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    _____ _____ _ _ ___ _ _____ ___ _ _ _____ ___ _______ __

    | ___|_ _| \ | | / _ \ | | | ___/ _ \ | \ | |_ _/ _ \ / ___\ \ / /

    | |_ | | | \| |/ /_\ \| | | |_ / /_\ \| \| | | |/ /_\ \\ `--. \ V /

    | _ | | | | . ` || _ || | | _|| _ || . ` | | || _ | `--. \ \ /

    | | _| |_| |\ || | | || |____ | | | | | || |\ | | || | | |/\__/ / | |

    \_| \___/\_| \_/\_| |_/\_____/ \_| \_| |_/\_| \_/ \_/\_| |_/\____/ \_/

    ____ __________ ______

    \ \/ /__ __|__ __|

    \ / | | | |

    Discover the Secret

    That Will Unravel an Empire

    / \ _| |_ _| |_

    /___/\___\______|______|

    FAQ/Walkthrough

    Version 2.5

    Last updated: June 27, 2008

    Authored by: Berserker

    Email: berserker_kev @ yahoo.com

    Homepage: http://www.berserkersblog.blogspot.com

    This document Copyright 2006 - 2009 Kevin Hall (Berserker)

    Final Fantasy XII Copyright 2006 Square-Enix.

    *******************************************************************************

    * In order to better navigate through this guide, press Ctrl + F then type in *

    * the search code in brackets to the side of each section as shown in the *

    * Table of Contents. *

    *******************************************************************************

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    ===============================================================================

    >> TABLE OF CONTENTS

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    -- Dreadnought Leviathan . . . . . . . . . . . . . . [PIV1]

    -- Ogir-Yensa Sandsea . . . . . . . . . . . . . . . . [PIV2]

    -- Nam-Yensa Sandsea . . . . . . . . . . . . . . . . [PIV3]

    -- Tomb of Raithwall . . . . . . . . . . . . . . . . [PIV4]

    - Part V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT05]

    -- Giza Plains . . . . . . . . . . . . . . . . . . . [PV1]

    -- Ozmone Plains . . . . . . . . . . . . . . . . . . [PV2]

    -- Jahara . . . . . . . . . . . . . . . . . . . . . . [PV3]

    -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV4]

    -- Eruyt Village . . . . . . . . . . . . . . . . . . [PV5]

    -- Henne Mines . . . . . . . . . . . . . . . . . . . [PV6]

    -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV7]

    -- Mount Bur-Omisace . . . . . . . . . . . . . . . . [PV8]

    -- Paramina Rift . . . . . . . . . . . . . . . . . . [PV9]

    -- Stilshine of Miriam . . . . . . . . . . . . . . . [PV10]

    -- Mount Bur-Omisace . . . . . . . . . . . . . . . . [PV11]

    - Part VI . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT06]

    -- Nalbina Fortress . . . . . . . . . . . . . . . . . [PVI1]

    -- Mosphoran Highwaste . . . . . . . . . . . . . . . [PVI2]

    -- The Salikawood . . . . . . . . . . . . . . . . . . [PVI3]

    -- The Phon Coast . . . . . . . . . . . . . . . . . . [PVI4]

    -- Tchita Uplands . . . . . . . . . . . . . . . . . . [PVI5]

    -- Sochen Cave Palace . . . . . . . . . . . . . . . . [PVI6]

    -- Old Archades . . . . . . . . . . . . . . . . . . . [PVI7]

    -- The Imperial City of Archades . . . . . . . . . . [PVI8]

    -- Draklor Laboratory . . . . . . . . . . . . . . . . [PVI9]

    - Part VII . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT07]

    -- Balfonheim Port . . . . . . . . . . . . . . . . . [PVII1]

    -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PVII2]

    -- The Feywood . . . . . . . . . . . . . . . . . . . [PVII3]

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

    -- The Great Crystal . . . . . . . . . . . . . . . . [PVII5]

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

    -- Balfonheim Port . . . . . . . . . . . . . . . . . [PVII7]

    -- Ridorana Cataract . . . . . . . . . . . . . . . . [PVII8]

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

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

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

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

    - Part VIII . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT08]

    -- Balfonheim Port . . . . . . . . . . . . . . . . . [PVIII1]

    -- Sky Fortress Bahamut . . . . . . . . . . . . . . . [PVIII2]

    Section IV: Side Quests . . . . . . . . . . . . . . . . . . . . . . . [SQ00]

    - The Zodiac Spear . . . . . . . . . . . . . . . . . . . . . . . [SQ01]

    - Ktjn the Viera . . . . . . . . . . . . . . . . . . . . . . . . [SQ02]

    - Pilika's Diary . . . . . . . . . . . . . . . . . . . . . . . . [SQ03]

    - Sunstone Help . . . . . . . . . . . . . . . . . . . . . . . . . [SQ04]

    - The Lost Cactoid . . . . . . . . . . . . . . . . . . . . . . . [SQ05]

    - Bottles of Spirits . . . . . . . . . . . . . . . . . . . . . . [SQ06]

    - Patient in the Estersand . . . . . . . . . . . . . . . . . . . [SQ07]

    - July, the Archades Spy . . . . . . . . . . . . . . . . . . . . [SQ08]

    - Terror in the Westersand . . . . . . . . . . . . . . . . . . . [SQ09]

    - Dating Service . . . . . . . . . . . . . . . . . . . . . . . . [SQ10]

    - Necrohol of Nabudis & Nabreus Deadlands . . . . . . . . . . . . [SQ11]

    - Ann's Letter . . . . . . . . . . . . . . . . . . . . . . . . . [SQ12]

    - Cockatrice Quest . . . . . . . . . . . . . . . . . . . . . . . [SQ13]

    - To Hell and Back Again . . . . . . . . . . . . . . . . . . . . [SQ14]

    - Jovy's Story . . . . . . . . . . . . . . . . . . . . . . . . . [SQ15]

    - The Hunt Club/Rare Monster List . . . . . . . . . . . . . . . . [SQ16]

    - Fishing at South Bank . . . . . . . . . . . . . . . . . . . . . [SQ17]

    - The Omega Mark . . . . . . . . . . . . . . . . . . . . . . . . [SQ18]

    - Urutan Eater . . . . . . . . . . . . . . . . . . . . . . . . . [SQ19]

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    - Secret Hunt . . . . . . . . . . . . . . . . . . . . . . . . . . [SQ20]

    - Mysterious Package . . . . . . . . . . . . . . . . . . . . . . [SQ21]

    - Secret Espers . . . . . . . . . . . . . . . . . . . . . . . . . [SE00]

    -- Adrammelech, the Wroth . . . . . . . . . . . . . . [SE01]

    -- Zalera, the Death Seraph . . . . . . . . . . . . . [SE02]

    -- Cchulainn, the Impure . . . . . . . . . . . . . . [SE03]

    -- Exodus, the Judge-Sal . . . . . . . . . . . . . . [SE04]

    -- Zeromus, the Condemner . . . . . . . . . . . . . . [SE05]

    -- Chaos, Walker of the Wheel . . . . . . . . . . . . [SE06]

    -- Ultima, the High Seraph . . . . . . . . . . . . . [SE07]

    -- Zodiark, Keeper of Precepts . . . . . . . . . . . [SE08]

    - Hunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [HT00]

    -- Red & Rotten In the Desert . . . . . . . . . . . . [HT01]

    -- Wolf in the Waste . . . . . . . . . . . . . . . . [HT02]

    -- Dalmasca's Desert Bloom . . . . . . . . . . . . . [HT03]

    -- Waterway Haunting . . . . . . . . . . . . . . . . [HT04]

    -- Marauder in the Mines . . . . . . . . . . . . . . [HT05]

    -- Lost in the Pudding . . . . . . . . . . . . . . . [HT06]

    -- For Whom the Wyrm Tolls . . . . . . . . . . . . . [HT07]

    -- A Scream from the Sky . . . . . . . . . . . . . . [HT08]

    -- A Tingling Toast . . . . . . . . . . . . . . . . . [HT09]

    -- The Defense of Ozmone Plain . . . . . . . . . . . [HT10]

    -- A Ring in the Rain . . . . . . . . . . . . . . . . [HT11]

    -- The Dead Ought Sleep Forever . . . . . . . . . . . [HT12]

    -- Befoulment of the Beast . . . . . . . . . . . . . [HT13]

    -- A Chase Through the Woods . . . . . . . . . . . . [HT14]

    -- The Mind Flayer . . . . . . . . . . . . . . . . . [HT15]

    -- The Deserter's Revenge . . . . . . . . . . . . . . [HT16]

    -- Trouble in the Hills . . . . . . . . . . . . . . . [HT17]

    -- Adding Insult to Injury . . . . . . . . . . . . . [HT18]

    -- Rodeo to the Death . . . . . . . . . . . . . . . . [HT19]

    -- Shelled Obstruction . . . . . . . . . . . . . . . [HT20]

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    -- Get My Stuff Back! . . . . . . . . . . . . . . . . [HT21]

    -- Old Legend, Decaying Bonds . . . . . . . . . . . . [HT22]

    -- The Things We Do... . . . . . . . . . . . . . . . [HT23]

    -- The Creature Collector . . . . . . . . . . . . . . [HT24]

    -- Dead City Watch . . . . . . . . . . . . . . . . . [HT25]

