|
Walkthrough,
Disc 2
Summit Station
Enemies
in this area:
Black
Waltz No. 3 (boss) |
|
We are back with Steiner and
Dagger. After a short scene, you
will have control of Dagger. If you like, you can talk to the
Cable Car Enthusiast for more information about the cars. On the
left, you can look at a map of the area, which has Lindblum
misspelled. Speak to everyone in the area, leaving the attendant
for last. The fellow at the bottom of the screen runs a shop, and
you should see what he has for sale. Always buy new weapons and
armor when they become available, even if they aren't as good as what
you are using. Not only might they teach you new abilities, but
they could be used later in synthesis. I always try to buy at
least two of everything. |
|
Nazna
the Moogle is here, so deliver the
letter you're carrying, and get another for Mochos. Get the Phoenix Down in
the
lower left corner of the room, and then speak to
the attendant. You will hear familiar voices, so go outside and
see some old friends. When you go back inside, speak to them and
then to Steiner. Go back out and talk to Cinna, then board the
cable car. |
|
Talk to Marcus a couple of
times, and then the trip will be
interrupted. Black Waltz No. 3 is back, though he doesn't seem to
functioning at full capacity. You will have to fight him again,
and Marcus will join you. Steal the Lightning Staff, Steepled
Hat, and Flame Staff
(which is hard to get). Other than what you
can steal from him, he isn't that different from the last time you
fought him. Just make sure you use Dagger to heal when necessary. |
|
You
disembark at South Gate/Alexandria Station. You can see
another map here, if you wish. Part-Time Worker Mary has set up
Item Shop VEGA here, so stock up if you are low on supplies. Up
ahead is a fork in the road. You should look at the sign, and
then take the left path, which leads toward Dali. Return to Dali
and get the Elixir in the crop field, then go back to the fork and take
the right branch this time. You will have to jump across a gap in
the bridge. Just after the bridge, take the right path down to a
chest containing 1610 gil.
Keep going right, and you will pass
through a gate which will put you in Bentini Heights. Call a
moogle to rest and save the game. |
Dark City Treno
Enemies
in this area:
Amdusias
(Treno, Disc 3)
Behemoth (Treno, Disc 4)
Carve Spider <Eat: Lv3
Def-less>
Catoblepas
(Treno, Disc 3)
Ghost, Griffin (Treno, Disc 2)
Mandragora <Eat: Limit Glove>
Trick
Sparrow <Eat: Matra Magic>
|
|
Treno
is
to the southeast. As you approach, it will get
dark. As it always rains in Burmecia, it is always dark in
Treno. If you run across the Friendly Ghost on your way to the
city, give it an ore when it asks for one. It will mention the
Ladybug, and give you a Hi-Potion and 10 AP. |
|
I
would
suggest taking a side trip before entering Treno. Pass by
the town, and head east. Go through the forest, curving up to the
right. Be careful with the Mandragoras here, because they are
tough to beat. It might be best to escape from those
battles for
now. Enter a small cave at the back of the area. This is
Quan's Cave - the former home of Vivi's "Grandpa." Go to the back
of the cavern and climb down the rope. You can touch the steaming
pool to restore your HP and MP (making the area outside the cave a nice
place to level up). Open the nearby chest for an Ether, and get the Scorpio Stellazzio at the
bottom edge of the screen. Climb back up and get the Ether at the far right, then
enter the doorway at the back. Climb the ladder to get another Ether, and search the right
wall for a note about Vivi. Walk out onto the overhang, and
examine the clock and the edge of the platform. That's about all
you can do here for now, so it's time to head for Treno. Save
before entering the city, as a lot is going to happen here. |
|
When you enter Treno, there
will
be a brief scene, and
then two ATE
choices become available. Choose "Treno Tradition." |
ATE:
Treno Tradition
Dagger encounters a pickpocket. If you press X at the precise
moment that the ! appears over
her head, she will only lose 500 gil. Otherwise, the pickpocket
will make off with 1000 gil.
|
|
Throw coins into the fountain
at Steiner's left 13 times to receive the Gemini Stellazzio.
Walk to the left, and choose the ATE "Pursuit" in the next screen. |
ATE: Pursuit
Dagger chases after the pickpocket, but takes the wrong path.
|
|
Go all the way to the left
and get the Mythril Dagger
from the chest
hidden in the corner. You can try the doors to the right of the
chest, but they're locked for the moment. Walk down the stairs
Dagger took to pursue the thief and choose the ATE
"Confusion."
|
ATE: Confusion
Dagger meets an old man who doesn't seem to be quite all there.
|
|
Walk down toward the bottom
of the screen and you will discover
the card stadium. View the ATE "Unexpected Visitor" here. |
ATE:
Unexpected
Visitor
Dagger visits the auction house, and you will see someone there you
should recognize. |
|
You can talk to the usher for
more information about the
card game, if
you like. Walk right and see the ATE "Ambition." |
ATE:
Ambition
A girl tutors her brother in resentment of the upper classes, and
Marcus overhears her. |
|
Go right up the stairs, and
then down. This time you should watch
the ATE "Meeting Places." |
ATE:
Meeting Places
Marcus meets up with Baku in the pub. |
|
Go down the ladder across
from the pub and get the Yeti
Card from the
chest. There is a shopkeeper beside the chest. At the
bottom of the screen, get 1 Gil
from the chest. It may not seem like it's worth it, but remember
that every searched icon contributes to your treasure hunter
ranking. Look behind the shop for the Taurus Stellazzio.
Continue down the main path, and you will be back in the fountain area
at the town entrance. |
|
Go back down the stairs by
the fountain and then down the
stairs in the
tower. Go up and through the door on the left. You will
come across the Four-Armed Man in the hall. Speak to him to stop
him, and he will give himself away. He will give Steiner the Power Belt he bought with the
money he stole from Dagger. Continue down the hall and check in
at the synthesis shop. When you are finished here, leave the
building and continue up the path. Enter Queen Stella's house and
give her any Stellazzio you may have. You will be given
progressively more valuable rewards for the Stellazzio you
give
her. See the Side Quests and
Mini-Games section for complete
details. |
|
Return
to the area where the confused man was and speak to Mogrich, the
moogle who's playing with a dog. Choose Mognet and read the
letter from Stiltzkin, then save the game. Go right and speak to
the shopkeeper, who has a huge selection of weapons and armor. In
fact, you may need to buy items here to use at the synthesis
shop.
