|
Walkthrough,
Disc 3
The Love Note
After the opening scenes, you
will have control of Vivi. Walk to
the right. After the screen changes, you
can watch an ATE. |
ATE:
It's So Big!
Eiko is impressed with the size of the castle. |
|
Have Vivi speak to Hippaul's
mother on the left side of the screen, and
agree to race against Hippaul. Winning will get you a card
for every ten of Hippaul's levels. To race, press □
and o rapidly, which
will control Vivi's pace. The races will become more difficult as
Hippaul's level increases. These are the prizes that can be won: |
Level
|
Prize
|
10
|
Wyerd Card
|
20
|
Carrion Worm Card
|
30
|
Tantarian Card
|
40
|
Armstrong Card
|
50
|
Ribbon Card
|
60
|
Nova Dragon Card
|
70
|
Genji Card
|
80
|
Athlete Queen (Key Item)
|
|
When you have had enough
racing,
go back to the left, and in the next
screen, you can see another ATE. (You can find Zidane in the pub,
but he is feeling down and won't talk to you.) |
ATE:
Long Time No
See!
Zenero, Benero, and Genero meet up again. |
|
Go to Doug's Item Shop and
see
if he has anything you need. In
the square, there are a couple of ATE's available. |
ATE:
To Fly High
Blank and Marcus discuss Zidane's situation. |
|
ATE:
Artemicion
Artemicion, of Mognet, finally shows up, sporting a suspicious new look. |
|
Stop in at the synthesis
shop. A large number of items can be
synthesized, and you should be able to afford some of them. Check
the weapon shop next door for some new equipment, also. |
|
In the alley, Blank and Marcus
are waiting outside Ruby's
Mini-Theater. Before speaking to them, return to the bell tower
and give Kupo the letter from Kuppo. Kupo also has a letter from
Mogrika that you can read. Speak to Artemicion and do another
deal with Stiltzkin. Climb the tower, pull the rope, and get
Hippaul's stash - Ironite Card,
Goblin Card, Fang Card, Shiva Card, and Ramuh Card.
If you
had done this part on Disc 1, the rare cards would not have been
there. When you're ready, save the game and return to the
alley. Agree to help the guys out, enter the mini-theater, and
watch the scene.
|
|
Dagger is having a stressful
day. Dr. Tot
gives her an Opal, a Topaz, and an Amethyst which were
extracted by the queen. Beatrix and Dagger have a heartfelt
discussion, and Beatrix shows her loyalty. |
|
Eiko has plans of her own,
and
enlist's Dr. Tot's aid in writing a
letter which will begin a very entertaining fiasco. Dr. Tot
notices something interesting about Eiko, and it causes him to remember
things about Dagger that he hadn't thought about in many years. |
|
You now control Eiko.
Start toward the castle doors.
An
unexpected run-in with Baku will leave Eiko hanging. Having
little choice, she entrusts her letter to Baku. Unfortunately, he
gets into an argument down by the dock and drops the letter.
Don't worry - someone will come across it soon.
Back at the pub, Zidane's old pals try to cheer him up. Baku
expresses some rather forceful opinions, and you will take control of
Zidane again. Out in the street, another ATE is available. |
ATE:
I
Forgot!
Baku realizes two things - that he forgot to give Zidane the letter,
and that he no longer has the letter in his possession. |
|
Stop in at the
mini-theater. Speak to Ruby, and pick up the 2680 gil from the
floor. Head back toward the castle, and you will come across
Freya and Amarant having a disagreement at the dock. After a
brief scene, they will be back in your party. Search the ground
on the left for an Ether
and the ground on the right for a Phoenix Pinion. Behind
the fountain is a Lapis Lazuli.
Go left to the tower. Enter the room on the left and search the
upper right corner for the Leo
Stellazzio. In the upper right corner of the main room is
another Phoenix Pinion. |
|
Go to the castle doors, where
you will find Eiko being removed from the
premises. The party asks to see the princess, and Steiner
agrees. They all speak to her except Zidane, who doesn't seem to
be able to say anything. Eiko and Dagger exchange jewels as a
gesture of friendship. |
|
Later, Eiko sits at the docks
feeling blue, and then a series of comic
events occur which center around her ill-fated letter. The party
meets up again at the pub and they agree to go to Treno, where a card
tournament is now taking place. |
Treno Card Tournament
The
party meets at Gargan Roo to ride the gargant to Treno. There
will then be an ATE available. |
ATE:
Clowns on a Dark Night
The jester twins have new employment plans. |
|
After the party rides the
gargant to Treno, a scene takes place at Dr.
Tot's
residence. The party disperses, with Zidane being the last to
leave. |
ATE:
Eiko Talks Life
Eiko demonstrates her perception of the relationship between Zidane and
Dagger. |
|
As Zidane leaves, Dr. Tot's
home, another ATE becomes available. |
ATE:
How He Ended Up Here
Vivi meets an old acquaintance, and must decide if he should remain in
Treno, or return to Quan's Dwelling. |
|
Choose for Vivi to go
home. If you choose for him to
stay, there
is a different ATE to watch. It is entitled "Hippo's Prize," and
shows someone winning a Namingway Card. If you later play against
him in the card tournament, you might be able to win the card.
However, this card can also be obtained very easily in the Desert
Palace a little later on, so I think it is best to have Vivi go
home. As Zidane continues down the stairs,
yet another ATE can be viewed. |
ATE:
Memories By the Water
Amarant encounters someone you've met before, and then Eiko shows up on
the scene. |
|
Walk down the tower stairs
and
go to the Bishop's House (where the
synthesis shop is). You can overhear some information about the
auction house is you stand in the right spot and press X. Continue to Queen
Stella's house and turn in any Stellazzio you have. Head back
toward the card stadium. It's time to watch another ATE. |
ATE:
City People
There is a discussion in the Bishop's House about the cost of
decorating one's home. |
|
The Four-Armed Man plans to
kidnap Eiko, but ends up running away from
Quina instead. On the way out, the man drops a Chimera Armlet. |
|
You
can
buy rare items at the auction house and resell them for a
profit. You can also get Dark Matter at the auction house, which
will allow you to summon Odin. See the Side Quests and Mini-Games
section for more information.
Go up the stairs and talk to the moogle. There is a letter from
Artemicion to read. Save the game. If you want to fight a
pit monster, go to the right. Make sure you saved, though,
because these battles are tough. The Side Quests and
Mini-Games section has more information. |
|
Return to the card
stadium. The usher will give directions for
playing Tetra Master. Register at the booth on the left.
