176
__ _____ ___ __ _____ ___ \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _| \ / | | | | | SIDE QUESTS | \ / | | | | / \ | | | | | [SQ00] | / \ | | | | /_/\_\___|___| \==============================================/ /_/\_\___|___| IMPORTANT: Please note that the last three hunts are out of order when compared to the rest. I didn't want to go back and renumber everything to put them all in order. #21 is actually the first side quest and should be looked at if you plan on performing it (since it can be missed). Forgive me! #20 and #19 are both discussed in the walkthrough and can always be done later. Side quests that can be skipped over, without another chance to perform them are as follows: #21 Mysterious Package # 1 The Zodiac Spear # 2 Ktjn, the Viera # 8 July, the Archades Spy -- The Zodiac Spear ____ ___ ____ [SQ01-1] /------\ /_ / ___ ___/ (_)__ _____ / __/__ ___ ___ _____ /------\ \------/ / /_/ _ \/ _ / / _ `/ __/ _\ \/ _ \/ -_) _ `/ __/ \------/ [SQ01] /___/\___/\_,_/_/\_,_/\__/ /___/ .__/\__/\_,_/_/ [SQ01-0] /_/ In order for the Zodiac Spear to be available in the chest later in the game a few treasure chests must NOT be opened as you journey through the main story of the game. [ ] Do not open the treasure chest directly across from Old Dalan's front door in the South Sprawl part of Lowtown. [SQ01-1] Pic: http://tinyurl.com/3bshnu [ ] Do not open either of the two chests in the Cellars area of the Royal Palace of Rabanastre. This is the area where the red Seeq distracts the guard while Vaan sneaks by. [SQ01-2] Pic: http://tinyurl.com/3ds66o [ ] Do not open any of the chests in The Confiscatory of the Nalbina Dungeons. This is the room where the party gets their weapons back after being captured. [SQ01-3] Pic: http://tinyurl.com/2mag9l [ ] Do not open any of the 16 chest on the Phon Coast that are lined up along the beach of the Vaddu Strand area. All of them contain gil, but you want that spear more than a one-time helping of gil right? [SQ01-4]

FF12 Walkthrough (Side-Story)

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FF12 Walkthrough (Side-Story)

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Page 1: FF12 Walkthrough (Side-Story)

__ _____ ___ __ _____ ___\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _| \ / | | | | | SIDE QUESTS | \ / | | | | / \ | | | | | [SQ00] | / \ | | | |/_/\_\___|___| \==============================================/ /_/\_\___|___|

IMPORTANT: Please note that the last three hunts are out of order when compared to the rest. I didn't want to go back and renumber everything to put them all in order. #21 is actually the first side quest and should be looked at if you plan on performing it (since it can be missed). Forgive me! #20 and #19 are both discussed in the walkthrough and can always be done later.

Side quests that can be skipped over, without another chance to perform them are as follows:

#21 Mysterious Package# 1 The Zodiac Spear# 2 Ktjn, the Viera# 8 July, the Archades Spy

-- The Zodiac Spear

____ ___ ____ [SQ01-1] /------\ /_ / ___ ___/ (_)__ _____ / __/__ ___ ___ _____ /------\ \------/ / /_/ _ \/ _ / / _ `/ __/ _\ \/ _ \/ -_) _ `/ __/ \------/ [SQ01] /___/\___/\_,_/_/\_,_/\__/ /___/ .__/\__/\_,_/_/ [SQ01-0] /_/

In order for the Zodiac Spear to be available in the chest later in the game a few treasure chests must NOT be opened as you journey through the main story of the game.

[ ] Do not open the treasure chest directly across from Old Dalan's front door in the South Sprawl part of Lowtown. [SQ01-1]

Pic: http://tinyurl.com/3bshnu

[ ] Do not open either of the two chests in the Cellars area of the Royal Palace of Rabanastre. This is the area where the red Seeq distracts the guard while Vaan sneaks by. [SQ01-2]

Pic: http://tinyurl.com/3ds66o

[ ] Do not open any of the chests in The Confiscatory of the Nalbina Dungeons. This is the room where the party gets their weapons back after being captured. [SQ01-3]

Pic: http://tinyurl.com/2mag9l

[ ] Do not open any of the 16 chest on the Phon Coast that are lined up along the beach of the Vaddu Strand area. All of them contain gil, but you want that spear more than a one-time helping of gil right? [SQ01-4]

Pic: http://tinyurl.com/2uezoo

The Zodiac spear can be found inside of a treasure chest in the Necrohol of Nabudis/Cloister of the Highborn if you do not open any of the above chests. See Necrohol of Nabudis/Nabreus Deadlands section under this section for more info. The spear has a whopping AP of 150 and is the most powerful weapon in the game. Enjoy!

IMPORTANT: Be sure to NOT equip the Diamond Armlet when attempting to collect the spear from the chest or your party will receive a Dark Matter instead!

Page 2: FF12 Walkthrough (Side-Story)

-- Ktjn the Viera

__ ____ _ __ __ _ ___ /------\ / //_/ /_ (_)__ / /_/ / ___ | | / (_)__ _______ _ /------\ \------/ / ,< / __/ / / _ \ / __/ _ \/ -_) | |/ / / -_) __/ _ `/ \------/ [SQ02] /_/|_|\__/_/ /_//_/ \__/_//_/\__/ |___/_/\__/_/ \_,_/ [SQ02-1] |___/

Availability: She will appear after the party escapes from Barheim Passage. Once your party enters Rabanastre again, she will be in Muthruu Bazaar.Location: Muthruu Bazaar (Rabanastre); look for a Viera (bunny ears) named Ktjn

Ktjn can actually be found at many other places throughout Rabanastre sometimes. She will ask the party a series of four questions. The reward will differ depending on how many questions you get "right". She will be labeled as "Viera" until you talk with her the first time. Keep talking to her until she starts to ask a question. She will only ask a question after each major event in the game, so she should have a new question for you after each major boss fight. If she doesn't have a question for you, she will keep repeating the same phrase. You should be negative with all answers except for the fourth question. Here is a list of questions:

1. Is the city not wonderful? I still lose my way on occasion, but I have come to know some of her walks and alleyways. But the land, I cannot hear it... Should this not trouble me as a Viera?

(Correct) Yes, you should be ashamed.(Wrong) No, don't be silly.

2. I knew my choice would bring hardship, yet...

(Correct) You should've thought it through.(Wrong) Things will get better.

3. I would be as she is. Do you think it possible?

(Wrong) Sure, if you put your mind to it.(Neutral) I don't know your sister.(Correct) It'll never happen.

4. Perhaps it would be better if I too became a warrior like my sister. What do you think?

(Correct) I think it's a good idea.(Wrong) I'm not so sure.

The next time you meet Ktjn, after question 4, she will tell you that she has made up her mind and she walks away from her current sitting place in the Muthru Bazzar. If you answered all the questions correctly, go to the Clan Hall to find her fighting with a Bangaa on the first floor. Talk to her and she will give you a ++PLATINUM SWORD++. Her location for this final meeting will differ depending on how many questions you answered correctly. The prize will also differ depending on the questions answered as well.

If one question is answered wrong, in this case, the first question, she will appear in the far west portion of Rabanastre's East End, and will hand over an ++ETHER and 3 HI-POTIONS++. I have also been told that she can appear on the right side of the North End, in Migello's Sundries shop, and in the Aerodrome.

(thanks to "the captain" and nirvana_psp for the extra reward info and many other readers for their emails on this side quest.)

Page 3: FF12 Walkthrough (Side-Story)

* Supposedly, if you talk to the Viera in the Clan Hall, she will give you a hint as to Ktjn's location.

-- Pilika's Diary

___ _ ___ __ __ ___ _ /------\ / _ \(_) (_) /_____ _/_/___ / _ \(_)__ _______ __ /------\ \------/ / ___/ / / / '_/ _ `/ (_-< / // / / _ `/ __/ // / \------/ [SQ03] /_/ /_/_/_/_/\_\\_,_/ /___/ /____/_/\_,_/_/ \_, / [SQ03-1] /___/

Availability: After the party is attacked by Ba'Gamnan in the Lhusu mines, but you must complete the "The Cry of Its Power" Elite Mark Hunt.Location: Khus Skygrounds (Bhujerba)

Talk to the moogle, Pilika, in the Khus Skygrounds area of Bhujerba after performing the "The Cry of Its Power" Hunt and she will ask your party to retrieve her diary from the second floor of Clio's Technicks. She will give your party the ++MERCHANT'S ARMBAND++, which must be worn to enter the second floor of Clio's Technicks. Clio's Technicks is in the Miner's End of Bhujerba. Go up the steps to the left and search the bookshelf with the ladder to get the icon for ++PILIKA'S DIARY++. It doesn't matter whether you read it or not right now. What matters is how you answer the question Pilika will ask when you go back to her and give her the diary. You will receive a different item for each answer:

You...didn't read it, did you, kupo?

(++KILIMWEAVE SHIRT++) Read it.(++SHEPHERD'S BOLERO++) I've done nothing.

-- Sunstone Help

____ __ /------\ / __/_ _____ ___ / /____ ___ ___ ___ /------\ \------/ _\ \/ // / _ \(_-</ __/ _ \/ _ \/ -_|_-< \------/ [SQ04] /___/\_,_/_//_/___/\__/\___/_//_/\__/___/ [SQ04-1]

Availability: When the party escapes from the Leviathan, this will be available after talking with Marquis Ondore again (aka. when the party starts out in the Dalmasca Westersand after the cutscenes). This side quest cannot be performed while it is raining in the Giza Plains (after escaping from Shiva).Location: Nomad Village (Giza Plains)

Return to the Nomad Village in Giza Plains and talk to Masyua beside the Dark Stone. Choose "Can you tell me about the Sunstones?" He will ask if you are interested in making some Sunstones. Agree to make the Sunstone and Masyua will hand over a ++SHADESTONE++. You need to travel around to all the lit up darkstones as shown on your map and hold the Shadestone up to them to charge it like before. There are altogether four, but the map will only show two at a time. They are in Starfall Field, Gizas North Bank, Gizas South Bank, and Warrior's Wash. You must go to the ones that light up on your map, only they will be lit up - the others will stay dark. Return the Sunstone to Masyua and sell the sunstone to her. She will hand over ++200 GIL, 2 POTIONS, and a HOLY STONE++ if you were quick. Please note that you can repeat this side quest and the reward will vary depending on how much time was taken to make the sunstone.

+-----------------------------------------------------------------------+| TIME | QUALITY | REWARD ||=======================================================================|| Less than 7 minutes | Highest grade | - 2 Potions || | | - Holy Stone || | | - 200 gil |

Page 4: FF12 Walkthrough (Side-Story)

|-----------------------------------------------------------------------|| Between 7 minutes and 15 minutes | Nice stone | - Holy Stone || | | - 150 gil ||-----------------------------------------------------------------------|| Between 15 minutes and 35 minutes | Acceptable quality | - 100 gil ||-----------------------------------------------------------------------|| Over 35 minutes | Bit poor | - 50 gil |+-----------------------------------------------------------------------|

(thanks to Froglet (aka. froglet42) for the list of rewards)

-- The Lost Cactoid

__ __ _____ __ _ __ /------\ / / ___ ___ / /_ / ___/__ _____/ /____ (_)__/ / /------\ \------/ / /__/ _ \(_-</ __/ / /__/ _ `/ __/ __/ _ \/ / _ / \------/ [SQ05] /____/\___/___/\__/ \___/\_,_/\__/\__/\___/_/\_,_/ [SQ05-1]

Availability: You must complete "Dalmasca's Desert Bloom". This event will be available after collecting the Dusk Shard from Raithwall's Tomb.

Talk to Dantro at the Outpost of the Esterland and he will ask you to deliver the Cactus Flower, that you got from the Flowering Cactoid, to his wife in the South Bank Village. South Bank Village is far to the north of the Outpost. His wife is the woman standing at the entrance of the house across from the campfire. Talk to her and she will give you a ++BUNDLE OF NEEDLES++ for bringing her the Desert Flower.

Exit and reenter the village to find the Village Elder standing next to the boy at the dock out in the water. Talk to the boy (Tchigri). He will mention that his father has not come back yet and that he will go to the North Bank to find him. Accept the Village Elder's request when she asks Vaan to go with Tchigri. Speak with Ruksel after the cutscene with the Catoids. The Cactoids son, Dran, is missing. Ruksel will want you to search the South Bank Village for Dran. Vaan will automatically return to the South Village after the cutscene. Talk to Dantro's wife and then search the back of the house she is standing in front of. Approach the flower in the back and wait for the "Dran?" icon then examine the flower. Allow Dran to follow you back to the dock then speak with Tchigri. Walk over to the Cactoids after crossing the river. Dran will come back after the other Cactoids walk away and award Vaan with ++1000 GIL and WYRMFIRE SHOT++. You can now use the boat to cross the river between North and South Bank Village any time you want by talking to Tchigri!

-- Bottles of Spirits

____ _ _ __ ___ __ __ __ /------\ / __/__ (_)___(_) /_ / _ )___ / /_/ /_/ /__ ___ /------\ \------/ _\ \/ _ \/ / __/ / __/ / _ / _ \/ __/ __/ / -_|_-< \------/ [SQ06] /___/ .__/_/_/ /_/\__/ /____/\___/\__/\__/_/\__/___/ [SQ06-1] /_/ Availability: After retrieving the Dawn Shard from Raithwall's Tomb.Location: Bhujerba

Several bottles of Bhujerban Madhu are lying in different locations throughout Bhujerba. These bottles can be sold to individuals for 1000 gil each. There is one bottle in each area and one buyer in each area. The bottles will be labeled as "Bottles of Spirits" as you approach each one. Only 14 bottles can be sold. You can actually enter an area, find the bottle, sell that bottle in that area, then reenter and sell the same bottle again until you get 14.

01 - Aerodrome

Page 5: FF12 Walkthrough (Side-Story)

Bottle: On top of a pile of luggage. Look to the left of the standing Seeq and to the left of the man sitting on the bench.Buyer: The man sitting on the railing talking to an Imperial.

02 - Rithil's Protectives

Bottle: Inside of the cabinet next to the counter.Buyer: Shop clerk, right next to the counter.

03 - Targe's Arms

Bottle: Walk up the stairs to the right upon entering and it is in between the two weapon cases past the rack of spears.Buyer: The woman talking to the sitting man.

04 - Mait's Magicks

Bottle: Run up the stairs to the left and go straight to the back to find it lying among some bottles and vases.Buyer: The Bhujerban Guru leaning against the wall right next to where you found the bottle.

05 - Travica Way

Bottle: To the left of the squatting man who is talking to the street kid on the southeast end.Buyer: Man leaning against the wall across from Mait's Magicks.

06 - Khus Skygrounds

Bottle: To the left of the item vendor on a box behind a moogle.Buyer: The woman leaning against the raised platform across the item vendor.

07 - Cloudborne Row

Bottle: On a box off to the left at the south dead end.Buyer: The Cloudborne Patron next to his fallen friend. This is outside the Cloudborne.

08 - The Cloudborne

Bottle: Lying on the table with a drunken woman closest to the bar.Buyer: Magu, the Seeq directly across from the bar.

09 - The Staras Residence

Bottle: Turn to the right as you come in and look to the right of the dresser facing you to find it on a boxBuyer: Niray, but you must first complete the "Antlion Infestation" hunt for her to buy it. Sell it to someone else if you haven't - no big deal.

10 - Miner's End

Bottle: To the right of the entrance to Bashketi's Gambits on a box.Buyer: The Lhusu Miner in the south who is staring up and talking to a moogle on a building.

11 - Clio's Technicks

Bottle: To the left of the counter on a box near a desk.Buyer: Front shop clerk moogle on the red carpet.

12 - Bashketi's Gambits

Page 6: FF12 Walkthrough (Side-Story)

Bottle: Walk up the steps to the right and head toward the bookshelf on the back wall directly ahead to find it.Buyer: The red shop clerk Seeq on the north end of the raised area.

13 - Kaff Terrace

Bottle: Behind the blue Seeq who is leaning against the railing on the right as you walk down the street.Buyer: The woman staring off the north end of the terrace.

14 - Lhusu Square

Bottle: Directly in front of the entrance to the Lhusu Mines, lying on the railing around the fountain.Buyer: The Lhusu Miner sitting on the box to the right of the red item vendor Seeq.

-- Patient in the Estersand

___ __ _ __ __ /------\ / _ )___ _____/ / ___ (_)_ _ / //_/__ __ __ /------\ \------/ / _ / _ `/ __/ _ \/ -_) / ' \ / ,< / -_) // / \------/ [SQ07] /____/\_,_/_/ /_//_/\__/_/_/_/_/ /_/|_|\__/\_, / [SQ07-1] /___/

Availability: After retrieving the Dawn Shard from Raithwall's Tomb. You must have finished the "The Lost Cactoid" side quest and the "Marauder in the Mines" Hunt to fully complete this side quest.Location: Dalmasca Estersand

Talk to Dantro's wife in the South Bank Village. She will mention that she needs some Semclam shells to ease her patient's pain. Check around the banks of the river for two "Mysterious Glints" shining in the water - these are ++2 SEMCLAM SHELLS++. Leave the village and head to the south Bank of Nebra area and check the banks to the west for ++3 SEMCLAM SHELLS++. One is all that is needed but you will get a better reward for more.

Give the Semclam Shells to Dantro's Wife and she will ask for some Nebralim. She mentions that Dantro has some, so go all the way back to the Outpost and speak with him. He will tell you to look by the crates to the side. Check the large canisters to find a "Small Phial" that is actually the ++NEBRALIM++. There is also another ++NEBRALIM++ around the northeast corner of this area. Make sure to grab them both if you want the best bonus reward. Go all the way back to the South Bank Village and give the Nebralim to Dantro's Wife.

Now she will want you to bring back some Valeblossom Dew to neutralize the patient's poison. Use the boat to the side to cross the river and head for the Broken Sands area of the Estersand. The Broken Sands area is to the North of the area to the west of the North Bank Village. This area has some level 25 enemies and an aggressive Wild Saurian, so run if you must. Check the branches with the pink leaves extending out of the side of the cliffs in the Broken Sands are to find the Valeblossom Dew (labeled as "Mysterious Glint"). There are altogether ++3 VALEBLOSSOM DEWS++. The first two are right near the beginning, but the last one will require you to move to the other side of the cliff in the middle to get one last drop of dew.

She will ask for a Great Serpentskin next. The ++GREAT SERPENTSKIN++ is the reward for completing the "Marauder in the Mines" Hunt. If you accidentally sold the Great Serpentskin, then she will not ask for it, but your bonus reward will be lowered. She will tell you that she respects a full recover from the traveler soon. Come back to this area after the next major event of the game, whatever that may be for you, and the traveler will give you something special.

Page 7: FF12 Walkthrough (Side-Story)

Talk to Dantro's wife upon returning and she will tell you to talk to the patient behind the house. Talk to the recovering patient and she will give you the ++BARHEIM KEY++. She will also hand over a ++GOLDEN AMULET++ as a bonus if you brought every item to Dantro's Wife for her recovery. The bonus prize will differ based on what your party retrieved for her. Some of the other prizes include ++MAGICK GLOVES++ and a ++BALANCE MOTE++.

-- July, the Archades Spy

__ __ /------\ __ / /_ __/ /_ __ /------\ \------/ / // / // / / // / \------/ [SQ08] \___/\_,_/_/\_, / [SQ08-1] /___/

Availability: After retrieving the Dawn Shard. This can't be finished until your party reaches Archades, BUT the first half MUST be done before you venture off to Nalbina in the main story or the first event will never trigger.Location: Nalbina Fortress

Use the Aerodrome airship to fly over to Nalbina BEFORE the main story causes your party to head for Nalbina. Run over the portion of the city in the west (West Barbian) and walk over to the right path that leads out of the city to trigger a conversation between two Imperials as your party approaches them. A woman named July will be spying on them from the side. Deweg has sand in places sand has no right to be and he has had it with the smell of chocobos. Let's be an ass shall we? Walk over to Gurdy and rent a chocobo then ride it in between Gibbs and Deweg. Gibbs will run off from the fear of smelling like a chocobo. July will thank you since she now has the information that she needs. She will tell you that perhaps the two of you will meet in Archades someday. Perhaps indeed. Meet up with July in Charlotte's Magicks once you have gained access to Archades and speak with her. She will be squatting near a table by the chopmaster and will hand over a ++SALAMAND HALCYON++.

Notice that the Imperial Soldiers' names are Gibbs and Deweg. Their names are basically anagrams of both Biggs and Wedge from the past Final Fantasy games - the two reoccurring troublesome soldiers.

(Thanks to Lucifer from the Arctic Nightfall boards for the Biggs and Wedge reference)

-- Terror in the Westersand ____ __ __ ______ __ /------\ / __/__ _____/ /_/ / /_ __/_ _________ ____ / /_ /------\ \------/ / _// _ `/ __/ __/ _ \ / / / // / __/ _ `/ _ \/ __/ \------/ [SQ09] /___/\_,_/_/ \__/_//_/ /_/ \_, /_/ \_,_/_//_/\__/ [SQ09-1] /___/

Availability: After retrieving the Dawn Shard from the Tomb of Raithwall.

This event starts in Rabanastre. Talk to Rimzat, the Green Bangaa near the exit to the Dalmasca Westersand of the West Gate. Agree to help him. He will ask you to meet with the man in Southern Plaza that is sitting inside the fountain. Go to Southern Plaza and speak with Cotze in the middle of the area on the inside railing of the fountain. He will ask you to go talk to his friend Northon, over by Storehouse 5 in Lowtown. He's referring to the area near the Garamsythe Waterway. Facing away from the entrance to Storehouse five, walk to the left, then make a right and you will find Northom squatting next to a red Bangaa. Talk to him to learn of the Windvane. The Windvane was split up into two pieces. Northom's pice is in the west portion of the Westersand under one of the giant dynast-cactuses. Go back to Cotze and he will tell you that the piece is hidden in the northwest of the Shimmering Horizons.

Page 8: FF12 Walkthrough (Side-Story)

Head out to the Westersand and go west in the Galtea Downs then turn left and head south immediately when you enter The Midfault. This will take you to the Shimmering Horizons. Now you need to stay along the north side and find a path that will lead you to a small section of the Windtrace Dunes in the northwest. This area only contains a few enemies - some Alraunes and a Wolf. Check the Dynast-cactoid against the rock wall in the west portion of this area to unearth the ++WIND GLOBE++. Take the Wind Globe back to Rabanastre.

Note about the Wind Globe location:

You must access the Windtrace Dunes from the Shimmering Horizons to find the correct Dynast-cactoid. The Windtrace Dunes on the north side (accessible from The Midfault) has nothing and every time you check the Dynast-cactoids in the Shimmering Horizons south of the Galtea Downs and south of the Midfault you will find nothing.

Northon and Cotze will now be standing at the Westgate along with Rimzat. Speak with either of them to start a conversation. They will speak of a mysterious egg then hand over a ++WINDVANE++ after Vann gives them the Wind Globe. The Wyrm's Nest is in the northeast section of the Dalmasca Westersand. Head north in the Galtea Downs portion then the Wyrm's Nest will be in the northeast of the Corridor of Sand.

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

+---------------------------------------------------------------+| Lv 30 | Earth Tyrant ||===============================================================|| HP: 70982 | Weak: Wind | Absorb: Earth ||---------------------------------------------------------------|| Exp: 0 | Steal: Hi-Potion, Tyrant Hide, Tyrant Bone || LP: 21 | ||---------------------------------------------------------------|| Recommended Level: 27 - 30 |+---------------------------------------------------------------+

This is a very tough battle at +---------------------------------------------+low levels mainly because | Recommended Gambits |Blind and Slow will miss the |=============================================|Earth Tyrant almost every time. | Ally: any (>) Phoenix Down |This boss is just like a Wild | Self (>) Haste |Saurian and will mainly attack | Ally: strong character (>) Decoy |physically and will take off | Foe: party leader's target (>) Attack |around 500 HP per hit. The +---------------------------------------------+main savior of this battle is to have a tough party member with good evasion and a good shield along with Decoy cast on them. Decoy will help out tremendously. Have the Decoyed party member with a Tourmaline Ring to avoid the Earth Tyrant's poison attacks. He doesn't afflict poison that often, but this is much better than setting up an extra gambit just to cure a rare status effect. The only other problem is the Earth Tyrant's Screwtail attack. This is an extremely damaging move that will hit all close party members. Be sure to have a Protect shield set up on everybody in the party - equip Shielded Armor from Mount Bur-Omisace. Larsa will help out a bunch for this battle - in fact, cast Haste on Larsa at the beginning of this battle or before entering and keep it on him at all times along with Protect. If you don't have Larsa, then I suggest you make your own Larsa out of a party member by placing Hi-Potion cure gambits on one person because you will need a quick healer - magic takes too long and you'll be too busy casting other spells. Instead of having one person to cast Decoy, have two people (counting the Lured person) to cast Decoy on that one person. This is going to be a long battle because of his tremendous HP, but if you have everything set properly and keep your magick up then you should be able to beat

Page 9: FF12 Walkthrough (Side-Story)

him. Once he nears a little lower than half life, his defense will increase a bunch and the battle will get even longer. If you have a good trigger finger then I would suggest performing a Quickening when he is at 75% life. Have a person with a Quickening in your reserve party. No matter how much you plan for this battle, it can all go to hell very quickly because of his Screwtail attack.

One more note about this boss that I'd like to make is that he can indeed be Blinded then Berserked to make the battle a whole lot easier. While Berserked he will not do his Screwtail attack. For an easy Blind, have the Nihopalaoa equipped and use a Remedy on him to hit all of his status weak points. The Nihopalaoa is sold by the Clan Provisioner once the Headhunter rank is reached (ten marks defeated). This is an extremely useful item when combined with items. I'll probably list this in another section at a later date.

(thanks to Lucifer from the Arctic Nightfall boards)

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

-- Dating Service

___ __ _ ____ _ /------\ / _ \___ _/ /_(_)__ ___ _ / __/__ _____ __(_)______ /------\ \------/ / // / _ `/ __/ / _ \/ _ `/ _\ \/ -_) __/ |/ / / __/ -_) \------/ [SQ10] /____/\_,_/\__/_/_//_/\_, / /___/\__/_/ |___/_/\__/\__/ [SQ10-1] /___/

Availability: After talking with the Garif High-chief in Jahara.Location: Rabanastre

In the Southgate section of Rabanastre, approach the Viera standing by the chocobo stables and speak with her. She will mention that she came to Rabanastre to search for a soul mater. She will walk off after talking. Enter the Southern Plaza and talk with the "Lovestruck Man" by the fountain in the middle. He will mention that he just saw a Viera head toward the East End of the city and that he wants to score with her. Run through the East End and enter the North End. Enter Yamoora's Gambits to find the Viera leaning against a column. Speak with her again and she will mention that she needs a drink then leave. Enter the Sandsea in East End to find her sitting on the second floor railing. Speak with her once more. She will ask if you know of a person that feels strongly for her. Well, it just so happens we do! Rush back to the East end and talk to the Lovestruck Man. Agree to talk to the Viera for the Lovestruck Man then go back to the Sandsea. Tell the Viera that "There's this man in the Southern Plaza..." and she will hurriedly rush off to meet him. Talk to them in the Southern Plaza (by the fountain) and the Viera will give over a ++LOXLEY BOW and 2 HI-POTIONS++.

-- Necrohol of Nabudis & Nabreus Deadlands

_ __ __ ___ [SQ11-1] /------\ / |/ /__ _/ / __ _____/ (_)__ /------\ \------/ / / _ `/ _ \/ // / _ / (_-< \------/ [SQ11] /_/|_/\_,_/_.__/\_,_/\_,_/_/___/ [SQ11-2]

Availability: When the party enters the Salikawood/after "Waterway Haunting" and "Lost in Pudding" hunts are complete.

The Necrohol of Nabudis is the home of the Zodiac Spear (if you didn't open those treasure chests that I listed throughout the walkthrough) and many extra bosses. It is located in northwestern portion of The Salikawood. Along the way, in the Grand Bower, your party will have to defeat an extra boss known as the King Bomb.

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~~ Grand Bower ~~

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

+-----------------------------------+---+-----------------------------------+| Lv 34 | King Bomb | | Lv 33 | Bomb ||===================================| |===================================|| HP: 37596| Weak: Water | Ab: Fire | | HP: 3233 | Weak: Water ||-----------------------------------| |-----------------------------------|| Exp: 0 | Steal: Bomb Shell, Bomb| | Exp: 137 | Steal: See enemy list || LP: 22 | Fragment, Fire Crystal | | LP: 1 | |+-----------------------------------+ +-----------------------------------++-----------------------------------+ +-----------------------------------+| Lv 32 | Bomb | | Lv 32 | Bomb ||===================================| |===================================|| HP: 3233 | Weak: Water | | HP: 3233 | Weak: Water ||-----------------------------------| |-----------------------------------|| Exp: 137 | Steal: See enemy list | | Exp: 137 | Steal: See enemy list || LP: 1 | | | LP: 1 | |+-----------------------------------+---+-----------------------------------+| Recommended Level: 33 - 36 |+---------------------------------------------------------------------------+

** Before entering the area of the King Bomb, stand near the save point and cast Haste, Regen, Protect, Shell, and Vanish on all party members then touch the save point to recharge your MP. You can also save your game with the status enhancements. This will help you start the battle with a bang - pardon the pun.

After a very aggressively natured +-----------------------------------------+entrance, the King Bomb and his | Recommended Gambits |trio of Bombs will challenge your |=========================================|party. First of all, Dispel the | Ally: any (>) Raise |King Bomb of his Haste status right | Ally: HP < 50% (>) Curaga |at the beginning. Have Aqua Shot | Foe: party leader's target (>) Attack |ready with your gunner if you have +-----------------------------------------+it, equip Gillie Boots to each member of your party to avoid Oil and have some Adamant Hats, Adamant Vest, or Flame Shields equipped to reduce the Fire damage your party will sustain. All attacks from the King Bomb are fire-based - even his normal attacks! The most important equipment to have is the Gillie Boots; the Bombs will cast Oil on all your party members as the battle starts and any explosions from the Bombs are a date with death when Oiled. What you want to do immediately after Dispeling him is to Silence him. Either use Silent Shot with a gun or Silence him normally with magick. Silencing him will keep him from performing his Cry for Help move to summon more bombs. Quickly defeat the three bombs after silencing the King Bomb.

The King Bomb is at a major disadvantage when he is the only enemy left. He will only attack physically. The King Bomb will start to run from your party once he reaches half of his HP and will perform his Renew move that will boost him back to full health. It is possible to use a Quickening to immediately stop the move, but make sure to kill him with that Quickening chain! He will run and renew twice during the battle. The second time he will start the move at 75% health. Believe it or not, Belias will work very well for this battle if the enemies do not all gang up on the summoner. Cast Decoy on Belias to help out the summoner. Belias will only attack the enemies with his weapon and they will all heal him with their fire attacks. The only thing that can go wrong is if Belias does his Hellfire attack he will cure the Bombs - make sure to dismiss him before he does his Hellfire move. If all else fails, try equipping a single character with nothing but flame armor (adamant hat, adamant vest, fire shield) and cast Decoy on that person. The attacks should take off very minimal damage.

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

------**EXTRA CUTSCENES in Necrohol of Nabudis**

The same cutscene will play whether you enter the Necrohol of Nabudis or the Nabreus Deadlands (once you reach the hill), but there is an extra cutscene involving Ashe that will play if you have not journeyed to Archades yet.------

The Necrohol of Nabudis is to the west beyond the area where you fight the King Bomb. It is the home of many extra bosses, but first you need to gain three medallions in order to open the doors to each of the boss rooms.

To start seaching for the three medallions, you will need to head back to Lowtown and go back to the residence in Lowtown where Deeg was hiding out during the "Waterway Haunting" Hunt. Enter the residence and talk to Deeg. He will mention a letter on the table next to him that someone left behind. Examine the ++DUSTY LETTER++ to find out about an item that was split into four pieces.

"Stop the water's flow, then loose it once more. East Southeast East Southwest Southeast I pray that it rest there undisturbed."

Talk to Deeg again to find out that a moogle carries the key mentioned in the letter. The key is actually the Sluice Gate Key that you will receive from the moogle Sorbet after performing the "Lost in the Pudding" hunt.

To start things off, go to the Garamsythe Waterway. Enter the Central Waterway Control from the Overflow Cloaca area that you start out in. Open all the gates by making sure that the light is off on all the controls. Follow the directions below (or to the left):

Close Gate #11 (Light on) [East on map]Close Gate #4 (Light on) [Southeast on map]Open Gate #11 (Light off) [East on map]Close Gate #3 (Light on) [Southwest on map]Open Gate #4 (Light off) [Southeast on map]

The far right column is to show you how this refers to the Dusty Letter. After opening and closing the gates listed above a small noise will be heard as if something fell and a Shiny Object will appear in front of the middle southern gate. Examine the Shiny Object to obtain the ++DULL FRAGEMENT++.

The ++BLACKENED FRAGMENT++ is received from Samal during the "Crime and Punishment" Hunt.

You also need to head to the Nabreus Deadlands. The entrance is in the northwest portion of the Salikawood, past the Grand Bower where you fought the King Bomb. Speak with Ma'kleou (Quiet Nu Mou) at the top of the hill in the Muted Scarp. Ask him "Who he is" and "Why is he there". Travel back to Lowtown and enter Old Dalan's Place. Roh'kenmou will be inside talking with Old Dalan. Speak with Roh'kenmou. He will mention the four objects that you read about in the Dusty Letter and he will tell Vaan that he is in possession of one. You already have two so there is only one more left. He will tell you that he is looking for a piece that went on a medallion.

1) Speak with Filo in the southeast corner of Lowtown. She mentions that her group has checked everywhere but the city streets.

2) Go to the Southern Plaza of Rabanastre and speak with the Curious Woman by the fountain. Listen to what she has to say. She will mention a necklace that

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was given to her, but she can't remember where she got it from.

3) Enter Muthru Bazaar and speak the Bangaa Merchant (labeled as "Merchant"). Ask about the necklace. He will tell you that he sold a necklace to an Imperial. The Imperial is supposedly hanging out at one of the shops around town.

4) Enter Yugri's Magicks. Speak with the Sotted Imperial kneeling to the left. Ask about the necklace. Tell him about the womand near the fountain.

5) The woman will not be near the fountain when you go back to Southern Plaza, so go back to the North Sprawl of Lowtown and talk to Kytes near Warehouse #5 (Garamsythe Waterway entrance). Hear both sets of news, doesn't matter which is first.

6) Speak with Filo again in the southeast corner of Lowtown. Tell her you need to see the woman. Agree to go with her and you will be taken straight to Yugri's Magicks.

7) Talk with the Sotted Imperial. A conversation will commence then the girl (Curious Woman) will hand over the ++GRIMY FRAGMENT++.

8) Give all three fragement pieces to Roh'kenmou back in Old Dalan's Place. He asks Vaan to visit Nabudis later.

9) Go to Archades and enter Charlotte's Magickery. Speak with Roh'kenmu at the top of the stairs. Inquire about the Moonsilver Medallion when he asks. It turns out that he sold the Moonsilver Medallion to a person named Otto.

10) Enter Old Archades and talk to Otto (Proper Gent) in the northeast portion of the Alley of Muted Sighs. After a brief conversation, Otto will hand over the ++MOONSILVER MEDALLION++.

11) Return to Charlotte's Magickery and hand over the Moonsilver Medallion to Roh'kenmu.

12) Return to the Nabreus Deadlands and speak with Ma'kleou once again at the top of the Muted Scarp.

All three of the Acolytes will now be grouped at the Muted Scarp. He will mention three beasts: Humbaba, Fury, and Chaos. He says that they were sealed away after a great battle. He mentions that the final medallion, the Medallion of Might rest in a small shrine in the Overlooking Eternity portion of the Nabreus Deadlands. They will then travel to the Overlooking Eternity and await your party's entry.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -| Nabreus Deadlands | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Vale of Lingering Sorrow ~~

The urn with the ++MAP OF THE NABREUS DEADLANDS++ is in the northwest portion of this area (to the left as you enter). The Crusaders here can be deadly with their high amount of HP. They will cast Slowga on the party so be ready to counter with Haste or Hastega. You need to go northeast.

~~ The Slumbermead ~~

There is a hidden path in the northwest portion of this area that will lead you to the secret area on the northwest portion of your map. You will need to find a path around the side of the mountain wall beyond the tall grass in the northwest. Plenty of Dead Bones and other enemies will spawn from the ground.

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The Dead Bones are not as strong as Crusades, but they have more powerful magick.

~~ The Fog Mutters ~~

Follow the path to the northwest.

~~ Overlooking Eternity ~~

DO NOT run up the path too fast or the Dead Bones will easily overwhelm your party. This can be a very dangerous area since the Dead Bones will rise from the ground constantly. It may be a good idea to equip the party with Argyle Armlets to avoid their Flash (Blind). Ma'kleou and the rest of the Acolyte's will meet your party at the top of this mountain once your party steps up to the engraved stone. Ma'kleou will hand over the ++MEDALLION OF BRAVERY, the ++MEDALLION OF LOVE, and once he walk off your party will gain the ++LUSTERLESS MEDALLION++. When you get the Field of Fallen the Fallen Lord in the northeast portion of the Nabreus Deadlands, you can enter the Necrohol of Nabudis from the area, or you can go back and enter the Necrohol from the Salikawood. Both ways will lead you close to one of the doors that can be open using the first two medallions. The Nabreus Deadlands entrance will start you close to the door that can be opened with the Medallion of Love (Door of Loathing), while the entrance from the Salikawood will lead you to the door that can be opened with the Medallion of Bravery (Door of Horrors). In order to use the Lusterless Medallion you must first defeat the two bosses that lie behind the doors that the Medallion of Bravery and Love unlock. Head to the northeast if you want to enter the Necrohol from the Nabreus Deadlands.

~~ Succor Midst Sorrow ~~

A Crystalbug is off to the left. This one has uses some very damaging spells so have Curaja handy. It will turn into an orange save crystal once you defeat it.

~~ Lifeless Stand ~~

The extra portions of this area will contain many chests and there are quite a few areas that stray off from the main path so you want to do a little exploring. The Leynire should be no problem. Make sure the Baknamys don't gang up too much.

~~ Field of the Fallen Lord ~~

This area doesn't contain too many enemies. The east path will lead you to the Necrohol of Nabudis.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -| Necrohol of Nabudis | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Hall of Slumbering Might ~~

Be on your guard while moving through these dangerous halls. The enemies here can get very aggressive and they all of them on are higher levels then they were in the Nabreus Deadlands. The Baknamys are some of the most dangerous enemies you will encounter for the moment. They can gang up on you in a matter of seconds while wandering around this areas, so make sure to have an Arise gambit set and use Curaja often. Use Blizzaga on the Baknamys to quickly drain their life gauges. You'll need to go to the northwest portion of this area to go downstairs. There are many twist and turns in this area, but they mainly lead to just more enemy fights.

~~ Hall of the Ivory Covenant ~~

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In the middle part of this area to the south, you will find the Door of Loathing. Examine the impression in the door and the option to place the Medallion of Love will appear. Place the Medallion on the door to open the room with the first boss of the Necrohol.

~~ Cloister of Reason ~~

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

+---------------------------------------------------------------+| Lv 46 | Fury ||===============================================================|| HP: 69710 | Weak: Water | Absorb: Fire ||---------------------------------------------------------------|| Exp: 0 | Steal: Aries Gem, Blood Wool, Moondust || LP: 35 | ||---------------------------------------------------------------|| Recommended Level: 50 - 53 |+---------------------------------------------------------------+

What the hell!? Alright...? Dispel +---------------------------------------+him of his status enhancements right | Recommended Gambits |away. As you might expect, this boss |=======================================|is much tougher than he looks. If he | Ally: any (>) Arise |ever uses Hero's March, dispel him of | Ally: HP < 50% (>) Curaja |everything that he casts on himself. | Ally: status = Berserk (>) Dispel |He will use a variety of status | Foe: status = Berserk (>) Dispel |enhancements the whole battle. His | Foe: party leader's target (>) Attack |normal hits will Berserk your party +---------------------------------------+at times, so if there is a certain person that you do not want Berserked, set up a gambit for "Ally: status = Berserk (>) Dispel" to quickly get rid of the Berserk status. It is a good idea to have Protectga casted at the beginning of the battle. Fury takes off quite a bit per physical attack so have a gambit set up to Arise any fallen party member. Your party should take off quite a bit from him while attacking. Since it is so hard to reach him here in the Necrohol, your party will be a little overleveled for the fight most likely, but that doesn't mean that it can't get hard.

When he uses a Bacchu's Wine, quickly dispel him of his Berserk. He will constantly use another Bacchu's Wine once his life is at HP critical so it would be best to set up a gambit to dispel Berserk. You will find that he is extremely intent on keeping up his Berserk but do not let him keep Berserk on himself or he will tear your party up quickly. Dispeling his Berserk will actually cause him to waste a turn with his Bacchu's wine, so it actually works out in your favor. Have one party member curing, one attacking, and one dispeling him and you will defeat him soon.

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

The Lusterless Medallion will "keen" after the battle. I would go back outside of the Necrohol and save my game in the Nabreus Wastelands if I were you.

~~ Cloister of the Highborn ~~

In the middle of this area is a room that contains 16 treasure chest and one of them contains the Zodiac Spear if you have performed the requirements of not opening certain chests throughout the game (see Side Quest). As you walk through the entrance to the room and face the treasure chests here is a diagram showing you the one that should contain the ++ZODIAC SPEAR++.

+---------+| * * * * |

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| * * * * | * * * * <-- Zodiac Spear| * * * * |+---------+

The Door of Despair in the south portion must be opened with the Medallion of Might that you get from defeating the two other bosses in the Necrohol. The door will lead to the fight with the hidden Esper known as Chaos.

~~ Cloister of Distant Song ~~

Three Babils will be guarding the hall leading to the Door of Horrors. The hall in question is in the middle of this area on the west side. Place the Medallion of Bravery on the impression in the door.

~~ Cloister of Solace ~~

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

+----------------------------------------------------------------+| Lv 46 | Humbaba Mistant ||================================================================|| HP: 314086 | Weak: Holy | Absorb: N/A ||----------------------------------------------------------------|| Exp: 0 | Steal: Beastlord Hide, Beastlord Horn, Behemoth || LP: 35 | Steak ||----------------------------------------------------------------|| Recommended Level: 50 - 53 |+----------------------------------------------------------------+

Use Dispel to get rid of the +---------------------------------------+Humbaba's status enhancements right | Recommended Gambits |from beginning. He will mainly |=======================================|attack physically and use his | Ally: any (>) Arise |Darkness attack that will take around | Ally: HP < 50% (>) Curaja |1500+ HP damage. The Darkness is | Ally: any (>) Esuna |just like a dark version of | Foe: status = Protect (>) Dispel |Pyromania. You may want to equip | Foe: HP >= 50% (>) Expose |some Demon Shields to absorb or block | Self (>) Shell |the attack. His normal physical | Foe: party leader's target (>) Attack |attacks can be chained for some +---------------------------------------+tremendous damage so it is adviseable to cast Protect on the whole party through Protectga. He will also use Smite of Rage to take off around 1000 HP. His Temblor attack will likely inflict Disable and Immobilize on a target. Cast Float to avoid the entire attack or use Black Belts to avoid the Disabling part. This is one battle where Expose will help out tremendously since it will hit him almost every time and bring his defense down to nothing if you spam him with it. Set up a gambit to dispel his Protect since he will recast it the entire battle. He has no real tricks up his sleeve at HP Critical status.

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

After defeating both the Humbaba Mistant and The Fury, the party will obtain the ++MAP OF THE NECROHOL OF NABUDIS++ along with the ++MEDALLION OF MIGHT++. Don't go using that medallion on the Door of Despair in the Cloister of the Highborn just yet - you'd best save your game outside of the Necrohol!

~~ Hall of Enffulgent Light ~~

Baknamys can really gang up on your party quick in this so proceed with caution if you are still at a low level. There is a hidden merchant in this portion of the Necrohol. Run all the way down the hall in the northwest and enter the doorm off to the right. The room that it leads to will not be on the map and

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there will be a red treasue chest inside - this is actually a Pandora. Walk to the southeast corner of the room to reveal a "???" action icon as you approach the column. Examine the column and a Baknamy Merchant will appear. He sells some rare merchandise including the Telekinesis technick.

-- Ann's Letter

___ __ __ __ __ /------\ / _ | ___ ___ /_/___ / / ___ / /_/ /____ ____ /------\ \------/ / __ |/ _ \/ _ \ (_-< / /__/ -_) __/ __/ -_) __/ \------/ [SQ12] /_/ |_/_//_/_//_/ /___/ /____/\__/\__/\__/\__/_/ [SQ12-1]

When available: After escaping from Barheim Passage, but this cannot be complete until after finishing up the Draklor Laboratory.

While riding on an airship to a different location by the way of a Leisure Craft, an optional event will occur while speaking with the Chief Steward when "Who's this...Rande?" is chosen. Rande, who will suggest that she collect flowers for her mother's name day. Ann will give Vaan ++ANN'S LETTER++ if he agrees to show the letter to her sisters on the other airship flights. Rande promises that he and his brothers will leave Ann and her sisters alone if Vaan can accomplish this task.

The flights are:

[ ] Archades <--> Nalbina[ ] Archades <--> Rabanastre[ ] Balfonheim <--> Archades[ ] Balfonheim <--> Nalbina[ ] Bhujerba <--> Balfonheim[ ] Bhujerba <--> Rabanastre[ ] Nalbina <--> Rabanastre

The order does not matter and the sisters will always be in the same order no matter which route is taken. The Chief steward is located through the door in front of the stairs that your party will always start next to each time "Leisure Craft is chosen. The area is called the Sky Saloon. The party will receive a ++RING OF RENEWAL++ from the final sister for this task.

UPDATE: If your party speaks with one of the brothers during this side quest then that brother will mention how many more sisters are left. Speaking with the sisters may let the party in on how many more sisters are left as well.

-- Cockatrice Quest

_____ __ __ _ /------\ / ___/__ ____/ /_____ _/ /_____(_)______ /------\ \------/ / /__/ _ \/ __/ '_/ _ `/ __/ __/ / __/ -_) \------/ [SQ13] \___/\___/\__/_/\_\\_,_/\__/_/ /_/\__/\__/ [SQ13-1]

Availability: After finishing Draklor Laboratory.

Visit the Giza Plains Village during The Dry to find out the all the cockatrices have disappeared. Speak with the boy Terra to find out about a feather that will allow one to communicate with these birds.

To start this off you need to go to Giza Plains (The Raining). There are six small withered trees around many of the areas of the Giza Plains now that will help you get to a new area if you happen to knock down all of them. Approach each of the six trees and shoot them to make them float down the river. They will all meet at the Gizas South Bank and form a bridge to an optional area. Here's a list of their locations:

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

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

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

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

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

Crystal Glade: Directly across from the dark stone.

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

> Chit

Go to Eruyt Village and speak with Mjrn and Chit (the cockatrice) in the east portion of the Fane of the Path section. Look around the ground right next to Mjrn and Chit to notice a "Sparkling Light". Examine the object to receive a ++DEWDROP PEBBLE++. Talk to Mjrn again after collecting the pebble and offer it to her. Talk to her again and she will ask Vaan to bring her some more if he finds any. Well, it just so happens that eight more Dewdrop Pebbles have now appeared around the Eruyt Village.

Fane of the Path

1) In the circular area to the west of where Mjrn is, check the north loop to find this a Dewdrop Pebble in the leaves along the wall.

2) Still in the same circular area of the first Dewdrop Pebble, check in the southern loop to find one in some herbs across from the Viera talking with Alja.

The Spiritwood

3) Check the tree off to the right as you come down the stairs of the Spiritwood after exiting the Fane of the Path.

4) Near one of the rope hangers as you come down the steps from leaving the Fane of the Path.

5) In the northwest, check the weapon rack next to Rael.

6) In the large circular courtyard area. The viera on the northeast side is nearly starting straight at it. Ask the Viera to get it for you.

7) On the edge of the ramp to the south of the circular courtyard.

8) In the dead end to the south of the ramp described above, it will be lying on the right side of the walkway right before you get to the screen.

Take all eight Dewdrop Pebbles back to Mjrn and give them to her. Speak with Chit afterwards and he will shake and drop another Dewdrop Pebble. Pick up the final ++DEWDROP PEBBLE++ to the right of him and give it Mjrn. Chit will hand over a ++YOICHI BOW++ for helping him and run back to Giza Plains.

> Renn

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Enter Rabanastre to find a cockatrice by the name of Renn in an alcove in the north portion of North End. He will run from Vaan the first time you try to talk to it and each time you approach him from then on. He will not leave the area and will run around the bridge and the main shopping area. In order to catch him, hide behind a pillar and WALK (don't run) out from behind a column as he walks by. As long as you walk toward him, he will not run. Press the X button as soon as the talk icon appears and choose "Erm...no?" He will mention that he is waiting for Chit to return then he will walk back to the North section of North End. Talk to him (he won't run) and tell him that Chit has returned if you helped out Chit in Eruyt Village. He will give the party a ++DIAMOND SWORD++ and be off to Giza Plains once again.