She will also let you fight the monster in the pit below you. If
you want to try this, equip Steiner with the best equipment available,
and equip the Bird Killer ability. Use the HP + 10% ability also,
if you have it. You may want to save again before fighting the
beast, because its Aero attack can wipe you out. Only attempt
this battle at this point if you are very confident. You can look
in the Side Quests and Mini-Games section
for more information about the
pit monsters. |
|
If you bought items needed to
synthesize new weapons and armor, return
to the synthesis shop and do that now. In the upper hallway of
the Bishop's House, where the synthesis shop is, you can press X at a certain point
and overhear a
conversation taking place in the room below. The people are
discussing the local auction house. When you are finished at the
synthesis shop, the auction house is your next stop. Return to
the platform where you spoke with Mogrich, and continue up
the stairs
at the top. Enter the auction house, and Steiner will realize
that he has found the princess at last. She sees a face in the
balcony that she is convinced she has seen before. |
|
Go to the pub, and stop to
read the reward poster at the desk.
Talk to Marcus, and tell him you're ready. After a boat ride, the
party will enter a building to find the Supersoft. Dagger meets
Dr. Tot, her childhood tutor, who promises to bring the Supersoft to
you later, instructing the party to meet him at has home. You can rest
at the pub if you like, but it costs 100 gil. Return to the tower
near the chest that held the Mythril Dagger (to the left of the place
where Dagger was robbed). You will see an interesting scene which
is taking place at the auction house. Go right to the tower and
enter Dr. Tot's home. Go up the stairs, and Marcus will at last
obtain the Supersoft.
Speak to Dr. Tot, and Dagger will have a
flashback. Dr. Tot recalls that he knows a shortcut back to
Alexandria. |
|
If you want to see a hidden
ATE, do not follow Dr. Tot, but leave the
tower instead. As soon as you get outside, the ATE will be
available. |
ATE:
Crime and
Punishment
Cinna missed the cable car again, and Baku is waiting there to express
his displeasure. |
|
Go back
inside and follow Dr. Tot into the opening in the floor.
|
Gargan
Roo
Enemies
in this area:
Crawler
Dragonfly <Eat: Matra Magic>
Ralvurahva (boss) |
|
Mochos the moogle is here, so
check Mognet, and deliver
the letter from Nazna. Equip the Antibody ability on Dagger and
Steiner, and then save the game. Take the left path and get the Chain
Plate from the chest. |
|
Go left and get the Phoenix
Down.
Pull the lever, and return to the main area. Take the right path
this time, turn right, and then go around the corner. Dr. Tot
will appear and explain how the conveyance works. At his request,
pull the lever. Dr. Tot will reroute the gargant to take you to
Alexandria. Follow Dr. Tot back to the left and pull the lever
marked
"Feed." When the gargant stops, climb on board. |
|
After a short time, the beast
will stop, and you will find that there is a monster in its
path. It is time to fight Ralvurahva. If possible, steal
the Bone Wrist and Mythril Fork. Keep
yourself healed and inflict
as much damage as you can. The battle will end, and your party
will continue to Alexandria. |
|
Once there, you will be trapped
by
Zorn and Thorn, who have orders to capture Garnet. You will leave
your characters in Alexandria in this predicament for a time while you
turn your attention to those you left in Burmecia. |
Cleyra's
Trunk
Enemies in this area:
Carrion
Worm <Eat: Auto-Life>
Dragonfly <Eat: Matra Magic>
Sand Golem
Sand Scorpion
Zuu <Eat: White Wind> |
|
Try to upgrade your party in
Burmecia with equipment bought in
Treno. Everyone agrees to go to Cleyra, but before you do, go
back to the grotto and give a Kupo Nut to Moguta. He will reward
you.
Remember to return to the grotto each time you get a Kupo Nut.
Save the game, and head west from Burmecia to a swirling sandstorm,
which you must enter. |
|
Inside
Cleyra's Trunk, walk up the path, and then go up the
stairs to
the right. Pull the lever, and go through the doorway. (Try
to eat a Zuu to learn White Wind if you have the chance while you're
here.) Head to the right and get a Phoenix Down. Continue
up the stairs and get the Magician
Shoes near the bottom of the screen. Look beside the sand
stream at the top for an Ice
Staff, and then go right through the doorway. |
|
The Sand
Golems here are somewhat
troublesome. Only attack the
core when the monster seems to collapse, or it will
counterattack. Run to the top of the hill and enter the
doorway. Get the Ether
on the left, and then run down and have Zidane put his hand in the
hole. Return to the path and go back to the bottom. The
doorway is blocked, so climb the vines and enter the doorway in the
middle of the room. Cross the room and enter the opposite
doorway. |
|
In the next room, get the Needle Fork on the left
side. Run up the slope and get the Tent. Go left and speak
to Monev the moogle, and deliver the letter from Atla. You will
receive a Kupo Nut.
(From here on out, you will need to deliver the Kupo Nuts you receive
to Moguta when you are able to. It would be awkward to dictate in
the walkthrough when you should visit him, so if you have a Kupo Nut in
your inventory, remember to deliver it when you can.) Rest and
save the game. |
|
Run on up
the slope, and go up the left
stairs. Get the Flame
Staff here. Go back and take the right stairway.
After you cross the bridge, you'll enter a large room. Search
behind the central trunk for Desert
Boots. Go to the right for a Remedy, and continue through
the tunnel on the right, which loops around to the center. Behind
the large trunk on the left is a Mythril Vest. Go
through the passage on the right to get the Mythril Gloves, then run up
the path and pull the lever. Return to the large room and go
through the doorway on the left. Get the Potion from the chest, and
then go right at the fork to get the Elixir. |
|
Return to
the
fork and take the left path. Step carefully in the room with the
whirlpools, as you will have to fight a Sand Scorpion if you get sucked
in. To get out of a whirlpool, press X rapidly
until you are
released. Walk slowly and carefully along the upper edge, and get
the Potion from the
right alcove and the 900 gil
from the left alcove. Exit the room and follow the path.
Walk under the ladder and get the Gysahl Greens, then go up the
ladder and continue to the village. |
Cleyra
Settlement
Enemies
in this area:
Alexandrian
Soldier
Antlion (boss)
Beatrix (boss)
Black Mage |
|
As you enter the village, you
will be
greeted by a forest oracle, and Freya will leave the group.
Accept the offer of a tour, though Quina will go off on her own.
After the tour ends, go right for 970 gil hidden at the bottom
of the
screen. Return to where Vivi stands and go explore Cleyra on your
own. There are several ATE's that will become available as you do
so. |
ATE:
No
Yummy-Yummies
Quina laments the lack of food in the settlement. |
|
ATE:
Don't
Hate Me
Vivi encounters Dan and his family again, who are
still
hostile. |
|
ATE:
I - I
Haven't Hurt
Anyone
Vivi protests his innocence. |
|
ATE:
There a Mushroom!