When you're ready, enter the stadium, There are three rounds in the
card tournament. The first round is against Attic Man Wake.
If you lose, restore the game. If you win, go back outside and
watch another ATE. |
ATE:
Home Sweet Home
Vivi reminisces at his old home. |
|
Go back up the stairs to the
right, and see the next ATE. |
ATE:
Good Old Days
Amarant remembers things from his past. |
|
Choose
for Freya to say she's interested. (If Freya
says, "I won't force it out of you," the Lessons of Life ATE
will not be available later, and you can have Freya rejoin your party
afterwards. However, that is a very interesting ATE.) Save
the
game
again. At this point, I would recommend leaving Treno and going
to Quan's Dwelling to get Vivi. He is on the overlook at the back
of the house. His flashback reveals some disturbing things about
his relationship with his grandfather. |
|
Now head the other
direction and return to Dali. Quietly search the mayor's house
for a key, being careful not to awaken his son. Search the desk
for the Mini-Brahne,
then search it twice more. The mayor's son will say,
"Zzzz." Search the heater for the Mayor's Key. Go to the
windmill and open the locked door with the key. On the right side
of the chocobo pen is a chest containing 30,000 gil. Search it
again for the Burman Coffee.
That should give you all three coffees for the side quest! You
can turn them in to Morrid when you're ready. Go up the ladder in
the windmill and get a Cachusha
and an Elixir from the
chests.
Return to the card stadium in Treno. |
|
In the second round, your
opponent is Cardona Bishop. Again,
restore if you lose, and walk outside if you win. Watch the ATE
that was opened up by choosing for Freya to say she was
interested. There are other ATE's that will become available as
you walk from area to area, depending on the ATE's you have already
chosen. |
ATE:
Lessons of Life
Amarant reveals the truth about his first meeting with Zidane. |
|
ATE:
Hallucination
Quina thinks she sees some food on the water, and jumps in. |
|
ATE:
Premonition
Eiko, talking to Dr. Tot, leaves suddenly because she has a bad feeling
about Mog. |
|
Walk back to the moogle and
save
the game, then return to the card
stadium. The last round is
against Sailor Erin, the champion . . . or is she? She plays
entirely with oglop cards. For winning the tournament, you will
receive a Rebirth Ring.
|
|
There will be a short
scene, and
Eiko will run up with bad tidings of Alexandria. |
The
Fall of Alexandria
Enemies
in this area:
Mistodon
Tantarian (optional boss) |
|
Kuja is in Alexandria, and has
brought Bahamut along to
wreak some
havoc. The townspeople flee and Dagger must take control.
Her first task is to assign the Knights of Pluto the appropriate
tasks. Remember what you learned about them in Disc 1? It's
now time to use that information. Assign Blutzen and Kohel to
gather information, Weimar and Haagen to protect the townspeople,
Breiracht and Laudo to contact Lindblum, and Dojebon and Mullenkedheim
to begin preparations to fire the cannon. If you do this right,
you should receive Angel
Earrings as a reward. |
|
Beatrix and Steiner will leave
to
fight the Mistodons which have invaded the town. Controlling
Beatrix
and Steiner, you will have to fight a Mistodon in each area you enter
as you move toward the town entrance. As long as you keep Beatrix
supplied with MP, she can do wonderful things. In the third
battle, there are two Mistodons to defeat. If you wish, after the
third battle, you can remove all Beatrix's equipment except her
sword. You will then have it in your inventory to equip on one of
your regular characters. The fourth battle is followed
immediately by the fifth, and then by the sixth, which will also have
two Mistodons. In this last battle, Steiner will automatically
enter a trance state. |
|
As Dagger, go upstairs and enter
the queen's chambers. Take
the left stairs and start up the tower. As you proceed, the
statues on the each landing will
cross their swords, barring the way
back down. At the top
of the tower, new
stairs will appear for you to use. At the very top, stand on the
platform with the eye (which should look familiar). |
|
When you regain control of
Zidane, talk to everyone you can find in the castle, and
warn them to evacuate. You can also fight an optional boss in the
library on the left side of the entrance hall. Before approaching
it, equip the best weapons and armor you have. Equip Auto-Regen
or Auto-Potion,
Antibody, Bandit, and an HP+ skill, if possible.
Put the Poison Knuckles on Amarant. Save the game. |
|
On top
of the last standing bookshelf in the library, a book rests.
Examine it, listen to it, and then challenge Tantarian. Use
Reis's Wind. Don't hit the book with physical attacks once its
true form emerges - use Fira and Steal. If you can, steal the Ether, Elixir, Silver Fork, and Demon's Mail. For a
while,
Tantarian will repeatedly try to poison you, but eventually the book
will close. You will then have to repeat the process until he is
defeated. His defeat will get you Running Shoes and a Ramuh Card. And lots of
AP. |
|
Now you are ready to follow
Dagger's steps. Retrace her path to
the top of the tower, as the way is now clear. Events of
catastrophic proportion take place, and they will leave Alexandria in
ruins. Zidane, like a good hero, arrives just in time to save
Dagger and Eiko. (By the way, are Zidane and Dagger actually
married or not? I was just wondering.) |
Restoring
the Regent
Open the chest to the right
of
the beds for an Egoist's Armlet,
and the one
on the upper balcony for an Elixir.
Speak to Mogki, who really gets around, and check Mognet - there is a
letter for Moodon.
Save the game and go back downstairs. Blank will come in and you
will have two choices to ask about. You will have to choose
between asking about Dagger, or asking about Cid, who wants to
see
you. If you choose to ask about Dagger, the guard down below will
still tell you Cid wants to see you. You can first go find Dagger
up by
the telescope, or you can go ahead to see Cid. Either way is
fine. |
|
When
you
are ready to see Cid,
ride the elevator to the upper
level. Go upstairs and speak with the guard. Enter the
chamber, and then you will adjourn to the conference room, where your
party is waiting. |
ATE:
Something
Washed
Ashore
Quina has been found down on the beach. |
|
ATE:
Self Reproach
Dagger blames herself for the destruction of Alexandria. |
|
Your party
will have a
discussion about Kuja, and his probable plans. |
ATE:
Deep Anger
Kuja plots on board the stolen Hilda Garde 1. |
|
Go to the
guest room to see Dagger. Zidane needs an airship, so he must
find a way to restore
Cid to his human form. Dr. Tot has a plan, and sends Zidane out
to find an Unusual Potion, a Beautfiul Potion, and a Strange
Potion. Cinna has the Unusual Potion. Leave the room and
watch another ATE. |
ATE:
My Hammer
Marcus, working near the hideout, wants to borrow Cinna's hammer. |
|
Well, now
we know where Cinna
is. Travel to the Theater
District. When you leave the air cab station, you will see some
old acquaintances, and they have a surprise. |
ATE:
The Rally
Freya speaks to a couple of Burmecian soldiers about their plans. |
|
Enter
Michael's studio.