    -- Visitor on Deck . . . . . . . . . . . . . . . . . [HT26]

    -- The Child Snatcher . . . . . . . . . . . . . . . . [HT27]

    -- The Black Sorceror . . . . . . . . . . . . . . . . [HT28]

    -- A Wild Stench . . . . . . . . . . . . . . . . . . [HT29]

    -- Paying For the Past . . . . . . . . . . . . . . . [HT30]

    -- Wyrm Wrath 's Renewal . . . . . . . . . . . . . . . [HT31]

    -- Who's the Strongest!? . . . . . . . . . . . . . . [HT32]

    - Elite Hunts . . . . . . . . . . . . . . . . . . . . . . . . . . [EH00]

    -- Little Love on the Big Plains . . . . . . . . . . [HT33]

    -- The Cry of I ts Power . . . . . . . . . . . . . . . [HT34]

    -- Crime and Punishment . . . . . . . . . . . . . . . [HT35]

    -- Paradise Risen . . . . . . . . . . . . . . . . . . [HT36]

    -- Paramina Run . . . . . . . . . . . . . . . . . . . [HT37]

    -- Antlion Infestation . . . . . . . . . . . . . . . [HT38]

    -- A Carrot Stalk . . . . . . . . . . . . . . . . . . [HT39]

    -- Battle on the Big Bridge . . . . . . . . . . . . . [HT40]

    -- A Dark Rumor . . . . . . . . . . . . . . . . . . . [HT41]

    -- Truth Shrouded in Mist . . . . . . . . . . . . . . [HT42]

    -- Fishy Dreams . . . . . . . . . . . . . . . . . . . [HT43]

    -- God or Devil? . . . . . . . . . . . . . . . . . . [HT44]

    -- Farewell to a Legend . . . . . . . . . . . . . . . [HT45]

    Section V: Lists . . . . . . . . . . . . . . . . . . . . . . . . . . [LS00]

    - Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . [BE00]

    -- In-game Bestiary . . . . . . . . . . . . . . . . . [IB00]

    -- Normal Enemy Bestiary . . . . . . . . . . . . . . [NE00]

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    - Sky Pirate's Den . . . . . . . . . . . . . . . . . . . . . . . [SK00]

    - Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE00]

    - Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . [SH00]

    UPDATE - Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [AR00]

    - Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . [AC00]

    - Magicks . . . . . . . . . . . . . . . . . . . . . . . . . . . . [MA00]

    - Tecknicks . . . . . . . . . . . . . . . . . . . . . . . . . . . [TE00]

    - Bazaar Items . . . . . . . . . . . . . . . . . . . . . . . . . [BI00]

    Section VI: Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00]

    __ _____ ___ __ _____ ___

    \ \/ /_ _|_ _| /============================================== \ \ \/ /_ _|_ _|

    \ / | | | | | INTRODUCTION | \ / | | | |

    / \ | | | | | [IN00] | / \ | | | |

    /_/\_\___|___| \============================================== / /_/\_\___|___|

    The land of Ivalice. The city of Rabanastre. In the midst of the happy

    occasion of Lady Ashe of the Kingdom of Dalmasca and Lord Rasler of the Kindgom

    of Nabradia's wedding, Nabudis, the capital of Nabradia, falls to the Archadian

    empire in their quest for dominance. Out of fear that Dalmasca is next, King

    Raminas sends Basch and Lord Rasler to lead a defense force at the fortress of

    Nalbina. Lord Rasler falls in combat and is mortally wounded. Rasler is

    carried back to Dalmasca and laid to rest along with the hope of the

    surrounding region. King Raminas gives in to the demands of the Archadian army

    and travels to Nalbina to sign a treaty.

    And so a brand new chapter of Final Fantasy opens as you take control of a

    young soldier named Reks, and move onward to a group of freedom fighters that

    will help to decide the fate of Dalmasca and of the Archadian empire itself. A

    story full of power-hungry betrayal, tragedy, honor, and revenge is about to

    revolve around a princess that has lost her kingdom but is still trying to find

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    the means to restore it. What aid will she seek to satisfy her goals? Does

    she only fight for revenge? What drives her? Will she be content with her

    decision? All those questions will be answered as she journies the world of

    Ivalice with her newfound companions.

    Hello and welcome to my Final Fantasy XII guide. This guide provides a full

    walkthrough of the main story along with every side quest pointed out to the

    reader during the main walkthrough for your convenience. The guide is still

    lacking in some areas and I'll get to those sections in future updates

    sometimes down the road. Oh, and those updates will come in due time. There

    is one major reason why I do not consider this guide complete and probably

    never will - that reason being:

    I am never satisfied.

    This is my first time writing a guide for an RPG, so please let me know what

    you think. I would love to have some feedback on how I am doing! Feel free to

    email me about any question that you may have but be sure to look over the

    guide before you email me - remember that Ctrl + F is your friend.

    *******************************************************************************

    * I still continue to receive a bunch of emails about this guide daily, so *

    * don't take any offense if I don't manage to get back to you. I try to *

    * reply to all emails, but I do let some creep down into my inbox at times *

    * while taking slight breaks. *

    * *

    * Thanks for understanding, *

    * *

    * - B *

    *******************************************************************************

    __ _____ ___ __ _____ ___

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    \ \/ /_ _|_ _| /============================================== \ \ \/ /_ _|_ _|

    \ / | | | | | BASICS | \ / | | | |

    / \ | | | | | [BS00] | / \ | | | |

    /_/\_\___|___| \============================================== / /_/\_\___|___|

    * Most of the basic information is in the walkthrough for the time being,

    except for Quickenings. All of the basic information will be listed here on a

    later date with plenty of detail.

    ----------- [BS01]

    - Gambits -

    -----------

    Gambits are sets of commands that can be bought from gambit sellers in the

    game. These will allow you to configure the way your party members will react

    in certain situations or while fighting enemies. Below is a small list of

    gambits that I find useful for each particular situation.

    Support Gambits

    HP Healing

    [a] Ally: any (>) Phoenix Down, Raise, Arise,

    [b] Ally < 50% (>) Cure, Cura, Curaga, Curaja, Hi-Potion

    [c] Ally: status = HP Critical (>) X-Potion

    [a] A revive spell or item should be first on your list of Healing gambits. A

    Phoenix Down is nearly instant but the spells will restore an ally with more

    health than an item usually. A Phoenix Down is really good to use when you

    have Larsa with you since he will cure the newly restored member. In some

    fights it pays to have a backup Phoenix Down gambit even if you already have an

    Arise gambit just in case a party member run out of HP.

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    [b] 50% is the best range to have for setting a curing gambit since some

    enemies tend to chain attacks and take off more HP while your caster is still

    charging. Cura and Curaja can turn into a mess when put on multiple characters

    but it will ensure that your characters are healed to the max, though multiple

    healers may each target a different ally in need and spam the spell resulting

    in two castings.

    [c] This is exactly what Larsa is set to the first time he joins your party.

    It works well, but you might want to set it to "< 20%" or even "< 50%" as the

    enemies get more aggressive later in the game, just in case.

    Status Effect Healing

    [a] Ally: status = Slow (>) Haste/Dispel/Remedy

    [b] Ally: status = Sap (>) Regen

    [c] Ally: any (>) Esuna/Remedy

    [d] Ally: status = Confuse (>) Attack

    [e] Ally: status = Stop (>) Chronos Tear/Remedy/Dispel

    [f] Ally: status = Disease (>) Vaccine/Remedy/Cleanse

    [g] Ally: status = Reverse (>) Attack

    [e] Ally: status = Berserk (>) Dispel

    [a] Along with a Remedy, Haste and Dispel is the only way to cure Slow. Haste

    will help to serve as extra support for the affected character aside from just

    curing the negative status. The only bad thing about setting a Haste gambit

    like this is if the caster is inflicted with Slow.

    [b] Esuna can cure Sap as well, but Regen takes less MP and it will also serve

    as support for the affected character. Be sure to have this gambit BEFORE the

    Esuna gambit or Esuna will automatically be cast on the affected member.

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    [c] This is the best of all status effect cures since it will basically cure

    everything, with the exception of Slow, Death, Stop, and Disease. A Remedy can

    cure just about anything once you have all of the augments to enhance them.

    [d] You will not want this later in the game, but before Esuna is gained, this

    is the only way to cure this status effect along with a Remedy and Smelling

    Salts. You will not want to have Basch or Vaan set with this, but a person

    equipped with a Dagger, Bow, or Staff, among others, shouldn't take that much.

    [e] This is one of the worst spells in the game and it's hard to cure. You

    will either have to use a Chronos Tear, a Remedy with the correct Augment from

    the License Board, or Dispel. Remember that Dispel will take away any helpful

    status enhancements while removing Stop if any are active.

    [f] Most of the time, you will want to cure Disease instantly since it can stay

    with a character even after death, and that is something you do not want,

    especially during a boss fight. The spell Cleanse takes too long and I would

    not recommend using it unless you are out on the field and not in a boss fight.

    [g] Attacking a Reversed party member will give that party member HP. Put this

    above a curing gambit to ensure that your characters do not heal a Reversed

    ally. This is mainly helpful for the Ultima Esper fight.

    [e] This is good to have when your party enters a battle in which the enemy

    will constantly cast Berserk.