Quina finds something that makes her happy. |
|
There is a Phoenix
Pinion
on the first
landing as you go up the
stairs. Continue up to the right, and find the Ore in the bushes
on the right. Head left and get the Thunder Gloves in the Water
Mill area. Go up the stairs to the place where the Star Maiden
Nina has an item shop where you can stock up on basic
necessities. Go down across the bridge beside Nina after getting
the Phoenix Pinion
between the bridges. Speak to Dan in front of
the inn. He has a weapon shop. Enter the inn, and look in
the corner above Vivi for an Echo
Screen. Speak to Vivi, who is
too upset to talk. Go right, and find 1250 gil at the foot of the
stairs. Go upstairs and get the Ether from the
nightstand.
Speak to Mopli the moogle and check Mognet. There is a letter for
Zidane from Ruby. Save the game, then go back outside and head up
the stairs. |
|
About three or four steps up,
search the bushes on
the right for a Remedy.
Speak to the ladies in the observatory,
then continue up the stairs to the very top of Cleyra, where the
cathedral is located. Get the Gysahl Greens in the grass
across
from the two men. There is also an Echo Screen in the grass to
the right of the cathedral entrance. |
|
Enter the cathedral, and look
just to the left for a Yellow
Scarf. Speak to the Tree Oracle. There is a message
from
Freya that Zidane is to wait at the inn, so go back there to
wait. |
|
Dan will rush up with the news
that a child is being
attacked by the Antlion. Run into the inn to save, then go back
down to where you entered the village. Go right to the sand pit,
where you will find that the Antlion has indeed got a child in its
clutches. That child is Puck . . . Vivi's friend from
Alexandria. Apparently he is a person of some importance. |
|
In the battle against the
Antlion, use Reis's Wind, and attack the
creature with Blizzara. Try to steal the Annoyntment, Mythril
Vest, and Gold Helm
before you defeat it. It has a Sandstorm
attack which can nearly wipe your party out, so make sure to heal
quickly when it uses it. After the battle, Puck runs off, and
Vivi
follows him. |
|
Freya will take part in a lovely
ceremony to
strengthen the sandstorm protecting Cleyra, but after it has concluded,
the strings on the harp snap. This is viewed as a bad omen, and
rightly so. The sandstorm disappears, and the inhabitants of
Cleyra fear that someone is trying to invade. |
|
It is time to see what Dagger,
Steiner, and Marcus are doing.
Steiner and Marcus have been imprisoned, and Steiner still doesn't believe the queen is
up to anything nefarious. It must be a mistake . . . |
|
Dagger is in her room, planning
to confront her mother. Zorn and
Thorn rudely summon her, and she tries out a little of the slang Zidane
taught her on the evil twins. She is escorted to the queen's
chamber, and, after a conversation about the attack on Burmecia, Kuja
shows up and puts Dagger to sleep. (It doesn't matter whether you
choose to believe Brahne or not, but it will affect a letter from Kupo
to Mosh that you'll read a little later.) Zorn and Thorn begin a
ceremony to extract Dagger's eidolons from her, which is as bad as it
sounds.
|
|
Back in Cleyra, you will have
control of Freya after a short
scene. Return to the cathedral and speak to the high priest to
receive an Emerald.
Equip it to teach Freya the White Draw
skill. Return to the inn and speak to Stiltzkin, buying what he
has to offer for 444 gil. Then talk to Mopli and check
Mognet. There is a letter from Monev. Save the game. |
|
Go back down and meet Zidane at
the town entrance. Head back down
the trunk. In the room with the whirlpools, which are now
dormant, you will have to fight Alexandrian soldiers. Make your
way back down the trunk, fighting pairs of Alexandrian soldiers as you
go. Eventually, your party will suspect a trap, and Puck will
come running after you with a message that the village is under
attack. |
|
Back at the top of the tree, you
must fight black mages and Alexandrian
soldiers. At the town entrance, go right into the sand pit and
talk to Stiltzkin and Mopli. Get a letter from Mopli to Serino,
rest, and save the game. |
|
You will be responsible for
directing the residents of Cleyra to
safety, and the number you save will determine your rewards
later. In the water mill area, advise the oracles to go
right. In front of the inn, tell Dan's family to go left, and
then by the bridges, tell them to go right.
By the observatory, tell the villagers it isn't safe yet. In
front of the cathedral, the party and survivors will be
surrounded. A stranger appears and eliminates the enemies, and
surprisingly, that stranger is Fratley. Freya's lost love has
reappeared. Apparently he has lost his memory, but not his sense
of honor. Puck found him in his travels, and brought him
back. Fratley doesn't even remember Freya, however. |
|
After
he leaves, turn to see Beatrix, who
takes the jewel from the
harp and runs. Before pursuing her, speak to all the survivors,
who will give you gifts. If you chose the right directions for
everyone, there should be seven people here. The rewards they
will give you are as follows:
Burmecian Kid Jack: Nymph Card
Burmecian Refugee Learie: Elixir
Burmecian Kid Adam: Zuu Card
Tree Oracle Wylan: Ether
Sand Oracle Satrea: Phoenix Pinion
Flower Maiden Sharon: Remedy
Water Maiden Shannon: Phoenix Down |
|
Mopli the moogle is here, so
save the game, then go
outside and fight
Beatrix. Again.
This battle will end prematurely, also, so try to steal the Phoenix Down, Thunder Gloves,
and Ice Brand before it
ends. Use
Slow on Beatrix if you can, though it doesn't always work. Also
use Reis's Wind and Mighty Guard. |
|
After the battle ends, Beatrix
and the black mages will jump in bubbles and float away. Zidane
decides your party should follow them, so they jump in the bubbles with
the black mages. Only Quina refuses to use this unorthodox form
of transportation.
|
|
Brahne summons Odin from her
airship, and he destroys Cleyra from the
sky
in an awesome display of power. Zidane and the others find
themselves on the airship, and overhear Beatrix talking to
herself. Apparently the general is starting to have her own
doubts about the queen's plans. |
|
Follow Beatrix, and you will
overhear what the queen has been
plotting.
You must get back to Alexandria immediately. As you retrace your
path, Serino the moogle will appear. Check Mognet, and deliver
the letter from Mopli. Check Mognet again, and get a letter for
Moodon. Save the game.
