1 × Prometheus 1 × Fire Gigas, 1 × Hell Liger, 1 × Horned Devil 2 × Fire Gigas Inside Mount Gulg 3F 2 × Magmantis 1 × Magmantis, 2 × Fire Elemental 1 × Fire Gigas, 1 × Hell Liger, 1 × HDevil 1 × Magmantis, 1 × Fire Elemental, 1 × Prometheus 1 × Hell Liger, 1 × Fire Elemental, 1 × Prometheus 1 × Magmantis, 1 × Hell Liger, 1 × Pyrolisk 2 × Fire Gigas Inside Mount Gulg 1F 2 × Magmantis 1 × Magmantis, 2 × Fire Elemental 1 × Hell Liger, 1 × Fire Elemental, 1 × Prometheus 1 ×Magmantis, 1 × Fire Elemental, 1 × Prometheus 1 × Horned Devil, 1 Pyrolisk, 1 Fire Gigas 1 × Fire Gigas, 1 × Hell Liger, 1 × Horned Devil 2 × Fire Gigas B1F Same as in 1F The beaks of Pyrolisks are not to be trifled with, as they can apply Gradual Petrify. Their Glare inflicts Paralyze to the entire team albeit with reduced chances. Steal: Phoenix Down Magmantises have Kama, some ancient method of dealing damage twice in a row, both equally hard. Weak to Ice and Water. Hell Ligers have 1250 HP. They Rage. They Bite. They Roar. Rather low-effort, except for the fact that their Rage also targets other enemies. Horned Devils have 1480 HP, and are weak to Light. Can use ST/MT Fira and ST Slow. Steal: Golden Needle Fire Elementals have less than 500 HP each, and possess a weakness to both Ice and Water. This doesn't mean they are weak in offensive ability, as their Conflagration is capable of inflicting more than 200 damage on each party member. At 2700 HP each and coming with two damaging abilities: Body Slam and Whack, both capable of Confusing and the latter often doing upwards of 600 damage, Prometheuses pack a punch in its rawest form. Thankfully, like the Oceani, they are susceptible to Mini and are weak to both Ice and Water. Vacuum Wave is also viable. Steal: Hi-Potion, Drop: Mallet, Golden Needle? Fire Gigas have 3150 HP and use Thwack (MT Physical damage that does anywhere from over 100 to over 300 damage). Weak to both Ice and Water and vulnerable to Mini. Drop: Mallet Inside Mount Gulg 2F 1 × Lancer, 1 × Archer 1 × Martial Artist, 1 × Sorcerer 1 × Lancer, 1 × Sorcerer, 1 × Archer 1 × Martial Artist, 1 × Lancer, 1 × Sorcerer Archers have Volley and Slow. Steal: Headgear Martial Artists have a lot of HP (1900) and have Whack that hits as hard as before and Eye Gouge along with Roundhouse. Confusing them works wonders. Steal: Headgear Sorcerers cast the -ra spells, Bio, Silence and Slow. A way of sustaining the onslaught of enemy soldiers is to kill off all other enemies, leaving the Sorcerers. Have the mages in your party use Attune Blade to absorb MP for healing after the battle. Silence does not work on them. Mythril Rods can be stolen for selling. Steal: Mythril Rod Climb the small ladder on the right for a Hi-Potion. Taking the left path, two diversions lead to an Echo Grass and a Phoenix Down respectively. In Station 6, the chest to the right of the entrance past the first bridge holds a Remedy, and past this is a ladder which leads to a second bridge (left) or a chest containing a Prism Rod past some mandatory damage (up). At the Summit, follow where the winding path takes you. At 4F, heal and save up, before following the path and claiming a Phoenix Down from the chest and crossing the bridge. Before taking the exit, go around it to find a chest with an Officer's Hat. At 3F, take the right stairs first for a Cottage, before taking the left for the exit. Get a party member ready with Attune Blade for an easier gaming experience. At 2F, there are no random encounters. To the left of the room is an Ether in a chest among some crates, and to the right is a Hi-Potion in a pot. At 1F, there is an exit at the that leads to B1F, which holds 2 ores and a Cleric's Robe. At the upper left-hand and upper right-hand corners of 1F, there are two small rooms with random encounters and a Pinwheel, a Dry Ether and maybe an ore respectively, while between these two rooms is a Save Point. !!Mount Gulg + Inside Mount Gulg will be permanently inaccessible after this, so don't miss the Cleric’s Robe, a Pinwheel, and an Officer’s Hat.!! 1 × Martial Artist, 1 × Sorcerer, 1 × Commander After the fight and cutscene, you gain control of your character. !!Before escaping, unequip Graham of his accessory if you like, but that’s not important unless you happen to have him using a Giant’s Armlet or some other rare stuff like anti-status effects accessories.!! Boss #18 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 3: Warriors of Light and Darkness World of Light: Forgotten Memories........................................(MEM3) At the entrance to Hierro Cave, the 2 soldiers change dialogue after you speak to them once: The one mocking you says "Get outta here!" while the other says "Report to us immediately if you see anything suspicious!" At Pirate Island, a pirate mentions "We plundered the imperial base like some lone merchant caravel!" Mathel Overworld 1 × Aegir, 2 × Raging Ostrich 2 × Gloom Widow, 1 × Aegir 3 × Gloom Widow 3 × Raging Ostrich 3 × Goblin Captain, 1 × Aegir 2 × Gloom Widow, 2 × Goblin Captain 4 × Gloom Widow 4 × Raging Ostrich 4 × Goblin Captain 5 × Goblin Captain Gloom Widows come with an unexplainable weakness to Lightning and use Bite to Confuse and inflict Poison along with Web for countering that does nothing but inflict Slow, not a really good counter. Somebody gotta tell them that, but shouldn’t expect to be understood by spiders. Steal: Phoenix Down Drop: Ether Aegirs use Tentacle to inflict damage and Slow, something they don't quite realise is a viable alternative to defeating themselves. Pierces PhyDef though. Also use Constrict. Raging Ostrich come with Roundhouse that Stuns. Drop: Phoenix Down Goblin Captains have Goblin Punch, perhaps when they realise their daggers aren't working. Drop: Hi-Potion Treasures in Mathel (completely pathetic for us pot-and-shelf-and-barrel-looters): Hi-Potion, Antidote Ashmonte 2 × Aegir 2 × Narciss 2 × Ashen Treant, 1 × Aegir 2 × Goblin Captain, 1 × Aegir 1 × Lycanthrope, 1 × Needler, 1 × Ashen Treant 1 × Ashen Treant, 1 × Aegir, 1 × Narciss 3 × Needler 3 × Lycanthrope 2 × Needler, 2 × Ashen Treant 2 × Needler, 2 × Lycanthrope 4 × Goblin Captain 5 × Goblin Captain A fair amount of monsters here (Narciss, Needler, Ashen Treant, Aegir) are weak to Fire. If only Ifrit were around, he could do a lot of the work for us. Don't fret too much though, Fire Breath on Black Mages and Red Mages works fine. Needlers are animals that use Dream Stinger, which inflicts Sleep and counter with Needles. Ashen Treants, like Needlers use Sleep to disable opponents but cast Sleep instead, or use Constrict as a counter. They can also be quite greedy, and use Drain. Lycanthropes Bite to inflict some damage and a chance at Poison and Confuse, and can cast Berserk on party members. Otherwise, they aren't the strongest monsters in the land. Narcisses use Entice to... you know... entice their foes. Take the right path for an X-Potion. Now taking the left path, follow it, taking a Hi-Potion along the way. Heal and save up. 1 × Lycanthrope 1 × Ashen Treant, 1 × Goblin Captain 1 × Aegir, 1 × Goblin Captain 1 × Needler, 1 × Ashen Treant 1 × Goblin Captain, 1 × Narciss 1 × Lycanthrope, 1 × Needler 1 × Lycanthrope, 1 × Ashen Treant 2 × Ashen Treant 2 × Needler 2 × Narciss 2 × Goblin Captain 3 × Goblin Captain If you attempt to leave, Sol says "We can't just leave _ and _ behind!". Same with Aigis. Sol and Sarah: Inspect the chest for 2500 Gil. Follow the path again for an Ether and a cutscene. Aigis and Dusk: To the right is where you came from, so follow the path to the left. In the next clearing, a chest containing an Antidote can be found, and a Cottage is the treasure from the next clearing. Sol and Sarah: Head over to the top of the clearing for a Maiden's Kiss. Then on the next clearing for a Cypress Pole and a cutscene. (Sol: "We gotta meet up with Aigis and Dusk up ahead.") Bring a stock of Maidens' Kisses along for what the next dungeon has in store for you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hierro Cave 1F 1 × Speartongue, 1 × Rock Eater, 1 × Mighty Golem 1 × Speartongue, 1 × Hierrorite, 1 × Mighty Golem 2 × Earthipede 2 × Dinonix 3 × Dinonix 3 × Earthipede 3 × Speartongue, 1 × Earthipede 4 × Speartongue 1F (empty side room) Same as B2F B1F 3 × Alveolata 3 × Rock Eater 1 × Speartongue, 1 × Rock Eater, 1 × Mighty Golem 1 × Speartongue, 1 × Hierrorite, 1 × Mighty Golem 2 × Speartongue, 2 × Alveolata 3 × Speartongue, 1 × Earthipede 4 × Speartongue 4 × Rock Eater B2F 1 × Alveolata, 1 × Speartongue, 1 × Earthipede 1 × Speartongue, 1 × Rock Eater, 1 × Mighty Golem 1 × Speartongue, 1 × Hierrorite, 1 × Mighty Golem 1 × Alveolata, 1 × Speartongue, 1 × Mythril Golem 3 × Alveolata 3 × Rock Eater, 1 × Dinonix 4 × Rock Eater 2 × Mighty Golem Besides the fact that Hierro Cave seems like a deliberate misspelling, there's nothing much to see or do here. (Because it's not a tourist attraction, that's probably why.) Dinonixes have Bite and Claw. Steal: Hi-Potion Rock Eaters use Smash to Bits, something that hurts more than just a bit, along with Headbutt that Confuses to boot. Steal: Hi-Potion Hierrorites use Petrifying Gaze and Sandstorm. The former is something nobody worries about, while the other is a delaying tactic practiced by living, sentient pieces of rock. Speartongues are weak to Lightning, and use Toadsong (Either Toad or Sleep). Mighty Golems have 3000 HP but can be Mini-ed and Confused. Use Thwack, and may counter by protecting themselves and fellow monsters repeatedly with Protect or Shell. Earthipedes are more a pain than a mild, imagined annoyance; they pack 2750 HP each and whenever you don't run into 3 of them at once, you should be thanking your lucky stars. They use Earthquake at the frequency of one measuring 10 on the Richter scale; they are also immune to the more delibilitating status effects. Argy's Tornado, made available through Memorandum, can turn battles to your side; so can inflicting Sleep on them while your Monks or Dragoons work on preparing the blow to end all blows. Steal: Hi-Potion, Drop: Ether Alveolata pack a bundle of annoyances: Venom Breath and Natural Healing. Have I mentioned they do two actions in a row? They do Natural Healing (for more than 300 HP) and either a normal attack or Venom Breath. Drop: Hi-Potion A Hi-Potion to the left, and Eye Drops to the left of the exit. At B1F, a Phoenix Down in the chest at the central platform and a Red Scorpio in another chest on another platform. At B2F, the crate just past the entrance grants a Cottage, and proceed to find a save point and 2000 Gil in a chest. Afterwards, take the left path for a Hi-Potion. Follow the path that takes you back to 1F where an Antidote awaits. Before taking the exit, help yourself to an Air Knife by following the path to the right of the exit and scouring the boxes in the small room. The random encounters here are from B2F. Fabrica Overworld 1 × Dual Horn, 1 × Great Tortoise, 1 × Rock Eater 2 × Dual Horn, 1 × Rock Eater 2 × Funguar 2 × Great Tortoise 2 × Rock Eater, 1 × Funguar 2 × Great Tortoise, 1 × Funguar 3 × Rock Eater 3 × Funguar 3 × Dual Horn 4 × Rock Eater 5 × Rock Eater Dual Horns are bulls that Impale (ignore PhyDef) and Body Slam, counter with Pincers and are weak to Fire. Steal: Hi-Potion Great Tortoises come with 2970 HP and a weakness to Fire and are hardcore users of Carapace. Funguars have ST Fira and Sleep but are weak to Fire only. Will treat you to a good casting of Bio as a counter. Treasures in Fabrica: Remedy, Hi-Potion, 3000 Gil, Mallet, Dry Ether, Golden Needle In Fabrica, do make it a point to sleep in the Inn, interact with the flower at the right side of town and the doll in the house at the left side of town. Also invest in Tornado, Stop and Curaja at the very least. Shell won’t be needed so soon if you don’t have the Gil. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Anima Grove First Two Clearings 2 × High Ogre 1 × High Ogre, 1 × Bonnacon, 1 × Ouroboros 2 × High Ogre, 1 × Ouroboros 2 × Dinonix, 1 × High Ogre 3 × Dinonix 3 × Ouroboros 4 × Gevaudan Small Empty Clearing Same as before, plus 1 × Great Avian Last Three Clearings 1 × Dinonix, 2 × Bonnacon, 1 × Spritzer 1 × High Ogre, 3 × Spritzer 2 × Gevaudan, 1 × Spritzer, 1 × Ouroboros 2 × Bonnacon, 2 × Ouroboros 2 × Gevaudan, 2 × Dinonix 2 × Dinonix, 2 × Bonnacon 3 × Bonnacon, 1 × High Ogre 3 × Gevaudan, 2 × Spritzer High Ogres are heavy on the physical side. Besides Swing, they take things very personally, and respond to being slighted with Body Slam. Steal: Hi-Potion Ourobori are weak to Fire, and use Constrict. Spritzers have Cursed Breath and Cursed Gaze. Steal: Tent Gevaudans are dogs that, like most decent animals, demand that humans take care of them, in this case via physical beatups, black magic, summoning, etc. They not very surprisingly have Roar (ST), Bite and are weak to Fire. Steal: Hi-Potion Great Avians use Pandemonium to spell trouble for your team: high MT damage (over 700) and afflicting the maladies of either Curse, Poison or Paralyze. They also have Blight Wing that is no laughing matter as it deals more than 600 damage per party member. They hit twice in a row too. Steal: Hi-Potion, Drop: Giant Fang, Yellow Tail Take the left path first, and hopefully not run into Great Avians on the way. Now, take the right path, picking up the Phoenix Down along the way. At the left in the next clearing is an X-Potion, and to the right is a chest blocked. In the next clearing a chest containing a Phoenix Down is within immediate sight. In the next clearing yet, take the right for a Faerie Robe and continue down the path for a Save Point and a mysterious figure that awaits. Boss #18 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fabrica Cave 1 × Dread Chimera 3 × Hellclaw 2 × Hellclaw, 2 Bonnacon 3 × Carmilla Bat, 1 × Carmilla 4 × Carmilla Bat, 1 × Carmilla Dread Chimerae do two actions in a row, use Claw, Fang (almost 1000 damage to front-row characters and half that to those at the back), Aqua Breath or Curse Breath, depending on their mood and on whether it’s a good day or a bad day. Susceptible to Tornado. Hellclaws use ST Bio and Death Claw (chance to instant KO). Steal: Hell Claws Bonnacons use Sandstorm and Web (Slow). Counter with Sticky Goo, weak to Fire. Carmilla Bats are weak to Fire and Light and Wind. They may Silence individual party members in addition to "sucking their blood" upon orders from Carmilla. Carmillas have Drain and Osmose, and use Temptation (the first MT Confuse). They themselves can be Confused, which turns the battle into a simple physical fight. Steal: Mythril Bangle There is a crack in the ground at the upper right-hand corner of the cave. Pass through the darkness to get a sweet Death Sickle for your party to sow death among your enemies. Shipyard Top Level 1 × Base Guardian, 1 × Highlander 2 × Storm Trooper 2 × Highlander 1 × Storm Trooper, 2 × Repairer 2 × Repairer, 1 × Archmage 3 × Storm Trooper Upper Level 1 × Base Guardian, 1 × Repairer, 1 × Highlander 1 × Base Guardian, 1 × Storm Trooper, 1 × Highlander 2 × Repairer, 1 × Sky Shooter 2 × Repairer, 1 × Archmage 3 × Storm Trooper 2 × Storm Trooper, 2 × Repairer Middle Level 1 × Base Guardian, 1 × Repairer, 1 × Highlander 1 × Base Guardian, 1 × Storm Trooper, 1 × Highlander 1 × Repairer, 2 × Sky Shooter 2 × Sky Shooter, 1 × Base Guardian 2 × Base Guardian, 1 × Highlander 3 × Storm Trooper 3 × Repairer, 1 × Sky Shooter Lower Level 2 × Sky Shooter 1 × Base Guardian, 1 × Storm Trooper, 1 × Highlander 1 × Repairer, 2 × Sky Shooter 1 × Base Guardian, 2 × Sky Shooter 2 × Base Guardian, 1 × Highlander 2 × Storm Trooper, 2 × Repairer 3 × Repairer, 1 × Sky Shooter Storm Troopers can Body Slam that Confuses and Slice n' Dice (Die). Steal: Hi-Potion Base Guardians use Critical, Swing and an incredibly hard-hitting Axe that looks at PhyDef the same way one looks at 99% of TV ads. Also counter with Body Slam that inflicts Confuse. Confusing them is one of your best options against these. Steal: Hi-Potion Repairers use ST Protect, Shell and Cura on their allies. Weak to Lightning to the point that a single Coral Sword strike dispatches them. Thunder Bows do well here too. Steal: Hi-Potion Highlanders use a low-hitting version of Volley and cast Slow. Steal: Green Beret Archmages cast ST Fira, Blizzara and Sleep along with MT Curaja and cast it quite well. Steal: Mythril Rod, Drop: Prism Rod Sky Shooters use Laser which hurts a good bit (30% cHP) and Body Slam. Weak to Lightning. Steal: Hi-Potion, Drop: Ether Help yourself to 4000 Gil at the Upper Level. Take the right ladder first, to reward yourself with a pair of Burning Knuckles. Taking the left ladder now, upon coming to a fork take the left for a Dark Hat before taking the right. Upon another fork, ascend the ladder for some Eye Drops before continuing your journey. Take the right ladder for a Cottage, and at the next fork, take the right for a Phoenix Down. Forget not the chest containing a valuable Power Sash before entering the lower level. When you reach the central platform, resist the urge to descend the ladder so soon. Instead, slowly but surely work your way around the piping on the left to reach a desirable Amphibian Rod. Save and heal up. 3 × Sentry Sentry: Drops Eye Drops, Steal: Gold Helm Boss #20 Heliogabalus 3 × Storm Trooper, 1 × Repairer 1F 1 × Iron Fist, 2 × Sky Shooter 1 × Swordmaster, 1 × Noble Lancer, 1 × Iron Fist 1 × Swordmaster, 1 × Iron Fist, 1 × Archmage 2 × Swordmaster, 1 × Repairer 2 × Noble Lancer, 1 × Swordmaster 2 × Gevaudan, 2 × Storm Trooper 3 × Storm Trooper, 1 × Repairer B1F 1 × Iron Fist, 2 × Sky Shooter 2 × Noble Lancer, 1 × Swordmaster 1 × Swordmaster, 1 × Iron Fist, 1 Archmage 1 × Base Guardian, 1 × Noble Lancer, 2 × Archmage 3 × Gevaudan, 1 × Sky Shooter 2 × Weresoldier X 1 × Proto Armor B2F 3 × Demitiger 2 × Weresoldier X 1 × Weresoldier X, 2 × Demitiger 2 × Demitiger, 2 × Gevaudan 3 × Gevaudan, 1 × Sky Shooter 1 × Base Guardian, 1 × Noble Lancer, 2 × Archmage 2 × Base Guardian, 1 × Storm Trooper, 1 × Sky Shooter 4 × Gevaudan, 1 × Repairer 1 × Proto Armor Weresoldiers X are vulnerable to Confuse, Stop and Sleep so get your Ethers via Steal during this time. Iron Fists boast 2700 HP and use Whack, Bodyslam (arent’t the two the same) and Roundhouse to show that they aren't exactly delicate humans. Steal: Phoenix Down Swordmasters have Takedown, Slice n' Dice and Critical to offer when it comes to offensive abilities, which are in fact slices of the exact same cake (all physicals of varying strength). They also counter with Pommel (Paralyze). Steal: Hi-Potion Noble Lancers use Swing to show you who's the boss (which is you). They also Impale, which is good for hunting and not much else. Steal: Hi-Potion Demitigers are affected by Confuse, Sleep and Stop too so this is your best chance to get Cottages for free. They have Claw, Sweepkick (actually the same as Roar) and Glare (chance for MT Paralyze). They also hit twice a row. Steal: Cottage, Drop: Potion Proto Armors use a wildly powerful Laser (potential for more than 1000 dmg since it shaves off 30% of cHP) and Machine Gun (3 to 4 weak Swings). Steal: Hi-Potion, Drop: X-Potion, Cottage? Side rooms that can be entered but don't have visible doors have gold plates instead. Save and heal up. The door on the left doesn't need entering, so head to the door on the right. 