    Technick Gambits

    [a] Self (>) Libra

    [b] Foe: HP = 100% (>) Steal

    [c] Foe: HP Critical (>) Poach

    [d] Self: MP < 10% (>) Charge

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    [a] Using Libra on any of your characters is one of the most important gambits

    to have set up in the entire game. Not only will this let you see the

    information about any normal enemy, but most importantly, it will reveal any

    traps that are in the area. Traps can take out your party instantly sometimes

    if you're not careful.

    [b] With this gambit, you're character will only steal from enemies with 100%

    of their life. This is perfect for when your party runs into a group of

    enemies since the stealer will run around to the different enemies and steal

    from them. The only negative aspects are when a character misses a steal, you

    will need to steal manually, or when one of the other characters in your party

    miss with their attack after your stealing character has performed a successful

    steal; in that case, you will need to cancel the steal manually.

    [c] I would recommend setting this to your quickest character (a character with

    a dagger) or set it to multiple characters to ensure the Poach.

    [d] This should be set to your caster for sure. Keep it at the top and it will

    ensure that your caster is never without MP. Even if it misses that character

    will try again.

    Status Enhancements

    [a] Self (>) Protect

    [b] Self (>) Haste

    [c] Self (>) Bubble

    [d] Self (>) Decoy + Reverse

    [a] This is a good gambit to have for the later dungeons, especially the

    Pharos. It's good to have all party members learn the Protect spell. It lasts

    a good little while and your party members will most likely gain the HP back

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    through fighting or running.

    [b] A Haste gambit will help out extremely well in any boss fight.

    [c] This gambit is priceless for the harder boss battle found later in the

    game, and beats having to equip a Bubble Belt all the time.

    [d] Having a "Self (>) Decoy" and "Self (>) Reverse" gambit set up on a party

    member will ensure that the enemies attack that one character and give him or

    her life in the process. While this method can be deemed cheap, the Reverse

    effects doesn't last that long at all, so this isn't always helpful. Lower a

    party member's magick resist by unequipping helmets to make the spells hit more

    often.

    Attacking

    [a] Foe: any (>) Attack

    [b] Foe: party leader's target (>) Attack

    [c] Foe: flying (>) Telekinesis, Strong elemental spell

    [a] As long as you have this gambit set, or a "Foe: nearest visible", you will

    not need to issue out any attack commands with your leader.

    [b] This is one of the best gambits to set for a boss fight or any target that

    you want to cast constant pressure on. Be sure to set this to your other 2

    party members and not your leader. The only bad aspect of this gambit is if

    the party leader is performing any other action beside readying an attack or

    attacking then the party members will not act - this is why you should always

    have a backup attack gambit listed up under it.

    [c] In the later stages, you will want to always have a gambit set for flying

    enemies on your short range attackers since a flying enemy can only be hit with

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    long distance weapons, such as guns or bows, or magick. Obviously, you would

    want to use whatever element the flying enemy is weak against.

    --------------- [BS02]

    - Quickenings -

    ---------------

    Quickenings are FFXII's version of limit breaks. Quickenings are found

    throughout the License Board, usually around the edges. Only one character can

    buy a Quickening per block. The block will disappear from the board on all

    other character boards once a Quickening is purchased, though the icon will

    remain on the board of the character that gained that particular Quickening.

    Each character has three levels of Quickenings that are always purchased in the

    same order exclusive to that character. The character board will always

    display the Quickening exclusive to a particular character no matter which

    Quickening block is highlighted.

    Quickenings should be bought as soon as possible, and you should buy three for

    each character in your main party instead of buying for your secondary party.

    There are enough Quickening blocks on the License Board for each character in

    your party to gain all three Quickening levels each. Quickenings will start to

    double your MP once the Level 2 Quickening has been bought and they will triple

    your MP when the Level 3 Quickening is bought per character.

    When a Quickening is bought, that character's MP gauge will be displayed as an

    orange bar instead of the normal blue bar when it is full. Once Level 2 and

    Level 3 Quickenings have been purchased the MP gauge will display three

    separate orange bars. Each bar will remain full until a certain amount of MP

    has been used. The orange bars represent "Mist Charges" that are used to

    perform a Quickening. A character with 3 bars at full magic can perform a

    Level 3 Quickening or that same character can perform a Level 2 Quickening if

    he/she is not at full MP.

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    Here is a minor tutorial of how to use a Quickening:

    Once a Quickening has been bought from the License Grid for a character, choose

    "Mist" from the on-screen command menu and choose "Quickening" for whichever

    particular character you wish to start the Quickening Chain with. Now, pretend

    that you have a party of Balthier, Basch, and Vaan and that you are starting

    the Quickening with Balthier. Once the Quickening has started Balthier will

    perform the beginning animation then pause and the following will be displayed

    on the screen.

    -------------------------------------------------------------------------------

    /\ - Vaan's Quickening

    [] -

    X - Basch's Quickening

    _______________________________________________________________________

    |_______________________________________________________________________| TIMER

    -------------------------------------------------------------------------------

    While the screen is paused and the timer starts to deplete, you must either

    start another Quickening by pressing the corresponding button for an available

    Quickening, or press the R2 button and wait for the Mist Charge command to

    show. When the R2 button is pressed the button commands for the character that

    just performed a Quickening will sometimes display the Mist Charge option. For

    instance, you will be waiting until it displays this.

    -------------------------------------------------------------------------------

    /\ - Vaan's Quickening

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    [] - Mist Charge

    X - Basch's Quickening

    _______________________________________________________________________

    |_______________________________________________________________________| TIMER

    -------------------------------------------------------------------------------

    In this case, once you have pressed the R2 button enough times to where it

    displays Mist Charge next to the [] button you will want to press [] at that

    moment. This will give Balthier one level of Mist Charge and will allow him to

    perform another Quickening once it randomly displays again after pressing R2.

    Now, once you have pressed the button for the Mist Charge, press one of the

    other buttons immediately afterward to perform another character's Quickening

    to keep the chain going. This must be done before the timer depletes once

    again. Just to go a little further, suppose you Mist Charged with the []

    button then chose to perform Vaan's Quickening next, the screen would display

    the following as the screen pauses for Vaan's Quickening.

    -------------------------------------------------------------------------------

    /\ -

    [] - Balthier's Quickening

    X - Basch's Quickening

    _______________________________________________________________________

    |_______________________________________________________________________| TIMER

    -------------------------------------------------------------------------------

    Once again, you would need to press the R2 button to display the Mist Charge

    option, only this time it would show up next to /\ since you have used Vaan's

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    Quickening. Quickenings are vital to finishing off bosses once you delve

    deeper into the game, especially when the bosses start to get super aggressive

    or perform some type of extremely damaging attack on their last 25% of HP.

    -- Quickening Concurrences (Bonus Attacks)

    Chain a certain amount of certain level (lvl 1, 2, 3) Quickenings in order to

    have a Concurrence added to the end of the Quickening chain. Here is a chart

    showing the different Concurrences and how to achieve each.

    /-------------------------------------------------\

    | Concurrence | Level 1 | Level 2 | Level 3 |

    |================================================= |

    | Inferno | 3 | - | - |

    |-------------------------------------------------|

    | Cataclysm | 8 | - | - |

    |-------------------------------------------------|

    | Torrent | - | 3 | - |

    |-------------------------------------------------|

    | Wind Burst | - | 6 | - |

    |-------------------------------------------------|

    | Whiteout | - | - | 5 |

    |-------------------------------------------------|

    | Ark Blast | 2 | 2 | 2 |

    |-------------------------------------------------|

    | Luminescence | 3 | 3 | 3 |

    |-------------------------------------------------|

    | Black Hole | 4 | 4 | 4 |

    \-------------------------------------------------/

    -------------------------------------------------- [BS03]

    - Status Effects/Enhancements/Nihopalaoa Effects -

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    --------------------------------------------------

    -- Status Effects

    Below is a list of all the various status effects along with a description, a

    way to cure the effect (whether it be action, magick, or item), and an

    accessory that will make the wearer immune to the status effect. Keep in mind

    that a Remedy has three levels of lore that can be bought on the augment

    section of the license grid for each character that will add more curing

    effects when the users uses a Remedy.