Go back to where you entered the ship, and talk to Freya and
Vivi. The little black mage has a plan to get back to Alexandria,
so agree to try it. There you go! |
Trouble
in Alexandria
Enemies
in this area:
Alexandrian Soldier
Bandersnatch
Beatrix (boss)
Black Mage
Ralvuimahgo (boss)
Zorn and Thorn (bosses) |
|
Back in Alexandria, Steiner has
become weary of his
imprisonment.
Rock the cage from side to side by pressing the directional buttons to
shift your center of gravity. What I found to work best was
pressing the directional button just as you enter the upswing of each
arc. Once you have enough momentum, the cage will crash into the
side of the room. You will have to fight some Alexandrian
soldiers as you run around the balcony. Climb the long ladder at
the left side of the room. At the top, Marcus leaves to rescue
Blank, and the three from the Red Rose arrive. You have 30
minutes before Brahne
arrives, and you must use that time to save the princess. |
|
You'll pass Marcus, who will
close the gate before leaving for
the Evil
Forest. Run to the castle, evading or eliminating the soldiers
who pursue you. Run up the castle stairs and around the square,
then come toward the screen and up the next flight of stairs. Go
right and then straight up the stairs and into the next room.
Pull the lever (which looks like a strange candle) beside the fireplace
and enter the secret area. You will have to step on the rotating
platforms at the right times to get through this area. First get
the two chests at the back for an Ice Brand and a Tent. Walk all
the way down the circular stairs. At the final intersection, turn
right and open the door at the top of the screen. Prepare to
fight the bozos. |
|
The twins are here, and they
don't intend to let you pass.
Steal
the Mythril Armor and Mythril Armlet from Thorn,
and the Partisan and Stardust Rod from
Zorn. Attack whichever of the two is about to
use the meteor or flare power to avoid getting hit by a powerful magic
spell. If you can keep them from getting these spells off, this
should be an easy battle. It will end prematurely, like those
with Beatrix. After the battle, there will be a short scene, and
then an ATE. |
ATE:
Friendship
Marcus, though already weary, is running through the
Evil
Forest to save Blank. |
|
You will have to carry the
unconscious Dagger up to the
queen's
chamber. Stop to speak to Mosh the moogle, and check Mognet to
find that Mosh got a letter from Kupo. Rest and save the
game. When you get upstairs, there will be another short
scene. Apparently Zorn and Thorn went to get Beatrix. Come
on, you know what's next. Let Beatrix flip her hair a few times,
and then take her on again. If possible, steal the Survival Vest, Ice Brand, and Phoenix Down. She uses
the attacks you have come
to expect, so stay on your toes and heal whoever needs
it. She
will use Climhazzard and leave everyone with one HP before she ends yet
another battle early. |
|
Zidane convinces her of the
queen's treachery, and she uses her
magic
to revive Dagger. A brief scene leaves Beatrix and Freya allied
against the queen's forces while the others escape. Enjoy this
opportunity to fight with the powerful General Beatrix. Not only
is she a strong fighter, but she possesses advanced white magic. |
|
Go back down the spiral
stairs. You will be chased by
Bandersnatches as you go. A platform will connect to a new
doorway and black mages will come through. You will have to fight
three Type C black mages before you can proceed. Continue down
the staircase, fighting whatever gets in your way. Steiner will
have a change of heart, regretting leaving Freya and Beatrix to face
the queen's wrath alone. He rejoins them after charging Zidane
and Vivi with escorting the princess safely to Dr. Tot. |
|
Steiner will join Beatrix and
Freya just in time to assist them
in a
battle. With Zidane's party, you may encounter Type B's or C's in
random battles as you go. Return to the chapel, speak to
Mosh
again, and get a letter for Monty. Rest and save the
game. |
|
This time, at the
intersection outside the chapel, go straight down. You will run
into trouble with the maniacal jesters, but you'll be rescued by Marcus
and Blank. Head down the
stairs to Gargan Roo, and take another ride. This trip is also
interrupted . . . this
time by a Ralvuimago. Try to use physical attacks on it, and
don't attack when it is coiled up, as it will use Earth Power on
you. Steal the Phoenix
Down, Adaman Vest,
and Oak Staff if you
can. |
|
After the battle, you will get
underway again, but the beast will chase
the gargant, which, in its fear, carries you beyond Treno and crashes
in a new area. You are in Pinnacle Rocks, and will be greeted by
Ramuh, who wants to test the princess before he agrees to serve
her. |
Pinnacle
Rocks
Enemies
in this area:
Sand
Scorpion <Eat: Lv3 Def-less>
Seeker Bat <Eat: Night>
Zaghnol <Eat: Matra Magic>
|
|
You must find and assemble
five pieces of the "Hero's
Story." Run down the slope and speak to Monty the moogle.
(So this is where he went after the Evil Forest was petrified!)
Check Mognet and deliver the letter from Mosh. Save the
game. Run back up to where you crashed and get 'Hero' before returning to
the path. Go left to get 'Beginning'
and then run down
the path by the moogle. Open the chest at the bottom for a Mythril Vest. Run back
behind the window in the tree and get 'Human.' Go left to the
next screen and run up to get 'Cooperation,'
then open the chest for The
Ogre. |
|
.Go up the slope and over the
bridge, then take a
sharp left and follow the steep path down. When given the choice,
jump off. Get the Mythril
Armlet, then jump into the water and go left for 'Silence.' Go back up
the slope and across the bridge to just past where you jumped.
Ramuh wants you to put the story together for him, using only four
parts. |
|
Use 'Beginning' for the first
part, 'Cooperation' for the second part,
and 'Silence' for the third part. You must choose either 'Hero'
or 'Human' for the final part, and explaing your choice to Ramuh.
It doesn't matter which one you use, but it puts a slightly different
slant on the story. Afterwards, you will receive a Peridot, which will allow
Dagger to learn the Ramuh summon. Zidane wonders what the purpose
of the test was, and Ramuh explains his thinking behind it. |
|
The party is now ready to go
to Lindblum. Jump off the cliff, and
you will find that you're just in time to witness the great city's
destruction. Brahne is continuing on her rampage, and Dagger's
horror at seeing it is almost palpable. |
Occupation
Forces
When
your party arrives at the
city, Vivi is instructed to hide, and the other two proceed. You
can talk to the Alexandrian Soldiers, but they won't attack you.
Enter the inn and go upstairs. Talk to Moodon and give him the
letter from Serino. Check Mognet again, and you will get a letter
from Ruby. Check it a third time and get the letter for
Moonte. Go back outside and run up to the next screen.
Search the rubble at the back for a Lindblum Card. Enter
the Card Freak's house next door and read Card Collector 8, then open
the chests for an Ether
and
a Phoenix Pinion.