There is a
chest with a Lapis Lazuli there.
Talk to Michael. If you ask about the potions, he will give you
permission to search. You will find the Strange Potion on the left
side of the room. You can read a poster on the wall by the
stairs. Outside, go downstairs toward the hideout. Zidane
will ask Cinna for the Unusual
Potion, which he is glad to give. If you search the
hideout, you can find chests containing 970 gil, 4826 gil, and 1273 gil. Fly to the
Business District, and give the letter to Moodon in the inn. Save
the game. The Saggitarius
Stellazzio can be found to the left of the road near the pickle
cart, and an Elixir and
Remedy are waiting
for
you in the Card Freak's House. While you're there, examine the
bookshelf to read Card Collector No. 9. |
|
In
the
square, speak to Alice, who is out by the street while her shop
is being repaired. She will give you the Beautiful Potion . Go
to
the right and visit Dragoos, and see what he has for sale.
Several new pieces of equipment
are available. You should
consider buying a new staff for poor Vivi. Visit the Synth Shop,
too. When you're finished there, it is time to return
to the
castle. |
|
Go to the
Royal
Chamber.
Dr. Tot will use the mixture of the
three potions on Cid, but it doesn't have quite the anticipated
effect. (I think it is still an improvement, though.) Cid
orders everyone to assemble at the harbor. As
you leave the room, another ATE will become available. |
ATE:
No Free Lunch
Quina makes the acquaintance of the gysahl pickle seller. |
|
Ride the
elevator to the base
level and take the trolley on the
right. Behind the left lamppost is a Chimera Armlet. Walk
out to the harbor and climb the ladder to the ship. Quina is
waiting on board, and is very
interested to see that Regent Cid is now a frog. |
|
You can speak to
Cid to change party members. Form a party and equip them.
Remember that if you choose to put Dagger in your party, her abilities
will be limited by the loss of her voice. The Blue Narciss
controls should be easy for you. (You can also use the arrow
buttons to switch directions.) To start
moving at any time, speak to Blank. |
X
- forward
□-
reverse
∆
- return to deck
o
- disembark
Select - navigation map
L1, R1 - camera control
L2 - camera alignment
R2 - switch perspective |
|
Kuja's
Plans
Pilot the ship to the Outer
Continent and land on Gegalrich Shores. Walk over to the Qu Marsh
and let Quina catch frogs. Head straight back to the Black Mage
Village. Vivi will take off as soon as you arrive. |
|
Go to the item shop and climb
the ladder. Search by the bed to
jump up and get a Black Belt.
Go to the cemetery, where you will find Vivi. No. 288 will
explain why the mages are helping Kuja. Follow Vivi to the water
mill to find that the baby chocobo has been born. No. 288 will
give Vivi some important information. After a cutscene, leave the
village.
|
|
Return to the ship, and pilot it
to the southeast corner
of the continent. There is a little strip of land there where you
can disembark. Save the game. |
Desert
Palace
Enemies
in this area:
Antlion <Eat: Mighty Guard>
Goblin Mage <Eat: Goblin Punch>
Griffin <Eat: White Wind>
Grimlock <Eat:
Night>
Land Worm <Eat: Matra Magic>
Ogre <Eat: Matra Magic>
Troll <Eat: Vanish> |
|
You haven't had Quina in your
party for a while, so let her eat a few
things in this region. There are several monsters here from which
she can learn blue magic. Head north, avoiding the first
sinkholes you come to, and make your way to the one at the top of the
area. Press X to
enter the area. |
|
Walk down to the circular area
and you will be
teleported to Kuja's room. He will explain your task and allow
you to
choose a party. (I recommend Zidane, Quina, Freya, and
Amarant.) He
will then teleport your party to the airship dock, where the Hilda
Garde 1 waits. You will probably have to fight Grimlocks on your
way
to the ship. Use magic attacks when they are pink on top, and
physical
attacks when they are blue on top. |
|
Board the ship, and you will
automatically be flown to the
Forgotten
Continent. On the way, Zidane will have an encounter with Zorn
and
Thorn. You will land and find yourself beside the airship on
Blairsurpass Plains. Equip the party with status-ailment
preventing
abilities,
buy whatever supplies you need from the jesters, and save the game. |
Oeilvert
Enemies
in this area:
Adamantoise <Eat: Earth Shake>
Anemone <Eat: Bad Breath>
Armstrong <Eat: Matra Magic>
Cactuar <Eat: 1,000 Needles>
Catoblepas <Eat: Limit Glove>
Epitaph <Eat: Angel's Snack>
Jabberwock <Eat: Limit Glove>
|
|
The first thing you should do is
go
north to Qu's Marsh and catch frogs. When you're finished, go
south and follow the canyon. You will know you're going the right
way when it starts to get darker. Head east, and then follow
another canyon south. It spirals inward to the protected location
of the
castle. If you're getting frustrated, there are chocobo tracks
here. Riding will make this easier. |
|
A moogle named Mimoza waits
outside Oeilvert. Check Mognet, and
you will be asked to deliver a letter to Mooel. Mimoza runs a
very nice Mogshop, so stock up and upgrade your equipment if you
can. Be sure to hang on to around 1000 gil, though. When
you're through shopping, equip the new items (taking into consideration
that you can't use magic once you go inside), use a tent, and save the
game. Continue down the path to Oeilvert. |
|
The large doors will open for
you, so enter the fortress. Go
through the doorway on the right. Speak to Stiltzkin and buy the
items he offers for 888 gil. Mooel is here, so deliver the
letter.
Save again if you like, and return to the front hall. Directly
across from the entrance is a Remedy,
and directly above that is a chest containing a Rising Sun. From that
chest, walk left and examine the globe, which will turn red. Get
the Elixir from the
chest behind it. Go back downstairs and through the left
doorway. Get the Diamond
Sword on the lower right, and then continue left. A
holographic image will appear in the middle of the room. Walk
behind the image and pick up the
Shield Armor. Exit this room by the stairs at the bottom. |
|
There is nothing you can do here
yet, so go up the stairs. To the
right are Feather Boots.