3 × Storm Trooper, 1 × Repairer In the large room, take the Golden Needle from the chest before pulling the switch. The door on the right ultimately leads to a Hi-Potion and a lever that opens up a shortcut. Back at the large room, pull the 2nd lever you see, then enter the room at the upper end to come out on the other side of the large room. Pull the lever to reveal a Squall Lance, before entering the room on the left. Get the Eye Drops from the chest and head to the bottom to open up a shortcut to the Save Point room. After doing whatever you want, head back and descend the ladder to B1F, where you pull the lever again and get the Tent at the bottom-right corner. The door leads to a hallway with eight doors! Starting from the bottom-left corner in an anticlockwise direction: a room with a Close Helm, a room with the elevator that has yet to be switched on, a room with Close Armor, a room with a ladder leading to the right side of B2F, a room with a Hi-Potion in a pot, a room with a Rune Bangle and a lever that switches on the elevator to 1F and the bottom part of B2F and a room with an Ether. B2F has four rooms: 1. At the right, with a Phoenix Down 2. At the top, with an X-Potion 3. At the left, with a Cottage 4. At the bottom, which is split into 2 parts: one with the elevator, and another with a lever that connects the two parts along with a Save Point So there are 2 ways of entering B2F; either with the elevator or with the ladder on the right room of B1F. Taking the ladder puts you into the room on the right but locks you out of elevator access unless you switched on the elevator before, while taking the elevator puts you into the part of the bottom room with the elevator, and now you have to follow the same path to the part of the same room with the lever and Save Point. Heal and save up. !!You won’t be able to return here for the rest of the game after this, so get your items including the Squall Lance.!! Boss #21 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 3: Warriors of Light and Darkness World of Darkness: A Dance with Death....................................(DEA3) And so, it appears that in the unending, unyielding, barren desert where everything roams free, everything is open wide: emotions, enemies, friends etc. At least it isn't too hot, though. Desert 1 × Gloom Widow, 1 × Rattlesnake 2 × Rattlesnake 2 × Striped Bark, 1 × Rattlesnake 2 × Vulture, 1 × Rattlesnake 3 × Gloom Widow 3 × Vulture 1 × Vulture, 1 × Gloom Widow, 2 × Striped Bark 4 × Striped Bark Striped Barks have needles, yellow needles and Death Needle. Steal: Phoenix Down, Drop: Gold Needle Rattlesnakes use Bite and counter with Constrict. Vultures use Dive and counter everything with Eye Gouge. Steal: Phoenix Down Kaklim Desert 1 × Gloom Widow, 1 × Rattlesnake 1 × Rattlesnake, 1 × Olgoi-Khorkhoi 1 × Sand Bear, 1 × Olgoi-Khorkoi 2 × Rattlesnake 2 × Sand Bear 1 × Gloom Widow, 1 × Vulture, 1 × Olgoi-Khorkhoi 1 × Vulture, 1 × Gloom Widow, 1 × Striped Bark 2 × Vulture, 1 × Rattlesnake 2 × Vulture, 1 × Sand Bear 2 × Striped Bark, 1 × Rattlesnake 2 × Striped Bark, 1 × Olgoi-Khorkhoi 3 × Gloom Widow 3 × Vulture 4 × Striped Bark 1 × Cactuar King 1 × Sand Worm Rattlesnakes, Olgoi-Khorkhois and Sandworms are vulnerable to Ice and Water, and Olgoi-Khorkhois absorb Earth. Sand Bears use Claw and Thwack (MT) while countering with Whack (ST). They are great at dinner parties, though. Steal: Hi-Potion Olgoi-Khorkhois hit twice in a row and apply the philosophy of Suck In, in which they gain HP and you lose HP. It deals physical damage. Sand Worms have a large pool of 4500 HP to whittle down while they keep your on your knees with Sandstorm (MT damage + MT chance to Blind) while countering magical attacks with Quicksand (MT damage + MT chance to Slow). Steal: Hi-Potion, Drop: Hi-Potion When Cactuar Kings scamper about, anything you do to them has a 1 in 1 chance of being countered with Needles should your attacks not miss (they have high Evasion and M. Evasion). They Flee after some time. Steal: Cactuar Needle, Drop: Cactuar Needle Cottage in the first clearing. In the next clearing, descend the rightmost ramp to be taken to a chest with a Wind Spear. Hi-Potion in next. Following the Oasis, there are 3 chests within immediate sight; descending the first ramp leads to a Poison Rod; to the bottom-left is a Gold Needle; and to its right (down another ramp) is a chest containing 2000 Gil Before leaving, take the first visible exit; where you will get to loot the chest previously unreachable. Avoid taking the downwards ramp; it leads to where you previously explored, which is not something you plan on doing. Also, before leaving, there is an Ether and some Eye Drops to the right of this patch. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Treasures in Gardenia: New shoplifting strategy: search all the baskets both on the 1st level and on the 2nd level. There are 4 treasures that can be obtained this way. Phoenix Down, Remedy, Ether, Cottage, X-Potion, 1000 Gil, 1 Casino Coin, 3 Casino Coins, 4 Casino Coins, 6 Casino Coins, 8 Casino Coins Don’t play at the Casino so soon; wait until later unless you want to get coins for the White Dress and an X-Potion. There are 5 different slum citizens you need to gain the trust of, and while gaining the trust of 4 is the minimum required to progress, gaining the trust of all 5 nets you an Elixir on the spot. !! You can gain the trust of 4 slum citizens first, but the last one needs to be gained before you step into the next dungeon or else you'll lose your Elixir forever.!! 1st: the man on the ground at the upper-left corner If you give him a Hi-Potion, you lose it and won't get it back. If you give him an Elixir, you get it back and nothing much happens. If you give him an X-Potion (all the more reason to spend time in the Casino in exchange for one), you have helped him successfully. 2nd: girl who wants to try on a White Dress To the Casino it is. 3rd: old man with an aching back What you need to do is head to Kaklim Desert and run into a 1 × Cactuar King encounter. I recommend Stealing from it, but you can also farm for its drop. 4th: mother with child suffering from desert fever Back to Kaklim Desert again! At the last clearing, just before you enter the Overworld again is a shiny object, which you should pick up. Boss #22 Mr. Antlion welcomes you into his maws of death by sucking you into a sand whirlpool created via his incredibly powerful yet mysteriously inexplicable powers of sand pearl-hoarding and the battle starts. 5th: (the most complicated) digger without a pickaxe You think you can just grab the Pickaxe from the floor of the Casino? Hah. There are some related sidequests in which people are in search of missing stuff. Buy a tasty piece of carobo for 100 Gil and give it to the boy whose Mom won't let him have any. Give the ocarina to the man who sold his prized ocarina just to get a few more coins. Give the gear to the man who coulda sworn he had enough gears for... Then talk to the man who thought of digging a well. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Desert Moon Hideout A Phoenix Down in the room with bunks, Eye Drops and a Sacred Candle in the room with many pots and barrels. Gardenia A Whip and a Chain Whip in Matoya’s room. Grasslands 2 × Funguar 2 × Dual Horn 2 × Faust, 1 × Funguar 3 × Funguar 3 × Faust 2 × Megachile, 1 × Faust, 1 × Dual Horn 2 × Megachile, 2 × Faust 1 × Undead Dragon Megachiles are relatively harmless and use Critical and Poison Barb exclusively, which lands them a spot among the most unmenacing monsters ever. Fausts use Confuse, Sleep and Silence, but fire can be fought with fire, as they themselves are not immune to Silence. Steal: Hi-Potion Undead Dragons come with 4444 HP and a weakness to Fire and Light. Imperial Forward Camp Pick up the Golden Needle in the chest. (More like "pillage".) Remember you can Flee from these battles. Set 1 1 × Archer 1 × Martial Artist 1 × Lancer Set 2 1 × Lancer 1 × Martial Artist 1 × Martial Artist, 1 × Archer 1 × Martial Artist, 1 × Lancer 1 × Lancer, 1 × Archer Set 3 1 × Gevaudan, 1 × Highlander 1 × Base Guardian, 1 × Gevaudan 2 × Storm Trooper 1 × Storm Trooper, 1 × Archer, 1 × Highlander 1 × Base Guardian, 1 × Archer, 1 × Lancer 2 × Martial Artist, 1 × Highlander 2 × Gevaudan, 1 × Storm Trooper 2 × Storm Trooper, 1 × Lancer Afterwards, pillage the Ether from the chest. Take also a Gold Shield from another chest. 1 × Unit Captain Unit Captain uses Takedown (no Taekwondo here) Rend for extra damage + Sap and Achilles Strike. Steal: Hi-Potion Nothing happens if you take the extra character to the hut you came from. Claim an X-Potion to repay your troubles of making someone's day better just now, and an Ether to the top when you arrive at a fork. !!Unequip the extra character completely before you enter another building. You want that Peace Ring.!! 1 × Lancer, 1 × Martial Artist, 1 × Unit Captain Save and heal up. Now, you may leave the Forward Camp but there's no point in doing so, none. But there are two ways forward: one by taking the path after the save point and another by going back to where you came from and taking the path initially blocked by soldiers, now cleared. By taking the first option, go around the building to reach a chest with a Shadow Blade. The next clearing covers a large area, in which many chests abound for the pillaging: a Dark Bow, 2500 Gil and a Gauntlet. The next clearing has some more: a Dry Ether (upwards from the entrance), another stash of 2500 Gil, a Remedy, and an Elixir (to the left before entering the building) Taking the second option: you will notice that the hut Glaive came from oddly has the 3rd set of possible encounters while the area around it still has the 1st set, so does the area before it save for the initial entrance. In the building where the first and second encounters happened, the chest contains a Power Sash. At the initial entrance, walk to the path once blocked, and enter the building or explore the area preceding it. You can even beat the area boss before exploring whatever is unexplored, but note that enemies still exist after beating the boss. Boss #23 Matoya's Dancing Knife can even allow her to perform Dances she does not know, for example Sword Dance. No use taking Matoya to the pubs in Aüle or Verde. New stuff and games are available at Gardenia. Get Tornado, Stop, Shell and Curaja at least, will you? Do it if you’re following this walkthrough. The moment you obtain your Queen's Whip (even after doing your research from reputable sources) don't hesitate to yell "I'm a FARKING completionist!" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Beneath Gardenia 1 × Leach Squid, 1 × Alveolata 2 × Mollusca 2 × Splasher, 1 × Leach Squid 2 × Splasher, 1 × Alveolata 2 × Brown Rat, 1 × Aqua Flan 1 × Brown Rat, 1 × Alveolata, 1 × Aqua Flan 1 × Splasher, 1 × Leach Squid, 1 × Mollusca 2 × Brown Rat, 2 × Aqua Flan 2 × Alveolata, 2 × Aqua Flan 4 × Splasher Aqua Flans, Leach Squids, Splashers and Molluscas are all weak to death by zapping. Aqua Flans use ST Water that hits rather hard and Aqua Breath that deals a sizeable amount of damage, which means bad news for your party especially HP-short Matoya. Splashers are fish that use Body Slam, making you wonder what is it you're doing down here that made fish think it is a viable strategy. In the name of all that is odd, their normal attacks can inflict Silence. Steal: Hi-Potion Brown Rats simply represent the best that this dungeon has to offer; Fang and Incisor each deal around 700 damage without discounts. Leach Squids have 3200 HP and either hit thrice or use Tentacle, responsible for dealing over 700 damage (ignores PhyDef) and putting you in a wash (Slow). They also counter non-physicals with Sticky Goo. Steal: Tent, Drop: Potion Molluscas pack high PhyDef and use Aqua Breath too, and Sticky Goo too, to make sure nobody misses out on their self-defence mechanisms. Relieve the first chest, to your bottom as you step in, of its contents, a Drowsy Ring before pulling the reachable lever to unblock the waterway. At the other end, climb onto the pedestal to pull the lever to activate the path to the exit. You then emerge in a hallway with five doors; the door at the left is the way forward. From right to left, the three doors in between lead to a Maiden's Kiss, a Golden Needle and 2800 Gil. The central platform in the next large room holds a Tiger Mask, a lever is at the bottom-right and a door to the bottom-left leads to a lever and an Air Knife. The door to the upper-left leads to another room with a Golden Needle at its upper-right corner, a Remedy at the bottom, and yet another lever at the upper-left corner. Upon pulling all three levers, something happens. Boss #24 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Odin's Castle 1F 1 × Lodoth, 1 × Baba Yaga 2 × Baba Yaga 1 × Skull Knight, 1 × Mummy, 1 × Lodoth 1 × Corpse, 1 × Shade, 1 × Lodoth 2 × Skull Knight, 1 × Mummy 1 × Carmilla, 3 × Carmilla Bat 2 × Shade, 2 × Skull Knight 4 × Mummy 1 × Carmilla, 4 × Carmilla Bat B1F 1 × Lodoth, 1 × Baba Yaga 2 × Baba Yaga 1 × Skull Knight, 1 × Mummy, 1 × Lodoth 1 × Skull Knight, 1 × Corpse, 1 × Baba Yaga 2 × Skull Knight, 1 × Mummy 2 × Shade, 2 × Skull Knight 4 × Mummy 2F 1 × Lodoth, 1 × Baba Yaga 2 × Baba Yaga 1 × Skull Knight, 1 × Shade, 1 × Baba Yaga 1 × Skull Knight, 1 × Corpse, 1 × Baba Yaga 1 × Skull Knight, 1 × Mummy, 1 × Lodoth 2 × Skull Knight, 1 × Mummy 2 × Corpse, 1 × Shade 2 × Shade, 2 × Skull Knight 1 × Carmilla, 3 × Carmilla Bat 4 × Mummy 1 × Carmilla, 4 × Carmilla Bat 3F 1 × Lodoth, 1 × Baba Yaga 1 × Skull Knight, 1 × Shade, 1 × Baba Yaga 1 × Shade, 1 × Corpse, 1 × Lodoth?? 1 × Skull Knight, 1 × Corpse, 1 × Baba Yaga 2 × Skull Knight, 1 × Mummy 2 × Corpse, 1 × Shade 2 × Shade, 2 × Skull Knight 4 × Mummy (20 AP)
Skull Knights, Mummies, Shades and Corpses are weak to Fire and Light.
The normal attacks of Skull Knights have a chance of inflicting Curse, and they
can also Bite, and use Swing in an effort to welcome you into joining their
innumerable ranks, along with a chance for Cursed Gaze when defeated. Drop: Wind
Spear
Shades use Dark to inflict explosive damage and Shade for MT Paralyze, something
avoidable but can also result in the demise of a crippled team. Steal: Hi-Potion
Mummies have a chance to Poison with their normal attacks (tickles) and use
Binding Attack. Steal: Phoenix Down, Drop: Antidote
Baba Yagas use Entice, a repertoire that they undoubtedly rehearse over and over
again albeit not to stunning effect, as it was for killing intruders, not for
putting on a late-night show. Counter physicals with Claw and all others with
Embrace. Drop: Gaia Staff (good w/ Break)
Corpses are enemies born from the dead out of a never-ending desire to kill; but
they as corpses have (mostly) lost the ability to put up a fight. They have 2950
HP and use Bio and Bite (albeit not to great effect). Normal attacks may poison.