    /-----------------------------------------------------------------------------\

    | STATUS | DESCRIPTION | CURE (actions, items, | IMMUNE |

    | EFFECT | | magicks) | ACCESSORY |

    |============================================================================= |

    | Blind | drastically reduces | Blindna, Esuna(ga), Eye | Argyle Armlet, |

    | | accuracy | Drops, Remedy (No Lore) | Ribbon |

    |-----------------------------------------------------------------------------|

    | Death | instant death | Arise, Raise, Phoenix | N/A |

    | | | Down | |

    |-----------------------------------------------------------------------------|

    | Disease | max HP = 1 | Bubble, Cleanse, Remedy | Ribbon |

    | | | (Lv.3 Lore), Vaccine | |

    |-----------------------------------------------------------------------------|

    | Doom | death after 10 second | Death, Remedy (Lv.3 | Ribbon |

    | | countdown | Lore) | |

    |-----------------------------------------------------------------------------|

    | Confuse | ally randomly attacks | Attack, Death, | Bowline Sash, |

    | | other allies | Esuna(ga), Remedy (Lv.2 | Ribbon |

    | | | Lore), Smelling Salts | |

    |-----------------------------------------------------------------------------|

    | Disable | disables all actions | Death, Esuna(ga), | Black Belt, |

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    | | | Remedy (Lv.1 Lore) | Ribbon |

    |-----------------------------------------------------------------------------|

    | Immobi- | cannot move from | Death, Esuna(ga), | Jackboots, |

    | lize | current spot | Remedy (Lv.1 Lore) | Ribbon |

    |-----------------------------------------------------------------------------|

    | Oil | more susceptible to | Handkerchief, Remedy | Gillie Boots, |

    | | fire magick | (Lv.2 Lore) | Ribbon |

    |-----------------------------------------------------------------------------|

    | Petrify | stone status after 10 | Death, Esuna(ga), Gold | Fuzzy Miter, |

    | | second countdown | Needle, Remedy (Lv.2 | Ribbon |

    | | | Lore), Stona | |

    |-----------------------------------------------------------------------------|

    | Poison | HP lowers periodically | Antidote, Death, | Ribbon, |

    | | | Esuna(ga), Poisona, | Tourmaline |

    | | | Remedy (No Lore) | Ring |

    |-----------------------------------------------------------------------------|

    | Sap | HP gradually decreases | Death, Esuna(ga), Regen,| Quasimodo |

    | | | Remedy (Lv.1 Lore) | Boots, Ribbon |

    |-----------------------------------------------------------------------------|

    | Silence | cannot use magick | Echo Herbs, Esuna(ga), | Ribbon, Rose |

    | | | Remedy (No Lore), Vox | Corsage |

    |-----------------------------------------------------------------------------|

    | Sleep | falls asleep (cannot | Alarm Clock, Attack, | Nishijin Belt, |

    | | act) | Death, Esuna(ga), | Ribbon |

    | | | Remedy (Lv.1 Lore) | |

    |-----------------------------------------------------------------------------|

    | Slow | drastically reduces | Death, Esuna(ga), Haste,| Ribbon, Sash |

    | | speed | Remedy (No Lore) | |

    |-----------------------------------------------------------------------------|

    | Stop | all actions cease/ | Death, Chronos Tear, | Power Armlet, |

    | | character frozen | Dispel, Remedy (Lv.3 | Ribbon |

    | | | Lore) | |

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    |-----------------------------------------------------------------------------|

    | Stone | * turns to stone/ | Gold Needle, Remedy | Fuzzy Miter, |

    | | removed from field | (Lv.2 Lore), Stona | Ribbon |

    |-----------------------------------------------------------------------------|

    | Reverse | curing damages and | Death, Esuna(ga) | Ribbon |

    | | attacking heals | | |

    \-----------------------------------------------------------------------------/

    * Select the character's name that has been turned to stone to cure them since

    that party memeber is taken off the field once the Stone status is active.

    -- Status Enhancements

    Below is a list of all the various status enhancements along with a description

    and a way to nullify the enhancement.

    /-----------------------------------------------------------------------------\

    | STATUS | DESCRIPTION | NULLIFY |

    | ENHANCEMENT | | |

    |-----------------------------------------------------------------------------|

    | Berserk | rages character and increases | Death, Dispel(ga) |

    | | attack power and accuracy | |

    |-----------------------------------------------------------------------------|

    | Bravery | increases physical attack power | Death, Dispel(ga) |

    |-----------------------------------------------------------------------------|

    | Bubble | doubles max HP | Death, Disease, Dispel(ga) |

    |-----------------------------------------------------------------------------|

    | Decoy | causes enemy to target | Death, Dispel(ga), Stop |

    | | inflicted character | |

    |-----------------------------------------------------------------------------|

    | Faith | increases magic power | Death, Dispel(ga) |

    |-----------------------------------------------------------------------------|

    | Float | hovers in air slightly avoiding | Death, Dispel(ga) |

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    | | earth magick and traps | |

    |-----------------------------------------------------------------------------|

    | Haste | drastically increases speed | Death, Dispel(ga), Slow |

    |-----------------------------------------------------------------------------|

    | Protect | reduces physical damage | Death, Dispel(ga) |

    | | received | |

    |-----------------------------------------------------------------------------|

    | Reflect | reflects most magick | Death, Dispel(ga) |

    |-----------------------------------------------------------------------------|

    | Regen | restores HP over time | Death, Dispel(ga), Sap |

    |-----------------------------------------------------------------------------|

    | Shell | reduces magick damage received | Death, Dispel(ga) |

    |-----------------------------------------------------------------------------|

    | Vanish | invisible to certain enemy | Death, Dispel(ga) |

    | | types (human) | |

    \-----------------------------------------------------------------------------/

    -- Nihopalaoa Effects

    The Nihopalaoa accessory can be bought from the Clan Provisioner in Rabanastre

    for 30,000 gil once the "Headhunter" hunting rank is reached. Equipping this

    item will reverse any status curing item's effect when the equipped character

    uses any status curing item. Using a Remedy on an enemy or boss is a perfect

    way to see what the foe is weak to statuswise. See the list below for a

    breakdown of each item and its new effect when the Nihopalaoa accessory is

    equipped.

    /-----------------------------------------------------------------------------\

    | ITEM | EFFECT |

    |============================================================================= |

    | Alarm Clock | causes the status effect "Sleep" onto target |

    |-----------------------------------------------------------------------------|

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    | Antidote | causes the status effect "Poison" onto target |

    |-----------------------------------------------------------------------------|

    | Chrono's Tear | causes the status effect "Stop" onto target |

    |-----------------------------------------------------------------------------|

    | Echo Herbs | causes the status effect "Silence" onto target |

    |-----------------------------------------------------------------------------|

    | Eye Drops | causes the status effect "Blind" onto target |

    |-----------------------------------------------------------------------------|

    | Gold Needle | causes the status effect "Petrify" onto target |

    |-----------------------------------------------------------------------------|

    | Handkerchief | causes the status effect "Oil" onto target |

    |-----------------------------------------------------------------------------|

    | Smelling Salts | causes the status effect "Confuse" onto target |

    |-----------------------------------------------------------------------------|

    | Vaccine | causes the status effect "Disease" onto target |

    |-----------------------------------------------------------------------------|

    | Remedy (No Lore) | causes the status effects "Blind", "Poison", |

    | | "Silence", and "Slow" onto target |

    |-----------------------------------------------------------------------------|

    | Remedy (Lv.1 Lore) | causes the status effects "Blind", "Poison", |

    | | "Silence", "Slow", "Sleep", "Disable", "Immobilize", |

    | | and "Sap" onto target |

    |-----------------------------------------------------------------------------|

    | Remedy (Lv.2 Lore) | causes the status effects "Blind", "Poison", |

    | | "Silence", "Slow", "Sleep", "Disable", "Immobilize", |

    | | "Sap", "Oil", "Confuse", and "Petrify" onto target |

    |-----------------------------------------------------------------------------|

    | Remedy (Lv.3 Lore) | causes the status effects "Blind", "Poison", |

    | | "Silence", "Slow", "Sleep", "Disable", "Immobilize", |

    | | "Sap", "Oil", "Confuse", "Petrify", "Disease", "Doom", |

    | | and "Stop" onto target |

    |-----------------------------------------------------------------------------|

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    | Phoenix Down | causes the target to be instantly dead or near dead, |

    | | unless the target is an Undead type enemy, such as |

    | | skeletons or zombies. If the target is an Undead type |

    | | enemy, the Phoenix Down will fully heal the target |

    \-----------------------------------------------------------------------------/

    ---------- [BS04]

    - Espers -

    ----------

    The following is a list of all Espers that are found in the game along with the

    stats and gambits for each. This section is full of spoilers if you consider

    Esper names spoilers so tread carefull. For Gambits, please note that "Self"

    refers to the Esper and "Ally" refers to the summoner. Some of the Espers

    require two situations to activate an attack.

    Also, please visit aldoteng's Esper guide on GameFAQs for even more info on

    Espers:

    http://www.gamefaqs.com/console/ps2/file/459841/46306

    -- Belias, the Gigas

    Belias is the first Esper that your party will control and is one of the more

    useful Espers since you get him early in the game when Espers are still

    considered powerful. He works well for a few boss fights and some hunts.

    Mist Charge: 1

    Status Enhancement(s): Libra

    Elemental Properties:

    Fire: Absorb Water: Weak

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    Ice: Half Thunder: Half

    Earth: Half Wind: Half

    Light: Half Dark: Half

    +------------------------------------------+

    | Belias' Gambits |

    |========================================== |

    | Summon time < 10 seconds (>) Hellfire |

    | Self: status = HP Critical (>) Hellfire |

    | Foe: fire-absorb (>) Attack |

    | Foe: fire-weak (>) Painflare |

    | Foe: any (>) Painflare |

    +------------------------------------------+

    -- Mateus, the Corrupt

    Mateus is most effective against enemies that are weak against ice. Other than

    ice-weak enemies, his Frostwave attack still takes off a good amount. He will

    cast Cura to heal himself and the summoner if the summoner's HP falls below

    50%.