After you get them, examine the light shining from the floor on the top
left. It is some type of projector. Examine the right one
next. Go back downstairs, and examine the one on the right, then
the one on the left. These give a little information about
unfamiliar airships. Go back upstairs and through the doorway on
the left. Walk across the first arch, and examine another
projector. Continue across the next arch, and you will find
yourself in the room with the globe holograph. Walk through the
blue doors on the left, which will unlock for you. You will be in
a disturbing room with walls full of faces. Here you will learn a
little more about the mysterious Terra. |
|
Return to the front hall, and go
back through the doorway on the
right. You may notice that this room looks different now.
Save the game, and walk around the central area to the right.
Another holographic image will appear. Continue around the room
and get the Gaia Gear
at the back. Now walk up the back stairs and onto the circular
platform. Examine it, and it will carry you to another
room. Equip the Clear Headed ability on your characters.
Have Zidane inspect the strange object here, and Ark will appear.
This is a tough machine. You can steal a Power Vest, Holy Lance,
and Elixir from
him. If Zidane trances, use Grand Lethal against
the boss. After the battle, you will get a Pumice Piece.
Walk up to the contraption and get the Gulug Stone. |
A
Puzzle of Shadows
Enemies
in this area:
Drakan <Eat: Vanish>
Grimlock <Eat: Night>
Ogre <Eat: Matra Magic>
Torama <Eat: Lv4 Holy>
Valia Pira (boss) |
|
Back at
the Desert Palace,
the other members of your group fear that Zidane will not return in
time, and Cid decides to take matters into his own hands.
Move him to the central platform, and then go right. You have six
minutes to get the Hourglass Key. Pressing the O button
to move, you must go very slowly toward the cage holding the Hedgehog
Pie, stopping every time it turns to look at you. If it sees you
moving, you will have to start back at the beginning, so move only when
its back is turned to you. If you are unable to get the key and
reset the hourglass before time runs out, you will have to start
over. |
|
After
obtaining the key, move
over to the scale and
weights.
Choose to examine them. You will have to use three of the weights
on one side of the scale so Cid can climb up to reach the
hourglass. Use the clay, stone, and iron weights.
Have Cid climb up, and he will turn the hourglass over. |
|
When
your party reunites, Eiko
will be in charge. If you chose to
include her in the Oeilvert party, Vivi will lead the group.
Update everyone's equipment, then go right, back into the room with the
hourglass. Speak to Mojito the moogle (who was not visible from
your frog's-eye perspective) and check Mognet. You will be asked
to deliver a letter to Mogsam. Make whatever purchases necessary
at the Mogshop, then save the game. Go back to the dungeon and up
the stairs to the left. Examine the candelabrum to the left of
the path, and then inspect the glowing orb on the other side.
When you examine the bloodstone, you will receive the Promist Ring. |
|
Run up
the stairs and all the
way to the right, then back to the left
until the center statue's eyes light up and a crystalline pathway
appears behind it. Follow that path up to the balcony.
Light the candelabrum here, then go back down the shining
pathway. Go right for the Fairy
Earrings. Walk to the left and up the stairs. Light
a fire in each of the three braziers, then walk through the doorway at
the back. Follow the path to the other side of the balcony. |
|
On this
side, light only the brazier next to the roses. Go back to the
left side of the balcony and then to the middle. Examine the
sculpture at the center back to learn that "the path will open when all
lamps are lit." Light the braziers at either side of the
staircase, then light the remaining two on the right. Go down the
stairs and light the last brazier, then run back up and inspect the
bloodstone to receive an Anklet.
Go through the doorway on the right, and light the candelabrum in the
hallway. Inspect the bloodstone to get the Shield Armor. Continue
around the hallway, and then walk slightly toward the screen to go up
the stairs. |
|
Light
the candelabrum at the
top, which will cause a stained glass
window behind you to be illuminated. Walk around the circular
path, and through the doorway into the library. Light the
candelabrum on the left to make a staircase appear on the right.
Walk up the stairs and light the other candelabrum. A bookshelf
will move up, allowing access to a previously hidden doorway.
Inspect the bloodstone to receive an N-Kai Armlet. Back in
the library, walk up the small staircase. Read the clue which
says, "Unlit stained glass opens the path when lit." |
|
Light
the
candelabrum on the right to gain access to a second hidden
doorway. This one leads to a set of stairs. Halfway up the
stairs is another candelabrum to light. This will light the
stained glass window to the left. Continue up the stairs and
light yet another candelabrum, which will illuminate another stained
glass window. Return to the library and light the candelabrum
beside the right statue. This reveals a third doorway, behind
which waits one more candelabrum. You can now enter a hidden room
to the left of the library where Mogsam the moogle waits. Deliver
the letter from Mojito, use a tent, and save the game. Continue
to the left into a new area. |
|
Examine
the gargoyle sculpture,
then light the two candles.
Inspect the bloodstone and get the Black Hood. Walk
through the back doorway and cross to the other side of the room.
Light all three candles here, noticing the shadows that are cast on the
wall. (This is called the Shadow Chamber, by the way.)
Inspect the bloodstone for a Venetia
Shield. Put out the middle candle here, then cross back
over and put out the left candle on the right to cause a crystal
staircase to appear. Equip everyone with status-preventing
abilities, especially Antibody, Vivi with the N-Kai Armlet, and Dagger
with an Aquamarine. Ascend the stairs and light the last
candelabrum, causing the palace's security system to activate. |
|
You must
now fight Valia
Pira. It is weak to water,
so use Leviathan when you can. If you had not extracted the items
from the bloodstones, its power would be greater, but as it is, its
attempted enhancements fail. Use Carbuncle or Reflect, as Valia
Pira uses high level magic. Vivi should cast Water on the boss
every chance he gets. There is nothing to steal, and nobody here
to do it, anyway, so just focus on staying alive and attacking the boss
with everything you've got. (Remember that Dagger's silenced
condition will often affect her attacks.) After it is defeated,
return to where Mogsam stands, rest, and save. Go back to where
you fought Valia Pira, light the candelabrum, and step into the
portal. |
|
The
other party has returned to
the Desert Palace, and you will regain
control of Zidane. Use the portal to teleport back inside the
palace. You will be placed outside Kuja's room, and he will allow
only Zidane to enter. He shows Zidane that his friends are safe,
but it is an illusion. Outside the chamber, the rest of your
party
witnesses the others' arrival on the teleport pad. Obviously,
Kuja believed them to be dead and showed Zidane a false image.