Steal: Hi-Potion
Lodoths have 3800 HP each, and come with high PhyDef and have an unexplained
weakness to Lightning. They have a certain preoccupation for Whacking the life
out of foes and countering physicals with a hard-to-bear Body Slam owing to
their high PhyDef. Correction: they are beaten easily with Mini, Strike and
Thunder Slash. Steal: Hi-Potion
The bottom-right corner of 1F has an Ether. On the right side of 2F, a Remedy
lies out in the open followed by an Amphibian Rod in a room down a hallway. Back
at 1F, the stairs on the bottom-left corner lead to B1F, at which there are
three chests from the left to the right: a Sacred Candle, an Antidote and an
X-Potion. Back onto 1F. On the left of the third pillar from the entrance is an
unseen passage to a Bastard Sword. To the right of the first and third pillars
from the exit are also an unseen passage. Emerging onto 2F, take the bottom path
to enter a room with 2800 Gil. Ignore the first doorway when taking the above
path from the entrance; continuing down the hallway instead will lead to a room
with a Hi-Potion. Now entering the previous doorway will bring you to 3F, where
the exploration of the left and right doorways from the entrance yield a Close
Helm and Close Armor respectively and another two doorways further down the main
hallway hold a Cottage and a Golden Needle. Save and heal up. Boss #25
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now's the time to ransack an enemy base and make its defenders learn "resistance
is futile" the hard way.
Underground Fortress
B1F
1 × Swordmaster, 1 × Iron Fist, 1 × Archmage
1 × Swordmaster, 1 × Noble Lancer, 1 × Iron Fist
1 × Swordmaster, 2 × Noble Lancer
2 × Raised Ghoul, 1 × Swordmaster
2 × Sky Shooter, 1 × Iron Fist
2 × Swordmaster, 1 × Repairer
3 × Raised Ghoul
3 × Raised Ghoul, 1 × Sky Shooter
B2F
Same as before
B3F
1 × Swordmaster, 1 × Noble Lancer, 1 × Archmage
1 × Swordmaster, 1 × Iron Fist, 1 × Archmage
1 × Swordmaster, 2 × Noble Lancer
2 × Swordmaster, 1 × Repairer
2 × Sky Shooter, 1 × Iron Fist
1 × Base Guardian, 1 × Noble Lancer, 2 × Archmage (20 AP)
2 × Base Guardian, 1 × Raised Ghoul, 1 × Sky Shooter (19 AP)
3 × Raised Ghoul, 1 × Sky Shooter
4 × Raised Ghoul
4 × Raised Ghoul, 1 × Sky Shooter (24 AP)
2 × Raised Ghoul, 2 × Storm Trooper
2 × Weresoldier X
1 × Proto Armor
B4F
1 × Base Guardian, 1 × Noble Lancer, 2 × Archmage
2 × Base Guardian, 1 × Raised Ghoul, 1 × Sky Shooter
3 × Demitiger
2 × Raised Ghoul, 2 × Storm Trooper
2 × Demitiger, 2 × Gevaudan
3 × Raised Ghoul, 1 × Archmage (20 AP)
2 × Raised Ghoul, 3 × Gevaudan (22 AP)
2 × Weresoldier X
2 × Demitiger, 1 × Weresoldier X
1 × Proto Armor
1 × Proto Armor, 2 × Storm Trooper (25 AP)
B5F
Same as before
The normal attacks of Raised Ghouls stand a chance of inflicting Poison. They
also make use of Toxify and Binding Attack. Drop: Hi-Potion, Ether
When you encounter Weresoldiers X, know that they pack a good punch but are not
immune to Berserk and Confuse; doing this via Taunt and Alluring
Dance/Bash/Steal Hearts lands them in hot water in addition to giving you a good
show to watch. Do not attack them physically. You can also use Tornado.
Note how the AP bonuses here are nothing to scoff at. Take the Remedy from the
chest before heading down into B2F, where a Sacred Candle can be found to the
left. Before heading down to B3F, take a left to enter a cavern with a Scholar's
Hat. At B3F, to the right is an Elixir and to the left is an exit leading to a
cavern with a Baleen. A save point is along the way, followed by B4F. Upon
setting foot in the airship, to your left is an unseen pathway to Burning
Knuckles. Take the ladder on the left to reach B5F that has a Greataxe. Note
that the Raised Ghouls abound. It bags a question without an answer: who has
Ghouls on board airships? Now the ladder on the right. It leads to B5F too, with
a Golden Needle and an Ether. At the fork, take the right path first for a Fey
Staff. Save and heal up.
Boss #26
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chapter 3: Warriors of Light and Darkness
World of Light: Pride Regained............................................(REG3)
Escape Route
1 × Swordmaster, 1 × Noble Lancer, 1 × Archmage
1 × Swordmaster, 1 × Iron Fist, 1 × Archmage
1 × Iron Fist, 2 × Sky Shooter
1 × Swordmaster, 2 × Noble Lancer
2 × Swordmaster, 1 × Repairer
2 × Storm Trooper, 2 × Gevaudan
3 × Storm Trooper, 1 × Repairer
1 × Base Guardian, 1 × Noble Lancer, 2 × Archmage
4 × Gevaudan, 1 × Repairer
If you attempt to go back, Aigis says "We can't go back now."
Note for Memory locations: there won’t be a list of memories before the final
chapter, so you’ll have to look it up on the wiki or on LanceHeart Gothann’s
Memory Location FAQ on GameFAQs. All the best, memory-hunters.
Berth Overworld
1 × Greater Mantis
2 × Caladrius
2 × Gale Hound
1 × Greater Mantis, 2 × Megachile
2 × Megachile, 1 × Floating Death
2 × Caladrius, 1 × Domovoi
3 × Domovoi
2 × Gale Hound, 2 × Domovoi
2 × Gale Hound, 2 × Megachile
If you see a Caladrius, an otherwise unassuming enemy, know that it is not your
average mook, for these physical damages in bird form can depopulate entire
towns of human residents if only they watched Rise of the Apes. Dive shows bird
power and counter with Eye Gouge.
Greater Mantises are physical fighters (did I say kung fu experts) that come
with 3600 HP each and use Kama. They use Cannibalize too, in a move that
instantly defeats an opponent and heals them fully in the process, complete with
a "crunch" sound. Steal: Hi-Potion, Drop: Hi-Potion?
Gale Hounds are almost immune to Physical attacks, and use Wind Slash and
Tornado. Weak to Earth. Susceptible to Sleep and Stop. Drop: Hurricane Staff
Domovois use Goblin Punch. Steal: Rune Bangle, Drop: Ether
Floating Deaths use ST Confuse and can Critical. Weak to Light, but not Undead.
Drop: X-Potion
Treasures in Berth:
Ether, Antidote, Golden Needle, Sacred Candle, Phoenix Down, Eye Drops, 3000
Gil, X-Potion
Berth seems useful at proving itself useless, so spend next to no Gil here.
Note the tiny patch of sea to the right of Berth. And should you return to the
Shipyard, you will find its elevator unresponsive. No new dialogue in Fabrica,
however, save for the memories and a Moogle in the inn explaining memories and
memorists.
Mount Wells
Base
1 × Coerl, 1 × Purobolos
1 × Caladrius, 1 × Floating Death, 1 × Belphegor
2 × Caladrius, 1 × Floating Death
2 × Caladrius, 1 × Purobolos
2 × Floating Death, 1 × Belphegor
4 × Purobolos
Mt. Wells
1 × Coerl, 1 × Purobolos
1 × Coerl, 1 × Caladrius
2 × Coerl
2 × Caladrius, 1 × Floating Death
2 × Juggernaut, 1 × Purobolos
2 × Floating Death, 1 × Juggernaut
1 × Purobolos, 1 × Mythril Dragon
1 × Floating Death, 1 × Mythril Dragon
1 × Juggernaut, 1 × Mythril Dragon
Summit
1 × Caladrius, 1 × Coerl
2 × Coerl
2 × Juggernaut, 1 × Purobolos
2 × Floating Death, 1 × Juggernaut
1 × Floating Death, 1 × Mythril Dragon
1 × Purobolos, 1 × Mythril Dragon
Coerls are weak to Fire and are capable of doing 2 actions in a row. They use
Claw, Bio and Blaster. Sounds rough, so if you see these, be sure to run (Flee)
far away lest you get entangled.
Belphegors are weak to Light, and their offensive ability is apparently limited
to Wing. But according to the wiki, they are prone to use Tornado, perhaps when
you least expect it.
Besides being weak to Wind, Purobolos also fear Ice. They use ST and MT Firaga
that hit reasonably hard and Self-Destruct that might just kill a party member
outright (they have 1950 HP), so Stop will do you good in putting a literal stop
to these menaces.
Juggernauts hit themselves for no particular reason at all, but if they decide
to use Bite or Rage (a random counter) on you, be prepared for some pain, and
more. Weak to Fire, vulnerable to Stop and Sleep.
Mythril Dragons have 6280 HP, weak to Wind. They are affected by Stop and Sleep.
Use Fire Breath, Blizzard Breath and Blight Wing which can put your team in dire
straits. Weak to Confuse, Tornado and Stop.
At the Base is an X-Potion. Entering the cavern, follow the path to enter
another cavern with an exit to the bottom-left and another exit to the
upper-right. Take the bottom-left exit first, to treat yourself to a Diamond
Bangle. Appearing onto Mt. Wells itself, search the two treasure chests to the
left and right of the entrance for an Antidote and 2800 Gil. Also around the
Antidote chest is a path to a ladder that leads back into the Base for a Diamond
Shield. Back at where you came from, upon entering another cavern, walk around
the first platform for Eye Drops. Before crossing the bridge, search under the
bridge for a Cottage and an Ether at the bottom-left of this cavern. Heal and
save up before forging onwards. Boss #27 A Dry Ether can be found in the hut.
(There is nobody here if you did not interact with the NPC before.)
You can also speak across the table, just in case you did not know this before.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Both inventories are the same from now onwards.
Burtgang Overworld (1)
1 × Vulture
1 × Gevaudan
1 × Dinonix
1 × Vulture, 1 × Goblin Captain
1 × Goblin Captain, 1 × Gevaudan
2 × Goblin Captain
2 × Vulture
Mount Burtgang
Same as before except lack of 2 × Vulture
Pick up the Cottage from the chest, followed by a Glass Hauberk in the next open
area. Make use of the healing pot, before entering the next open area and
scouring it for an X-Potion.
Burtgang Overworld (2)
2 × Juggernaut
2 × Floating Death
2 × Greater Mantis
1 × Juggernaut, 2 × Floating Death
2 × Juggernaut, 1 × Greater Mantis
2 × Domovoi, 1 × Greater Mantis
2 × Mortblossom, 1 × Caladrius
2 × Mortblossom, 1 × Floating Death
4 × Domovoi
If one wants to look for enemies that showcase the devs’ uncanny ability to
design monsters that demonstrate the devs’ uncanny ability to design useless
enemy abilities, one need look no further than the Mortblossoms, which are
fixated on using Toxify and Pollen. Weak to Fire.
Treasures in Burtgang:
Phoenix Down, 2000 Gil, White Cape, Golden Needle, Echo Grass, Ether, Mallet,
Sacred Candle
Despite the colours and sights of the vibrant World of Light, Castle Burtgang
suffers from DCS (Dilapidated Castle Syndrome) just like Castle Falgabard in the
World of Dusk, with hardly a soul (or thieves) populating its aged hallways. The
town, however, is completely functional. In Burtgang, buy some new stuff: Killer
Rows, Diamond gear (you can skip the Diamond Armlet), new mage stuff (skip the
Lamia's Tiara unless extra gil is not a concern), the Orpheus Harp, a Beast
Killer, a Heavy Lance, etc. All at a price, of course. Save 6000 Gil for
Thundaga, one of the new spells sold. In the castle, there is a door to the
right of the foyer that leads to nowhere.
If you enter the Divine Forest, Sarah says to herself "I must hurry to
Burtgang!"
So hurry to Burtgang castle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you are the pedantic or observant type, notice how Aigis lands slightly
slower on the seabed than the rest since he jumped slower. Attempt to exit,
Aigis says "We can't go back now."
Underwater Cave
B3F
1 × Hoanes, 1 × Coralite, 1 × Sea Flower
1 × Splasher, 1 × Coralite, 1 × Hoanes
1 × Coralite, 2 × Sea Flower
2 × Leach Squid, 1 × Coralite
2 × Splasher, 1 × Coralite
2 × Splasher, 1 × Sea Flower
2 × Coralite, 1 × Leach Squid
B2F
1 × Hoanes, 1 × Coralite, 1 × Sea Flower
1 × Coralite, 2 × Sea Flower
2 × Hoanes, 1 × Coralite
2 × Leach Squid, 1 × Hoanes
2 × Leach Squid, 1 × Coralite
2 × Splasher, 1 × Sea Flower
2 × Coralite, 1 × Leach Squid
B1F
1 × Hoanes, 1 × Coralite, 1 × Sea Flower
1 × Coralite, 2 × Sea Flower
2 × Hoanes, 1 × Sea Flower
2 × Hoanes, 1 × Coralite
2 × Leach Squid, 1 × Hoanes
2 × Leach Squid, 1 × Coralite
3 × Hoanes
Welcome to Poseidon's Den of the First Trial, a dungeon more accurately called
"that prehistoric underwater cave no one gives a damn about". It's otherwise a
difficult place to describe, other than “that place no sane human visits”.
Monsters here are all weak to Lightning, testament to the fact that water and
electricity don't mix. This means abilities like Thunder Slash, Thundaga (if you
have it) and summoning Ramuh can help. They have some weird steals; Coralites
have Maidens Kisses and Sea Flowers have Eye Drops.
Coralites rock Petrifying Gaze and MT Water to wash you clean; some mild
hindrances that deal non-negative damage. Go figure how to put these rocks to
death.
Sea Flowers use Sticky Goo and counter with Constrict, the best they can do to
show you how flowers manage to put up a fight.
Make no mistake about Hoanes; she brandishes spears at you but throws around
Sleep and Silence because they are one of the most impartial monsters to defeat.
You might miss such easy monsters soon.
Before "exiting" B3F, loot the chest to the right for an X-Potion. Stepping onto
the bubbly spot sends you to B2F, which has nothing except another bubbly spot
to B1F. At B1F, when arriving at a fork, take the upper path for a Diamond
Armlet before taking the lower path to B2F. Heal up and take the upper path for
an Antidote and the lower path to B1F, which again leads to B2F. At the fork,
take the left path first to a chest with a Lamia's Tiara, before calling this
cave a day with the right path.
In Castle Burtgang, make use of the lever to open a path. If you haven’t
stumbled into the main hall of Burtgang Castle but make your way to the Divine
Forest, you can interact with the Eidolon there for a brief cutscene, but a log
blocks your path deeper into the forest.
1 × Storm Trooper, 2 × Martial Artist, 1 × Swordmaster
There will be a Black Chocobo available in the Chocobo Forest to the northwest
of Burtgang.
Also, get Haste from Burtgang for Hastega (Haste + Swift Shanty, learn at Bard
level 14); the Warriors of Darkness won’t really need Haste, though.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Divine Forest
Sol: " This creature - what is it?"
Aigis: "The Eidolon Unicorn?"
Sol: "Hmmm..."
Dusk: "It is said that the Unicorn opens its heart only to the most pure of
maidens. We can do nothing to move it."
If Gawain and Sarah have joined:
Sol: "Well, then..."
Gawain: "The princess may be able to communicate with it."
Sarah: "Me?"
1 × Hellflower, 1 × Gorgias
1 × Katipo, 1 × Tanglethorn, 1 × Hellflower
1 × Katipo, 1 × Tanglethorn, 1 × Gorgias
1 × Katipo, 1 × Tanglethorn, 1 × Goblin Mage
1 × Gorgias, 2 × Goblin Mage
2 × Hellflower, 1 × Goblin Mage
2 × Hellflower, 1 × Tanglethorn
2 × Katipo, 2 × Tanglethorn
3 × Tanglethorn, 1 × Goblin Mage
3 × Tanglethorn, 1 × Katipo
Tanglethorns, Hellflowers and Gorgiases are all weak to Fire.
Tanglethorns use Drain, Osmose and counter with Constrict. Drop: Antidote
Goblin Mages have 3250 HP and use ST/MT Firaga, Blizzaga and Thundaga, which hit
hard. Not immune to Break, Confuse and Silence. Steal: Rune Bangle, Drop:
X-Potion, Diamond Bangle
The normal attacks of Katipos have a chance to cause Sleep. They use Web and are
weak to Lightning.
Hellflowers use Confuse and counter with Pollen, weak to Fire.
Gorgiases come with 6580 HP and are hard hitters (they have Thwack but Critical
does more than 1100 damage to back-row characters!) They are however able to be
Confused, which works spectacularly. So does Stop.
Head to the right into a clearing that just... cleared itself. The centre of the
clearing has a Platinum Helm, and the next clearing has a Dry Ether (before the
stream) and an X-Potion (after the stream) for the taking. After the stream, at
the left and upper-left are two exits: the upper-left leads to a save point and
the left leads to another clearing with a Platinum Armor and a Cottage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Burtgang Castle
2 × Mad Ogre, 1 × Midnight Mage?
Outdoors
2 × Mad Ogre
1 × Don, 1 × Katipo, 1 × Midnight Mage
1 × Mad Ogre, 1 × Skull Knight, 1 × Katipo
1 × Mad Ogre, 1 × Midnight Mage, 1 × Katipo
2 × Mad Ogre, 1 × Fused Organ
2 × Fused Organ, 1 × Skull Knight
2 × Midnight Mage, 2 × Katipo
1 × Magic Pot
Empty Outdoor Courtyard
Same as before, plus
1 × Gold Dragon
Two Side Towers
2 × Don
1 × Don, 1 × Katipo, 1 × Midnight Mage
1 × Fused Organ, 1 × Skull Knight, 1 × Mad Ogre
1 × Don, 2 × Midnight Mage
2 × Fused Organ, 1 × Skull Knight
2 × Fused Organ, 1 × Midnight Mage
2 × Skull Knight, 1 × Mad Ogre
2 × Midnight Mage, 2 × Katipo
1 × Magic Pot
Main Castle (Part 1)
1 × Archlancer, 1 × Sniper
2 × Chaser
1 × Archlancer, 1 × Trooper, 1 × Sniper
1 × Archlancer, 1 × Sniper, 1 × Chaser
1 × Iron Knight, 1 × Archlancer, 1 × Sniper
2 × Trooper, 1 × Sniper
2 × Trooper, 1 × Iron Knight
3 × Trooper
1 × Magic Pot
Main Castle (Part 2)
2 × Super Grenade
1 × Archlancer, 1 × Trooper, 1 × Sniper
1 × Iron Knight, 1 × Sniper, 1 × Super Grenade
2 × Trooper, 1 × Super Grenade
2 × Archlancer, 1 × Super Grenade
1 × Iron Knight, 2 × Trooper, 1 × Sniper
1 × Magic Pot
2 × Trooper, 1 × Iron Knight
1 × Iron Knight, 1 × Archlancer, 1 × Sniper
1 × Magic Pot
Out of Iron Knights, Archlancers, Troopers and Snipers, all but Iron Knights can
be put to sleep and only Snipers can be Stopped. All can be Confused,
thankfully: take a step back and watch as enemy soldiers trained in warfare
finish each other off for free. All can be Tornadoed too. Abilities that can be
put to good use here against the scores of Undead include Runic Requiem, Holy
Breath and Cure abilities: watch as the Undead vaporize as they are cured of
their undead-ness.