> Shurry

All of the Garifs will be grouped up and staring at the cockatrice in the western portion of the Lull of the Land. Speak with the Garif Herder next to Shurry, then speak with Shurry. Talk to the Garif Herder again and tell him that "It came from Giza Plains." He will ask that you tell the Great-chief about this visitor. In the Elderknoll, tell Great-chief Uball-Ka about the cockatrice. He will give you a ++GIFT OF THE GREAT-CHIEF++ and ask that you deliver it to the visitor. Give the gift to Shurry then speak with the Garif Herder. Shurry will run back to Giza Plains and the Garif Herder will hand over a ++PLATINUM DAGGER++.

> Sassan

The Lost Cactaur side quest must have been performed in order to cross the river for this part. Go to South Bank Village in the Dalmasca Estersand and speak to the cockatrice (Sassan) near the orange save crystal. He will tell you that he wants to go see Torrie but he isn't getting near Nathyl. Walk over and talk to Tchigri at the dock. Choose to cross the river then choose "Nathyl" for the person to put on the ferry. Cross back over to the South Bank Village by talking to Tchigri again and select "No one" when asked. Cross the river again, only this time, place Arryl on the boat. Travel back to the other side, choosing "No one" just like before. Talk to Tchigri once again and cross the river with Sassan this time. Speak with Sassan and Torrie will give you the ++KOGA BLADE++ as payment when the conversation ends.

> Agytha

Make your way to Archades. Make sure to talk with the cockatrice in the northeast corner of the Alley of Low Whispers in Old Archades so you don't have to backtrack to there after speaking with Agytha. Your party must be in possession of a Sandalwood Chop (see walkthrough in Archades) in order to enter Grand Arcade via the northwest entrance of Tsenobile. As you approach Agytha, she will run much Renn, but she is much easier to catch up. She will mention that she is looking for a mate. Tell her about the cockatrice in the northeast corner of the Alley of Low Whispers in Old Archades if you have spoken with it. She will be overjoyed and start to run off then run back and hand over a ++TUMULUS++

> Moomer

The final cockatrice is in Balfonheim. Walk over to Sea Breeze Lane and talk with the Chocobo Wrangler by the fence. Show her the Feather of the Flock. She will overhear the Moomer while she holds the feather. Speak with Miffled Moogles as it runs over to the fence. Walk over to Gurdy after speaking with the Miffled Moogle to start a conversation about the cockatrice. The Miffled Moogle will give Vaan the ++DEFENDER++. The Miffled Moogle will then walk off with his trusty "Chocobo".

After returning all the cockatrices to their home in Giza Plains, return to

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Giza Plains during The Dry and talk with Terra to receive ++TWO HI-ETHERS++. Speak with each individual cockatrice after receiving your reward to find out about their adventures on their way back home.

-- To Hell and Back Again

__ __ ____ _ __ /------\ / // /__ / / / | | /| / /_ ________ _ /------\ \------/ / _ / -_) / / | |/ |/ / // / __/ ' \ \------/ [SQ14] /_//_/\__/_/_/ |__/|__/\_, /_/ /_/_/_/ [SQ14-1] /___/

When Available: After finishing Draklor Laboratory.

Find Windmill #10 in the Northsward Area of the Cerobi Steppe. The Northsward is in the northeast in the same place where you fought the Vyraal. Speaking of which, you must have completed the "Get My Stuff Back Hunt!" and have received the Dragon Scale from the Viera after completing it. Beware the Bellwyverns on the way to the windmill! Approach the side of Windmill #10 in the east and press X when the action icon pops up when you get near the front of it. The party will speak to a moogle at first then a man will walk out into view above him. The Wyrm Philosopher will mention that he is there to see the Vyraal. The Wyrm Philosopher will wander down and talk to the party and notice the Dragon Scale given to them by the Viara. Give the Philosopher the Dragon Scale when he asks for it. He will hand over an ++AGEWORN KEY++ that is said to open the door to a most terrble wyrm.

The Wyrm in question is actually the Hell Wyrm, and he is located in the Sochen Cave Palace, though you must solve a little puzzle in order to open the door that will lead your party to the locked door that can be unlocked with the Ageworn Key. Go to the Sochen Cave Palace and enter the Falls of Time area. Take the east most path to the Destiny's March area. Enter the middle area through the Ancient Door on the east side. Start in the area with the Wendigo and Striker.

Look at the map below and read the following paragraph:

Door of Hours Puzzle - http://tinyurl.com/tn7tw

All of the Door of Hours must be opened in a clockwise order starting from the east. You must open the southeast Door of Hours and then continue opening them until you travel in a clockwise path so that you wind up back where you started and all the Door of Hours open. It doesn't matter whether you open the Ancient Doors on the sides of the area or not, but you MUST open the Doors of Hours in a clockwise order starting from the east side. Opening all of the Doors of Hours in this order will release the lock on the Ascetic's Door in the west portion of this area. Like with the Waterfall Puzzle from earlier, when the last Door of Hours is opened, "You hear a door open in the distance" will appear on the screen. Head to the west and the Ascetic's Door will now be unlocked.

You'll face a few new enemies along the way that will only be a glimpse of what waits ahead. Unlock the "Hall of the Ascetic" door with the Ageworn Key at the end of the path to fight the secret boss.

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

+-----------------------------------------------------------------+| Lv 60 | Hell Wyrm ||=================================================================|| HP: 8930711 | Weak: Light | Absorb: Dark ||-----------------------------------------------------------------|| Exp: 0 | Steal: Dark Crystal, Dark Magicite, Dark Crystal |

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| LP: 150 | ||-----------------------------------------------------------------|| Recommended Level: 60+ or 80+ (see 35 bars gone) |+-----------------------------------------------------------------+

Here's a few things that you need to know while going into this battle:

1) Hell Wyrm will have a different attack sequence depening on how many bars of his life gauge have been taken.2) Hell Wyrm will use his Judgement attack for every five bars of his life gauge that is gone.3) Have a White Mask equipped for every character to absorb the holy elemental Judgement attack. Have a Black Mask and a Rubber Suit for his Darkga and Thundaga attacks (optional).4) Have a Genji Gauntlet and a Cat Ear Hood for your most powerful characters. Have a Bubble Belt and at least one Fuzzy Miter.5) Have a Power Armlet for each character and equip it right before each casting of Judgement. It's good to keep at least one character with a Power Armlet at all times since Judgement can be a very fast attack and you will have to react fast to equip Power Armlets before it sometimes. Watch for "Hell Wyrm reades Judgement" in the combat log then tap /\ quickly to equip them.6) He's going to be all up in your camera so use the menus to find your party members.7) It's much easier if everybody in your party can cast some of the higher level spells such as Arise and Curaja.

Here's a break down of the way he attacks for each of his fifty bars of life:

+ Full life - Five bars gone

Hell Wyrm will only hit your party with normal physical attacks with constant chaining so you will NEED to have an Arise gambit setup with some cure gambits. Simply staying alive can be a big deal here. Try to set up a Protect shield through Protectga if your magick casters get a chance and try to Berserk your strongest character. Only have one person Berserked at a time however. Equip your Berserked character with a Cat Ear Hood and have another equipped with the Genji Gloves. You may want to cat Holy on him every now and then with your magick users, but this will cause any other spells on the queue to get delayed. Make sure that everbody is equipped with a Power Armlet and a White Mask whenever he readies his Judgement attack.

+ Ten bars gone

Hell Wyrm will start to use Stone Breath along with many -aga spells: Firaga, Waterga, Darkga, Blizzaga, Aeroga, Thundaga. Set up a Shell on all party members via Shellga when your caster has some spare time. You can also equp a Rubber Suit and Black Mask to avoid his Thundaga attack and drain his Darkga attack. Set up an Esuna gambit to heal the Petrify that his Stone Breath will cause and try to keep at least one party member away from the group. He'll use Rake and physical attacks every now and then but he will mainly attack with magick. Keep your most powerful party member under Berserk the whole time during this phase - it shouldn't be that much of a problem this time and it will help him to build his magick up quickly if you have the Martyr and Inquisitor augments on the License Board. Have your magick users Syphon the Berserked character to gain MP.

+ Fifteen bars gone - twenty bars gone

He's basically the same as he was at ten bars, but he will now start to use Invert sometimes. Make sure to have curing gambits ready to quickly heal the inverted party member and his Invert will actually help out quite a lot since it will give that character all of his or her MP back usually. If it hits a

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character that doesn't use MP that much then Syphon it from that party member.

+ Twenty-five bars gone - thirty bars gone

He will mainly stick with Stone Breath, magick, and Invert during this phase and will hardly ever attack physically, though he will use Rake quite a bit. He will sometimes go crazy with Invert and Rakes during this phase.

+ Thirty-five bars gone

Rake, rake, rake, rake, RAKE! Oh, and did I say rake! He is a complete monster during this phase and that means you have to be too. Don't Berserk anybody - you will need every party member casting magick for this. There two ways that I have found to handle this phase (or survive it) at around level 60:

a) Equip one of your strongest party member with a Bubble Belt then cast Protect on him/her followed by Decoy. Run around the area with the Decoyed character and the Hell Wyrm will turn his attention on that one person. Don't run too far from your party though, since you will want them to help out in curing the decoyed character.

b) Equip your strongest party member with a Bubble Belt then cast Decoy and Reverse on him. Take control of that character and run to the opposite end of the room away from your other party members. Make sure to turn off Esuna gambits and any curing gambits for the decoyed character. Esuna will get rid of Reverse and any type of cure is deadly. Reverse will make it to where the Hell Wyrm's attack will heal the decoyed character, but you must make sure to keep the Reverse effect up since it will only stay for about 10 seconds. The decoyed character will have to constantly cast it again. This will help your other two party members Charge, Cure each other, and attack the Hell Wyrm.

Your party members will probably die a bunch and you will have to go through a few Ethers when you simply don't have time to Charge. This is a very hard phase, and just simply surviving until he uses Judgement again is an accomplishment. Don't get too wrapped up in the battle and forget to look out for Judgement; it can happen easily!

+ Fourty bars gone

He will use a constant Stone Breath during this phase. Try to keep the party spread out at much as you can even if you have to take control of them and move them yourself. Use Decoy and Protect on your most powerful character and be sure to have that person equipped with a Fuzzy Miter and this part won't be too bad. This can be a hard phase, but you just went through the worst part.

+ Fourty-five bars gone (five bars left)

Now he will spam your party with constant -aga spells and Invert. Just like with the last phase, keep your party spread out and cast Decoy on one person followed by Shell. Equip the decoyed party member with a Bubble Belt just in case. Have him equipped with a Black Mask and a Rubber Suit to drain Darkga and be immune to Thundaga - there are no more Judgement attacks coming from the Hell Wyrm. Use Syphon to drain the decoyed party member of his or her MP since he or she will be inverted constantly and this will help share the MP with the other characters. Think of the decoy as your personal Ether pool. He goes overboard with casting Invert every other turn so have Haste on your healer(s) so you can cast Curaja shortly after the Invert. You'll have plenty of MP to go around so you can afford it. Keep in mind that his spells cannot be reflected with Reflect. Reequip the Cat Ear Hood and Genji Gauntlets because it is almost over and he is going down!

HP Critical

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The Hell Wyrm's defense will increase greatly like all bosses. Just die already! So what do you get for beating him? Well, you get a bunch of LP and some extra gil from Montblanc (the next time you visit him). The Yiazmat hunt will also be available after you finish all the other hunts. Defeating the Hell Wyrm is one of the requirements.

Here's another strategy for Hell Wyrm:

Before entering the room where Hell Wyrm resides, set up your gambits and equipment as follows:

(Note: "Main party" refers to your 3 most powerful characters)

Gambits: Choose your least favorite character in your main party (I chose Vaan), but I will refer to this character as "Character X".

Set up Character X's gambit to this:

1. ally -> arise 6. ally: status = stone ->stona2. self -> reverse 7. ally: status = petrify -> stona3. self -> decoy 8. self mp < 10 -> charge4. self -> bubble 9. self -> haste5. self hp < 50 -> shock or flare 10. foe: nearest -> attack

For your other two main party members:

1. ally -> arise 6. ally: status = petrify -> stona2. Character X -> reverse 7. self hp < 60 -> curaga3. Character X -> decoy 8. self mp < 10 -> charge4. self -> bubble 9. self -> haste5. ally: status = stone ->stona 10. foe: nearest -> attack

Equipment for Character X:

Golden SkullcapPower Armlet (do not equip character X with a ribbon or reverse wont work)ExcaliburMaximilian

Equipment for your other two main party members:

Demon ShieldWhite MaskStoneblade/deathbringer/any powerful 1 handed weaponPower Armlet or RibbonMaximillian

Battle Strategy:

With your gambits set up like this, your attention is pretty much unnecessary. The battle lasts about an hour, of which I was paying attention for only the last five minutes (Hell Wyrm's HP Critical Status). Hell Wyrm cannot kill you with judgment or darkga, in fact, these attacks will heal your entire party. His physical attacks, although powerful, have a hard time getting around the decoy + reversed character X, so don't worry about them. Change your party leader to someone other than character X and start multitasking (read a book, play a computer game, check email, read more of Kevin "Berserker" Hall's strategy guide, or whatever you feel like doing). Look up every five or so minutes just to make sure that the battle is running smoothly. This will slowly send Hell Wyrm into HP Critical Status. Now, I am not sure if this was my imagination, but some of Hell Wyrm's attacks seemed to cause death when Hell

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Wyrm is reduced to HP Critical Status. If you experience the same thing, then turn off the haste gambit, this extra gambit is simply too time consuming at this point in the battle. Pay attention, for the battle is ending. With luck (well, not luck but high level characters) the day is yours and Hell Wyrm is no more.

(thanks to John "Lukien" R)

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

-- Jovy's Story __ /------\ __ / /__ _ ____ __ /------\ \------/ / // / _ \ |/ / // / \------/ [SQ15] \___/\___/___/\_, / [SQ15-1] /___/

Availibility: In order to get this event to take place, the party must first finish the following hunts with petitioners in Nalbina.

17 - Trouble in the Hills18 - Adding Insult to Injury24 - The Creature Collector25 - Dead City Watch39 - A Carrot Stalk

After all five hunts are completed catch up to Jovy in the West Ward of Nalbina and talk to him. Vaan and Jovy will sit and speak on some nearby stairs. Jovy will speak of the reason why he is in Nalbina and why Vaan is his hero. He will hand over an ++ELIXER++ and a ++KNOT OF RUST++.

-- The Hunt Club/Rare Monster List

__ __ __ _______ __ [SQ16-1] /------\ / // /_ _____ / /_ / ___/ /_ __/ / /------\ \------/ / _ / // / _ \/ __/ / /__/ / // / _ \ \------/ [SQ16] /_//_/\_,_/_//_/\__/ \___/_/\_,_/_.__/ [SQ16-2]

Availability: Complete the Archades portion of the main storyline. Your party must have the Strahl (after Giruvegan) to complete this sidequest.

First of all, here is a list of ALL rare monsters along with their respective numbers shown in the Bestiary:

01. Aspidochelon 41. Aerieel02. Thalassinon 42. Anubys03. Greeden 43. Barmuu04. Bull Croc 44. Vishno05. Gavial 45. Etherian06. Wary Wolf 46. Melt07. Kaiser Wolf 47. Cubus08. Lindbur Wolf 48. Pineapple09. Dreadguard 49. Bombshell10. Crypt Bunny 50. Megabomb11. Spee 51. Matriarch Bomb12. Rain Dancer 52. Ripe Rampager13. Razorfin 53. Killbug14. Apsara 54. Minibug15. Rageclaw 55. Ithuno16. Biding Mantis 56. Kris17. Wood Toad 57. Dheed18. Tarasque 58. Aeros19. Grimalkin 59. Terror Tyrant

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20. Nekhbet 60. Abelisk21. Glaring Eye 61. Dustia22. Cultsworn Lich 62. Ishteen23. Evil Spirit 63. Vorres24. Juggernaut 64. Negalmuur25. Molen 65. Larva Eater26. Tower 66. Arioch27. Grey Molter 67. Fideliant28. Midgardsormr 68. Crystal Knight29. Nazarnir 69. Grave Lord30. Victanir 70. Zombie Lord31. Gemhorn 71. Drowned32. Luxollid 72. Velelu33. Vagrant Soul 73. Disma34. Imdugud 74. Ancbolder35. Bull Chocobo 75. Wendice36. Skullash 76. Anchag37. Myath 77. Bluesang38. Helvinek 78. Avenger39. Pallicant 79. Alteci40. Phyllo 80. Urutan Exile

Talk to the Huntmaster in the southern middle portion of the Hunter's Camp. Tell him "You're a bird of prey" to begin the hunter sidequest. The Huntmaster will ask that your party hunt down the Thalassinon. He will mention that the monster can be found on the Vaddu Strand of the Phon Coast. Do not expect such a helpful location description for the rest however. The Huntmaster will mention that rare game monsters such as this will only come out when a certain condition is fulfilled. It turns out that the Thalassinon will only appear when your party waits on the high hill located in that area. He will also mention that the Thalassinon will drop a Shelled Trophy once defeated. Go to the Vaddu Strand of the Phon Coast and hunt down the mark. Retrieve the ++SHELLED TROPHY++ and bring it back to the Huntmaster.

The Huntmaster will welcome your party to the Hunt Club after returning the Shelled Trophy. Talk to one of the 3 Bangaa brother in the back (Atak, Blok, Stok). The brother chosen will explain that your party must venture around Ivalice and find hidden rare game monsters. He will mention that your party needs to bring each trophy collected from a rare game hunt back to one of the three Bangaa brothers. They will reward you with items to purchase from the Outfitters (Shifty-Eyed Man) to the right of the Hunt Club building. The first trophy that your party collects from the Thalassinon does not count toward this - it is given to the Huntmaster. There are a total of 30 of the 80 rare monsters that can be killed for trophies and you must bring back all 30 trophies to the Huntmaster.

+-------------------------------------+ +-------------------------------------+| Atak (Weapons) | | Blok (Protectives) ||-------------------------------------| |-------------------------------------|| Trophies | Item | Cost | | Trophies | Item | Cost ||=====================================| |=====================================|| 1 | Kogarasumaru | 5040 gil | | 1 | Demon Mail | 4410 gil || 5 | Obelisk | 6750 gil | | 5 | Diamond Armor| 6300 gil || 10 | Murasame | 7650 gil | | 10 | Mirror Mail | 7290 gil || 15 | Diamond | 11250 gil | | 15 | Gaia Gear | 8370 gil || | Sword | | | 20 | Dragon Mail | 11250 gil || 20 | Deathbringer | 14400 gil | | 25 | Magepower | 13500 gil || 25 | Gastrophetes | 18900 gil | | | Shishak | || 30 | Gungnir | 25500 gil | | 30 | Maximillian | 25500 gil |+-------------------------------------+ +-------------------------------------+ +--------------------------------------+ | Stok (Sundries) | |--------------------------------------|

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| Trophies | Item | Cost | |======================================| | 1 | Thief's Cuffs | 2700 gil | | 5 | Steel Poleyns | 900 gil | | 10 | Winged Boots | 450 gil | | 15 | Indigo Pendant| 4500 gil | | 20 | Diamond Armlet| 18000 gil | | 25 | Reflectga Mote| 270 gil | | 30 | Holy Mote | 150 gil | +--------------------------------------+

The items will not actually be labeled. Weapons will be referred to as "Weapons of sort...", Protectives will be referred to as "Protective of sorts...", and Sundries will be listed as "Sundry item..." All of the above items can only be bought one time. They will remain on sale even after the Hunt Club contest has ended until they are bought.

Approach the Huntmaster after giving up all 30 trophies and he will announce the winner of the Hunt Club contest. Your party will receive a different reward depending on which Bangaa brother wins: ++GREATAXE++ (Atak wins), ++RENEWING MORION++ (Blok wins), ++SAGE'S RING++ (Stok wins).

After killing a certain amount of rare monsters that carry trophies, visit the Grand Arcade area of Archades then walk out to the Highgarden Terrace and speak with the Hunt Club Owner (labeled Archadian Gentry the first time). He is talking to the group of three people. Tell him that "We've been through" the Phon Coast. You can earn the following rewards based off how many trophy-carrying rare monsters your party has defeated.

+----------------------------+ | Hunt Club Owner Rewards | |----------------------------| | Trophies | Rewards | |============================| | 5 | Aries Gem | | | Libra Gem | | 10 | Taurus Gem | | | Scorpio Gem | | 15 | Gemini Gem | | | Sagittarius Gem | | 20 | Cancer Gem | | | Capricorn Gem | | 25 | Leo Gem | | | Aquarius Gem | | 30 | Virgo Gem | | | Pisces Gem | +----------------------------+

Note: You can visit him after all 30 marks have been defeated and he will give your party everything all at once. There is no need to visit him for every 5 rare monsters.

-- Trophy Rare Monsters

All of these monsters will appear after your party has joined the Hunt Club. They will never appear again once defeated so make sure to steal from them. I would recommend turning off all gambits or setting up a stealing gambit in the top slot (Foe: any (>) Steal) just to make sure. _|_| Thalassinon (this mark is required to start the side quest)

Lv. 39 LP: 10HP: 59868 Steal: Adamantite

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Weak: Wind Poach: N/AExp: 1775 Drop: Shelled Trophy

Rarity: ****Location: Phon Coast/The Vaddu StrandCondition: Wait on the very top of the hill in the east and it will eventually appear near the shore on the beach below. It takes about 10 seconds for him to appear.

Dispel his status enhancements then cast Slow, Silence, and Blind. He will attack physically and with Power Spin (inflicts Slow), perform Stone Gaze, and cast Reflect on himself. Cast Aeroga and hit him with Wind elemental weapons. Don't forget to steal! _|_| Abelisk

Lv. 49 LP: 13HP: 104744 Steal: Eight-fluted PoleWeak: Ice Poach: N/AExp: 4579 Drop: Reptilian Trophy

Rarity: *****Location: Ridorana Cataract/Echoes from Time's GardenCondition: The Abelisk will appear randomly among the other enemies in the Echoes from Time's Garden area right outside the airship anchor Section of the Ridorana Cataract.

Dispel him. He is immune to Blind and Slow. Screwtail and physical attacks will be his main focus along with an occasional Crushing Fangs attack. Equip a person with a Main Gauche and Demon Shield then cast Decoy on that person in order to block many of his physical attacks. _|_| Alteci

Lv. 42 LP: 11HP: 52701 Steal: Behemoth SteakWeak: Ice Poach: N/AExp: 1842 Drop: Fell Trophy

Rarity: ***Location: Zertinan Caverns/The UndershoreCondition: Get a 12-hit chain on the Mallicants in any of the areas near the entrance to the Zertinan Caverns closest to Ozmone Plain then enter The Undershore and he should be walking around with the Mallicants in the middle. As mentioned, this section of the Zertinan Caverns is closest to the Ozmone Plain entrance, so teleport to Jahara then walk over to The Switchback in the northern middle area of the map and enter the Zertinan Caverns from there.

Dispel him, Blind him, and cast Slow. He is basically just an ordinary Behemoth that like to chain together physical attacks. His only real major attacks are Smite of Rage, Tail Swipe, and Darkness. Equip Black Masks or Demon Shields to absorb Darkness. Dispel him again or cast Slow on him when he uses Hast on himself. _|_| Ancbolder

Lv. 29 LP: 7HP: 14022 Steal: Forbidden FleshWeak: Wind Poach: N/AExp: 728 Drop: Mind Trophy

Rarity: **

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Location: Paramina Rift/Karydine GlacierCondition: Defeat all the enemies in the Karydine Glacier section of the Paramina Rift then exit and reenter. The Ancbolder will be walking around in the middle section with the Anchag, a trophyless rare monster.

Dispel him of his Protect at the start. This rare monster is actually easier than the trophyless rare monster. He will use Tremor and physical attacks. He's basically a standard Striker much like the ones in the Sochen Cave Palace. Use Aeroga or Wind-based weapons (Windslicer Shot) to put a quick end to him. _|_| Anubys

Lv. 38 LP: 11HP: 19194 Steal: Vampyr FangWeak: Light Poach: N/AExp: 1790 Drop: Ensanguined Trophy

Rarity: *Location: Sochen Cave Palace/Mirror of the SoulCondition: The Anubys appears in the secret room behind the Pilgrim's Door after the party enters the room from the north side. He will fly up from the middle floor of the room. Solve the Waterfall Puzzle as explained in the walkthrough under the Sochen Cave Palace portion to open the door.

Dispel him of his status enhancements and Blind him. He is basically just an ordinary Abysteel bat that likes to use Leech and attack physically. Use Light elemental weapons or magick to pulverize him. _|_| Arioch

Lv. 47 LP: 13HP: 43380 Steal: Sage's RingWeak: Light Poach: N/AExp: 1815 Drop: Vengeful Trophy

Rarity: *****Location: Nabreus Deadlands/The SlumbermeadCondition: Appears randomly along the southeast section of The Slumbermead.

Dispel him of all his status enhancements then cast Blind and Slow. He will mainly stick with attacking physically, but will sometimes perform his Dark Shock move that may cause Blind and Sap along with Pulsar Wave that can cause Disable. He also uses Leech to absorb life from party members. Equip Light elemental weapons and use Holy on him to defeat him quickly. _|_| Aspidochelon

Lv. 43 LP: 11HP: 63546 Steal: ScarletiteWeak: Wind Poach: N/AExp: 1846 Drop: Adamantine Trophy

Rarity: *****Location: Cerobi Steppe/Feddik River (in the middle section)Condition: He will appear randomly in the middle section of the Feddik River. The Aspidochelon looks exactly like an Adamantitan so use your command menu and target him to tell the difference.

Dispel him then cast Slow, Silence, and Blind. He is much like your standard Adamantitan only with a bit more life. He will attack physically (inflicts Slow) and use Flatten, perform Stone Gaze, cast -aga magick, and cast Protect

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on himself. His defense will increase quite a bit at HP Critical so start casting Aeroga to finish him off. _|_| Avenger

Lv. 61 LP: 16HP: 105618 Steal: MuramasaWeak: Water Poach: N/AExp: 3627 Drop: Vile Trophy

Rarity: *****Location: The Pharos at Ridorana (Second Ascent)/Station of AscendanceCondition: He will appear in the first room below the staircase on the northwest end of the Station of Ascendance. This is the last room of the Second Ascent so use the Way Stone at The Wellspring (1F) to go to 10F then use the Dais of Ascendance at the First Ascent (behind the Fool's Facade on the north side) to ride up to 50F. Touch the Way Stone on 50F to teleport up to 60F. Use the Dais of Ascendance on 60F to go to 64F then open the Ancient Door to the northwest to start at the staircase before him. Use the Way Stone back on 60F when you're ready to leave.

Dispel him then cast Slow. He's immune to Blind. He can take off quite a bit thanks to his high chain attack rate (1000+ per attack). He'll also use Smite of Rage and Rage. When he has reached HP critical status, he will attack with constant Ardor and may set up an physical shield then cast Renew on himself. Use Aqua Shot and any other water-based weapons you may have. It's really good to have a "Self (>) Bubble" gambit set up for this fight since his attack chaining can kill party members quick. _|_| Biding Mantis

Lv. 47 LP: 13HP: 68170 Steal: Tattered GarmentWeak: Light Poach: N/AExp: 1776 Drop: Scythe Trophy

Rarity: ****Location: Golmore Jungle/The NeedlebrakeCondition: Appears along the southern circular paths between the minutes of 30 and 59 on the game clock. Teleport to Eruyt Village then walk outside to enter this area quickly.

He's immune to Blind but not Slow. He will pick on one person the entire battle until that one character falls so set up a Protect shield or Bubble on his person of choice. Use Light elemental weapons or the Holy spell to damage him greatly. At HP critical his defense will increase. _|_| Bluesang

Lv. 42 LP: 11HP: 30395 Steal: Damascus SteelWeak: Water Poach: N/AExp: 1262 Drop: Cruel Trophy

Rarity: *****Location: Cerobi Steppe/The CrossingCondition: Appears randomly in between windmills #6 and #7. Look for the area with all the traps in between the windmills.

Cast Float on all party members then lure him away from in between the windmills so your party doesn't have to worry about the traps. Dispel him and cast Blind and Slow. He will recast Protect often so be ready to Dispel it.

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His Rage attacks that takes off about 1,000 damage is the only real big attack that he has. Use Aqua shot if you have it. His defense will kick up a notch at HP Critical but that shouldn't be too much of a worry if your party is leveled up enough. _|_| Bull Chocobo

Lv. 48 LP: 13HP: 43383 Steal: Hi-EtherWeak: Random element Poach: N/AExp: 1659 Drop: Beaked Trophy

Rarity: *****Location: Ogir-Yensa Sandsea/South Tank ApproachCondition: He will appear randomly in the southern portion of the South Tank Approach - not on the tanks. The Bull Chocobo is a neutral enemy.

Wait, you mean you're fighting him? Dispel him then Blind him. He's immune to Slow and Silence. He will only attack physically and use Choco-Comet. Choco-Comet takes off around 1000+ damage so keep an active healer. As mentioned in his description, the Bull Chocobo is weak to a random elemental and he will use Shift to change that element once his weakness is found. He has a high chance of evading your party's physical attacks as well. The Bull Chocobo will haul ass at HP critical status so you might have to chase him down. _|_| Crystal Knight

Lv. 62 LP: 17HP: 101570 Steal: Glimmering RobesWeak: Light Poach: N/AExp: 3377 Drop: Skull Trophy

Rarity: *Location: The Great Crystal/A Vikaari Kanbhru RaCondition: Start at A Vikaari Kanbhru Ra (Way Stone XX), then make a circle by passing through Dhebon Jilaam Pratii'dii, then Sthaana Sagittarius, then Dhebon Hilaam Praa'dii, and return to A Vikaari Kanbhru Ra and this rare monster will be waiting for your party near Way Stone XX. The circular route will take your party by three platforms loaded with Mom Bombs. You'll need to open Gate Scorpio (see Ultima Esper section) in order to do this.

(Way Stone XX) ====>Dha Vikaari Kabonii ----- A Vikaari Kanbhru Ra ----- Dhebon Jilaam Pratii'dii | \ ^ \ | | \| <==== \v A Vikaari Sirhru Praa Dhebon Hilaam Praa'dii ----- Sthaana Sagittarius

Dispel him as your party races toward him. He is not that bad of a rare monster, but you will have to fight two Forbiddens with him. Make sure you take out the Forbiddens as quick as possible so they don't start using status effects. This is a very dangerous enemy. He will take off around 1200+ damage per hit with hits that will possibly inflict Slow and will spam your party with Shining Ray that will damage them at about 1500+ HP each. He may use Immobilizega a bit also. Equip Demon Shields or Black Masks if he starts to use Darkga since it will damage for 2000+. Hit him with Light elemental weapons and magicks to defeat him quickly but be sure to have active curing member and one that will cast Haste on a Slow party member. _|_| Dheed

Lv. 49 LP: 13HP: 77420 Steal: Mirage Vest

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Weak: Water Poach: N/AExp: 2931 Drop: Leathern Trophy

Rarity: *****Location: Mosphoran Highwaste/Skyreach RidgeCondition: Appears randomly in the Skyreach Ridge leading up to the Empyrean Seat of the Mosphoran Highwaste. The floatweed puzzle in the Exodus Esper side quest must be solved enough so that the rock in the Babbling Vale is moved to allow access to the Skyreach Ridge.

Dispel him. He is immune to most status effects so there is no need to cast Blind, Slow, or Silence. Dheed will use Crushing Fangs which has the potential of instant death, Gale, and plenty of -aga spells. Use Aqua Shot with a gun and Telekinesis to quickly defeat him. _|_| Disma

Lv. ?? (around 70) LP: 18HP: ?????? Steal: Mirage VestWeak: Light Poach: N/AExp: 3716 Drop: Accursed Trophy

Rarity: *****Location: Lhusu Mines/ Site 5 or Site 6 NorthCondition: This zombie will randomly spawn among Dark Lords in Site 5 or Site 6 North. Hunt #38 "Antlion Infestation" must be completed and you must have gained the Site 11 key after that hunt in order to explore the deep part of the Lhusu Mines where this rare monster is located.

Dispel him of his many status enhancements immediately. This rare monster will use -aga magick, Shining Ray, Darkness, Darkra, and a few physical attacks that can inflict Stop. Equip a Sage's Ring or White Masks to absorb his Shining Ray and Black Mask or Demon Shields to absorb his Darkness attack. It actually hurts your party members in order to attack him in any way. Use Light elemental weapons and magick. He is very tough for a zombie. You may want to equip Power Armlets to all members to avoid his infliction of Stop through physical attacks. At HP Critical, he will only use physical attacks and will start to chain them together often. He will also have an increased defense like most bosses. Defeat him quickly since he can get extremely dangerous at that time. Keep in mind that I speak from a level 76 party standpoint while saying that he is dangerous. This is not a rare monster to be taken for granted. _|_| Dreadguard

Lv. 47 LP: 12HP: 35394 Steal: Mirror ScaleWeak: Earth Poach: N/AExp: 1466 Drop: Feathered Trophy

Rarity: *****Location: The Feywood/Walk of Dancing ShadowCondition: Chain kill Mirrorknights in the Walk of Dancing Shadow area and he will appear eventually in a group of them. Exit and reenter the area to make him spawn. He will be only slightly bigger than the standard Mirrorknight so target the Mirrorknights and check their description to know for sure.

Dispel him of his status enhancements then cast Slow. He can get quite aggressive with his Gale attack that causes 1000+ damage per character so keep a healing gambit set or use Protect shields. His physical attacks can be chained in great numbers though they can be blocked with a Main Gauche and Demon Shield combination equipped. Cast Decoy on the character equipped with

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that equipment and that should help to keep the party safe from his constant physical attack chains. _|_| Gavial

Lv. 46 LP: 13HP: 80551 Steal: Antarctic WindWeak: Earth Poach: N/AExp: 2615 Drop: Fur-scaled Trophy

Rarity: ****Location: Garamsythe Waterway/No. 10 ChannelCondition: Close the #10 Sluice Gate (light on). Walk down into the waterway and head for the far west section of the No. 10 Channel (in the standing water). Stand and wait a little while and the Gavial should come barreling down the waterway. You may be able to wait in any portion of the waterway for him. He has a tendancy to startle players with his aggressive approach.

Dispel him of his status enhancements then cast Slow on him. He's immune to Blind. He'll use Crushing Fangs quite a bit which has the tendency to cause instant Death, so have an Arise gambit handy. He will attack physically and use Flatten and Ram. When he is at HP critical status, he will use Screwtail which will hit for around 1000+ damage on each party member. _|_| Grimalkin

Lv. 38 LP: 11HP: 23101 Steal: Coeurl WhiskerWeak: Water Poach: N/AExp: 810 Drop: Whiskered Trophy

Rarity: *****Location: Tchita Uplands/Uazcuff HillsCondition: He will appear randomly in the Uazcuff Hills section of the Tchita Uplands. This is the area next in the far southeast (next to the area with the blue save crystal). He looks much like a standard Coeurl, only slightly bigger so check the Coeurls by targeting them when enter the area.

Dispel him of his Shell and Faith. He will attack with the usual Blaster to cause Sleep, Silence, and Blind, use Hawk Glare to possibly Disable a party member and perform Stone Gaze. His Hell Blaster which will cause a multitude of status effects and take off quite a bit of damage is his main threat - everything except Disease will be inflicted. Be ready to heal with Esuna. _|_| Ishteen

Lv. 43 LP: 11HP: 34042 Steal: Soul of ThamasaWeak: Light Poach: N/AExp: 1367 Drop: Bony Trophy

Rarity: *****Location: Barheim Passage/The Zeviah Span or East-West BypassCondition: He will appear randomly in one of the above areas of Barheim Passage. He should appear right near the beginning of the bridge of The Zeviah Span with the neutral Bombs (just so you don't have to look all over the entire bridge). He is not visible and will simply teleport into the area unexpectedly.

This can be a very dangerous rare monster. Start out by Dispeling him of his status enhancements then Blind him and cast Slow. His normal attacks can cause

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Stop so have some Chronos Tears at hand. He will use both Doom and Death, like an Etém, along with -aga magick. He uses Necromancy to summon Dead Bones into the battle. Ishteen can be taken down quick with Light elemental weapons and magick but he can get the upperhand if you're not careful. _|_| Kaiser Wolf

Lv. 41 LP: 11HP: 19455 Steal: Throat Wolf BloodWeak: Earth Poach: N/AExp: 736 Drop: Fanged Trophy

Rarity: ***Location: Dalmasca Westersand/Corridor of SandCondition: The Kaiser Wolf will appear randomly in the southeast of Corridor of Sand, but he will ONLY appear after the Lindbur Wolf in the Shimmering Horizons area has been defeated. You should be able to see him off the side of the cliff while entering from the Galtea Downs if he show up.

Dispel him of his status enhancements then cast Slow and Blind. This particular wolf will use Screech a bunch, which will cause Confuse so equip Bowline Sashes to all party members on the field. _|_| Killbug

Lv. 45 LP: 12HP: 29216 Steal: Knot of RustWeak: Wind Poach: N/AExp: 1044 Drop: Metallic Trophy

Rarity: ****Location: Ozmone Plain/The SwitchbackCondition: He appears in the northern central portion of The Switchback area. Look for an unusually large treasure chest (not a pot, a chest).

He's immune to Blind, but not Slow. He's basically you're standard mimic that uses Leech, Lunge, and constant physical attacks. He does have a cool-looking eye too. _|_| Kris

Lv. 39 LP: 13HP: 47755 Steal: Putrid LiquidWeak: Wind Poach: N/AExp: 1876 Drop: Odiferous Trophy

Rarity: *****Location: Tchita Uplands/The HighlandsCondition: Appears randomly with other Malboros on the sides of either of the ruins with the other Malboros in The Highlands area. He is slightly darker green than the Malboro Overkings and has no crown.

Blind and Slow him immediately. This can be a very dangerous rare monster thanks to his Putrid Breath that causes all status effects on the whole party. He also has Bad Breath and a very nasty habit of chaining hits that take about 800+ damage. Make sure to cure the status effects quickly and kill him quickly with Wind elemental weapons and magick. He will use Purify to remove his status effects eventually. _|_| Melt

Lv. 48 LP: 13

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HP: 61481 Steal: Hastega MoteWeak: Ice Poach: N/AExp: 2198 Drop: Slimy Trophy

Rarity: *****Location: Henne Mines/Pithead Junction BCondition: This junction is to the southeast of the orange save crystal. Press the Gate Switchboard and the Melt will randomly drop instead of the Jellies.

Dispel him and use Blind. Equip Rubber Suits for his constant Thundaga use and Bowline Sashes so his Phantasmal Gaze will not Confuse the party. He uses all the attacks of the standard Hecteyes enemy (Mythril Bubbles, Silence, Bleed, Slap, and the previously mentioned). Strike him with Blizzaga to kill him quickly. The lv. 60+ Hecteyes deeper inside the Henne Mines would own this rare one. _|_| Myath

Lv. 42 LP: 11HP: 51065 Steal: Leo GemWeak: Light Poach: N/AExp: 2209 Drop: Eternal Trophy

Rarity: *Location: Stilshrine of Miriam/Ward of VelitationCondition: Defeat all three of the Dragon Aevis's in the Ward of Velitation, exit, then reeneter to find the Myath. Use the Way Stone and go up either staircase in the room with the blue save crystal to reach the Ward of Velitation. If Zeromus has been defeated, use the Way Stone twice to teleport to the area outside the blue save crystal.

Dispel him of his status enhancements then cast Slow, Blind, and Silence. He will try to cast Berserk on your party members along with -aga spells. The Myath mainly attacks physically and with Fireballs. He's basically a lower-leveled Dragon Lich. Use Light elemental weapons and Holy to defeat him quickly. _|_| Nazarnir

Lv. 45 LP: 12HP: 39652 Steal: Destrier ManeWeak: Ice Poach: N/AExp: 1469 Drop: Maned Trophy

Rarity: *****Location: Giza Plains (The Dry)/Starfall FieldCondition: Randomly appears in place of the lone Sleipnir in the southeast corner of the Starfall Field. He looks identical to a Sleipner.

Dispel him and cast Slow. He fights the exact same as a Sleipner but will take off more. His only real threat is Flatten that hits the whole party for 1000+ damage. Cast Blizzaga or attack physically to defeat him. _|_| Rageclaw

Lv. 36 LP: 11HP: 39586 Steal: Sickle-BladeWeak: Water Poach: N/AExp: 1421 Drop: Sickle Trophy

Rarity: ***Location: The Salikawood/Piebald Path

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Condition: Enter Piebald Path then stand at the entrance for about a minute. This will make the Rageclaw appear at the end opposite from where where your party came in from. Enter from the west and he will appear in the south, enter from the south and he will appear in the west.

Dispel him. Cast Blind and Slow. His Pulsar Wave will cause Disable so have at least one Black Belts equipped. He fights much like any other type of Mantis enemy with his physical attacks and rams. _|_| Skullash

Lv. 38 LP: 11HP: 51745 Steal: Charger BardingWeak: Thunder Poach: N/AExp: 2277 Drop: Clawed Trophy

Rarity: *****Location: Phon Coast/Cape TialanCondition: He will appear randomly on the small hill in the southeast section of Cape Tialan along with the Pyrolisk enemies.

Dispel him then cast Blind, Slow, and Silence. He will attack with physical attacks, Sonic Fangs, Lunges, Fireballs, and -aga magick. His weakness to the most handicapping of status effects is really his downfall. Cast Thundaga and attack him physically to bring him down quick. _|_| Terror Tyrant

Lv. 50 LP: 14HP: 125704 Steal: Scathe MoteWeak: Wind Poach: N/AExp: 4809 Drop: Hide-covered Trophy

Rarity: *****Location: Dalmasca Estersand/Broken SandsCondition: The Terror Tyrant will randomly replace the Wild Saurian in the middle portion of the Broken Sands. He almost looks just like a Wild Saurain from a distance so check his target info. You must be able to use the boat to cross the river by performing The Lost Cactoid side quest or enter from the Summit Path of the Mosphoran Highwaste.

Dispel him of his many status enhancements. He is immune to Blind and Slow. He's much like your average Saurian-type monster with many physical attacks along with Crushing Fangs. He can get quite bad with Crushing Fangs, so be sure to have some Arise gambits set up to counter its possible instant Death. Equip a character with a Main Gauche and Demon Shield then cast Decoy on them to avoid most of his attacks if they become too bad and this will keep him from picking on one weak character all the time. Use Aeroga and Winslicer Shot to damage him badly. _|_| Victanir

Lv. 46 LP: 13HP: 55114 Steal: Wargod's BandWeak: Light Poach: N/AExp: 1765 Drop: Maverick Trophy

Rarity: *****Location: Nam-Yensa Sandsea/Yellow SandsCondition: The Victanir will appear randomly in the Yellow Sands area (not on the tanks) in one of the sections near the Zertinan Caverns

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entrance. He will remain transparent until the party walks up to him.

Dispel him of his status enhancements then cast Slow. His Flatten and Rage attacks will take about 1000+ damage, but other than that, he fights like a Shadonir, though he doesn't take off near as much. Attack physically with light elemental weapons and cast Holy. _|_| Vorres

Lv. 50 LP: 13HP: 63938 Steal: Soul PowderWeak: Light Poach: N/AExp: 2435 Drop: Gravesoil Trophy

Rarity: *****Location: Necrohol of Nabudis/Hall of the Ivory CovenantCondition: In order for this rare monster to appear, the Dark Elemental in the Hall of the Ivory Covenant must be chasing your party. The Dark Elemental will show up randomly in the middle of the area outside the door of the room where The Fury is fought. Exit and reenter the Cloister of Reason (where The Fury was) in order to make the Dark Elemental appear. The Dark Elemental is a neutral enemy so attack or use magick around it to make it attack and follow your party. Turn off all gambits and lure the Dark Elemental to either the square room to the north or the square room to the south right outside the Cloister of Reason door to have Vorres teleport into the area. He may not appear instantly, but keep moving between the walls in front of the door to the Cloister of Reason and the two rooms on the sides of it.

Dispel him then use Slow on him at the start of the battle. Silencega, Doom, Death, Blindga, Annul, Darkra, -aga magick, his physical attacks may cause Disable - yes, he is rather dangerous, but he still falls fast to Light elemental magick and weapons. _|_| Wendice

Lv. 38 LP: 11HP: 29988 Steal: Gemini GemWeak: Thunder Poach: N/AExp: 1364 Drop: Frigid Trophy

Rarity: ***Location: Sochen Cave Palace/Destiny's MarchCondition: Defeat all the Wendigos around the Destiny's March top circular portion and he will appear in the center room. This is the same circular area with the Doors of Hours that you must use to open the door leading to the Hell Wyrm. Look for him to appear on the map in the center.

Dispel him as usual. He is a fairly low level enemy that will not take off much more than a standard Wendigo, but his Tri-Attacks that inflict Slow can take off around 3000+ damage per hit at times. Cast Blind and Slow. You can cast Silence, but his magick attacks are merely -ara spells that don't take off much so it's really not needed. Use Thundaga if your weapons don't take enough off already. _|_| Zombie Lord

Lv. 38 LP: 11HP: 21593 Steal: Close HelmetWeak: Light Poach: N/A

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Exp: 835 Drop: Soulless Trophy

Rarity: ****Location: The Tomb of Raithwall/Northwall PassageCondition: Appears in North Passage between the minutes of 0 and 29 on the game clock. He will rise up from the ground like the other zombies, but he is transparent and glows.

This enemy shouldn't be a threat at all considering how low leveled he is. The only attack that you need to watch out for is his Cloying Breath, which you should be all too familiar with from previous higher leveled zombies (tons of status effects). Otherwise, he attacks with physical attacks and Water Spouts. Blind and Slow him then attack with Light elemental weapons. He uses high level magick such as Pyromania, Tremor, and Tempest, when near death but it doesn't take off much because of his low level.

-- Non-Trophy Rare Monsters

This is a list of normal rare monsters (50 total) that are not part of the Hunt Club side quest. All of these rare monsters will keep appearing as long as you move two areas away even if your party kills them. The rare monsters in the enemy list will be listed here as well once I get around to it.

For the rare monsters that appear randomly, please note that you only need to enter and exit from one zone away from the area of appearance for that rare monster to have a chance to appear. Once the rare monster appears and has been defeated then your party will need to move two zones away then reenter the area for the rare monster to have another chance to appear again. When the rare monster appears the second time and has been defeated then exit two zones away and come back. Rinse and repeat while looking for rare drops.

Aerieel

Lv. 12 LP: 3HP: 3017 Steal: Bat WingWeak: Light Poach: Pebble, Taurus GemExp: 93 - 124 Drop: Bat Fang, Golden Armor

Rarity: *****Location: Lhusu Mines/Oltam SpanCondition: Aerieel will fly down from the ceiling randomly on the Oltam Span. He will not appear in the area until you move underneath his spawning point, which is usually near one of the ends on the bridge.

Aeros

Lv. 23 LP: 5HP: 12497 Steal: Wyvern WingWeak: Thunder Poach: Ashura, PebbleExp: 692 Drop: Crooked Fang, Wyvern Fang

Rarity: **Location: Ozmone Plain/The ShredCondition: Defeat all the Wus then exit and reenter. He will sometimes appear randomly in this area without the need of defeating the Wus. This rare monster will almost always appear along with the Bull Croc rare monster. It's appearance seems to depend heavily on the Bull Croc being in the area. Aeros will fly in from the southeast.

Anchag

Lv. 30 LP: 11HP: 30515 Steal: Damascus Steel

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Weak: Water Poach: Forbidden Flesh, PebbleExp: 1296 Drop: Festering Flesh, Obelisk

Rarity: **Location: Paramina Rift/Karydine GlacierCondition: Defeat all the enemies in the Karydine Glacier section of the Paramina Rift then exit and reenter. The Anchag will be walking around in the middle section when your party reenters.

Apsara

Lv. 37 LP: 9HP: 23381 Steal: Empyrean RodWeak: Ice Poach: Dorsal Fin, PebbleExp: 1023 Drop: Fish Scale, Pisces Gem

Rarity: **Location: Phon Coast/The Mauleia StrandCondition: Chain 5+ Pirahna kills in The Reseta Strand or The Vaddu Strand and this rare monster will randomly appear along the shoreline next to the Iguions when your party enter The Mauleia Strand. He is a neutral enemy. The Mauleia Strand is in the northwest portion of the Phon Coast.

Barmuu

Lv. 19 LP: 4HP: 9158 Steal: Lamia's TiaraWeak: Wind Poach: Pebble, Quality StoneExp: 399 Drop: Betelgeuse, Solid Stone

Rarity: ***Location: Tomb of Raithwall/Royal PassageCondition: This monster will appear in between the three Way Stones in the Royal Passage area after the bridge where you fought the second Demon Wall. Get a 10+ chain from defeating Seeker bats. Turn off gambits and attack them manually to avoid the Tallows.