The others are suspicious of Kuja, and Quina leads the way in an
attempt to rescue Zidane, but Eiko gets shut out. Apparently Kuja
has plans for the little summoner. Kuja takes the Gulug Stone by
trickery, and then teleports out. Get the Namingway Card beside the
small, round table before you leave. |
|
Use the
left teleport pad to return to the airship dock. You will
find that the Hilda Garde 1 is no longer there. Run outside the
dock area. Hit the lever that lowers the rope ladder. Exit
the area at the top of the screen, and your party will follow Kuja to
the Lost Continent. Save the game. |
Lost
Continent and Esto Gaza
Enemies
in this area:
Blazer Beetle <Eat: Limit
Glove>
Feather Circle <Eat: Lv4 Holy>
Garuda <Eat: White Wind>
Gigan Octopus <Eat: Mighty
Guard>
Green Vepal <Eat: Aqua Breath>
Whale Zombie <Eat: Lv5 Death>
|
|
After you alight on Quelmiera
Shores, you can use the
chocobo tracks just ahead to call Choco if you wish, but you don't have
far to go. Travel slightly west along the shore to Esto
Gaza. (Notice that the location of your ship shows on the world
map as a blinking blue dot.) Equip the Locomotion and Body Temp
abilities on everyone. Enter the building ahead. |
|
After a short scene, you will
have to choose party members again.
Walk to the right and buy supplies (including lots of Vaccines) and new
equipment at the shop. The Octagon Rod is especially important,
as it will allow Vivi to learn Firaga, Blizzaga, and Thundaga.
Walk all the way around the room and behind the counter on the right
for a Wing Edge. Reequip your party, and then return to the
previous room. If you speak to the Bishop, he will
let you rest for 100 gil. Sometimes there is a couple standing in
front of the altar. If you speak to the girl, the boy might get
suspicious. |
|
Exit the building at the back
and speak to Mogrika the moogle on the
terrace. Check Mognet, and read the letter from Artemicion.
Mogrika will also ask you to deliver a message to Moolan. If you
run up the steps and stand on the platform, you can get a view of the
Shimmering Island. Go down the stairs to the right and follow the
path up another set of stairs. Leave Body Temp on your
characters, and equip the Antibody ability as well. Walk up
through the doorway to Mount Gulug. |
Mount
Gulug
Enemies
in this area:
Grenade <Eat: Mustard Bomb>
Meltigemini (boss)
Red Dragon <Eat: Twister>
Red Vepal <Eat: Mustard Bomb>
Worm Hydra <Eat: Bad Breath>
Wraith <Eat: Frost> <Eat: Mustard Bomb> |
|
Walk left into a dark room and
read the bulletin board. It will tell you to pull the lever when
you first use the well. Get 9693 gil in the lower right
corner of the room, then climb up the ladder. There is an Ether upstairs and a Red Hat outside the building
on the left, which you will have to climb down a ladder to reach.
Return to the entrance and go right. Walk through the
house, return to the well, and press X at the ! icon on the right side of the
platform. Walk down the pathway and through the doorway.
Find the chest with the Golden
Hairpin. Examine the !
for another bulletin board message telling you to pull down the lever
at the end. |
|
Return to the well and use the
center icon to get on a rope, which you
will need to climb down. Go right and speak to Moolan who will be
happy to receive the letter from Mogrika. You should also get the
letter for Mogtaka. Rest and save the game. In the corner
to the right of Moolan is a Wing
Edge. Get it, then go through the doorway on the
right. Walk up the stairs and read another bulletin board
message. Apparently the lever will need to be pulled a second
time. Go out through the door on the left and get the Gaia Gear. When you
reach the bottom of the stairs inside the building, a pair of red
dragons will ambush you. Try to steal tents, ethers, and elixirs
from them, and eat one to learn
Twister. They are very susceptible to ice magic, so take
advantage of that. |
|
Return to the well. Walk
left into another decaying building,
taking the left doorway. Get the Demon's Mail in the corner,
and then read another bulletin board message. This one says to
pull the lever three times. Go back out and into the upper
doorway. Go up the stairs and speak to Mogtaka. Deliver the
letter from Moolan. Do some shopping, rest, and save the
game. Go on up the stairs and into the next building. A
third Red Dragon crashes through the wall. Again, try to steal
before defeating it. It will drop an Ether. Get the Elixir
from the chest at the back. |
|
It is time to go back to the
well and make use of all the advice from
the bulletin boards. Pull the lever down three times. Climb
down to the bottom of the well, where two more Red Dragons will very
kindly create an exit for you.. Of course, you will have to
defeat them first. |
|
You will find that Zorn and
Thorn, acting on Kuja's orders, are trying
to extract the eidolons from Eiko. Everyone, Dagger especially,
is understandably upset. As Zidane races down to save Eiko,
Mog
shows herself to be more than anyone had realized. After Eiko
defeats the jesters, she will receive a Ribbon, which will allow her
to
summon Madeen. Kuja will draw his own conclusions from what he
has seen. |
|
Zorn and Thorn will merge, and
you will have another
boss fight on your hands . . . Meltigemini. Try to steal the Golden Hairpin, Demon's Vest, and Vaccine. Use Mini on
the boss,
and Bad Breath is helpful, if you have it. |
|
After the battle, Vivi will
reappear, and Hilda will be found.
She will eventually agree to return Cid to his true form, after
recriminations and dire threats. |
Hilda
Garde 3
Back in the castle guest room in
Lindblum, Zidane learns that Hilda has called a conference.
Dagger appears to be missing again, as well. Before going to the
conference, run up the stairs and speak to Mogki. Get a letter
for Kumool, rest, and save the game. |
|
Go to the conference room.