Mad Ogres don't come weak: they have 4950 HP. Critical and Swing are used by
these brutes who take everything personally. They are also unable to be Confused
which means we can't sit back and let them be seppuku-committing gentlemen for a
while. Affected by Mini though.
Midnight Mages use ST/MT Darkness and Forsaken (MT MP leak + chance to Confuse).
Weak to Light, not Undead. Steal: Ether
Fused Organs are no fun: they have 3680 HP each and are Undead that use
Pandemonium (MT damage that doesn't come soft + chance to
Poison/Curse/Paralyze/Sap) and Bio. Normal attacks have a chance to Poison.
Drop: Sacred Candle
Dons have 4580 HP, Bite and Thwack. Nothing to say, really. Vulnerable to Break.
Steal: Cottage
Snipers make use of Confuse and Volley as their warfare tactics.
Troopers have Slice n' Dice, but are otherwise the weakest of this tier of
Imperial soldiers. Hell, their ST Cura heals for only between 600 and 650 HP.
Drop: Diamond Helm
Archlancers have Swing and Impale (which hits for over 1000 damage on front-row
Gawain because it pierces PhyDef) so make use of Confuse.
Iron Knights have 4560 HP and use Axe (ignores PhyDef), Swing and Rend (Phy
damage + Sap).
Chasers just have ST Shell and Body Slam. Laser? Maybe they’re just in it for
the fun.
Super Grenades have 3990 HP, fight with exclusively ST/MT Blizzaga which is no
joke in terms of damage. They have Temptation too (Chance for MT Confuse).
Invulnerable to almost all status effects but Tornado will see through their
quick demise.
Gold Dragons come with Roar (MT of course), Thundaga (can be over 1500 damage on
ST) and Thunder Breath. (This hits hard, over 1000 damage to each character.)
Counters physicals with Constrict. Steal: X-Potion, Drop: Fang, Gold Tail
Magic Pots will always demand 1 or 2 from either Hi-Potions, Ethers or Elixirs,
and have a rather high chance of Fleeing if one, or even two, of their demands
are met. (They will always Flee if not 1 demand is met.) It seems that a single
Hi-Potion or Ether will give only either 777 Gil, 15555 Exp and 7 AP or 777 Gil,
1555 Exp and 77 AP, but an Elixir has a chance (not guaranteed) to give 777 Gil,
15555 Exp and 77 AP. Steal: Elixir (rare)
Are you in the mood to steal some (only a couple, in actuality) Elixirs for
free? And a good number of X-Potions? Then head to the empty outdoor courtyard
to the right of the first large hall. Prepare 4 thieves with one of their
abilities being Flee, then run into Gold Dragons (X-Potions) and Magic Pots
(Elixirs) and spam Steal on both enemy types. Flee immediately after a
successful Steal from a Gold Dragon. Note that the high AP rewards from
successful Magic Pot encounters here are very much useless if you use this
strategy, but you can still gain good Exp. The Elixirs will have to wait,
though, but don’t call it a day too soon and you will have a couple of Elixirs
in the bag sooner or later. Whether or not you use the stolen Elixirs on the
Magic Pots is up to your preference.
Elixir to the first landing after the stairs on the left (going straight up
leads to Boss #28 and a lever), then an Ether by heading outside, followed by a
Remedy to the right. Entering the tower on the right and heading downstairs
takes you to where you came from while heading upstairs ultimately leads to Boss
#29 and another lever. Entering the unlocked double doors now: to the left is an
exit leading to a Sacred Candle and a door into an otherwise empty room with Eye
Drops in a pot to the left. To the right is an exit leading to a Gaia's Hammer
and a door into a room with an X-Potion. In the next large hall (with waterways
and whatnot) pull the two levers at the bottom-left and bottom-right corner
respectively. In the next room yet, with a second Save Point in it, interact
with the bull skulls on the left and right to grant access to a valuable Rising
Sun and a Gold Hairpin.
!!This is a major point of no return. Have you acquired memories? Fought all
Eidolons? Farmed enemies you wanted to farm, for example enemies that drop tails
and fangs? Done enough sightseeing? Obtained stuff from the Forest of the Fey
You also won’t be able to return to this place or to the Underwater Cave, or to
the following towns:
• Braska
• Rusalka
• Fabrica
• Burtgang !!
Bring Diamond Bangles for everyone before initiating the scene in the throne
room. (Except poor Gawain, who can’t be helped.) Boss #30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chapter 3: Warriors of Light and Darkness
World of Darkness: Honor Among Thieves....................................(THI3)
• I recommend saving this "End of Chapter" file, for what you are about to
witness may just be the best opening sequence ever.
• Mice have only 50 HP each
• You can still rest at the ship's quarters for free
• The ship has an Echo Grass and an Ether inside.
• You can return to Gardenia, where several (actually only 2) NPCs have new
dialogues.
• Matoya is nowhere to be seen. Where is she, ‘tually? She’s in the Gardenia
Slums, tending over Azhar’s new grave.
Hagakure Overworld
1 × Greater Mantis
1 × Greater Mantis, 1 × Floating Death
2 × Megachile, 1 × Floating Death
2 × Megachile, 1 × Greater Mantis
2 × Clouded Eagle, 1 × Floating Death
2 × Clouded Wolf, 1 × Coerl
3 × Clouded Eagle
3 × Clouded Wolf
3 × Floating Death
2 × Clouded Eagle, 2 × Megachile
4 × Clouded Wolf
Clouded Eagles, some cousin of Caladriuses, have Dive and use Eye Gouge as a
counter, but have nothing of substance to add, being the breakers of monotony.
Drop: Phoenix Down, Hi-Potion
Clouded Wolves can hit up to two times, use Bite and are weak to Fire.
Treasures in Hagakure:
Phoenix Down, Shuriken (× 2, where 1 of them is accessed by going to the side of
the house at the upper-right corner in an anticlockwise manner), Antidote,
Golden Needle, X-Potion, 1500 Gil
Moonlight Wood
First Two Clearings
1 × Juggernaut, 1 × Clouded Bear
2 × Clouded Bear
2 × Clouded Wolf, 1 × Coerl
2 × Clouded Eagle, 1 × Clouded Bear
3 × Clouded Wolf
2 × Clouded Eagle, 2 × Dead Vine
4 × Clouded Wolf
Next Two Clearings
1 × Juggernaut, 1 × Clouded Bear
1 × Clouded Eagle, 1 × Mythril Dragon
1 × Juggernaut, 1 × Mythril Dragon
2 × Juggernaut
2 × Clouded Wolf, 1 × Coerl
2 × Dead Vine, 1 × Clouded Bear
2 × Clouded Eagle, 2 × Dead Vine
Last Two Clearings
1 × Clouded Eagle, 1 × Mythril Dragon
1 × Clouded Bear, 1 × Coerl
2 × Juggernaut
2 × Coerl
2 × Clouded Eagle, 1 × Mythril Dragon
2 × Dead Vine, 1 × Clouded Bear
3 × Clouded Wolf, 1 × Juggernaut
Know that the threat from Coerls can be dealt with Confuse and Odin finishes
things faster than "doing a lot of damage in a short amount of time". Mythril
Dragons on the other hand are vulnerable to Tornado, saving you the hassle of
usual violence.
Clouded Bears use Bear Hug (Ignores PhyDef + Sap + Paralyze), Thwack and Whack?.
Dead Vines have better things to do than being dead: they use Constrict and
counter with Toxify, but beyond that they fail.
There are two trails immediately visible: one on top and one at the bottom. Take
the bottom path first and follow the scent for an Antimage Bow. In the next
clearing, to reach the chest blocked off by a log and a tree, simply go around
the tree to arrive at a Remedy. In the next clearing, ignore the chest for now.
In the next clearing yet, before crossing the bridge across the stream, trample
upon the flowers on the ground next to the entrance to reach a Chakra Band. Then
cross the stream to reach a Shuriken, a Diamond Armlet and a... save point on a
cross-shaped patch of bare ground. In the next clearing, go round the tree again
for an X-Potion and cross the rickety bridge again before entering the next
clearing, which has an Ether in the previously-unreachable chest. The next
clearing has a White Robe at the top corner (cross the two upper bridges) and an
Athena's Mirror on the platform. (It's hardly blocked.) Save and heal up.
Matagi Overworld
Same as Hagakure Overworld
Treasures in Matagi:
Phoenix Down, X-Potion, Dry Ether, 2000 Gil
If you did not speak to Tobikage in Matagi, a man at the entrance to Akame
Valley will say "Only seasoned huntsmen are allowed in Akame Valley."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Akame Valley
First Two Sections
1 × Destroyer, 1 × Blood Lamia
1 × Devoahan, 1 × Undertaker
2 × Devoahan, 1 × Blood Lamia
2 × Belgian, 1 × Blood Lamia
2 × Belgian, 1 × Destroyer
3 × Devoahan
3 × Belgian
Next Two Sections
1 × Devoahan, 1 × Undertaker
1 × Destroyer, 1 × Blood Lamia
1 × Undertaker, 1 × Blood Lamia
2 × Belgian, 1 × Destroyer
2 × Belgian, 1 × Blood Lamia
2 × Devoahan, 1 × Purobolos
2 × Purobolos, 1 × Undertaker
Last Two Sections
1 × Undertaker, 1 × Blood Lamia
1 × Destroyer, 1 × Purobolos, 1 × Blood Lamia
2 × Belgian, 1 × Destroyer
2 × Purobolos, 1 × Undertaker
2 × Devoahan, 1 × Purobolos
2 × Belgian, 2 × Purobolos
4 × Purobolos
Empty Plateau
Same as before, plus
1 × Silver Dragon
As someone who has seen it all, this is, in one word: boring.
Devoahans use Body Slam and Impale (pierces PhyDef), counter with Pierce, which
discourages mages from attacking them. Vulnerable to Confuse. Drop: Glass
Hauberk
Undertakers have Bite and Quake which is something to be on the lookout for,
Belgians simply attack up to twice in a row, use Roundhouse and counter with
Rage (attack randomly). Nothing out of the ordinary.
Blood Lamias use Tail (MT Phy damage) and Drain, counter with either Slap (that
inflicts Confuse) when hit with physical attacks or Embrace when hit/affected by
anything else. They themselves are vulnerable to Break.
Destroyers look like they can tear one apart any moment; and as such,
hard-hitting physicals are the name of their game. They pack Right Arm and Body
Slam and may counter with Critical. At low health, may use Pox (MT physical
damage that might inflict the inverse of Protect). One of the few random
encounters invulnerable to Zantetsuken; affected by Tornado instead.
Silver Dragons use Roar (MT again), ST Blizzaga and Blizzard Breath. Counter
with Constrict. Drop: Fang, Silver Tail
At the first fork, take the upper path first to reach a Wizard Rod. In the fork
in the next section, take the right path first for a Shuriken. In the next
section yet, there are some stones along the rock face for scaling. Upon coming
across a fork, take the right path (a long one) to finally come across a Heavy
Lance. Back at the fork, take the left path now to enter a new section with a
Save Point and a Diamond Bangle in a chest to the right of the exit. The 4
defeated ninja will lie on the ground until you enter a battle or exit the game,
after which they They are removed from the battlefield by unknown forces.
Proceed to get a Cottage before entering the next section, with an Ether across
a bridge. To the left of the second ninja is a chest with a Shuriken. At the
very base of this section is a long vertical "ladder" that leads to an empty
plateau where Silver Dragons may be encountered.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tower of Trials Overworld
2 × Wild Ogre
2 × Devoahan
1 × Juggernaut, 1 × Wild Ogre, 1 × Clouded Eagle
1 × Belgian, 2 × Clouded Eagle
2 × Clouded Eagle, 1 × Wild Ogre
2 × Clouded Eagle, 1 × Devoahan
2 × Dead Vine, 1 × Devoahan
Now is the last chance in a long time to visit Mazewood for the Elven Bangle
from Skull Eaters. Save your game, turn a character into a toad and run into a
Dark Wolf.
Wild Ogres have Swing and may cast Berserk on themselves. Vulnerable to Stop.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 × Lesser Ninja
Drop: Hi-Potion
"I've got to hurry to the throne room!"
That's the way the devs stop you from looking at the glory of old Burtgang.
Notice how Jinnai uses both hands in battle. In total, about 22 Burtgang
soldiers and 8 ninjas were expended.
1 × Soldier
2 × Soldier
1 × Soldier
1 × Soldier
Soldier uses Slice n' Dice, and a weak Cura. It is impossible to lose this
battle, and in fact if your HP drops to 0 you will be fully cured after the
battle.
In the next fight, your adversary will have infinite HP and ends the battle
after about 3 physical attacks.
When you go to Hagakure, two scenes will always happen, and Jinnai will not get
to recuperate at its Inn.
Underwater Tunnel
B1F
2 × Mother Lamia
1 × Hoanes, 1 × Goblin Mage, 1 × Grand Shell
2 × Goblin Mage, 1 × Sea Flower
2 × Goblin Mage, 1 × Grand Shell
2 × Gelato, 1 × Mother Lamia
3 × Goblin Mage
3 × Gelato
B2F (1st large cavern)
Same as B1F
B2F (2nd and 3rd large caverns)
2 × Mother Lamia
2 × Hoanes, 1 × Mother Lamia
1 × Poison Toad, 1 × Goblin Mage, 1 × Sea Flower
1 × Grand Shell, 1 × Poison Toad, 1 × Sea Flower
1 × Hoanes, 1 × Goblin Mage, 1 × Grand Shell
1 × Gelato, 1 × Mother Lamia, 1 × Sea Flower
2 × Gelato, 1 × Sea Flower
B2F (Small cavern past waterfall)
2 × Leach Squid
1 × Goblin Mage, 1 × Poison Toad, 1 × Leach Squid
1 × Poison Toad, 1 × Goblin Mage, 1 × Sea Flower
1 × Sea Flower, 2 × Leach Squid
2 × Gelato, 1 × Leach Squid
2 × Gelato, 1 × Grand Shell
2 × Gelato, 1 × Sea Flower
B1F
Same as small cavern past waterfall
Many of this dungeon's enemies hit hard, so to make them fall easily: Goblin
Mages, Gelatos and Grand Shells can be taken out by Instant Death in all its
forms including Tornado, while Mother Lamias are invulnerable to ID except for
Tornado BUT can be turned into Toads. All monsters here can be Stopped except
Gelatos, and you can try Confuse except on Mother Lamias and Poison Toads.
Grand Shells are all about the business of entertaining visitors with the most
damaging version of Aqua Breath that deals between 600 and 800 damage while
boasting considerable HP (5680) and PhyDef along with Sticky Goo. Lightning can
see some use here due to their weakness to it.
Gelatos see themselves as glorified Alveolata and have little interest in
setting themselves apart from their lesser brethren, apart from replacing Venom
Breath with Curse Breath. Counter non-physicals with Slime (Slow + Sap).
Mother Lamias have 4620 HP, use Slap (Confuse) and are weak to Fire. Counter
physicals with Entice and others with Break. Immune to both Break and Confuse
while weak to Toad, a good opportunity for your team to Osmose and recuperate.
Drop: Maiden's Kiss?
Poison Toads are not what they seem to be: they have got Fire Breathing
abilities while being weak to Ice. They have also got Shellshock: an ability
that has not made its introduction until this point in the game. It lowers
MagDef (MT). Counter physicals with Toadsong (ST Toad/Sleep).
So, this is where an Eidolon resides (and threatens intruders). In the first
cavern of B2F, there is a Remedy at the bottom-left corner. The underground
waterfall pushes you back; you can't go there yet. In the second cavern, head
over to the left first for a Shuriken. At the fork on the right, head upwards
first; this larger waterfall can be passed at its centre to reach an Ogrekiller
tucked away. At the third large cavern, the treasures are: a Platinum Helm to
the bottom-left and an X-Potion to the left.
In the Abyssal Shrine, there is an Asura and a Happo Shuriken. Boss #31
Afterwards, slide down the waterfall.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tower of Trials
1F
1 × Attack Dog, 1 × Nix
2 × Kurohabaki
1 × Poison Toad, 1 × Attack Dog, 1 × Lesser Ninja
1 × Attack Dog, 2 × Lesser Ninja
2 × Lesser Ninja, 1 × Kurohabaki
3 × Lesser Ninja
3 × Lesser Ninja, 1 × Kurohabaki
1 × Magic Pot
2F
Same as before
3F
Same as before
4F
1 × Attack Dog, 1 × Nix
2 × Devout
1 × Poison Toad, 1 × Attack Dog, 1 × Lesser Ninja
1 × Poison Toad, 1 × Nix, 1 × Lesser Ninja
1 × Attack Dog, 1 × Poison Toad, 1 × Devout
1 × Attack Dog, 2 × Lesser Ninja
3 × Poison Toad, 1 × Devout
1 × Magic Pot
4F (Outside)
Same as before except lack of 1 × Attack Dog, 1 × Poison Toad, 1 × Devout
5F
1 × Helios, 1 × Devout
2 × Nix
2 × Devout
2 × Helios
1 × Attack Dog, 1 × Poison Toad, 1 × Devout
1 × Kurohabaki, 1 × Devout, 1 × Nix
3 × Poison Toad, 1 × Devout
1 × Magic Pot
6F
Same as before
7F
Same as before
8F
Same as before
Kurohabaki: Hagakure, Tremor, Blitz, Flood
Attack Dogs can just Roar for a mild annoyance, use Flash (chance to MT Blind)
and may counter physicals with Noxious Gas. They won't allow you to pet them,
though. Steal: Cottage
Nixes have Silence, Mini, Confuse and -ga tier offensive spells. Silence simply
seals the deal for these, and Break just... breaks them outright.