    Mist Charge: 1

    Status Enhancement(s): Libra

    Elemental Properties:

    Fire: Half Water: Half

    Ice: Absorb Thunder: Weak

    Earth: Half Wind: Half

    Light: Half Dark: Half

    +---------------------------------------------+

    | Mateus' Gambits |

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    |============================================= |

    | Summon time < 10 seconds (>) Frostwave |

    | Self: status = HP Critical (>) Frostwave |

    | Ally: HP < 50% (>) Cura |

    | Foe: ice-absorb (>) Attack |

    | Foe: ice-weak (>) Flash-Freeze |

    | Foe: any (>) Flash-Freeze |

    +---------------------------------------------+

    -- Shemhazai, the Whisperer

    Shemhazai is received a bit too late in the game to be really effective and her

    Mist Charge really asks for too much considering that she doesn't really damage

    an enemy that much with her normal attack, though her big attack is still

    fairly damaging.

    Mist Charge: 2

    Status Enhancement(s): Haste, Libra

    Elemental Properties:

    Fire: Weak Water: Normal

    Ice: Normal Thunder: Normal

    Earth: Normal Wind: Normal

    Light: Normal Dark: Normal

    +--------------------------------------------+

    | Shemhazai's Gambits |

    |============================================ |

    | Summon time < 10 seconds (>) Soul Purge |

    | Self: status = HP Critical (>) Soul Purge |

    | Foe: any (>) Devour Soul |

    +--------------------------------------------+

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    -- Hashmal, Bringer of Order

    Hashmal will rip the floor with any enemy that is weak against earth. He will

    automatically perform his big attack once the summoner falls into HP Critical

    status. Summon Hashmal with an HP Critical status and he will automatically

    perform Gaia's Wrath.

    Mist Charge: 2

    Status Enhancement(s): Libra

    Elemental Properties:

    Fire: Immune Water: Immune

    Ice: Immune Thunder: Immune

    Earth: Absorb Wind: Weak

    Light: Immune Dark: Immune

    +---------------------------------------------+

    | Hashmal's Gambits |

    |============================================= |

    | Ally: status = HP Critical (>) Gaia's Wrath |

    | Foe: earth-absorb (>) Attack |

    | Foe: earth-weak (>) Roxxor |

    | Foe: any (>) Roxxor |

    +---------------------------------------------|

    -- Famfrit, the Darkening Cloud

    Famfrit is good against fire elemental enemies and any normal enemies. His

    mist charge ask a bit much for his lack of extreme damage but he is an all

    around good esper.

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    Mist Charge: 3

    Status Enhancement(s): Protect, Shell, Libra

    Elemental Properties:

    Fire: Weak Water: Absorb

    Ice: Immune Thunder: Immune

    Earth: Immune Wind: Immune

    Light: Immune Dark: Immune

    +------------------------------------------------+

    | Famfrit's Gambits |

    |================================================

    |

    | Summon time < 10 seconds (>) Tsunami |

    | Self: status = HP Critical (>) Tsunami |

    | Foe: water-absorb (>) Attack |

    | Foe: water-weak (>) Briny Cannonade |

    | Foe: any (>) Briny Cannonade |

    +------------------------------------------------+

    -- Adrammelech, the Wroth

    Adrammelech is one of the best Espers that you can get early in the game. He

    really shines against any magick user, as long as they do not cast ice. His

    Flash Arc deals some good damage even against non-ice elemental enemies. He is

    also the first Esper that will change his plan of attack based on how many

    enemies are grouped together - for multiple enemies, he will use Thundara.

    Couple all of this with the fact that he only requires one mist charge and

    you've got yourself a good all-around Esper.

    Mist Charge: 1

    Status Enhancement(s): Faith, Libra

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    Elemental Properties:

    Fire: Immune Water: Immune

    Ice: Weak Thunder: Absorb

    Earth: Immune Wind: Immnue

    Light: Immune Dark: Immune

    +-----------------------------------------------+

    | Adrammelech's Gambits |

    |=============================================== |

    | Summon time < 10 seconds (>) Judgement Bolt |

    | Self: status = HP Critical (>) Judgement Bolt |

    | Ally: HP < 50% (>) Curaga |

    | Foe: thunder-absorb (>) Bio |

    | Foe: total amount > 1 (>) Thundara |

    | Foe: thunder-weak (>) Flash Arc |

    | Foe: any (>) Flash Arc |

    +-----------------------------------------------+

    -- Zalera, the Death Seraph

    Zalera is an excellent Esper to use in an area with powerful normal enemies

    since he will kill whatever enemy is in his path. If you despise the Shield

    Wyrm out in the Cerobi Steppe then summon Zalera and have him destroy it with

    one hit. You can literally race through an area and have Zalera kill all

    enemies in your path. No experience is gained from a Kill however.

    Zalera will change his attack based on if he is damaged or not. Hit him with a

    non-elemental weapon to have him cast Shock on nearby enemies instead of Kill.

    Zalera will automatically heal himself with Holy when no enemies are present.

    His big attack will only activate when an enemy is in HP Critical status.

    Elemental Properties:

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    Fire: Immune Water: Immune

    Ice: Immune Thunder: Immune

    Earth: Immune Wind: Immune

    Light: Absorb Dark: Immune

    Mist Charge: 1

    Status Enhancement(s): Libra

    +-------------------------------------------------+

    | Zalera's Gambits |

    |================================================= |

    | Foe: status=

    HP Critical (>) Condemnation |

    | Self: HP < 100% (>) Shock (on enemy) |

    | Foe: any (>) Kill |

    | Self: HP < 100% (>) Holy (heals self) |

    +-------------------------------------------------+

    -- Cchulainn, the Impure

    Cchulainn will only attack with Malaise unless the enemy is undead then

    Cchulainn will switch to a physical attack. Malaise will drain life from

    enemies and give it to Cchulainn. His attacks are non-elemental and he will

    only take half damage from each element no matter which. One interesting

    aspect of Cchulainn is that he will actually attack the summoner with a

    physical attack if you try to hit him for whatever reason.

    Mist Charge: 2

    Status Enhancement(s): Protect, Shell, Reflect, Brave, Libra

    Elemental Properties:

    Fire: Half Water: Half

    Ice: Half Thunder: Half

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    Earth: Half Wind: Half

    Light: Half Dark: Half

    +--------------------------------------+

    | Cchulainn 's Gambits |

    |====================================== |

    | Summon time < 10 seconds (>) Blight |

    | Foe: undead (>) Attack |

    | Foe: any (>) Malaise |

    | Self: HP < 100% (>) Curaja |

    +--------------------------------------+

    -- Zeromus, the Condemner

    Zeromus attacks enemies with a constant Gravity attack. The attack is most

    effective against enemies with a large amount of HP. Even his big attack is a

    gravity attack.

    Mist Charge: 2

    Status enhancement(s): Libra

    Elemental Properties:

    Fire: Half Water: Half

    Ice: Half Thunder: Half

    Earth: Half Wind: Half

    Light: Half Dark: Half

    +-------------------------------------------+

    | Zeromus' Gambits |

    |=========================================== |

    | Summon time < 10 seconds (>) Big Bang |

    | Foe: any (>) Gravity Well |

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    +-------------------------------------------+

    -- Exodus, the Judge-Sal

    Exodus is a very simple Esper that will only cast Comet on enemies. His big

    attack requires that the summoner cast Immobilize on Exodus before he is

    dismissed - it damages rather well.

    Mist Charge: 2

    Status Enhancement(s): Faith, Haste, Libra

    Elemental Properties:

    Fire: Half Water: Half

    Ice: Half Thunder: Half

    Earth: Half Wind: Half

    Light: Half Dark: Half

    +-------------------------------------+

    | Exodus' Gambits |

    |===================================== |

    | Summon time < 10 seconds |

    | AND (>) Meteor |

    | Self: Immobilize |

    | Foe: any (>) Comet |

    +-------------------------------------+

    -- Chaos, Walker of the Wheel

    If an enemy has a weakness then Chaos is bound to find it since he will change

    his plans of attack based on what element the enemy is weak against. The only

    element that he does not use is earth since he shares in that weakness. He

    will always use Whirlwind on any enemy that is weak against earth. Since he

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    has reflect casted at all times, equip an Opal ring or cast Reflect on the

    summoner and have the summoner reflect the Heal spell off of the reflect shield

    on his or herself if Chaos needs healing.

    Mist Charge: 3

    Status Enhancement(s): Faith, Haste, Reflect, Libra

    Elemental Properties:

    Fire: Immune Water: Immune

    Ice: Immune Thunder: Immune

    Earth: Weak Wind: Absorb

    Light: Immune Dark: Immune

    +------------------------------------------+

    | Chaos' Gambits |

    |========================================== |

    | Summon time < 10 seconds (>) Tornado |

    | Self: status = HP Critical (>) Tornado |

    | Foe: light-weak (>) Holy |

    | Foe: dark-weak (>) Darkga |

    | Foe: thunder-weak (>) Thundaga |

    | Foe: ice-weak (>) Blizzaga |

    | Foe: fire-weak (>) Firaga |

    | Foe: wind-weak (>) Aeroga |

    | Foe: wind-absorb (>) Scourge |

    | Foe: any (>) Whirlwind |

    +------------------------------------------+

    -- Ultima, the High Seraph

    Ultima attacks much like a normal Esper and will change her attack only if the

    enemy is able to absorb light. Her big attack requires that the summoner be at

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    HP Critical status along with herself. The best way to do this is through

    Gravity or by already having the summoner at HP Critical status and then

    attacking Ultima so that she falls to HP Critical status herself. Ultima is

    another esper with the Reflect status so use Reflect on the summoner and

    reflect any heal spells needed.