Bombshell

Lv. 60 - 61 LP: 16HP: 76042 - 76202 Steal: MalletWeak: Water Poach: N/AExp: 2417 - 2476 Drop: Bomb Ashes, Yagyu Darkblade

Rarity: *****Location: Lhusu Mines/Lasche SpanCondition: The Bombshell will appear randomly on the Lasche Span bridge. This is the bridge with the Aeronites in the Lhusu Mines.

Bull Croc

Lv. 23 LP: 5HP: 13968 Steal: Blood WoolWeak: Earth Poach: Broken Sword, PebbleExp: 691 Drop: Braid Wool, Demon Mail

Rarity: *****Location: Ozmone Plain/The ShredCondition: Defeat all the Wus then exit and reenter. He will sometimes appear randomly in this area without the need of defeating the Wus.

Crypt Bunny

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Lv. 45 - 46 LP: 12HP: 21348 - 21668 Steal: Holy MoteWeak: Fire Poach: N/AExp: 588 - 646 Drop: Drab Wool, Muramasa

Rarity: ***Location: The Feywood/Walk of Stolen TruthsCondition: Run around the area defeating Tartarus' and Cerberus' and the Crypt Bunny will eventually jump out of the ground while your party moves by. There is no need to chain kills. It can take quite a while since more Tartarus' keep appearing but keep killing them and the Crypt Bunny will appear. He is a neutral enemy and is very fast with his constant hopping.

Cubus

Lv. 38 LP: 11HP: 32616 Steal: Silver LiquidWeak: Water Poach: N/AExp: 1421 Drop: Green Liquid, Holy Mote

Rarity: **Location: Sochen Cave Palace/Temptation EludedCondition: In order for Cubus to appear, your party must kill off all enemies in this area, but the enemies must be of a certain type. Normally Strikers and Imps will wander this area. Exit two zones away and reenter if Strikers and Imps are in the area. If Wendigos are in place of the Strikers and Pit Fiends are in place of the Imps then Cubus will randomly fall from the ceiling of the western dead end once the last enemy is killed. The last enemy must be in that western corridor - usually two Wendigos will appear there. If the enemies are still Strikers and Imps then exit two zones then reenter once again. The enemy types must be Wendigos and Pit Fiends for him to appear once all the enemies are defeated. Please note that Cubus is not guaranteed to fall every time, so this might take quite a few tries. The Temptation Eluded area is right before the lift that takes your party to the door leading to Old Archades.

Cultsworn Lich

Lv. 20 LP: 4HP: 7578 Steal: Loxley BowWeak: Light Poach: Death Powder, PebbleExp: 442 Drop: Glass Jewel, Sky Jewel

Rarity: *****Location: Tomb of Raithwall/Southfall PassageCondition: This monster spawns from a Lich when it Divides. Find some Liches near the green Way Stone in the middle of the Southfall Passage area. The Liches teleport in front of the party and are found throughout this area. Get them to HP Critical status or extremely low to make them Divide and they might spawn the Cultsworn Lich. Equip low level daggers if you must to wear them down without killing them. Keep in mind that a spawned Lich will not Divide, only the original will, and he will only perform a Divide once. The Cultsworn Lich looks identical to the others so be sure to check its data in the combat log by selecting it.

Drowned

Lv. 40 LP: 11HP: 21886 Steal: Forbidden Flesh

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Weak: Light Poach: N/AExp: 773 Drop: Foul Flesh, Scathe Mote

Rarity: *****Location: Garamsythe Waterway/No. 4 Cloaca SpurCondition: Close Sluicegates No. 4 and No. 11 (light on for each). The No. 4 Cloaca Spur is in the southeast, but you'll need to enter from the east to get to it. Look at the map. There are plenty of Gespensts in the area.

Drowned will appear in the South portion randomly while your party is in the No. 4 Cloaca Spur. He actually frightened me with how aggressively he ran up and attacked my party within about a minute of entering the area. The longer you stay, the better his chances will be to spawn. Watch for a violent zombie. He will rise up from the shallow water in the middle.

Dustia

Lv. 18 LP: 3HP: 7272 Steal: Book of Orgain-MilleWeak: Light Poach: Capricorn Gem, PebbleExp: 367 Drop: Book of Orgain, Flame Staff

Rarity: ***Location: Dalmasca Westersand/Corridor of SandCondition: Dustia will appear when a party member is in HP Critical status in the Corridor of Sand.

Etherian

Lv. 49 LP: 11HP: 33056 Steal: Ame-no-MurakumoWeak: Fire Poach: Pebble, Unpurified EtherExp: 1319 Drop: Green Liquid, Silver Liquid

Rarity: **Location: Cerobi Steppe/The NorthswardCondition: Kill all enemies (Silver Lobos and Bellwyverns) and this monster will appear. No need to exit and reenter. The Northward is in the far northeast of the Cerobi Steppe.

Evil Spirit

Lv. 62 LP: 17HP: 121852 Steal: Lifewick, RemedyWeak: Light Poach: N/AExp: 3831 Drop: Glass Jewel, Gungnir

Rarity: *****Location: The Great Crystal/Sthaana Aquarius OR Dha Vikaari Uldobi OR Dha Vikaari Dhebon RaCondition: He will appear randomly with the Forbiddens on either the platform with the Gate Aquarius Stone, the platform with Way Stone XVIII, or the platform with Way Stone XIX. These sections are surrounding the platform with the blue save crystal right before the Ultima boss fight area. He has also appeared around Way Stone XXI, which is one of the Way Stones that you use to teleport to Omega Mark XII.

Fideliant

Lv. 18 LP: 3HP: 5189 Steal: Capricorn Gem

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Weak: Light Poach: Broken Spear, PebbleExp: 310 Drop: Bone Fragement, Heavy Lance

Rarity: *****Location: Dalmasca Westersand/The MidfaultCondition: Appears randomly around the southern center portion of The Midfault.

Gemhorn

Lv. 46 LP: 12HP: 43121 Steal: Slaven HarnessWeak: Wind Poach: N/AExp: 1463 Drop: Great Axe, Tanned Hide

Rarity: **Location: The Lhusu Mines/Site 11Condition: Kill off all enemies in the area: Marlboros, Vampyrs, Killer Mantis', and Bugs (black chests). Exit then reenter the area. Gemhorn should appear in the cave area where the Malboros were. He is a large neutral Slaven.

Glaring Eye

Lv. 65 LP: 18HP: 175375 Steal: AmbrosiaWeak: Light Poach: N/AExp: 4477 Drop: Glass Jewel, Sweep

Rarity: *****Location: Henne Mines/Crossover C or Phase 2 ShaftCondition: Defeat 3 Hecteyes and he will appear near the party in one of the two areas. If he doesn't appear in one area then try the other.

Grave Lord

Lv. 24 LP: 13HP: 41316 Steal: Death's-HeadWeak: Light Poach: Blood-darkened Bone, PebbleExp: 1563 Drop: Bone Fragment, Diamond Helm

Rarity: ***Location: Golmore Jungle/The Rustling ChapelCondition: Defeat all the enemies at The Rustling Chapel. Dark Skeletons will appear once all enemies are defeated. Kill the Dark Skeletons then keep checking the center area. The Grave Lord should eventually appear in the center area. Exit and reenter the area if he doesn't. Keep killing Dark Skeletons to make him appear in the center.

Greeden

Lv. 31 LP: 3HP: 7171 Steal: Wind Crystal, Wind MagiciteWeak: Earth Poach: Blood Wool, Pebble Exp: 379 Drop: Blood Wool, Braid Wool

Rarity: ***Location: Dalmasca Estersand/Banks of the NebraCondition: Kill off many of the hostile enemies in the area but leave the neutral enemies alone. After a while the Greeden will appear near the shore. Not every hostile enemy needs to be killed, just keep killing until he appears.

Grey Molter

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Lv. 34 LP: 8HP: 21342 Steal: Aries GemWeak: Light Poach: Pebble, Serpent EyeExp: 1060 Drop: Prime Tanned Hide, Snake Skin

Rarity: ****Location: Mosphoran Highwaste/Empyrean PathCondition: First of all, the Shrine of South Wind in the Babbling Vale must be activated. Walk up the floatweed in the northern portion of the Empyrean Path and this snake will rise up from the ground right next to a rock on the northwest side of the Empyrean Path. The rock is to the right after your party walks up the floatweed and has a plant with four branches sticking straight up to the side of it - one branch is shorter than the rest. The snake will only appear between the minutes of 10 and 20 on the game clock. You need to enter the area between those minutes for him to appear by the rock.

Helvinek

Lv. 48 LP: 13HP: 99999 Steal: Magick LampWeak: Light Poach: N/AExp: 1648 - 2256 Drop: Grand Armor, Grimoire Togail, Magick Lamp

Rarity: **Location: Necrohol of Nabudis/Cloister of the HighbornCondition: Kill off about 5+ Oversouls throughout the Necrohol of Nabudis and this rare monster will automatically teleport near your party in the Cloister of the Highborn. Strangely, this rare monster is not immune to Libra, so his stats display on the combat log.

Imdugud

Lv. 17 LP: 3HP: 8302 Steal: Shielded ArmorWeak: Earth Poach: Pebble, White IncenseExp: 2766 Drop: Large Feather, Windslicer Pinion

Rarity: ****Location: Nam-Yensa Sandsea/Withering ShoresCondition: If you haven't yet, enter the Zertinan Caverns from the Central Junciton of the Ogir-Yensa Sandsea and push the rock into the sand on the west side of the tunnel. Walk out to the Withering Shores of the Nam-Yensa Sandsea via the other exit. This is the same area where the Belito hunt ("A Dark Rumor") was at. Defeat all the Bagolies in the area then stand on the circular platform with the metal containers and wait for the Imdugud to fly toward it. If he doesn't appear after a while, make sure that more Bagolies haven't respawned around the area.

Ithuno

Lv. 41 LP: 11HP: 23101 Steal: DeathbringerWeak: Light Poach: N/AExp: 852 Drop: Iron Ore, Iron Scaps

Rarity: *****Location: Barheim Passage/Special Op Sector 5Condition: This mimic will randomly replace one of the treasure chest found around the area. Look for one of the treasure chest to have a reddish glow underneath the circular middle portion.

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Juggernaut

Lv. 46 LP: 12HP: 76251 Steal: MystletainnWeak: Wind Poach: N/AExp: 1715 Drop: Lumber, White Mask

Rarity: *****Location: The Feywood/White Magick's EmbraceCondition: Juggernaut will randomly appear in the Feywood between the minutes of 0 and 10 on the game clock. He appeared in the north creek for me.

Larva Eater

Lv. 62 LP: 17HP: 148646 Steal: Scorpio GemWeak: Ice Poach: N/AExp: 3533 Drop: Danjuro, Demon Eyeball

Rarity: *Location: The Great Crystal/around Way Stone XIII or Way Stone XIV (or possibly any Way Stone)Condition: What level are you on? I would suggest you be around level 80 before trying this. Larva Eater will appear either around Way Stone XIII or Way Stone XIV after about 200 monsters have been killed in The Great Crystal - 256 monsters is believed to be the required amount. These monsters must be killed during that entry into The Great Crystal - this is not a total amount for the numbers of time you have been there. Chain Necrophobes on the platforms near Way Stone XIII or Way Stone XIV and check back at the Way Stone once you start to get 200+ chains. Chaining is not required but it is an easy way to keep up with the kill amount that your party currently has and also you can use this to your advantage to have a better chance to get the Danjuro (the most powerful dagger) as a rare drop from him when he finally appears.

Supposedly, he will appear around other Way Stones as well, so try another if he never spawns at the current one after 256 kills. I'm not sure if teleporting will reset the kill amount, but it does not reset the chain amount. Teleporting anywhere in the vicinity of where you fought Ultima WILL reset the chain amount so that might reset the kill amount as well. This rare monster will appear by himself without any Reapers. Be careful once he has spawned since this is a very dangerous enemy. He takes around 2000+ per physical attack and his sandstorm takes 3000+ per hit on all characters. He also starts to use Invert at HP critcal status.

Lindbur Wolf

Lv. 16 LP: 3HP: 4153 Steal: GladiusWeak: Water Poach: Libra Gem, PebbleExp: 197 Drop: Prime Pelt, Wolf Pelt

Rarity: **Location: Dalmasca Westersand/Shimmering Horizons (portion south of Galtea Downs)Condition: Chain wolf kills in any area of the Dalmasca Westersand to get the Lindbur Wolf to show in the Shimmering Horizons area. Please note that the Lindbur Wolf appears in the small section of the Shimmering Horizons south of the Galtea Downs.

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Luxollid

Lv. 52 LP: 15HP: 342179 Steal: Staff of the MagiWeak: Dark Poach: N/AExp: 9134 Drop: Electrum, Elixir, Pebble

Rarity: *****Location: The Pharos at Ridorana/Abyssal (Southwest)Condition: This one has to be found directly after defeating the Vagrant Soul. Enter the Umbra and enter the southwest door. Open the door off to the left and run to the Ancient Door at the very end of this set of rooms. The Luxollid will be the only enemy inside of the room.

Matriarch Bomb

Lv. 32 LP: 7HP: 12214 Steal: Scorpio GemWeak: Water Poach: Bomb Fragment, PebbleExp: 599 Drop: Bomb Ashes, Bomb Shell

Rarity: *****Location: Stilshrine of Miriam/Cold DistanceCondition: He will randomly appear at the top of the secret path against the wall to the right as you approach the Dark Mare in the Ward of the Sword-King. Stay against the right wall of the hall near the Dark Mare to find this secret passage.

Megabomb

Lv. 18 LP: 3HP: 4668 Steal: Bomb FragmentWeak: Water Poach: Pebble, Scorpio GemExp: 215 Drop: Bomb Ashes, Bomb Shell

Rarity: ***Location: Nam-Yensa Sandsea/Demesne of the SandqueenCondition: Get a 20+ chain on the Urutan-Yensa in the area and this light blue bomb will appear somewhere in the area. He usually appears in the west for me. Like the Pineapple, his physical attacks can cause Oil.

Migardsormr

Lv. 24 LP: 5HP: 9139 Steal: Great Serpent's FangWeak: Thunder Poach: Pebble, Prime Tanned HideExp: 538 Drop: Sakura-saezuri, Snake Skin

Rarity: *****Location: Golmore Jungle/Paths of Chained LightCondition: The Paths of Chained Light is the first area near the Ozmone Plain entrance to Golmore Jungle. Defeat all the enemies in the Paths of Chained Light. The enemies spawn randomly in this area so your party must constantly move around this area and defeat them as they appear. It will take a while, but eventually all of them will stop appearing. Exit and reenter the area through any path (except the entrance to Ozmone Plain) and the Migardsormr will pop up from the ground directly in front of the party eventually while your party moves around the area. He appeared in the north center path for me. Watch for a purple snake.

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Minibug

Lv. 47 LP: 12HP: 16292 Steal: Wrath of the GodsWeak: Wind Poach: N/AExp: 389 Drop: Zeus Mace

Rarity: *****Location: Barheim Passage/East-West BypassCondition: This mimic will randomly appear at the east dead end near the chest in the East-West Bypass.

Molen

Lv. 39 LP: 11HP: 60216 Steal: MythrilWeak: Water Poach: N/AExp: 1674 Drop: Gigas Chestplate, Iron Ore

Rarity: ****Location: Zertinan Caverns/Hourglass BasinCondition: This monster is found in the secret portion of the Hourglass Basin that can be reached by moving along the path through the falling sand to the northeast of The Undershore (with the blue save crystal). Defeat the Grenade enemies then wait at the dead end in the far north of the area. Molen will walk through the tunnel off to the west. Go back through the room with the save crystal and reenter the Hourglass Basin from the other path in The Undershore to fight it. He won't disappear from the other side of the Hourglass Basin while your party backtracks.

Negalmuur

Lv. 31 LP: 7HP: 18910 Steal: Capricorn GemWeak: Light Poach: Book of Orgain-Mille, PebbleExp: 875 Drop: Book of Orgain, Vanishga Mote

Rarity: *Location: Stilshrine of Miriam/Ward of the Sword-KingCondition: He will teleport into the area randomly in the intersection between the room with the blue save crystal and the Way Stone in the Ward of the Sword-King. There will be no other monsters in the area when he is present.

Nekhbet

Lv. 5 - 6 LP: 3HP: 3963 - 3979 Steal: Fire Stone, Rainbow EggWeak: Water Poach: Pebble, Small Feather Exp: 156 - 209 Drop: Small Feather

Rarity: *****Location: Dalmasca Estersand/Sand-swept NazeCondition: Start killing off the cocktrices in the area and he will appear randomly with a cockatrice flock. A chain kill is not required. He will usually remain still while the others roll. This cockatrice looks extremely similar to the rest so be sure to check the information for each one through the combat log. His normal attacks will inflict Slow and he has some exclusive attacks of his own.

Pallicant

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Lv. 48 - 49 LP: 13HP: 52376 - 52536 Steal: GastrophetesWeak: Wind Poach: Pebble, SnowflyExp: 2199 - 2256 Drop: Grimoire Togail, Scorpio Gem

Rarity: **Location: Ridorana Cataract/City of Other DaysCondition: Kill off all enemies in the area then exit and reenter. This horse enemy will appear on the middle walkway.

Phyllo

Lv. 24 LP: 5HP: 6092 Steal: Taurus GemWeak: Earth Poach: Pebble, Ras AlgethiExp: 217 Drop: Bat Fang, Spiral Incisor

Rarity: *****Location: Golmore Jungle/The BranchwayCondition: Kill off some of the normal enemies in the area and this rare monster should appear in the southwest dead end corner. He will suddenly fly down from the ceiling in that area when your party approaches that section. This doesn't require you to kill every enemy in the area.

Pineapple

Lv. 16 LP: 3HP: 4668 Steal: Bomb ShellWeak: Water Poach: Bomb Fragment, PebbleExp: 215 Drop: Bomb Ashes, Storm Staff

Rarity: *****Location: Ogir-Yensa Sandsea/Platform 1 - RefineryCondition: Appears randomly throughout the area - sometimes in the sand and sometimes on top of the platforms - usually he will appear around the north platform (not a tank) in the center of the area. Look for an orange bomb. He causes Oil randomly per hit.

Rain Dancer

Lv. 23 - 24 LP: 5HP: 8084 - 8166 Steal: MiterWeak: Thunder Poach: Dorsal Fin, PebbleExp: 475 Drop: Fish Scale, Ichthon Scale

Rarity: *****Location: Giza Plains (The Rains)/Gizas South Bank OR Toam Hills OR Warrior's WashCondition: Appears randomly along with the Ichthons in the above areas of the Giza Plains during The Rains. He is a neutral enemy much like the Ichthons. He seems to always appear more in the Toam Hills section more for me.

Razorfin

Lv. 4 LP: 2HP: 156 Steal: Water CrystalWeak: Thunder Poach: Ichthon Scale, PebbleExp: 11 Drop: Fish Scale, Iron Sword

Rarity: *****Location: Garamsythe Waterway/North Spur Sluiceway

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Condition: This rare monster is located in the far northwest portion of the map. Close the No. 10 Sluicegate (light on) to get back to this portion. Go through the fourth doorway from the right in the Central Waterway Control area to get there. The actual route is hard to describe with words, so just look at the map. You'll have to enter from the west circular portion in order to get across then go far to the north. This area has a few neutral Ichthons floating about.

This enemy will either spawn randomly or you will need to defeat all enemies and then reenter the area. He will not appear immediately when you reenter. Try to move around the full area even if all enemies are defeated and he will suddenly spawn from nowhere. For me, he suddenly appeared in the water below the second staircase while my party was walking around the southwest dead end. He is automatically aggressive unlike the neutral Ichthons and is decked out in a cool purple and white color.

Ripe Rampager

Lv. 5 LP: 2HP: 369 Steal: ScreamrootWeak: Fire Poach: Four-leaf Clover, Pebble Exp: 8 Drop: Calot Hat, Pebble

Rarity: *****Location: Dalmasca Estersand/Yardang LabyrinthCondition: Defeat Cactoids and Cactites in the area until he pops up from the Ground after defeating one. Don't just defeat the cacti though, defeat anything that gets in your party's way. This one may take a few tries, so exit and reenter if he doesn't show soon. The Ripe Rampage is a bigger than normal Mandrogora and is a neutral enemy.

Spee

Lv. 37 LP: 9HP: 14835 Steal: StardustWeak: Water Poach: Claymore, PebbleExp: 459 Drop: Blood Wool, Drab Wool

Rarity: *****Location: The Salikawood/Sun-dappled PathCondition: Defeat all (or most) of the Wyrdhare in the area and this monster should pop up from the ground around the center dead end. Try moving away from the center and returning if it doesn't appear the first time.

Tarasque

Lv. 38 LP: 10HP: 37886 Steal: Hunting CrossbowWeak: Water Poach: Frog Oil, PebbleExp: 1222 Drop: Horn, Solid Horn

Rarity: ***Location: Tchita Uplands/Garden of Life's CircleCondition: Chain about 20 Serpents in this area then walk over to the hill where the lone Lizard is hopping around and this monster should jump up from the ground. The Garden of Life's Circle is the area below the southwest blue save crystal.

Tower

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Lv. 59 LP: 14HP: 136638 Steal: EinherjariumWeak: Dark Poach: N/AExp: 2828 Drop: Grand Helm, Solid Stone

Rarity: *****Location: The Pharos at Ridorana (Third Ascent)/Spire Ravel - 2nd FlightCondition: He will randomly appear in front of the Dais of Ascendance once the area is teleported to. Keep teleporting in and out of the area if you want him to show. The Dais of Ascendance is the lift where Hashmal first assaulted the party. If he doesn't appear after a while then try to teleport back to the 79F and go all the way back up while killing monsters along the way. He sometimes doesn't appear right away.

Vagrant Soul

Lv. 52 LP: 15HP: 342179 Steal: Eight-fluted PoleWeak: Light Poach: N/AExp: 9134 Drop: Electrum, Elixir, Pebble

Rarity: *****Location: The Pharos at Ridorana/Abyssal (Northwest)Condition: First of all, the Seer hunt must be completed in order for him to appear. When you first get off the Dais, enter the room to the northwest. Enter the right (northeast) door and find the next Ancient Door on that side. It will show up behind the Ancient Door in that room all by itself.

Velelu

Lv. 47 LP: 13HP: 37369 Steal: Capricorn GemWeak: Light Poach: N/AExp: 1213 Drop: Foul Flesh, Save the Queen

Rarity: ***Location: Nabreus Deadlands/The Fog MuttersCondition: The Fog Mutters area is in the secret area to the west of the orange save crystal. This mark appears in the area that your party had to travel through during the Roblon hunt ("Adding Insult to Injury"). Get one of your party members down to HP Critical. Use Sap (through Bio) on them if you must then run throughout the area and this zombie will appear eventually. He appeared at the far west exit for me.

Vishno

Lv. 58 LP: 14HP: 79489 Steal: OrichalcumWeak: Light Poach: N/AExp: 2365 Drop: Ribbon, Solid Stone

Rarity: **Location: The Pharos at Ridorana/First Ascent (48F)Condition: Kill about 10 Deidars on your way up to 48F and he will appear alongside the Aeronite on that floor. Start at 30F (take the Dais to 31F) and move up while killing the Deidars (red facer). The kills do not require chaining. He looks just like the other Deiders basically.

Urutan Exile

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Lv. 18 LP: 3HP: 4161 Steal: Hi-PotionWeak: Wind Poach: PebbleExp: 211 Drop: Earth Stone, Osafune

Rarity: **Location: Ogir-Yensa Sandsea/Platform 2 - RefineryCondition: Defeat 100+ Urutan-Yensa and he will appear around the platform area near the entrance to the Nam-Yensa Sandsea. The Urutan chain can be defeated in any place around the Ogir-Yensa Sandsea, just make sure to return to the Platform 2 - Refinery around 90. I would suggest chaining the kills to keep up with the number. He is taller than the other Urutan and also carries a broadsword.

Wary Wolf

Lv. 34 LP: 8HP: 14227 Steal: Prime PeltWeak: Earth Poach: Hell-Gate's Flame, PebbleExp: 847 Drop: Wolf Pelt, Power Armlet

Rarity: *****Location: Mosphoran Highwaste/Summit PathCondition: The Wary Wolf will randomly replace one of the Worgens in this area. The best way to get him to spawn is to keep all the Worgens alive while your party enters and exits the area.

Wood Toad

Lv. 35 LP: 13HP: 51642 Steal: Solid HornWeak: Thunder Poach: Frogspawn, PebbleExp: 1894 Drop: Horn, Platinum Helm

Rarity: *****Location: The Salikawood/Corridor of AgesCondition: Defeat enemies in this area until a Malboro King appears in the northern portion on the platform with stairs. Don't defeat the Malboro King. Enter and exit the area then keep checking around the lone Malboro King until you find a transparent frog. He can be hard to see at times, but move around and listen for him. Kill off the Malboro King when it appears then have a party member reflect magick off of a reflect shield in order to make the transparent rare monster appear.

-- Fishing at South Bank

_____ _____ __ _ __ /------\ / ___/__ ___ ___ / __(_)__ / / (_)__ /_/ /------\ \------/ / (_ / _ \/ _ \/ -_) / _// (_-</ _ \/ / _ \ \------/ [SQ17] \___/\___/_//_/\__/ /_/ /_/___/_//_/_/_//_/ [SQ17-1]

Availability: After completing Drakor Laboratory. The Lost Cactoid side quest must be completed to start this. The Patient in the Estersand side quest must be finished fully and the "Battle on the Big Bridge" elite hunt must be finished in order to fully perform this side quest.

Go to South Bank Village in the Dalmasca Estersand and speak with Ruksel while he stands on the dock to the left of Tchigri. He will mention that he would like to take up fishing but he doesn't have a rod with him. Travel to Balfonheim Port and find the Fishing Enthusiast in the Chivanry Breakwater section of the town. She is fishing on the bridge. Speak to her twice and

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mention "That fishing rod..." Run toward the Aerodrome's entrance, but do not exit the area. Walk back toward the bridge and pick up the ++MURAMATA++ fishing rod lying on the side of the wall next to where the Fishing Enthusiast was sitting.

Return to South Bank Village with the Muramata fishing pole and give the rod to Ruksel at the dock. Speak with him again after giving him the fishing pole then you can engage in a little fishing minigame. He wants you to help him by signaling to him when he has a fish hooked so that he knows what fish he has on the line. Button combinations and D-pad directions will appear as a fish is caught and you must enter that sequence quickly in order for Ruksel to catch the fish. The better the fish, the longer the combination. If you can finish all the sequences in one trip then an extra random combination will appear on the screen that will allow you to pull up one of few random items. It is good to be familiar with the commands that you may encounter in a certain area so you will be ready to react when they appear. For the moment, you will only be given the choice of Downstream.

UPDATE: You can sell any fish you catch to the Bazaar or you can talk to Ada in South Bank Village (along the shore near Ruksel) and sell them to her for a much greater gil amount for Delicious Fish and Nebra Succulent fish when compared to a merchant. She seems to give the same amount of gil for Common Fish.

- Downstream

How to unlock: N/A. This is the default stream.

Possible Commands:

/\, O, X, [] X, O, up, /\O, X, [], up [], /\, X, OO, ->, X, [] down, X, O, []/\, X, [], down

The commands are very basic here, consisting of only the four main buttons on the front of the controller along with a D-pad direction every now and then. The commands will start on the left or right side of the screen then fly to the opposite time, which should provide plenty of time to finish the sequence.

Possible Items: 100 gil, Hi-Potion, Water Stone

- Midstream

How to unlock: Finish five fishing trips at Downstream.

Possible Commands:

/\, L1, ->, [] X, O R2, upL2, down, R1, O /\, O, down, up, XR2, [], X, L1 X, /\, O, down, []L1, down, O, []

The button taps will now include the four shoulder buttons at the top of the controller along with the other buttons and D-pad directions. They may now go up to five entries per command sequence, though they usually stay at four. The commands will move up and down or right and left on the screen for this area. This area takes some getting used to. The up and down sequences are gone faster than the right and left sequences.

Possible Items: 100 gil, Fish Scale, Water Magicite

- Upstream

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How to unlock: Finish five fishing trips at Midstream with a perfect score on each. This doesn't have to be in a row. Any five perfect score fishings trips will do.

Possible Commands:

X, O, R2, up /\, down, <-, X, OL1, down, O, [] <-, R1, /\, X, O/\, O, down, up, X up, R1, /\, <-, OX, /\, O, down, [] R2, R1, /\, L2, O->, <-, X, [], down

This fishing spot is about the same as the last, but it has more five sequence commands. It's actually not that bad, though you will need to get familiar with the command sequences to get perfects. Keep in mind that you need to get the Matamune through following the clues from the colored bottles in order to get the Cacoid Compact that will allow you to move on to the next fishing spot.

Possible Items: Fish Scale, Frogspawn, Turtle Shell, *Cactoid Compact (* only with the Matamune fishing rod)

- Hidden Shoals

How to unlock: Catch the Cactoid Compace from the Upstream.

Possible Commands:

->, R1, /\, X, O down, up, /\, X, R1R2, R1, /\, L2, O up, R1, /\, ->, O

Nebra Succulent = /\, O, up, [], R1, L1

The command sequences can now go up to six button entries. They remain about the same as they were before, but slightly longer. Keep getting perfect score until the Cactoids hand over the Cactoid Commendation

Possible Items: Adamantite, Cactoid Commendation, Hi-Potion

- Den of the River Lord

How to unlock: Receive the Cactoid Commendation from the Cactoids at the Hidden Shoals.

Possible Commands:

/\, O, up, [], R1, L1 X, R1, down, L1, R2, []/\, R2, O, L1, X, [] up, R2, ->, L1, X, R1down, R1, O, L2, ->, X

King of Nebra = R1, L2, up, [], R2, L1, X, ->

The King of Nebra must be caught a total of 10 times in order to clear this fishing site and the rest of this side quest. The good thing about this fishing spot is that there are no need for perfects to get the special item. Memorize the King of Nebra command and you won't have that much of a problem. All you really have to focus on is that one command since that is all that will appear until you get the special item for this fishing spot. Upon catching the King of Nebra for the tenth time, the party will receive ++LU SHANG'S BADGE++. After collecting Lu Shang's Badge, the commands will change to the others that you see above.

Possible items: Adamantite, Scarletite, Lu Shang's Badge

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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -| The Quest for the Matamune | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Availability: Ruksel will only catch the colored bottles after the "Battle on the Big Bridge" elite hunt is completed.

One of the bottles that Ruksel catches will eventually turn out to be a key item that can be used to find the legendary Matamune fishing pole if you have finished the "Battle on the Big Bridge" elite hunt. Ruksel will sometimes hand over a ++BLUE BOTTLE++, ++GREEN BOTTLE++, ++RED BOTTLE++, ++YELLOW BOTTLE++, or a ++BLACK BOTTLE++. Each of these bottles will contain a message that will provide the party with a clue that will lead to items and additional clues.

++ Blue Bottle

Scrambled Clue: The Truth lies just beyond falsehood. CDZCKZMCRANZS

The puzzle means the truth is one step beyond the fake, so in other words you need to go forward in the alphabet one letter for each letter in the code.

C D Z C K Z M C R A N Z S | | | | | | | | | | | | |--> D E A D L A N D S B O A T <--

Unscrambled Clue: Deadland's Boat

Travel to the Neabreus Dead lands and go to the Echoes of the Past section. There is a boat in the southeast corner. Look for a glow in the water near the boat and examine it. Hold the Blue Bottle near the faint light. The bottle will shatter and the party will gain an ++ELIXIR++ and a ++WANLY-LIMNED MESSAGE++.

++ Green Bottle

Scrambled Clue: Clue Skip on stone to far bank's shore, by skipping stones return once more. SSADLNIAKLADHAUETDNREA

The puzzle asks that you skip across the clue and then come back. Start at the first letter and skip every other letter to spell out the first half of the clue, then start at the end and go back while skipping every other letter for the rest of the clue.

SSADLNIAKLADHAUETDNREA AERNDTEUAHDALKAINLDASS | | | | | | | | | | | | | | | | | | | | | | --> S A L I K A H U T N E A R D E A D L A N D S <--

Unscrambled Clue: Salika hut near Deadlands

Journey to the Piebald Pald path portion of the Salikawood. As the clue suggests, Piebald Path is right near the Nabreus Deadlands entrance in the north. Check the entrance of the hut in the middle of the area to find another faint glow. Examine the glow then hold the green bottle up to it and the party will gain a ++HASTEGA MOTE++ and a ++GREEN-HUED MESSAGE++.

++ Red Bottle

Scrambled Clue: Foothills rise in mountains' shadow. nhIiQsTUrEe

I'm not really sure how this puzzle works, but you can pick out the following clue by rearranging the letters.

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nhIiQsTUrEe

--> QUIET shrine <--

Unscrambled Clue: Quiet Shrine

Teleport to the Babbling Vale of the Mosphoran Highwaste. Search the shrine in the northwest corner to find a glow on the front of it labeled "Quiet Shrine". Hold the bottle to the light to receive a ++HOLY MOTE++ and a ++VERMILLION MESSAGE++.

++ Yellow Bottle

Scrambled Clue: Dragons stir amone the eater of the wind. 1 2 - - 5 - 7 - 9 -

There are 10 number that are supposed to represent the 10 windmills oout on the Cerobi Steppe. The windmills are numbered 1 - 10 in the many different areas. A number signifies that the windmill should stay on while a dash signifies that the Windmill should be turned off.

Unscrambled Clue:

/---------------------------------------------------------------------------\| North Liavell Hills | Terraced Bank | Crossfield | The Northsward ||===========================================================================|| 01 = On | 04 = Off | 06 = Off | 08 = Off || 02 = On | 05 = On | 07 = On | 09 = On || 03 = Off | | | 10 = Off |\---------------------------------------------------------------------------/

Keep in mind that if you haven't touched any of the windmills in the Cerobi Steppe yet, all you have to do is stop windmills #3 and #8 and start windmills #2 and #5.

Approach each windmill and stand in front of it so that the action icon appear then ask the moogle on top of each one to either start them or stop them for you. The Yellow Bottle in your inventory will automatically shatter after the requests have been fulfilled and the party will gain a ++HI-ETHER++ and an ++AURIC MESSAGE++.

++ Black Bottle

Scrambled Clue: Easy as a, b, c, so count yourself lucky. 19 - 12 - 21 - 9 - 3 - 5 - 7 - 1 - 20 - 5 - 18 - 1 - 20 - 19

The puzzle suggests that you associate each letter of the alphabet with a numerical value while counting then match up the number with a letter from the code above.

A=1, B=2, C=3, D=4, E=5, F=6, G=7, H=8, I=9, J=10, K=11, L=12, M=13, N=14, O=15, P=16, Q=17, R=18, S=19, T=20, U=21, V=22, W=23, X=24, Y=25, Z=26

19 - 12 - 21 - 9 - 3 - 5 - 7 - 1 - 20 - 5 - 18 - 1 - 20 - 19 | | | | | | | | | | | | | |--> S L U I C E G A T E R A T S <--

Unscrambled Clue: Sluice Gate Rats

Enter the Central Waterway Control of the Garamsythe Waterway and find the group of rats huddled together on the southeast side of the room. You may need to follow a single one to a huddle of rats. These are normal grey rats. Approach the rats to find a faint glow. Examine the glow then hold up the Black Bottle to gain an ++ELIXIR++ and a ++ONYX MESSAGE++.

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++ Solving the Final Clue

Now that you have found all the Messages, your party will have the following clues:

Wanly-limned Message = River...unde...oGreen-hued Message = Forest...rgro...wVermillion Message = Ash...ridg...eAuric Message = Darkness...eton...eOnyx Message = Fire...undb...h

First of all arrange all the messages in a type of order based on the first word at the beginning. It is an order of life for a tree that is burned down.

River...unde...oForest...rgro...wFire...undb...hAsh...ridg...eDarkness...eton...e

1. Now line up the words in the middle into a type of message.

undergroundbridgeton

2. Line up the final five letters in the same order going down.

owhee

3. Put them order. 4. Space them apart.

undergroundbridgetonowhee Underground bridge to nowhee

5. Add a few letters.

--> Underground bridge to nowhere <--

The only place that matches the following description is found in Barheim Passage. Teleport to Barheim Passage and look at the map. Get on the Zeviah Span bridge and head to the south along the bridge as if you were going to fight Zalera again. Go up the stairs in the West Annex and head north to the small section of the Zeviah Span that can only be reached from that portion. Walk straight ahead to engage in a conversation involving an old friend from an ealiers hunt. The stranger will hand over the ++MATAMUNE++ to your party. Give the rod to Ruksel and allow him to fish with it to pull up more rare loot from the river.

-- The Omega Mark

____ __ _____ _ __________ /------\ / __ \__ _ ___ ___ ____ _ / |/ / /__ | |/_/ _/ _/ /------\ \------/ / /_/ / ' \/ -_) _ `/ _ `/ / /|_/ / '_/ _> <_/ /_/ / \------/ [SQ18] \____/_/_/_/\__/\_, /\_,_/ /_/ /_/_/\_\ /_/|_/___/___/ [SQ18-1] /___/

Availability: The Yiazmat Hunt must have been started and your party must defeat all the Espers in the game for Omega Mark XII to appear in the Great Crystal.Location: The Great Crystal

Omega Mark XII is the ultimate hidden boss in the game and he has found deep in the Great Crystal. He is found around the portion behind Gate Scorpio where your party fought Ultima. In order to get to him, you need to have first made

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it to the area before Ultima and have Way Stone XX activated. Use Way Stone XX to teleport to Dha Vikaari Dhebon Ra.

(Way Stone XIX) Dha Vikaari Dhebon Ra \ (Ultima) \ (Way Stone XVIII)Crystal Peak ----- Kanbhru Pis ----- Dha Vikaari Uldobi / / Sthaana Aquarius (Aquarius Gate Stone)

Cross Kanbhru Pis and activate the Aquarius Gate Stone in Sthaana Aquarius. Enter Dha Vikaari Uldobi and use Way Stone XVIII to teleport back to A Vikaari Kanbhru.

(Gate Aquarius I) Sthaana Capricorn Uldobi Phullam Praa'vaa \ | (Way Stone XXI) \ | Dha Vikaari Sirhru Si Uldobi Jilaam Praa ---- | | \ | | \ Uldobi...Pratii'dii Uldobi Jilaam Praa'dii | | / | | / | Uldobi...Pratii Dha Vikaari Sirhru | | / | | / | Uldobi...Pratii'vaa -- Sthaana Libra | \ | \ | Uldobi Jilaam Pratt'vaa Uldobi Jilaam Praa'vaa \ / \ / Uldobi Jilaam Avaa | | A Vikaari Kanbhru

Run to Uldobi Jilaam Avaa, take the right path to Uldobi Jilaam Praa'vaa. If Gate Libra 2 is blocking the path in front of you then you need to either enter left path and hit the Libra Gate Stone then unlock Gate Libra, backtrack to the Aquarius Gate Stone, then come back OR take the long way around by moving left through Sthaana Libra, turning right and moving through Dha Vikaari Sirhru, turning right again and moving through Uldobi Jilaam Praa'dii, running straight ahead to Uldobi Jilaam Praa, running straight ahead once again to move on to Uldobi Phullam Praa'vaa. This will take your party to Gate Aquarius 1. Touch the gate to open it, but don't go any further.

If Gate Libra 2 is unlocked then go straight to Uldobi Jilaam Praa and turn right to enter Uldobi Phullam Praa'vaa then touch Gate Aquarius 1, but again, don't go any further.

Return to Uldobi Jilaam Praa and take the path to your right. At Sthaana Capricorn, touch the Gate Capricorn Stone then go back to Uldobi Jilaam Praa. Take the right path to reenter Uldobi Jilaam Praa'dii then take the only path across from there to go back to Dha Vikaari Sirhru. In Dha Vikaari Sirhru, run toward Way Stone XVI then enter the first path to the left to go back to Sthaana Libra. Make a right upon entering Sthaana Libra. In Uldobi Jilaam Pratii'vaa, touch Gate Capricorn II on the right side. Don't go that way though, you want to return all the way to where Gate Aquarius I was and enter

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the other path leading to Sthaana Taurus.

Returning to Sthaana Taurus:

Left at Sthaana LibraRight at Dha Vikaari SirhruStraight at Uldobi Jilaam Praa'diiStraight at Uldobi Jilaam PraaLeft at Uldobi Phullam Praa'vaa

Hit the Taurus Gate Stone then come all the way back to Uldobi Jilaam Pratii'vaa and enter the right path where Gate Capricorn II was at.

Back to the Gate Capricorn II:

Right at Uldobi Phullam Praa'vaaStraight at Uldobi Jilaam PraaStraight at Uldobi Jilaam Praa'diiFirsth left at Dha Vikaari SirhruRight at Sthaan LibraRight at Uldobi Jilaam Pratii'vaa

Now you have a choice here, the path to the left will lead to Gate Carpricorn II. If you touch Gate Capricorn II, you will be able to find a platform to the right in the next area that will possibly have a Brave Suit inside or the Zodiac Escutcheon. The Zodiac Escutcheon is the best shield in the game. If you do this, you will have to backtrack all the way to the Capricorn Gate Stone and touch it again.

If you don't want to go through all that and want to open the path to Omega Mark XII right now, then enter the path directly ahead of you in Uldobi Jilaam Pratii and touch Gate Capricorn I in Uldobi Phullam Pratii'dii. Take the right path in Uldobi Phullam Pratt'dii after touching the Gate Capricorn and this will take the party to Way Stone XXI on the platform of Dha Vikaari Sirhru Si. Touching Way Stone XXI will take the party directly to A Vikaari Uldobi Si, which is one platform away from the Way Stone XXIII that will teleport the party directly to the platform right before the boss fight with Omega Mark XII and there is not a save crystal on the other end at any area. I would highly suggest...no, no, GO BACK AND SAVE YOUR GAME before attempting to fight him.

To get back to the closest blue save crystal:

Left at Uldobi Phullam Pratii'diiStraight at Uldobi Jilaam PratiiLeft at Uldobi Jilaam Pratii'vaaRight at Sthaana LibraRight at Uldobi Jilaam Praa'vaaLeft at Uldobi Jilaam AvaaTeleport at Way Stone XVII in A Vikaari KanbhruStraight at Dha Vikaari UldobiBack at the blue save crystal in Kanbhru Pis

To get back to Omega Mark XII:

Teleport at Way Stone XVIII in Dha Vikaari UldobiRight at Uldobi Jilaam AvaaLeft at Uldobi Jilaam Praa'vaaLeft at Sthaana LibraRight at Uldobi Jilaam Pratt'vaaStraight at Uldobi Jilaam PratiiRight at Uldobi Phullam Pratii'dii

Touch Way Stone XXI in Dha Vikaari Sirhru Si to teleport to A Vikaari Uldobi Si

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then walk down the lone path to Dha Vikaari Dhebon Si and use Way Stone XXIII. The party will end up in A Vikaari Sirhru Si. Walk down one more platform to Dhebon Jilaam Avaa and let the madness begin! Forbiddens will appear on all platforms until the party is face to face with the boss.

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

+-----------------------------------------------------------------+| Lv 99 | Omega Mark XII ||=================================================================|| HP: 1370699 | Weak: N/A | Absorb: All elements ||-----------------------------------------------------------------|| Exp: 0 | Steal: Knot of Rust || LP: 255 | ||-----------------------------------------------------------------|| Recommended Level: 80+ |+-----------------------------------------------------------------+

This battle is not bad, as long as you set up your party gambits well. Omega Mark XII only has one attack - a single laser that will take off around 6000+ HP damage per hit. His laser blasts will also randomly cause Berserk status. Each party member will always die within two hits (with Bubble) from Omega Mark if there is no Reverse active on them. He can attack from an incredible distance and will be able to hit your party before they can even get close enough to hit him. Equip all characters with Bubble Belts and have your main attacker unequip his/her helmet so that the magick defense is zero on that character. Equip your most powerful weapon to that character (Zodiac Spear) and have the other two characters equipped with your second and third most powerful weapons (Masamune, Ultima Blade, Tournesol, etc.). Do not use any elemental weapons since he absorbs all elements. Stand at the top of the path during the battle and cast Reverse and Decoy on your main attacker and have the Attacker cast Hastega. Run down the hill and prepare for an intense battle.

+---------------------------+ | Gambits (Attacker) | |===========================| | Ally: any (>) Arise | | Self (>) Reverse | | Foe: any (>) Attack | +---------------------------+ +----------------------------+ +----------------------------+ | Gambits (Supporter A) | | Gambits (Supporter B) | |============================| |============================| | Ally: Attacker (>) Reverse | | Ally: Attacker (>) Decoy | | Ally: any (>) Arise | | Ally: any (>) Arise | | Ally: Attacker (>) Decoy | | Ally: Attacker (>) Reverse | | Foe: any (>) Attack | | Foe: any (>) Attack | +----------------------------+ +----------------------------+

First of all, remember that "Reverse = Life" during this battle. A Reverse + Decoy combination cast on the main attacker will save the whole party from total annihilation. Do not use any type of curing gambits during this battle at all! Only cure manually with Curaga (no multiple character cures) when all is going well (while Reverse + Decoy are still active). Have one character set to cast Reverse above all else and another to cast Decoy above all else. This combination can help your party to get back into the action if things start to look grim. You may want to have both characters set to cast Reverse above all else, it's your choice. Always remember that Decoy can be renewed by casting it on the already Decoyed attacker - it doesn't ever have to fall if you can keep it up manually, so it pays to try this. Have your attacker cast Hastega on your party members while Reverse and Decoy is active to speed them up a bit.

The second Reverse falls on the main attacker is the point in the battle where

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all things can go to hell in a matter of seconds. Remember that Reverse status will always fall in about 10 seconds. Reverse must be recast the moment it falls on the attacker or the party will start to fall quickly. Sometimes the 3-4 seconds in between Reverse castings gives Omega Mark too much time to attack the main attacker sending the attacker to his/her doom. When this happens, the party will scramble trying to revive each other and getting the main attacker back to Reverse + Decoy status. The party should be able to eventually get there, but it may take a few castings. Sometimes if your party remains still around Omega Mark's legs, he will cease attacking. I'm not sure what makes him do this, but he will stop for brief periods sometimes. Mercy?

The Berserk status caused from his laser blasts can either be a blessing or the downfall of the party. It will help the main attacker to take off much more, but, as you know, it also makes him uncontrollable, so if he is the last character left and is Berserked then a reserve party member will have to take over or the party is finished. This battle can be done without the use of any reserve characters, but there is always that chance of Berserk screwing the party over. It is possible to run from Omega Mark and cure your party at the top of the green pathway where he cannot reach, but there is much risk involved in running since his laser can kill a fully Bubbled party member in two hits.

Once his HP is down to about 25%, his defense will kick up intensely and the party will only be able to take off about 1000+ HP per attack at the most. Unlike other bosses, Omega Mark has no tricks up his sleeves the entire battle. He remains the same throughout the battle except for the increase in defense, so as long as your party can maintain existence through Reverse + Decoy everything will go fine, as long as the Berserk status doesn't ruin the day.

Once he is defeated, he will leave behind the ++OMEGA BADGE++ as an item. Make sure to grab that item then go and make your Wyrmhero Blade. Sadly, there is nothing to really use the weapon on unless you want to hunt down those annoying Mandrogoras in the Feywood. Hmmm, doesn't sound like a bad idea!

-- Urutan Eater

__ __ __ ____ __ /------\ / / / /_____ __/ /____ ____ / __/__ _/ /____ ____ /------\\------/ / /_/ / __/ // / __/ _ `/ _ \ / _// _ `/ __/ -_) __/ \------/ \____/_/ \_,_/\__/\_,_/_//_/ /___/\_,_/\__/\__/_/ [SQ19]

Availability: When your party fist enters the Nam-Yensa Sandsea.Location: Nam-Yensa Sandsea

~~ The Sandscale Bank ~~

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

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

The Urutan Eater will ONLY appear if you talked to the Sandsea Moogle at the Sanscale Bank area. This is not really a boss, but he does have quite a bit of

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HP. The Urutan-Yensa in the area will start to attack him at the beginning. Make sure to set a gambit so that your party members attack your leader's target then keep attacking the Urutan Eater. Cast Blind on him at the beginning to limit his attack precision. Hammer away on the Urutan Eater with attacks while he is blinded and the fight should go rather smoothly. He will occasionally cast weak elemental spells, but he shouldn't be able to hit you well with physical attacks if you Blind him. As his HP falls, his armor will get tougher - this is usually the case for a turtle-type enemy. He seems to attack the Urutan-Yensa first, so keep them alive while fighting him.

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

-- Secret Hunt

____ __ __ __ __/------\ / __/__ ___________ / /_ / // /_ _____ / /_ /------\\------/ _\ \/ -_) __/ __/ -_) __/ / _ / // / _ \/ __/ \------/ /___/\__/\__/_/ \__/\__/ /_//_/\_,_/_//_/\__/ [SQ20]

Availability: When your party fist enters the Tchita Uplands during the main story.Location: Tchita Uplands

This quest is actually required in the main story since you can't fight the Mandragora boss without it, but it could (arguably) be called a side quest since the reward portion is optional.