Go back outside and examine the remains of the pickle stand, then
continue to the next screen. Minister Artania is there, and he
will take you to Cid. You will learn how Brahne has managed these
attacks, and her conditions for the surrender of Lindblum. |
|
Vivi
is brought in as a prisoner of war, but Cid vouches for him. Your
party has to go to the Outer Continent, it seems, but normal means of
transportation are unavailable. Cid suggests an alternate method,
and gives you 3000 gil to
shop before your trip. An escort will take you to Lindblum
Square. Behind you, you will find Alice, whose shop has been
destroyed. She still has a few things, so stock up if
necessary. Enter the shop on the right, and you will learn that
Dragoos has raised prices for the occupation forces, but he will
give you a discount. (You can see the prices he is charging the
Alexandrian soldiers if you look in the right corner.) He has a
huge selection, so get some new equipment here. |
|
Back
outside, head to the upper
left, because Torres is in
business. Examine the fire, then do some synthesis. The
Exploda should be your first priority, as Zidane has been in need of a
new weapon for some time. Equip Zidane and Dagger with any
upgrades that you have, and go down to the shopping area. |
ATE:
The Third Jewel
Alexandrian soldiers are in the castle discussing their plans. |
|
Continue
down Main Street to the air cab station, and go to the Theater
District. (The Industrial District, you may have noticed, is no
more.) Go down into Michael's studio, and get the Ore from the Chest. The
Pigeon Lover by the stairs outside the station has a sad observation to
make. Go down the stairs and talk to Lowell at the bottom of the
screen. Tell him about Ruby's mini-theater, and he will take off
, followed by a smitten Alexandrian soldier. Enter the Tantalus
hideout and talk to the kids, then get the 340 gil on the platform, 262 gil at the upper right,
and 993 gil at the
lower right. Return to the station and head back to the Business
District. (You may have noticed that there are signs in the air
cab stations indicating that each air cab trip will cost 200 gil
starting tomorrow. Clearly they are under new management.)
Go back to where you left your escort waiting and tell him that you are
ready to go. |
ATE:
Brahne's Fleet Arrives
Lindblum soldiers are loading one of Brahne's ships, and wondering why
she is taking food rather than valuables. |
|
Go down
to the Base Level of the
castle, where Vivi is waiting.
Cid arrives soon, having facilitated your escape. He gives the
party what Zidane thinks is a rag, but is actually a national
treasure - the World Map.
Get on the trolley. |
ATE:
<Gwok-gwok!> How infuriating!
The Alexandrian soldiers have discovered Cid's stopped trolley, and go
off looking for him. |
|
At
Dragon's Gate, talk to Moonte, and give him the letter from
Moodon. Save the game, and talk to the merchant. He will
give you a little info and sell you equipment and items. When
you're ready, exit to the Eunorus Plains. |
Qu's
Marsh Excavation
Enemies
in this area:
Axolotl <Eat: Aqua Breath>
Gigan Toad <Eat: Frog Drop>
|
|
If you like, you can call a
chocobo with
Gysahl Greens, as there are chocobo footprints right outside Dragon's
Gate. Ride north to Gizamaluke's Grotto, and give your Kupo Nut
to Moguta. He will give you a present, of course. (He and
his
wife
have a little one already!) |
|
Now head south to Qu's
Marsh. The entrance to the underground
passageway is somewhere in the marsh. You'll find Quina by the
pond, and she will rejoin your party. There may not be enough
frogs to catch yet, because you never want to catch the babies, so if
there aren't, just continue north to Master
Quale's house. Ask
him about the excavation site. He will give you a little info,
but only a very little. Go outside and head right, into the
swamp. Quina will find the entrance to the excavation site
inadvertently, just by letting her appetite lead the way. Enter
the tunnel, and you will have discovered Fossil Roo. |
Fossil
Roo
Enemies
in this area:
Abomination <Eat:
Night>
Armodullahan
Feather Circle <Eat: Lv4 Holy>
Griffin <Eat: White Wind>
Lani (boss)
Seeker Bat <Eat: Night>
|
|
Almost immediately, you will be
chased up a hazardous path by a machine
called Armodullahan. It uses Level 5 Death, so hopefully you
don't have many party members with a level that is a multiple of
five. It has an Ore,
Hi-Potion, and Ether to steal, so it isn't
too important if you aren't able to get them. You will have to
run along paths with swinging pendulums. Run along the upper
edge, dodging the pendulums. If you get stopped by one, you might
get caught by Armodullahan, which just keeps coming. You will
eventually come to a place where there is a big gap in the floor.
You must jump over it, and Armodullahan will fall in. |
|
In the next
room, you will meet Lani, who sent the machine after you. You
might recognize her as the female bounty hunter (and the guest book
complainer). She really wants
Dagger's pendant, so you'll have to fight her. Cast slow on her,
and use Mighty Guard. Steal the Ether and Gladius if you
can. She tends to use elemental spells, and she loves to use
Scan. She will concentrate on Dagger, so make sure to keep her
healthy. |
|
After taking enough hurt, Lani
will run off, saying she's letting you
go for now. Um . . . right. Nice of her. Continue to
the next room, where Zidane sees an untamed gargant. Run to the
left and pick a flower. Go right, stop at the !, and hold up the flower. The
gargant will stop for you, so jump on. It will take you to a new
area. Run up the stairs and through the doorway. Oh, and
four out of five gamers surveyed hate Fossil Roo worse than going to
the dentist, so don't feel bad if you leave this area with your sanity
hanging by a thread. |
|
Speak to the Treasure Hunter,
and he will give you a lot
of info about
gargants and navigating the tunnels. Speak to him a second time,
then run down the steps beside you. Buy from Stiltzkin again,
then speak to Mogki, who used to be in the Lindblum Castle guest
room. Check Mognet, and read the letter from Kuppo, who is
apparently hidden somewhere in Fossil Roo. Mogki also runs a
Mogshop, so buy what you need, rest, and save. |
|
Go right and pick another
flower, and use it at the end of the
path. Run to the right of the point where the gargant drops you
off and get the Fairy Earrings.
Pick a flower and call the gargant to take you back. In the
cavern again, go up the stairs and exit at the back of the room.
You know the routine - pick a flower, call a bug. Go right and
flip the switch to change the gargant's course. Call it again,
and this time, you will take a different path. |
|
Go up the stairs
and follow the path to a chest containing an Ether. Go back down and
follow the right path. You will pass through the room the Ether
was in, and end up above the Treasure Hunter. Flip Switch No. 2,
then ride the gargant back to Switch No. 1. (The call point for
the gargant is up the stairs.) Flip Switch No. 1 back to the
original position, then ride the gargant back to the cavern. Exit
at the bottom of the screen, and ride the gargant to a new area.
