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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.

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.

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.

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.

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.

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.

End of Disc 3


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