~~ The Chosen Path ~~

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

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

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -| Sochen Cave Palace | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Doubt Abandoned ~~

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

A cutscene will play as your party enters the cave. Make sure that you have a "Self (>) Libra" gambit set in here or else your party will might step on some

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

~~ Hall of Lambent Darkness ~~

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

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

Oh, my sweet Nightmare Before +-----------------------------------------+Christmas! So, these little | Recommended Gambits |Mandragoras are the marks!? They |=========================================|most definetly are, and this is one | Ally: any (>) Raise |battle where appearances are | Ally: HP < 50% (>) Curaga |deceiving. If you try to rush all | Ally: any (>) Remedy |of these little munchkins with your | Foe: party leader's target (>) Attack |whole party then they will bathe +-----------------------------------------+your whole group in status effects similar to a Bad Breath Malboro attack - there is a slight difference though, they will not miss like a Bad Breath! They will cast Blind, Disable, Slow, Poison, Sleep, Sap, and Silence. If you plan to take them on physically, you need to equip some Nishijin Belts to all party members to avoid Sleep. An "Ally: any (>) Remedy" gambit is priceless for this battle if you can avoid Sleep through the Nishijin Belts.

Focus on each one's elemental weakness, whether you have a weapon with that element or the magick. They fall fast if you focus on one and pound his weakness into the ground. They can take off quite a chunk of HP with their physical attacks while in groups, so have some cure gambits ready. It is possible to Dispel their Haste, but it doesn't really matter that much. You can set up a "Foe: status = Haste (>) Dispel" gambit on your magick users to quickly get rid of it. They have a pattern where they will rush into your

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party to cast status effects and attack then run away and cure themselves, but they will always move in a group.

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

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

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

-- Mysterious Package

__ ___ __ _ / |/ /_ _____ / /____ ____(_)__ __ _____ / /|_/ / // (_-</ __/ -_) __/ / _ \/ // (_-< /_/ /_/\_, /___/\__/\__/_/ /_/\___/\_,_/___//------\ /___/ /------\\------/ ___ __ \------/ [SQ21] / _ \___ _____/ /_____ ____ ____ [SQ21-1] / ___/ _ `/ __/ '_/ _ `/ _ `/ -_) /_/ \_,_/\__/_/\_\\_,_/\_, /\__/ /___/

Availability: After accepting the hunt for the Rogue Tomato.Location: Rabanastre

Once Vaan has accepted the Rogue Tomato hunt, leave the Sandsea and go to the Southern Plaza. Find the green Bangaa talking with the Imperial (Desert Merchant). Talk with the Desert Merchant and agree to take item that he wants to give to give to his friend near the East Gate entrance. The Desert Merchant will hand over a ++SMALL PACKAGE++.

It doesn't really matter what you do with the Small Package since there is little or no reward to be obtained from it.

You can:

A) Give the package to his friend (Hapless Merchant) at the East Gate. He won't give you anything except some advice about keeping yourself healed in the desert.B) Sell the Small Package to any merchant and gain 150 gil.C) Keep the Small Package for your inventory.

Please note that this is the only way to obtain this item, so once it's gone, it's gone! The Small Package cannot be used to obtain anything at the Bazaar.

If you happen to leave the Southern Plaza on accident before talking to the Desert Merchant, then talk to the Queue Watch Imperial then stand in line.

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Once you reach the front of the line, talk to the Imperial and agree for him to open the gate to get back in Rabanastre.

This side quest can only performed up until you defeat the Rogue Tomato.

[SE00] __ __ ___ __ __ _____ __ __ ___ __ __ __ / _\ /__\/ __\ /__\ /__\/__ \ /__\/ _\ / _ \/__\/__\/ _\ \ \ /_\ / / / \// /_\ / /\/ /_\ \ \ / /_)/_\ / \//\ \ _\ \//__/ /___/ _ \//__ / / //__ _\ \/ ___//__/ _ \_\ \ \__/\__/\____/\/ \_/\__/ \/ \__/ \__/\/ \__/\/ \_/\__/

---- ----

[SE01] _ _ _ _ [SE01-1] /_\ __| |_ _ __ _ _ __ _ __ ___| |___ __| |_ / _ \/ _` | '_/ _` | ' \| ' \/ -_) / -_) _| ' \ _ /_/ \_\__,_|_| \__,_|_|_|_|_|_|_\___|_\___\__|_||_( ) |/ ________ _ __ __ __ /_ __/ / ___ | | /| / /______ / /_/ / / / / _ \/ -_) | |/ |/ / __/ _ \/ __/ _ \ /_/ /_//_/\__/ |__/|__/_/ \___/\__/_//_/

>> Availability: After receiving the Dawn Shard.

Enter the Zertinan Caverns from any entrance found around the different areas: Dalmasca Westersand (Shimmering Horizons), Nam-Yensa Sandsea (Yellow Sands), Ogir-Yensa (East Junction), Ozmone Plains (The Switchback) and head to the center section of the caverns (Athroza Quicksands) to engage in a battle with this hidden Esper. It is best to enter from the Ogir-Yensa Sandsea or the Dalmasca Westersand since you will run into a blue save crystal in the east section of the cave. You'll find a few boulders that will need to be knocked into quicksand pools (tap X near them) in order to get by them. The map to the side of the screen will jam up in this area when you make it to the Athroza Quicksands in the middle.

~~ Anthroza Quicksands ~~

+---------------------------------------------------------------+| Lv. 39 | Adrammelech ||===============================================================|| HP: 39630 | Weak: Ice | Absorb: Thunder ||---------------------------------------------------------------|| Exp: 0 | Steal: Capricorn Gem, High Arcana, Pebble || LP: 42 | ||---------------------------------------------------------------|| Recommended Level: 40 - 43 |+---------------------------------------------------------------+

Immediately Dispel his Haste +----------------------------------------------+or whatever other status | Recommended Gambits |enhancement he may have if you |==============================================|have received Dispel by now. | Ally: any (>) Raise |He is a flying enemy so you | Ally: HP < 50% (>) Curaga |will need some long distance | Ally: any (>) Esuna |weapons or some gambits set up | Ally: any (>) Chronos Tear |to cast magick on flying | Foe: undead (>) Disable |enemies (whatever strong Ice | Foe: flying (>) Blizz-ara/aga |attack you have). Several | Foe: party leader's target (>) Attack |Shambling Corpses will rise +----------------------------------------------+from the ground to accompany Adrammelech. The Shambling Corpses will continue to rise from the ground after

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your party defeats them. To deal with the Shambling Corpse underlings, set up a gambit to cast Disable on them to keep them from attacking. The Disable casting will not stay in effect the whole fight, but it should last long enough to let you get in a few attacks without having to worry about constantly curing. Disable will not hit them every time, but it will eventually. Adrammelech will mainly cast Thundara and Bleed on your party from the beginning of the battle. I would suggest equipping Quasimodo Boots to some of your party members to avoid constantly curing Sap.

He will soon perform his Thundaja attack that will take off a little over 1,000 HP from each party member and might cause Stop. Have a Shell up on your party once his life reaches the halfway mark along with a gambit set to either cast Dispel or use a Chronos Tear on a Stopped party member and you won't have to worry about Thundaja as bad. He will also put up a Perfect Defense shield that will make him invulnerable to magicks for a while. You just have to wait out the shield and attack him physically until it wears off. Turn off any attacking magick gambits at that point. Quickenings will NOT work on him at while his shields is up so don't even try! The combat log at the top of the screen will mention when the Perfect Defense shield stops supporting him. Do not be afraid to launch a Quickening chain as his life gets toward the 25% mark. It really helps to have some reserve characters with a Quickening toward the end of this battle. He will perform Thundaja more frenquently when he is low in HP.

(Thanks to eonyx for the help with Adrammelech)

You will gain control of the esper ++ADRAMMELECH, THE WROTH++ after the battle. The Shambling Corpses will continue to rise from the ground even after the fight. Be sure to save your game in the east portion of the cave after the battle.

The urn containing the ++MAP OF THE ZERTINAN CAVERNS++ is in the middle section to the north of where you fight the Esper. The section is named The Balamka Fault.

It should be noted that there is a secret area on the east side of the Zertinan Caverns to the side of the save point that will lead you to some extra chests and Grenade enemies. Look for a path that will lead you through the falling sand. This is not labeled on the map.

[SE02] ____ _ [SE02-1] |_ /__ _| |___ _ _ __ _ / // _` | / -_) '_/ _` |_ /___\__,_|_\___|_| \__,_( ) |/ ________ ___ __ __ ____ __ /_ __/ / ___ / _ \___ ___ _/ /_/ / / __/__ _______ ____ / / / / / _ \/ -_) / // / -_) _ `/ __/ _ \ _\ \/ -_) __/ _ `/ _ \/ _ \ /_/ /_//_/\__/ /____/\__/\_,_/\__/_//_/ /___/\__/_/ \_,_/ .__/_//_/ /_/ >> Availability: After receiving the Dawn Shard.

The hunt "The Deserter's Revenge" should be performed during this journey since they both require you to go to just about the same place. It's a good idea to be on about level 42 and have the Curaja spell for the undead enemies inside of the hidden area of Barheim Passage.

Go to the area outside the South Bank Village in the Dalamasca Estersand labeled "Banks of the Nebra". In order to get back inside of Barheim, you will need to have collected the Barheim Key from the "Patient in the Estersand" side quest. The door to Barheim is in the southeast the area outside of the South Bank Village - go outside the village and head to the southeast. This door will take you directly back into The Zeviah Subterrane of Barheim Passage. Go

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to the Great Central Passage and you might want to save your game in the area to the north. In the Great Central Passage there are two paths on the west side that are now open - take the path on the right. The left path will lead you to some chests with quite a bit of gil in them and they will keep appearing as you reload your game at the orange save crystal in Barheim Passage. Also there is a rare game fiend known as the Ithuno that will randomly appear in that area. Your party can steal a Deathbringer sword (on hit: KO) from him. If your party kills him, move two areas away and he may respawn. He will appear randomly as a chest in that area. Be sure to take advantage of this opportunity!

~~ The Zeviah Span ~~

The ++BARHEIM CANDLE++ is down the stairs to the left once you get on the bridge of The Zeviah Span - this will open up hidden areas on the area map for Barheim. The Bombs will not attack unless you fight some enemies nearby them. There are plenty of Dark Bone enemies that will rise from the ground in the area ahead. If the Dark Bones give you trouble, then you need to turn back now! Use Curaja on the enemies if they start to come in great numbers for some big damage. You'll need to move along the west walkway to get to the next bridge piece to the south. In the area with the bombs, after you get off the walkway, look for a mine cart labeled "Precarious Cart" to the west and hit it by tapping X to make it fall over. It will make a bridge to the other side. The cart is not at the end of the area; it is right next to where the Bombs are lurking. Move along the rocks and down to the walkway below.

~~ West Annex ~~

Move to the southwest and fight through the Dead Bones and Specters as you go. Don't go too fast, or you'll have a whole group of enemies to deal with! If you find yourself overwhelmed by the undead fiends, run all the way to the passage in the southwest and use the blue save crystal. There's no need to fight them, unless you are performing "The Deserter's Revenge" hunt. Save your game at the blue save crystal in the Terminus No. 7 Adjunct and move to the west to engage in the fight with Zalera.

~~ Terminus No. 7 ~~

+---------------------------------------------------------------+| Lv. 40 | Zalera ||===============================================================|| HP: 72248 | Weak: N/A | Absorb: N/A ||---------------------------------------------------------------|| Exp: 0 | Steal: Gemini Gem, High Arcana, Pebble || LP: 40 | ||---------------------------------------------------------------|| Recommended Level: 43, 47, 49, 51 (main party) |+---------------------------------------------------------------+

Take note that if you have a party member at level 49 that character should not get hit by any of Zalera's level attacks since it is not divisible by 2, 3, or 4, and it is not a prime number since it is disible by 7, so Prime Lv. Death should miss also.

This battle has a time limit of 5 minutes that will display in the upper right hand corner. If the party fails in defeating Zalera by that time, they will be ousted from the area and forced to start the whole battle over again.

It's good to arrive with Nishijin Belts equipped for his Sleepga attack. After an incredibly cool introduction, Zalera will float in the middle of the room and start to conjure Lv 38 - 39 Dead Bones. "Zalera embraces against attacks" will be displayed in the combat log. As long as any Dead Bones are on the screen, you cannot hurt Zalera at all. There are a few exceptions to his immunity though - a character with a gun can still damage him with nonelemental

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ammunition, some Axes/Hammers, and the 1,000 Needles technick will take damage from him at that time. Zalera will stand in the middle of the room and watch while his embracing is activated. Dispel him of any status enhancements that he may have before attacking the Dead Bones. The Dead Bones will still use Flash (Blind) and Hawk Glare (Disable) to handicap your party. Defeat the two Dead Bones as quickly as you can. Even though they are the near the same level as the ones you fought outside they seem to fall faster. Two more will rise from the ground after the first duo. Defeat them and Zalera will begin to attack.

He has a pattern to his attacks and will always attack the same way each time for the first attack sequence.

Enrage [Ends embrace and becomes susceptible to damage]Kill [Kills party member targeted]Physical Attacks [Physical attack chain - inflicts Confuse sometimes]Death [Instant death on any party member]Sleepga [Area sleep attack]Physical Attacks [Physical attack chain - inflict Confuse sometimes]Lv. 2 Sleep [Sleep on any level divisible by 2]Lv. 3 Disable [Disable on any level divisible by 3]Lv. 4 Break [Break (Petrify) on any level divisible by 4]Lv. 5 Reverse [Reverse on any level divisible by 5]Prime Lv. Death [Instant Death on any level divisible by a prime number]

* Stop [Stops opponent] (He will sometimes substitute this for Death)

Keep in mind that all the Level +---------------------------------------------+attacks are close range, but | Recommended Gambits |the Prime Level Death attack |=============================================|reaches the whole area. Also, | Ally: any (>) Raise/Arise |all of the level attacks can | Ally: HP < 50% (>) Curaga |sometimes miss a favorable | Ally: any (>) Esuna |target. As the battle goes on, | Ally: status = Stop (>) Chronos Tear |he will mix up the above | Foe: lowest max HP (>) Attack |attacks and may sometimes just | Foe: party leader's target (>) Attack |use Prime Lv. Death out of +---------------------------------------------+nowhere! For his levelattacks, I have found it best to have a prime level party. Yes, this is the recipe for nearly instant death every time at the hands of his death attack, but there is no chance that he will be able to hit you with any of the other level attacks. Use your other party members from your secondary party to quickly revive your first fallen party then get back to work on Zalera. Switch them in the moment the first party falls and have Raise or Arise gambits on them then quickly switch back to your first party. The moment he finishes with Lv. 5 Reverse the first time, run away from him with your party leader. The next leader that you choose will be far away from Zalera, and Zalera will not attack until you get next to him after the first Prime Lv. Death attack since he will be preparing to raise more Dead Bones from the ground (or should I say "Embracing against attacks"). He will not raise them until you get next to him, so you will have all the time you need to revive and cure your party after the first Prim Lv. Death attack. This will not remain true for the second Prime Lv. Death attack however.

You can also switch in a character that is not of a prime level before Zalera starts his sequence of Level attacks (while he does physical attacks for the second time) and have him revive the party members as they fall. No party member can be switched in or out once he starts the Level attacks. Having a leader that is not of a prime level would be excellent as well. Set that leader to attack (on the queue) and have a "Foe: party leader's target (>) Attack" gambit set but run away from Zalera with the leader as your prime level members attack Zalera. As long as your party members don't follow you they

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will remain and attack Zalera. Quickly revive the party members with the leader before Zalera starts attacking again after the Prime Lv. Death.

He will basically drop the Lv. Attacks except for Prime Lv. Death when his life is low and will go crazy with his Death attack and physical attacks, so I would suggest using a Quickening to finish him off. If your party members can withstand his level attacks they can MURDER him badly before he gets off the Prime Lv. Death attack. Try casting Haste on everybody as he readies his Enrage then spam him physical attacks - one party member will die at the hands of Kill and another by Death, but you will have at least one party member in Haste for his Level attacks. His tricky attacks really turn out to be his greatest downfall once you figure out a way around them. After the battle, your party will gain ++ZALERA, THE DEATH SERAPH++.

Here is another useful setup for defeating Zalera:

Though you have to manually heal +----------------------------------------+yourself throughout the battle, this | Recommended Gambits |setup is very effective. You see, |========================================|since Zalera is an undead enemy, he | Ally: any (>) Raise/Arise |suffers the same flaw all undead | Ally: any (>) Reflect |enemies have: healing magicks harm | Ally: status = Reflect (>) Curaja |them. This setup utilizes that +----------------------------------------+weakness and, while you still must keep your own party members in balance, this tactic worked wonders for me. With it, the battle was over in under three minutes.

(thanks to Duckman for the submission)

------EXTRA SCENE - If the time runs out the party members will have a brief conversation outside of the area where Zalera is. It's not much, but it is interesting to watch at least once.------

The path to the west beyond the Terminus No. 7 area will lead your party back into the Garamsythe Waterway. The gate to the west will now be open. This way was unaccessible before. You'll come right across a blue save point and the ++GARAMSYTHE CANDLE++ to unveil the hidden areas of the Garamsythe Waterway.

[SE03] __ [SE03-1] ___ /_/ _ _ _ / __| _ __| |_ _ _| |__ _(_)_ _ _ _ | (_| || / _| ' \ || | / _` | | ' \| ' \ _ \___\_,_\__|_||_\_,_|_\__,_|_|_||_|_||_( ) |/ ________ ____ /_ __/ / ___ / _/_ _ ___ __ _________ / / / _ \/ -_) _/ // ' \/ _ \/ // / __/ -_) /_/ /_//_/\__/ /___/_/_/_/ .__/\_,_/_/ \__/ /_/

>> Availability: After receiving the Dawn Shard.

If you haven't gotten the ++GARAMSYTHE CANDLE++ from the East Sluice Gate of Garamsythe Waterway, go ahead and grab it from the southwest section in the urn by the blue save crystal. This is the place where Amalia first joined your group as a guest. This will show the middle portion of the map including the No. 1 Cloaca where the secret Esper lurks.

Enter the Central Waterway Control of the Garamsythe Waterway and open all gates by making sure that the lights are off.

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Perform the following:

1) In the Central Waterway Control close the No. 10 Waterway Control and the No. 3 Waterway Control.

2) Enter the No. 3 Cloaca Spur (southwest) and close the No. 1 South Waterway Control (so that the light is on). It will be at the end of the path - not down in the water, but up near the walkway. Your party will hear a Sluice Gate move in the distance.

3) Return to the Central Waterway Control and open the No. 10 Waterway Control and the No. 3 Waterway Control.

4) Close the No. 4 Waterway Control and the No. 11 Waterway Control.

5) Enter the No. 4 Cloaca Spur (southeast) and close the No. 1 North Waterway Control (so that the light is on). Just like the south control it will be at the end of the path. A Sluice Gate will move in the distance again.

6) Return to the Central Waterway Control once again and open the No. 11 Waterway Control and close the No. 3 Waterway Control. Leave No. 4 closed. Only No. 4 and No. 3 should be lit up.

Releasing both the South Waterway Control and North Waterway Control will open the way to the No. 1 Cloaca (middle section) in south. The area should be drained to where your party can easily move to the south. Enter the far south end where the Mist is the greatest to fight the hidden Esper.

~~ No. 1 Cloaca ~~

+----------------------------------------------------------------+| Lv. 45 | Cúchulainn ||================================================================|| HP: 126165 | Weak: N/A | Absorb: N/A ||----------------------------------------------------------------|| Exp: 0 | Steal: Elixir, High Arcana, Scorpio Gem || LP: 50 | ||----------------------------------------------------------------|| Recommended Level: 45 - 48 |+----------------------------------------------------------------+

For this fight, the party's HP will +----------------------------------------+continually drain as if Sap has been | Recommended Gambits |inflicted upon everyone. There is |========================================|no curing it. Oh, and he can also | Ally: any (>) Arise |inflict Sap additionally to make the | Ally: HP < 50% (>) Curaja |HP drain even faster! Enter this | Ally: any (>) Esunaga |battle equipped with Black Belts to | Foe: party leader's target (>) Attack |avoid his Disabling spell. It's +----------------------------------------+good to have the Bubble spell for this battle also, but not required. Start off by Dispeling him of his status enhancements. Cast Haste on all party members before the battle begins, so your party can start beating him senseless immediately after Dispeling him. You need one person that will cast Curaja constantly and another person that will cast Esunaga constantly. Your life will be draining at a tremendous rate and the enemies will be pouring on the status effects while they attack.

Cúchulainn will start the battle by casting one of his status effecting magicks most likely then Flan enemies known as "Foobars" will start to drop into the area as you damage him. Their normal hits will actually cause Disable. Wait until there are four Foobars then unleash a Quickening upon Cúchulainn. You need to have some type of Quickening area finish to hit all enemies at the end of the chain or you won't go very far in this battle. Any type of finish

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should be enough to weaken all four Foobars and that will make this battle 50% easier. As long as you can get at least a Torrent, you will be able to take down the remaining Foobars with just a few hits. An Ark Blast will be enough to kill them all. Switch in an ally from your secondary party if you must.

Cúchulainn will mainly stand back and cast Bio and Toxify along with an Invert every now and then. An Invert in this battle is almost instant death, so you have to be ready to counter with Curaja immediately. One good thing about Invert is that it will help the victim to get his/her MP back, so in a way, he is actually helping your party with this later in the battle. Have Arise set up and that character will be brought back with near full MP. When he is by himself, he will mainly rely on Disablaga, Immobilizega, Slowga, and Bio. He will still use Invert every now and then, so be ready to heal. His Malaise attack is similar to a drain attack that will take a moderate amount of HP from a party member and give it to Cúchulainn. His Mana Spring will cause him to gain some more MP back for his evil spells. When his life is at HP critical status his defense will heavily increase. Even though a fourth party member will help you out in damaging Cúchulainn, you will also have to worry about curing that fourth member of status effects, so it's kind of a double-edged sword to try this fight with a guest. If you do bring Reddas with you, cast Haste and Berserk on him at the beginning of this battle and he will be most aggressive at the starting. Keep Berserk on him if the battle is going well. I have had a Berserk Reddas defeat all the Foobars before without the need of a Quickening chain. Go Reddas! Holy and Hastega will help out a bunch for this battle since the Foobars are weak again Light and Hastega will instantly counter Cúchulainn's Slowga, though you'll have to wait until right before the final area to get those spells. Your party will gain ++CÚCHULAINN, THE IMPURE++ after the battle.

[SE04] ___ _ [SE04-1] | __|_ _____ __| |_ _ ___ | _|\ \ / _ \/ _` | || (_-<_ |___/_\_\___/\__,_|\_,_/__( ) |/ ________ __ __ ____ __ /_ __/ / ___ __ / /_ _____/ /__ ____ ____/ __/__ _/ / / / / _ \/ -_) / // / // / _ / _ `/ -_)___/\ \/ _ `/ / /_/ /_//_/\__/ \___/\_,_/\_,_/\_, /\__/ /___/\_,_/_/ /___/

>> Availability: After repairing the Salikawood Gate.

Bring some Gysahl Greens with you and head to the Babbling Vale of the Mosphoran Highwaste.

~~ Babbling Vale ~~

Speak to the "Learned Man" over by the Shrine of Northwest Wind. Listen to his theory on why the water came back to the shrine. Stay with him. Tell him you followed his conversation. Speak to the Caravaner standing by a crate next to the merchant - not the Bangaa caravaner, this is a Hume. He will mention a wild chocobo in the area to the northeast.

Start by touching the Shrine of South Wind to the side of the Caravaner you just spoke with. This action will raise the floatweed to the top of the shrine. Enter the area to the Northeast.

~~ Rays of Ashen Light ~~

Find the Wayward Chocobo and feed him some Gysahl Greens. While on the chocobo, go south and enter the area there.

~~ Empyrean Way ~~

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The floatweed should form a bridge across the path to the right as you enter this area. Look for it on the map. Run all the way to the west section while on the chocobo to enter a new area. You'll cross through some high grass that is only accessible to a chocobo.

~~ Skyreach Ridge ~~

When the path splits, take the left path and dismount from the chocobo so that you can enter the area at the end.

~~ Babbling Vale ~~

Move down the path ahead and knock over the Weathered Rock by pressing X when the action icon pops up. Activate the Shrine of West Wind on the way down the path. Return to the middle area and activate the Shrine of Northwest Wind next to the Learned Man. You can either leave the South Shrine active or turn it off - it doesn't matter. The path to Exodus is now open. Go back to the orange save crystal and save your game! With the Shrine of Northwest Wind and Shrine of West Wind activated go back to the Skyreach Ridge by crossing the fallen rock again.

~~ Skyreach Ridge ~~

Move to where the path splits but this time take the second path that leads to the northwest. The floatweeds will allow you to pass to a new area in the northwest portion if you activated all the Shrines above.

~~ Empyrean Seat ~~

+----------------------------------------------------------------+| Lv. 46 | Exodus ||================================================================|| HP: 119060 | Weak: N/A | Absorb: N/A ||----------------------------------------------------------------|| Exp: 0 | Steal: Elixir, High Arcana, Libra Gem || LP: 52 | ||----------------------------------------------------------------|| Recommended Level: 45 - 48 |+----------------------------------------------------------------+

Exodus will enter the battleground with an earth-shattering thud. A magick field will not allow the use of items for this battle, so all of your restoration will have to through magick. Dispel his status enhancements right from the start. He should have Reflect on him. He will try to recast Reflect on himself the entire battle and that is where you can really take advantage of this boss. Set up a gambit to Dispel reflect every time he cast it and he will wind up wasting a bunch of turns trying to keep his Reflect shield up in vain! He is also a sucker for Sap so cast Bio on him as soon as his Reflect shield is gone for the first time and it will most likely inflict him with Sap. Attack him physically with some powerful weapons (Greatswords, Katanas, Ninja Swords). The Expose Technique may help out some, but hitting him normally does the job just as quickly instead of three turns wasted on trying to lower his defense. Unfortunately, he is is immune to Addle.

Exodus is no pushover however +--------------------------------------------+since he has some very powerful | Recommended Gambits |magick at his disposal. His |============================================|physical attacks will randomly | Ally: any (>) Raise/Arise |inflict Stop, though this is not | Ally: HP < 50% (>) Curaja |much of a problem since it is | Ally: status = Stop (>) Dispel |usually rare. He will use Flare | Foe: status = Reflect (>) Dispel |and Scathe a bunch during the | Self (>) Shell |

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battle. Flare will most likely | Foe: party leader's target (>) Attack |leave an ally in HP critical or +--------------------------------------------+just plain out kill them.Scathe, however, is the main party crasher! When he uses "Unleash" on himself, at around half life, he is ready to start dishing out Scathe for the remainder of the battle. Scathe will kill any ally that it hits unless they have up a Shell and it can hit multiple party members. Scathe can actually kill your whole party if the party is next to each other and in front of him while he casts it. Always try to run away and run around to his backside if he targets a member other than your party leader. Have some Shell gambits set up to cast Shell on all party members to reduce the magick damage and you might just survive a Scathing. If you have Bubble then by all means cast it on your party members when he starts with Scathe. You will need to have Raise (or Arise) gambits ready along with a Curaja gambit to help fight off the shear power of his powerful magick. This is one battle where it pays to have multiple Raise or Arise gambits. Decoy can be used on your party leader so that Exodus will pick him out as the victim for Scathe. Your miles may vary with this method though. Lead Exodus away from your other party members and stand directly in front of him while he uses it so it will not spread out as much and hit the whole group. Without Decoy, try to pay attention to his attack line as he targets a party member and get away from that party member or if he target's the leader then just lead him away.

When his HP reaches critical status he will set up a shield (a Paling) to make himself immune to physical attacks. This where the problem really starts since you don't really want to cast an elemental spell on him since he only takes half damage from elements, but this is why you should have Bio ready for him. Cast Bio on him once his reflect shield is removed and you will inflict Sap if you already haven't and take some decent damage from him. If you have Flare then use that instead. Much like other bosses with a non-physical magick shield, Exodus' will fade in time. It's sometimes best to cure and revive until the Paling wears off since Dispeling his Reflect and sneaking in a quick magick attack before he recasts Reflect can turn into a nightmare. When his physical shield is gone, his defense will be slightly up, but a Quickening can kill him with a good chain. Upon the defeat of Exodus, ++EXODUS, THE JUDGE-SAL++ will be added to the License grid as an Esper.

Keep in mind that you can use the different shrines around the area to reach other parts of the Mosphoran Highwaste. Touch the shrines and cross the floatweed in whatever section of the Highwaste it floats to.

[SE05] ____ [SE05-1] |_ /___ _ _ ___ _ __ _ _ ___ / // -_) '_/ _ \ ' \ || (_-<_ /___\___|_| \___/_|_|_\_,_/__( ) |/ ________ _____ __ /_ __/ / ___ / ___/__ ___ ___/ /__ __ _ ___ ___ ____ / / / _ \/ -_) / /__/ _ \/ _ \/ _ / -_) ' \/ _ \/ -_) __/ /_/ /_//_/\__/ \___/\___/_//_/\_,_/\__/_/_/_/_//_/\__/_/

>> Availability: After defeating Judge Bergan.

Start off by traveling to Mount Bur-Omisace and run over to the Temple Grounds.

~~ Temple Grounds ~~

Speak with the Acolyte at the bottom of the stairs of the Gate of Holy Circle temple. He will speak of a greater power and a condemner that sought that power. According to the Acolyte, his spirit is bound in the Stilshrine of Miriam. The Acolyte will hand over the ++STONE OF THE CONDEMNER++. Make sure that you stock up on plenty of curing items such as Phoenix Downs, X-Potions, and Remedies before leaving. Teleport to Balfonheim for X-Potions. You

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really, really, really need the Martyr and Inquisitor augments from the License board for each character in your main party for the battle ahead. Travel to the Stilshrine of Miriam, preferably by Teleporting via an orange save crystal.

~~ Ward of Measure ~~

Use the Way Stone at the south end. Try to teleport nomally and the Stone of the Condmner will react to the Way Stone. A new option, "Use the Stone of the Condemner", will appear. Choose the new option and the party will teleport to a hidden area in the Stilshine.

~~ Throne of Veiled Gods ~~

Open the large door to fight the hidden Esper.

+----------------------------------------------------------------+| Lv. 51 | Zeromus ||================================================================|| HP: 166888 | Weak: N/A | Absorb: N/A ||----------------------------------------------------------------|| Exp: 0 | Steal: Cancer Gem, Elixir, High Arcana || LP: 55 | ||----------------------------------------------------------------|| Recommended Level: 48 - 51 |+----------------------------------------------------------------+

Like many of the other Esper battles, this one has a restriction as well, and probably the worst of them all. No Magicks! You will have to set up some item gambits to replenish HP or cure any status ailments. He will keep the status enhancements that he starts with at the beginning of the battle unfortunately. Zeromus will mainly cast Stop and hit your party physically. Have all three party members equipped with a Power Armlet to avoid Stop and set up a gambit with a Chronos Tear if you have a guest. Zeromus' Piercing Graviga attack will take about 1/4 of each party members life, so have the X-Potions gambits ready. He will also use Gravity, though it doesn't take off near as much. Distribute healing gambits to ALL three party members, not just one or two.

Several Lv. 45 - 47 Dark Lords +---------------------------------------------+will start to rise from the | Recommended Gambits |ground and join the battle. Go |=============================================|ahead and chain the biggest | Ally: any (>) Phoenix Down |Quickening you can get on | Ally: HP < 50% (>) X-Potion |Zeromus as the Dark Lords begin | Ally: any (>) Chronos Tear |to attack. The Dark Lords will | Ally: any (>) Antidote |keep respawning nonstop during | Ally: status = Slow (>) Remedy |the battle with Zeromus, but it | Self: MP < 10% (>) Charge |is best to concentrate on | Foe: lowest level (>) Attack |solely on them. Why? Because +---------------------------------------------+they will help you to build your MP back up while your party members attack and take damage from them as long as you have the Martyr and Inquisitor augments from the License board. This will easily give your party enough MP for at least a level one mist charge to start another Quickening. Once one party member has a single mist charge, target Zeromus and unleash a Quickening chain on him once again. Keep this up the entire battle. The Dark Lords will attack physically and use Toxify on the party. Set up an Antidote gambit to deal with Poison. I would recommend having a separate Remedy gambit for Slow instead of just one for all status effects since the Dark Lords will be casting Toxify a bunch; whether you want a Remedy to cure Stop or not is up to you. Zeromus can cast Hasteaga on himself and the Dark Lords and, on top of that, can cast Slowga on your party. Have a Rememdy gambit set to cure Slow. You'll have quite a high battle chain and plenty of extra items by the end of this battle thanks to the Dark Lords.

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When Zeromus reaches half life he will use Great Barrier to boost his defense. Dark Lords will start to overcrowd the area by the middle of the battle with about 7+ in the room at one time. He doesn't really have anything special planned for your party when he reaches HP critical, though he does seem to chain together attacks a bit more than usual. Your party will probably be facing off with just Zeromus alone by the end of the battle. ++ZEROMUS, THE CONDEMNER++ will be added to License board when he falls.

[SE06] ___ _ [SE06-1] / __| |_ __ _ ___ ___ | (__| ' \/ _` / _ (_-<_ \___|_||_\__,_\___/__( ) |/ _ __ ____ ___ __ __ _ ____ __| | /| / /__ _/ / /_____ ____ ___ / _/ / /_/ / ___ | | /| / / / ___ ___ / /| |/ |/ / _ `/ / '_/ -_) __/ / _ \/ _/ / __/ _ \/ -_)| |/ |/ / _ \/ -_) -_) /|__/|__/\_,_/_/_/\_\\__/_/ \___/_/ \__/_//_/\__/ |__/|__/_//_/\__/\__/_/

>> Availability: After visiting Archades.

Chaos is located in the Necrohol of Nabudis in the Cloiser of the Highborn area behind the Door of Despair. You must earn all the Nabreus Medals described in the Necrohol of Nabudis/Nabreus Deadlands section and open the Door of Despair with the Medallion of Might in order to challenge him.

~~ The Crucible ~~

+----------------------------------------------------------------+| Lv 57 | Chaos ||================================================================|| HP: 208966 | Weak: Earth | Absorb: Wind ||----------------------------------------------------------------|| Exp: 0 | Steal: Elixir, High Arcana, Taurus Gem || LP: 60 | ||----------------------------------------------------------------|| Recommended Level: 56 - 59 |+----------------------------------------------------------------+

The attack command is sealed for this battle, so you must defeat Chaos with either Magicks or Technicks. Enter this battle with Rose Corsages equipped or be ready to cure Silence every other turn. Dispel Chaos of his status enhancements at the beginning of the battle. Chaos will summon four Chaosjets (basically elementals) as your party runs toward him.

+-----------------------------------+---+------------------------------------+| Lv 45 | Air Chaosjet | | Lv 45 | Earth Chaosjet ||===================================| |====================================|| HP: 4079 | Weak: Earth | | HP: 4079 | Weak: Wind ||-----------------------------------| |------------------------------------|| Exp: 558 | Steal: Feystone, Wind | | Exp: 558 | Steal: Feystone, Earth || LP: 1 | Crystal, Wind Magicite | | LP: 1 | Crystal, Earth Magicite |+-----------------------------------+ +------------------------------------++-----------------------------------+ +------------------------------------+| Lv 45 | Fire Chaosjet | | Lv 45 | Water Chaosjet ||===================================| |====================================|| HP: 4079 | Weak: Water | | HP: 4079 | Weak: Fire ||-----------------------------------| |------------------------------------|| Exp: 558 | Steal: Feystone, Fire | | Exp: 558 | Steal: Feystone, Water || LP: 1 | Crystal, Fire Magicite | | LP: 1 | Crystal, Water Magicite |+-----------------------------------+---+------------------------------------+

The Chaosjets will cast support magick on Chaos and cure him while they remain and they will spam the hell out of your party with Silence. They will

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literally cast it three times in a row sometimes on one party member. Hit each of them with the stongest spell that you have to take advantage of their elemental weakness. Use a combination of Firaga, Aeroga, or Bio. If you have Scathe though, give yourself a pat on the back. Target a Chaosjet with Scathe and try to get get Chaos or another Chaosjet in the path of the Scathe wave. Scathe will usually kill any elemental it hits and will take a fair amount off Chaos as well. Bio works well too and will actually inflict Sap upon Chaos if it hits him. Souleater will likely kill them with one hit also if your strongest person uses it.

Chaos will mainly cast Whirlwind for +---------------------------------------+about 3000+ HP damage, cast Aeroga, | Recommended Gambits |and perform normal physical attacks. |=======================================|Chaos will sometimes inflict a party | Ally: any (>) Arise |member with Disable through his | Ally: HP < 50% (>) Curaja |normal attack, but this doesn't | Ally: any (>) Esuna |happen often. He may also cast | Self: MP < 10% (>) Charge |Fearga on your party members to drain +---------------------------------------+them of MP. You should have a "Self: MP < 10% (>) Charge" gambit set up for this battle because your party will be running low on MP toward the end. Cast Slow on Chaos to limit his attacks since he will get very aggressive with physical attacks once his Chaosjets are gone. Use Shear on him a bunch and it will hit almost every time to lower his magick defense.

Have your most powerful party member use Souleater against him (be ready to heal); otherwise use Scathe or any other powerful non-elemental magick. He will start to cast Aeroja when he nears half of his bar. This will take off around 3000+ HP as well as possibly cause Confuse, so you may want to equip Bowline Sashes once the Chaosjets are defeated since there is no need for Rose Corsages anymore. Set up a Shell for Aeroja so it won't totally own your party each casting. Try to use Scathe sparingly instead of spamming him with it since the charge time for it will limit your party's healing while Chaos is free to attack.

UPDATE: I have received a few emails that mention that Telekinesis works on Chaos. Using Telekinesis on him would basically be like attacking him normally, so this would be very helpful to use in place of Souleater. Telekinesis can be bought in the Necrohol of Nabudis from the Baknamy Merchant after finishing Giruvegan.

As if the battle was not tough enough, Chaos will use Enrage toward the end of the battle to boost the damage of his attacks. Make sure to have Shell set up for his Aeroja along with Protect for his newly enraged physical attacks and keep him under the effect of Slow at all times! Finish him off with a Quickening or keep using Souleater or Telekinesis. ++CHAOS, WALKER OF THE WHEEL++ will be added to the License board once he is defeated.

[SE07] _ _ _ _ _ [SE07-1] | | | | | |_(_)_ __ __ _ | |_| | | _| | ' \/ _` |_ \___/|_|\__|_|_|_|_\__,_( ) |/ ________ __ ___ __ ____ __ /_ __/ / ___ / // (_)__ _/ / / __/__ _______ ____ / / / / / _ \/ -_) / _ / / _ `/ _ \ _\ \/ -_) __/ _ `/ _ \/ _ \ /_/ /_//_/\__/ /_//_/_/\_, /_//_/ /___/\__/_/ \_,_/ .__/_//_/ /___/ /_/

>> Availability: After finishing Giruvegan.

Ultima is located in the Great Crystal of Giruvegan. Make sure that you have some White Masks (one for each party member) and/or Sage's Rings, Opal Rings

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(one for each party member), some Phoenix Downs, and some X-Potions before your party journies deep into the Great Crystal to fight her! About 20 - 30 of each item should do. Return to Giruvegan and run all the way through the Water-Step areas (first two areas). Use the Way Stone in the Gate of Fire to teleport to The Great Crystal.

Dha Vikaari Bhrum / / Kabonii Jilaam Avaa \ (start) \Sthaana Scorpio ----- A Prama Viakaari ----- Kabonii Jilaam Pratii'vaa / / A Vikaari Dhebon

~~ A Prama Vikaari ~~

Make a mental note that the Way Stone in front of your is Way Stone VIII, so you'll know how to teleport out of here quickly. Facing Gate Scorpio, run up the glowing path to the right.

~~ Sthaana Scorpio ~~

Approach the Scorpio Gate Stone and touch it to release the Barrier of Gate Scorpio. The words "For my master's chosen, and no other, the way will I lay open" will appear before the gate stone is touched. Run down the glowing path back to A Prama Vikaari and walk up the path where the Gate Scorpio barrier once stood.

~~ A Vikaari Dhebon ~~

Use Way Stone IX to teleport to the next part.

(treasure) (Way Stone XII) Dhebon Jilaam Avaapratii A Vikaari Sirhru Pratii \ | (START) \ |Dha Vikaari Kabonii ----- A Vikaari Kanbhru Ra ----- Dhebon Jilaam Pratii'dii | \ \ | \ \ A Vikaari Sirhru Praa Dhebon Hilaam Praa'dii ----- Sthaana Sagittarius (Way Stone XI)

~~ Dha Vikaari Kabonii ~~

Notice how the surroundings are much darker here. Walk up the only available path.

~~ A Vikaari Kanbhru Ra ~~

Wow. Gate Sagittarius I (right) and Gate Sagittarius II are on the sides. There are three other paths - one leading down (straight ahead) and two leading up (left and front right). Way Stone XX is in the middle of the area. Take either of paths that lead up since they will both meet at the same area your party needs to go to. Lv. 60 Mom Bombs will be in the middle of either path you take.

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~~ Dhebon Hilaam Praa'dii (or) Dhebon Jilaam Pratii'dii ~~

Lv. 60 Mom Bombs will lie in wait for your group no matter which path you choose and they are VERY dangerous if they manage to group around your party. Use Protecga and Hastega magick before fighting them and have some party members equipped with Bubble Belts and Cat Ear Hoods so you can survive their Mass-Destruct suicide or defeat them before they have the chance to use it. Their HP is about 3 times the other Mom Bombs you have run into before, so be careful. It's hard to lure them away from each other because they all rush your party once one of them has caught site of an enemy.

~~ Sthaana Sagittarius ~~

More Mom Bombs! Touch the Sagittarius Gate Stone to release the barrier on Gate Sagittarius I and II in the previous area. A timer will appear in the upper right hand corner meaning that your party party must get back to the gates in that time limit (72 seconds) and touch one of them or the barrier will reform on both. Go back to A Vikaari Kanbhru Ra and you will have the choice of either gate, but you must first touch the gate of your choosing. Start with Gate Sagittarius I. Touch the gate and go up the glowing path.

~~ A Vikaari Serhru Praa ~~

Run up to Way Stone XI and touch it immediately. Mom Bombs will ambush the part from behind if you stay in this area too long.

(Way Stone XV) A Vikaari Aldobi ----- Sirhru Jilaam Avaapratii | \ | \ Sirhru Jilaam Avaapraa ----- Sirhru Pis Avaa \ \ Sirhru Jilaam Praa'vaa Sirhru Pis Praa \ / \ /Sirhru Phullam Praa'vaa Sirhru Jilaam Praa ----- Sirhru Jilaam Praa'dii \ | \ (START) |Sirhru Phullam Praa ----- Dha Vikaari Dhebon Praa ----- Sthaana Gemini

~~ Dha Vikaari Dhebon Praa ~~

A choice of two paths will be to either end. The path that leads down will ultimately lead the party to a treasure sphere. Choose the path that leads up.

~~ Sthaana Gemini ~~

Don't worry that much about the Necrophobes here; they seem to appear nonstop. Equip some Dark Mask to absorb their Darka and run past them. Approach the Gemini Gate Stone. Touch the gate stone to deactivate Gate Gemini up ahead. Like before, you must reach the gate and touch it before the timer runs out (144 seconds). Exit through the other path.

~~ Sirhru Jilaam Praa ~~

Take the next only other path in Sirhru Jilaam Praa'dii and fight through the Shadonirs. There attacks can cause extreme damage so make sure to have Arise gambits activated. If you want a single treasure sphere, then Touch Gate Gemini I to open it. If you want to continue along with the quest like normal then take the gateless path to the right upon entering. You will need to

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backtrack and reactivate the Geminit Gate Stone if the first option is chosen.

~~ Sirhru Pis Praa ~~

Make a left once you reach the platform and run down the glowing path.

~~ Sirhru Pis Avaa ~~

Touch Gate Gemini II (if the timer is still going) to deactivate the gate. An Ash Wyrm will be walking around the platform. Use Shellga and Protectga on the party if you fight him! Standing where the gate was, Gate Leo II is on the right, and there are two paths up ahead - one (directly across from you) leads down while the other (front left) leads up. Both open paths will lead you the same way so it doesn't matter which path you take. Choose one. Whichever way you go, a Skulwyrm will greet the party. Make sure to equip something for his Diseablaga and be ready to cure Disease.

~~ A Vikaari Uldobi ~~

Fight or run past the floating Reapers and touch Way Stone XV to teleport even deeper into The Great Crystal.

Uldobi Phullam Udiipraa ---- Sthaana Capri (START) / (Way Stone XVI) / Sthaana Virgo ----- Dha Vikaari Sirhru ---- Uldobi...'dii ---- Uldobi...Pra | \ | \ Sthaana Libra Uldobi...Vaa / \ / \ Uldobi Jilaam Pratt'vaa Uldobi Jilaam Praa'vaa \ / \ \ / \ Uldobi Jilaam Avaa ???? | | A Vikaari Kanbhru

~~ Dha Vikaari Sirhru ~~

While stepping away from Way Stone XVI, your party will have a choice of three paths: right path (leading down), middle path (leading up), left path (leading up). Take the middle path.

~~ Sthaana Libra ~~

Everything seems clear but as the party steps onto the platform a few Forbiddens will appear. Make sure to have Bowline Sashes equipped for their curses so you want loose a party member to Confuse. Touch the Libra Gate Stone (72 seconds) and go back to the area with Way Stone XVI and take the left path (leading up).

~~ Uldobi Jilaam Praa'dii ~~

Run past the Skulwyrm and quickly touch Gate Libra I before time runs out. Continue ahead and in the next area your pary will come across another Ash Wyrm. Take the left path (leads down).

~~ Sthaana Capricorn ~~

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Touch the Capricorn Gate Stone (180 seconds) and run all the way back to Way Stone XVI where you first started. Take the path that leads downward on the right side (facing away from the Way Stone). Right, straight, then down the sinking path.

~~ Sthaana Virgo ~~

Touch Gate Capricorn I up ahead quickly before the time runs out. Some Forbiddens will likely rise up from the platform. Touch the Virgo Gate Stone (108 seconds) then quickly run back to Way Stone XVI. Take the center path. Turn either left or right and touch either Gate Virgo I or Gate Virgo II - they both lead the same way.

~~ Uldobi Jilaam Avaa ~~

A Giruveganus will be roaming around the platform as your party enters. If your party came UP a path, turn right, if they came down a path, turn left; either way, you will go up a glowing path to reach the next area below.

~~ A Vikaari Kanbhru ~~

Run toward Way Stone XVII and touch it to teleport further into the Great Crystal.

(Way Stone XIX) Dha Vikaari Dhebon Ra \ (Ultima) \ (START)Crystal Peak ----- Kanbhru Pis ----- Dha Vikaari Uldobi / / Sthaana Aquarius (Aquarius Gate Stone)

~~ Dha Vikaari Uldobi ~~

It keeps getting darker and darker with each Way Stone teleportation. Step out onto the path and head downward. Forbiddens (and possibly an Evil Spirit) will attack as you try to run down the path.

~~ Kanbhru Pis ~~

There is a much desired blue save crystal +-----------------------------------+on the platform ahead. The right path | Omega Mark XII, the most powerful |will lead to Way Stone XIX which is your | boss in the game is very close |way out of here and the left path will | by. Activating the Aquarius Gate |lead to the Aquarius Gate Stone (this is | Stone is the first step on your |the first step on your way to fighting | way to fighting him. He is a |Omega Mark XII [Secret Boss]). It's time | level 99 enemy, so be prepared. |to stop taking those swigs of Red Bull | [SQ18-1] |and break out the Jack Daniels because +-----------------------------------+Ultima is right through the center path!

~~ Crystal Peak ~~

Walk up the glowing path and Ultima's introduction cutscene will play.

+----------------------------------------------------------------+| Lv 63 | Ultima ||================================================================|| HP: 258001 | Weak: Dark | Absorb: Light |

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|----------------------------------------------------------------|| Exp: 0 | Steal: High Arcana, Megalixir, Virgo Gem || LP: 65 | ||----------------------------------------------------------------|| Recommended Level: 60 - 63 |+----------------------------------------------------------------+

Dispel her of her status enhancements at the beginning. Attack her physically and use any Dark elemental weapon that you have (Dark Shot!). Use Darkga to take off a fair amount from her, but don't spam the spell since you'll need your magick for healing. This fight seems to go very smoothly at the starting since she will only attack the party with physical attacks that take about 1500+ HP damage, but that will quickly change once 25% of her life has been taken. Keep in mind that her attacks will sometimes cause Sap, so set up a gambit to cast Regen on a Sapped party member. Set up gambits to heal with magick AND with items - put item gambits below magick gambits. Ultima is a very smart esper compared to the others that you have fought and will make many decisions based on your party's status. Her gambits are set up very well to challenge any magick users.