There is another Treasure Hunter here, and he has a shop, so stock up
if necessary. |
|
Go up the stairs and flip Switch
No. 4, then go right and ride the
gargant. Go to the right and get Lamia's Tiara. Go back,
pick a flower, and walk up on the platform and call the gargant.
Flip Switch No. 4 back and ride the gargant again. Go right into
a cavern with a vine-covered wall. Allow yourself to get knocked
down by the water, and get out of the pool by pressing X.
Go right, and run up
the ramp on the right side. Climb the vines up a short distance
and get off at the platform. Go through the doorway beside you. |
|
Speak to the Treasure Hunter,
who will agree to let you excavate in
return for a potion. Take his pickaxe and use it anywhere around
the center column. You will see a ! where you can excavate. If
you use it on the back wall of the upper level, you can uncover a
moogle. It's Kuppo, whose letter you read earlier. Check
Mognet and get a letter for Kupo. He also has a Mogshop, so you
have plenty of shopping opportunities in Fossil Roo. Rest and
save. Continue excavating and finding items as long as you
like. You can find Ores fairly easily, Hi-Potions less easily,
and other items with some difficulty. There are nice items to be
found here if you have lots of patience. When you have had
enough, save again and return the pickaxe. |
|
Follow the path to the
right. In the next screen, walk down and
then left. There is a Survival
Vest by the wood against the wall. Go back up by the
mining area and exit to the left. Climb up to the top of the
vined wall and slowly move across to the left. Flip Switch No. 3
on the platform. Drop down in the water, and exit to the
right. Pick a flower and call the gargant, and say goodbye to
Fossil Roo. Follow the tunnel to a mist-free place . . . the
Outer Continent. Call the moogle, rest, and save. |
Outer
Continent and Conde Petie
Enemies
in this area:
Cactuar <Eat: 1,000 Needles>
Goblin Mage <Eat: Goblin Punch>
Griffin <Eat: White Wind>
Zaghnol <Eat: Matra Magic>
|
|
You are on the Donna
Plains. Walk north and then
turn east and
walk under the building suspended over the canyon. Turn right as
you come out of the canyon. Keep going straight till you come to
the marsh. This is another Qu's March, so catch some frogs.
When you're finished, go back out to the cliff and follow the curve of
it around to the east till the ground levels out, then turn west and
move toward the building over the canyon. Enter Conde Petie. |
|
You must say "Rally-Ho" to enter
the town. As soon as you do, an
ATE will become available. |
ATE:
Vivi and the
Couple
Vivi witnesses a marital disagreement, and learns that the residents of
Conde Petie are not afraid of him. They don't even seem surprised
to see him there. Hmmm . . . |
|
Get 2700 gil from the
corner behind the first dwarf, and go on into the village. This
has to be the best town in the game. If you don't like the
dwarves of Conde Petie, who could you possibly like? Speak a
couple of times to Jenny Greeter, who suspects Zidane of being
attracted to her (press X
at the icon behind her). Enter the next room and watch another
ATE or two. |
ATE:
Quina Accused
The grocer thinks Quina's been stealing their food. |
|
ATE:
Quina Can't
Communicate
Quina has trouble talking to the townspeople, and we get a glimpse of
the real food thief. |
|
Ask the villagers about
Kuja. The
answers will be entertaining, but
not particularly helpful. You can stay at the Millers' house for
100 gil if you like. You can also find 1800 gil beside the left
bed. Continue exploring the town, watching the ATE's as they
become available. |
ATE:
Dagger and William
The dwarves discuss marrying Dagger off to their William. |
|
Wendy Grocer has a shop, if you
need to
stock up on supplies. Across from Wendy is Mogmatt the
moogle. Check Mognet and get the letter for Suzuna. Rest if
necessary, and save the game. Talk to the people in town at your
leisure. When you are finished, go upstairs and talk to Vivi and
the two dwarves on the bridge. Vivi will run off. |
ATE:
Hungry Bryan
Two dwarves are discussing food when they see a "pyntie-het" arrive to
trade with the villagers. |
|
Follow Vivi. There is a
black mage, or Pyntie-Het, selling to
Wendy Grocer. Zidane and Vivi follow him, and Dagger joins
in. You learn that there is a very secluded village of black
mages in the Southeast Forest. The party decides to go
there. Before leaving, visit the weapon shop (behind the item
shop) and get some new equipment. You might go ahead and get some
Poison Knuckles, because someone will be needing them later. When
you are ready, save the game and leave the village. Harold
Pathknower will give you some clues that might help you. |
Black
Mage Village
Enemies
in this area:
Myconid <Eat: Mighty Guard>
Zemzelett <Eat: White Wind>
|
|
Black Mage Village is that
round
area in the forest, but you have to go all the way down and around to
reach it. Go to the end of the cliff, then turn the corner and
run back in the direction you just came from, except now you are on the
lower level. Head toward the circular
area in Magdalene Forest. Once you get there, read the sign and
run in the direction where there are no owls. An owl will
fly
away, and it will look as if you run back into the area you just
left. Don't let that throw you, but just keep reading the signs
and going where there are no owls. Eventually you will see a
black mage run up and then leave. You will come upon him, and see
him removing the illusion that conceals the village. You
must follow him before it reappears. |
|
When your party arrives, the
black mages are frightened and run
away. |
ATE:
Life on the Run
The black mages are still running, obviously afraid of outsiders. |
|
To the left of where you are
standing is a weapon shop, run by No. 239. He has a huge
inventory, so buy whatever upgrades you can afford. Outside the
shop just to the right of the door is an Elixir. Take the path
to the right. |
ATE:
Gourmand's Nose
Quina sniffs out a chocobo egg. |
|
ATE:
Different Language
The black mages explain to Vivi how they came to be here, and that
their friends who "stop" are buried in the cemetery. |
|
Speak to Moguo, who wants you
to
deliver
a letter to Mocchi. Save the game, and enter the hut.
The black mages in the small hut would
like you to take Quina elsewhere. They are trying to hatch a
chocobo egg, and Quina wants to eat it. Get the Gysahl Greens at the right
side of the hut. |
ATE:
Visitor, Not Invader
Two black mages accuse
Dagger of
wanting to use them, but she protests
that she wants to help them.
|
|
The building next to the
weapon
shop is an item
shop. Get the Ether
on the floor
by
the bookcase, then see what No. 163 has to
sell. For the first time in the game, you can buy
Hi-Potions! Woo-hoo! They are 200 gil each, and you should
seriously consider buying several of them. Exit the door on the
right and enter the building immediately next to you. This is the
inn. Go into the bedroom and get the Virgo Stellazzio by the
bed. Examine the phonograph. You can talk to the
proprietor, but he isn't open for business yet. (Don't you wonder
what customers they are expecting at an inn in a secluded forest hidden
by magic?) |
|
To the left of the item shop
if
the Black Cat Synthesis Shop.