Helioses are what stones are made of: unflinching, hard material called Helios
with 5800 HP that use Critical and Roundhouse. Can be disposed of with Mini or
Tornado, something I recommend very much since their Whack (they counter
everything) is serious damage. Drop: Mallet
Devouts are apparently devoid of devotion, as they exclusively use MT Dark, MT
Protect and Divine Shot (this one hurts). Immune to Silence and most status
effects unlike their birthday suit-wearing counterparts, but Tornado can still
do them in. Steal: Cottage, Drop: Ether, Fey Staff
At the bottom-left of 2F is a chest with monsters (2 × Kurohabaki, 1 × Nix), and
you get a Blackbelt Vest for winning. The other chest (at the bottom-right) also
contains the same monsters, and you get an Elixir for winning this time. In the
room on the left: the left lever is partially responsible for opening the locked
door, the middle puts you into a minor pickle while the right grants some
treasure (a Remedy). (If you are of the greedy type and pull the treasure lever
twice, you will also end up in a minor pickle.) Meanwhile, in the room on the
right: The left lever puts you back in 1F, the middle lever is the 2nd switch
for the locked door, the right lever grants a treasure chest. (A Dry Ether in
this one.) On 3F, examine the chest for a Shuriken.
In the special encounter, you can only use Smoke Bomb when the game lets Jinnai,
which is after about 4 enemy attacks.
At 4F, a treasure chest to the right has enemies (2 × Kurohabaki, 1 × Lesser
Ninja, 1 × Devout) and an Asura. At 5F, ignore the watery pool first; enter the
room. The first and third tiles on the bridge activate arrows across the second
tile; the second and fourth activate arrows across the third and so on. Each
arrow drains 100 HP each time. The first chest, to your left, has a Happo
Shuriken while the second chest has an X-Potion. You lose 800 HP each time you
walk past without stopping. At 6F, the chest to the bottom-left has some enemies
(2 × Helios) and a Rising Sun, while a second Save Point is at the bottom-right
corner. Boss #32 After the fight, there will be a fork. The left path leads to
nowhere apparently, but all becomes clear once the lever on the right path is
pulled, revealing a chest with Platinum Armor on 8F. Save and heal up.
!!This is a major point of no return. Have you fought all Eidolons? Farmed
enemies you wanted to farm, for example enemies that drop tails and fangs? Done
enough sightseeing? Acquired Dance of Veils? Looted the treasure trove in the
very first ship and in the ship docked to the east of Hagakure? Killed Skull
Eater? Obtained the Composite Bow from the top of Yggdrasil? Obtained stuff from
Aulë? Done enough gambling in the Casino? You won’t be able to return to
Yggdrasil or to Castle Falgabard, or to the following towns:
• Alfheim
• Hagakure !!
You can’t lose the very next fight.
Boss #33 and Boss #34
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chapter 4: Twilight
Seers and Magi............................................................(S&M4)
3 × Trooper
3 × Trooper
Treasures in Mysidia:
Dry Ether, Phoenix Down, Remedy, X-Potion, White Cape
Sol is quick to dismiss Sophia, but Sophia is even quicker to teach him a lesson
in who should be doing the talking. (Super mega spoiler: it is not Dingus
Bartz.) Doesn't this kinda make you want to learn Thunder as well?
Argy: "PREPARATIONS FOR LIFT-OFF COMPLETE!"
The Heliogabalus
Deck
2 × Courier, 1 × Trooper
2 × Courier, 1 × Gustav
2 × Gustav, 1 × Courier
1 × Trooper, 3 × Gustav
2 × Gustav, 1 × Trooper, 1 × Courier
3 × Gustav, 1 × Courier
61C
2 × Gustav, 1 × Courier
1 × Trooper, 3 × Gustav
3 × Gustav, 1 × Courier
1 × Terminator
1 × Terminator, 1 × Gustav, 1 × Courier
1 × Terminator, 1 × Trooper, 1 × Courier
2 × Gustav, 1 × Terminator
10B2
2 × Courier, 1 × Trooper
2 × Courier, 1 × Gustav
2 × Gustav, 1 × Trooper, 1 × Courier
1 × Geo Armament
1 × Geo Armament, 1 × Trooper, 1 × Courier
1 × Gustav, 1 × Trooper, 1 × Geo Armament
1 × Gustav, 1 × Courier, 1 × Geo Armament
582
Same as before
Final Portion
Same as Deck
Look how the Heliogabalus slows down when you are moving upwards and speeds up
when you are going downwards! If you haven't got a Rune Blade yet, best get one
now from the Moogle Emporium. Also, Grand Delta is crazy handy here along with
Thundaga especially if you've got Magic Font.
Gustavs use Heat Ray (MT Fire) and ST Cura, both of which are weak abilities,
Heat Ray being a slight, 1st-degree burn (like sarcasm) and Cura being a waste
of a turn. Drop: Ether
Couriers may use Blindga or Machine Gun.
Terminators use Roundhouse, Blaster. Vulnerable to Stop and Tornado. Steal:
Phoenix Down
Geo Armaments use Sweep and Impale, counter non-physicals with Laser. Steal:
Tent
Your first treasure, an Ether, is in the second room, above the soldier. And in
the same room, there is a Golden Needle at the bottom-right. In the first room
past the 61C electronic gate, there is an Assassin's Dagger and in the second
room there is a Dry Ether. When arriving at a fork, climb the ladder first, open
the chest for a Cottage and unlock the door to the bottom. Now taking the right
path from the fork, continue and grab the X-Potion. Past 10B2, go around the
whole room for a Dragon Armlet. At 582, the Argy-2 copies unleash a triple
medley of Strike, Firaga and Wave Cannon. Save and heal up.
!!You won’t be able to return to the previous parts after the boss. Check if you
have a Dragon Shield, an Assassin’s Dagger and a Dragon Armlet.!!
Boss #35 Afterwards, in the Engine Room, heal yourselves and head upwards first
for a Dragon Shield before heading back to the Save Point and continue on the
path previously blocked. (Now, the exit out of the Save Point room is blocked
instead.) At the next fork, head upwards first for a Phoenix Down, then take an
Elixir from the chest.
!!The Phoenix Down and Elixir are unobtainable after you leave the Storage.!!
Sol: "We gotta jump over to Argy!"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Search the ship for a Cottage. Free rests as always. Ninjas with Smash rock.
Lufenia Overworld
2 × Floating Death
2 × Greater Mantis
2 × Katipo, 1 × Juggernaut
2 × Juggernaut, 1 × Greater Mantis
3 × Goblin Mage
3 × Caladrius
1 × Katipo, 1 × Tanglethorn, 1 × Greater Mantis
1 × Floating Death, 1 × Tanglethorn, 1 × Hellflower
1 × Juggernaut, 1 × Goblin Mage, 1 × Floating Death
1 × Caladrius, 1 × Juggernaut, 1 × Hellflower
Treasures in Lufenia:
Remedy, Ether, Shuriken, X-Potion, Silver Spectacle
Bring some Golden Needles. Also, whenever you are playing as the Warriors of
Darkness make it a point to level up as much as possible because the Warriors of
Darkness don’t get as much playtime as the Warriors of Light.
Rosetta Tower
Outside
1 × Spectre, 1 × Creature, 1 × Spite
2 × Lufenian Soul, 1 × Spectre
2 × Spectre, 1 × Spite
2 × Creature, 1 × Spite
3 × Spectre
3 × Creature
2 × Lufenian Soul, 1 × Creature, 1 × Spite
4 × Creature
1F
Same as before
2F
Same as before, plus
1 × Magic Pot
Outside Rosetta Tower
Same as before
3F
1 × Lufenian Soul, 1 × Creature, 1 × Spectre
2 × Lufenian Soul, 1 × Spectre
2 × Mini Satana, 1 × Medusa
3 × Spectre
3 × Creature
4 × Creature
1 × Mystic Dragon
1 × Creature, 1 × Mystic Dragon
4F
Same as before
3F (lever room)
Same as before, plus
1 × Magic Pot
5F
2 × Medusa
1 × Lufenian Soul, 1 × Creature, 1 × Spectre
1 × Spectre, 1 × Mini Satana, 1 × Medusa
2 × Mini Satana, 1 × Medusa
1 × Mystic Dragon
1 × Creature, 1 × Mystic Dragon
1 × Radon
1 × Lufenian Soul, 1 × Radon
6F
Same as before
Spectres, Creatures, Mini Satanas can be Stopped, while Creatures, Spites and
Mini Satanas can be Broken. Spites, Spectres, Lufenian Souls and Medusas can be
Confused. Everything can be Tornadoed except for Mystic Dragons and Radons.
Spectres use Impale and Rend which can hit pretty hard, but besides that there
isn't much of a reason to fear them all that much.
Creatures Bite to inflict Confuse and Poison. That is all. They resist Holy and
take double damage from Dark attacks despite the game saying they have no
weaknesses.
Spites freely use Quake, Entice and Embrace. Vulnerable to Break.
Lufenian Souls use a lot of ST/MT Dark and Shade (chance for MT Paralyze), and
when dead may use Brain Crush (remember Mind Parasite?) Drop: Sacred Candle
Mini Satanas use MT Firaga, Toad and Confuse. They are invulnerable to Silence
but this immunity does not apply to other status effects.
Medusas use MT -ga spells and Tornado while countering physicals with Break.
They themselves can be Tornadoed or Confused.
Mystic Dragons, which Critical and MT -ga spells while countering everything
with ST -ga spells, spell trouble for your team. They unfortunately are immune
to everything thrown at them so they have to be brought down fighting. Ninjas
with Smash work very well against them, but beware of the counters (~1400 damage
against a character with relatively low Res).
Radons either hit up to three times in a row or use elemental Breaths, and may
also use Tri-Breath, which has the potential to devastate a team low on health,
if you are unlucky. May counter everything with Body Slam. They have around 8800
HP.
Outside Rosetta Tower has an X-Potion. And to the right is a path that leads
back to 1F and nets you a Remedy and an Assassin's Dagger. After pulling the
lever in 3F, Teleport/head back down and follow the hallway to enter 3F again,
which has a Dragon Shield and a Gold Hairpin, both of which may give an
advantage against the enemies in this area, especially the Mystic Dragons. At
4F, there is a Wonder Wand to the right and an exit at the bottom to a balcony
with a Shuriken. Also, the second door at the bottom-left leads to a room with a
Flame Whip. After claiming it, enter the room adjacent to it to be transported
back. The exit is in the first room to the bottom-right. At 5F, there is a fork:
take the right (anticlockwise) path first to obtain a Chouchou before pulling
the lever next to the chest. Save and heal up. Boss #36
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The shops have new inventories! Get Death in the shop for an easier time, and
stock up on Eye Drops.
Mysidia Cavern
1st Cavern
1 × Black Lizard, 1 × Brain
1 × Black Lizard, 1 × Caterchipillar, 1 × Brain
2 × Black Lizard, 1 × Desmodontidae
2 × Desmodontidae, 1 × Alchemist
3 × Caterchipillar
2 × Desmodontidae, 1 × Caterchipillar, 1 × Brain
2nd Cavern
Same as before, plus
1 × Black Lizard, 1 × Caterchipillar, 1 × Alchemist
1 × Magic Pot
3rd Cavern
Same as before, plus
1 × Gorgimera
4th Cavern
Same as before
5th Cavern
1 × Black Lizard, 1 × Caterchipillar, 1 × Alchemist
2 × Desmodontidae, 1 × Alchemist
2 × Desmodontidae, 1 × Caterchipillar, 1 × Brain
1 × Mythril Golem
1 × Gorgimera
1 × Gorgimera, 1 × Brain
1 × Black Lizard, 1 × Gorgimera
1 × Zombie Dragon
1 × Zombie Dragon, 1 × Mythril Golem
6th Cavern
1 × Mythril Golem
1 × Gorgimera
1 × Zombie Dragon
1 × Gorgimera, 1 × Brain
1 × Black Lizard, 1 × Gorgimera
1 × Mythril Golem, 1 × Zombie Dragon
1 × Mythril Golem, 1 × Black Lizard, 1 × Alchemist
2 × Caterchipillar, 1 × Zombie Dragon
Do you see it? The sparkling blue water and azure walls again! But this time,
there is some glow to the cave. The cave doesn't glow when in battle, but to be
that pedantic I wouldn't be writing this rubbish any longer. So those vulnerable
to Break are the prehistoric fossils, plants and dragons, while out of those not
(lizards, bats, mages, chimerae and golems), the lizards and bats can be put to
Death. Now the mages, chimerae and golems can be Tornadoed. Got it? And for
those interested in terrible trivia, lizards and prehistoric fossils are able to
be Confused. I'm not putting their real names here just so you won't waste time
on a potentially-frustrating tongue twister. Poison Rods are available for
stealing from the mages; they make good money when sold at 3000 Gil apiece.
Black Lizards come with an unreasonably high HP (5760) along with Bite, Critical
and counter physicals with Sandstorm. Weak to Ice and Confuse-able. Do I sound
like a half-serious commentator now? Rest assured that this aforementioned
commentating will only last until the final boss. Drop: Eye Drops, Stoneblade
(don’t try farming it, you get two later)
Brains have Osmose and Constrict (either as a normal attack or as a counter),
may hit twice in a row and are weak to Fire. Drop: Antidote, Remedy
Caterchipillars are only interested in Bite and Slow. They are also weak to
Fire. (I wholeheartedly apologise for the dullness of enemy descriptions now.
You see, I promised myself that I would restrict bad jokes to one per day.
However, I also promised myself that I would break the first promise as soon as
possible, which is not to be at the moment.)
Desmodontidae have Bloodfeast and Silence. Maybe they don't want you talking too
loudly?
Alchemists have got Blindga, Mini and a lousier ST/MT Thundaga up their sleeves.
Steal: Poison Rod
Gorgimerae have 8520 HP and are users of Claw and Pandemonium while doing two
actions at a time. Vulnerable to Paralyze. Steal: Ether
Mythril Golems have 6850 HP and can be Confused and Stopped. They have a hard-on
for Thwack but that's as far as they can go.
Zombie Dragons have 10666 HP and use Bane (Put damage + Sap) and Dark Breath.
They are Undead and vulnerable to Stop.
Get the Golden Needle from the chest in the 2nd cavern, then pick up the Flame
Whip along the way. In the 3rd cavern, descend the first ladder first for a
Sacred Candle (I wish this was typed wrongly), then go the left, taking the
Muse's Harp from the chest before descending the second ladder, then the third
ladder. In the 4th cavern, search the chest for a Coronet, heal and save up. In
the next cavern, enter the doorway for a Defender, and then... into the next
cavern yet, this time with a Valkyrie Coat waiting to be pillaged, and a Save
Point, and a Sledgehammer at the cavern's right. Boss #37
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Get what you like at the new shops, but skip the Aevis Killer if one bow-user is
all you have. Reflect might be good if you’re using it with Draw Attacks against
enemies who do not absorb their own spells. We’re going away, if you believe
Alba, “to summon a meteor so that the lifestream comes together and … can be
reborn as a god”.