Ultima's magick field is unlike any of the other Espers, in that she will go through several patterns of different status effects or disablements that will only last for close to thirty seconds each. Each time the party is free of a particular magick field another one will immediately take its place.

Here is a breakdown of her magick fields:

HP Drain

Ultima will set up a magick field that will drain the party of HP as if they were under a Sap status effect. I like to cast Protectga and Regen before this field starts so she doesn't take off as much with her constant physical attacks and so the HP Drain isn't as bad.

MP Drain

Ultima will set up a magick field that will drain the party of MP similar to Sap-reducing speed. Use a Quickening right when the MP starts draining since it will be all gone eventually anyway. Turn off the "Self: MP < 10% (>)" Charge gambit during this magick field and heal with items!

No Attack

Ultima will cancel out the Attack command from the party command menu. Use this time to gain your magick back and cast Darkga on her.

No Magick

Ultima will cancel out the Magick command from the party command menu. Heal with items!

No Technicks

Ultima will cancel out the Technicks command from the party command menu.

No Items

Ultima will cancel out the Items command from the party command menu.

Gravity Field

Ultima will slow down time making the party move as if they were affected with Slow. Actually this is worse than Slow, but there is a way to fight if off to

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some decree. Equip light armor.

Ultima will set up a Great +---------------------------------------------+Barrier shortly after her life | Recommended Gambits |reaches the halfway point that |=============================================|will refurnish her with Protect | Ally: any (>) Arise |and Shell. Be sure to Dispel | Ally: any (>) Phoenix Down |both status enhancements once | Ally: status = Reverse (>) Attack |again. She will ready Holyja | Ally: HP < 50% (>) Curaja |shortly afterward then unleash | Ally: HP < 30% (>) X-Potion |it on the party and continue to | Ally: status = Sap (>) Regen |release it randomly throughout | Ally: status = Sap (>) Remedy |the rest of the fight. Make | Self: MP < 10% (>) Charge |damn sure to equip some White | Foe: party leader's targer (>) Attack |Masks to all party members in +---------------------------------------------+order to absorb the attack and avoid taking damage! Sage's Rings will absorb the attack also so equip those if you have them. Holyja will hit each party member for around 5000+ damage. This spell will also randomly cause Reverse so you better not cure any party members at that time. Set up a gambit to attack a party member inflicted with Reverse - make sure this attack gambit is above the curing gambits! She will use Renew on any party member inflicted with Reverse then cast Curaja to finish that party member off, but constantly attacking that party member until Reverse wears off will heal them and might save them. Her Curaja is the main killer. Don't have any status effecting weapons and the attacking should go well, but one party member may get hit by an ally just before Reverse wears off sometimes. She will start to use Reflectga after the curing attacks and will spam the party with Reflectga throughout the remainder of the battle if they try to dispel it. Equip Opal Rings when she starts casting Reflect and you'll be able to use curing magick without having to worry about Reflect.

Her defense will increase dramatically when she nears her last 25% of life. Make sure to cast Hastega whenever one of your party members has a chance and that will really help out for her last bit of health. She is still very weak to Darkga at that time so take advantage of that and cast it on her a bit. In order to defeat her, you have to learn which shields are the best times to go all out on her. I found it best to spam her to death with attacks at the beginning and during the technick field. It is a good idea to bring some items to this fight with you - a few Phoenix Downs, X-Potions, and Remedies will come in handy. Be sure to arrive at this battle with all the status enhancements you can think of casted on your main three party members since there is a save point right outside the area where you fight her. Cast Protectga, Regen, Bubble, Bravery, and Hastega on all party members and your party will start out with a bang! The main key to beating her is to have White Mask equipped and Opal Rings for the last half of the battle. ++ULTIMA, THE HIGH SERAPH++ will be added to the License board after the fight.

Now, about getting out of here, go back to Kanbhru Pis and take the path to the left upon entering to wind up in Dha Vikaari Dhebon Ra. Touch Way Stone XIX to teleport all the way back to Way Stone XX. Way Stone XX is the Way Stone that could not be activated earlier. The Way Stone will take the party back to A Vikaari Kanbhru Ra. If you want a chance at the powerful Excalibur sword then look below starting at "A Vikaari Kanbhru Ra". Otherwise, look for the only open gate (with the two large columns where Saggittarius Gate I used to be) and take the path to the right of that path. In Dha Vikaari Kabonii, use Way Stone IX to teleport back to teleport back to A Vikaari Dhebon. Take the only path to A Prama Viakaari and use that Way Stone to teleport to the Gate of Fire back Giruvegan.

Sirhru Phullam Udiipratii / \ (Way Stone XIV) / \

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Dha Vikaari Dhebon Pratii Sirhru Jilaam Pratii'dii (START) / / (treasure) / /Sirhru..Pratii'vaa -- Sthaan Leo Sirhru Jilaam Pratii --- Sirhru Pis Pratii (Gate Leo I) (Leo Gate Stone) \ \ \ \ Sirhru Jilaam Pratii'vaa Sirhru Pis Avaa (2 Treasures; Excalibur) (Gate Leo II)

~~ A Vikaari Kanbhru Ra ~~

Look back at the second map under this Ultima section if you need to. You need to go back to Sthaana Sagittarius and activate the Sagittarius Gate Stone. Come back to this area and open Sagittarius Gate II.

~~ A Vikaari Sirhru Pratii ~~

Use Way Stone XII to teleport to Way Stone XIV. Now you should look at the map above.

~~ Dha Vikaari Dhebon Pratii ~~

Way Stone XIV will be behind the party. Take the path that leads down and go all the way to Sirhru Jilaam Pratii'vaa. You'll have to take the furthest path on the left when you get to Sirhru Jilaam Pratii.

~~ Sirhru Jilaam Pratii'vaa ~~

A Shadonir will be down the path. Defeat him quickly since two more Shadonirs will appear from the glowing path your party enters this area from once the platform is reached. There is a treasure sphere in the middle of the trap and there is a possibility that there is another treasure sphere inside of that one. Open the first treasure sphere to get whatever minor item or gil lie inside then open the second treasure sphere, if there is one, to receive ++EXCALIBUR++. If you don't get any extra chest, then leave and move three areas away from the current and come back to try again. The treasure sphere should return in the middle of the trap and you will have the chance at Excalibur once again. There is no trick to doing this and no Diamond Armlet required - the treasure sphere will appear randomly. I got the second treasure sphere to appear my second time while trying this once and later it didn't appear until about the eigth time, so it varies. You can only get Excalibur one time.

[SE08] ____ _ _ _ [SE08-1] |_ /___ __| (_)__ _ _ _| |__ / // _ \/ _` | / _` | '_| / /_ /___\___/\__,_|_\__,_|_| |_\_( ) |/ __ __ ___ ___ __ / //_/__ ___ ___ ___ ____ ___ / _/ / _ \_______ _______ ___ / /____ / ,< / -_) -_) _ \/ -_) __/ / _ \/ _/ / ___/ __/ -_) __/ -_) _ \/ __(_-< /_/|_|\__/\__/ .__/\__/_/ \___/_/ /_/ /_/ \__/\__/\__/ .__/\__/___/ /_/ /_/

Availability: Gain 10 Espers and finish "The Mind Flayer" hunt.

Make sure to have a Black Mask (must have) for each member of your party along with a Rubber Suit (optional) for each one. It's good to have some Bubble Belts and Bowline Sashes for each party member as well. Talk to Geomancer Yugelu in Jahara once your party has beaten 10 Espers. He mentions that he will send a Garif Warrior to unlock a secret part of the Henne Mines. Teleport to the Henne Mines via the orange save crystal in Jahara.

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~~ Stage Shaft ~~

This is the final save point your party will get before fighting the Esper, Zodiark. I know, I know. Walk down the path in the Henne Mines that leads to the Ore Seperation where the party fought Tiamat.

~~ Ore Seperation ~~

The gate off to the right (east) side of this area is now unlocked. Enter the new path.

~~ Phase 2 Dig ~~

If the party is below level 65, you better equip some Bubble Belts because up ahead there are plenty of level 65+ Abysteels that will gang up very quickly. If you have any light elemental weapons (Excalibur, Holy Lance) then equip them to have a much easier time against the Abysteels. Excalibur will really tear these bats a new one, so I recommend that you have it with you or go back to The Great Crystal and get it (See location at the end of Ultima section). Continue down the path and use Float to get over the trap. Go all the way to the east. Beware the Gizamaluk mixed with Abysteels. Use Blizzaga on the Giazamaluk. Grab the ++HENNE CANDLE++ from the urn to the right in order to show the secret areas on the Henne Mines map. Go ahead and press Select. Yeah, when Yugelu said "deep in the Henne Mines" he wasn't kidding.

Venture further south. When you reach the corridors, let the Abysteels come to your party and DO NOT let them gang up too much. Look for chests off to the sides while moving down the tunnels. The chest blend in well with the walls. If you keep heading west down the long western path and your party will run into another Gizamaluk in the far southwest - there will be a dead end to the left. There is a water pail on the right wall as you walk down the dead end with a Discarded Paper inside, hinting at the many treasures inside the Henne Mines. Come back out of the southwest portion and run down the other path to the south further to the east. This will lead the party into some tunnels that are not on the map. Keep moving along these tunnels (either way) to reach the entrance to the next area.

~~ Crossover C ~~

This area is fairly straightforward if you look at the map. Hecteyes will drop from the ceiling near the middle of this railway tunnel. Equip Bowline Sashes to avoid confuse (Phantasmal Gaze) and be ready to cure Disease (Pox). These things are very dangerous when fighting more than one at a level below 70, so be very careful about standing in between them because they have an attack similar to the Jellies where they hit from all sides. Equip Rubber Suits when they start to cast Thundaga. Use Blizzaga on them since they are weak to ice. They will actually run from the party when they reach HP critical. They will lead the party further into the mines so don't always follow since more enemies may be lurking ahead. The first gate to the southwest is closed so go through the gate to the west.

~~ Pithead Junction C ~~

Ah, a switch. I do have a very fond memory of triggering all those Jellies from our first venture into the Henne Mines don't you? Don't press that switch. If you press it, 9 Abysteel bats will fall from the ceiling and attack the party! Pressing the switch will also seal off the way that the party needs to go in the next area.

~~ Phase 2 Shaft ~~

Head to the east. There will be many Hecteyes and Abysteels so try to fight

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them in small numbers if possible. There is a group further to the east (3 Abysteels and 3 Hecteyes) that you should either run by or lead a few of them out at a time to deal with them.

~~ Special Charter Shaft ~~

An occasional Necrofiend will spawn from +-----------------------------------+the death of an enemy in this portion of | This area is your best chance to |the mines. They're not that much of a | gain multiple Ribbons via a chest |threat if your party is equipped with | in this area. Ribbons make the |Bowline Sashes to ward off their | wearer immune to most status |Phantasmal Gaze and Black Mask to absorb | effects. See the "Ribbon" |their Maser Eye attack. When your party | listing under Accessories in the |reaches the secret path in the southeast | List section. |(not on the map), the first of many Etéms | [AC01] |will show up in the tunnel ahead. These +-----------------------------------+enemies are highly dangerous in numbers and they will ambush you easily in this area. Sometimes they will remain transparent and only attack while others are attacking, so you could be fighting two Etéms then have two more suddenly appear.

Keep Bowline Sashes and Black Mask equipped since they have a high probability of spawning a Necrofiend. They will Stop the party, cast Disease, cast Darkga, and drain the party's MP with Annul. They also like to cast Death frequently (coutdown version and instant) as well as use Dimensional Rift which is instant death. Watch them like a hawk when they attack and equip a Power Armlet to ward off their Stop. I would recommend that you equip each of your main party members with a powerful weapon while heading through here, no matter the character. Equip the Holy Lance, Excalibur, and the Zodiac Spear or Ragnarok if you have them. The Etéms drop Soul Powders which you will need two of for Empyreal Souls at the Bazaar. Do not try to run through this area, or the Etéms will finish your party fast. All the other areas on the way to Zodiark can be run through, but not this one - unless you're lucky.

In the middle of the long path in the east take a left (go north) and move down the hidden path. When you reach the area on the map once again, you'll have a choice of going left, right, or straight ahead (north). Keep going north until you reach the far north end and then turn to the left (west) to find a "Glowing Object" on the ground. This is actually the treasure that the Discarded Paper from ealier was hinting at. Examine it more closely to find ++3 BACCHUS'S WINES and 2 MEGALIXIRS++ buried under the dirt floor. Keep in mind that you can return to this area and find a chest with the most powerful gun weapon inside. You MUST open the chest while the Diamond Armlet is equipped as an accessory to receive the ++FOMALHAUT++. I would recommend that you come back to this area after you defeat Zodiark to get the chest. It will appear randomly like all chest but it has a 100% chance of having that weapon unless your party opens it without the Diamond Armlet equipped - it will only contain Dark Matter if that is the case.

Go back to the intersection and move down the right tunnel (heading west). Take the next right (heading north). You will wind up along a small strip visible on the map when your party turns left again. The path to the west in this upper north portion will lead directly to Zodiark. Like I said, there is no save crystal before you fight this horrid beast.

~~ Special Charter Dig ~~

+----------------------------------------------------------------+| Lv 66 | Zodiark ||================================================================|| HP: 336847 | Weak: Light | Absorb: Dark ||----------------------------------------------------------------|| Exp: 0 | Steal: High Arcana, Megalixir, Serpentarius |

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| LP: 70 | ||----------------------------------------------------------------|| Recommended Level: 65+ (with 40+ reserve party members) |+----------------------------------------------------------------+

Dispel him of his status enhancements as soon as possible and set up a gambit to Dispel him of Protect and another one for Faith and Bravery for whenever he uses his Great Barrier, Faith, and Bravery spell. Zodiark will literally start the battle with Darkja. It's always the first move he will do. Nothing like getting to the point! Have Black Mask equipped to all three of your party members in order to absorb this attack - all 7000+ damage of it. The most annoying party of this attack is that Darkja can cause instant death as well as Blind the dying character (just as a little added "**** you"). Similar to the way that many of the other Esper's caused status effects randomly with their big magick attack, Zodiark's will right out kill you randomly - not just one person, sometimes the whole party! If that is the case, the reserve party will have to revive your main party.

UPDATE: His Faith spell (when cast on himself) will increase the chances for instant death due to Darkja. Your pary's Shell spell (or Shell Shield) can cut the chances of instant death in half if used (or equipped).

Zodiark will hit for around 2000+ HP damage per attack and his attacks can cause Disease at times. He will use Great Barrier and Mana Spring to set himself up with Protect and Shell. Along with Great Barrier, he will also cast Faith and Bravery on himself, so be ready to Dispel all his status enhancements once again. He will sometimes set up a Magick Shield to make himself invulnerable to magick attacks. While magick attacks aren't the best attacks to use anyway, this will also make it to where you can't Dispel him, so turn off the Dispel gambits at that time. Zodiark has all the level attacks that Zalera did: Lv. 2 Sleep, Lv.3 Disable, Lv. 4 Break, so be at a level that is not divisible by either of those number and you won't have to worry about them or you could just equip the accessory that nullifies them shortly before he does the attack. The whole party may be hit with Piercing Graviga as well.

Near the end of the battle, Zodiark will start to use Darkja constantly (after he uses Limit Break) and will not let up except for a few a physical attacks every now and an occasional cast of a status enhancements. He will start to use Shift during his last 25% of HP. Shift will change his weak element, so just equip non-elemental weapons and keep fighting him. Battle Cry will follow the use of Shift, which will make him immune to physical damage. He will start to use Scathe around this point in an attempt to kill the party quickly. Make sure to move apart when he starts casting Scathe to limit the damage. His Scathe cannot be reflected.

It is best to start a Quickening chain right when he uses Shift since that will be your last chance to hit him with a physical attack. His immunity to damage will eventually fade, but he will bring it right back up on him in just about five seconds after it is gone. He will not raise his Magick Shield back up as fast as his physical shield so you should take advantage of this and use some Reflect shields (equip Mirror Mails to all party members) to reflect Scathe off your party by casting it on the party leader and this will take 9999 damage from him. This is a good way to finish him off. He will spend the remainder of the battle casting Reflect, Bravery, and Faith on himself while hitting the party with physical attacks that can cause Disease and he will also Scathe a bunch. This is one of the hardest boss fights in the game because of Darkja, but if you can drain him of HP fast, you can quickly take him down with reflected Scathes at the end of the battle.

Most of the text above was just describing the battle, but here is an extreme strategy to beat him:

Equip your party with the most powerful weapons that you can get your hands on

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before the fight begins. A wise choice would be Excalibur, the Zodiac Spear, the Holy Lance, Ragnarok (or better), or the Golden Axe. Have all members of your party equipped with a Bubble Belt as well. Stand outside of the Special Charter Dig entrance and cast Hastega, Protectga, Regen, and Berserk on your two strongest party members. Cast Bravery on your unberserked party leader and Bravery on any berserked character that you feel will not hit for 9999 damage. Switch out all three of those party members and bring in one character (only one) that you don't plan on using during the battle and cast Haste on that person then enter the boss room. Run up to Zodiark and Dispel him with the one person then prepare to face Darkja. Switch out the current person, dead or alive, and bring in your main three party members. Allow the two Berserked party members to mop the floor with Zodiark's ass while you take control of the unberserked party member and heal. Hit Zodiark with your party leader whenever possible but make healing the number one priority. When Zodiark readies Great Barrier, Mana Spring, Faith, or Bravery select Dispel manually so you can be charging in order hit him with Dispel the moment he cast the status enhancement. If your party is aggressive enough, he may not even get a chance to perform Darkja again until after Shift.

When he uses Shift, your party can either start a Quickening chain at that moment in the hopes of one final major attack or continue to wail on him with physical attacks until he sets up Great Barrier. When Great Barrier is active, he will most likely have a Magick Shield up too, so you will have to wait a bit until his Magick Shield drops. While waiting, you may want to take out a person or two from your main party so they will not get killed by Darkja. Test him by trying to Dispel him to see if he still has the Magick Shield up if you are unsure. Obviously, it will give you an "Immune" if it is. Once the Magick Shield falls, equip all party members with a Mirror Mail and have your party member with the strongest magick power cast Scathe on his or herself. Scathe will reflect off all party members and take close to 9999 damage from Zodiark each time (around 3000+ x3).

The main goal here is to drain as much of his life as you can with physical attacks before he uses Shift then sparingly Scathe him with a reflected Scathe to finish him off. I nearly killed him one time through physical attacks before he set up his physical shield but his Shift made him change to Light elemental, so my weapons started giving him life when it would have finished him off. It may be helpful to equip non-elemental weapons to your party members directly after Shift because of situations such as that. The only flaw I have found in this method is that you will lose control of your two berserked party members so a Quickening for those two characters will not be optional, but this method should really damage him badly! Try to use Bravery only instead of Berserk if you don't want to lose control of any of your party members. Once he has been defeated ++ZODIARK, KEEPER OF PRECEPTS++ will be added to the License board.

Use the gate on the west side to exit back out to Crossover C when the battle is finished.

[HT00] __ _____ __ /\ /\/\ /\ /\ \ \/__ \/ _\ / /_/ / / \ \/ \/ / / /\/\ \ / __ /\ \_/ / /\ / / / _\ \ \/ /_/ \___/\_\ \/ \/ \__/

---- ----

Check a bulletin board inside of the pub in a city to find different hunts posted up. Some of the bulletin boards are out in the open like at the Phon Coast. In order to engage in a hunt, you must:

(1) accept the hunt from the board(2) find the petitioner and agree to perform the hunt

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(3) find the mark and defeat it(4) report back to the petitioner for your bounty reward.

Please note that Elite Marks (marked as such) can only be performed by talking to Montblanc in the Clan Centurio building of Rabanastre. The Clan Centurio building is mentioned after the first hunt and can be found in the Northwestern part of Rabanastre.

The requirements that I listed for some of the marks will also require that you perform enough hunts up to that point in order to have extra hunts available. For instance, you can't go through the main story of the game and expect to have every hunt available to you at the end. You need to perform easier hunts to have harder hunts available to you.

Here is a list of all the ranks and extra items associated with the hunts:

============ Clan Ranks============

Note: Talk to Ma'kenroh at the top of the stairs in The Clan Hall to find out how many more marks and clan points your party must earn for the next rank.

1. MoppetRequirements: Starting Rank

2. Hedge KnightRequirements: Defeat two marks and obtain 700 clan points.

3. Rear GuardRequirements: Defeat four marks and obtain 8000 clan points.

4. VanguardRequirements: Defeat eight marks and obtain 20000 clan points.

5. HeadhunterRequirements: Defeat ten marks and obtain 30000 clan points.

6. Ward of JusticeRequirements: Defeat twelve marks and obtain 40000 clan points.

7. Brave CompanionRequirements: Defeat fourteen marks and obtain 100000 clan points.

8. RiskbreakerRequirements: Defeat sixteen marks and obtain 200000 clan points.

9. Paragon of JusticeRequirements: Defeat twenty-four marks and obtain 250000 clan points.

10. High GuardianRequirements: Defeat twenty-eight marks and obtain 300000 clan points.

11. Knight of the RoundRequirements: Defeat thirty-two marks and obtain 500000 clan points.

12. Order of AmbrosiaRequirements: Defeat all marks, obtain 1000000 clan points, and acquire every title in the Sky Pirate's Den.

====================== Clan Provision Items======================

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** The Clan Provisioner is located in Muthru Bazaar and will only appear after accepting a hunt from Montblanc in the Clan Centurio Hall of Rabanastre.

Potion (70 gil) - Achieve "Moppet" rank and talk to Montblanc.Hi-Potion (210 gil) - Achieve "Hedge Knight" rank.Gysahl Greens (108 gil) - Achieve "Rear Guard" rank.Teleport Stone (200 gil) - Achieve "Vanguard" rank.Nihopalaoa (30000 gil) - Achieve "Headhunter" rank.Reverse Magick (7600 gil)Bubble Magick (3300 gil) - Achieve "Ward of Justice" rank.Faith Magick (5800 gil) - Achieve "Brave Companion" rank.Bravery Magick (5800 gil) - Achieve "Riskbreaker" rank.Warp Mote (100 gil) - Achieve "Paragon of Justice" rank.Cat-ear Hood (30000 gil) - Achieve "High Guardian" rank.Bubble Belt (19800 gil)Knot of Rust (6 gil) - Achieve "Knight of the Round rank.

================= Montblanc Gifts=================

-- Clan Rank

Achieve "Moppet" Clan Rank: 3 PotionsAchieve "Hedge Knight" Clan Rank: 2 Warp Motes, 2 Teleport StonesAchieve "Rear Guard" Clan Rank: 3 Remedies, 2 Teleport StonesAchieve "Vanguard" Clan Rank: 3 Hi-Potions, 2 Teleport StonesAchieve "Headhunter: Clan Rank: 2 Ethers, 2 Teleport StonesAchieve "Ward of Justice" Rank: 2 X-Potions, 2 Teleport StonesAchieve "Brave Companion" Rank: 2 Hi-Ethers, 3 Teleport StonesAchieve "Riskbreaker" Rank: 2 Elixers, 3 Teleport StonesAchieve "Paragon of Justice" Rank: High Arcana, 3 Teleport StonesAchieve "High Guardian" Rank: Empyreal Soul, 3 Teleport StonesAchieve "Knight of the Round" Rank: 2 Megalixers, 3 Teleport StonesAchieve "Order of Ambrosia" Rank: Centurio Hero's Badge, 3 Teleport Stones

-- Bosses

Defeat the Flans in the Garamsythe Waterway: 150 gilDefeat Firemane: 200 gilDefeat Mimic Queen: 300 gilDefeat Demon Wall 1: 1200 gil, 1 ElectrumDefeat Demon Wall 2: 600 gil, 1 Warp MoteDefeat Tiamat: 900 gilDefeat Elder Wyrm: 800 gilDefeat Earth Tyrant: 1200 gilDefeat Vinuskar: 1100 gilDefeat King Bomb: 1300 gil, MalletDefeat the Mandragoras: 1600 gilDefeat Ahriman: 1600 gilDefeat Rafflesia: 1800 gilDefeat Daedalus: 1900 gilDefeat Tyrant: 1900 gilDefeat the Fury: 2100 gil, Bacchus's WineDefeat the Humbaba Mistant: 2100 gilDefeat Hydro: 2000 gilDefeat the Hell Wyrm: 50000 gil

-- Espers

Defeat 1 Esper: 2 Arcana, 2 Teleport Stones

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Defeat 4 Espers: High Arcana, 2 Teleport StonesDefeat 8 Espers: Gemsteel, 2 Teleport StonesDefeat 13 Espers: Serpentarius, 2 Teleport Stones

___ _ __ / _ \/ | /__\| | | | | /------\ / \//| |_| | | \------/ / _ \ \___/|_| [HT01] \/ \_/ E D & R O T T E N I N T H E D E S E R T

01 - Red & Rotten in the Desert

Rank: IMark: Rogue TomatoPetitioner: Tomaj (Rabanastre) - he'll give you an explanation of hunts for this first hunt so there is no need to track him down.Mark Location: Dalmasca Estersand/The SteppingBounty: 300 gil, 2 Potions, 1 Teleport Stone

The Rogue Tomato hunt is part of the main game. He is in the Dalmasca Estersand (East Gate) on the hill overlooking the valley next to the two trees with pink blossoms. This is in The Stepping area of the Estersand (first area).

___ ____ __ __ / _ \___ \ / / /\ \ \| | | |__) | /------\ \ \/ \/ /| |_| / __/ \------/ \ /\ / \___/_____| [HT02] \/ \/ O L F I N T H E W A S T E

02 - Wolf in the Waste

Rank: IMark: ThexteraRequirement: Complete "Red & Rotten in the Desert"Petitioner: Gatsly (Rabanastre) - Gatsly is lying down to the right of the bulletin board.Mark Location: Dalmasca Westersand/Galtea DownsBounty: 500 gil, Headguard, Teleport Stone

+--------------------------------------------------------------+| Lv. 6 | Thextera ||==============================================================|| HP: 380 | Weak: Wind | Absorb: N/A ||--------------------------------------------------------------|| Exp: 0 | Steal: Pebble, Potion, Wolf Pelt || LP: 2 | ||--------------------------------------------------------------|| Recommended Level: 7 - 9 |+--------------------------------------------------------------+

Head to the Westersand via the Westgate of Dalmasca and run over to the cliff wall on the left side of the area to find Thextera along with a few Wolves. It would be a good idea to have at least two party members to perform this hunt. Thextera is fairly low level and doesn't take too much off, but he will use a "Cry for Help" move to call Wolves in the area over to your current location. His attacks take off about 15 HP per hit and his Fang attack will take nearly 50 HP. There will sometimes be three Wolf helpers as well, so make sure to have a Curing gambit of some sort. Gatsly will ask that you visit his shop in the Bazaar area of Rabanastre after you complete this task and talk to him again.

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/ _ \___ / / \| | | ||_ \ /------\ / /\ /| |_| |__) | \------/ / /_// \___/____/ [HT03] /___,' A L M A S C A ' S D E S E R T B L O O M

03 - Dalmasca's Desert Bloom

Rank: IMark: Flowering CactoidRequirement: Complete "Wolf in the Waste"Petitioner: Dantro (Dalmasca Estersand) - Dantro is north of The Stepping area of the Dalmasca Estersand. Look next to the fire.Mark Location: Dalmasca Estersand/Yardang LabyrinthBounty: 500 gil, 10 PotionsSpecial Item: Cactus Flower

+--------------------------------------------------------------+| Lv. 4 | Flowering Cactoid ||==============================================================|| HP: 755 | Weak: Wind | Absorb: Earth ||--------------------------------------------------------------|| Exp: 0 | Steal: Cactus Fruit, Earth Stone, Potion || LP: 2 | ||--------------------------------------------------------------|| Recommended Level: 7 - 10 |+--------------------------------------------------------------+

Go out the Eastgate and talk to Dantro in the Outpost portion of the Dalmasca Estersand. The Yardang Labyrinth is north of the Outpost. Enter the labyrinth and look for a Cactoid with a red flower on its head and that will be your mark. He wanders around throughout the area so you'll have to hunt him down while killing the Wolves and Cockatrices. Unlike the other Cactoids, he will immediately attack your party once you see him so his cover is blown rather easily. He basically attacks like all the other Cactoids in the area and will even start to run once he is down to half of his life. What seems like a super easy battle will suddenly take a turn for the worse as he unleashes his 1,000 needle attack when his life is extremely low. Kill him fast or one of your party members will instantly die if they are not over 1,000 HP! Your party will take a ++CACTUS FLOWER++ as proof of victory.

___ _ _ __ __ / _ \| || | / / /\ \ \| | | | || |_ /------\ \ \/ \/ /| |_| |__ _| \------/ \ /\ / \___/ |_| [HT04] \/ \/ A T E R W A Y H A U N T I N G

04 - Waterway Haunting

Rank: IMark: WraithRequirement: Complete "Wolf in the Waste"Petitioner: Milha (Rabanastre) - Milha is in the northeastern North Sprawl Lowtown area next to the Residence marker.Mark Location: Garamsythe Waterway/Overflow CloacaBounty: 500 gil, Ether, Gauntlets

+--------------------------------------------------------------+| Lv. 9 | Wraith ||==============================================================|| HP: 5146 | Weak: Thunder | Absorb: Ice ||--------------------------------------------------------------|| Exp: 0 | Steal: Dark Magacite, Glass Jewel, Hi-Potion || LP: 5 | |

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|--------------------------------------------------------------|| Recommended Level: 9 - 11 |+--------------------------------------------------------------+

Find the stairwell in the North End +----------------------------------------+of Rabanastre to be taken to the | Recommended Gambits |area right by Milha. Go down the |========================================|path then take the first two rights | Foe: party leader's target (>) Thunder |to find Milha kneeling next to a | Foe: party leader's target (>) Attack |door. Run over to Storehouse 5 +----------------------------------------+(labeled Garamsythe Waterway) andenter the waterway through the right door. Go down both sets of stairs up ahead and the Wraith will appear after a certain amount of time in the open area. The Wraith will not attack, but will start the battle by casting Doom on each individual party member. If Doom misses then he will cast it again on that same person. Once every member of your party has a Doom countdown, the Wraith will start to attack by casting Blizzard, Dark, or by attacking normally. He will also cast Blind sometimes. It is very important that you spam him with Thunder as much as you can at the very beginning of this fight. Set gambits where your party will cast Thunder on him along with your leader (target him yourself with the leader) - if you have Thundera then you will obviously want to use that. Switch out your MP exhausted party members with others to keep pounding on him. Beat him quick and get out of the waterway before Doom kills you and you will be able to recover at a save crystal. Keep in mind that the Doom status will count down from where it left off once you enter the field again if you don't touch a save crystal. You can enter the Private Residence afterward and find a Dusty Letter that is actually a hint, which will lead to one of the game's many side quests.

___ ____ / _ \| ___| /\/\ | | | |___ \ /------\ / \ | |_| |___) | \------/ / /\/\ \ \___/|____/ [HT05] \/ \/ A R A U D E R I N T H E M I N E S

05 - Marauder in the Mines

Rank: IMark: NidhoggRequirement: Complete the Lhusu Mines task of the main story.Petitioner: Aekom (Bhujerba) - He is the blue Seeq in front of the Lhusu Mines.Mark Location: Lhusu Mines/Transitway 1Bounty: 600 gil, Rose Corsage, BalaclavaSpecial Item: Great Serpentskin

+--------------------------------------------------------------+| Lv. 10 | Nidhogg ||==============================================================|| HP: 6079 | Weak: Fire | Absorb: Earth ||--------------------------------------------------------------|| Exp: 0 | Steal: Antidote, Tanned Hide, Aries Gem || LP: 5 | ||--------------------------------------------------------------|| Recommended Level: 13 - 15 |+--------------------------------------------------------------+

Enter the mines and continue +----------------------------------------+through the areas until you find | Recommended Gambits |a path that splits into two at the |========================================|beginning of the Transitway 1 | Foe: party leader's target (>) Slow |area. The Nidhogg will be moving | Ally: HP < 50% (>) Potion |about in the intersection. Make | Foe: party leader's target (>) Fire |sure to have full HP and MP before | Foe: party leader's target (>) Attack |

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entering this area. It is very +----------------------------------------+important to have Slow for thisbattle since the Nidhogg will start out with Haste and Protect (and possibly Bravery). If you have Dispel then Dispel him of both and cast Slow. This enemy can sometimes attack about four times in a row and he is very quick even without Haste. Cast Blind on him at the very beginning to decrease the accuracy of his attacks. Spam him with Fire the entire battle to take his HP down quickly. Make sure to get rid of any Steeling that happens to attack you during this battle. If the Steeling uses Joyous Soundwave, it will heal the Nidhogg too. The most important aspect of this battle is for the Needhog to have Slow cast on him at all times.

___ __ __ / _ \ / /_ / / | | | | '_ \ /------\ / / | |_| | (_) | \------/ / /___ \___/ \___/ [HT06] \____/ O S T I N T H E P U D D I N G

06 - Lost in the Pudding

Rank: VMark: White MousseRequirements: Meet the Garif-chief in Jahara.Petitioner: Sorbet (Rabanastre)Mark Location: Garamsythe Waterway/West Sluice ControlBounty: 2800 gil, Yoichi BowSpecial Item: Sluice Gate Key

Make sure that you are on about level 30 for this hunt since the mark's level is deceiving and you will fight Lv.38 fiends on your way to him. Run over to the Westgate of Rabanastre and speak with Sorbet. Sorbet is the moogle that you normally use for teleportation on that side of Rabanastre. Head to the Lowtown area and enter the Garamsythe Waterway area from the right gate. Enter the Central Waterway Control area via the large gate then head west (look at your map). Be sure to have some Esuna gambits set to your characters since you will fight some Lv 38+ Malboro Overkings down here. Go through the northwest set of paths and keep looking at your map to find the way that will take you to the West Sluice Control to the southwest. Facing all the pathways on the right side, the fourth path to the left is the one you will want to take then go through the fourth path on the left once again, which should lead you up some stairs. Go across the bridge then fight or run through the Malboro Overkings and head south. In the West Sluice Control area, you MUST defeat all four Malboros in the area or they will follow you down to where White Mousse it. If there is an Ice Elemental among them then you will just have to beat him or exit the area from the way you came and reenter to hopefully make it disappear. White Mousse will drop from the ceiling as you walk into the area with water. DO NOT run to the save point in the east or you will only make things worse. If you enter the area after saving, Malboro Overkings will have respawned near the stairs and will join White Mousse in battle.

+---------------------------------------------------------------+| Lv. 15 | White Mousse ||===============================================================|| HP: 69469 | Weak: Fire | Absorb: Water ||---------------------------------------------------------------|| Exp: 0 | Steal: Potion, Echo Herbs, Hi-Potion || LP: 24 | ||---------------------------------------------------------------|| Recommended Level: 30 - 33 |+---------------------------------------------------------------+

It really helps if you have Larsa +-------------------------------------------+for this fight since you will | Recommended Gambits |

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need an item healer. Have Argyle |===========================================|Armlets equipped for this battle | Ally: any (>) Raise |so White Mousse can't blind you | Self (>) Reflect |with his Flash attack. Make sure | Ally: HP < 50% (>) Hi-Potion |everybody has Reflect on them | Foe: party leader's target (>) Attack |before the battle starts +-------------------------------------------+(including Larsa) then cast Blind on White Mousse and summon Belias right at the beginning. Cast Reflect on Belias to keep White Mousse from hitting him with Waterga and be sure to keep Reflect on yourself. You'll need a few Hi-Potions to toss to either Belias or yourself since White Mousse will attack physically eventually. Belias will constantly hit him with Painflare since White Mousse is weak against fire. If you have enough magick to at least summon Belias twice then this battle won't be that tough at all. Keep in mind that Waterga will kill Belias in one hit, so you must be quick to cast Reflect on him. If a Lizard jumps up from the small section to the north then take him down immediately - he won't be much of a bother like the Malboro Overkings were. White Mousee will gain life from a reflected Waterga attack but you will take off more from him. Fira or more importantly, Firaga, will take more than physical attacks but don't set a fire spell as a gambit since you will need some MP for Reflect. If you have the Flametounge Sword then equip that for this battle.

On his last 75% of life, White Mousse will only use Waterga every turn - cast Berserk on him at this point to stop him. Have a Quickening ready for his last bit of life if Berserk starts to wear off. You will receive a ++BROKEN KEY++ upon beating him. Save your game at the East Sluice Control and go ahead and grab the ++GARAMSYTHE CANDLE++ from the urn to the side of the save point. This will show all the secret areas on the map of the Garamsythe Waterway. Give Sorbet the Broken Key and he will give your party the bounty plus a ++SLUICE GATE KEY++.

UPDATE: White Mousse can be put to sleep, so if your party can manage to make him snooze through the Sleep spell or Nihapolaoa + Alarm Clock (or Remedy), then your party can stand back and freely use Fire spells to attack him without having to worry about his attacks.

(Thanks to Akagami No Steven, P P Panda, and FE_Papiroku from the Arctic Nightfall boards for their strategies and thanks to Jak_Drizzt for the Sleep trick.)

___ _____ ___ / _ \___ | / __\| | | | / / /------\ / _\| |_| |/ / \------/ / / \___//_/ [HT07] \/ O R W H O M T H E W Y R M T O L L S

07 - For Whom the Wyrm Tolls

Rank: IIIMark: Ring WyrmRequirements: Meet the Garif-chief in Jahara.Petitioner: Balzac (Rabanastre)Mark Location: Dalmasca Westersand/Windtrace Dunes (During a sandstorm)Bounty: 200 gil, Moon Ring, Icebrand

Go to the Lowtown area of Rabanastre. Facing away from the north item merchant, Balzac is in the southwest big area. This is the same guy that you talked to when you first brought Basch back to Rabanastre. The Ring Wyrm will only show up in the south portion of the Windtrace Dunes during a sandstorm. If the skies are dark in the Westerland then there will be a sandstorm when the Windtrace Dunes is entered. If there is not a sandstorm there then you need to enter and exit from the Zertinan Caverns entrance of the Shimmering Horizones until the sky is full of dark clouds. This zoning should also work from

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Rabanastre, the Westersand, and Giza Plains, but it seems to work better with the Zertinan Caverns for me.

+----------------------------------------------------------------+| Lv. 32 | Ring Wyrm ||================================================================|| HP: 128648 | Weak: Fire | Absorb: Water ||----------------------------------------------------------------|| Exp: 0 | Steal: Phoenix Down, Hi-Potion, Water Magicite || LP: 16 | ||----------------------------------------------------------------|| Recommended Level: 29 - 32 |+----------------------------------------------------------------+

Equip all three party members with some Jackboots to avoid the Ring Wyrm's Immobilizaga. He will constantly perform this move nearly ever other turn. Set up a gambit for Esuna if you don't have enough Jackboots for everyone. At the start of the battle begin casting Blind on the Ring Wyrm as much as you can until he is blinded - it will take a few castings but it will affect him eventually. The Ring Wyrm will mainly try to hit your party physically and use his Breath command to breathe fire on the whole party. His Breath will randomly inflict Sap so cast Regen or let an Esuna gambit handle it. Have some Curaga gambits setup and manually cast Cura when all party members start to get low in life. It's good to have Shielded Armors for this fight and if you still have Larsa then he will help out a bunch in the curing department as usual. The Ring Wyrm's extreme amount of HP will make the battle last quite long and he will even use Restore to give himself another HP boost. He will only use Restore once. He's weak against fire, so you can cast Fire spells or summon Belias. Belias will constantly use Painflare for about 2000 HP damage and Ring Wyrm's Breath will actually heal Belias! I would recommend saving +-----------------------------------------+most of your MP for healing, but | Recommended Gambits |two Belias summons would definitely |=========================================|help out in this battle. Equip | Ally: any (>) Raise |Wyrmfire Shot with your guns or | Ally: HP < 50% (>) Curaga |Flametounge and to take off some | Self (>) Protect |extra elemental damage from the | Foe: party leader's target (>) Attack |Ring Wrym. Haste can also speed up +-----------------------------------------+the battle a bit. Cast Haste on Belias to help him out a bit!

Another tip that I have heard is that you can equip a long-range weapon to a character while you have that one character in your party (no one else) and run around one of the big cacti while shooting at the Ring Wyrm. Equip some Jackboots to stop his Immobilizing and he will not be able to catch up with you for any seriuous attacks, except for mayber his fire attack.

(thanks to FE_Papiroku from the Arctic Nightfall boards)

___ ___ _ / _ \ ( _ ) /_\ | | | |/ _ \ /------\ //_\\ | |_| | (_) | \------/ / _ \ \___/ \___/ [HT08] \_/ \_/ S C R E A M F R O M T H E S K Y

08 - A Scream from the Sky

Rank: IIMark: Wyvern LordRequirements: Escape from Shiva in the main story.Petitioner: Sherral (Rabanastre) - Sherral is inside of Amal's Weaponry. Walk over to the Imperial on the left as you enter.Mark Location: Nam-Yensa Sandsea/Simoon Bluff

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Bounty: 1000 gil, Longbow, Shell Shield

It's best to teleport via an orange crystal, over to The Tomb of Raithwall. Run down the steps and enter the Nam-Yensa Sandsea. Turn and enter the tunnel off to the left while in the Trail of Fading Warmth to enter the Simoon Bluff. Watch out for the traps in front of the bridge! Fight through all the Bogalies and head all the way to the north. The Wyvern Lord will appear next to the cliff, but don't fight him just yet. I would recommend dealing with all the Bogalies to the northeast or they will most likely interrupt your battle with the Wyvern Lord.

+---------------------------------------------------------------+| Lv. 18 | Wyvern Lord ||===============================================================|| HP: 18669 | Weak: Earth | Absorb: Wind ||---------------------------------------------------------------|| Exp: 0 | Steal: Crooked Fang, Yensa Scale, Wyvern Wing || LP: 8 | ||---------------------------------------------------------------|| Recommended Level: 20 - 23 |+---------------------------------------------------------------+

A long-range weapon will work +-----------------------------------------------+the best for this fight. For | Recommended Gambits |party members without a long- |===============================================|range weapon, set a gambit | Ally: HP < 70% (>) Hi-Potion |for "Foe: flying (>) Dark" | Foe: flying (>) Powerful Magic |and that will keep them +-----------------------------------------------+attacking him. If you have a more powerful elemental spell such as Fira, Blizzara, etc. then use any of those - don't use Aero though since he will absorb it. Be sure to Blind him at the beginning to limit his attacks greatly. You will mainly only have to watch out for his Aero attack while he is blinded, but it takes about 250 so be ready to heal with Hi-Potions preferably. Arrive into this battle with Shell cast on all party members to limit the damage of Aero. If you don't have some high level magic for this fight then a Quickening will be your main savior. Keep reserve characters with Quickenings so you can hopefully get lucky and get a mist charge for your MP exhausted characters.

___ ___ _ / _ \ / _ \ /_\| | | | (_) | /------\ //_\\| |_| |\__, | \------/ / _ \ \___/ /_/ [HT09] \_/ \_/ T I N G L I N G T O A S T

09 - A Tingling Toast

Rank: VMark: MarilithRequirements: Finish the Tomb of Raithwall.Petitioner: Tavernmaster (Rabanastre)Mark Location: Zertinan Caverns/Invitation to HeresyBounty: 2200 gil, Serpent Eye, 3 Teleport Stones

Walk up to the bar in the Sandsea of Rabanastre and speak with the Tavernmaster. Do just as the Tavernmaster says and enter the Zertinan Caverns from the Shimmering Horizons area of the Westersand. The hardest part about this hunt is getting the Marilith to appear. You need to go to the south portion of the middle area and defeat the Speartongues then wait for about 3 to 5 minutes near the area where the sun is shinging. Wait by the west wall. Walk over to the eastern wall where the sun is shining in, near the cactuses, to have the Marilith pop out of the ground after a near five minute wait.

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Here are some pics of the Marilith's location:

Pic 1: http://tinyurl.com/35vdfdPic 2: http://tinyurl.com/2oj8m5

+---------------------------------------------------------------+| Lv. 38 | Marilith ||===============================================================|| HP: 54921 | Weak: Water | Absorb: Fire ||---------------------------------------------------------------|| Exp: 0 | Steal: Fire Crystal, Fire Stone, Prime Tanned || LP: 22 | Hide ||---------------------------------------------------------------|| Recommended Level: 37 - 40 |+---------------------------------------------------------------+

When the Marilith finally surfaces +----------------------------------------+from the sand in that area, Blind it | Recommended Gambits |and use Slow on it. Be sure to |========================================|Blind it or you will pay! The | Ally: any (>) Raise |Marilith can get many attacks in a | Ally: HP < 50% (>) Curaga |row and he takes off around 700 HP | Ally: status = Slow (>) Haste |per attack. After Blinding him, it | Foe: party leader's target (>) Blind |is simply a matter of wearing him | Foe: party leader's target (>) Slow |down with physical attacks. His | Foe: party leader's target (>) Attack |Tail Spear attack can inflict Slow, +----------------------------------------+but it's not too much of a bother when he is blinded. The Marilith will leave you with a cask of ++SERPENTWYNE MUST++. Return the Serpentwyne Must to the Tavernmaster in Rabanastre to get your bounty.

_ ___ _____/ |/ _ \ /__ \| | | | | /------\ / /\/| | |_| | \------/ / /|_|\___/ [HT10] \/ H E D E F E N S E O F O Z M O N E P L A I N

10 - The Defense of Ozmone Plain

Rank: IIMark: EnkeladosRequirements: Escape from Shiva in the main story.Petitioner: Sugumu (Jahara, Land of the Garif) - Speak to Low-chief Sugumu in the north part of the Elderknoll in Jahara.Mark Location: Ozmone Plain/The ShredBounty: 1100 gil, Ether, Golden AmuletSpecial Item: Errmonea Leaf

** NOTE: Make sure to go the Ozmone Plain/The Shred area and defeat the Bull Croc and Aeros rare fiends in that area before starting this hunt. If not, you will be kicking yourself when they show up during the battle with the Enkelados.

After talking with Low-chief Sugumu, speak to Warrior Hsemu to the left of the bridge as you exit from the Elderknoll. Basically, you have to rid The Shred of all the Wu enemies. The Shred is in the East part of Ozmone Plains. It's a small area with only a few Wus. After clearing them out, exit the area and reenter to find the Enkelados.

+---------------------------------------------------------------+| Lv. 22 | Enkelados ||===============================================================|| HP: 18709 | Weak: Water | Absorb: Earth |

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|---------------------------------------------------------------|| Exp: 0 | Steal: Potion, Earth Magicite, Slaven Harness || LP: 9 | ||---------------------------------------------------------------|| Recommended Level: 23 - 25 |+---------------------------------------------------------------+

This can be a very tough battle in more than ways than one. First of all, this is an area where two rare game fiends will often spawn (Bull Croc and Aeros). You really need to defeat them before you fight the Enkelados. If you don't beat them before killing all the Wus then they might be in this area when you come back to fight the Enkelados - both of them! Fighting Enkelados can be bad enough, but fighting two rare game fiends at the same time is pretty insane.

Enkelados will seem fairly tame at the beginning of the battle and will mainly rely on his spin kick that does about 150 damage to everyone in range. Try to Blind him at the beginning of this battle to keep from suffering much damage. Just when the battle seems to be going fairly well, he cast a special "Restore" magick that will cause him to regain most of his health followed by a "Purify" magick that will remove any negative status effects and make him immune to all of them. It is best to use a Quickening right when you see him preparing his restore move. He will cast Berserk on himself along with Restore when you take his HP down low a second time. A berserk Enkelados is truly a powerhouse with a move where he can hit your whole party in one swing. If you have Vanish then be sure to use it so he won't be able to hit you as much. Most of his attacks are close hits so distant weapons will help you to avoid damage. Use Decoy on a close range party member along with Vanish and you can just stand back and heal them while they attack. When the Enkelados is finally defeated, your party will receive a ++ERRMONEA LEAF++. Go back and talk to Low-chief Sugumu and he will reward you then ask you to deliver the Errmonea Leaf to Lesina in the Giza Plains village (talk to him twice). Visit Lesina during the Giza Plains dry weather and she will give you ++2 REMEDIES++ when the Errmonea Leaf is given to her.

_ _ _/ / | /_\| | | /------\ //_\\| | | \------/ / _ \|_|_| [HT11] \_/ \_/ R I N G I N T H E R A I N

11 - A Ring in the Rain

Rank: IIMark: CroakadileRequirements: Escape from Shiva in the main story.Petitioner: Sadeen (Giza Plains, The Rains) - Head to the Nomad Village during the Raining and Sadeen will be in front of the fenced area.Mark Location: Giza Plains (The Raining)/Starfall FieldBounty: 1200 gil, Serpent Rod, Teleport StoneSpecial Item: Ring of the Toad

Talk to Sadeen and he will tell you that the Croakadile is near a bridge. He is talking about the bridge in the Starfall Field part of Giza Plains (The Raining). The whole area of Starfall Field will be abandoned until your party crosses the bridge. The Croakadile will leap directly in front of your party and attack.