Dagger is there, but she soon leaves to find Vivi. Synthesize the
Rune Tooth for Zidane, and the Madain's Ring and Extension, if you
can. At the back under the clock is 2000 gil. Climb the
ladder and follow the planks to the very back to find 843 gil.
Exit the synthesis shop and continue left. Vivi will run by, and
won't answer when you call. Go on to the left, and you will find
the cemetery. Talk to the black mages, and they will give you a
little insight into Vivi's emotional state. Go back to the inn
and you will find Vivi there. Quina and Dagger will show
up. Quina goes off to look for food, and Dagger suggests
resting. You should agree. |
|
Vivi will leave in the middle
of
the night, and Zidane
will tell Dagger
an abbreviated version of his life story. The following morning,
the party regroups and the mages tell you something about an area
beyond Conde Petie. Go back and speak to Moguo again. Read
the letter from Stiltzkin. |
ATE:
Everyday Life
A black mage ponders his life as a shopkeeper. |
|
It's time to go back to Conde
Petie. |
...in
Holy Matrimony
Back in Conde Petie, either the
fellow blocking the exit upstairs or the pair by the weapon shop will
tell
you to speak to his Holiness, who should be in the hall outside the
inn. Apparently you have to undergo a marriage ceremony to be
permitted to pass the gates of the town and proceed to the
Sanctuary. Much to Zidane's surprise, Dagger agrees to do
this. After the ceremony, you must talk to the twins at the edge
of town. |
|
(You can choose for Vivi and
Quina to marry also, but
please don't do this. I think her interest in him is more
culinary than matrimonial.) |
|
The twins agree to let the
married couple through, and then chase off
after the thief. In the commotion, Vivi and Quina can sneak
through undetected. |
Mountain
Path
Enemies
in this area:
Gnoll <Eat: Vanish>
Hilgigars (boss)
Ochu <Eat: Lv3 Def-less>
Troll <Eat: Vanish> |
|
You are now on the Mountain
Path. You will find the little thief
out on a limb. After a short scene, you will have a new
character. Welcome the little summoner named Eiko. Equip
her
with whatever you have available, because what she is using is a bit
weak. |
|
Run back up the slope and climb
the vines to get a Remedy.
Continue to the right until you come to a small statue. Remove
the Blue Stone from it,
and go back down the vines. Back on the
lower level, continue to the right. Climb up another vine to the
left of the path, and walk left to get a Tent. Get the Red Stone
from the statue and then climb back down to the path. Continue to
the right. |
|
In the next screen, walk toward
the back, and you will
go uphill. At the top are Suzuna and Stiltzkin. Give Suzuna
the letter you have for her, and buy what Stiltkin has to offer.
Suzuna will give you a Kupo Nut,
which should be taken to the grotto
when you get a chance. Rest and save. Go left and up the
ladder. Start across the giant tree root, and you will get your
first glimpse of the Iifa Tree. Continue across the root,
and you
will meet significant opposition. |
|
You will have to fight the
Hilgigars, who uses earth magic. Try
to cast float on your party members when you can. Bio works well
against this enemy, so keep it on him. If you can, steal the Phoenix Down, Mythril Fork, and Fairy Flute. |
|
Afterwards, Eiko will suggest
that everyone go to her house. Take
the Yellow Stone from
the statue, then go right. Take the right
fork in the path, and get the Ether
from the chest. Take the Green
Stone from
this
statue, and then return to where you met
Suzuna. Take the path to the far right and place all the stones
in the statue. This will get you a Moonstone. Save the
game
again and return to the fork in the path where you fought the
Hilgigars. This time, take the left fork. |
Madain
Sari
Enemies
in this area:
Blazer Beetle <Eat: Limit
Glove>
Goblin Mage <Eat: Goblin Punch>
Troll <Eat: Vanish>
Yeti <Eat: Pumpkin Head>
|
|
Walk
across to the onion-shaped structure straight ahead. This is
Madain Sari, Eiko's hometown. After a cutscene, there will be
another ATE. |
ATE:
Vivi's Feelings
As a result of his visit to the Black Mage Village, Vivi is
contemplating life and death. |
|
When you
regain control, get the Tent
next to Dagger, and the Libra
Stellazzio behind the fountain. Go to the right, and see
another
ATE. |
ATE:
Dagger's
Feelings
Dagger considers her eidolons, and realizes that this place feels
familiar. |
|
Continue right and speak to
Moco. Quina will appear and shock the
little moogle. Walk back to the left, and watch the next ATE.
|
ATE:
Eiko's Feelings
Eiko and the moogles discuss her culinary abilities, and her feelings
for Zidane. |
|
You must assign tasks to the
moogles. Send Mocha fishing, let
Momatose get the potatoes, and have Chimomo help in the kitchen. |
|
Go left and speak to Vivi.
When you try to enter Eiko's house,
Morrison will stop you, and then offer to escort you to the Eidolon
Wall. Follow him. In the next screen, there will be another
ATE. |
ATE:
Eiko's Kitchen
There are more decisions to make. You should cook for 11, leave
out the oglop seasoning, and let Chimomo cook. |
|
Follow Morrison, and then go
talk to Dagger near the town
entrance. Return to Morrison and go look at the Eidolon
Wall. Dagger will examine the paintings on the wall and identify
some of the eidolons. She wants to spend more time there, so
speak to Morrison again, and then leave. |
ATE:
Eiko's Kitchen 2
Allow Quina to help Eiko make dinner (after the case of mistaken
identity is resolved). Quina decides to enlist
Vivi's aid to get more heat for cooking. |
|
Return to Eiko's house, and the
meal will begin. While they eat,
they will discuss eidolons and the fate of Eiko's people.
Afterwards, Eiko will ask Zidane to clear the table, but first, get the
Ore and Phoenix Pinion from the
chests near the table. Speak to
Dagger, then get the pot from the table, take it to the kitchen, and
give it to Eiko. Zidane will question her about the Iifa
Tree. Get the Kirman
Coffee beside the left picnic table.
Quina and a moogle are blocking the way to the lower area,
so go back inside. As you start to leave the house, Momatose
comes in and offers to let you sleep. That night, Zidane and Vivi
will have a conversation before retiring, and experience a heartwarming
moment of male bonding. |
|
In the morning, the party will
gather at the entrance to town.
