Ffxii How Do You Get the Ferry Running Again
Bestiary |
---|
Adamantitan • Dive Talon • Greeden (Rare Game) • Slaven Wilde • Wild Saurian • Worgen |
Items In This Area |
---|
Arc Scale • Barheim Cardinal • Black Cowl • Bone Helm • Bone Post • Os Mail (Drop from Wild Saurian) • Burning Bow (Drop from Dive Talon) • Deathbringer (Steal from Ithuno) • Demonsbane • Diamond Shield • Dragon Shield • Enchanter'south Habit • Firefly (Driblet from Slaven Wilder) • Glacial Staff • Gladius • Golden Amulet • Hammerhead • Headband • Magick Gloves • Obelisk • Seitengrat • Soldier's Cap (Steal from Adamantitan) Steel Poleyns (Steal from Worgen) • Thorned Mace • Valeblossom Dew • Viking Coat • Wyrmfire Shot. |
The Lost Cactoid
The next stop on this route to power is the South Bank Village in the Estersand, and so utilise a Teleport Stone at a Gate Crystal to instantaneously travel to the "Dalmasca Estersand" destination. Your goal is to finish upwardly the Patient in the Desert sidequest, but before you can practice that you will have to consummate another sidequest: The Lost Cactoid.
When you arrive in South Depository financial institution Hamlet, make your style north to notice a child named Tchigri continuing on a dock. Talk to the kid and offer to assistance him with his trouble after which you will automatically be taken to Northward Bank Hamlet via the boat. When y'all go far y'all'll see a bunch of Cactoids flailing around near some villagers. Fortunately the Cactoids flee before long after you go far, and so approach the villagers and talk to Ruksel, Tchigri's father, whereupon yous'll initiate another scene. It seems that these Cactoids are i big family, and the mother Cactoid (they accept genders?) is looking for one of her children, named Dran, who has gone missing. This Dran is ane bad apple, er, Cactoid, and mother Cactoid is trying to find him and set him straight, although she's admittedly not setting a very good example by wantonly kidnapping people and forcing them to help with her search. That bated, it looks like y'all're going to accept to find Dran for the Cactoid family, or else they'll keep misbehaving.
After meeting with the mother Cactoid, you'll canvass back across the river to the South Bank Village. In one case you lot arrive, speak with Dantro's Wife to learn that the Flowering Cactoid you hunted earlier was probable this Dran. Oops. The Cactus Flower you brought her earlier was thrown out back, so become behind the hut and inspect it to have a Cactoid pop out of the ground. Lead this back to the boat with Tchigri and take him accept you back to N Bank Hamlet. Approach the Cactoids in the middle of the village and Dran will reunite with them, finishing up this brusque sidequest. Hopefully getting smacked around, boiled and tossed outside taught Dran some manners.
Reward (For reuniting the Cactoid family) |
---|
1,000 Gil |
Wyrmfire Shot |
The Yoma
With the Cactoids all happy and back together, they scurry off and you will have free access to the northern areas of the Estersand. Non only will you encounter greater dangers, as the enemies are stronger than in the other areas of the Estersand, simply the treasures accept received a boost, likewise, making the danger that much more tempting. Exit the North Banking concern Village via the area transition to the west to go far in The Yoma, the get-go of the two zones. The main predator here is the Worgen, a more dangerous variation of the Wolf.
Worgen :
Worgens are an upgraded Wolf, pretty much, although they practice have a few new skills that Wolves didn't have. They can counter your attacks, as well every bit use Eerie Soundwave to impairment non merely their target, only also those close to them. In addition they also take Screech, which deals damage and can besides inflict Confuse. Note that you may find an Alpha version prowling about, which, while similar to the others of its species, are stronger and possess more HP. They tin can driblet a piece of Fire Magicite, Nu Khai Sand, a Quality Pelt, or a Libra Gem, plus you can steal Burn Magicite, a Hello-Potion or Steel Poleyns from them. They are weak to water.
Apart from one more enemy to the north, the rest of the enemies in this surface area are merely higher-leveled versions of ones (or the normal version, in the case of the Dive Talon) you've already encountered. Equally soon as you enter this zone, head south to the shoreline and you might see a treasure by a trap at that place, which might incorporate a Demonsbane (Swords five). Caput west to the mount dividing the southwest portion of the zone from the southeast, and follow it n and and so e a little flake to spot another potential treasure nestled in the niggling dip on the map, which could yield a Gladius . From the chest with the Gladius, continue west and slightly northwest to spot another treasure sitting out in the open.