    Mist Charge: 3

    Status Enhancement(s): Protect, Shell, Haste, Reflect, Libra

    Elemental Properties:

    Fire: Immune Water: Immune

    Ice: Immune Thunder: Immune

    Earth: Immune Wind: Immune

    Light: Absorb Dark: Weak

    +-------------------------------------------+

    | Ultima's Gambits |

    |=========================================== |

    | Ally: status = HP Critical |

    | AND (>) Eschaton |

    | Self: status = HP Critical |

    | Foe: light-absorb (>) Flare |

    | Foe: light-weak (>) Redemption |

    | Foe: any (>) Redemption |

    +-------------------------------------------+

    -- Zodiark, Keeper of Precepts

    Zodiark is the only other Esper besides Adrammelech that will change his plan

    of attack based on the number of enemies present. His Banish Ray almost always

    hits for 9999 damage and his Final Eclipse is the first attack to break the

    9999 damage rate. Cast Break on the summoner at any time to have Zodiark

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    instantly perform his Final Eclipse attack to take a whopping 50000 damage from

    all enemies on the field. Zodiark performs this move with no charge time

    whatsoever! Have a summoner in Petrify status summon Zodiark and Final Eclipse

    will be his first attack. Zodiark is an excellent Esper for later boss fights

    since his summon can equal an instant 50000 damage to a boss.

    Mist Charge: 3

    Status Enhancement(s): Faith, Protect, Shell, Haste, Libra

    Elemental Properties:

    Fire: Immune Water: Immune

    Ice: Immune Thunder: Immune

    Earth: Immune Wind: Immune

    Light: Weak Dark: Absorb

    +--------------------------------------------+

    | Zodiark's Gambits |

    |============================================ |

    | Ally: status = petrify (>) Final Eclipse |

    | Foe: total amount < 1 (>) Scathe |

    | Foe: dark-absorb (>) Flare |

    | Foe: dark-weak (>) Banish Ray |

    | Foe: any (>) Banish Ray |

    +--------------------------------------------+

    --------- [BS05]

    - Tips -

    ---------

    Here are a few tips that may help out:

    - To use a status enhancement on an enemy or a status ailment on a party member

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    press R1 or L1 after selecting the command. This also how to attack party

    members among other options.

    - Many bosses are weak to certain status effects and this should be taken

    adavantage of. Status effects such as Blind, Slow, Silence, and Disable will

    severly handicap a boss.

    - On the flip side, status enhancements such as Haste, Shell, Protect, Bravery,

    and Faith will come in handy for boss fights as well. Haste is one of the best

    status enhancements that can be used on a party member in a boss fight.

    - Dispel. Buy Dispel the moment you can get your hands on it and always look

    for status enhancements on enemies or bosses and Dispel them quickly. Choose

    the attack option or some other form of attack then highlight an enemy to see

    if it has status enhancements on it. Don't forget that Dispel can remove Stop

    and status enhancements such as Reflect from party members as well.

    - When a save crystal is directly in front of a boss room, cast every status

    enhancement that you can think of on your party then retouch the save crystal

    and save your game. Your party will gain all of their MP back and all the

    current status enhancements will remain on the party the next time you load up

    that game. Enter the boss area to get a major advantage on the boss. This

    will often turn the tides greatly.

    - Status enhancements will stay on your reserve party as long they are not in

    battle, so you could cast tons of status enhancements on them and bring them

    into battle with a major advantage.

    - Equip a Main Gauche dagger along with a Demon Shield or greater for some

    extremely impressive evasion stats. Use Decoy on that character during a boss

    fight and that character will evade a big chunk of the boss' attack. It's also

    good to equip both items to a low level ally when trying to level them up -

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    like when you want to take a level 12 character into the Necrohol of Nabudis or

    deeper into the Henne Mines on the way to Zodiark.

    - Match elemental weapons with elemental weaknesses in enemies and your party

    will have a great advantage!

    - When an enemy has a particular elemental spell that takes off extreme damage,

    equip an armor that will half the elemental damage or possibly absorb the

    elemental damage. (Adamant armor, Rubber Suit, Black Mask, White Mask, Demon

    Shield, Ice Shield, Fire Shield, etc.)

    - Equip Accessories that will make a party member immune to a certain status

    effect if a particular enemy continues to cast it. Power Armlets (Immune:

    Stop), Bowline Sashes (Immune: Confuse), Nishijin Belts (Immune: Sleep), Black

    Belts (Immune: Disable), and Rose Corsages (Immune: Silence) guard against some

    of the worst status effects.

    - Items are a near instant heal for status effects while spells take charge

    time. Some status effects are extremely dangerous and should be cured quickly

    with the proper item cure instead of magick (Disease, Confuse, Sleep, Disable).

    - Equip a Nihopalaoa to reverse the effects of restoring or healing items and

    use the items on enemies. Remedies will hit every weak status in an enemy and

    inflict whichever status effects that boss is not immune to. Phoenix Downs

    will kill. Potions will take life. Surely you get the picture. Thanks again

    Lucifer!

    - Using Reverse on a party member will allow them to absorb damage for a short

    time. Combine Reverse with Lure and this will force the enemy to hit that

    particular character thus giving that character HP. Reverse will cause curing

    spells to take HP from an ally however.

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    - If you ever find an enemy that is weak to Reverse, cast Regen on them

    followed by the Reverse spell then cast Renew to kill them quickly. Renew will

    take all but 1 HP and Regen will act as a Sap that will drain the rest.

    - When trying to get a specific item from an enemy drop, try chaining that

    particular enemy and it will start to drop more rare items faster in greater

    amounts.

    - Move two zones away to respawn enemies in a specific area and move three

    zones away to respawn chests in a specific area. Some chests will not respawn

    though.

    - Many chest will give you greater items if a member of your party has the

    Diamond Armlet equipped (sold in Estersand [Unlucky Merchant] after Giruvegan).

    Sometimes the Diamond Armlet will make you miss out on a valuable treasure

    however. Check the other maps on GameFAQs for information about the contents

    of certain chests in hidden areas, namely Sephirosuy's area maps for the Great

    Crystal, Henne Mines, and Subterra in the Pharos.

    - Since I receive TONS of emails asking where to find a Ribbon accessory, I

    will go ahead and mention it since I haven't covered accessories at this

    moment, but I will in later update. You can find one in either the Henne Mines

    secret area or the Pharos Subterra. Check sephirosuy's map for each of those

    areas on GameFAQs to find the chests that hold them. The Henne Mines secret

    area is your best bet at finding one.

    __ _____ ___ __ _____ ___

    \ \/ /_ _|_ _| /============================================== \ \ \/ /_ _|_ _|

    \ / | | | | | WALKTHROUGH | \ / | | | |

    / \ | | | | | [WT00] | / \ | | | |

    /_/\_\___|___| \============================================== / /_/\_\___|___|

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    Please use your in-game map (press Select) to find the name of each area

    surrounded by "~"'s.

    ____ __________ ______

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

    / \ / \ \ / | | | | / \ / \

    | | | | Prologue - The Fall of a Kingdom | | | |

    \ / \ / / \ _| |_ _| |_ \ / \ /

    \/ \/ /___/\___\______|______| \/ \/

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    | Nalbina Fortress |

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    ~~ Aerial Gardens ~~

    Imperial Swordsman / Weak: N/A

    Imperial Magus / Weak: N/A

    Destination Quote: I must reach the King before he signs the treaty!

    You will take on the role of a young soldier by name of Reks from the game's

    starting point. A tutorial will display at the beginning to familiarize you

    with the control setup. Rotate the camera with the right analog and move with

    the left analog toward Basch to finish the first part. The tutorial for the

    talk icon will appear above Basch's head then an explanation for the icon will

    commence. Any character that has the talk icon (the smiley face) above their

    head may be interacted with by pressing the X button near that person.

    Approach the Dalmascan (actually labeled so) near the gate and talk with him.

    Open the gate to continue, but before doing so, you may want to walk around a

    bit to get adjusted to feel of this Final Fantasy. Battle will be presented in

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    this same 3-D view as well so it's good to get familiar with it while all is

    calm. Walk toward the gate when you're ready. An explanation of the action

    icon (!) will appear. This icon will let you know when you're near an object

    that can be interacted with by pressing the X button. Walk toward the gate and

    open it when the command appears above Reks' head.

    ~~ Inner Ward ~~

    An explanation of the party menu followed by a mentioning of equipment and your

    inventory will appear then Reks will be thrown into battle with an Imperial.

    The red line that appears between Reks and the enemy will let you know that an

    enemy has targeted you and is about to attack. A blue line will appear

    whenever your character targets an enemy. Pull up the usual command menu by

    pressing X then select attack one time to make Reks attack the Imperial. As

    the game says, there is no need to keep issuing the order to attack since Reks

    will automatically perform it again after the first command until the target

    falls. Follow Basch's squad down the path ahead for a cutscene.

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

    Air Cutter Remora

    Lv.??

    HP: ????