Hilda reveals what she learned as
Kuja's captive, and something about his plans. Then an ATE will
become available. |
ATE:
Team
Steiner looks for the princess in the Theater District, and Baku sends
the Tantalus members out to look for her, too. |
|
Hilda tells the party that the
seal for
the gateway between Kuja's world, Terra, and Gaia can be broken at
Ipsen's Castle on the Forgotten Continent. Then there is another
ATE to watch. |
ATE:
Recovery
Cid's mind is working again, and he gets right to work with his
engineers to complete the Hilda Garde 3. |
|
Steiner reports that Dagger is
nowhere
to be found. Zidane guesses that she has returned to Alexandria,
and goes to look for her. The Tantalus members are already there
looking. Zidane finally finds Beatrix, who gives him a message
and a Garnet for the
princess. When he finds her, she can speak
again. After a short discussion, Dagger makes a traditional
gesture of freedom and independence, asking Zidane to remember
her as she was. |
|
The Hilda Garde 3 is
finished. Yeehaw! Your party now has
an airship. Instructions will be given for its navigation, and
you will have to choose a party. Now is the time to do side
quests, play mini-games, and pick up extra items. You can open
the map and select a location you have already visited to automatically
fly there. (You may notice that the ship is piloted by Erin, your
opponent from the card tournament.) You have to land the airship
in grassy areas, but that usually isn't a problem. |
|
Go through the gate. After
Erin leaves, climb the ladder and get
an Elixir at the
top. Get the Tent
to the left of the ladder. |
|
Take to the skies, and set the
course for Alexandria, because there are
some things there you
should pick up. |
Ruins
of Alexandria
Pilot the ship to
Alexandria. Get the Sapphire
in front of the
first building on the left, and the Ether in front of the couple
in the next screen. In the square, you can find a shopkeeper in
front of the inn. If you step inside the inn and walk toward the
counter, you can see Hippaul smooth over an awkward situation. |
|
Speak to the little girl running
around the square, and she will
give
you an Alexandria Card.
Speak to the tour guide to the left of the inn, and he will call a town
reconstruction meeting. There is a Remedy on the bottom right
of the screen, and an Amethyst
on the bottom left. Get the 365 gil on the stairs at the
upper right. |
|
Continue to the left, speak to
the synthesist in the alley, and
have him make whatever you might need. Check in at the
Mini-Theater, and speak to Ruby and Lowell. |
|
In the next screen, you can pick
up a Tent on the left
side of the
street. Go into the bell tower, and you can play jump rope, if
you
like, with Vivi or Eiko. Talk to Kupo, read mail if you wish, and
save the game. |
|
Return to the square and head
north to the dock. On the stairs to
the right, you can find 4832
gil. At the top left is an Opal. There is a Topaz on the left
stairs. Ride the boat across the channel. There is a Sapphire in the debris at the
top of the screen, and a Peridot
to the right of the fountain. |
|
When you're finished searching
the rubble, return to the Hilda Garde 3
and fly to a new location. It is Daguerreo, which is on
Sacrobless Island, to the west of the southern tip of the Forgotten
Continent. |
Daguerreo
Enemies
in this area:
Gimme Cat <Eat: Auto-Life>
Grand Dragon <Eat: Lv3
Def-less> |
|
As soon as you enter Daguerreo,
take the
path to the right and get the Capricorn
Stellazzio. Then head out of the room to the right.
Step on the small platform to ride up a level. Speak to Noggy,
who doesn't have any mail for you, and save the game. |
|
The man behind the desk is a
synthesist, and he has some
great pieces
available. It is especially important that you synthesize a
Sargatanas for Zidane. Speak to the Four-Armed Man, who will tell
you your treasure-hunting rank. Continue left through the
doorway. |
|
Speak to Engineer Zebolt, then
to the Young Man, who is
arguing with the Sales Clerk. Agree with the sales clerk every
time to get a Meteor Card,
or agree with the Young Man every time to receive a Flare Card. Search the
pile of books to the right of Engineer Zebolt. Go to the left and
speak to the Scholar, who is looking for a book. When you tell
him that you saw it in the pile of books you just examined, he will be
very appreciative, but, more importantly, he will move. Go behind
the bookshelf where he was standing and take the stairs down. The
fellow on the left wants to see your Namingway Card. (You did get it from Kuja's room,
right?) He will allow you to rename a character. Continue
past him to the left and get the Elixir on the stairs.
Walk all the way around the balcony and get another Elixir on the stairs on the
other side. Return to where you spoke to the Scholar. |
|
The librarian will let you rest
for 100 gil. Walk to the small
pedestal to the right of the doorway and press the button. This
will cause something to happen downstairs. Go through the doorway
to the right of the library and speak to the weaponsmith. He
needs help to get his shop running again. Go back downstairs and
to the chamber under the weaponsmith. Speak to Cleyran Oracle
Kildea on the right, and then examine the lift controls on the
wall.
Lower the left lever until the left platform is all the way down.
Go examine the lift to discover a hole in the wall. |
|
Pick up the
staff leaning against the bookshelves near the oracle. Zidane
will put it in the hole. Now lower the right lever until the
right platform is at the bottom. Step on it and ride up a
floor. Speak to the weaponsmith, who is very pleased, and makes
his inventory available to you. He has the best selection of
equipment you've encountered thus far. Ride the platform back
down (don't you feel sorry for the guy standing on the middle
platform?), and walk back to the entrance area. Examine the
Dragon God monolith at the back of the room, and you will be able to
transform five ores into an aquamarine, if you wish. You can do
this as many times as you like. |
|
Go back outside.
Sacrobless Island is a great place to level
up. The Grand Dragons are very tough, and the Gimme Cats get
angry if you don't give them what they ask for, but the experience you
get fighting here is great, and being right next to Daguerreo makes it
easy to restore your HP and MP whenever necessary. You may want
to stay here for a while to get your characters' levels up. |
|
When you are finished here, I
would recommend taking some time to play
Chocobo Hot and Cold. You should also finish up the coffee
sidequest if you haven't yet done so. For more information on
both of these, see the Side Quests
and Mini-Games section. There
are a couple of other
places to go before you head to Ipsen's Castle. |
|
In the valley
northwest of Treno at the north side of South Gate, there is a moogle
named Mosco hiding in a tree stump. The chest beside him contains
an Elixir. You
can find 3206 gil in
the chest by the door, and
another Elixir in a
chest to the right of the doorway. |
|
If you go back to the South
Gate/Bohden Arch entrance (where Dagger rode in
a pickle bag), there is an Elixir
Card in a chest at the top of a
ladder. Go to Quan's Dwelling with Vivi and Quina in your party
for a very interesting scene, and get the Running Shoes from the
clock. You can also play Chocobo Hot and Cold here if you have a
Dead Pepper, as there is a bubble below the balcony at the back of
Quan's house. |
|
When you have done everything
you want to do before continuing with the
story, set your course for Ipsen's Castle and take off. |
Ipsen's
Castle
Enemies
in this area:
Agares
Cerberus <Eat: Auto-Life>
Gargoyle <Eat: Mighty Guard>
Taharka (boss)
Tonberry
Veteran <Eat: Doom> |
|
Ipsen's Castle looks like a
castle on top of an
upside-down image of
itself. The place is reversed in another way, as well. You
must use the weakest weapons possible to do sufficient damage
here. Don't worry if you no longer have your starting weapons -
they have kindly scattered some throughout the castle.