Barrier GroveYou can already deduce the length of this area just from the lack of dungeon music. So let's plow through and pick up the treasures along the way. 2 × Pantera 1 × Pteryx, 1 × Giant Bird, 1 × Pantera 1 × Giant Bird, 2 × Refuser 2 × Giant Bird, 1 × Pteryx 2 × Refuser, 1 × Pantera 3 × Pteryx 1 × Refuser, 1 × Pteryx, 2 × Stealth Spider 3 × Stealth Spider, 1 × Pantera 4 × Stealth Spider The enemies whose certain deaths can be ensured by a good casting of Break are Giant Birds, Stealth Spiders and Refusers. Meanwhile, for the Pteria, Death means death, and Tornado wipes the floor with the remnants of enemies in this forest enemies of such cheap tactics (namely Panteras). Refusers and Panteras are weak to Fire. Giant Birds pack lots of HP (6300) simply because they are not gaunt unlike that playable character just now, and simply use Roundhouse like their brethren, and may do two actions in a row. Pteria use Wing and counter physicals with Break. Panteras have high HP (6850), Bite and Roar in addition to having to Mind Blast occasionally to shake things up a little. They can also be Confused, as few monsters are resistant to this. Drop: Tent, Fang Refusers Constrict, and Stealth Spiders use Web. I don’t think I need to be saying much. In 2nd clearing: Remedy to the left of the entrance. Sagittarius Bow too, this time to the top of the exit. In the 3rd clearing: Dragon Helm. Lufenian Ruins Overworld 1 × Tiatanius 1 × Black Lizard, 1 × Caterchipillar 1 × Caterchipillar, 1 × Tiatanius 2 × Giant Bird 2 × Black Lizard 2 × Lamia Queen 2 × Caterchipillar, 1 × Giant Bird 2 × Black Lizard, 1 × Stealth Spider 2 × Stealth Spider, 1 × Lamia Queen 3 × Stealth Spider Lamia Queens have 7130 HP and use Slap, in addition to countering physicals with Constrict. That---- is a lot. But take a look at their weaknesses, Ice, Toad and... Break, and you will be laughing. Drop: Remedy Tiatania have no weaknesses at all, and use strong physicals, Cursed Gaze and Quake (hits decently hard). Absorb Earth. Drop: Ether, Giant's Shield Lufenia Ruins Outside 1 × Vampire, 1 × Abaddon 1 × Daidalos, 1 × Malboro 2 × Lamia Queen 1 × Vampire, 1 × Black Flan, 1 × Cursed Gold 1 × Cursed Gold, 1 × Grand Mummy, 1 × Lamia Queen 2 × Black Flan, 1 × Daidalos 1F Same as before B1F Same as before B2F Same as before B3F 2 × Abaddon 1 × Cursed Gold, 1 × Abaddon, 1 × Grand Mummy 2 × Grand Mummy, 1 × Lamia Queen 2 × Abaddon, 1 × Malboro 3 × Cursed Gold B4F Same as before B5F 1 × Malboro, 1 × Lamia Queen 2 × Malboro 2 × Abaddon 1 × Cursed Gold, 1 × Abaddon, 1 × Grand Mummy 2 × Grand Mummy, 1 × Lamia Queen 2 × Abaddon, 1 × Malboro 3 × Cursed Gold 3 × Grand Mummy 1 × Giant Soldier B6F Same as before B7F Same as before B9F 1 × Malboro, 1 × Lamia Queens 2 × Malboro 2 × Abaddon, 1 × Malboro 3 × Grand Mummy 1 × Giant Soldier As you make your way through this dungeon, know that the enemies who can succumb to Break are Vampires, Abaddons, Black Flans, Lamia Queens and Malboros. Vampires have 6950 HP and use a Bloodfeast that steals a staggeringly high HP, and can get lethal quick. Normal attacks may Paralyze. Abaddons have much HP: 7666 but not much in terms of threatening attacks: ST Dark and Cursed Breath have come and gone for so long. There has to be a reason for this. Don't ask the devs, through. Normal attacks may inflict Poison. Black Flans use Toxify and Slimy Goo and are weak to every basic element. Cursed Golds are responsible for Cursed Gaze-ing and Blindga-ing. Weakness: Lightning Grand Mummies have Binding Attack and may use Curse upon death. Daidaloi have 8000 HP, use Whack and Roundhouse but are Mini-able and Tornado-able, making them quite the comedy-prone monsters. Weak to Lightning Malboros come with Bad Breath as expected (up to 4 negative status effects from Mini, Toad, Confuse, Poison/Toxify, Silence and Blind), and have Tentacle (slow). Upon entering, heal at the stone and save up, then head to the right exit to reach a chest with a Phoenix Down. Taking the left exit at 1F, continue down the path, entering the first room at B2F for a Coronet, then the second room for the way forward. The next room has a Dry Ether, and when coming across a fork, enter the bottom room first for a Ruffian's Knife. In the upper room, there are two exits. Take the rightmost exit. This room resembles that just now, doesn't it? There is a Deathbringer in the room at the bottom of the entrance and an Elixir in the main room. In the room at the bottom-right, there is another side room with a switch, but let's not activate it first, as there's a Dragon Mail waiting past the exit to the bottom of the room with the switch. At the first fork at B4F, take the stairs for Tiger Fangs before heading back to the fork and entering the doorway now. Get a character ready with Draw Attacks or be ready for a good serving of pain from enemies good at heaping it on you. 2 × Lufenian Soul, 1 × Abaddon, 1 × Great Mummy 1 × Giant Soldier Giant Soldiers have Takedown, counter everything with Critical and worst of all, use Sweep, which are all highly damaging attacks. Sweep and Critical can only be countered with Protect, it seems. There is a Valkyrie Coat at the upper-right corner. In the next room, there are two exits; take the one in the middle first, and at the fork, take the right path for an X-Potion. Back at the previous room with two exits; this time take the exit at the left to enter yet another room with even more tough enemies. It is possible to bypass them all including the "flame". You can do this by closely following the lone Giant Soldier at the bottom of the entrance, then quickly turning left and taking the upper path. A Sledgehammer is at the upper-left corner. In the next room, a Dragon Armlet is sitting in a chest tucked right in the room's centre. Take the stairs now for another jewel. Upon entering B6F, you can either take the semi-hidden walkway to the right of the teleporter or take the stairs at the top. Taking the stairs, take the right for a Stoneblade, then take the left to enter a room with a Kiku-Ichimonji at the left past another semi-hidden walkway. At B7F, take the stairs at the middle to be back at the teleporter room; there is also a Cottage there. Taking the semi-hidden pathway in the teleporter room gives you the same items but in reverse order. Now, what about the 3 remaining paths in B7F? Take the rightmost one for the last jewel, past yet another semi-hidden walkway. Now for the last 2 remaining paths. They both lead to the Hall of Demons. Nothing worth of note here, except maybe that the CPUs move faster. (Why though?) Boss #38 At B9F, heal and save up, and !!The Cottage in the ship won’t be obtainable anymore after this.!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mysidia has new stuff on sale; buy Esuna although Sophia has it for Esunaga (Esuna + Angelic Aria, learn at Bard level 17). Dr. Lugae: “Imagine, Mysidia was once grounded.” Argy: “Argy WILL HELP MOMMY AND DADDY FLY THE SKIES!” Mysidia Overworld Same as Lufenian Ruins overworld Mysidia Cavern 7th Cavern Same as before 8th Cavern Same as before And now the crystal room glows even if it did not the last time we fought the Watcher, and when its power was still untapped. Whatever. Get characters ready with HP+20% if possible. Get some people ready with Jump or Boost Jump. Avoid any and all Holy-elemental spells and Holy swords. Boss #39 Massive Cavern 1st Cavern 1 × Ahriman, 1 × Malboro 1 × Ahriman, 1 × Tiatanius 2 × Malboro 2 × Fury 1 × Black Flan, 1 × Ghast, 1 × Ahriman 1 × Apocrypha, 1 × Fury, 1 × Ahriman 2 × Ghast, 1 × Malboro 3 × Ghast 2nd Cavern Same as before 3rd Cavern Same as before 4th Cavern 1 × Ahriman, 1 × Tiatanius 1 × Tiatanius, 1 × Fury 2 × Fury 1 × Black Flan, 1 × Ghast, 1 × Fury 1 × Black Flan, 1 × Ghast, 1 × Ahriman 1 × Ghast, 1 × Parasite, 1 × Tiatanius 1 × Apocrypha, 1 × Fury, 1 × Ahriman 3 × Black Flan 5th Cavern Same as before 6th Cavern Same as before 7th Cavern 1 × Tiatanius, 1 × Fury 1 × Black Flan, 1 × Ghast, 1 × Fury 1 × Apocrypha, 1 × Parasite, 1 × Fury 1 × Ghast, 1 × Parasite, 1 × Tiatanius 2 × Apocrypha, 1 × Tiatanius 3 × Black Flan 2 × Black Flan, 1 × Apocrypha, 1 × Ghast 1 × Behemoth 8th Cavern Same as before 9th Cavern Same as before So to see just what monsters can be wasted with the classics: Ahrimans, Malboros, Black Flans and Parasites are Break-able. Because this is starting to get stale, let me introduce to you Ahrimans to spice encounters up. And also the Behemoth, an enemy you will love to hate. Ghasts only have Toxify. Normal attacks may Poison. Drop: Phoenix Down Ahrimans immediately cast Doom (death in 11 seconds) on a random party member the second a battle begins (even if it is a Pre-emptive Strike). They can also use Dark. Drop: Rune Blade Parasites use Binding Attack and Transfusion, in which they suicide and heal a random monster for 9999 HP and 999 MP and cures all its negative status effects. Just doing parasite things, I suppose. Furies use -ga tier spells, Quake, Comet and Toad. Weak to Light but not Undead. Your best hopes of killing these without too much hassle is by giving them a little Confusing and a little Tornado-ing. Attune Blade helps too. Steal: Ether Apocryphae are demons that use Silence, Confuse and Osmose. Can be Silenced, Confused and Tornadoed themselves. In the 2nd cavern, a Phoenix Down is to the left of the entrance ladder, while in the 3rd cavern, there is a Remedy at the bottom-right corner, and when crossing the narrow ledge at the bottom, you will run into: 1 × Behemoth Behemoths use Heave that deals over 2500 damage to front-row characters and over 1500 to over 2100 to back-row characters. Even back-row characters with sky-high PhyDef and Vit and Protect still take about 1000 dmg from it. They cast Comet upon their deaths, so make sure everyone in the party has 1600-2400 HP to spare. And you can't Attune Blade it. Steal: X-Potion, Drop: Fang, Large Fang HP:13850 Then, a Judgment Staff is at the upper-left corner. The 4th cavern is short and has nothing apart from random encounters. The 5th cavern has a winding path in anti-clockwise direction. Before descending the first ladder, grab the Gae Bolg from the chest to its left. Heal and save up, take the Dragon Mail to the bottom-right and prepare for another 1 × Behemoth encounter. Before descending the second ladder, there is a Chouchou to the bottom-left. Once in the next cavern, ignore the right path, and take the left path, taking the Dragon Helm to the bottom-left before descending the ladder. And before descending the final ladder, take the Tiger Fangs and the Ruffian's Knife to the upper-right and bottom-right respectively. The cavern after, the 7th cavern, has a Cottage down the 2nd ladder. In the next cavern (the 8th cavern!), before descending the ladder, walk around it for a Stoneblade. Heal, save up. !!You won't be able to return here after this. Make sure you have gotten your Dragon Helm, Dragon Mail, a Chouchou, a Ruffian’s Knife, a Stoneblade and a Judgment Staff.!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ What’s the Matter?........................................................(TTS4) New Mysidia Overworld 1 × Ogre King 2 × Tumbleweed 2 × Ogre King 1 × Creature, 1 × Ghast, 1 × Tumbleweed 2 × Vorpal Bunny, 1 × Ogre King 2 × Creature, 1 × Ahriman 3 × Ghast 3 × Goblin Prince 2 × Ghast, 2 × Parasite 2 × Goblin Prince, 2 × Vorpal Bunny 1 × Tot Aevis 1 × Earth Raptor (Mostly) new world means (mostly) new overlords and inhabitants come out to roam. These are rehashed versions of long-time adversaries, that the devs figured we miss wasting time fighting them. Let me just go through them in rough detail, but let me state their glaring weaknesses first: Goblin Princes, Vorpal Bunnies, Tumbleweeds: Break; Ogre Kings: Stop Ogre King: 8500 HP, Takedown, Swing and counters physicals with Body Slam. Steal: X-Potion, Drop: X-Potion, Giant's Axe Goblin Prince: Sleep, Goblin Punch. Can hit twice in a row, can be Confused. Steal: Remedy, Drop: X-Potion, Crystal Bangle Vorpal Bunny: Incisors, Smash to Bits. Drop: Remedy? Tumbleweed: Constrict, can Stun with Sweepkick, weak to Fire. Drop: Remedy Earth Raptor: Critical, Quake, counters everything with Fang. Resists Earth. Steal: Ether Tot Aevises strike twice in a row, use Break and a damaging Blight Wing (over 1000 MT damage). Nasty, nasty stuff you wouldn’t want to go near. New Lufenia Overworld Same as before New Lufenian Ruins Overworld Same as before Lufenia 4 × Imperial Elite Imperial Elite: Slice n' Dice, ST -ga spells, Curaja Drop: Platinum Helm Dr. Lugae: “Argy and I will stay behind and prepare for departure. You kids stay safe, now!” Argy: “Sol, Sarah! YOU’RE SAFE! I CAN RESER MEMORIES Sol’S FRIENDS HAVE USED! RESET MEMORIES?” If “Yes”… Argy: “RESET MEMORIES TURNED BACK INTO ITEMS!” If “No”… Argy: “COME BACK IF YOU WANT TO RESET MEMORIES!” The Warriors of Light can’t pass through Barrier Grove. Too bad. Lufenia 4 × Weresoldier Z Weresoldier Z: Thwack, Claw, counters physicals with Rend, vulnerable to Tornado. Drop: Diamond Helm, Crystal Helm Now, in Lufenia, go to where the oracle once stood as there will be a Moogle that can change your names there. Sophia: “Warriors, your job is to infiltrate and put a stop to Avalon. I will stay in Mysidia and continue my investigations.” Argy: “Argy IS GLAD TO BE OF USE!” Now with people getting reunited and stuff, everybody also gains all the summons you have learnt up to this point. And that means new F-abilities for both sides (i.e. Grand Delta, Deep Freeze, Dark Judgment and Meltdown, but not Dispelga, Iai or Sunder Earth as those require the jobs unique to Warriors of Light or Darkness). It’s the time to get those F-abilities and put them to use as well. Refer to the introduction to Castle Avalon for a somewhat detailed guide to the F-abilities you need to know most. Also, Barrier Grove is passable again. Deist/Dragon Roost Same as before, except lack of 1 × Ogre King 2 × Ogre King 2 × Vorpal Bunny, 1 × Ogre King New Braska/Deist Overworld Same as before, plus 1 × Chimera Deist Forest 1st Clearing 1 × Earth Raptor 1 × Earth Raptor, 1 × Parasite 2 × Vorpal Bunny, 1 × Malboro 2 × Vorpal Bunny, 1 × Ahriman 2 × Ahriman, 1 × Parasite 3 × Vorpal Bunny 2 × Goblin Prince, 2 × Vorpal Bunny 2 × Goblin Prince, 2 × Parasite 2nd Clearing Same as before, except 3 × Vorpal Bunny has been replaced with 1 × Goblin Prince, 1 × Vorpal Bunny, 1 × Malboro 3rd Clearing Same as before, except 2 × Ahriman, 1 × Parasite has been replaced with 1 × Vorpal Bunny, 1 × Goblin Prince, 1 × Earth Raptor 4th Clearing Same as before, except 2 × Goblin Prince, 2 × Parasite has been replaced with 1 × Earth Raptor, 1 × Malboro At the entrance, the tri-pronged path leads to, starting from the left, a Remedy, an Elixir and the next clearing. And before taking the exit in the 2nd clearing, don't leave the 12800 Gil in the chest to the bottom-left untouched. It's not theft, guys. In the 3rd clearing, feel free to take either the left or right path but don't leave the chest with a Large Fang to the left just lying there. Rended Void 3 × Imperial Elite 3 × Weresoldier Z Sophia: “You must find the eight pieces of dark matter scattered about the world before the Empire sinks its claws into them!” ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Argy: “WE CAN GO ANYWHERE YOU WANT!” The fires in fireplaces still burn like nothing happened, the clocks still tick independent of the world's woes, unfinished food is left on tables, cut vegetables are left on stoves and the seas are an ominous vermilion... let that new reality sink in. And Liene/Castle Liene/the Crystal Temple are not even piles of rubble. But at least you will be able to take undisturbed strolls in unoccupied towns like Berth and Verde. One of the questions on your mind, now that people are reunited, might be where is the best place for Gil, AP or Exp farming. Gil and Exp farming will have to wait till the last or second-last area in the game; but AP farming can be done in the desert of an island between Mount Gulg and the Coliseum. See below for details. (The undisputed single best spot for AP farming is still in the second-last area of the game.) Good thing we let that gnome out, if you still remember. He’s in the Moogle Cave (northwest of Castle Avalon) along with the Fang collector gnome. Even if you don’t have business with either gnome, pay the Moogle Cave a visit regardless. Did you know that speaking to Dr. Lugae while on the airship allows for instant teleportation to the main towns/castles in the game? You can go to Lux, Castle Lux and Burtgang Castle for some optional cutscenes. There’s another summon to get that’s worth the (zero) effort; refer to the bottom (Treasure 1) for it. Moogle Cave Tail collector gnome dialogue when you leave: 1. Tails. You know, those things growing out of creatures’ behinds. If it's not on something's behind, then it's not a tail! 2. When I'm sad, I grab on to a tail. Calms the ol' nerves. 