After a cutscene, during which Eiko joins your party, you will leave
Madain Sari. If you wish, you can reenter the village and speak
with Morrison to stock up on supplies. Outside the village, call
a moogle and save the game. |
Iifa
Tree
Enemies
in this area:
Dracozombie <Eat: Lv5 Death>
Myconid <Eat: Mighty Guard>
Nymph <Eat: Night>
Soulcage (boss)
Stroper <Eat: Lv5 Death>
Zombie <Eat: Roulette> |
|
The Iifa Tree is tough, so you
might want to level up a bit before
taking it on. When you're ready, head back across to the Conde
Petie Mountain Path. When you get back to the intersection where
you got the third stone, go up, and you will exit back to the world
map. The Iifa Tree is straight ahead. |
|
You will come up against a
barrier, and you'll have to ask Eiko for
help. She'll indulge in a little showmanship, but will promptly
remove the seal, and your party will receive a Ruby, which will teach
Reflect and Carbuncle (though only Eiko can learn the latter).
Proceed across the gnarled tree roots until you reach the tree.
Once inside, you will find Mocchi. Deliver the letter you are
carrying, rest, and save the game. |
|
As you
make your way through
the Iifa Tree, you will encounter many undead enemies. Remember
that they are susceptible to cure and life magic. (If you aren't
sure whether an enemy is undead, cast cure on it at the beginning of
the battle. If it isn't undead, using cure on it won't do any
harm, since it is still at full health, but if it is undead, the cure
spell will damage it.) Using a Phoenix Down will sometimes result
in an instant kill when used against an undead enemy, but this isn't
reliable. |
|
When you reach the circular
area, choose to stand on the
center platform. Your whole party will decide to ride the
platform down. Follow the descending spiral path. In the
second screen, there is a small alcove on the right with a switch that
you need to push. This will cause a chest containing a Phoenix Down to drop just
above it. At the bottom of the screen is a chest with a Hi-Potion in it. In the
next screen is another switch. After pushing it, return to the
previous screen and get the Healing
Rod on the left. Go back down and get the Ether in the alcove to the
right of where you were, and the Remedy and Lamia's Flute on the side
path at the bottom left. After getting all the items, continue
down the path at the bottom of the screen. |
|
The whole party will ride a huge
leaf to the bottom of the tree.
There will be a couple of battles on the way down, and at one point,
you will have to talk to Vivi to keep the game moving. Right
before you talk to Vivi is the only time you will have control on the
trip down, so if there are any equipment changes you want to make, do
it then. After you speak to Vivi, you will continue to the bottom
of the tree. Your party will split up at the bottom. |
|
Speak
to everyone and collect the items that are here. There is a chest
containing an Elixir at
the foot of the stairs on the right, and a Brigandine behind the base
of the column. Go ahead and equip it on Zidane. Try not to
have any characters with a level at a multiple of five, and make sure
the Phoenix summon is available to you. It is a huge bother, but
I would suggest going all the way back to where you met Mocchi to save
the game. If you don't, and your party gets demolished in the
upcoming boss battle, you probably aren't going to enjoy redoing this
whole area and making sure you get all the items a second time. |
|
When you are ready, examine the
far left of the bottom area.
Something will drop down from above. You will have to run up the
stairs to help Dagger, and then your party will talk to the Soulcage,
which will reveal some disturbing facts before you fight it. Have
the girls use their summons, cast Bio, and try to steal the Brigandine, Magician Cloak,
and Oak Staff. |
|
After the battle, the party will
make a quick getaway, and a movie will
show the mist being cleared away. Moco will arrive with bad news
from Madain Sari, so you need to return there now. |
Bounty
Hunters
Enemies
in this area:
Scarlet
Hair (boss) |
|
Reenter
the Conde Petie Mountain Path, and follow it back
over the giant branch. Once back on the world map, cross over to
Madain Sari, where you will be greeted by Eiko's moogle friend.
It appears that there has been a theft. Go back to Eiko's house
and speak to her. You will find her in the room below the
kitchen. A brief scene will follow. Get the Survival Vest before heading
to the Eidolon Wall. There is also a Phoenix Down hidden in the
corner of the room. |
|
There are several moogles in
distress at the Eidolon Wall. Speak
to all of them. Morrison will let you peek inside, and he will
give you an Exploda and
an Elixir. Ask
Morrison about Mog.
When you're ready to help Eiko, tell Morrison you want to "go save
her." You will have to fight "Scarlet Hair" . . . the red-haired
man Brahne sent after the pendant. Steal the Ether and Poison
Knuckles if you can. After that, use Dyne if you
trance.
Solution 9 does great damage. |
|
After
the battle, follow Eiko and Vivi back to Eiko's house. Talk
to Momatose in the dining room to rest. You will find Eiko in the
room below the kitchen again. She will decide to join your party
permanently, and to wear the recovered Memory Earring. Sometime
during the scene, Dagger disappears. It's just as well that you
have gained Eiko as a party member, because, if you speak to Chimomo
when you go outside, you'll find that you have lost Quina. |
|
Back out front, press X at the
corner of the porch where a !
appears
over Zidane. He will follow the song he hears to find
Dagger. After a conversation with Zidane, Dagger will have a very
interesting flashback. More revelations will be made later, and
the group will leave Madain Sari. On the way out, they will
encounter the red-haired man again. He decides to join your party
due to his need to understand what makes Zidane tick. Welcome
Amarant to the group, and upgrade his equipment, as well as everyone
else's. Save the game and return to the Iifa Tree. |
The
Power of Bahamut
Enemies
in this area:
Mistodon <Eat: Angel's Snack>
Myconid <Eat: Mighty Guard>
Stroper <Eat: Lv5 Death>
|
|
At the tree,
your group will spot Kuja overhead on his silver
dragon. You will have the opportunity to change party members
before going on. Follow the branches of the tree up.
Amarant will help the party reach the top, where you will get another
chance to change party members and equipment. After a couple of
cutscenes and a short movie, Kuja will sic a couple of Mistodons on
you. Another scene will follow, and Dagger will leave. If
she was in your party, she will be replaced. Follow after her,
fighting the Mistodons on your way down the tree. At the bottom,
Dagger will receive an Aquamarine,
which allows her to summon
Leviathan. However, the great sea power cannot help against the
flying Bahamut. Kuja will carry out his plans, with tragic
results. |
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Save the game before
proceeding. |
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End of Disc 2
|
Return
to Walkthrough
|