+---------------------------------------------------------------+| Lv. 24 | Croakadile ||===============================================================|| HP: 19449 | Weak: Fire | Absorb: Water ||---------------------------------------------------------------|| Exp: 0 | Steal: Horn, Pointed Horn, Aries Gem |

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| LP: 10 | ||---------------------------------------------------------------|| Recommended Level: 23 - 25 |+---------------------------------------------------------------+

This battle is surprisingly easy considering his appearance. He is much like a normal Gigantoad, but he will take off just a bit more per hit. He will use Regen on himself at the beginning of the fight. Hammer away with physical attacks throughout the battle and save your magic. The only problem with the battle starts when he is low in HP. He will perform a move that will double his current level and will unleash a powerful water attack that will hit multiple party members while his HP is low. You should use a Quickening on him as soon as he doubles his level or take him down extremely quick. He will cough up the ++RING OF THE TOAD++ after being defeated. Sadeen will ask you to give the ring to his beloved. Give the ring to Elder Brunoa in the Giza Plains Nomad Village during the Dry then go back to Sadeen during the Rain to finish this event.

_ ____ _____/ |___ \ /__ \| | __) | /------\ / /\/| |/ __/ \------/ / /|_|_____| [HT12] \/ H E D E A D O U G H T S L E E P F O R E V E R

12 - The Dead Ought Sleep Forever

Rank: IIMark: IxtabRequirements: Complete the Henne Mines.Petitioner: High-chief Zayalu (Jahara, Land of the Garif)Mark Location: Henne Mines/Phase 1 Shaft (east side)Bounty: 1300 gil, Ether, Soul Powder

Teleport to Jahara and speak with High-chief Zayalu. He's in the Elderknoll area standing next to the Great-chief by a fire in the middle of the area. It's best to rent a chocobo from Gurdy the moogle and use the chocobo parth (look for tall grass anc chocobo footprints) on the west side of the Haulo Green area to go straight to the Henne Mines. You'll have to flip the Gate Switchboard to open the Junction then flip it again and fight off the Jellies to get to the east side of the Phase 1 Shaft. He'll literally appear from nowhere and surprise your party while fighting the bats at the intersection.

+---------------------------------------------------------------+| Lv. 24 | Ixtab ||===============================================================|| HP: 22562 | Weak: Light | Absorb: Dark ||---------------------------------------------------------------|| Exp: 0 | Steal: Dark Crystal, Book of Orgaine-Mille, Flame || LP: 12 | Shield ||---------------------------------------------------------------|| Recommended Level: 24 - 28 |+---------------------------------------------------------------+

This boss can hit several times in +-----------------------------------------+a row, so you need to have Protect | Recommended Gambits |on everybody or at least a decoyed |=========================================|person if you cast Decoy. Ixtab | Ally: any (>) Raise |teleports around the area like | Ally: HP < 50% (>) Curaga |other spirit enemies so your hits | Ally: powerful character (>) Decoy |will occasionally miss him while he | Ally: powerful character (>) Protect |is targeted. He will cast Water on | Foe: party leader's target (>) Attack |the whole party eventually along +-----------------------------------------+with Death on one person. Don't

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worry about Death that much since he will only use it once most likely. Have a Gambit set to bring the doomed person back to life if they fall. He will use Annul toward the end of the battle that will zap one party member of all their HP. This really isn't too hard of a battle compared to what you have dealt with before. If you have Larsa with you then just drop the cure gambit from the list - he will be a good enough healer for the battle. Ride the Wayward Chocobo straight back through the chocobo trail leading to Jahara and talk to the High-chief to get your reward as usual.

_ _____ ___/ |___ / / __\| | |_ \ /------\ /__\//| |___) | \------/ / \/ \|_|____/ [HT13] \_____/ E F O U L M E N T O F T H E B E A S T

13 - Befoulment of the Beast

Rank: IIIMark: Feral RetrieverRequirements: Arrive at Mount Bur-Omisace.Petitioner: Hymms (Bur-Omisace)Mark Location: Paramina Rift/Spine of the Ice WyrmBounty: 1500 gil, Recurve Crossbow, 2 Teleport Stones

Hymms is found at the Sand-strewn Pass across from Gurdy at Mount Bur-Omisace. The mark is on the way to the Stilshrine of Miriam. Go to the Frozen Brook in the south and take the path to the southwest that leads to the Path of the Firstfall. There is a blue save crystal here. Once you get to the Spine of the Icewyrm in the south the Feral Retriever will be walking around up ahead.

+---------------------------------------------------------------+| Lv. 28 | Feral Retriever ||===============================================================|| HP: 22559 | Weak: Earth | Absorb: Wind ||---------------------------------------------------------------|| Exp: 0 | Steal: Pebble, Quality Pelt, Prime Pelt || LP: 14 | ||---------------------------------------------------------------|| Recommended Level: 28 - 30 |+---------------------------------------------------------------+

If you have Dispel then Dispel him +-----------------------------------------+of his status enhancements | Recommended Gambits |immediately. Much like a Panther, |=========================================|the Feral Retriever uses Blaster to | Ally: any (>) Raise |possibly cause some status effects. | Ally: HP < 50% (>) Curaga |Esuna is the most important Gambit | Ally: any (>) Esuna |to have set for this battle. Set | Foe: party leader's target (>) Attack |it to all characters! He will +-----------------------------------------+mainly use Rake, attack physically, or use Stone Gaze. He can get quite happy with his physical attacks, chaining them like mad on one party member, so be sure to have Raise set up to revive any fallen party members. Thankfully, only the mark will appear, so you don't have to worry about taking out any other obstacles to get to him.

Once again, Larsa is a godsend for this fight and this hunt will open right before he leaves the party, so take him out for one last hunt and this will ease the battle a bunch. If you don't have Larsa, set up a curing gambit with Hi-Potions or Curaga.

I have received an email that informed me that he casts Balance when he's in HP Critical status, which does 20000 - 21000 damage. I suppose I defeated him too fast or got lucky during my fight with him since he didn't perform that spell

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on me. Anyway, use Quickenings to quickly get rid of him when he is in HP Critical status to keep him from casting Balance! It may pay you to keep some characters in your reserve party ready to launch a Quickening toward the end of the battle.

_ _ _ _ / | || | /_\ | | || |_ /------\ //_\\ | |__ _| \------/ / _ \|_| |_| [HT14] \_/ \_/ C H A S E T H R O U G H T H E W O O D S

14 - A Chase Through the Woods

Rank: IIIMark: Vorpal BunnyRequirements: Fight Judge Bergan at Mount Bur-Omisace.Petitioner: Nera (Eruyt Village)Mark Location: Golmore Jungle/The Rustling ChapelBounty: 2000 gil, Lightning Arrows, Gillie Boots

Teleport to Eruyt Village and go to the big circular area in The Spiritwood to find Nera sitting on the outside railing. She will tell you that the Vorpal Bunny is "Somewhere in the Golmore Jungle". Nice. What she really meant to say is that the Vorpal Bunny will appear around the southern Rustling Chapel area in the second big square portion. You're going to have to fight through some Lv. 39 Hellhounds to get there though, so make sure to be at least a little past Lv. 30. If you have Aqua Shot with Balthier then that would be a big help for the Hellhounds. You'll enter an area with plenty of Coeurls and more Hellhounds.

+---------------------------------------------------------------+| Lv. 31 | Vorpal Bunny ||===============================================================|| HP: 20010 | Weak: Holy | Absorb: Dark ||---------------------------------------------------------------|| Exp: 0 | Steal: Hi-Potion, Drab Wool, Blood Wool || LP: 16 | ||---------------------------------------------------------------|| Recommended Level: 30 - 33 |+---------------------------------------------------------------+

The Vorpal Bunny will appear on the west side of the square area. You'll probably catch a glimpse of him before he runs away. He will run throughout the paths of this section of the Golmore Jungle and lead you into fights with Hellhounds and Coeurls. He will disappear and reappear often. What you need to do is catch up with him and cast Berserk on him. Have all three members of your party cast Berserk just in case the first casting misses. This will make him come to you. Have some Shielded armors equipped for instant protect and use Cura often to heal the whole party while you attack him. His normal hits will inflict Sap at times so be ready to cast Regen or Esuna to cure it. You can try to cast Slow and Blind on him, but that really isn't needed if you have Protect on your allies and use cure often. Your party will gain a ++RABBIT'S TAIL++ after the fight. Nera will approach your party once you enter The Spiritwood of Eruyt Village.

(thanks to FE_Papiroku for the Berserking technique against the bunny)

_ ____ _____/ | ___| /__ \| |___ \ /------\ / /\/| |___) | \------/ / /|_|____/ [HT15] \/ H E M I N D F L A Y E R

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15 - The Mind Flayer

Rank: IVMark: MindflayerRequirements: Fight Judge Bergan at Mount Bur-Omisace.Petitioner: Goromu (Jahara, Land of the Garif)Mark Location: Henne Mines/Phase 1 DigBounty: 2200 gil, Carmagnole

Warrior Goromu will be off to the left on a hill as you enter the Lull of Land portion of Jahara. He will tell you that the Mindflayer is drawn to mist and to look where the mist is densest. He will tell you that it was last seen in the Phase 1 Dig area. It would be best to take a chocobo to the Henne Mines. Go past the first junction then hang a right followed by another right to enter the Phase 1 Dig. ** You're party must have FULL MP when entering the Phase 1 Dig area or the mark will not appear. ** The mark is located at the southern most three-way intersection, right next to the dead end in the southeast.

+---------------------------------------------------------------+| Lv. 35 | Mindflayer ||===============================================================|| HP: 31161 | Weak: N/A | Absorb: N/A ||---------------------------------------------------------------|| Exp: 0 | Steal: Pebble, Float Mote, Vanishga Mote || LP: 18 | ||---------------------------------------------------------------|| Recommended Level: 32 - 35 |+---------------------------------------------------------------+

He will be floating around the +---------------------------------------------+three-way intersection of the | Recommended Gambits |Phase 1 Dig as you approach so |=============================================|try to sneak up on him and cast | Ally: status = Stop (>) Chronos Tear |Berserk right at the beginning. | Ally: HP < 50% (>) Curaga |Have all party members cast it | Foe: party leader's target (>) Berserk |for three chances to hit him | Foe: party leader's target (>) Attack |just in case the first misses. +---------------------------------------------+It really helps if you sneak a Berserk casting on him at the very beginning or else he will cast Stop on everybody on his first turn (Time Requiem) most likely. He will stand back and hit physically and cast Blizzara or some other elemental spell on your stopped party. In order to prevent this you need a Power Armlet accessory that will make your party immune to Stop or use some Chrono Tears or Dispel magick to remove Stop. It is possible to outlast the stop if you are leveled up enough. Once he is berserked, kill him fast!

Have a Protect shield (use Shielded Armor) up and use Cura often to heal your members from his physical attacks. Use a Quickening on him when he is almost dead. You DO NOT want Berserk to wear off or he will automatically restore himself to full health and perform a move that will give him Faith, Bravery, Protect, and Shell. This is one battle where it pays to have a backup person with a full MP gauge ready to start a Quickening chain. Besides Stop, this boss has some other dangerous spells such as Invert (switches HP and MP of opponent), Drain, and, of course, the move that will replenish his full health bar. He will also Berserk a party member sometimes. He may seem overwhelming at first with his constant use of spells mixed with Stop, but the moment you Berserk him will be his last if you use Quickenings toward the end. Keep in mind that his use of Invert can actually work in your favor - think of more Quickenings!

When you talk to Warrior Goromu after the battle, he will ask you to speak to Geomancer Yugelu - he's sitting crosslegged on the hill across from the current hill. Speak with him to learn of great power at the bottom of the Henne Mines.

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He feels that you are not up to the task of vanquishing this great power in your current state. He asks that you gather up the protection of many great beings and return to him. What he actually means is that you must gather the power from 10 Espers in the game and return to him and he will then reveal the location of the great Esper, Zodiark. Don't worry about this now however - we'll kick its ass later.

_ __ _____/ |/ /_ /__ \| | '_ \ /------\ / /\/| | (_) | \------/ / /|_|\___/ [HT16] \/ H E D E S E R T E R ' S R E V E N G E

16 - The Deserter's Revenge

Rank: VMark: BloodwingRequirements: Fight Judge Bergan at Mount Bur-Omisace.Petitioner: No. 381 (Dalmasca Estersand)Mark Location: Barheim Passage/West AnnexBounty: 2400 gil, Stun Bombs, Vampyr Fang

Go to the South Bank Village in the Dalmasca Estersand and talk to No. 381 (Bangaa by the shores). In order to get back inside of Barheim, you will need to have collected the Barheim Key from the "Patient in the Estersand" side quest. The door to Barheim is in the southeast of the area outside the South Bank Village - go outside the village and head to the southeast. In the Great Central Passage there are two paths on the west side - take the path on the right. The left path will lead you to some chests with quite a bit of gil in them and they will keep appearing as you reload your game at the orange save crystal in Barheim Passage. Also there is a rare game fiend known as the Ithuno that will randomly appear in that area. Your party can steal a Deathbringer sword (on hit: Death) from him. If your party kills him, move two zones away and he may respawn. He will appear randomly as a chest in that area. Be sure to take advantage of this opportunity!

* Before you even think about trying this hunt, make sure that you are on Lv. 42 or higher. The undead enemies that you will run into along the way will overwhelme your party anywhere below that level. It's good to have Curaja with you as well.

You might as well pick up the map from the urn while you're here if you haven't been here yet. The ++BARHEIM CANDLE++ is down the stairs to the left once you get on the bridge of The Zeviah Span - this will open up hidden areas on the area map for Barheim. The Bombs will not attack unless you fight some enemies nearby them. There are plenty of Dark Bone enemies that will rise from the ground in the area ahead. If the Dark Bones give you trouble, then you need to turn back now! Use Curaja on the enemies if they start to come in great numbers for some big damage. You'll need to move along the west walkway to get to the next bridge piece to the south. In the area with the bombs, after you get off the walkway, look for a mine cart labeled "Precarious Cart" to the west and hit it by tapping X to make it fall over. It will make a bridge to the other side. The cart is not at the end of the area; it is right next to where the Bombs are lurking. Move along the rocks and down to the walkway below.

You'll arrive at the West Annex, where the mark is. Move to the southwest and fight through the Dead Bones and Specters as you go. Don't go too fast, or you'll have a whole group of enemies to deal with! The Bloodwing will appear in the middle of the narrow strip to the south. Try to fight this mark alone! If you can't fight him alone and find yourself overwhelmed by the undead fiends, run all the way to the passage in the southwest and use the blue save crystal then return to middle area of the narrow strip. It is best to finish off most of the enemies in this area before engaging the Bloodwing in battle.

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If he doesn't spring up from the ground, head to the passage in the west and reenter the area. Sometimes he doesn't pop up.

+---------------------------------------------------------------+| Lv. 37 | Bloodwing ||===============================================================|| HP: 41171 | Weak: Light | Absorb: Dark ||---------------------------------------------------------------|| Exp: 0 | Steal: Bat Fang, Pebble, Spiral Incisor || LP: 24 | ||---------------------------------------------------------------|| Recommended Level: 43 - 45 |+---------------------------------------------------------------+

Blind him immediately and Silence him. He is basically just like fighting a more powerful Redmaw. He will Drain your party members often so keep Curaga set to a gambit. Unlike the other bats, he is considered a flying enemy, so set up some "Foe: flying (>) Strong Magick" gambits. Set up Firaga or Holy if you have them. When his life gets low, he will start to chain together more attack in a row. He's really not much of a problem by himself. The main difficulty for this battle is the undead fiends that will often appear out of nowhere. Don't move around too much while fighting him or more enemies will join the battle.

_ _____ _____/ |___ | /__ \| | / / /------\ / /\/| | / / \------/ / /|_|/_/ [HT17] \/ R O U B L E I N T H E H I L L S

17 - Trouble in the Hills

Rank: IIIMark: AtomosRequirements: Fight Judge Bergan at Mount Bur-Omisace.Petitioner: Burrough (Nalbina Fortress)Mark Location: Mosphoran HighwasteBounty: 1800 gil, Gaia Rod, Diamond Shield

Burrough is located in the Jajim Bazzard of Nalbina. He's the Bangaa sitting on the blue carpet to the left of Morning Star Gambits. He doesn't give you a good location for the Atomos, but it is in the middle portion of the Northern Skirts of the Mosphoran Highwast. This is right before you get to the area with the bridge that leads to the Salikawood. Try to defeat the Vultures first by leading them away from Atomos then deal with him.

+---------------------------------------------------------------+| Lv. 33 | Atomos ||===============================================================|| HP: 40020 | Weak: Light | Absorb: Dark ||---------------------------------------------------------------|| Exp: 0 | Steal: Gemini Gem, Potion, Tanned Giant Skin || LP: 16 | ||---------------------------------------------------------------|| Recommended Level: 32 - 35 |+---------------------------------------------------------------+

Use Dispel to remove his status enhancements if you have it. He will constantly cast status enhancments on himself throughout the battle though that shouldn't be much of a problem. Blind him immediately because he can take off quite a bit damage with his normal attacks. He can also be Disabled - use the Sledgehammer. Pound on him with normal physical attacks, but beware his restoration move that will remove all negative status effects. Protect may

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help, but you really need to concentrate on defeating as fast as possible once he has been blinded or disabled.

_ ___ _ / |( _ ) /_\ | |/ _ \ /------\ //_\\ | | (_) | \------/ / _ \|_|\___/ [HT18] \_/ \_/ D D I N G I N S U L T T O I N J U R Y

18 - Adding Insult to Injury

Rank: VIMark: RoblonRequirements: Fight Judge Bergan at Mount Bur-Omisace.Petitioner: Morgen (Nalbina Fortress)Mark Location: Nabreus Deadlands/Overlooking EternityBounty: 3100 gil, Giant's Helm, Mythril

After exiting the Aerodrome in Nalbina, Morgen will be all the way in the Northern portion of the West Ward. He will be sitting on a stack of crates near a corner. Accoring to him The Roblon roams somewhere around tall grass and a bank of thick fog in the Nabreus Deadlands. While entering the Nabreus Deadlands, be sure to get the map from the urn in the Vale of Lingering Sorrow (northwest portion) if you haven't yet. Enter the Slumbermead in the middle portion of the Nabreus Deadlands. In The Slumbermead, look for a path in the northwest corner. It's hard to see since it's covered with tall grass, but keep walking toward the north in the northwest portion and eventually you'll find a path that will lead your party beyond the minimap and around the side of a mountain. The path will lead you to The Fog Mutters. The trail in Fog Mutter will lead the party to Overlooking Eternity. You'll most likely see the marker for Roblon on the minimap while entering the new area.

+----------------------------------------------------------------+| Lv. 43 | Roblon ||================================================================|| HP: 177365 | Weak: Water | Absorb: Fire ||----------------------------------------------------------------|| Exp: 0 | Steal: Fire Crystal, Fire Stone, Iron Ore || LP: 26 | ||----------------------------------------------------------------|| Recommended Level: 50 - 53 |+----------------------------------------------------------------+

So you're at the mark! Well, you're going to fight a hell of a lot of Dead Bones up the path to the Roblon and you better be prepared. Equip Argyle Armlets or your party is going to be spending so much time curing Blind that the Dead Bones will totally own you. Only equip an Esuna gambit if there is a guest in your party. Make sure that you stay and fight the current Dead Bones and DO NOT run up the mountain path or you will have a whole slew of them following you. Take it a few steps at a time and fight your way up the path. You're not going to be able to fight the Roblon alone so I would suggest using Slow on him and dispeling his status enhancements when he starts attacking.

Roblon will attack with fire spells, physical attacks, and will try to drain your party members' MP with Fear one by one. There are two ways you can go about beating him. Either you can take him on normally with spell gambits in place, or you can have item gambits set up and use your MP for a constant does of Quickenings on the Roblon. If you choose spell gambits it would be best to have a guest in your party. By this point, you should have Reddas, so Berserk him and he will help out greatly. Focuse your attacks on the Roblon and the Dead Bones will stop attacking as bad eventually. If you concentrate on just the Dead Bones then they will keep coming nonstop. They will actually stop rising from the ground if you focus on the Roblon. The Roblon will pick each

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person of you party and eventually drain all of your party's MP, so you need to use Charge a bit to get some MP back for curing.

If you fight him with item gambits equipped, such as "Ally: HP < 50% (>) X-Potion" and "Ally: any (>) Phoenix Down" then you should use a Quickening on him right at the beginning then focus most of your attacks on the Dead Bones that will come at your party nonstop to build your MP back up. Make sure to shut off all spell gambits so you don't waste any MP on spells. The second you get a Mist Charge unleash it on the Roblon. Keep using Quickenings and he should go down eventually, as long as your party has enough items to hold out. The only bad part about this method is that Quickenings do not really take off that much from him, but you should be able to build you MP back up fast with the number of enemies around the area if you have the Martyr and Inquisitor augments on the License Board. Again, you need to defeat the Dead Bones as your party moves up the side of the mountain. If you fight too many at one time then they will overwhelm your party.

_ ___ __/ |/ _ \ /__\| | (_) | /------\ / \//| |\__, | \------/ / _ \|_| /_/ [HT19] \/ \_/ O D E O T O T H E D E A T H

19 - Rodeo to the Death

Rank: IVMark: BraeghRequirements: Fight Judge Bergan at Mount Bur-Omisace.Petitioner: Va'Kansa (Mosphoran Highwaste)Mark Location: Salikawood/Corridor of AgesBounty: 1700 gil, Obelisk, Hi-Ether

Teleport out to the Babbling Vale of the Mosphoran Highwaste (the area with the orange save crystal) and talk to the Bangaa, Va'Kansa, by the item merchant. He will tell you that the Braegh is in the northwest of the Salikawood, right next to the Necrohol of Nabudis. In order to find this mark, the King Bomb blocking the path to the northwest portion of the Salikawood must be defeated. Enter the area where the King Bomb was (Grand Bower) and turn left at the intersection. Upon entering the Corridor of Ages, you can look off the wooden walkway and see Braegh below. Head up the path ahead and make a left then go south toward the entrance to the Necrohol of Nabudis to fight him.

+---------------------------------------------------------------+| Lv. 35 | Braegh ||===============================================================|| HP: 43283 | Weak: Ice | Absorb: Thunder ||---------------------------------------------------------------|| Exp: 0 | Steal: Grimoire Aidhed, Storm Crystal, Storm || LP: 17 | Magicite ||---------------------------------------------------------------|| Recommended Level: 33 - 36 |+---------------------------------------------------------------+

Braegh has some powerful physical +-----------------------------------------+attacks that will take a party | Recommended Gambits |member's HP rather quickly so you |=========================================|need all characters set with a | Ally: any (>) Raise |Curaga gambit or Cura gambit. He | Ally: HP < 50% (>) Curaga |can be silenced to prevent his | Ally: any (>) Esuna |constant casting of Sap, Berserk, | Foe: party leader's target (>) Attack |and Invert and, most importantly, +-----------------------------------------+he can also be disabled. Equip a Sledgehammer and a gun with Silent Shot and your party will have him at their

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mercy in no time. He's immune to every element except his weak and absorb elements so don't use elemental weapons unless they are the element of ice. Mateus works well for this battle, but Braegh will put up a barrier to all magick attacks once his HP falls to 25%, so Mateus won't be of much help at that time since she will keep casting Flash Freeze and missing. I wouldn't worry much about hitting him an Ice spell unless your party members aren't taking off enough. If you have Blizzaga then should help out a bunch, but Blizzara isn't really worth fooling with. He will cast Thundara almost every turn and will sneak in an Immobilizega when he is almost dead so take him out quick before he engulfs the party in magick!

When you speak to Va'Kansa again he will give your party the bounty and will mention a partner of his that has gone missing. You can go to the Phon Coast and talk with Hawker. He is the Hume leaning against some crates by the Huntmaster's Building. Talk with him and deliver the message back to Va'Kansa for a little bit of extra story. Nothing else.

____ ___ __|___ \ / _ \ / _\ __) | | | | /------\ \ \ / __/| |_| | \------/ _\ \|_____|\___/ [HT20] \__/ H E L L E D O B S T R U C T I O N

20 - Shelled Obstruction

Rank IVMark: DarksteelRequirements: Arrive at Archades.Petitioner: Homesick Man (Archades)Mark Location: Sochen Cave Palace/Temptation EludedBounty: 3000 gil, Lead Bolts, Adamantite

Run over to Vint's Armaments in Archades and talk to the Homesick Man off to the right as you enter. Enter the Sochen Cave Palace and go to the Temptation Eluded area. The Darksteel will be walking around in the big area.

+----------------------------------------------------------------+| Lv. 38 | Darksteel ||================================================================|| HP: 111331 | Weak: Light | Absorb: Dark ||----------------------------------------------------------------|| Exp: 0 | Steal: Aged Turtle Shell, Ancient Turtle Shell, || LP: 21 | Eye Drops ||----------------------------------------------------------------|| Recommended Level: 38 - 41 |+----------------------------------------------------------------+

Dispel him of his Protect, Shell, and Bravery immediately. Blind him then cast Slow on him. It will take quite a few casting of each but you REALLY need to Blind him for sure or suffer from his damaging attacks. He will try to Petrify all party members with his Stone Gaze attack and will sometimes inflict Slow with his Power Spin attack. It would be best to equip some Fuzzy Miters to keep your party members immune to Petrify. Have an "Ally: status = Slow" (>) Haste" gambit to counter the Slow status effect and you may want to have a "Foe: status = Protect (>) Dispel" gambit activated as well since he will constantly recast Protect. Once he has been Blinded and Slowed down it is all a matter of draining that big HP gauge of his with physical attacks. This battle will take longer than usual because of his large life bar. Once his life bar is low he will start to cast a constant series of Darkra spells. Have up a shell by that time on each party member and pound on him quickly until he dies or just use a Quickening. Keep your party spread out and he will not hit them all at one time.

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____ _ ___ |___ \/ | / _ \ __) | | /------\ / /_\/ / __/| | \------/ / /_\\ |_____|_| [HT21] \____/ E T M Y S T U F F B A C K !

21 - Get My Stuff Back!

Rank VMark: VyraalRequirements: Finish Draklor Laboratory.Petitioner: Viera Wayfarer (Balfonheim Port)Mark Location: Cerobi Steppe/The NorthswardBounty: 3500 gil, Halberd, Crystal ShieldExtra Item: Dragan Scale

The Viera Wayfarer is sitting on the railing of the window of The Whitecap pub. The Viera will actually join you in battle. She will wait for the party in The Northward section of Cerobi Steppe in the northwest.

+----------------------------------------------------------------+| Lv. 41 | Vyraal ||================================================================|| HP: 106616 | Weak: Wind | Absorb: Earth ||----------------------------------------------------------------|| Exp: 0 | Steal: Charger Barding, Leo Gem, Spiral Incisor || LP: 22 | ||----------------------------------------------------------------|| Recommended Level: 43 - 46 |+----------------------------------------------------------------+

The Vyraal is the only fiend in the Northsward area at this time, thankfully. Hit him with Blind, Silence, and Slow right from the get go to make this battle much easier. It's very easy to inflict status effects on him so make sure to take advantage of it. You can actually Confuse him also. Keep Slow on him at all times - you may want to set up a gambit for this. He takes off quite a bit with his physical attacks (especially Sonic Fangs) and Fireball attack, but Blind will help you out considerably if you're fighting him at a low level. Your Viera friend will help out a bunch with constant status enhancements. She will stand in the background with her long-range bow and pick off the Vyraal from a distance. Make sure to have a Raise or Arise gambit setup along with the usual Cure gambits and you won't have many problems even if he does kill off a party member every now and then. He will sometimes use status effect magick, but this will happen rarely. Even though he is weak against wind, I would suggest attacking physically since you will need your magick for Quickenings for sure on this battle. A few Aeroga attacks shouldn't be too bad on your MP gauge however. Make sure to use Shear on him to make Aeroga take off more.

Once his life is halfway down, he will actually try to run from your party. He will run to a far off area and restore himself. When his HP is critical, he will set up a magick barrier and he will use constant physical attacks, never letting up for a second. He likes to pick on one person then move on to the next as he goes on his mad killing spree. It is so very very important to make sure that he is Blinded at this point or you will suffer greatly. A Quickening finish is highly recommended! This is one battle where it really pays to have extra party members with Quickenings in your reserve party. Bring them out one at a time so you can hopefully gain a mist charge with your higher-level party members once all their MP is gone. The party will gain a ++VIERA RUCKSACK++ after defeating the Vyraal. Meet up with the Viera back in the Whitecap and she will give the party the bounty. Upon asking for rucksack, she will notice a something at the bottom of it. She will hand over the ++DRAGON SCALE++.

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____ ____ ___|___ \|___ \ /___\ __) | __) | /------\ // // / __/ / __/ \------/ / \_//|_____|_____| [HT22] \___/ L D L E G E N D , D E C A Y I N G B O N D S

22 - Old Legend, Decaying Bonds

Rank VMark: LindwyrmRequirements: Finish Draklor Laboratory.Petitioner: Fermon (Archades)Mark Location: Tchita Uplands/Garden of Life's CircleBounty: 4200 gil, Barrel Coat, Hi-Ether

Fermon is in the Alley of Muted Sighs in Old Archades. Teleporting to the Sochen Cave Palace save crystal would be the quickest way there. Check the middle northern portion. He's surrounded by a group of Archadians. Travel to the Tchita Uplands and go to the Garden of Life's Circle area in the south. Save your game at the blue save crystal in the east (The Shaded Path) and walk in and out of the Cerobi Steppe area until it is cloudy in the Tchita Uplands if it isn't cloudy already. If it rains then you will have step in and out of the different areas of the Tchita Uplands until it stops. It has to be cloudy for the Lindwyrm to appear in the Garden of Life's Circle area. He will be the only fiend in the area. Be sure to look out for the traps around this area while your party fights him.

+----------------------------------------------------------------+| Lv. 39 | Lindwyrm ||================================================================|| HP: 228468 | Weak: Wind | Absorb: Earth ||----------------------------------------------------------------|| Exp: 0 | Steal: Pebble, Ring Wyrm Liver, Ring Wyrm Scale || LP: 22 | ||----------------------------------------------------------------|| Recommended Level: 43 - 46 |+----------------------------------------------------------------+

Immediately start off by Blinding him. I don't care how many Blinds it takes, but it will hit eventually. It's possible to Silence him also, but I would use a weapon with status effects for that if I were you. Dispel him of his status enhancements as well. He will mainly use magick such as Blizzara and Fira at the beginning of the battle, but one you start to attack he will switch to Stone Breath and Lv. 2 Sleepga. Make sure to equip Nishijin Belts to all party members and have an Esuna gambit set up to cure Petrify. On his last 25% of life he will set up a Great Barrier to give himself Protect and Shell. Dispel them both again. He will use Restore some during this battle like all wyrms and will start to use Lv.4 Break toward the end of the battle. He seems to chain his physical attacks much more when his HP is critical and he will go after one character until they die.

I would recommend mainly sticking with physical attacks for this battle. Even if you have three full bars of magick, draining his HP will take a bunch of your MP (for healing) and you will most likely have to result to charging. Run around the Lindwyrm with your main character to gain some MP back while you attack him. If you have reserver characters when he almost dead then you can use one of them to start a Quickening chain as usual. It's possible to use Shear on the Lindwyrm then put him to Sleep and cast endless Aeroga on him, but keep in mind that he will wake up and you will use your magick up fast this way. This method definetly speeds up the battle though. This will be your longest battle yet thanks to the Lindwyrm's tremendous HP gauge! The Lindwyrm will leave you with a ++RUSTED SCRAP OF ARMOR++ once he is defeated.

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____ _____ _____|___ \|___ / /__ \ __) | |_ \ /------\ / /\/ / __/ ___) | \------/ / /|_____|____/ [HT23] \/ H E T H I N G S W E D O . . .

23 - The Things We Do...

Rank VIMark: OverlordRequirements: Finish Draklor Laboratory.Petitioner: Insecure Seeq (Archades)Mark Location: Sochen Cave Palace/Doubt AbandonedBounty: 3500 gil, 2 Hi-Ethers, Teleport Stone

Run over to Bulward's Technicks in Archades. Speak with the Insecure Seeq in the back of the store beside the chopmaster. He will tell you to head to Sochen Cave Palace. Well, that's nice and vague. He means that the mark is in the Doubt Abandoned area of the Sochen Cave Palace. This is the first area ate the entrance so teleport to the Tchita Uplands and make your way there for a quicker route. The Seeq will meet your party in the cave and actually join the party to help battle the Overlord. He isn't much help at all though... The Overlord is off to himself in the west portion of the area.

+---------------------------------------------------------------+| Lv. 42 | Overlord ||===============================================================|| HP: 64325 | Weak: Water | Absorb: Fire ||---------------------------------------------------------------|| Exp: 0 | Steal: Fire Crystal, Forbidden Flesh, Jemini Gem || LP: 24 | ||---------------------------------------------------------------|| Recommended Level: 43 - 46 |+---------------------------------------------------------------+

Dispel his Bravery at the very +----------------------------------------+beginning of battle and keep a | Recommended Gambits |Dispel gambit set up for when he |========================================|recast Bravery. Use Blind and Slow | Ally: any (>) Raise |on him to limit his attacks. He | Ally: HP < 50% (>) Curaja |will likely use Pyromania a bunch | Foe: status = Bravery (>) Dispel |throughout the battle. Pyromania | Foe: party leader's target (>) Attack |will basically kill whomever it hits +----------------------------------------+unless you have some Fire Armor or Shields equipped. His normal attacks will take a bunch of HP and likely kill a party member at times if he chains some hits. You need to have Curaja set to a gambit along with Raise to counter his tremendous strength. The Seeq will probably die in no time during this battle. Use a Quickening when his HP is low since his defense will increase and he will start to perform a new Smite of Rage attack that will drain a party member to HP Critical status.

____ _ _ _____|___ \| || | /__ \ __) | || |_ /------\ / /\/ / __/|__ _| \------/ / /|_____| |_| [HT24] \/ H E C R E A T U R E C O L L E C T O R

24 - The Creature Collector

Rank VIMark: GoliathRequirements: Finish Draklor Laboratory.Petitioner: Barrong (Nalbina Fortress)

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Mark Location: Necrohol of Nabudis/Hall of Slumbering MightBounty: 3600 gil, Save the Queen, Einherjarium

Barrong is to the right of the staircase (west) in Nalbina as you exit the Aerodrome. The talk icon will appear even though he is at a distance. The mark is in the Hall of Slumbering Might of the Necrohol of Nabudis. Like Barrong said, your party should enter from the Nabreus Deadlands. Goliath is in the northwest corner right near the entrance to the Necrohol. It would be best to deal with the Baknamy's at the entrance first by leading them away from the mark. Keep to the right as your party enters and run down the right path then try to lure the Baknamys over to you. Use Blizzaga to quickly defeat them.

+----------------------------------------------------------------+| Lv. 47 | Goliath ||================================================================|| HP: 224294 | Weak: Dark | Absorb: Light ||----------------------------------------------------------------|| Exp: 0 | Steal: Holy Crystal, Holy Magicite, Iron Ore || LP: 27 | ||----------------------------------------------------------------|| Recommended Level: 47 - 50 |+----------------------------------------------------------------+

Set up a shell on all party members before you walk up to Goliath. Dispel him directly at the starting since he will quickly set up a Magick Shield to make himself immune to all magicks. He will attack the party with tons of magick: Aeroga, Gravity, etc. He will sometimes attack physically and his physical attacks can cause Disable so you may want to equip some Black Belts. If you have any type of Dark elemental weapon then equip it to take off quite a bit of damage from him thanks to his weakness to Dark. His defense will pick up quite a bit and he will start to attack very aggressively with physical attacks when he nears HP critical status, so you may want to finish him off with a Quickening.

____ ____ ___|___ \| ___| / \ __) |___ \ /------\ / /\ / / __/ ___) | \------/ / /_//|_____|____/ [HT25] /___,' E A D C I T Y W A T C H

25 - Dead City Watch

Rank VIMark: DeathscytheRequirements: Finish Draklor Laboratory.Petitioner: Popol (Nalbina Fortress)Mark Location: Necrohol of Nabudis/Cloister of the HighbornBounty: 2800 gil, 2 Hi-Ethers, Soul of Thamasa

Popol is sitting cross-legged in the middle of the Jajim Bazaar in Nalbina. He will mention that the Deathscythe weakens its victims before taking their soul. The Deathsythe is located in the Cloister of the Highborn of the Necrohol of Nabudis. He will show up in the small strip to the north of treasure room of this area when one of your party members is at HP crictical (red HP) status. Go to this area and turn off all gambits then start to hit a party member until his HP is critical then enter that strip above the treasure room. The Deathscythe will appear around that area the moment an ally enter HP cricital status and may start out with a spell, so be sure to turn the gambits back on immediately and cure your party.

Here's a pic of the Deathscythe location:

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http://tinyurl.com/3bc43f

+----------------------------------------------------------------+| Lv. 44 | Deathscythe ||================================================================|| HP: 125601 | Weak: Light | Absorb: Dark ||----------------------------------------------------------------|| Exp: 0 | Steal: Book of Orgain, Book of Orgain-Mille, || LP: 27 | Capricorn Gem ||----------------------------------------------------------------|| Recommended Level: 50 - 53 |+----------------------------------------------------------------+

He will most likely start the battle by using Darkra on all party members. Later he will cast will Darkga, which can take off around 1500+ HP damage per character. He also uses Annul to immediately drain all MP from a party member much like an Oversoul. Physical attacks from the Deathscythe will rarely cause Stop, so be prepared to heal it. He can be Silenced, though he rarely falls victim to that status effect. When his life is halfway down he raise a Paling shield that will make him immune to physical damage. Cast constant Bio on him at this point or Holy if you have it by then. He only takes half damage from elemental attacks. The trouble with this battle is that he will continue use Annul to drain the MP of your party, so it would be best to set up a "Self: MP < 10% (>) Charge" gambit. His immunity will soon go away if you wait it out then you can get back to pulverizing him. At HP Critical status, he will start to chain together his physical attacks quite a bit and they will take off more. Use a Quickening to finish him off at that time.

____ __|___ \ / /_ /\ /\ __) | '_ \ /------\ \ \ / / / __/| (_) | \------/ \ V /|_____|\___/ [HT26] \_/ I S I T O R O N D E C K

26 - Visitor on Deck

Rank VIIMark: DeathgazeRequirements: Obtain the Treaty Blade.Petitioner: A Traveler (Aerodome)Mark Location: Airship (Leisure Craft Deck)Bounty: 3400 gil, 2 Elixirs

This hunt is a bit different from the others since will require you to meet up with several people to make the mark show itself. Go around to any of the different Aerodromes in the various cities (Bhujerba, Nalbina, Balfonheim, and Archades) and talk to the young boy (labeled "Traveler"). He will be standing next to his mother and father. The boy will mention seeing a Wyrm on the deck of an airship. The hunt will begin as usual, but you must travel to the different Aerodromes and talk to each "Traveler" about Deathgaze. The Traveler is always the same young boy. Talking to the boy in all five cities is crucial to the appearance of Deathgaze.

When the boy says, "I saw it just a little while ago. If you go now you might be able to catch it. Hurry!" board one of the Leisure Crafts (doesn't matter which one). The Steward will announce that Deathgaze is attacking the ship and ask for volunteers to fight it. Walk out onto the upper deck of the ship and run up the stairs to fight Deathgaze. If you talk to the Chief Steward, the battle can be escaped by selecting "Which way to the cabins?" This step may take a few tries so keep flying from different cities until the Steward announces that Deathgaze is attacking.

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

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| Lv. 50 | Deathgaze ||================================================================|| HP: 184000 | Weak: Earth | Absorb: Wind ||----------------------------------------------------------------|| Exp: 0 | Steal: Charger Barding, Emporer Scale, Phoenix || LP: 28 | Down ||----------------------------------------------------------------|| Recommended Level: 50 - 53 |+----------------------------------------------------------------+

Dispel him of all his status enhancements as usual. He will set up a physical barrier right from the beginning so your party will mainly have to rely on magick for this battle. Cast Bio or Scourge on him from the beginning until he is inflicted with Sap. His attacks (Crushing Fangs, Fireball, and normal physical attacks) can take around 1000 - 2000+ HP per hit. Set up a Protect shield on everyone. Deathgaze's normal physical attacks have the potential to cause Disease so be sure to have a gambit ready to cure quickly with an item. Use Scathe or Scourge on him while his physical shield is up to take some decent damage. Wait until his physical shield wears off and you can take him down just like any other Wyrms through physical attacks. If you have any earth elemental weapon then be sure to equip them.

He can use Restore like the other Wyrms once his HP is low. He will cast Reverse on himself while his HP is low. Reverse will give him life from receiving normal attack damage, so turn off all gambits and hit him him with Renew or Curaja to drain him of everything. Around that time he will set up a magick shield then start to cast Scourge on your party while unleashing more physical attacks. He may you're your curing spell with the shield. Reverse doesn't last long so you can get back to attacking him normally within a few seconds of him casting it. Equip some Quasimodo Boots if you get tired of curing Sap since he will start to use Scourge constantly while his Magick Shield is up.

Since it is evident that Reverse will work on him, you could recast Regen on him at the beginning of the battle after dispeling everything else then use Reverse magick on him followed by a quick casting of Renew to drain him of all of his life tremendously! The cool part about this is that Regen will damage the rest of his life gauge since Regen is basically a Sap at that point. Cheap? Yes. Effective? Damn right. Fun? Not really. Why? It's amusing as hell. Don't forget to grab your bounty from the Traveler in whichever Aerdrome you dock at.

____ _____ _____ |___ \___ | /__ \ __) | / / /------\ / /\/ / __/ / / \------/ / /|_____/_/ [HT27] \/ H E C H I L D S N A T C H E R

27 - The Child Snatcher

Rank VIIMark: DiabolosRequirements: Obtain the Treaty Blade.Petitioner: Miclio (Bhujerba)Mark Location: Lhusu Mines/Site 11Bounty: 2600 gil, Demon Shield, Zeus Mace

Miclio is in the far south corner of the Miner's End portion of Bhujerba. He'll be behind a gate. He doesn't give you much info about where Diabolos is except that he is somewhere in the Lhusu Mines. The party must have the Site 11 Key in order to do this hunt. You must have performed the Antion Infestation hunt and gotten the Site 11 Key from the Phon Coast near the sitting Bhujerban. The gate to Site 11 is in the area right before the tunnel

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where you fought the Antilion in Site 9 of the Lhusu Mines. There are no enemies in Site 11 when you make your way to Diabolos. He is in the southwestern corner of the map of the Site 11 area.

+---------------------------------------------------------------+| Lv. 46 | Diabolos ||===============================================================|| HP: 93551 | Weak: Water | Absorb: Fire ||---------------------------------------------------------------|| Exp: 0 | Steal: Demon's Sigh, Fire Crystal, Scorpio Gem || LP: 27 | ||---------------------------------------------------------------|| Recommended Level: 52 - 55 |+---------------------------------------------------------------+

Arrive at this fight equipped with +---------------------------------------+Bowline Sashes and have Protect and | Recommended Gambits |Shell cast on everybody. Try to keep |=======================================|the Protect shields up thoughout the | Ally: any (>) Arise |battle. Have Aqua shot ready with a | Ally: HP < 50% (>) Curaja |gunner if you have it. Diablos is a | Ally: any (>) Remedy |very powerful enemy despite his | Foe: status = Haste (>) Slow |level. Two of his physical attacks | Foe: party leader's target (>) Attack |will most likely kill a party member. +---------------------------------------+He will mainly use Curse and Scourge at the beginning of the battle. Curse will inflict Poison, Sap, Confuse and Disease. Make sure to set up some Rememdy gambits to get rid of the status effects. Don't use Esuna and Cleanse - that takes way too long for such an aggressive boss! Scourge will take off up to 3,000 HP per hit and will inflict Sap. Make sure to Slow him and if he tries to cast Haste. Slow seems to hit him rather well, so be sure to keep it on him. Diabolos is another Pyromania user so prepare with some armor that will half the damage of Fire. Wait until you see him prepar or actually start to cast Pyromania then quickly equip some items to half the fire damage! He will use Force Barrier at the end, which will make him immune to physical damage, so use some high-level non-fire magick to finish him off. When he gets down to HP critical status it is best to finish him with a Quickening BEFORE he uses Force Barrier. He will go on a physical attack rampage at HP critical status. If Reddas is with you then Berserk him as usual from the start of the battle.

____ ___ _____|___ \( _ ) /__ \ __) / _ \ /------\ / /\/ / __/ (_) | \------/ / /|_____\___/ [HT28] \/ H E B L A C K S O R C E R O R

28 - The Black Sorceror

Rank VMark: PiscodaemonRequirements: Obtain the Treaty Blade.Petitioner: Ivaness (Bur-Omisace)Mark Location: Giruvegan/Gate of FireBounty: 3800 gil, Dark Shot, Scathe Mote

At Mount Bur-Omisace, enter the Temple Grounds area and speak with Ivaness. He is the Acolyte standing in front of the door to the building right before you get to the main temple. Ivaness is fairly straightforward with the location - Giruvegan/Gate of Fire. Teleport to Giruvegan and use the Way Stones to go deeper into the city once again. I would mainly run by the enemies in the first few areas if I were you. Save your game at the blue save crystal. The mark will be floating around the west side of this area. Make sure to finish off all the fiends in the surrounding area so none of them interrupt the

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battle.

+---------------------------------------------------------------+| Lv. 46 | Piscodaemon ||===============================================================|| HP: 49660 | Weak: N/A | Absorb: N/A ||---------------------------------------------------------------|| Exp: 0 | Steal: Potion, Reflectga Mote, White Robe || LP: 26 | ||---------------------------------------------------------------|| Recommended Level: 46 - 49 |+---------------------------------------------------------------+

Have Esuna (or Esunaga) gambits ready for it's status effects. The Piscodaemon will cycle through several different spells! Cast Slow on him to limit his attack. He's immune to Berserk. Piscodaemon will inflict Blind on all party member at one time, so Esunaga will really help out here. It will use Invert so be ready to heal quickly. It will cast Pox, which will cause Disease. Use Cleanse to remove it before he starts casting Death! His main attack is to cast Darkra, but he will perform other physical attacks as well. Dispel him immediately if he uses a move to cast a bunch of status enhancements. When he is in HP critical he will try to use his Soul Etude move to fully restore himself. This battle should be easy since your party is most likely leveled up from venturing through Giruvegan. If you have Reddas as a guest cast Berserk on him and he will really tear the Piscodaemon a new one. Even though this battle can be won easily it can still get out of hand with the combination of his Disease and Death spells.

____ ___ _|___ \ / _ \ /_\ __) | (_) | /------\ //_\\ / __/ \__, | \------/ / _ \|_____| /_/ [HT29] \_/ \_/ W I L D S T E N C H

29 - A Wild Stench

Rank VIMark: Wild MalboroRequirements: Obtain the Treaty Blade.Petitioner: Rena (Eruyt Village)Mark Location: The Feywood/Redolent GladeBounty: 4600 gil, Euclid's Sextant

Rena is in the northwest portion of The Spiritwood of Eruyt Village. She will tell the party that the Wild Malboro is in the Feywood where the mist runs thick. The Wild Malboro will appear in the Redolent Glade of the Feywood. This is the exact same area where you fought Rafflesia (plant boss).

+----------------------------------------------------------------+| Lv. 50 | Wild Malboro ||================================================================|| HP: 110842 | Weak: Wind | Absorb: Earth ||----------------------------------------------------------------|| Exp: 0 | Steal: Foul Liquid, Malboro Flower, Virgo Gem || LP: 28 | ||----------------------------------------------------------------|| Recommended Level: 50 - 53 |+----------------------------------------------------------------+

Three Malboros will be moving around the area with the Wild Malboro when you enter the Reolent Glade. Sneak up on them and prepare an Aeroga attack on all of them. The three Malboros should fall victim to two Aeroga, maybe even one. The Wild Malboro should be Dispeled of his status enhancements immediately

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afterwards. He takes off quite a bit with his physical attacks (2,000+ HP) so try to Blind him and cast Protectga on your party. His physical attack can cause Confuse so equip some Bowline Sashes or be ready to cure it with Esuna. He will use a Bad Breath attack much like a Vivian (Putrid Breath) that will inflict every status effect in the game upon surrounding characters. Make sure to cure Disease as quick as possible. You may want to set up an item gambit to cure it since you don't want a party member to die with Disease inflicted since you will be forced to revive them with a maximum life gauge of 1HP if that is the case. The Putrid Breath will inflict the Oil status but the Wild Malboro has no fire attacks so it doesn't really matter. Have a gambit set up to cast Haste on a Slow party member. The Malboro will attempt to use Soul Etude to restore himself near death so try to hammer away as much as possible before he can get the move off. He may Purify himself to get rid of his negative status effects later in the battle. There might be a point where he will set up a shield to physical damage, so use Aerogo to finish him off at that time. Even though the Wild Malboro can be taken out rather fast this is still a tough fight because of his aggressiveness matched with his damaging physical hits. As usual, having Reddas with your party at this point is very helpful. Berserk him!