3. I would lay down my life just to see a new tail! 4. You can tell a lot about how a creature lived just by its tail. 5. You'd better give him some tails, or he'll get angry! Also, the Coliseum is open, and new stuff appears in the Casino. Take a look yourself. The new Casino stuff is explained later on, while the very barebones Coliseum guide is in another section (COLI). If you decide to visit the Coliseum, it would do you well to get Esunaga ready, perhaps on two people. You stand to get normal consumables there, but also the exclusive Power Armlet, Champion Belt, Peace Ring (unless you unequipped The Mask the first time he was playable), Dueling Mask, Dueling Suit and Dueling Sword besides other rare items like Chouchous, Athena’s Mirrors, Giant Fangs and all tails. I’m not sure if there’s a limit on certain items. What in the world had happened to the underground entrances to Yggdrasil and Castle Falgabard along with Jinnai and the gang in the top floor of the Tower of Trials? Here are some pictures: https://m.imgur.com/a/8llDyk4 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Dr. Lugae: “Dark matter? The world is crumbling to pieces! If you have a specific place in mind, Argy can take you there herself!” The hunt for the other Dark Matters begins. A Dark Matter is sold by a pirate/bandit in Fabrica. If you don’t have the Gil and are incurably lazy, head to Mathel for 100000 Gil. Burtgang Town 1 × Tot Aevis, 1 × Tumbleweed 1 × Tot Aevis, 1 × Mykale 2 × Earth Raptor 2 × Slagworm 2 × Zaghrem, 1 × Mykale 3 × Zaghrem So now that Burtgang Castle has vanished into thin air, it's time for the town itself to be a dungeon. Get Crystal Bangles and Red Shoes equipped; Glare is something to get worried about. Another round of me introducing you to "new" enemies the devs quite possibly think we have never seen before: Zaghrems use Right Arm and Glare (chance for MT Paralyze) which is cause for concern if you didn't have those Crystal Bangles and Red Shoes on, and counter non-physicals with Haste. May do 2 actions in a row. You can either put them to Sleep or Confuse them. Mykales use ST/MT -ga spells and Death while countering non-physicals with Berserk. They are immune to almost all status effects but here's the catch: they can oddly be put to Sleep and be Paralyzed, which should be done ASAP so your mages can fire away safely. Slagworms have very high HP (13200 to be precise), scary physicals, Sandstorm and Suck In in which they show you the wonders of their gastrointestinal system and drains a lot of HP in the process, but are resistance-wise a joke as they can be Broken. Easy EXP and AP! They absorb Earth. Berth/Burtgang Checkpoint Same as Deist/Dragon Roost New Berth/Burtgang Overworld Same as before, plus 1 × Gold Dragon Gardenia Slums/Forest Hut (near Gardenia) Same as Deist/Dragon Roost, with the addition of: 2 × Weresoldier Z, 1 × General 2 × Royal Lancer, 1 × General 1 × Weresoldier Z, 1 × Royal Lancer, 1 × General in the Gardenia Slums, all 3 scripted. Generals frequently triple cast MT Protect, Shell and Haste at the start of a battle. Can use Takedown and Body Slam. Affected by Stop. HP: 8900 Royal Lancer: Impale (~2000 dmg to front-row), Slow and Swing. Counters non-physicals with Confuse. Drop: Crystal Armlet Desert before Oasis/New Gardenia Overworld Same as before, plus 1 × Flan Princess Flan Princesses use Princess' Melody that causes MT Berserk, which is undesired since they have sky-high PhyDef, and that's why Chouchous or Dueling Masks are needed and Critical. They have 10000 HP. Steal: Ether, Drop: Small Fang, Pink Tail Desert on Island between Mount Gulg and Coliseum Same as before, plus 1 × Super Cactuar If you wanna farm the Super Cactuars here, it would do you well to know that Flan Princesses that use MT Berserk also appear as random encounters here. So give your Flee character a Chouchou or a Dueling Mask. Super Cactuars do up to four actions in a row, and both can be 1000 Needles. They counter every single attack with it too, or may Flee. They have only 30 HP though, but sky-high PhyDef and MagDef. Every victory yields 10 Gil, 10 Exp total and 100 AP. Dire Dirge does not work, while Self-Destruct does. Final Heaven seems to ignore their MagDef, maybe piercing slash does as well. All the more reason to learn it. Drop: Golden Needle (guaranteed) Hagakure/Matagi (Boss #40 in Hagakure) Same as Deist/Dragon Roost New Hagakure/Matagi/Abyssal Shrine Overworld Same as before, plus 1 × Silver Dragon New Harmonia Overworld/Harmonia Same as Deist/Dragon Roost Aulë Same as Deist/Dragon Roost New Aulë/Kurgis/Falgabard Castle/Cave of Perfervidity Overworld Same as before, plus 1 × Gorging Bunny Mathel Same as Deist/Dragon Roost New Mathel/Fabrica Overworld Same as before, plus 1 × Great Avian Capo Same as Deist/Dragon Roost New Capo/Rusalka Overworld Same as before, plus 1 × Aqua Rex Verde/Forest Hut (near Verde) Same as Deist/Dragon Roost New Verde/Alfheim Overworld Same as before, plus 1 × Torosaurus Lux/Lux Checkpoint Same as Deist/Dragon Roost ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Treasure 1: Argy (summon): Head to Fabrica and interact with the flower, before boarding the airship and interacting with Argy. Treasure 2: Regen Bangle (in one of the trees to southeast of Burtgang Checkpoint) Elder Dragon counters non-physicals with Claw, has Bite (normal), triple Bite (Confuse + Poison) when low on HP, Thwack, Dark Breath does 1500- 2500 MT damage but 1000- 2000 when Shell is up and uses it throughout the battle, Pandemonium deals over 1000 but still extremely dangerous, but its damage can also be lessened with Shell. Treasure 3: Reflect Bangle (patch of land to Harmonia's northeast) Talos always does 3 actions in a row, and his skillset also involves Roundhouse and Petrifying Gaze. It is also awkwardly fast, and so the physical damage piles up in a matter of seconds. You don’t want to take chances with this one. He is one tough nut to crack. Treasure 4: Moogle Charm (area to Avalon's West surrounded by a ring of mountains) Earth Eater uses Absorb Magic as an enemy Attune Blade ability, but this doesn't mean the effectiveness of Comet, Holy and Meteor are lessened as they bypass it. Once Absorb Magic is used up, there is a very short time interval to cast whatever you like before it uses it again, or the time interval might not exist at all. So this means Curaga is made useless. Quicksand adds Slow. Its normal attack can do over 2000 to mages at the back row while Bite does almost 3000. HP: 38550 The Moogle Charm still works when equipped on somebody not in the fighting 5. Treasure 5: Holy Lance in Deist Treasure 6: Save the Queen in Burtgang town Treasure 7: Bunny Ears in Harmonia Treasure 8: Tetra Bangle in Crystal Temple Treasure 9: 100000 Gil in Mathel (now it’s turning from the town with the worst treasure into the town with the best treasure) Treasure 10: Fang in one of the two pots in the middle of Hagakure, plus Murasame Treasure 11: Giant Fang in crate next to Item Shop Collective Treasure 12: 7 Moogle Coins in Northern Cave (last cavern), Mount Verde (first section), Verde, small area to the northwest of Kaklim Desert, Capo, Kurgis and Dragon Roost Collective Treasure 13: 16 new Memories (you need a Memorist in your party) in: • the Airship (× 2) • Mysidia (× 3) • Mysidia Cavern, in front of the Crystal (× 1) • Lufenia town (× 1) • Lux town (× 3) • Crystal Temple (× 1) • Liene town (× 1) • Castle Liene (× 1) • Harmonia (× 3) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ New Casino Stuff All the new casino stuff will be sent to the empty room at the back of the airship once purchased. The Jukebox causes the tune you select to be played whenever you are on the airship (but not when you are flying it). The Chocobo doll, when bought for 1500 Casino coins, fully restores the entire party’s HP when interacted with. The Moogle doll, when bought for 1500 Casino coins, fully restores the entire party’s MP when interacted with. The Cactuar doll, when bought for 1500 Casino coins, deals 1000 damage to everybody when interacted with. The character dolls, when bought for 3000 Casino coins each, cause each respective character to strike weird poses when one interacts with them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rended Void: Earth (Boss #41) 1 × Slagworm 1 × Ogre King, 1 × Gnome 1 × Ogre King, 1 × Mykale 1 × Gnome, 1 × Slagworm 2 × Ogre King 2 × Gnome 2 × Gnome, 1 × Ogre King 2 × Goblin Prince, 2 × Creature Gnomes might use Quake and Headbutt (Confuse). Oddly weak to Wind, and absorb Earth. Susceptible to Death. Drop: Gaia Staff Rended Void: Water (Boss #42) 1 × Belmodar, 1 × Tumbleweed 1 × Belmodar, 1 × Mykale 1 × Belmodar, 2 × Tumbleweed 2 × Creature, 1 × Undine 2 × Tumbleweed, 1 × Mykale 2 × Undine, 1 × Tumbleweed 2 × Undine, 1 × Mykale Undines are slightly different from their surface counterparts which we have been slaying countless times: they prefer to use ST Waterga, Slow and Aqua Breath. They are weak to Lightning and they know it, so a non-physical can cause them to self-Shell. All this gets them nowhere, though. Easily killed with Death. Drop: Aqua Rod Belmodars are monsters that represent the devs' latest failed attempt at creating something actually dangerous besides looking the part. They use a relatively unthreatening Pox and Roundhouse. May counter physicals with Whack. Vulnerable to Sleep and Stop. You can also use Tornado, what's stopping you? Rended Void: Fire (Boss #43) 1 × Tot Aevis 2 × Belmodar 1 × Belmodar, 1 × Creature, 1 × Salamander 2 × Black Flan, 1 × Salamander 2 × Creature, 1 × Tot Aevis 2 × Salamander, 1 × Belmodar 3 × Salamander 3 × Creature, 1 × Belmodar Salamanders, weak to Ice, use a subpar ST Firaga along with Fire Breath and Meltdown (in which they heal themselves at the expense of everything else). Vulnerable to Death. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Argy: “STAY SAFE! Argy WILL BE HERE WAITING FOR YOU!” Dr. Lugae: “I’ll let you take the helm. It’s what Argy wants.” Sophia: “With this, you have unsealed the gates to Castle Avalon. Go forth, Warriors, and meet your destiny!” The Endgame...............................................................(END4) Before you set foot on the concrete lobbies of Castle Avalon, ask yourself: when in history did an eight-man army ever stand a chance against an empire just by barging into the front doors of its castle and taking out its endless soldiers? SO… besides getting yourself the best weapons and armor money can buy and more, many of the F-abilities are not to be overlooked. (You can’t learn F-abilities with a Memorist) Promise me once and for all that you have these F-abilities of paramount importance with you (my humble opinion), and have at least 2 out of 8 characters with them: • Full Cure (Curaga + Dragon Soul, learn at Dragoon Level 20) • Esunaga (Esuna + Angelic Aria, learn at Bard level 17) • White Wind (Heal Breath + Chakra, learn at Monk level 13) And these beautiful abilities are the ultimate bane of any and all bosses once you have them, and you are also strongly encouraged to have at least 2 out of 8 characters with them: • Final Heaven (Holy + Earthshatterer, learn at Monk level 20) • Phantom Rush (Dropkick, learn at Monk level 17 + Trance, learn at Dancer level 20) • Mighty Wall (Mighty Guard, learn at Paladin level 7 + War Cry, learn at Warrior level 15) • Hastega (Haste + Swift Shanty, learn at Bard level 14) • Dark Star (well, one boss absorbs this) (Meteor + Ebony Slash, learn at Dark Knight level 20) These are also insanely, wildly, unbelievably, indescribably helpful in the right situations: • Alabaster Veil (Guard, learn at Paladin level 9 + Benediction, learn at Seer level 9 but not needed if you already have Guard) • Boost Jump (Enrage, learn at Warrior level 7 + Jump, learn at Dragoon level 8 but not needed if you already have Enrage) • Shock (Dire Dirge, learn at Bard level 20 + Wide Slash, learn at Paladin level 17) • Iai (Odin + Final Thrust, learn at Dark Knight level 17) • Midareyuki (not needed when you have Phantom Rush) (Spreadshot, learn at Ranger level 20 + Assassinate, learn at Ninja level 17) • Smash • Steal Hearts (Aim: Heart, learn at Ranger level 8 + Steal, learn at Thief level 8 but you just need 1) • Grand Delta (Ramuh + Thundaga) • Deep Freeze (Shiva + Stop) • Dispelga (Alexander + Dispel) • Moogle Dance (Call, learn at Summoner level 18 + Frailty Polka, learn at Dancer level 5) • Battle Orders (Flee + Aiding Anthem) • Bonecrusher (Darkness + Riposte, learn at Monk level 11) However, these will have to wait (and waste no time getting them when they become available): • Mega Raise (get 1 or 2 Seers to level 20 in preparation) • Gigaflare (get 1 or 2 Magi to level 18 or 1 or 2 summoners to level 20 in preparation) • Heroic Hymn These regular abilities are pretty much a must: • Argy (summon; get it from Fabrica and then the airship) • Araise (White Magic lvl. 8) • Ultima (Black Magic lvl. 8) • Doublecast (Red Mage level 20) • Alchemy (Ranger level 18) • Dual-wield (Ninja level 20) • Mighty Guard (Paladin level 7) • Restorative Pill (Ninja level 16) • Spreadshot (Ranger level 20) • Backup (Ranger level 14) • Dance of Veils (by going to Verde, Aulë, Gardenia and Hagakure) Castle Avalon I have made the decision to split this into several parts so you won’t get lost even if you tried. Exterior 1 × Weresoldier Z, 1 × Imperial Elite 1 × Humpty, 1 × Weresoldier Z, 1 × Satellite 1 × Royal Lancer, 2 × Satellite 2 × Royal Lancer, 1 × Imperial Elite 2 × Royal Lancer, 1 × Humpty 2 × Royal Lancer, 1 × Satellite 2 × Imperial Elite, 1 × Satellite 2 × Imperial Elite, 2 × Satellite Satellites aren't very good monsters: they hit up to twice in a row and use Body Slam until hit by certain attacks (only Lightning-elemental skills since they are weak to Lightning it seems), at which point they Self-Destruct to inflict the total damage inflicted to them to a single character. Steal: X-Potion Humpties are weak, good-for-nothing monsters present here for some reason, perhaps as slaves since birth. They have low HP and use Binding Attack and Bite (The version that inflicts Poison and Confuse). A simple cast of Break will let these take a permanent break from standing in our way. Side Towers (1st Floors) Same as before, except 2 × Imperial Elite, 1 × Satellite has been replaced with 1 × Royal Lancer, 1 × Weresoldier Z, 1 × Imperial Elite Side Towers (2nd Floors) Same as before, except 2 × Royal Lancer, 1 × Imperial Elite has been replaced with 1 × Io And then there are the Io’s, Final Fantasy's prototype of the IOS and mechanical guardians of Castle Avalon. They attack twice in a row, have a moderately powerful Divine Shot, use a dangerous Pox at will that deals over 1000 damage to mages at the back row, and non-physicals are countered with a Laser. Weak to Lightning. Drop: Dry Ether HP: 16500 Climbing the stairs in the courtyard and entering the towers at the bottom-left and bottom-right corners nets you a Sage's Staff and an Asura's Rod respectively. Courtyard Side Sections 1st Rooms 1 × Weresoldier Z, 1 × Imperial Elite 1 × Humpty, 1 × Weresoldier Z, 1 × Satellite 1 × Royal Lancer, 1 × Weresoldier Z, 1 × Imperial Elite 1 × Weresoldier Z, 1 × General, 1 × Humpty 2 × Royal Lancer, 1 × Humpty 2 × Royal Lancer, 1 × Satellite 2 × Royal Lancer, 1 × General 1 × Io Courtyard Side Sections 2nd Rooms 1 × Weresoldier Z, 1 × Imperial Elite 1 × Humpty, 1 × Weresoldier Z, 1 × Satellite 1 × Royal Lancer, 1 × Weresoldier Z, 1 × Imperial Elite 1 × Weresoldier Z, 1 × General, 1 × Humpty 2 × Royal Lancer, 1 × Humpty 2 × Royal Lancer, 1 × General 2 × Royal Lancer, 1 × Humpty, 1 × General 1 × Io To the upper-left and upper-right corners of the outdoor courtyard are doorways to rooms with levers. Taking the upper-left doorway first, you enter a room with a Dry Ether to the bottom-left. In the next room, there are two chains; pulling the one on the left opens half of the locked gate and pulling the one of the right doesn't do anything except giving you the un-retractable (you can't Teleport), once-in-a-lifetime opportunity to get attacked by: 2 × Weresoldier Z, which you should be having for breakfast, lunch and dinner at this point (we dealt with a 4v4 before!) and netting you a Black Garb. Doing the same to the other doorway now, you enter a room with a Thor's Hammer to the right of the entrance. In the next room, pulling the chain on the left gets you the fury of 2 × General who rush to kill you but get killed instead, netting you a Dry Ether. Main Hall with Save Point 2 × General 1 × Royal Lancer, 1 × Weresoldier Z, 1 × Imperial Elite 1 × Weresoldier Z, 1 × General, 1 × Humpty 2 × Royal Lancer, 1 × General 2 × Weresoldier Z, 1 × General 2 × Royal Lancer, 1 × Humpty, 1 × General 1 × Io 1 × Io, 1 × Humpty Now, I will take the left path first, but you feel free to take the right path first if you like. 1st Floor 1 × Weresoldier Z, 1 × Itztlacoliuhqui 2 × Itztlacoliuhqui 2 × Ice Knight, 1 × Itztlacoliuhqui 2 × Ice Knight, 1 × Icicle 2 × Icicle, 1 × Weresoldier Z 2 × Icicle, 1 × Itztlacoliuhqui 2 × Humpty, 1 × Itztlacoliuhqui 3 × Ice Knight 2nd Floor Same as before, except 2 × Icicle, 1 × Weresoldier Z has been replaced with 3 × Ice Knight, 1 × Icicle (50 AP) 3rd Floor Same as before, except 1 × Weresoldier Z, 1 × Itztlacoliuhqui has been replaced with 2 × Itztlacoliuhqui, 1 × Icicle 4th Floor Same as before Bring along a character with Reflect AND Draw Attacks for the flurries of Blizzaga coming your way, or else use Attune Blade. The Punisher rod (may insta-KO) appears as a drop from Itztlacoliuhquis. Ice Knights are simply weak to Fire. And they use Slice n' Dice along with Freezing Slash and a shockingly weak MT Blizzaga. Confuse them if you like. Steal: X-Potion Itztlacoliuhquis are clearly up to no good just by looking at the name: they use ST Blizzaga that deals, say, from 1000 to 1500 un-Shelled, Blizzard Breath that deals from 700 to over 1000 un-Shelled and Lovely Lullaby. Tornado is the only thing that works against these pains, plus high MagEva. Drop: Crystal Rod, Punisher Icicles come with a customary weakness to Fire, and also use ST Blizzaga from 1000 to 1500 and MT Blizzaga which is very weak, and Shellshock. Can be Confused to put a stop to their spellcasting, and Death works too. Into the confines of Cocytus' icy touch. There is a Remedy to the left of the entrance. On the next floor, there is a Murasame above the entrance. There are five paths; which leads to where you want to go? I'll just leave it to you. After the mini annoyance, an X-Potion awaits and you may follow the path to the 3rd floor. Ooh, so this the cool puzzle we have been eagerly waiting to play. Plus no random encounters! Look at the way Glaive glides! I swear he was made for this moment. Play till you drop for all I care. The two pitfalls are not that annoying since they only take you back to the previous room. No worries. Once again, I couldn't be bothered to write an in-depth guide to all the treasures on this floor. But here's the list: 1) An Elixir at the upper-right corner 2) Solid ground at the bottom- right corner that leads to a Misty Whip on the 4th floor 3) Dragon Claws at the bottom But know that from the two starting blocks, the one on the left only leads to 1) initially, then the either the left starting block, the right pitfall, 2), 3) or the exit, while the one on the right can lead to either 1), 2), 3), the left pitfall or the exit. From 2) you can get to the left starting block, 1), 3), the right pitfall or the exit, while from 3) you can get to the left starting block, 1), 2), the right pitfall or the exit. Exit is to the bottom-left corner, and leads to a Yoichi Bow and a Save Point. Boss #44 Now for the right path from the main hall: 1st Floor 1 × Weresoldier Z, 1 × Bandercoerl 2 × Bandercoerl 1 × General, 1 × Weresoldier Z, 1 × Bandercoerl. 