|
|
Before you enter the castle,
Amarant decides he will compete with your
party to achieve the objective here first. Let him go, and choose
your party members. I like the original Fantastic Four for this -
Zidane, Dagger, Steiner, and Vivi. |
|
After
you enter the castle, open the chest on the left containing a Dagger, and the chest on the
right containing the Aquarius
Stellazzio. Go up the stairs at the back of the room and
through the doorway. Speak to Kermool, and deliver the letter
from Mogki. Do any shopping necessary at the Mogshop, and save
the game. |
|
Across
the room is a doorway that leads to a small overlook. The
view there gives you more of an idea of the strange nature of this
mirror-image castle. There is a chest containing Cat's Claws to the left of
the doorway. When you're ready, make like a fireman and slide
down the pole that goes through the floor. Walk over to the
ladder and climb up to the balcony. Follow it around through the
doorway, across another small section of balcony, and into another
room. |
|
Note:
Whenever you encounter a Gargoyle in the castle, use a Soft on it to
defeat it quickly and easily. |
|
Climb up the ladder and press X at the
icon. Jump to the left, and walk around the balcony to get the Javelin. Return to the
ladder, choosing to jump off to the right this time. Run around
the balcony and get the Broadsword.
Back at the ladder, follow it to the bottom. Walk around this
balcony, and get on the next ladder. Climb up and jump off.
Walk around and get the Rod.
Climb the ladder to the top and walk through the doorway. |
|
At the bottom of the room,
examine the wall. Choose to push it,
pound it, think, push it again, try something drastic, and then
rest. The passage will open. Run to the right and get the Barette, then walk to the
back and take the elevator to the top. |
|
You will find Amarant
waiting for you. Though he hasn't broken the seal, he considers
the fact that he was the first one here sufficient proof of his
superiority. Feeling no further need to prove himself, he leaves
the party. |
|
Search the wall at the back to
get the Water Mirror, Fire Mirror, Wind Mirror, and Earth Mirror. These
mirrors give clues to the locations of their shrines.
Unfortunately, their guardian is rather distressed by your attempt to
take them, so you must fight Taharka. |
|
Bring out the big guns
here. Summon Bahamut if you
can, and have Vivi use high-level black magic, both alone and in
conjunction with Steiner. Try to steal the Elixir, Mythril Claws,
and Orichalcon that
Taharka carries. Before succumbing, the boss
offers what is intended as discouragement, but which will actually
serve as a
clue. Retrace your steps to get out of the castle. |
|
Walk over near the chest at the
top left and fall through the
hard-to-see trapdoor. Get the Maiden Prayer, jump down, and
climb the pole again. (There is another trapdoor under the balcony to
the left of the first one, but you should avoid that one.) Save
the game. Back in the entrance hall, take the middle staircase
that is almost hidden under the balcony. Follow the path to an
elevator, and take it down. |
|
There is a Golem's Flute
here in the Sword Room. Rearrange the vases in a
counter-clockwise direction to release the energy from Odin's
Sword, and then get the Ancient
Aroma from the vase on the right. Ride the elevator again,
and get the Air Racket
in the back left
part of the room. Return to the room with the pole and climb it
to get the Fork
and Mage Staff from
the
chandelier. Of course, these are now virtually useless, since you
are nearly ready to leave. But it's the principle of the
thing. Climb back down the pole and leave the castle. |
|
Outside, you will learn that
Amarant never made it back out.
Concerned, Zidane will run back inside to look for him. C'mon,
you knew he was gonna do that. He's the hero, after all. |
|
Go slide back down the trusty
pole, and you can find Amarant lying on a
narrow ledge at the bottom of the room. He is once again
perplexed by Zidane's motivations. After rescuing him, exit the
castle again. The party will make plans to take on each of the
four shrines simultaneously. Don't
forget to equip the party with powerful weapons
again. Reboard the ship. |
The
Elemental Shrines
Enemies
in this area:
Earth Guardian (boss) <Eat: Earth
Shake> |
|
The Water Shrine is just to the
south of you, so fly over it and press O to drop
Dagger and Eiko off. Next to be dropped off are Freya and
Amarant. Take them to the Fire Shrine, which can be found to the
north of Esta Gaza. Third, drop Steiner and Vivi at the Wind
Shrine, southeast of Oeilvert. Finally, Zidane and Quina will go
to the Earth Shrine, southwest of the Desert Palace. You will
play as this pair, though the game will check in on the others from
time to time. Make sure you equipped good weapons, and then head
into the shrine. |
|
Walls will rise, and you must
jump when you see the !
icon. This will happen twice
in succession. You will then see Eiko and Dagger jump out of the
way of what appear to be boulders of ice. Zidane is being
careful, but his mind is partly on Dagger. |
|
Place the mirror on the
altar. Apparently Freya and Amarant are
doing the same. All your characters will face Guardians of Terra
simultaneously. Zidane and Quina will fight the Earth
Guardian. Use Mighty Guard, and steal the Rubber Suit and Avenger
if you can. Use Twister on the guardian if you have it.
After defeating him, you will pick up everyone else. The ship
arrives just in time to save Dagger from having to answer a difficult
question. Amarant asks Zidane a hard question, too. |
|
Form a party and head to the
Shimmering Island. It is southeast
of Esto Gaza. |
Terra
Enemies
in this area:
Hecteyes <Eat: Roulette>
Malboro <Eat: Bad Breath>
Mover
Ring Leader <Eat: Magic Hammer>
|
|
The
party will decide to jump into the
teleporter. After a cutscene, you will need to choose party
members. |
|
Check everyone's armor and equip
the Devil Killer ability all
around. Head down the path, and you will see a strange girl who
walks away from you. Go down the steps and around the pond to get
a Coronet.
Continue around the pond to get a Dragon Wrist, and then return
to the path. Follow the girl. Pick up the Elixir on the left side of
the path. Continue to follow the girl. Climb down the
glowing web. Climb down the second web to get a Remedy. Go back up and
run left for a Mythril Racket.
Climb down the final web and open the chest for a Demon's Vest. The
mysterious girl finally speaks. Walk across the bridge and up the
steps. On the first landing, go
left down a hidden spiral path to find the Minerva's Plate. |
|
Continue on up the stairs, and
you will see a very
interesting movie, and Dagger
will pass out. If she was in your party, you will have to replace
her. |
Bran
Bal
Walk down the stairs on the
left. Run to the right under the stairs you just used. Jump
over to a
large rock and get the Flash
Hat. Speak to the person by the pond
to be directed to the inn. |
|
There is an Elixir in
the inn. Speak to Freya if you want to
rest. The person by the pond will have something weird to say if
you sepak to him again. There are Angel Earrings at the top of
the pond across from the meeting hall door. Enter the meeting
hall and speak to everyone. Walk down to the laboratory and
search the foreground for an Elixir.