_____ ___ ___|___ / / _ \ / _ \ |_ \| | | | /------\ / /_)/ ___) | |_| | \------/ / ___/|____/ \___/ [HT30] \/ A Y I N G F O R T H E P A S T

30 - Paying For the Past

Rank VIMark: CatoblepasRequirements: Obtain the Treaty Blade.Petitioner: Supinelu (Jahara, Land of the Garif)Mark Location: Zertinan Caverns/Hourglass BasinBounty: 3200 gil, Volcano, Arctic Wind

Speak with War-chief Supinelu in the west portion of the Lull of the Land. He mentions that the Catoblepas is in a portion of the Zertinan Caverns that has falling sand. He is talking about the Hourglass Basin portion of the caverns. It would be best to enter from the Shimmering Horizons of the Westersand. You'll need to push a large rock into a sandpool to get across in the southern portion. The Hourglass Basin is to the south, near the blue save crystal. Go ahead and save your game first in The Undershore. You must get to the other side of the Hourglass Basin by walking over the secret pathway behind the blue save crystal. This will lead you to the east side of the Hourglass Basin. The pathway is not on the map. War-chief Supinelu will meet the party as they enter the west portion of the Hourglass Basin. He will actually join up with you to fight the Catoblepas. Watch out for the trap while walking toward the Catoblepas. I would just go ahead and set it off so you won't have to worry about it later. You're right next to a save crystal anyway. You did save right?

+----------------------------------------------------------------+| Lv. 46 | Catoblepas ||================================================================|| HP: 187991 | Weak: Holy | Absorb: Dark ||----------------------------------------------------------------|| Exp: 0 | Steal: Beastlord Hide, Gemini Gem, Hi-Potion || LP: 27 | ||----------------------------------------------------------------|| Recommended Level: 48 - 51 |+----------------------------------------------------------------+

Dispel him of his status enhancements. He will cast different status

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enhancements this entire battle such as Haste and Protect so be ready to Dispel him every now and then. The Catoblepas is VERY powerful, like 3,000+ HP per hit powerful, so use Protectga on your party at the beginning of the battle and Blind the Catoblepas. Be sure to have Arise ready to bring back any fallen party member. His Tail Swipe move will take off quite a bit from each party member around him and he will use Smite of Rage toward the end of the battle. His Wail move will hit all party member for about 1000+ damage, though it has a tendency to miss a bunch. Use constant physical attacks and this shouldn't be that bad of a battle if you Blind him. Make sure to set up Protect also since Blind isn't always a guaranteed miss on your party. War-chief Supinelu is actually helpful in this fight with his constant attacks. Cure him along with your party and he will help out quite a bit. If you have Reddas with your party then Berserk him and watch him tear into the Catoblepas. Meet back up with War-chief Supinelu after the battle and he will tell explain his main reason for fighting the Catoblepas.

_____ _ __ __|___ // | / / /\ \ \ |_ \| | /------\ \ \/ \/ / ___) | | \------/ \ /\ /|____/|_| [HT31] \/ \/ Y R M W R A T H ' S R E N E W A L

31 - Wyrm Wrath's Renewal

Rank VIIMark: FafnirRequirements: Obtain the Treaty Blade.Petitioner: Ieeha (Bur-Omisace)Mark Location: Paramina Rift/Silverflow's End (during a blizzard)Bounty: 7000 gil, Assassin's Arrows, Teleport Stone

Enter the Temple Approach of Mount Bur-Omisace and talk with Relj (the Viera leanind against the crate). She will ask if you have seen Ieeha's posting. Say yes. Apparently Ieeha has fled though Relj has taken on the role of the petitioner for this hunt. Relj basically leaves it up to the party as to where the mark is. Fafnir is in the Silverflow's End that can only be entered from the Karydine Glacier, though you must avoid going through the Frozen Brook in order to keep the blizzard going. Enter the Freezing Gorge then go west to the Head of the Silverflow. Head south to Icebound Flow then enter the Karydine Glacier though the path along the southeast part. The mark will appear in the western part of the Silverflow's End when there is a blizzard. If there is no blizzard, go back and talk to Relj again to make one appear. You must NOT enter this area from the Frozen Brook or the weather will change. Fafnir will be walking around in the middle of the Silverflow's End when the conditions are met.

+-----------------------------------------------------------------+| Lv. 67 | Fafnir ||=================================================================|| HP: 1390379 | Weak: Thunder | Absorb: Ice ||-----------------------------------------------------------------|| Exp: 0 | Steal: Hi-Potion, Pebble, Ring Wyrm Scale || LP: 39 | ||-----------------------------------------------------------------|| Recommended Level: 60+ |+-----------------------------------------------------------------+

As usual, dispel him of his status enhancements. Cast Slow on him to make him somewhat more bareable. This boss inflicts status effects a bunch! His White Breath will cause Stop, and he will also use Sleepga, and Silence. Pretty much all the spells everybody hates. To counter this, you could set up each party member with either a Bowline Sash, Power Armlet, or Rose Corsage and let the uninflicted member pass out cures through spells or items. Either way, each

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party member should have a curing gambit set up for each status effect that they are not immune to. If you're a patient person, wait until he is about to perform either of the attacks listed above and quickly equip your party members with the accessory that is immune to the resulting status effect. Have your party members equipped with the best gear that you can find: Zodiac Spear, Maximillian, Save the Queen (or better).

Fafnir's physical attacks take off around 2000 to 3000+ damage per hit and his White Breath will take 4000+ damage to anyone not equipped with an Ice Shield. Ice Shields should be equipped to all party members since White Breath is a very damaging attack. If you don't want to use Ice Shields this entire battle then equip them very quickly when he is about to use White Breath (watch which which party member he turns toward) and it will halve the damage. He will also use Shock to take around 6,000+ damage - this can be reflected back on him with a Reflect shield. If you see him about to cast Shock on a party member, quickly equip that party member with a Mirror Mail or Ruby Ring to reflect the spell right back on him. A good way to fight him is to cast Decoy on your strongest party member followed by Reflect. Take control of your decoyed party member and lure Fafnir away from everbody else - this way Fafnir will only be attacking the decoy with all the area spells. You will have to set up item gambits (X-Potions) to cure that party member however. The main lesson to be learned in this battle is to SPREAD OUT YOUR PARTY either by using Decoy or by doing it yourself (taking control of each party member and manually spread them out); this is the way to win. Manually spreading them out works very well if you don't want to constantly cast Decoy and Reflect and worry about item curing gambits. Make sure to keep him under the effect of Slow and this will make the battle about 50% easier. Run behind the rock in the middle portion of this area and cure your party if you start to get beaten too badly.

Speaking of that rock, you may also want to try to use it to your advantage while attacking him. Equip long distance weapons and run around the east side of the rock while having him chase you. He will stop before he gets to the rock and will only be able to hit you with his spells to which you can set up a reflect shield to avoid. This way would probably work better with one party member since he can be fully controlled, but you could also have a whole group with Reflect shields (Mirror Mails or Ruby Rings equipped) and a "Foe: any (>) Thundaga" and "MP < 10% (>) Charge" gambits set on them. You could also set up an "Ally: character name (>) Reflect" gambit if you don't have the accessories or armors to spare, but be prepared to use Arise just in case. Shock will be reflected back on him for about 6000+ damage and each Thundaga will cause around 5000+ damage. Use Magick Gloves to boost Thundaga damage. He can easily be taken out at some very low levels with this method. You could actually walk off and leave your game for about an hour and he should be defeated by the time you return from lunch.

No matter how you approach this battle it is going to take a long time. It took me about an hour while spreading my party out manually. You will obtain a ++RING OF THE LIGHT++ after defeating him. Take the ring back to Relj for a touching conversation and your bounty.

Here is another method for defeating Fafnir from Lukien:

For those who want to take Fafnir down quickly (about 5-10 minutes).

- Guest accompaniment recommended- Equip your most powerful magic boosting armor.- Set up the following gambits for all of your characters in this order:

1 - Ally: Any -> Arise2 – Self: HP < 30% -> X-potion3 – Self: MP < 10% -> Charge4 – Ally: Any -> Reflect5 – Self: Thundaga

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As soon as combat starts, run behind the rock outcropping. Stay behind the wall with your main party. With the gambits set up like this, and with your characters behind the rock, the worst Fafnir can do is attack your guest. Your main party is out of range of the white breath, and your reflect shields make you impervious to his spells. The reason for the self targeting thundaga is because that way you target all three or four members of your party and, when the spell bounces off each reflection shield, you deal three or four times the amount of damage than if you had targeted Fafnir himself (ie 15000+ instead of 5000+). So, I did this with powerful characters (level 70 with average magic power of 65 and average health of 4500) and brought Fafnir down in less than 5 minutes. As a side note: should several of your characters actually get injured during the fight (characters, not guest), you can always equip an opal ring and cast cura/curaja. Make sure to unequip it as soon as the spell is cast or you will kill yourself with the following casting of thundaga.

(thanks to Lukien)

_________ __ __|___ /___ \ / / /\ \ \ |_ \ __) | /------\ \ \/ \/ / ___) / __/ \------/ \ /\ /|____/_____| [HT32] \/ \/ H O ' S T H E S T R O N G E S T ! ?

32 - Who's the Strongest!?

Rank VIIMark: PylrasterRequirements: Finish the Pharos.Petitioner: Rikken (Balfonheim Port)Mark Location: The Pharos at Ridoran/They Who Thirst NotBounty: 8000 gil, Grand Mace, 2 Scathe Motes

Travel to Balfonheim Port and speak with Rikken in his usual spot, at the southwest end of Saccio Lane. Agree to his game of sport. Rikken will challenge Vaan in a footrace, though it doesn't matter if you win or not. Press X and O alternately to run. If you win for tier 1, you'll get a Potion - don't you feel special!

Tap the X and O buttons together until Vaan starts to veer off to one direction then start tapping the button that goes the opposite direction that Vaan is running toward to get him running straight again. Stay in front of Rikken and Elza as much as you can, but, most importantly, make sure to stay in front of Raz. If Raz tries to move past you, intentionally move over to his side and bump into him to make him fall. Raz will fall shortly if he hits Vaan in any way and this is the main key to winning each race! Raz will also fall randomly, but don't always count on that or you will lose. Stay in front of him and make him run into to Vaan's back by intentionally moving over to his side. Around tier 60 Raz will not trip unless you bump into him. Take a sharp right when the right turn comes then try to stay in the middle and look out for Raz since he will sometimes make a quick dart for the finish. Be sure to take some breaks while engaging in these races. You can stop anytime and pick up on the tier you left off at next time. There is no penalty for losing either.

Rikken Foot Racing Prizes

Tier 01 - Potion Tier 51 - 6 PotionsTier 02 - Phoenix Down Tier 52 - 6 Phoenix DownsTier 03 - Eye Drops Tier 53 - 6 Eye DropsTier 04 - Antidote Tier 54 - 6 AntidotesTier 05 - 10 gil, Echo Herbs Tier 55 - 60 gil, 6 Echo HerbsTier 06 - Gold Needle Tier 56 - 6 Gold NeedlesTier 07 - Alarm Clock Tier 57 - 6 Alarm Clocks

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Tier 08 - Handkerchief Tier 58 - 6 HandkerchiefsTier 09 - Bacchus's Wine Tier 59 - 6 Bacchus's WinesTier 10 - 100 gil, 2 Balance Motes Tier 60 - 3500 gil, 2 Hi-EthersTier 11 - 2 Potions Tier 61 - 7 PotionsTier 12 - 2 Phoenix Downs Tier 62 - 7 Phoenix DownsTier 13 - 2 Eye Drops Tier 63 - 7 Eye DropsTier 14 - 2 Antidotes Tier 64 - 7 AntidotesTier 15 - 20 gil, 2 Echo Herbs Tier 65 - 70 gil, 7 Echo HerbsTier 16 - 2 Gold Needles Tier 66 - 7 Gold NeedlesTier 17 - 2 Alarm Clocks Tier 67 - 7 Alarm ClocksTier 18 - 2 Handkerchiefs Tier 68 - 7 HandkerchiefsTier 19 - 2 Bacchus's Wines Tier 69 - 7 Bacchus's WineTier 20 - 300 gil, 2 Float Motes Tier 70 - 4500 gil, 2 Holy MotesTier 21 - 3 Potions Tier 71 - 8 PotionsTier 22 - 3 Phoenix Downs Tier 72 - 8 Phoenix DownsTier 23 - 3 Eye Drops Tier 73 - 8 Eye DropsTier 24 - 3 Antidotes Tier 74 - 8 AntidotesTier 25 - 30 gil, 3 Echo Herbs Tier 75 - 80 gil, 8 Echo HerbsTier 26 - 3 Gold Needles Tier 76 - 8 Gold NeedlesTier 27 - 3 Alarm Clocks Tier 77 - 8 Alarm ClocksTier 28 - 3 Handkerchiefs Tier 78 - 8 HandkerchiefsTier 29 - 3 Bacchus's Wines Tier 79 - 8 Bacchus's WinesTier 30 - 800 gil, 3 Teleport Stones Tier 80 - 6000 gil,2 Hastega Motes,CaramelTier 31 - 4 Potions Tier 81 - 9 PotionsTier 32 - 4 Phoenix Downs Tier 82 - 9 Phoenix DownsTier 33 - 4 Eye Drops Tier 83 - 9 Eye DropsTier 34 - 4 Antidotes Tier 84 - 9 AntidotesTier 35 - 40 gil, 4 Echo Herbs Tier 85 - 90 gil, 9 Echo HerbsTier 36 - 4 Gold Needles Tier 86 - 9 Gold NeedlesTier 37 - 4 Alarm Clocks Tier 87 - 9 Alarm ClocksTier 38 - 4 Handkerchiefs Tier 88 - 9 HandkerchiefsTier 39 - 4 Bacchus's Wine Tier 89 - 9 Bacchus's WinesTier 40 - 1500 gil, 2 Vanishga Motes Tier 90 - 8000gil,2 Scathe Motes,Slime OilTier 41 - 5 Potions Tier 91 - 10 PotionsTier 42 - 5 Phoenix Downs Tier 92 - 10 Phoenix DownsTier 43 - 5 Eye Drops Tier 93 - 10 Eye DropsTier 44 - 5 Antidotes Tier 94 - 10 AntidotesTier 45 - 50 gil, 5 Echo Herbs Tier 95 - 100 gil, 10 Echo HerbsTier 46 - 5 Gold Needles Tier 96 - 10 Gold NeedlesTier 47 - 5 Alarm Clocks Tier 97 - 10 Alarm ClocksTier 48 - 5 Handkerchiefs Tier 98 - 10 HandkerchiefsTier 49 - 5 Bacchus's Wines Tier 99 - 10 Bacchus's WinesTier 50 - 2500 gil, 2 Reflectga Mote Tr 100 - 10000 gil, 2 Elixirs, Unpurified Ether

He will mention that he wants to find out how strong your group is and send you on a hunt to find the beast of legend. He will not tell you where the beast is though. Go to the Ridorana Cataract and run all the way to the area where you fought Hydro. It would be best just to teleport to the Pharos and walk outside to the "They Who Thirst Not" area.

+----------------------------------------------------------------+| Lv. 63 | Pylraster ||================================================================|| HP: 493513 | Weak: Fire | Absorb: Water ||----------------------------------------------------------------|| Exp: 0 | Steal: Hastega Mote, Tyrant Bone, Tyrant Hide || LP: 36 | ||----------------------------------------------------------------|| Recommended Level: 60 - 63 |+----------------------------------------------------------------+

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

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| Recommended Gambits ||=======================================================|| Ally: any (>) Arise || Ally: HP < 50% (>) Curaja || Ally: status = Confuse (>) Smelling Salts || Ally: w/Main Gauche + Demon Shield (>) Decoy || Foe: any (>) Slow || Foe: party leader's target (>) Attack |+-------------------------------------------------------+

In order to fight this highly damaging foe, I would suggest that you equip every character with a Bubble Belt since the Pylraster will take off around 3500+ per hit. His normal attack will sometimes cause Confuse, but you need those Bubble Belts more than Bowline Sashes, so just be prepared to cure Confuse with an item. Bring at least one Main Gauche (buy from Jahara) and one Demon Shield (buy from Balfonheim or Necrohol of Nabudis) and equip them to one character to boost that character's evasion a bunch. Cast Decoy on that one character and he/she will block or dodge half of the Pylraster's attacks. Make sure to cast Slow on the Pylraster and have a Protect shield up on all party members. Casting Slow on him will greatly improve the odds for winning this battle whether you use a Decoyed character or not!

The Pylraster attacks much like the Earth Tyrant did. He will use Screwtail, Crushing Fangs (possibility of instant death), and Ram. Screwtail is not near as bad as it was when the Earth Tyrant used it. Use Fire elemental weapons (Wyrmfire Shot, Gungnir Spear, etc) to take advantage of his weakness against fire and cast Ardor on him often. Have the Decoyed character cast Ardor since the Main Gauche will not take off much damage at all. Set up a gambit of "Foe: any (>) Ardor" to that character. Ardor will take off 9999 damage from the Pylraster most of the time. If you have the Zodiac Spear then equip that instead of the Gungnir spear since it will take just a bit more from him.

When he reaches about half life, he will use Growing Threat to double his current level. You better make sure that he is under the effect of Slow at this point and beyond or he will make mincemeat out of any person that he hits. His speed rate of attack will increase greatly and he will chain together attacks quite often after the use of Growing threat. He will start to use Rage, which will take off around 4500+ damage from all party members close to him. Rage can be dodged just like his physical attacks by your decoyed character. His normal attacks will take off around 4500+ damage at this time as well so a decoyed character with a high evasion will still help out at this point. His defense will increase at HP critical but he will still be majorly weak against Ardor so finish him off with that spell.

Here's another method:

One thing I experimented with and am just mentioning as a recommendation as an addition to the Pylraster hunt is the use of the ensanguined shield. I found the character equipped with it and with the "lure" status effect is virtually invulnerable to any attacks from this beast. Paired with a set of gauntlets, this character has over a 95% evasion rate. As such, the other two members can wail on the monster with their most powerful attacks while you block all the attacks and cast a healing spell on everyone while keeping the lure status up. If the correct gambits are equipped, I found that it is completely possible to win this fight without touching the controller (maybe making yourself a sandwich in the process).

(Thanks to Kris)

[EH00] __ __ _____ _____ __ __ _____ __ /__\/ / \_ \/__ \/__\ /\ /\/\ /\ /\ \ \/__ \/ _\ /_\ / / / /\/ / /\/_\ / /_/ / / \ \/ \/ / / /\/\ \ //__/ /___/\/ /_ / / //__ / __ /\ \_/ / /\ / / / _\ \

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\__/\____/\____/ \/ \__/ \/ /_/ \___/\_\ \/ \/ \__/

---- ---- __________ __|___ /___ / / / |_ \ |_ \ /------\ / / ___) |__) | \------/ / /___|____/____/ [HT33] \____/ I T T L E L O V E O N T H E B I G P L A I N S

33 - Little Love on the Big Plains

Rank: I (ELITE MARK)Mark: CluckatriceRequirements: Complete Barheim Passage. (Clan Rank: Hedge Knight)Petitioner: Dania (Giza Plains) - she is standing in the area with all the herded Cockatrices of the Nomad Village.Mark Location: Giza Plains / Gizas North Bank (East of the village)Bounty: 1000 gil, Jackboots, Rainbow Egg

Get to Giza Plains by heading out the Southgate of Rabanastre and go to the south to find the Nomad Village. Talk to Dania and she will tell you to look in the Gizas North Bank. She will also tell you that the mark is hard to find and that you should talk to some of the children in the village about this fiend. The girl leaning on the fence on the outside of the fenced area will mention the Cluckatrice, but she says that she only saw it when there were no other monsters in the area.

+----------------------------------+---+------------------------------------+| Lv 15 | Cluckatrice | | Lv 13 | Chickatrice ||==================================| |====================================|| HP: 7509 | Weak: N/A | Abs: Wind | | HP: 3067 | Weak: Earth | Abs: Wind ||----------------------------------| |------------------------------------|| Exp: 0 | Steal: Small Feather | | Exp: 0 | Steal: Small Feather, || LP: 6 | Wind Stone, Taurus Gem| | LP: 1 | Potion, Large Feather |+----------------------------------+ +------------------------------------+| Recommended Level: 15 - 18 |+---------------------------------------------------------------------------+

I would advise having a fourth +----------------------------------------+party member for this fight if | Recommended Gambits |you are low level. Go to the |========================================|Gizas North Bank area of the Giza | Ally: HP < 50% (>) Potion |Plains and defeat every enemy in | Ally: Any (>) Stona |that area, even the neutral Giza | Foe: party leader's target (>) Attack |Rabbits, then exit and reenter +----------------------------------------+that area. A yellow Chickatricewill be rolling around somewhere in the area, and as you approach it, the mother Cluckatrice will dart out from somewhere along the side. The Cluckatrice and the Chickatrice will attack. Soon more Chickatrices will join the fight. Protect will really help out for this fight since they basically attack normally most of the time. Have a gambit set up to cure stone since the Cluckatrice will cast stone on your entire party sometimes. When Slow is cast on your party, remove it with a Remedy or Haste. If you have a Quickening then use it on one and try to get at least a three hit chain to have the extra multiple hit attack at the end of the sequence. A Quickening and a fourth party member's help will be the keys to winning this battle if your party is not that high of a level yet.

_____ _ _ _____|___ /| || | /__ \ |_ \| || |_ /------\ / /\/ ___) |__ _| \------/ / /|____/ |_| [HT34] \/ H E C R Y O F I T S P O W E R

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34 - The Cry of Its Power

Rank: I (ELITE MARK)Mark: RocktoiseRequirements: Complete Barheim Passage. (Clan Rank: Hedge Knight)Petitioner: Pilika (Bhujerba) - go to the Khus Skyground area of Bhujerba and speak with the moogle on the south side.Mark Location: Lhusu Mines/Site 2Bounty: 1200 gil, Hi-Potion, Heavy Coat

Talk to the moogle, Pilika, in the Khus Skyground area of Bhujerba then head to Site 2 of the Lhusu Mines. Site 2 is the area where your party ran into Ba'Gamnan and his crew.

+---------------------------------------------------------------+| Lv. 16 | Rocktoise ||===============================================================|| HP: 17548 | Weak: Wind | Absorb: Earth ||---------------------------------------------------------------|| Exp: 0 | Steal: Potion, Turtle Shell, Aged Turtle Shell || LP: 8 | ||---------------------------------------------------------------|| Recommended Level: 17 - 20 |+---------------------------------------------------------------+

What you REALLY need for this +-------------------------------------------+battle will not be received | Recommended Gambits |until much later in the game, |===========================================|when you can basically take | Ally: HP < 70% (>) Hi-Potion |him down through sheer levels | Foe: party leader's target (>) Aero |gained - Decoy would work | Foe: party leader's target (>) Attack |extremely well for this +-------------------------------------------+battle if you received itearlier when this quest was first available. The Rocktoise is weak against Aero, though not really weak enough, but still, it takes off the most. Arrive at this battle with Protect cast on all party members, especially any short-range weapon members. Cast Blind on him at the beginning of the battle. This will decrease his accuracy, but he will still hit for big damage sometimes. Rocktoise relies on close attacks so the party members that must attack with a sword or mace will have to deal with most of the damage. Long-range character will have a good advantage since they will not get hit most of the time. You can literally take control of someone with a gun or bow and run around the cave while shooting at him without having to worry about getting hit. The main problem with this battle besides his HP is the fact that Skull Defenders will attack while fighting the Rocktoise. Try to take out the Skull Defenders as quickly as possible so you won't suffer extra damage from their attacks. A Quickening will really help when the Skull Defenders start to rise up out of the ground if you can get one of the bonus attacks from a big Quickening chain. Quickenings and the latest powerful weapons are the main ways to win this battle unless you wait until you have Vanish and Decoy - you can then cast Vanish and Decoy on your most powerful close range fighter and have them be the Rocktoise main target. Decoy may work well with a person who has a good shield with high attack evasion as well. It's hard to have gambits set for this battle since you will have to deal with Skull Defenders throughout the battle, so I would suggest doing most attacks manually or having a "Foe: party leader's target (>) Aero" set up, and just turn off gambits while dealing with a Skull Defender.

You can also fight him similar to the Ring Wyrm by equipping one member of your party with a long distance weapon then run and shoot him. You'll need to get rid of the Skull Defenders first though. All of his attacks are close attacks, so you don't have to worry about him attacking if you can keep your distance

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well.

(thanks to FE_Papiroku from the Arctic Nightfall boards)

Here's another method:

I did it with Basch and one other char both at level 13. Equip any character with a bow, and arrows. Equip that same character with the Goddesses Magicite (Obviously if you've lost it already this doesn't work). Make sure your character is at full health and start taking pot shots at it from the entrance to its area, it seem to only be able to get so near the walls then it stops.

This means that it will only be able to hit you with magick. But with the Magicite, it only did like 15 hp of damage if it was lucky; except for when it casts Darkness which did around a hundred. That is what the second character is for - give him only the gambit "Ally Hp < 70% (>) Cure" and you can make turtle soup out of the thing in a couple minutes with one character, a bow, and the right magicite.

(thanks to Gordo)

_________ ___|___ / ___| / __\ |_ \___ \ /------\ / / ___) |__) | \------/ / /___|____/____/ [HT35] \____/ R I M E A N D P U N I S H M E N T

35 - Crime and Punishment

Rank: V (ELITE MARK)Mark: OrthrosRequirements: Complete Raithwall's Tomb. (Clan Rank: Headhunter)Petitioner: Contrite Thief (Rabanastre)Mark Location: Garamsythe Waterway/Southern Sluice WayBounty: 3800 gil, Horakhty's Flame, Unpurified EtherSpecial Item: Blackened Fragment

Walk inside of Warehouse #5 (near Garamsythe Waterway entrance) in Lowtown and talk to the Contrite Theif. She will be the Seeq lieing on the ground. She will tell you that Orthros is particular about who he attacks. Talk to Samal in the South Sprawl court to find out that it only attacks females. Go down to the Garamsythe Waterway and close Gate #10 as soon as you enter the Central Waterway Control by using the Sluice Gate Key that you got from the "Lost in the Pudding" Hunt if it is not already closed (lit up). Just like in the "Lost in the Pudding" hunt, take the fourth path from the right on the west set of paths. Make another right at the next fourth path on the left in the next area and go up the stairs. Head to the Southern Sluiceway. I would advise you to have a male in your party so he won't attack the first time through and save your game in the East Sluice Way. You must ENTER the Southern Sluiceway (the middle) with Ashe, Fran, and Penelo in order to get him to attack. You can switch back to whatever characters you're comfortable with once he attacks.

+---------------------------------------------------------------+| Lv. 34 | Orthros ||===============================================================|| HP: 87141 | Weak: Fire | Absorb: Water ||---------------------------------------------------------------|| Exp: 0 | Steal: Caramel, Phoenix Down, Slime Oil || LP: 25 | ||---------------------------------------------------------------|| Recommended Level: 33 - 36 |+---------------------------------------------------------------+

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Orthros will inflict Confuse and +----------------------------------------+Sap on your party at the beginning | Recommended Gambits |of the battle and by the end he |========================================|will start to cast Slowga and | Ally: any (>) Raise |Break on all of your party | Ally: HP < 50% (>) Curaga |members. His main attacks are his | Ally: any (>) Esuna |physical attacks and Darkra. He's | Ally: status = Slow (>) Haste |weak against fire so you can cast | Foe: party leader's target (>) Attack |your strongest Fire spells +----------------------------------------+throughout the battle or summon Belias. Use Decoy on Belias after summoning him and stay away from him to avoid Orthros' spells. Most of the attacks will miss Belias. Make sure to have some Esuna gambits setup for each character and have an "Ally: status = Slow (>) Haste" gambit set for his Slowga. As long as you have some Cure gambits set up he shouldn't be much of a problem. With his constant use of Darkra, a Bone Helmet and Bone Mail would help to reduce a good amount of damage for this fight. Physical attacks take just as much as elemental attacks depending on the characters weapon, but hitting him with an elemental Fire attack will be a guaranteed heavy hit. Make sure to be aware of his Mythril Bubble attack that he will do when his HP is extremely low. He will hit any close party members with bubbles that will take off around 1000 HP and inflict Poison and Confuse. I would advise using a Quickening to finish him off. Try to keep your distance with at least one party member and cure the status effects quickly with Esuna. Orthros will leave the party with a bundle of ++STOLEN ARTICLES++ upon his defeat. Go back up to the Contrite Thief and speak with her to get your reward. Samal will also hand over a ++BLACKENED FRAGMENT++ which can be used later during a side quest.

_____ __ ___|___ / / /_ / _ \ |_ \| '_ \ /------\ / /_)/ ___) | (_) | \------/ / ___/|____/ \___/ [HT36] \/ A R A D I S E R I S E N

36 - Paradise Risen

Rank: III (ELITE MARK)Mark: Gil SnapperRequirement: Complete Raithwall's Tomb. (Clan Rank: Vanguard)Petitioner: Nanau (Giza, The Rains)Mark Location: Giza Plains/Tracks of the BeastBounty: 3000 gil, Phobos Glaze

Bansat will hear your conversation with Montblanc about the hunt and will insist on helping the party after the hunt is accepted in the Clan Centurio Clan Hall. Talk to Nanau in the Crystal Glade of Giza Plains during The Rains. The boy will give your party the ++SILENT URN++ upon accepting the hunt. The urn must be pointed at the Gil Snapper when your party lands the finishing blow (this is automatic). The Gil Snapper is located in the Tracks of the Beast area of the Giza Plains. You must knock down all of the tree branches found around the areas in order to make a bridge over to it in the southeast area. Bansat will be waiting in the Tracks of the Beast are as your party arrives. Bansat mentions that the Gil Snapper favors a particular weather and will only come out at that time. The truth is that you must enter the Tracks of the Beast area when the rain is heavy (with thunder and lightening). Enter and exit the area until it storms heavy in that area. Bansat will meet your party at the entrance and let you know when the Gil Snapper is around.

+---------------------------------------------------------------+| Lv. 37 | Gil Snapper ||===============================================================|| HP: 86956 | Weak: Thunder | Absorb: Ice ||---------------------------------------------------------------|

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| Exp: 0 | Steal: 1000 gil, 2000 gil, 4000 gil || LP: 20 | ||---------------------------------------------------------------|| Recommended Level: 31 - 34 |+---------------------------------------------------------------+

Gil Snapper has a reddish brown shell and will have Protect, Shell, and Haste casted on himself. Use Dispel to get rid of his status enhancements then Blind and Slow him. He will mainly cast Blizzara instead of using physical attacks so have a shell up on all party members. Gil Snapper will sometimes perform a Flash move to Blind all party members so either have some Argyle Armlets equipped to have immunity or use Blindna to cure it. Use Thundara or -daga to defeat him quicker. If you by any chance have Adrammelech then summon him and he will really hurt Gil Snapper bad with his Flash Arc Thunder attacks (around 5000 HP per zap). Bansat will help your party out with support magick as well as attack Gil Snapper so he will be a valuable asset during the fight. Be sure to steal from Gil Snapper before he dies for quite a bit of extra gil.

As already mentioned, the Gil Snapper will be automatically drawn into the urn once he is defeated. Go back to the Crystal Glade to collect your bounty once the Gil Snapper is defeated and Nanua will give you...no, I'm sorry, leave behind a Soggy Letter!? She will ask that you meet up with her in The Dry. She means that she will meet you in the Nomad Village during The Dry near the northern entrance.

Here's an altenate strategy for the Gil Snapper:

I did him easily with level 31-32 without larsa. You just need to equip your main party with black belts and the ice shields you bought at Mt Bur Omnisace and with the best light equipment and the hammers with attack 65 you can buy when you reach bur omnisace the first time. You do not need to blind him or do any status effects or quickenings on him, just attack. The battle should be easy and boring if you have all HP lores, all quickenings, and a lot of other stuff in the optional section like the phoenix feather enhancements (I only one of my characters died in the battle), the one which make you gain mp if you attack or get damaged, a few physical attack improvements and the 10% speedups. But the only thing you really need is about 2000HP (and a lot of MP if you don't want to use Potions).

- two of my characters had those gambits: ally -> phoenix feather ally with HP < 60% -> cura ally with HP < 60% -> cure ally -> haste ally -> esuna foe: party leaders target -> attack

- and one of my characters had these: ally -> phoenix feather ally with HP < 60% -> cura ally with HP < 60% -> cure ally -> haste ally -> esuna foe: party leaders target -> steal

Gil Snapper was dead after about 2min with fastest battle speed.

(thanks to tbbl for the alternate strategy)

__________ ___|___ /___ | / _ \ |_ \ / / /------\ / /_)/ ___) |/ / \------/ / ___/

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|____//_/ [HT37] \/ A R A M I N A R U N

37 - Paramina Run

Rank: V (ELITE MARK)Mark: TricksterRequirements: Arrive at Mount Bur-Omisace. (Clan Rank: Headhunter)Petitioner: Gurdy (Mt Bur-Omisace)Mark Location: Paramina Rift/Frozen BrookBounty: 4800 gil, Deimos Clay

Monid will overhear you speaking with Montblanc and will mention that he has set his sights on this mark as well. Don't worry about him. Meet up with Gurdy in the Sand-strewn Pass of Mount Bur-Omisace - he's the flying moogle near the chocobo. The mark is located in the Frozen Brook, which is directly to the south of the Freezing Gorge outside the village. Monid will meet the party at the entrance to the Frozen Brook and agree to work together with them. If the Trickster is in the area then Monid will tell you that the Trickster is nearby: "It should be close now, but this is no mark to be taken lightly". You will need to step out and steb back into the area if he does not tell you that the Trickster is in the area. Please note that he will only tell you that he is there one time. If you exit and retry, you won't get the message again. The Trickster will literally pop out of nowhere while you run along the east wall of the Frozen Brook.

+---------------------------------------------------------------+| Lv. 44 | Trickster ||===============================================================|| HP: 61321 | Weak: Random element | Absorb: Random element ||---------------------------------------------------------------|| Exp: 0 | Steal: Chocobo Feather, Gysahl Greens, Hastaga || LP: 25 | Mote ||---------------------------------------------------------------|| Recommended Level: 44 - 47 |+---------------------------------------------------------------+

The Trickster is going to spend a good bit of this battle dashing in and out of your area with an attack. He will constantly run off. Wait for him and he will always return to your area. The Trickster will never leave this area. Soon the Trickster will activate White Wind, which will make him immune to status effect so be sure to inflict him with Blind before he does this! He will set up a shield (a Paling) where he will be immune to physical damage when he is at HP Critical and will use Choco-Comet. This move will take off around 1,000+ HP to any party member near him if it hits. He can only be hit with magick once he has set up his anti-physical shield - no Quickenings! His element of weakness is random, so you will have to try many spells to see which is his weakness at that point. Once he is hit with the correct element of weakness, he will use Shift to change his weakness. Try to finish him off with Bio if you can't find the right element. Set up a Bio gambit if you must: "Foe HP < 10,000 (>) Bio". He will go mad with constant pecks and Choco-Comet so just Bio him to death if you must. If you can wait it out, both the White Wind and the Paling will eventually wear off and he can be finished normally, but this takes quite a while!

_____ ___ _|___ / ( _ ) /_\ |_ \ / _ \ /------\ //_\\ ___) | (_) | \------/ / _ \|____/ \___/ [HT38] \_/ \_/ N T L I O N I N F E S T A T I O N

38 - Antlion Infestation

Rank V (ELITE MARK)

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Mark: AntlionRequirements: Arrive at Mount Bur-Omisace. (Clan Rank: Headhunter)Petitioner: Niray (Bhujerba)Mark Location: Lhusu Mines/Site 9Bounty: 4300 gil, Bubble Belt, Sickle-Blade

Find the Residence in Bhujerba. It's in the middle of the map of Bhujerba (The Staras Residence). Talk to Niray to learn of her children that have gone missing in the Lhusu Mines. She will give you the ++SITE 3 KEY++. The Site 3 Key will open the gate in the cave where Ba'Gamnan and his crew once were at Site 2. Enter the Lhusu Mines and travel to that cave in Site 2. Your party will run into Yrlon on the first bridge, but he will run deeper into the mines. Use the key on the Wrought Iron Gate to open it and venture deeper into the Lhusu Mines. It really helps if you have Aeroga at this point in the game since the Lv. 40 Headless that you find will be weak to Wind as well as the Antlion. Site 9 is in the southwest portion of the Lhusu Mines. Beware the Gazer fiends that will follow you to different areas if your party tries to run! You'll fight many enemies between Level 40 - 45 along the way, but you will get an orange save crystal at Transitway 2 right before the Tasche Span that leads to the Site 9 entrance. Kait will he huddled up against the side of the middle border next to the crystal. Defeat any Killer Mantis's you find along the way just in case the mark leaves his area in the battle ahead!

+----------------------------------------------------------------+| Lv. 37 | Antlion ||================================================================|| HP: 106499 | Weak: Wind | Absorb: Earth ||----------------------------------------------------------------|| Exp: 0 | Steal: Cancer Gem, Charger Barding, Potion || LP: 25 | ||----------------------------------------------------------------|| Recommended Level: 43 - 46 |+----------------------------------------------------------------+

The Antlion will be lurking at the end of the Site 9 tunnel along with tons of Killer Mantis's. Before going into the cave with all the Killer Mantis's and Antlion, cast Bubble and Protect on each member of your party and cast Decoy on your strongest character. Make sure to have Curaja set to a gambit. Control the Decoyed character as you run into the cave with the enemies and cast nothing but endless Aeroga until ALL the Killer Mantis's are dead. Target different Killer Mantis's with each casting of Aeroga and defeat them quickly before the Antlion consumes them with Cannibalize. If he consumes more than one, then I would suggest reloading your save and coming back to try again since he will be way too powerful by the end of the fight.

When fighting him without him feeding at all on a Mantis, he will not be much of a problem and will fall fast except for his last bit of life. Let him cannibalize one Killer Mantis and this will be a tough battle, but still doable, though his last bit of life will make the battle really agonizing. Let him cannibalize two and the tide will really turn in his favor and he will take around three times what he usually does (which is around 900 per hit) and you will really be in trouble when he uses Enrage. Let him cannibalize three and...no, just no! Don't do that. Have your strongest character equipped with a Greatsword and he'll be able to tear the Antlion a new one if he hasn't consumed that much Mantis. Otherwise, stick with casting Aeroga on him. Equip some Black Belts since he tends to inflict Disable with his physical attacks at times. During his last 25% of HP he will Enrage himself and start to take off more per hit. Use a Quickening if he starts to get the best of you at this point, especially if he has consumed some Mantis's. Switch in party members from your reserve and Quicken him to death!

Warp works very well for this battle to instantly kill the surrounding Mantis' quickly. Target the Antlion at the beginning of the battle (before he sees

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your party) and start casting Warp on him to kill many of the Mantis' surrounding him. Warp will not work on the Antlion himself but he usually surrounds himself with Mantis'.

(thanks to Pretentiuos_chef for the Warp tip)

Vaan will find Yrlon directly after defeating the Antlion. Yrlon will mention a key that he dropped into the ocean near the cliff to the side. He mentions that it may have washed up on the shore somewhere. On the way out of the Lhusu Mines, I would suggest using the Gate Switchboard to open the large gate in Transitway 1. The Switchboard is on a raised area along the south wall. Return to Niray and collect your bounty. Yrlon will mention that the key he lost was the Site 11 Key when you speak with him.

Teleport out to the Hunter's Camp at the Phon Coast. There is a large rock structure that makes a circular shape on your map. Check to the right of "The Man Who Fell", who is sitting up in the northwest corner of this rock. He will be renamed "Fallen Bhujerban" if you speak with him. To his left there is a "Small Key" on the ground. Pick up the small key to get the ++SITE 11 KEY++! This will be used for a hunt later on down the road. Please note that I am NOT talking about the Seeq sitting next to the collapsed Bangaa, "The Man Who Fell" is a Hume.

_____ ___ _|___ // _ \ /_\ |_ \ (_) | /------\ //_\\ ___) \__, | \------/ / _ \|____/ /_/ [HT39] \_/ \_/ C A R R O T S T A L K

39 - A Carrot Stalk

Rank VII (ELITE MARK)Mark: CarrotRequirements: Arrive at Mount Bur-Omisace. (Clan Rank: Brave Companion)Petitioner: Zammadria (Nalbina Fortress)Mark Location: The Salikawood/Sun-dappled PathBounty: 5200 gil, Stink Bombs, Putrid Liquid

Krjn will insist on joining your party +-------------------------------------+for this fight right after you accept | After finishing all of the hunts in |the hunt from Montblanc. Head to the | Nalbina (#17, 18, 24, 25, 39), Jovy |Aerodrome of Nalbina. Zammadria will | will have a small reward for your |be sitting on one of the seats to the | party if he is spoken to afterwards.|side. She will mention that Carrot is | [SQ15-1] |in the Salikawood and that Carrot will +-------------------------------------+run away if any fiend is slain. In other words, you must run from every enemy on your way to the battle with Carrot. Carrot is located in the Salikawood at the Sun-dappled path, which is in the west. Krjn will meet up with the party and let you know if you killed any fiends or not on your way there.

+----------------------------------------------------------------+| Lv. 49 | Carrot ||================================================================|| HP: 110842 | Weak: Light | Absorb: Dark ||----------------------------------------------------------------|| Exp: 0 | Steal: Dark Crystal, Foul Liquid, Putrid Liquid || LP: 28 | ||----------------------------------------------------------------|| Recommended Level: 50 - 53 |+----------------------------------------------------------------+

To think someone would actually keep a Malboro for a pet!? Make sure to equip

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party members with a mixture of Power Armlets and Bowline Sashes. You must equip both and have a Remedy gambit set up if you want to live. Carrot will use both Putrid Breath that will cause a multitude of status effects and Time Requiem that will Stop the whole party. This particular fiend is the king of status effects so you have to equip your party accordingly. Sneak up on Carrot and dispel it of all of its status enhancements at the beginning. It's really not that bad of fight if you have some Remedy gambits along with the proper equipment. You can actually wait until Carrot readies an attack then switch your equipment appropriately to block the most deadly status effects coming your way. When Carrot is a little bit lower than half life it will use Growing Threat that will double it's current level. Combine that with the fact that its defense increases tremendously at HP critical status and you have yourself one of hell of a setup for attacking it normally. You should use a Quickening shortly after it's Growing Threat to quickly defeat it before it starts to kill off your party members. It can kill them with just about one hit at that time. You can use Slow on Carrot, but it will counter with Purify to remove any negative status effects placed on it. Carrot's main downfall is that it mainly uses status effects and doesn't attack all that much so having Remedy gambits and the proper equipment will guarantee a quick victory for this battle.

_ _ ___ ___| || | / _ \ / __\| || |_| | | | /------\ /__\//|__ _| |_| | \------/ / \/ \ |_| \___/ [HT40] \_____/ A T T L E O N T H E B I G B R I D G E

40 - Battle on the Big Bridge

Rank VII (ELITE MARK)Mark: Ancient Man of MysteryRequirements: Acquire the Site 11 key. (Clan Rank: Paragon of Justice)Petitioner: Montblanc (Rabanastre)Mark Location: Lhusu Mines/Tasche Span | Lhusu Mines/Site 7Bounty: 10000 gil, Masamune

Montblanc is the petitioner once again +-----------------------------------+for this hunt so just agree to the hunt | READ THIS FIRST! |while speaking with him. He will speak | Make sure to have a set of |to you about a mystery man that has | Thief's Cuffs and equip them |stolen a sword from a nameless swordsman | before fighting this mark. He |and mentions that the mystery man last | carries some extremely rare items |attacked the person in question on bridge | that can ONLY be obtained by |in the Lhusu Mines. This mark is very | stealing from him. |easy to find. Use an orange save crystal +-----------------------------------+to warp to Transitway 2 of the Lhusu Mines and the mark will be on the bridge outside to the west.

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

+-----------------------------------------------------------+| Lv. 45 | Gilgamesh ||===========================================================|| HP: 123103 | Weak: N/A | Absorb: N/A ||-----------------------------------------------------------|| Exp: 0 | Steal: Stance 1 - Potion, X-Potion, 1000 gil || LP: 50 | Stance 2 - Potion, X-Potion, 2000 gil || | Stance 3 - Potion, X-Potion, 3000 gil || | Stance 4 - Genji Shield || | Stance 5 - Genji Gauntlet |+-----------------------------------------------------------++-------------------------------------------------+| Lv. 43 | Enkidu ||=================================================|

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| HP: 33052 | Weak: N/A | Absorb: N/A ||-------------------------------------------------|| Exp: 0 | Steal: Beastlord Hide, Throat Wolf || LP: 27 | Blood, Wolf Pelt ||-------------------------------------------------|| Recommended Level: 47 - 50 |+-------------------------------------------------+

Dispel the status enhancement on Enkidu at the beginning of this battle if he has Haste activated. Focus all of your attack on Enkidu from the start. Cast Slow on Gilgamesh while your party deals with Enkidu. Enkidu can be both Blinded and Silenced. Attack both him and Gilgamesh physically throughout the battle. Both Gilgamesh and Enkidu's defense will increase during HP Critical status. Gilgamesh will enter a different "stance" each time a cutscene plays. He has a total of five stances and you can steal from him during each stance. During the last two stances, you can steal the Genji Shield and the Genji Gauntlet. This is THE ONLY WAY YOU CAN GET THESE ITEMS THROUGHOUT THE ENTIRE GAME, so you better steal them while you can if you want them.

- Stance 1 Gilgamesh will mainly only use physical attacks and issue commands to Enkidu during this stance. The most dangerous aspect of Gilgamesh's attacks is his chain hits that can take off around 1,000+ HP per attack and he will sometimes chain up to five hits. His Slice Thrice attack will hit for around 1,200+ HP damage. Gilgamesh's Kick will take off around 1000+ HP damage, and he can do this move very quickly. He will focus many of his kicks on one party member. Gilgamesh's attacks can cause Slow and Silence randomly though rarely. His attacks will slowly start to take off more as he pulls out newer weapons. Enkidu attacks much like a standard wolf enemy with his Eerrie Soundwave attacks that damage all party members, Fangs, and Lunges. Enkidu can cause Petrify and Sleep with his normal hits - this is usually rare though like with Gilgamesh's status attacks. Gilgamesh will sometimes order the command "Fly, Enkidu!". This will make Enkidu charge a Dash that will take off around 1,000+ HP on a single party member. Gilgamesh will also use "Now, Enkido!" that will cause Enkidu to Growl and place a few status enhancements (Haste, Protect, Shell) on himself. Be sure to Dispel the status enhancements immediately!

- Stance 2 (Fly, Enkidu!)

Gilgamesh will use his commands for Enkidu more often now if Enkidu is still in the area.

- Stance 3 (Weapon: Buster Sword [Cloud's weapon FFVII])

He pulls out a new sword making him take off more damage with his attacks.

- Stance 4 (Weapon: Gunblade [Squall's weapon from FFVIII])

He once again again pulls out a new sword. Turn off all gambits and steal the Genji Sheild at this time! Have one party member cast Curaja while you attempt to steal it.

- Stance 5 (Weapon: Excalibur XII [aka. Excalipur from FFV])

During his last stance, he will set up a perfect defense that will make him immune to physical damage (Paling) and magick (Magick Shield). There is no way to hit him at this time, so you will just have to wait out the Paling and Magick Shield. They will both leave him once he has performed his Ultimate Illusion attack twice. You can't steal from him while he has his Perfect Defense activated unless you steal the moment before he activates it. Neither of the shields will be up on Enkidu. Gilgamesh also sets up some status enhancements on himself at the beginning of this stance, which should be

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dispelled the moment his magick shield wears off. Keep in mind that you can dispel the status enhancement the moment before he uses his Perfect Defense if you have a gambit or if you're quick enough. Have a "Foe: status = Haste (>) Dispel" gambit or one for Shell, Reflect, Regen, or Protect to get rid of his status enhancements quickly. His Ultimate Illusion attack will take off around 1,500+ HP on any party member he targets (including surrounding allies). Be sure to steal the Genji Glove before the battle ends!

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

Gilgamesh will run at the end of the battle once his HP has been drained. The party will gain LP from the battle, but remember, Montblanc said to exterminate the mark, so you will have to journey deeper into the Lhusu Mines and hunt Gilgamesh down. You need to have the Site 11 Key, which is covered in the Antlion Infestation hunt, to open the door to Site 11 if you already haven't done so. Run back and save your game (did I even need to say that?) then continue to the west. The Site 11 door is inside the cave right before the tunnel where you fight the Antlion. The area is surrounded by Mantis's. You'll have to release a switchboard to raise a gate in the northeast section of Site 11.