2 × Flameknight, 1 × Bandercoerl 2 × Flameknight, 1 × Plasma 2 × Plasma, 1 × Bandercoerl 2 × Plasma, 1 × Weresoldier Z 3 × Flameknight 2nd Floor Same as before, except lack of 2 × Plasma, 1 × Weresoldier Z 3rd Floor Same as before Outside Castle Avalon Same as before, except 1 × Weresoldier Z, 1 × Bandercoerl has been replaced with 2 × Bandercoerl, 1 × Plasma 4th Floor Same as before, plus 2 × Flameknight, 1 × Plasma, 1 × Bandercoerl What do Plasmas do? They use another very weak MT Thundaga, or a decently strong ST Thundaga that hits for up to 1500 on un-Shelled characters. Apart from that is a dangerous one: Thunderbolt does over 2600 damage to those it hits. Break dispatches them effortlessly, and Confuse works. Reflect for no reason. Drop: Mallet Bandercoerls are probably the most dangerous enemy you'll come across: they have the same ST Thundaga as the Plasmas do, Bite (normal version) and also the infamous Blaster which casually kills people. It's a good idea to Confuse these. I don't know who came up with the name Flameknight for a monster that uses Slice n' Dice , Arcing Slash and a weak MT Thundaga. Into the cell on the right! And this opens up all other gates. Locked now, are we?!?! Not quite. After taking the Dry Ether from the chest to the bottom-right, you see two cells to enter; enter the one on the left first as we want two treasures. You get a Kaiser Armor and an Aegis Shield, both valuable items. Up two floors now, and to the outside. A Kaiser Helm and an X-Potion lie patiently in wait to the upper-left and upper-right respectively while you enjoy getting free zaps of lightning from the blue, although you didn't do anything particularly bad, like calling someone "Gaunt Girl". When inside, you see some red electricity barriers blocking some passageways, limiting your way. Follow the linear pathway to the lever at the room's upper-right corner and pull the lever. This causes a pathway to the exit to open and to another lever at the bottom-left. Also, a Rainbow Robe can be obtained at the bottom-right corner now. Don't go so soon, not until you pull that second lever and get yourself a nice Sniper from a chest at the room's upper-left corner. The next room has, at the: Upper-left corner: Elixir and lever that blocks Apollo's Harp Upper-right corner: Naglering and lever that blocks Zorlin Shape Bottom-left corner: Zorlin Shape and lever that blocks Naglering Bottom-right corner: Apollo's Harp and lever that blocks Elixir Wow, all splendid treasures here, nothing at all like the trash-sures we are so accustomed to getting. Save, for brother Shango of the Lightning has been unchained and is patiently watching the sunset while hoping we've got something worthwhile to show him in battle. Gold Hairpins and Dragon Helms might help, as they halve Lightning damage. Boss #45 Once you’re back at the main hall again, save and heal up. Boss #46 and Boss #47 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The fight with the Emperor of Nothing ends after 10 actions targeting him and he collapses to the floor. Congrats for overcoming the final battle and defeating the main baddie in the game! Wasn't it easy? Let the credits roll! Sorry, who again was I kidding? Hope you enjoyed the most epic boss fight ever, complete with a kickass sprite! Sorry again, I spelled anticlimactic wrong. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Void: To Despair 1st Section 1 × Albinopede, 1 × Electrum 2 × Albinopede 1 × Hellhound, 1 × Electrum, 1 × Mother Brain 2 × Mother Brain, 1 × Death Hornet 2 × Mother Brain, 1 × Enuo 2 × Death Hornet, 1 × Albinopede 3 × Hellhound 2 × Mother Brain, 2 × Hellhound 2 × Death Hornet, 2 × Hellhound 2nd Section Same as before, except 2 × Mother Brain, 1 × Death Hornet has been replaced with 3 × Enuo, 1 × Electrum Hellhounds, Mother Brains and Enuos are weak to Fire. Those Break can deal with are Hellhounds, Death Hornets and Mother Brains, and Death kills Albinopedes. That leaves Enuos and Electrums. Hellhounds fight with Critical, Bane and Roar like the furious otherworldly wolves they are. Phy coun: Hellclaw (random debuff). Normal attacks may inflict Sap. Death Hornets are critters you don't want anywhere near you for reasons besides their name: they do 1000 to over 1500 via Needles to front-row characters and Death Needle causes instant Critical HP. Can be Confused. Drop: Antidote, Remedy Albinopedes are repugnant monsters with 11100 HP, Quake (from 1000 to 1500 damage) and Smash to Bits that absorb Earth. Silence and Sleep can be used against these. Mother Brains are capable of randomly using Osmose, Divine Shot (hits for less than their physical!), Brain Crush and Temptation (chance for MT Confuse). What plants are capable of doing constantly surprise us, it seems. Enuos are strange Unread creatures that use Dark and Curse. Normal attacks may Poison. Not too bad, until they use Gravity (ST/MT 1/2 cHP). Electrums are coins not content with just being used for money: they have Comet (over 2600 damage) and ST Curaga. Go forth and claim the treasures in the 1st section: a Moogle Coin to the bottom-right and an Elixir at the upper-left corner. The Void Same as (1) except lack of 2 × Albinopede Castle Lux An optional scene transpires between Aigis and Diana in one of the rooms, after which a Memory becomes available when you leave and re-enter. Below Castle Lux 1 × Hydra 1 × Hydra, 1 × Electrum 2 × Eale 1 × Eale, 2 × Death Hornet 2 × Nightmare, 1 × Electrum 2 × Nightmare, 1 × Eale 2 × Nightmare, 1 × Follower of Nil 2 × Follower of Nil, 1 × Eale 3 × Follower of Nil 4 × Nightmare (52 AP) Who knew that an area with textureless floors and a night sky-background makes for the coolest-looking area? I don't get it, just like I didn't get Cyan's Dream from Final Fantasy 6. Nightmares can be taken out with Break while Eales can be felled easy with Death. Nightmares, for all their worth, use Sleep and Roundhouse. May hit twice in a row. Drop: X-Potion, Ether Eales are awfully powerful wind-powered bulls, about the closest Final Fantasy has come to flying cows. They have 11000 HP and use Wind Slash (1500 to over 2000 ST damage). May counter physicals with Pincers (up to 2500 damage on front-row characters). Resist Wind and weak to Fire. Drop: Hi-Potion, Hurricane Staff Followers of Nil have ST Bio (very weak) and Comet (over 1500 damage). May counter everything with Drain. Drop: Hi-Potion, X-Potion The dreadfully powerful Hydras have a very damaging Tri-Breath (1500 to over 2100 MT damage) and Dark Breath (about the same damage) along with being able to act up to thrice in a row and counter everything with Body Slam. HP: 19000 Drop: Fang The first white teleporter you can enter takes you to a walkway with two teleporters; ignore the one at the bottom as it takes you back. The one at the top takes you to another walkway with two teleporters again; let's take the one at the bottom first. We end up at the left side of the area, with two teleporters and a Ribbon. The top teleporter leads to a pathway with a staircase and two teleporters again. Ignore the one on top as it takes you to the entrance, we want the bottom one. The bottom one takes you to a building! Don't enter the teleporter yet as it takes you to the entrance. A Gladius awaits inside. Now back to the branching path before. Taking the top teleporter now, you end up at a walkway with two teleporters again along with an Elixir. The top teleporter takes you back to the entrance so ignore it; the bottom one takes you to the outside of a building with Boss #48. Taking the one teleporter here takes you to the entrance. World of Despair 4 × Follower of Nil We mustn’t pass up the opportunity to give these guys a beautiful beat-up, or spring cleaning, or whatever you call it. 1st Clearing 1 × Hydra 2 × Eale 1 × Eale, 2 × Nightmare 1 × Eale, 2 × Death Hornet 2 × Nightmare, 1 × Electrum 2 × Nightmare, 1 × Follower of Nil 2 × Follower of Nil, 1 × Eale 3 × Follower of Nil 2nd Clearing Same as before, except 2 × Eale has been replaced by 1 × Hydra, 1 × Electrum 3rd Clearing Same as before, except 2 × Night, 1 × F o N has been replaced by 4 × Nightmare At the first fork, take the bottom path first for a Genji Shield (ooh), then the right path back at the fork for a Genji Armlet (twice the ooh) and a Save Point. And now, would you take a look at the lone trees hovering on midair islands. Just the way I like my final dungeon. Boss #49 Durandal afterwards. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I will be doing the other 3 Worlds in clockwise order from Despair (Misery, Anguish, Suffering) but note that the intended order is Suffering (bottom-right), Misery (upper-left) and finally Anguish (upper-right). The Void: To Misery 1st Section Same as The Void: To Despair: 1st Section 2nd Section Same as The Void: To Despair: 2nd Section The Void 1 × Albinopede, 1 × Electrum 2 × Albinopede 1 × Hellhound, 1 × Electrum, 1 × Mother Brain 1 × Hellhound, 1 × Albinopede, 1 × Enuo 2 × Death Hornet, 1 × Albinopede 2 × Mother Brain, 2 × Hellhound 2 × Death Hornet, 2 × Hellhound 3 × Enuo, 1 × Electrum Mount Falgabard 1st Section 1 × Iron Giant 1 × Red Dragon 1 × Iron Giant, 1 × Electrum 1 × Red Dragon, 1 × Electrum 2 × Chaos Claw 1 × Death Hornet, 1 × Chaos Claw, 1 × Albinopede 1 × Chaos Claw, 2 × Hellhound 2 × Chaos Claw, 1 × Electrum 2nd Section Same as before, except 1 × Chaos Claw, 2 × Hellhound has been replaced by 2 × Chaos Claw, 2 × Hellhound 3rd Section Same as before, except 2 × Chaos Claw has been replaced by 2 × Albinopede 4th Section Same as before, except 1 × Red Dragon has been replaced by 2 × Death Hornet, 1 × Iron Giant 5th Section Same as before Chaos Claws have 9990 HP, and use Claw and Death Claw. When they are feeling upset, they may use MT Gravity. Your bets against these are Confuse, Stop and, of course, Tornado. Steal: Dueling Claws There is no mistaking the Iron Giant: these fearsome metal trucks use Takedown (up to 4000 to the wrong person in the front row), Sweep (up to over 3000 to front-row characters and up to 1700 to those at the back) and Great Gale (Tornado). Counters physicals with another physical. Drop: Potion, Giant's Armor HP: 21000 Red Dragons are worse than Iron Giants; Fire Breath does from 1500 to 2000 MT damage, while Fang is responsible for over 3600 damage to the front row. These are the ones responsible for "Your team just got incinerated!" as Blaze deals 1900 to 3000 MT damage. I'm sorry, but it hits that hard. They may counter physicals with, or randomly use, Firaga that deals over 2300 damage. They also attack twice a row. HP: 23400 In immediate sight at the entrance is a chest, with an Elixir in it. After the first rock ladder, there is a branching path: head to the bottom for a Sage's Hat. In the 3rd section there is a Save Point and a Cat Ear Hood, and a Moogle Coin is in the next section. Castle Falgabard An optional scene transpires between Aigis and Nacht in the room right of the Armory, in the main castle lobby, after which a Memory becomes available when you leave and re-enter. World of Misery 1st Section Same as before 2nd Section Same as before Get a character ready with Frailty Polka for the upcoming boss, if possible. Boss #50 Beating him grants a Wyvern Lance. Afterwards, the path from the room where the optional cutscene occurred opens up, and you get another cutscene in which Graham’s Sword is transformed by the Force into Graham’s Will. The Void: To Anguish 1st Section Same as The Void: To Despair: 1st Section 2nd Section Same as The Void: To Despair: 2nd Section The Void Same as The Void: Falgabard Overworld Castle Burtgang Quite the haunted castle it is. An optional scene between Diana and Sarah occurs in the side room past the hall where the first save point was in the World of Light, and there’s a Memory when you exit and re-enter. The Void: To Anguish 1st Clearing 1 × Fossil Dragon 1 × Fossil Dragon, 1 × Electrum 1 × Ixtab, 1 × Demon Warrior 1 × Electrum, 1 × Nightmare, 1 × Demon Warrior 2 × Death Hornet, 1 × Fossil Dragon 2 × Follower of Nil, 2 × Ixtab 2 × Ixtab, 2 × Nightmare (58 AP) 3 × Nightmare, 1 × Ixtab 2nd Clearing Same as before, except 1 × Fossil Dragon has been replaced by 2 × Electrum, 1 × Demon Warrior Ixtabs are Break-able. Ixtabs, Undead monsters that use Curse, Slow and Confuse, are just your average unremarkable palette swaps. Drop: Daybreak Robe Demon Warriors attack up to 4 times a row and may use Jarring Blow (this hits very hard,) and when the time is right, Soul Purge (1300 to over 2000 MT damage). HP: 17850 Zombie Dragons are no joke: they have Dark Breath (1400 to 2200 MT damage), Bane (1500 to 2400 damage to the front row) and Break. May counter everything with Death (this can be mitigated with Attune Blade). Thankfully, their Achilles'
heel lies not only in their Undead weakness but their susceptibility to Confuse. HP: 21400 In the first clearing can be found a Genji Helm in a chest to the right, while a Moogle Coin and a Genji Armor are in the next clearing. !!You can’t return to World of Anguish after you exit this place so get your treasures: Genji Helm, Moogle Coin, Genji Armor, Masamune!! Boss #51 After the boss, you get a Masamune. Back at the throne room of Castle Burtgang, interact with the king not once but twice to initiate a cutscene where the ghosts disappear and the Galantine is transformed into the Excalibur. But before that, speak to every other ghost, and you'll find that the soldiers say the same thing (two soldiers died to protect their wives and daughters! What are the odds?) The Void: To Suffering 1st Section Same as The Void: To Despair: 1st Section 2nd Section Same as The Void: To Despair: 2nd Section The Void Same as The Void: Falgabard Overworld Now, before you cross the bridge and step into the settlement (Alfheim), take a look to your left: that's the forest where squirrels that specialize in killing Warriors of Light and Darkness in a hit or two call home. Alfheim There's a Save Point with a cutscene between Alba and Sol, and a Memory when you leave and re-enter. Forest of Spirits If you can beat 1 × Soul Eater then 5 × Soul Eater, you will get Miracle Shoes. World of Suffering 1st Clearing 1 × Blue Dragon 1 × Blue Dragon, 1 × Electrum 2 × Glasya Labolas 1 × Glasya Labolas, 1 × Mirror Mage, 1 × Hellhound 1 × Glasya Labolas, 2 × Hellhound 1 × Glasya Labolas, 2 × Mirror Mage 2 × Follower of Nil, 1 × Glasya Labolas 2 × Glasya Labolas, 1 × Mirror Mage 2nd Clearing Same as before, except 2 × Glasya Labolas has been replaced by 1 × Follower of Nil, 1 × Mirror Mage, 1 × Death Hornet 3rd Clearing Same as before, except 1 × Glasya Labolas, 2 × Mirror Mage has been replaced by 1 × Mirror Mage, 1 × Blue Dragon 4th Clearing Same as before Dispel doesn't work on the Mirror Mages, who use –ga spells and Comet. Draw Attacks + Reflect might be good. Affected by Sleep and Tornado only. Drop: Rainbow Robe Glasya Labolases have a high HP (11600), Thwack and Pandemonium but once again, Mini renders them unable to do anything for the most part except dishing out Pandemonium that hit for 800 to 1300 damage. Drop: Giant's Helm Blue Dragons are when the game's tough enemies come out to play. They attack twice in a row or may use ST Blizzaga that deals, hold it... over 2500 to the unprepared or Blizzard Breath that deals from 1300 to 2200, but when they go berserk, you will see Fang and Ice Storm. Fang deals up to 3800 to those in front. K. Cool, not cool. Now, do you see how much Ice Storm does? It does anywhere from 1500 to 2500 MT damage to everybody, which might result in a crippled team. Physicals may be countered with ST Blizzaga while non-physicals may be countered with MT Roar. All that damage for nothing. Absorb Ice. HP: 23400 Drop: Giant Fang In the 2nd clearing, before crossing the first bone bridge, head to the upper-left corner for another Tetra Bangle. After crossing the first bridge, there are a couple more to cross with an island joining them all; take the top bridge for a Dry Ether and lastly, at the first fork to the right of the island I mentioned take the left path first for a Fuuga Shuriken. Now in the third clearing, you see an immediate fork; take the right path first for an interesting Glass Mask. Taking the left path now, cross the first bone bridge for a fabulous Mirage Vest. And before exiting, take the bottom path from the exit and follow it for a Cottage. Save and heal up, and bring somebody with Baraero. Boss #52 After the fight, you get an Earthbreaker. Return to Alheim and speak to the elf girl to learn Heroic Hymn. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ As the last Blade of Nil falls into oblivion, it seems the combined might of Avalon and Nil is no match for the unprecedented baddie-trashing abilities of the Warriors of Light and Darkness imparted to them by the crystals. So what’s next? Another baddie? Not so. Boss #53 After the mandatory boss fight and after you enter the World of Nil and exit via the portal, we get to fight an optional boss, the boss that grants 2 of the most powerful Fusion Abilities in the game. Bring a character with Slow Minuet if you like. Boss #54 After the fight, the last 2 F-abilties in the game are yours: • Mega Raise (Araise, learn at Seer level 20 and Bahamut) • Gigaflare (Flare + Bahamut, you either need a level 18 Magus or a level 20 Summoner) The ground you stand on is as solid as ever; the new blaring music hurries us on our journey to madness and destruction. This, the World of Nil, dear readers, is what we call the final destination, sorry, final dungeon. This is also where the strongest random encounters roam, and while every step you take inches you closer to the final boss, every step you take also has a chance to put you against a random encounter that puts on performances the likes of which you've never seen before, performances so majestic that it has got people literally dying to see them. So now that you are treading most stably on Nil ground and have your bearings straight, know what awaits you and the things they do to give the likes of you a complete whale of a time: Piscodemons have 9980 HP and are involed in devotedly Blindga-ing, Mind Blasting and Tentacle-ing everybody who pays this dungeon a visit, so repay the favour with Sleep, Confuse, Mini, Toad or Death, please. Gomories use attacks we have been seeing since time immemorial: Slap, Break, Drain and Osmose. Someone must have informed the devs that players have not got enough of such enemies, it seems. Counter everything with Break. Can be Confused. Drop: Golden Needle Stalkers are un-Undead mummies (how can this be?) that use Devil Claw and Critical. Counter physicals with Drain and non-physicals with Osmose. Normal attacks may Poison. Sleep and Stop seem like the only decent things they are vulnerable to. Steal: Shuriken, Drop: Happo Shuriken Great Malboros have 18200 HP, attack twice in a row, use ST Bio, Tentacle and both ST and MT Bad Breath. Counters everything with MT Bio. It seems their only weakness is Tornado. Prisoners of Nil (9800 HP) have Flare and a weak Pandemonium. Counter physicals with Slow. Silence shuts Flare and Slow down. Archaedemons (14600 HP), instead of greeting people with a simple, rehearsed smile, use Death as a traditional monster greeting, while physicals and non-physicals alike are countered with Doom. They also have Wing for very subpar damage. Vulnerable to Silence. Giants of Nil have Jarring Blow and Pox. HP: 16300 Drop: Dry Ether Abyss Worms have 25600 HP and are weak to Ice and Water. Quake deals from 900 to 1600 MT damage, no good. Double Bite inflicts double Confuse and Poison. Suck In on the other hand hits decently hard. May also hit twice in a row with strong physicals. They have a multitude of exploitable weaknesses, but the ones worth mentioning are Silence, Berserk, Confuse and Instant Death. Drop: Hi-Potion Jormungands use Upheaval that deals from 1700 to 2700 damage. Shell reduces this to 1300 to 2000. Otherwise, they use Break or hit/use Lightning that hits less hard than Upheaval even for an ST attack and may Stun twice in a row. Counters physicals