    Weakness: Thunder

    Open the command menu and select Thunder from "Black Magic" to take off some

    heavy damage from this foe. Basch and his squad will do most of the work for

    you however since they will gang up underneath it and hack away. The boss'

    Remora Strike is the only major concern and it will usually hit Basch or his

    men with that. Use the Cure spell found under "White Magic" if too much damage

    is suffered. Don't worry about your MP - you can regain it by walking and

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    running. Once 25% of the Air Cutter's HP has been taken a cutscene will

    commence where Basch will finish it off. Basch is actually performing his

    Quickening attack, which will be explained later.

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

    Follow the path ahead once the battle is over and fight through the wave of

    Imperial Swordsmen as they run down the stairs to confront you. You'll have to

    reissue the order to attack each time one of them falls. Notice that the

    enemies are displayed by red dots on the mini map in the top right of your

    screen. This will help you to see what enemies lie ahead. At the top of the

    stairs, enter the area with the blue dots - this will always signify a new

    area. Before you enter, an explanation of the mini map and map will commence.

    Press the Select button to examine the full map of an area at any time. Your

    location will be shown as an orange marker and your destination (if any) will

    be shown by the circled X displayed on the map.

    ~~ Lower Apartments ~~

    The cutscene will leave you at the beginning of the new area. The first few

    side areas are empty of items so head north. A few Imperial Swordsmen and

    Magus' will rush toward you from the hall ahead. Basch will most likely take

    care of them if you don't attack quick enough. The Magus' like to move away

    from you while in the middle of casting their spells. An explanation of

    running from enemies will be shown as you head down the hall. Hold R2 to

    escape from enemies - hold it the

    entire time while running. Check the +-------------------- ---------------+

    halls to the sides to find some | There is a secret weapon that one |

    treasure chests. The treasure chests | can obtain by NOT opening certain |

    in the game will be displayed | chests. Check the Side |

    differently depending on your current | Quest/Secrets section and look |

    area. Most of the time they carry | for the "Zodiac Spear" for more |

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    random items. Your destination is | details. |

    the stairs leading up in the north | [SQ01-0] |

    but continue around the corner past +-----------------------------------+

    the area with the stairs to find

    another chest.

    ~~ Upper Apartments ~~

    On the next floor, Basch will explain the save crystal to you as you walk

    toward it. Like Final Fantasy X, touch the save point to have all your HP, MP,

    and status restored and of course save your game. Run up the stairs to the

    side after saving.

    ~~ The Highhall ~~

    The cutscene that plays will leave you with fighting three Imperial Swordsmen.

    They will only take two hits to kill depending on if they block or not. Use

    the Cure spell if you start to take too much damage. Enter the hall ahead and

    open the passage door on the left side (the action icon will appear as you near

    it). Walk toward the current destination as noted on the map and a cutscene

    will take place that will end the prologue.

    ____ __________ ______

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

    / \ / \ \ / | | | | / \ / \

    | | | | Part I - A Boy Who Sees Freedom In the Skies | | | |

    \ / \ / / \ _| |_ _| |_ \ / \ /

    \/ \/ /___/\___\______|______| \/ \/

    [WT01]

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

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    | Garamsythe Waterway |

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    ~~ Overflow Cloaca ~~

    Dire Rat / Weak: Water

    You will be given control of Vaan and must fight three Dire Rats. Try to steal

    from each of them to get a few Rat Pelts, Fire Stones, or Potions before you

    defeat them. Use the mini map on the top right hand side of the screen to keep

    up with them. ++EQUIP++ will be added to your party menu during this fight.

    Press /\ to select it. You only have basic equipment equipped at the moment.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    | Rabanastre | [PI1] |

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    ~~ East End ~~

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

    The cutscene will introduce you to Penelo and will set up your next

    destination. Use the map as your guide and head to Migelo's shop - look for

    the X with the circle and his shop is the one labeled with the pot icon. The

    ++WORLD MAP++ will be added to your party menu as well. Select it from the

    party menu by pressing /\. After the cutscene in front of Migelo's shop, run

    over to the Sandsea (as labeled on the map) and find Kytes.

    ~~ The Sandsea ~~

    Tomaj will explain the Hunting quests to you after Kytes leaves. Basically,

    you need to examine the notice board and select one of the hunts or what is

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    referred to as your "mark". After selecting the mark, find the petitioner that

    posted the bill - the game will automatically show you where the petitioner is

    located. Accept the petitioner's hunt and he/she will tell you about the hunt

    and where the mark is located. Hunt the mark in the location pointed out then

    go back to the petitioner and claim your bounty once the mark is defeated.

    This first hunt, regarding the Rogue Tomato, is the only required hunt in the

    game. You do not have to seek out a petitioner this time since the petitioner

    is the one giving the explanation. Tomaj will hand over the key item ++CLAN

    PRIMER++. This can be viewed in the party menu. The clan primer is a

    collection of information regarding current and past hunts. Tomaj will also

    hand over an ++ORRACHEA ARMLET++. This accessory will raise a character's

    current HP. You can't equip it just yet though since you don't have the

    license for it at the moment.

    The game will talk you through how the License system at this point. In order

    to use anything in this game (weapons, armors, accessories, magicks, teknicks,

    etc.) you must first have the license to use them. Choose "License" from the

    party menu followed by whichever character you wish to obtain a license for.

    On the license board, choose whichever block with a number you wish to activate

    then press X to obtain the license for it if you have enough points. The

    number represents how many license points you will need. The license points

    (LP) is displayed in the upper left hand corner next to the character picture.

    Each character will have his or her own amount of LP. LP is gained, along with

    experience (EXP), from defeating monsters. After acquiring a license for a

    certain square, the squares around the current square will light up allowing

    you to purchase them for a certain amount of LP.

    Users of the Sphere Grid from Final Fantasy X should catch on to this fairly

    well. The top board consists of magicks, accessories, technicks, and

    attributes, while the bottom consist of weapons and armors. Remember that you

    must buy and equip all the items and techniques before you can use them. On

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    the flip side, you must have the license for each of them to be able to equip

    them. A new sword or magick is no good without the proper license for it. The

    game will talk you through the process of obtaining "Accessories 1" on the

    License Board. You can also press [ ] to view all the current actions for your

    current character while on the License Board. ++LICENSES++ will be added to

    the party menu after the explanation. Tomaj's final gift will be the key item

    ++WRIT OF TRANSIT++ that will allow you to leave the city to pursue your hunts.

    Be sure to equip the Orrachea Armlet after talking with Tomaj!

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

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

    gate of Rabanastre. A cutscene will | Talk to the Desert Merchant once |

    activate once you reach the entrance of | you reach the Southern Plaza to |

    the East Gate. Be sure to use the save | engage in a very minor delivery |

    crystal on your way out to the Estersand | side quest. This can only be |

    in order to restore your current status | done at this time! |

    and save your game. All three exits | [SQ21-1] |

    (west, east, and south) of Rabanastre +-----------------------------------+

    have a save crystal near them.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    | Dalmasca Estersand | [PI2] |

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    ~~ The Stepping ~~

    Cactite / Weak: Wind

    Wolf / Weak: Earth

    Cockatrice / Weak: Water

    Wild Saurian / Weak: Wind

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    You might as well go ahead and fight off some Cactites for some experience.

    Steal from the sleeping Cactites to get some Earth Stones. Notice how some of

    the enemies have a green bar and red bar below them. These bars are their life

    bars. Green represents a neutral enemy that will not attack unless you attack

    them first and red represents a hostile enemy that will attack if you get near

    it. I wouldn't advise fighting too many wolves at the moment - get the Cure

    spell before you start fighting them in order to save some potions.

    Walk down into the Estersand and look for the cliff in the middle that

    overlooks the valley below. The Rogue Tomato will be near the two trees with

    pink blossoms. He'll take off about 10 HP per hit so use one of Vaan's potions

    if needed. Once half of his life is taken he will jump down to the valley

    below. Follow him and defeat him while trying to stay away from the wolves.

    He gets all of his life back once he jumps. A cutscene will activate once the

    Rogue Tomato is defeated and you will receive the key item ++A HANDFUL OF

    GALBANA LILIES++ afterwards. Whatever you do, DO NOT mess with the Wild

    Saurian (T-rex) in this area since he can kill you with one hit. He is

    neutral, but can easily be aggravated by attacking too many wolves near him.

    Return to Rabanastre.

    ~~ East Gate ~~

    Save your game near the East Gate and talk to Kytes for a cutscene. He's

    standing in front of the gate.

    ~~ North End ~~

    Destination Quote: Old Dalan in Lowtown must know a way into the palace...

    As the game states after the cutscenes, you can now enter the Lowtown area.

    The entrance to the Lowtown is on the Northeast side of the North End of

    Rabanastre. Look for the stairs icon on the map. Before you go down to

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    Lowtown, you need to go back to The Sandsea and talk to Tomaj to get your

    bounty for defeating the Rogue Tomato. He is standing at the counter. He will

    give you ++300 GIL, 2 POTIONS, and 1 TELEPORT STONE++. Tomaj will also let you

    in on some information about another hunter clan in the North End. The

    building has a Bangaa standing watch near the front. The Bangaa will let you

    in as long as you show him the Clan Primer that Tomaj handed over. Find the

    "Conspicuous Bangaa" on the west part of the North End and talk to him to

    enter.