Speak to everyone here,
ending with the strange girl. She makes some annoying and
disturbing
statements, and then leaves. Once more, you should follow
her. She reveals Garland's plans for Gaia. Back at the inn,
Dagger is worrying about Zidane, and sends Eiko to find him. An
ATE becomes available. |
ATE:
A
Place to Call Home
Quina and Zidane discuss his
similarity to the genomes of Bran Bal. |
|
Leave the inn, and watch another
ATE. |
ATE:
Where
the Heart Is
Vivi tries to communicate
with the
people of Bran Bal. |
|
Walk right into the next
screen.
Yes, there is another ATE. |
ATE:
Came
Into This World
Zidane and Amarant talk
about
family. |
|
Enter the building on the far
right, and get the Wing Edge.
Release
Moorock from the basket, and check Mognet. Get the letter for
Mozme. Make purchases at the Mogshop if necessary, and save the
game. Walk into the meeting hall. Another ATE is now
available. |
ATE:
The
Truth
Zidane is shown the
way to
Pandemonium. |
|
Speak to Quina, who will join
you.
Go back up the stairs and speak to Amarant, who is still in front of
the green light. Go the way Zidane went. Speak to the girl,
and then you will return to the others to tell them what you have
learned. |
Pandemonium
Enemies
in this area:
Abadon <Eat: Twister>
Amdusias <Eat: Lv4 Holy>
Garland (boss)
Kuja (boss)
Malboro <Eat: Bad Breath>
Mover
Shell Dragon <Eat: Earth Shake>
Silver Dragon |
|
Zidane has arrived in
Pandemonium. Run up the path
ahead of you. After a brief conversation with Garland, you should
follow him. You will have to do some jumping to follow him as he
goes. He will explain his plans and who Kuja is. Zidane
refuses to help Garland. He starts to rue his own
existence. Vivi and Eiko show up, but he brushes them off and
prevents them from following him. |
|
When you get in a battle, Freya,
and then Amarant, will show up to
help. Zidane leaves them behind, and runs across Quina and
Steiner in a battle. He will help them, but then he walks away
from them. In the next room, Zidane gets in another battle.
When at attack knocks him down to 1 HP, he will be healed . . . by
Dagger. After the battle, Steiner and Quina will join Dagger in
convincing Zidane of their bond with him. |
|
When you rejoin the others, you
will find that Moorock has followed
Eiko all the way here. He will even let you switch party
members. Form a party and save the game. Walk back to
Garland's Mind Control room and get the Holy Miter from the "throne." |
|
Walk back along the path Zidane
originally took.
Continue to the Generator - a room with blue lights. Press the
button next to the doorway to activate the control panel. The
blue lights will flash intermittently in a set pattern. Watch the
pattern and try to note a path that you can follow to get through them
without touching any of them. After the 30-second timer has run
out, press the button again, and make your way through the
lights. You have 30 seconds to get through here and across the
crystal bridge that the control panel extended. If you touch a
light, you will find yourself in a battle, which will eliminate all
hope of your getting out of here within the time limit. If you
don't make it in time, you will have to press the button again and
start over. |
|
In the Control Room, there is a
perplexing machine. The floating
piece at the top shows the orientation of an elevator platform in the
next room. You need to run into the next room and try to use the
platform to get to the top. You will have to keep running back
and forth between the platform and the machine, adjusting the setting
and trying again. After several tries, your party will split up
and one group will stay at the machine to make adjustments.
Finally, you can get somewhere. You can switch between groups
with the Select button, as this is in the form of a recurring ATE. |
ATE:
The
Elevator
You can use your second group to
make adjustments to the elevator setting. |
|
Set the machine to 4, and then
ride the platform up a level. Walk
up the path to the top, and change the setting to 3. Use the
right platform to ride up to get the ? gil on the right.
Go back down and walk over to the
left elevator. Change the setting back to 4, and then ride up to
the top. |
|
Walk around to a small
teleporter on the right and choose to go
up. Walk left and take the teleporter down to get a Carabini
Mail. Go back up and take the right teleporter down to get
an Elixir. Now
take the top teleporter up, and then use the next
teleporter to go down a floor. Take the teleporter on the lower
left to go back up a floor. Use the teleporter on the lower right
to go up, and then take the next teleporter to a chest containing Battle Boots.
Go
back down and take the teleporter on upper right
up, and then the next teleporter up to see Mozme the moogle.
Finally. Give Mozme the letter you're carrying, rest, make
purchases from the Mogshop if you wish, switch party members if you
would like to, and save the game. |
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Before exiting to the right,
make sure you have adequate supplies and
that everyone is using their best equipment. Give all your party
members HP-enhancing and healing abilities, as well as abilities which
prevent status ailments. The moogle will warn you of the danger,
but, when you're ready, tell him you want to go on. |
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In the next room, Garland
demonstrates his damaged
psychological state,
and then sends a Silver Dragon to destroy you. Use strong
eidolons and blue magic, if they are available, and try to steal the Elixir, Kaiser Knuckles, and Dragon Mail. Twister
works very well
on the dragon, because he is a flying monster. |
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You have to fight Garland
next. Follow the same basic procedure,
and try to steal the Dark Gear,
Ninja Gear, and Battle Boots. After
Garland is defeated, Kuja will make an
appearance. His delusions make Garland seem almost normal.
Kuja is your next boss battle. Once again, strong summons and
blue magic are helpful. He carries a Light Robe, Carabini Mail,
and an Ether.
After you do enough damage, Kuja will trance and
appear to undergo a metamorphosis. He will use Ultima, and knock
everyone flat. |
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Kuja will kick Garland out of
sight, make some disturbing revelations,
and receive some himself. He then goes on a rampage. Your
party has
to get out of here fast. Eiko comes up with the plan to steal the
Invincible, and Zidane decides to rescue the genomes. Take Zidane
and Dagger back to Bran Bal, where they will round everyone
up. |
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With your party and the genomes
aboard, your ship will escape the dying
planet. Back on Gaia, you will discover that your homeworld is
entirely covered with mist. But, on the upside, you have an
awesome new method of transportation...and it doesn't have to land in
grassy areas. |
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End of Disc 3
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