This one could contain a Os Captain (Heavy Armor 5) and to the due west of that one is another treasure that might give yous its matching slice, the Bone Mail (Heavy Armor five). Both of these pieces of armor halve Dark damage, simply brand you weak to Holy damage. If you don't get either of these, yous can apply the transition to the Westersand along the western side of the zone to respawn the chests. Speaking of that transition, if you lot stick to the mountain as information technology goes n, you tin can nab one more treasure in this zone, which might yield a Hammerhead (Axes & Hammers four). That's all of the treasures you lot can catch hither in The Yoma, but there are ii more enemies that need to be talked about before y'all venture n to the next zone.
Swoop Talon:
These flying monstrosities were briefly mentioned before, simply you lot should exist more than prepare to tackle them now. As previously stated, you tin but hit flying enemies with spears/poles, ranged weapons, Telekinesis or with magicks. They are weak to Earth but are only allowed to Stop, Confuse and Slow. You can steal a Behemothic Feather, 120 gil or a Taurus Precious stone from them (can steal off flying enemies normally, for some odd reason). They can drop a Air current Magicite, Handkerchief, Giant Feather or a Burning Bow (Bows 5). Remember that Dive Talons are docile and won't attack unless they are provoked.
Wild Saurian:
Different the Saurian in The Stepping, the ones north of the Northward Bank Village are aggressive and volition attack on sight. They can hitting a petty hard, but nothing you can't handle with the equipment y'all've gotten thus far. Their Sonic Fangs attack has a very modest chance to deal an instant KO to a character and Screwtail, which it simply uses when it'southward low on health, hits in front of it and could hitting multiple characters. The Wild Saurian is weak to Wind and can drop a Tanned Hide, Earth Magicite, Chronos Tear or Bone Mail. You tin likewise steal a Tanned Hide, Howdy-Potion or Leo Jewel from information technology, every bit well as a Tanned Hide or Tyrant Bone should yous decide to Poach it.
Cleaved Sands
In one case you're washed fooling around in The Yoma, go due north into the next zone, the Broken Sands. The enemies here will be the same, with an exception in the far north, merely there'southward also more treasure to exist had here! As shortly as you enter, look to your west and you should spot a little expressionless stop on your map, which tin can business firm a treasure with an Obelisk (Spears 3) in it. Continue n past the first, slightly open area and to the second, where there volition be some other breast on the westward edge, this time containing a Dragon Shield (Shields 4), which grants immunity to Earth harm. Return to the archway now and follow the southern edge of the map to the east this fourth dimension, where yous might spot a treasure towards the southeastern corner, with this one yielding a Blackness Cowl (Mystic Armor half-dozen). Grab this wonderful Mystic Armor now and it'll evidence superior to anything else you'll find for quite a while.
Go back to the entrance one more time and head upward the middle path this time, where you should notice some pink flowers in the scissure in the middle. Approach them and yous should receive a prompt to selection upwardly a "Mysterious Glint", which will exist the Valeblossom Dew that you demand for the Patient in the Desert sidequest. There's a full of three of them, although you simply need ane, but if you want the best reward, then yous'll need the iii. Two of them are close plenty to each other, one non too far north from the southern archway and the second a little bit north of the first. From where you take hold of the Valeblossom Dews, go northeast and at the southern end of the hairpin plow, in that location will be another treasure next to the cactus, within of which you lot may find Viking Coat (Light Armor 6). In addition to the typical Defence and HP boosts offered by this Calorie-free Armor, it as well makes its wearer immune to Water damage.
In that location's not much left here, but you practise need that tertiary Valeblossom Dew. Return to where you picked up a Dragon Shield and look to the eastward. The third Dew will be on the northern side of the fissure here and if you go along in that direction, you will come across a big stone that y'all can push over, which will create a shortcut. The only things left now are in the northern section of the zone, so caput there to find some docile creatures called Slaven Wilders, above which wing several Swoop Talons.
Slaven Wilder:
You lot've encountered Slavens before in the dry surface area of Giza Plains, and this one is an enhanced version of one of those. They are docile and won't attack unless provoked or if magic is used near them, although they also may turn hostile if another enemy is hostile virtually them. You will find that they are weak to Current of air and immune to Doom and Poison, so y'all are gratuitous to use a wide array of ailments against them. They accept access to Reflect, Protect and Shell, likewise as Champ, Power Stun (hits one character) and Spinkick (can striking multiple). They tin driblet a Tanned Giantskin, World Magicite, Firefly or Gemini Gem, plus you can steal a Tanned Giantskin, Lightning Fang or Gemini Precious stone from them. Poaching them will ever yield a Tanned Giantskin.