Once you pass the point where your party must raise the gate, you will run into tons of Lv. 58+ enemies. Be sure to pick up the ++LHUSU CANDLE++ from the green urn in the far south tunnel of Site 5. In Site 6 North, there is a secret passage in the far north that will take you to some Pandora enemies and a chest with the possibility of an Aegis Shield. There will be a blue save crystal in the Staging Area after moving to the southeast portion of Site 6 South. The next area to the south will have a bunch of thick mist and this is where Gilgamesh awaits.

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

+--------------------------------------------------------------+| Lv. 70 | Gilgamesh ||==============================================================|| HP: 473246 | Weak: N/A | Absorb: N/A ||--------------------------------------------------------------|| Exp: 0 | Steal: Stance 1 - Hi-Potion, X-Potion, 3000 gil || LP: 120 | Stance 2 - Hi-Potion, X-Potion, 4000 gil || | Stance 3 - Hi-Potion, X-Potion, 5000 gil || | Stance 4 - Genji Helm || | Stance 5 - Genji Armor |+--------------------------------------------------------------++-------------------------------------------------+| Lv. 65 | Enkidu ||=================================================|| HP: 140162 | Weak: N/A | Absorb: N/A ||-------------------------------------------------|| Exp: 0 | Steal: Beastlord Hide, Hells-Gate || LP: 43 | Flame, Wolf Pelt ||-------------------------------------------------|| Recommended Level: 60+ |+-------------------------------------------------+

Did you notice that he still has the same swords from the last battle along with Tidus' Brotherhood sword from FFX. He's also got a sword with a Chocobo emblem on it, which is Zidane's Orichalcum (aka. Orichalcon) from FFIX. Final Fantasy nostalgia for the win!

With a party under level 60, I would only recommend challenging this boss if you have a guest (Reddas) with you. Berserk Reddas a bunch and he will help out a level 50+ party quite a bit. Syphon him toward the end of the battle if you need some MP for a Quickening.

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Anway, to start thing off you need to Dispel Enkidu, cast Blind on him, Slow him, Poison him, then spam the hell out of him with Expose. Not only do his normal hits take off around 1900+ HP damage this time, but he also performs a new move known as Crushing Fangs that is capable of nearly killing a person depending on their HP level. If you keep Exposing him then your party members will take a bunch from him and defeat him fast. Poison works well too for when he gets low in life since it will constantly drain him of 8,000+ damage per hit even when his defense rises. Once Enkidu has been defeated, the whole battle will be 50% easier. Gilgamesh will now use Lv. 2 Sleep, Lv. 3 Disable and Lv. 4 Break, so have those Esuna gambits ready or equip an accessory to a character whose level is divisible by any of those numbers. A prime number level party will really pay off for you here. Gilgamesh will sometimes cause Stop with his physical attacks, but this is very rare.

Stance 3 (Weapon: Steel Cutter [aka. Odin's Zantetsuken])

He will start to use his Bitter End attack upon pulling out his new weapon. This special move will take 4,000+ damage from one targeted party member. He can actually do this move more than once in a row so be ready with Arise.

Stance 4 (Weapon: Excalibur [FFV])

He will start to take off some major damage by now - a little over 2000 HP per slice. Steal the Genji Helmet!

Stance 5 (Weapon: Sword of Legend [from Dragon Warrior I-III])

He will use Perfect Defense just like last time to make himself immune to physical attacks and magick. You'll have to wait it out again. After he does Monarch Sword two times it will fade. Speaking of Monarch Sword, it will take off around 9,000 HP! He will also have many status enhancements on him including Bravery! I would strongly advise you to have a gambit ready to Dispel Bravery and you just might be able to Dispel it before he uses Perfect Defense. With Bravery activated, he will take close to 4,000 HP per slice! When his Perfect Defense fades after two Monarch Sword, dispel him immediately and steal that Genji Armor! Finish him off with a Quickening since his defense will once again rise at HP Critical status.

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

After a most intense battle, Gilgamesh will be defeated and a cutscene will play. He will leave the Sword of Legend stuck in the ground as he jumps away. The party can't take the "ordinary" Sword of Legend so just exit the area. The "ordinary" mention most likely means that all of his swords are just replicas of the original. A cutscene will play as you try to exit the room. The cutscene will differ slightly if you have Ashe as the party leader instead of another character. She will hold her hand under her chin after turning. Return to Montblanc for your bounty.

_ _ _ _| || | / | /_\| || |_| | /------\ //_\\|__ _| | \------/ / _ \ |_| |_| [HT41] \_/ \_/ D A R K R U M O R

41 - A Dark Rumor

Rank V (ELITE MARK)Mark: BelitoRequirements: Finish Draklor Laboratory and Trickster mark. (Clan Rank: High Guardian)Petitioner: Montblanc (Rabanastre)

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Mark Location: Nam-Yensa Sandsea/Withering ShoresBounty: 5100 gil, Megalixir

The petitioner for this mark is Montblanc so he will tell your party about the mark as soon as you agree to the hunt. According to him, you'll need to journey through caves of quicksand in the Nam-Yensa Sandsea to reach the mark. Monid will once again hear your conversation with Montblanc and a small converstation with a messenger Bangaa will start.

Your destination is the Withering Shores of the Nam-Yensa Sandsea, but in order to make it to this area, you must travel through the Zertinan Caverns from the entrance in the Ogir-Yensa Sandsea to reach the specified area in the Nam-Yensa Sandsea. The entrance to the Zertinan Caverns that you need to use is in the Central Junction area, which is in the center of the Ogir-Yensa Sandsea. This path inside the Zertinan Caverns is known as the Canopy of Clay. There is rock on the west side that your party can push into a quicksand pool in order to make a bridge to the rest of the Zertinan Caverns. You may want to go deeper into the Zertinan Caverns and save your game since you've got a big battle coming up. Your party will emerge in the Withering Shores - the place where the mark is. Run up the tank and toward the space on the west side. A Bangaa will be out in the open. Run over to him to trigger a cutscene that will tie up some loose ends from earlier in the main story.

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

+-------------------------------------+--+------------------------------------+| Lv 49 | Ba'Gamnan | | Lv 47 | Bwagi ||=====================================| |====================================|| HP: 73393 | Weak: Water | Abs: Fire | | HP: 27626 | Weak: Water ||-------------------------------------| |------------------------------------|| Exp: 0 | Steal: Dark Matter, | | Exp: 0 | Steal: Ether || LP: 38 | Elixir | | LP: 20 | |+-------------------------------------+ +------------------------------------++-------------------------------------+--+------------------------------------+| Lv 47 | Rinok | | Lv 47 | Gijuk ||=====================================| |====================================|| HP: 27626 | Weak: Water | | HP: 27626 | Weak: Water ||-------------------------------------| |------------------------------------|| Exp: 0 | Steal: Ether | | Exp: 0 | Steal: Ether || LP: 20 | | | LP: 20 | |+-------------------------------------+ +------------------------------------+| Recommended Level: 49 - 52 |+-----------------------------------------------------------------------------+

Monid will help the party out for this battle, so this time it is four against two (or five against two if you have a guest). Right when the battle starts however, Rinok and Gijuk will join up with Ba'Gamnan and Bwagi to even out the odds to four against four. Dispel Ba'Gamnan of his Haste immediately or he will be a big threat. You can also cast Slow on him. If Balthier is in your party, Ba'Gamnan will focus all of his attacks directly on Balthier, so be sure to have Arise or a Raise gambit ready. Support Balthier with Protect if he is in your party. Defeat Bwagi, Rinok and Gijuk quickly and then focus on Ba'Gamnan. Don't worry about dispelling Protect and Shell from Ba'Gamnan if they are recasted since you need to take out his buddies first.

Gijuk will stand back and cast +----------------------------------------+elemental -aga spells while | Recommended Gambits |supporting Ba'Gamnan with Shell and |========================================|Protect if you dispel him or they | Ally: any (>) Arise |were off. He will sometimes attack | Ally: HP < 50% (>) Curaja |with his crossbow as well. Bwagi | Ally: Balthier (>) Protect |will mainly attack physically and he | Foe: lowest level (>) Attack |will sneak in an item attack +----------------------------------------+

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sometimes (Blue Fang, etc.). Rinok will attack with his spear and use his Sandstorm attack to take damage from the whole group (around 600+ HP). Ba'Gamnan is the main enemy that will take off a bunch. He will use Eviscerator to take off around 1,000+ HP and his Shining Ray to hit multiple party members for around 1,200+ HP damage each. Ba'Gamnan's defense will increase one he reaches HP critical status, but he still isn't that much of a threat. Monid is very helpful for this battle - he will take the roll of healer at times and help your party out with Curaja as well as attack very agressively. Keep in mind that this battle will have a severe amount of lag for performing technicks and magicks thanks to the number of characters on the screen. It really doesn't make the battle harder, but just annoying, especially when you're trying to steal. Your character may stand in place about a good 15 seconds with a command on the queue.

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

Ba'Gamnan and crew count as the mark for this hunt. At the end of the battle, Monid will give the party their bounty for this hunt. Montblanc will apologize for using the party as he did the next time you talk to him.

_ _ ____ _____| || ||___ \ /__ \| || |_ __) | /------\ / /\/|__ _/ __/ \------/ / / |_||_____| [HT42] \/ R U T H S H R O U D E D I N M I S T

42 - Truth Shrouded in Mist

Rank VII (ELITE MARK)Mark: Behemoth KingRequirements: After Giruvegan and defeat Fafnir in the "Wyrm Wrath's Renewal" hunt. (Clan Rank: Riskbreaker)Petitioner: Koqmihn (Lowtown/Dalan's House)Mark Location: Feywood/Edge of ReasonBounty: 250 gil, 2 Bacchus's Wines (Optional: 500000 gil, Rod of Faith)

Run over to Lowtown and enter Old Dalan's Place. Go through the Southgate entrance Koqmihn is lying on the floor to the right by a table. He mentions a place deep in a forest covered with snow. He is giving reference to the Edge of Reason in the Feywood. Teleport to Giruvegan and walk out to the Feywood.

In order to get this enemy to show himself, your party must clear out all the enemies in two zones: The Edge of Reason and The Ice Field of Clearsight. Check each area thouroughly before exiting. Start in The Edge of Reason then move on the Ice Field of Clearsight. Reenter the Edge of Reason and should appear somewhere in the area. If he doesn't appear then try killing off the monster in the Edge of Reason once again and he should appear in this area after you kill the last monster. The main objective is to make sure that both areas are totally clear. If the Mandragoras appear in the Ice Field of Clear Sight then that means that that area is clear - there is no reason to fight them. The Behemoth King will be walking around in the southern middle portion of the Edge of Reason when he finally shows himself.

+-----------------------------------------------------------------+| Lv 70 | Behemoth King ||=================================================================|| HP: 1668491 | Weak: N/A | Absorb: N/A ||-----------------------------------------------------------------|| Exp: 0 | Steal: Behemoth Steak, Elixir, Ring Wyrm Scale || LP: 40 | ||-----------------------------------------------------------------|| Recommended Level: 70+ |+-----------------------------------------------------------------+

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Equip Bubble Belts before +---------------------------------------------+fighting him since his physical | Recommended Gambits |attacks take around 5000+ |=============================================|damage. His physical attacks | Ally: any (>) Arise |can also cause Stop so be ready | Ally: HP < 50% (>) Curaja |to throw a Chronos Tear or cast | Ally: status = Stop (>) Dispel |Dispel on the inflicted party | Ally: status = Slow (>) Haste/ga |member. He will use White | Self: MP < 10% (>) Charge |Breath much like Fafnir. The | Foe: party leader's target (>) Attack |White Breath shouldn't take off | Foe: party leader's target (>) Scathe/Shock |enough now to require an Ice +---------------------------------------------+Shield if you have Bubble Belts and you will NEED Bubble Belts or the Bubble spell. White Breath can also inflict Stop. Equip Black Masks to absorb his Darkga spell. He will cast other -aga magick as well along with Holy and Ardor. Use Hastega to counter his Slowga casting (or just Haste if you spread your party out). Spread your party out as much as possible so the whole group doesn't take damage from his attacks. As long as you have your party spread out this battle will be much like the Fafnir battle. Decoy + Main Gauche + Demon Shield does not work this time since his attacks cannot be blocked. Attack him with non-elemental weapons or cast Shock and Scathe. He will only take half damage from elemental attacks. Keep in mind that it will take a little bit of HP off each party member to attack him physically or with magick.

Eventually he will raise a Paling shield to make himself immune to physical damage. Cast Shock and Scathe on him at that time. Flare is good also but it really only takes off about the same amount as Shock though you have much more queue time devoted to it. I would really recommend Shock over Scathe because of the delay in Scathe, but Scathe will take off about 1500 more damage than Shock. Have your strongest magick user set up with a gambit to cast Scathe while one of the other party members has a Shock gambit so you don't overload the battle queue. Don't use elemental magicks for the reason discussed above. As soon as his physical shield drops, he will set up a magick shield, so go back to attacking him physically. He will change shields throughout the battle so it may be a good idea to have two sets of gambits (one for physical attacks and one for magick attacks) for him - turn them off and on appropriately depending on his shield. Quickly respond to his Great Barrier (Protect and Shell) with a Dispel if he doesn't have a Magick Shield up. There was a point in the battle where he was immune to everything except elemental magick. I'm not sure if that was supposed to happen or not...?

When your party returns to Koqmihn after the Behemoth King is defeated, he will tell the rest of his tale. His words are actually a riddle to the true prize of this hunt:

"And when the watcher of the Deepwood should fall, its slayer shall look to the Stone-Hewn Wyrm and know joy. Though the cold stone shall never stir again, a blow struck true by slayer's hand shall find warmth in the wyrm's elation."

Go to Mount Bur-Omisace and enter the Temple Approach area. Run over to the giant fossil of the wyrm head in the middle of the area (off to the left side). An action icon will appear ("Wyrm Snout") as you walk up to the nose. Press X and strike the fossil. Please note that Vaan must be unequipped (no weapon) in order to strike the fossil. Pick up the glowing "Wyrm Snout Plunder" that drops to receive ++500000 GIL and the ROD OF FAITH++.

------

Here's another strategy for the Behemoth King:

"First off, my party for this was Basch, Penelo and Ashe. Ashe is a good choice for this because she's not quite as strong as Basch or Penelo in strength and

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magic respectively, but she's good enough in each to do some serious damage whenever he switches his immunities.

The first part of the fight is relatively easy because he won't go to immune to anything. The only thing you'll have to watch out for is when he does a multiple strike because at 2 to 3,000 damage a strike, you can see why that would hurt. Plus he has a tendency to use White Wind which can cause the status effect stop, while doing over 3000 damage. He'll also cast Slowga which could be a hassle if it hits. Just watch your guys health and status and heal/revive when need be and you should be fine.

When his health gets down to about halfway (in about a half hour or so haha), he'll start doing his little Immunity trick, picking one or the other attack to be immune to. Here's where the strategy comes in. Because my Penelo is equipped with a staff and basically useless when it comes to physical attacks, I'll make her my party leader, changing her attack gambits to off and making her strictly a healer. (This may be a long process for some but if you want, you can just go ahead and shut her gambits off altogether and just keep casting Curaja yourself) And let Basch and Ashe take care of doing damage to the big guy. You may find yourself getting low on MP at one point or another so just use an ether or two if you think you have the time to do so. (Again, he'll be doing tons of damage to your guys so you may want to have one of the attackers healing Penelo's MP)

Now, the B.King may switch to physical immunity. Since Basch is a useless spell caster compared to the other two, I switch his and Penelo's roles, making him strictly a healer while the other two cast spells. This is the tedious part of the whole process because in order for Ashe to be affective, you literally have to change her attack gambits to a magic spell (I chose Darkga because it worked pretty well, did more damage than most things) and let Penelo do her thing, casting Darkga as well if you want. What's also quite tedious about this part is the fact that the game won't allow for more than two spell effects to go at the same time, so you'll see a lot of standing around on the part of everybody on screen as they wait for their turn to go. You won't do a lot of damage to him this way because he's got a pretty good Magic Defense and my spells at this time weren't very good at damaging him. If I had Scathe I'd probably have done more damage, but I haven't been able to test that one out.

Anyways, he'll switch back and forth between immunities so just keep following the above strategy and you should easily slay the beast, in about an hour or so. If you want to be lazy though, you could just keep Penelo as her role as a healer, and the other two attacking, even when he's physically immune because sooner or later, he changes or loses the immunity altogether. Just make sure to have a gambit on one or the other attacker to Ether Penelo when her MP reserves get low, (I'd pick Ashe because she does less damage than Basch) Either way, this strategy helped reserve my Phoenix Downs (like I needed to with 99 of them) but it didn't help my Ether reserves. This guys got a ton of health so he is a pain in the butt and very tedious. I'd suggest using Bubble Belts on all of your characters just to be on the safe side, again, he can wipe out one of your guys easily with just two attacks so just to be safe, use a condo... I mean Bubble Belt."

(thanks to Surprize152 from the Arctic Nightfall boards)

-----

And another strategy:

"Once you see the Behemoth King, immediately switch your characters weapons for long range attacks: (average bows and bombs are better than the best gun in the game). Switch your helmet for the white mask, and switch your accessory to either a sash or ribbon. Now, set up your gambits:

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1: ally -> arise 6: foe -> reflect2: ally < 50% -> curaga 7: ally -> reflect3: self -> bubble 8: target foe if character hp < 50% -> curaga4: self MP < 10% -> charge 9: self -> darkra or any elemental aga spell.5: foe -> attack You will recognize that initially gambits 6-9 are useless. Behemoth King's most effective attacks are either his breath weapon, which inflicts stop, or his highly powerful melee attacks. However, for some reason, Behemoth King will not close with your party and force melee combat. Thus, stay out of range of melee and breath weapon by using ranged weapons. Fire away at Behemoth King until he puts up immunities. If he puts up a magic immunity, then keep your gambits the way they are. If, however, he sets up a physical immunity, then reorganize your gambits so they look like this:

1: ally -> arise 7: ally < 50% -> curaga2: self MP < 10% -> charge 8: self -> bubble3: foe -> reflect 9: foe -> attack4: target foe if character hp < 50% -> curaga5: ally -> reflect6: self -> darkra or any elemental -aga spell

Now, you can recognize that the attack gambits and the self-targeting healing and defensive spells are ignored. Due to the lag in battle associated with spell-casting, only one spell can be cast at one time, so there is no danger of screwing up the spell commands (ie healing behemoth or hurting yourself, reflect will always be cast beforehand). Behemoth King will frequently cast slowga, so do not change accessories. This battle gets very tedious with very little threat of death, so multi-task. Listen to music, read a book, or something. Every other minute or so check on the battle progress to see if Behemoth king changed his immunities. If he does, then change gambit styles to the initial order. Keep this up and you will eventually bring him down (~1,670,000 HP eventually)."

(thanks to John "Lukien" R)

-----

_ _ _____ ___| || ||___ / / __\| || |_ |_ \ /------\ / _\|__ _|__) | \------/ / / |_||____/ [HT43] \/ I S H Y D R E A M S

43 - Fishy Dreams

Rank VI (ELITE MARK)Mark: IxionRequirements: Finish the Pharos. (Clan Rank: Riskbreaker)Petitioner: Whitecap Wench (Balfonheim Port)Mark Location: The Pharos - SubterraBounty: 3000 gil, Sapping Bolts, Ragnarok

Teleport or fly over to Balfonheim and enter the Whitecap pub in Quayside Court. Talk to the Whitecap Wench behind the counter to your immediate right upon entering. She will tell you the tale of the Ixion and mention that it washed up on Ridorana, but she won't go into much detail. Teleport to the orange save crystal in The Pharos. I recommend that you be on about level 65 and that you have Bubble Belts and Rubber Suits for each of your characters before starting the journety into the Subterra of the Pharos.

~~ The Wellspring ~~

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Walk over to the Dais of Ascendance (lift) in the front middle portion of this area and set your destination to the Penumbra. The Dais will take you to an entire new area of the Pharos, below the First Ascent. There are many level 55+ enemies down here. Monsters may appear in this area or they may not, but watch out about having them gang up on your party since they can rather easily. If the monsters do NOT appear, then you are in luck since that means that Ixion is around this area. Monsters will usually swamp the party in this area. If he is not here, then your party will have to scope out the available floors of the Subterra to find him. Try to go back up the lift and ride it back down continuously if you want him to show up in the first area. When there are no monsters, run around until he appears. It may take a while, but he will show up eventually.

+----------------------------------------------------------------+| Lv 58 | Ixion ||================================================================|| HP: 166559 | Weak: Light | Absorb: Dark ||----------------------------------------------------------------|| Exp: 0 | Steal: Grimoire Aidhed, Magick Lamp, Storm || LP: 32 | Crystal ||----------------------------------------------------------------|| Recommended Level: 60+ |+----------------------------------------------------------------+

Dispel him of his status enhancements as usual. Slow and Silence him. He is weak against Light so equip some Light elemental weapons if you have them (Excalibur!) then get to work on him. Excalibur will hit for 9999 damage. Please note that whenever you attack Ixion physically that party member will lose a little bit of health, so you will be curing often. Ixion will use Curse on your party so equip Bowline Sashes to ward off the effect of Confuse then cure the party of Poison and Sap via Esuna and use Cleanse or a Vaccine/Remedy on Disease...or just use a Remedy for all of it. Curse cannot be reflected! He will also use Silencega and Sleepga, so have some Rose Corsages and Nishinjin Belts handy. It is possible to set the party up with Reflect to reflect all of his Silencega, Sleepga, and elemental spells. Equip Opal Rings when you need to cure. He will use Dispelga on a party that tries to set up a Reflect shield through magick so be ready to cast Reflect again or equip Mirror Mails or Ruby Rings.

It is VERY important that you have the necessary items or use Reflect shields for this battle because his status effect spells will always hit unless your party has a Reflect shield up. His main attacks are physical attacks damaging for about 2000+ each and -aga spells (mainly Thundaga) that will hit for around 4000+ damage. Equip Rubber Suits to make your party immune to his constant Thundaga! He will use Purify to get rid of any status effect that is inflicted upon him toward the end of the battle and even set up a White Wind shield to make himself invulnerable to them. Sometimes he sets up a Magick Shield as well to make him immune to magick. His defense will kick up a notch as usual when he nears HP critical. He may also use Fearga on the party toward the end of the battle in an attempt to take away all of their MP.

_ _ _ _ ___ | || | | || | / _ \| || |_| || |_ /------\ / /_\/|__ _|__ _| \------/ / /_\\ |_| |_| [HT44] \____/ O D O R D E V I L ?

44 - God or Devil?

Rank VI (ELITE MARK)Mark: The SeerRequirements: Finish the Pharos. (Clan Rank: High Guardian)

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Petitioner: Montblanc (Rabanastre)Mark Location: The Pharos at Ridorana/Subterra (Unknown Floor)Bounty: 20000 gil, 2 Megalixirs

Montblanc is the petitioner for this hunt. Montblanc will only tell you that the mark is at the Pharos and not the precise location therein. The mark is on the very bottom floor of the Subterra inside the Pharos. Teleport to the Pharos and use the Dais of Ascendance to go to the Penumbra.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -| Pharos / Subterra - Origin in Darkness | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Penumbra - Interior ~~

o------------------------------------------------------------------o | BLACK ORB REQUIREMENTS | o------------------------------------------------------------------o | Floor | Northwest | Northeast | Southeast | Southwest | Total | |==================================================================| | Penumbra | 09 | 18 | 03 | 06 | 36 | o------------------------------------------------------------------o

Note: I only mention treasure chests that I found in the walkthrough. You may want to explore the rooms on your own in order to find some of the more rare treasures. Check sephirosuy's Subterra map on GameFAQs if you want to see what rare treasures can be found in this area.

Enter this new area with Black Mask equipped to drain the many Dark spells that the enemies will use, Bubble Belts because this area is very unforgiving, and have some Bowline Sashes ready for the Necrophobe's Phantasmal Gaze when you encounter them later. This first outer area is SWARMING with level 55+ Abbadons and Mistmares and they crowd around your party frequently if you don't defeat them quick enough. There will be so many commands being executed that the queue will have tons of lag and you will wind up getting murdered if your party is surrounded. There is really no sense in fighting them unless you want to level up. The outside areas of each floor will always be the hardest. Enter one of the Ancient Doors in any of corners to escape this mob. The rooms behind the Ancient Doors will always be pitch black. While exiting from each room, I would suggest that you use Protectga, Bubble, and Float before opening the door to go to the outer floor. It gets extremely bad at times while navigating from room to room, and there is always a trap directly in front of your party leader while stepping out of a room.

In order to open the way to the Umbra and Abyssal of the Pharos, your party must place enough Black Orbs in each of the Pedestals of Night found in the four rooms on each floor of the Subterra: Penumbra, Umbra, Abyssal. The Pedestal of Night will always be in the back of the first room. The orbs can only be placed in the Pedestals of Night in increments of 1, 5, or 10. Placing more than what is required will cause your party to lose all of the orbs placed and gain nothing toward the required orb amount. To avoid this, always place the orbs in a number no greater than the require amount.

DON'T PICK UP THE BLACK ORBS that the enemies drop, instead, let the black orbs fly away and they will collect on the massive black orb found in some rooms of the current floor. Each black orb that collects at the massive black orb will be worth 3 times what it normally is worth when you go to pick up the massive black orb. Take advantage of this and don't just pick up the lone black orbs dropped by enemies. You could actually farm all the black orbs you need for the rest of the levels in the Penumbra. The massive black orbs seems to appear randomly in different room, so you'll have to do a bit of exploring to find them. Once all the orbs are placed per floor, the elevator will be able to move to the next floor. Each room will light up when placing the black orbs on

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the pedestal and will light up all the way once the required amount of black orbs have been placed in each Pedestal of Night. Be sure to run back to the first floor and save your game at the orange save crystal after completing the requirements for each floor.

~~ Penumbra - Northwest ~~

A Nightwalker, 7 Bunes.

~~ Penumbra - Northeast ~~

5 Bunes, Necrofiends. Destroy the Fool's Facade on the north wall of the right room to reach the second room. Keep traveling through the rooms that are unlabled on the map via the Ancient Doors and eventually...

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

+----------------------------------------------------------------+| Lv 59 | Phoenix ||================================================================|| HP: 134089 | Weak: random element | Absorb: random element ||----------------------------------------------------------------|| Exp: 0 | Steal: Eye of the Hawk, Split Armor, Windslicer || LP: 28 | Pinion ||----------------------------------------------------------------|| Recommended Level: 60+ |+----------------------------------------------------------------+

Dispel him of that Haste and Bravery. He doesn't need that. It is wise to finish placing the Black orbs on the pedestal in this portion before you enter this room so you can actually see what you are fighting!

Phoenix attacks much like the Garuda from the outside of the Tomb of Raithwall, and just like the Garuda, your party can Blind him, so spam him with Blind right after dispelling him until he is Blind. His attacks will take off about 1500+ damage which doesn't seem like a lot, but he can chain his attacks frequently making him quite a damaging boss if he is not blinded. He is weak to only a certain element and his weak element will change every time your party hits him with his current weak element. Set up a "Foe-weak:element (>) element" gambit to see what he is currently weak against. It is best to arrive at this battle with Telekinesis (obtainable at the Necrohol of Nabudis from the Baknamy Merchant) equipped to a Foe: flying gambit. Otherwise this is going to be a long fight of spamming him with spells. Scathe seems to hurt him very badly so use that along with Flare, Shock, and Holy to take off some good damage. Be careful about the spells with a bunch of startup time though, or he will quickly decimate your party while the spell is being charged or running its course.

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

Continue through the door after fighting him and TURN OFF YOUR GAMBITS. There is a Magick Pot enemy in this room that is not threatening unless you attack him. If your party attacks, he will render himself invincible and wail on your party with high level magick and physical attacks. Give him an Elixir. The Magick Pot will be so overjoyed with the Elixir that it will hop around the room and allow your party to kill it freely. Steal an Elixir from it before it dies. Set up a gambit on two or more characters to steal with some Thief's Cuffs equipped because this is a hard steal! It absorbs all elements, so use non-elemental weapons while attacking it. This boss must be defeated in order to access the bottom floor of the Subterra.

Extra notes about Magick Pots (contributed from readers):

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- Your party does not have to give them an Elixir in order to steal from them.

- Gil Toss can usually take quite a bit from them once your party gives them an Elixir.

- Set up a "Foe: holy-weak" or possible a "Foe: undead" gambit on all your party members when the Magick Pots are around and you are fighting other enemies to keep from hitting the Magick Pots. Using this gambit setup, you won't have to worry about attacking manually.

~~ Penumbra - Southeast ~~

A Dragon Lich.

~~ Penumbra - Southwest ~~

A Dragon Lich, High Reaver, two Reavers, Necrofiends, and a Nightwalker.

~~ Umbra - Interior ~~

o------------------------------------------------------------------o | BLACK ORB REQUIREMENTS | o------------------------------------------------------------------o | Floor | Northwest | Northeast | Southeast | Southwest | Total | |==================================================================| | Umbra | 09 | 15 | 15 | 18 | 57 | o------------------------------------------------------------------o

Once again the area on the outside will be swarming with enemies; this time it will be Mistmares and Dead Bones. Don't stay out here too long.

~~ Umbra - Northwest ~~

Plenty of Dead Bones, a few Necrofiends, a Dragon Lich, and a Nightwalker. The room on the left connects with plenty of extra rooms, so don't get lost in the darkness.

~~ Umbra - Northeast ~~

Plenty of Dead Bones and Necrofiends. Destroy the Fool's Facade on the wall in the east wall in the east room. The hidden room will have more Dead Bones and a Dragon Lich inside.

~~ Umbra - Southeast ~~

More Dead Bones and Necrofiends and one Nightwalker. Destroy the Fool's Facade on the right wall (south) of the left room. There is a Magick Pot in one of the rooms behind the facade, so make sure to turn off all gambits and attack manually when you notice him. He will be in a room by himself.

~~ Umbra - Southwest ~~

A Dragon Lich, and the usual (Dead Bones and Necrofiends). Destroy the Fool's Facade on the back wall (to the right side) when entering the left room. An Ancient Door in a room behind the facade will lead to two more Dragon Lichs.

~~ Abyssal - Interior ~~

o------------------------------------------------------------------o | BLACK ORB REQUIREMENTS | o------------------------------------------------------------------o | Floor | Northwest | Northeast | Southeast | Southwest | Total | |==================================================================|

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| Abyssal | 21 | 15 | 27 | 12 | 75 | o------------------------------------------------------------------o

The outside floor of this area really doesn't seem as bad as the Umbra and Penumbra since the enemies don't seem to gang up in groups of 6+. Dead Bones, Zombie Warlocks, and Necrofiends will attack on the outside. This can be a very dangerous combination though, with the Zombie Warlocks Cloying Breath attack that will put your party to sleep. I would advise you to be able to kill a Zombie Warlock withing three hits for this area. The inside of this area is where the party's at when it comes to tough fights, gang-ups, and overall queue overload. That's not even the half of it though. The enemies in these room will spawn in groups right near a Magick Pot and will intentionally try to make you attack the pot so it will destroy your party. It may be best to hand over an Elixir to the Magick Pots in these room then steal it back later. Always target enemies if it is dark in the room and make damn sure you know what your party is attacking! Make your 3-year old brother leave the room right now since some of these rooms will make you want to beat up on small children. Don't forget, you can always go back to the other levels to collect Black Orbs. Once the Black Orbs have been placed on this floor and the Phoenix boss has been defeated from the Umbra floor, the Unknown floor will appear as a destination the lift (Dais of Ascendance).

UPDATE: To save your 3-year old brother, read the "Extra notes about Magick Pots" mentioned after the Phoenix battle above if you haven't already.

~~ Abyssal - Northwest ~~

Necrofiends and Zombie Warlocks will swarm the rooms of this area. A Nightwalker will appear in the middle area later. After your party goes through the Ancient Door on the left side there will be a Magick Pot behind the doorway on the right. Necrofiends and Zombie Warlocks will attack in that, so you better turn off all gambits and fight manually when your party goes through the doorway.

Destroy the Fool's Facade on the wall straight ahead (and to the left a bit) behind the right Ancient Door. The Ancient Door behind the Fool's Facade doesn't appear to lead to anything - it might house a massive black orb though.

~~ Abyssal - Northeast ~~

More Necrofiends and Zombie Warlocks. Behind the Ancient Door on the right the party will encounter another Ancient Door. The second room has a Fool's Facade almost directly across from the doorway. Be sure to turn off all gambits since there is a Magick Pot directly behind the Fool's Facade. A group of Zombie Warlocks will rise up from ground in front of the Magick Pot. You'd best lead the Zombie Warlocks away then fight them. The Warlock's rising seems to trigger tons of other enemy encounters in this area as well. I got some Lordly Robes from the chest in the room with the Magick Pot.

~~ Abyssal - Southeast ~~

Zombie Warlocks, Necrofiends, and Dragon Lich's. A Nightwalker will appear back in the entrance room later. A Fool's Facade will be on the wall directly in front of the first Ancient Door. After opening the second Ancient Door there will be another Fool's Facade on the right wall. If you target manually in the room behind the second Fool's Facade, you'll notice a Magick Pot on the enemy list, but he is behind the wall and in the room to the left, so there is no need to turn off gambits. TURN OFF THE GAMBITS and enter the next Ancient Door. There is a Magick Pot along with two Dragon Lich's inside. I got some Black Robes from the treasure chest inside.

~~ Abyssal - Southwest ~~

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A Dragon Lich will be right up the steps after entering. More Zombie Warlocks and Necrofiends will be lurking withing the side rooms. Behind the right Ancient Door, destroy the Fool's Facade on the wall in front of the doorway (to the left a bit). I got a Circlet from the treasure chest in the room behind the Fool's Facade.

~~ Hell's Challenge (Unknown Floor) ~~

The Seer will be waiting and the boss battle with him will begin right as the party lands on the bottom floor.

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

+----------------------------------------------------------------+| Lv 67 | Shadowseer ||================================================================|| HP: 278078 | Weak: Light | Absorb: Dark ||----------------------------------------------------------------|| Exp: 0 | Steal: Forbidden Flesh, Foul Flesh, Maggoty Flesh || LP: 33 | ||----------------------------------------------------------------|| Recommended Level: 70+ |+----------------------------------------------------------------+

Dispel him of his many status enhancements right from the beginning. Equip Light elemental weapons (Excalibur, Holy Lance) and slaughter him with them. Cast Holy for 9999 damage as well. He will start the battle with Shining Ray that will take off around 1200+ Light damage from the group, but can be absorbed by equipping White Masks. Next he will perform Darkness which is a dark elemental attack that will take around 2000+ damage from the party. Equip Dark Masks to absorb the Darkness attack then keep them equipped for the rest of the battle. He will attack physically for the rest of this beginning portion of the battle. Please note that his physical attacks can cause Immobilize at times. Don't use summons during this battle when a summoned boss is active or the Shadowseer will use Breakart Pentagram to immediately kill the summon. The only summon you can get an attack in with is Zodiark. Cast Break on the summoner to Petrify him/her then summon Zodiark so he will perform his Final Eclipse attack that will hit for 50000 damage for his first attack. I would save that for Fenrir if I were you.

Speaking of Fenrir, the Shadowseer +-----------------------------------------+will start to summon other bosses | Recommended Gambits |that have already been defeated |=========================================|shortly. The really bad thing | Ally: any (>) Arise |about this fight is the fact that | Ally: HP < 50% (>) Curaja |the Shadowseer will set up a | Ally: status = Disease (>) Remedy |physical and magick shield on | Ally: any (>) Esuna/ga |himself while the summoned boss | Ally: status = Slow (>) Hastega |attacks and will cast Curse, | Self: MP < 10% (>) Charge |Immobilizega, Slowga, Fearga, +-----------------------------------------+Invert, and Darkga on the party. Keep the party equipped with Black Masks to absorb the Darkga spell since it will take off 3000+ damage otherwise and have them equipped with Bowline Sashes to avoid the Confuse status effect from Curse. Have a gambit set up to throw a Rememdy for when a party member is inflicted with Disease and that cure the rest of the status effects as well. Keep the party separate from each other so Curse won't hit everybody. Have one person set to cast Hastega on a Slow ally to counter the Shadowseer's Slowga. His use of Invert is both a curse and a blessing for this battle. The extra boss will likely kill off the party member as soon as Invert is casted, so party members will have to constantly be brought back to life, but on the other hand this give that character all of his MP back. If the Shadowseer casts Invert on a summoner of the Zodiark esper then the Shadowseer must indeed must want to die. Take advantage of that

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before he uses Fearga to drain the MP. The Shadowseer will cast a physical shield on each summoned boss so you can't hit the summoned boss physically. The Shadowseer will always immediately recast both of his shield as they fall while another boss is present so there is not attacking him at that point. Once 25% of the Shadowseer's life has been taken, he will summon...

+----------------------------------------------------------------+| Lv 55 | Pandaemonium ||================================================================|| HP: 115849 | Weak: Wind | Absorb: Earth ||----------------------------------------------------------------|| Exp: 0 | Steal: N/A || LP: 28 | ||----------------------------------------------------------------|| Recommended Level: 70+ |+----------------------------------------------------------------+

Dispel him and cast Slow on him. Pandaemonium is immune to physical attacks this time so you are going to have to defeat him with magick. Use Aeroga constantly on him to take some good damage or use Scathe for a bit more damage. He still has the exact same attacks from last time. He will still set up a Perfect Defense shield when his life is low that will make him immune to everything so you'll have to wait it out once again. Keep him under the effect of Slow and cast either Aeroga or Scathe on him to take him down quickly.

+---------------------------------------------------------------+| Lv 55 | Slyt ||===============================================================|| HP: 66505 | Weak: Fire | Absorb: Water ||---------------------------------------------------------------|| Exp: 0 | Steal: N/A || LP: 28 | ||---------------------------------------------------------------|| Recommended Level: 70+ |+---------------------------------------------------------------+

Dispel him, Oil him, and cast Slow on him. He is immune to physical attacks as well, though that doesn't matter much. Cast Firaga on him for 9999 damage. Don't cast Ardor - that would be a waste of MP since the damage level will not exceed 9999.

+----------------------------------------------------------------+| Lv 55 | Fenrir ||================================================================|| HP: 112832 | Weak: Earth | Absorb: Wind ||----------------------------------------------------------------|| Exp: 0 | Steal: N/A || LP: 28 | ||----------------------------------------------------------------|| Recommended Level: 70+ |+----------------------------------------------------------------+

Dispel him. Slow and Blind have no effect. He has the same physical shield active on him as well, so cast Shock on him a bunch. Scathe may take off just a bit more, but Shock has very little animation so it won't overload the battle queue. The queue's already going to be overloaded as it is with Fenrir present. This battle is much more deadly than the last battle since Fenrir will hit the whole party with his Ice Break while the Shadowseer continues his onslaught of spells. Invert can really screw up a character this time. If Fenrir starts to get too bad with his physical attacks equip a person with a Main Gauche and a Demon Shield then cast Decoy on them to solve that problem. The Decoyed character will block most of Fenrir's attacks. Remember that he can Silence your party so be ready to cure it.

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+---------------------------------------------------------------+| Lv 55 | Phoenix ||===============================================================|| HP: 92522 | Weak: random element | Absorb: random element ||---------------------------------------------------------------|| Exp: 0 | Steal: N/A || LP: 28 | ||---------------------------------------------------------------|| Recommended Level: 70+ |+---------------------------------------------------------------+

Dispel him and Blind him. Telekinesis will hit him! Scathe works very well for this fight and will take off some extreme damage from Phoenix so you don't have to play "Find the weak element". Scourge, Flare, and Shock work nicely as well for non-elemental attacks. Equip a character with a Main Gauche and Demon Shield then cast Decoy to take his constant pressure attacks off of the rest of the party. Try to Oil him and burn him with Firaga. I was able to do this and it took him out quite fast when I tried this fight my second time with 9999 damage per cast. I may have been lucky with his random weak element though.

Once all of the four bosses are dead, your party will once again fight the Shadowseer. His shield will fall, so equip some Light elemental weapons and spam him with Light attacks. Cast Holy to take some extreme damage. Berserk your character with the highest attack and equip that person with Excalibur. The Shadowseer has no more tricks up his sleeve now and is very much your party's bitch at this point. He will still cast high level magick such as Scourge, Shock, Scathe, and Flare and will still use Fearga however so keep your party healthy and separate from each other! Scathe is the main move to watch out for. If he Meditates then that will allow him to attack faster. You can steal from him again no matter if you have already stolen from him earlier.

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

Return to the Clan Hall and tell Montblanc. He will be overjoyed and surprised at your party's victory.

_ _ ____ ___| || || ___| / __\| || ||___ \ /------\ / _\|__ _|__) | \------/ / / |_||____/ [HT45] \/ A R E W E L L T O A L E G E N D

45 - Farewell to a Legend

Rank VIII (ELITE MARK)Mark: YiazmatRequirements: After Pharos, finish all other hunts, and defeat the Hell Wyrm.Petitioner: Montblanc (Rabanastre)Mark Location: Ridorana Cataract/ColosseumBounty: 30000 gil, Godslayer's Badge

The petitioner is once again Montblanc. Montblanc does not even hint at the location for this mark. The mark is very easy to find however. Go to the Ridorana Cataract via the Strahl or teleport to the Pharos and walk outside. You need to head toward the Colosseum of the Ridorana Cataracter to find this mark. A cutscene will take place as your party approaches Yiazmat.

Recommended items to bring:

100 Chronos Tears3 Windbreakers3 Bubble Belts

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Masamune w/Genji GlovesHighest-level Ninja Sword (Yagyu Darkblade or Orochi) w/Cat Ear HoodFomalhaut gun w/Dark Shot

Remember the Hell Wyrm fight? Well, this fight is basically the same as the Hell Wyrm battle except Yiazmat is higher leveled and will kill your party even quicker. Notice all the traps around the area. It seems very dirty, but they are mostly stem needle traps that won't take that much health so don't worry about them too much - no need to cast Float just for them. Some of them will inflict Reverse and Disable though.

+------------------------------------------------------------------+| Lv 73 | Yiazmat ||==================================================================|| HP: 50112254 | Weak: Dark | Absorb: Light ||------------------------------------------------------------------|| Exp: 0 | Steal: Holy Crystal, Holy Magicite, Holy Stone || LP: 255 | ||------------------------------------------------------------------|| Recommended Level: 85+ |+------------------------------------------------------------------+

Dispel him at the beginning as +-----------------------------------------+usual. Yiazmat will attack mainly | Recommended Gambits (Character X) |physically and take around 3000+ |=========================================|per attack so Bubble is recommended | Ally: any (>) Arise |through a Bubble Belt or the spell. | Ally: status = Stop (>) Chronos Tear |His attacks will randomly cause | Ally: any (>) Stona |Death, so you'll be Arising your | Ally: status = Sap (>) Regen |characters a bunch during this | Self (>) Bubble |battle. He has both White Breath | Self: MP < 10% (>) Charge |and Stone Breath and they will both | Self (>) Berserk |still inflict the usual status | Foe: any (>) Attack |effects as they did in other +-----------------------------------------+battles, so set up a cure gambit for both Stop and Petrify. Buy 100 Chronos Tears before or during this battle and have a gambit set up to use them instead of Dispel. You wouldn't want to remove status enhancements while curing Stop would you? He will sometimes perform a big attack known as Cyclone that will take off about 6000+ damage per character and randomly cause Sap. Equip Windbreakers right before this move to reduce the damage by half. You +-----------------------------------------+should equip one character with a | Recommended Gambits (Character Y & Z) |Masamune and the Genji Gloves for |=========================================|this battle. I'll refer to that | Ally: any (>) Arise |character as Character X from now | Ally: HP < 50% (>) Curaja |on. Have Character X Berserk his | Ally: status = Stop (>) Chronos Tear |or herself and have the other party | Ally: any (>) Stona |members cast Haste and Bravery on | Ally: status = Sap (>) Regen |that Berserked character to speed | Self: (>) Bubble |up the status enhancement casting. | Ally: Character X (>) Bravery |Character X is going to be chaining | Ally: Character X (>) Haste |up to five attacks and building | Self (>) Haste |his/her MP up rather quickly so | Self (>) Bravery |your magick user can use this | Self: MP < 10% (>) Charge |chance to Syphon that character | Foe: any (>) Attack |when needed. You could actually +-----------------------------------------+have the summoner for Zodiark Syphon that character regulary to perform Zodiark's Final Eclipse attack (Cast Break on the summoner then summon Zodiark). Have either character Y or Z equip your highest level Ninja Sword (Yagyu Darkblade - dropped from Bombshell in Lhusu Mines/Lasche Span OR Orochi - Bazaar) along with a Cat Ear Hood. Equip your main spell caster with your highest level gun (Fomalhaut - treasure in the Henne Mines) and Dark Shot (Bazaar).

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This is a very intense battle - so intense and time consuming that the developers have left the Colosseum open where your party can exit and enter the battlefield as needed. Don't get the bright idea of trying to hide from Yiazmat in the Colisseum doorways - he will use his Death Strike attack to cause instant death on a party member if they stand in the doorways or the halls inside the Colisseum. You'll have to watch out for this attack while leaving the battleground. You can actually save anytime during this fight and be able to walk right back in where the fight left off. Keep in mind that Yiazmat will recast his status enhancements on himself while your party is away and will actually start to heal by Regen if your party is gone for too long. Your party will need to Dispel him every time upon reentry into the Colisseum.

++ Half life

He will start to use his Death Strike attack on characters out in the open now. This will kill any party member it hits and he will sometimes perform it a few times in a row. His defense will rise making your attacks take off less as if the battle wasn't long enough already! His physical attacks seems to pick up even more during this phase and this will really bring out the potential of his possible death infliction. Your party may start to die a bunch from constant hits. I suggest turning off the Bubble gambits and equipping Bubble Belts. Turn off the Bravery gambit for Character X and set that person with your strongest possible weapon while still keeping that person Berserked. Cast Bravery manually from now on when your party has a breather. His Cyclone attacks start to become unbearable with the constant spamming of death in this battle ground, so be sure to equip Windbreakers right before each Cyclone attack to help fight agains the damage.

++ 10 bars left (HP Critical)

Yiazmat will use Growing Threat at this point to double his current level. He takes off about 500+ damage more per hit than he normally did once this has happened. One thing is for sure, you BETTER put on those Windbreakers when he does Cyclone again. His rake attacks now hit for 5000+ damage and his breath attacks take around 4500+ damage. If you find it hard to maintain exsistence with your current gambits on (aka. characters die often while recasting them) then turn off some of them.

++ 5 bars left

Yiazmat starts to use Reflectga on your party at this point. Turn off all gambits and dispel the Reflect shield immediately. You can also equip Mirror Mails to reflect the casting off all of your characters. He will start to use constant physical attacks around this time and will not let up except for a Cyclone and a Death Strike. The bad part about his physical attacks is that he will chain them a bunch while this low in life. All of his attacks may still cause instant death at this time as well. Turn off all support gambits and all status healing gambits at this point. Your characters a more likely to die before succumbing to Petrify or Sap so just turn them off and cure manually if they become real bad. Keep the Chronos Tear gambit turned on though just in case. Berserking a character during this phase may help out with damage but it is very risky since he will be killing off your characters fast.

If you exit and return at this point in the battle he will always perform the same three moves at the start of the battle every time your party return. Growing Threat, Cyclone, and Reflectga. He always starts out at his original level when your party returns to the Colisseum.

Here's what I suggest you do each time you return from a save point and enter the Colosseum at this point in the fight:

Before entering, cast Protectga, Hastega, and Bravery on everybody then take

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out all but one character (your strongest) and equip that one character with a Windbreaker. Enter the Colosseum and Dispel Yiazmat immediately then Berserk that character so he/she can get plenty of attacks in. Immediately after Cyclone hits equip a Mirror Mail so Reflect will miss. Unequip the Mirror Mail then bring in your party members to heal and attack. Yiazmat will most likely still keep the Berserked character targeted so it won't matter much if that character dies since you can't control that Berserked party member anyway. Restore the lone party member with Arise then get to work on Yiazmat. If you every feel overwhelmed (mainly when your characters start charging) wait for Yiazmat to target a character then take control of an untargeted character and run out of the Colosseum. You want him to be busy with another character when you flee to keep him from using Death Strike.

This is a good point to drag out the Decoy and Reverse gambits if you are below level 80 since his attacks are extremely wicked at this point nearly causing a death every 3 seconds. Set up one character with a "Self (>) Decoy" gambit and a "Self (>) Reverse" gambit to absorb his constant onslaught of physical attacks while your other two party members attack him freely. It may be a good idea to have other party members cast Decoy so the bait character is not the sole caster of both. Reverse wears off fast, so that character will have to constantly recast. This "5 bars left" battle is the main reason why I would not suggest fighting him at a level below 85. I fought him at level 73, and while I DID beat him at that level, I shared a few choice words during this part of the battle and would not recommend fighting him below level 85. It took altogether 8 hours if you're interested to know.

When your party returns to the Clan Hall a brief cutscene involving the moogles will take place after speaking with Montblanc then Montblanc will hand over the bounty.