    Walk to the top of the stairs inside the building and speak to the moogle,

    Montblanc. It turns out that Montblanc is the founder of this clan, Clan

    Centurio. You will automatically become a member of Clan Centurio during the

    conversation. He will tell you of many high mark hunts that are exclusive to

    his clan and he will mention the clan shop in the Muthru Bazaar. This shop

    will allow you to make special purchases depending on your current clan rank.

    Talk to Montblanc again after the first conversation to receive a reward of ++3

    POTIONS++. He will have a special reward for you each time you reach a new

    clan rank so be sure to come back and visit him at Clan Centurio often.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    | Lowtown | [PI3] |

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    ~~ North Sprawl ~~

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

    area of South Sprawl. It is labeled | The treasure chest directly |

    with an X on your map. There are | across from Old Dalan's front |

    plenty of treasure chests found around | door is the first of the treasure |

    North and South Sprawl so it may pay | chests that you must NOT open in |

    you to do a little exploring before | order to obtain the Zodiac Spear |

    meeting up with Dalan. | later in the game. |

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    | [SQ01-1] |

    +-----------------------------------+

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

    Leave Old Dalan's Place. Giza Plains is on the south side of Rabanastre and

    you can get to it through the door to the right of where you exit from Old

    Dalan's Place. Walk over to the large circular door and open it to exit out to

    the Southgate of Rabanastre. You'll likely notice the orange save crystal.

    These save crystals will allow you to teleport to other orange save crystals by

    the use of a teleport stone. These will come in much handy later. You already

    have one teleport stone if you got your bounty from Tomaj. Make sure to not

    sell it with the rest of your loot since it is displayed at the top of that

    list. Before you venture out into Giza Plains, I would suggest buying a Cure

    spell and licensing it to Vaan.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    | Giza Plains | [PI4] |

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    ~~ Throne Road ~~

    Hyena / Weak: Water

    Giza Rabbit / Weak: Fire

    Urstrix / Weak: Wind

    Slaven / Weak: Wind

    Head to the south portion of Throne Road to reach the village. The enemies

    here are much like the Estersand enemies, consisting mainly of four-legged

    fiends.

    ~~ Nomad Village ~~

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    There is a save crystal in the southwest. Talk to the Nomad Elder in front of

    the middle tent. Walk over to Masyua who is standing next to the large Dark

    Crystal and talk to her. Agree to her offer. In order to get a Sunstone, you

    will need to seek out Jinn.

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

    Penelo will join you after the cutscene at the end of the conversation. Penelo

    has quite a few LP so buy her a few licenses. Buy a map of Giza Plains from

    the moogle in red before you leave. Penelo will hand over ++3 POTIONS and 2

    PHOENIX DOWNS++ as you leave the village. ++GAMBITS++ will be added to the

    command menu (not party menu) as well when you try to leave. You can only turn

    the Gambits on or off at the moment. Penelo will act according to a list of

    preset gambits that you can't see at the moment. Gambits are a list of

    commands that the character(s) will choose to perform based on the setup order.

    Right now, you cannot program any gambits, but later you can.

    Penelo will attack as Vaan attacks but you can still control what she does by

    switching over to her command menu - press to the right or left once you pull

    up Vaan's command menu. Jinn is in the southern middle area, but you will need

    to head east or west from your current location (the village), then south, and

    finally walk toward the middle area of Giza Plains. Hold R2 and run from the

    enemies if they start to give your party too much trouble. This will

    automatically stop any attacking party member once the "Flee" command appears.

    Remember this for future use. You might run across some enemies that you can't

    handle at the moment.

    ~~ Crystal Glade ~~

    A save crystal will be waiting for you here. Jinn will be leaning against the

    Dark Crystal. Walk over to him and talk to him. Explain everything to him and

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    he will give you a ++SHADESTONE++. You will need to make your own Sunstone.

    Take the Shadestone and travel to the different areas of the Giza Plains and

    look for shining dark stones. Walk over to each shining dark stone and hold up

    the shadestone to drain the light from the dark stone. You will have a

    percentage up in the upper right hand corner along with an energy meter and

    will need to fill it all the way up by visiting enough dark stones until you

    make a sunstone. It may take all four shining dark stones to fully charge the

    shadestone. The shining dark crystals are conveniently marked on your map with

    "!". Run around the four different areas and charge the shadestone to receive

    a ++SUNSTONE++. The party will automatically wind up back at the area where

    Jinn is located once the stone is fully charged.

    ~~ Nomad Village ~~

    Back in the village, Masyua will hand over ++50 GIL, 2 POTIONS, and 2 TELEPORT

    STONES++ as a reward for bringing Jinn back. Now it's time to head back to Old

    Dalan's Place in Rabanastre. Go back to the Southgate and open the circular

    door to the side to quickly get back to the Lowtown area near Old Dalan's

    Place.

    ~~ Lowtown ~~

    A cutscene will begin as you get near Old Dalan's front door and Penelo will

    leave the party. Walk up and talk to Dalan for yet another cutscene. The

    ++CRESCENT STONE++ will be given to you after the cutscene.

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

    Storehouse 5's entrance is in the northwest corner of the North Sprawl area of

    Lowtown. Make sure that you equip yourself with any last minute items that you

    want to have available and have a Cure spell for sure! Vaan will be by himself

    for the upcoming area so I wouldn't rely on a limited supply of potions since

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    the area is rather long. Kytes will be behind the door of Storehouse 5 and

    will give you ++2 POTIONS and 4 EYEDROPS++. Enter through the left gate after

    talking with Kytes.

    ____ __________ ______

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

    / \ \ / | | | | / \

    | | Part II - A Dashing Sky Pirate and a Master of Weapons | |

    \ / / \ _| |_ _| |_ \ /

    \/ /___/\___\______|______| \/

    [WT02]

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    | Garamsythe Waterway | [PII1] |

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    ~~ Central Spur Stairs ~~

    Dire Rat / Weak: Water

    Steeling / Weak: Earth

    Ichthon / Weak: Thunder

    A save crystal is off to the left. The right path doesn't hold anything except

    for some extra Dire Rat battles. Run around the left side and continue down

    the waterway. Head north and fight off the Dire Rats then go east. Keep

    heading northeast while fighting off the vermin of the sewers. Go down the

    stairway to the north and head down the waterway ahead.

    ~~ North Spur Sluiceway ~~

    Neutral Ichthons will be floating around above the waterway. Go up the stairs

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    on the left and across the bridge then down the next set of stairs. Keep

    moving west then go north to find some more stairs. Head up the second set of

    stairs to exit the waterway. The game will give you choice as to whether to go

    ahead or not once you reach the stairs to the far north.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    | Royal Palace of Rabanastre | [PII2] |

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    ~~ Cellar Stores ~~

    Save your game. You might want to choose another block since you can't leave

    from this area without doing a lot of backtracking. Check the Urn to the side

    to obtain a ++MAP OF THE ROYAL PALACE OF RABANASTRE++. Always be sure to scope

    out these urns when you enter a new area since they will always contain the

    area's map.

    ~~ Cellars ~~

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

    activate a scene with two Imperials. | The two treasure chests in the |

    Try to go up the stairs and the imperial | southeast portion of this room |

    will stop you. A Seeq will notice that | should NOT be opened if you want |

    you are trying to get upstairs. Talk to | to gain the Zodiac Spear later in |

    the red "Palace Servant" Seeq standing | the game. |

    next to the stairs. Press [ ] to call | [SQ01-2] |

    the Imperial guard afterwards and run +-----------------------------------+

    around his right side (your left) while

    making your way to the stairs then enter the door at the top.

    ~~ Lower Halls ~~

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    Imperials are grouped throughout these halls and you will need to lure them out

    in order to find the lion signet. From the starting point, head down the hall

    to the right (south). Two guards will be standing near the left of the single

    guard at the end of the hall. Press the [ ] button to call to the two guards

    from the entrance to the hall then run back down the hall. The guards will

    stop at the front of the hall where you yelled.

    Now we need to distract the two guards near the entrance. Call to the group of

    three guards near the entrance. When they come after you, run down the hall

    directly in front of the door that you came through to enter this area (ignore

    the hawk signet) and walk by the standing guard to the north. The group of

    three guards will stay near the entrance. Enter the other side of the hall

    where the three guards were standing patrol.

    Use the Crescent Stone on the Lion Signet in the middle of the hall. This will

    cause a green light to appear behind some latticework in the north. This is

    the same hall that the single guard is standing near. Head to the west

    intersection of the hall with the Lion Signet and yell at the single guard

    standing patrol at the north hall. Run back down the hall with the Lion Signet

    and enter the other side of the hall where the single guard was. The green

    light behind the latticework is on the northwest side of this hall. Walk up to

    latticework and examine the "Faint Light" and "Approach the Wall". The wall

    will slide down to reveal a secret passage.

    ~~ Secret Passage ~~

    Vaan will automatically walk inside and will be sealed in. Walk further down

    the secret passage hall to see a door-like structure off to the right. The

    door will not open but there is a hidden switch on the left wall. Standing

    away from the door-like structure walk toward the wall ahead then turn right

    and move against the wall until you see an Action Icon pop up followed by a

    "Switch" message. Press the switch and examine the door (or "wall"). After

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    the cutscene that follows, you will obtain the ++GODDESS'S MAGICITE++.

    ~~ The Garden Stairs ~~

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

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    | Garamsythe Waterway | [PII3] |

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    ~~ East Spur Stairs ~~

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