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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.

Save the game before proceeding.

End of Disc 2



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