Yous may besides run into a Bangaa Pugilist up hither, but don't bother him and he won't bother you. Go to the northern exit and look for the raised department to your south, where there will be a guaranteed chest at the stop, housing some Berserker Bracers . In that location'due south 1 more detail for you to grab before returning to Due south Banking company Village, which is at the end of the path that extends south in the northwest corner - it tin can requite y'all a Diamond Captain . Yous will likewise find some other rock here to create 1 more than shortcut, so use it to make the trip back to Due north Banking company Village a footling easier. Note that the northern exit in Broken Sands simply leads to Mosphoram Highwaste. One time you get back, take the ferry to return to South Bank Village.
Patient in the Desert (Role 2)
Yous will now be able to finish up the Patient in the Desert sidequest, provided you picked upward the Valeblossom Dews in Broken Sands. Speak with Dantro'south Wife and hand them over, when she'll notice that Great Serpentskin that you received from the Nidhogg hunt before. Requite this to her too and she'll mention the patient is now recovering. Zone out and zone back in, then talk to Dantro's wife once more to find out that the patient made a startling recovery. He'll be out behind the hut and depending on how many items you handed over, you lot volition have a different NPC, who will advantage y'all the Barheim Key , every bit well every bit another item.
If the NPC is a Bangaa, then you will receive a Balance Mote (this will happen if you gave Dantro's Wife three to seven requested curative items). If he is a Hume, and then y'all will receive Magick Gloves (eight to twelve items). The Moogle is who you lot actually want, every bit he'll announced if you've turned in all of the items already mentioned, and he'll hand over another Golden Amulet . This should be your second ane at present, meaning y'all tin can double the earn License Points of ii characters. With all of this powerful equipment, there is one more thing you tin can exercise in the Estersand, which involves going to Banks of the Nebra, the zone just outside of Due south Bank Village.
Greeden :
Greeden is a Rare Game that spawns in Banks of the Nebra, but instead of it being based on a percentage, you merely need to await around three minutes. However, in that location is one take hold of, it seems, every bit you lot can't kill any of the Cactoids roaming about, but everything else is free game. Zip passes the fourth dimension similar running effectually and slaughtering the wild animals. Once the time finally passes, it volition spawn on the shore, usually between the ii Ichthons in that location. Despite it being a higher level than usual (around the aforementioned equally the Wild Saurians), the Greeden is relatively easy to defeat.
It absorbs Wind, so if you lot're using the Gladius, equip another weapon for the time being. Greeden is immune to Doom, Poison, Disable and Sap, so yous effort and put Blind on information technology to reduce the number of times it tin can striking your characters. Its normal attacks can inflict Poison, plus it has access to Beat out, too as Ram, Fangs and Flash, the last of which tin can blind yous. Y'all can become it to driblet a Braid Wool (mutual) or Claret Wool (rare), as well equally steal a Wind Crystal from it (rare) and poaching can net you either a Pebble or Blood Wool. You accept the Barheim Key, so if you want to do a little more digging for treasure, you tin - otherwise, y'all can skip alee to the "Rains in the Giza Plains" section.
Plundering Special Op Sector 5
Although this unabridged section has been optional loot-hunting, this is optional above and beyond that, in role due to the power of some of the foes you'll be facing. Depending on how much loot you gathered in the previous steps, what level your characters are, and how many licenses you've purchased, this could be anywhere from moderately challenging to very difficult. If you lot persevere, all the same, the treasures yous'll get will make you significantly stronger, so it'due south arguably worth giving it a try.
Now that you have the Barheim Primal you can revisit the Barheim Passage, merely you'll need to find another archway, as the terminal one was blocked during your escape. Luckily for you, you lot should be very close to an alternate entrance to the identify. In Banks of the Nebra area (in the Estersand), there is an area transition in the southeast corner which leads to a zone called the "Murmuring Defile". It is hither where you'll discover the locked door leading back into Barheim Passage, provided you take the Barheim Key, of course.
Open the door and head on inside and you'll find yourself in the familiar Zeviah Subterrane zone, which isn't whatsoever different than how you left information technology earlier, including the treasures and enemies. Expect at your map and become north into the Great Key Passage, where the previously blocked western exits are at present open for business organization. Take the southern of the two area transitions to the west to reach the Special Op Sector 5 area, wherein dwells the Rare Game y'all are after. It'due south of import to annotation that one quick look at the enemies in this surface area and you should see you don't vest here. The Surianders here aren't whatsoever different than previous ones, other than being near level 40 and hence a lot stronger. If your party'southward level is in the mid-twenties and y'all have between one,500 HP and two,000 HP per each character, you've got a corking chance of pulling this off. Test the waters and if they bear witness to be also potent, retreat to the previous area to regroup.
Ithuno, your target, spawns near the western cease of Special Op Sector 5 and is a mimic, significant yous won't see it roaming most like other enemies. While running to check if it spawned or not, y'all might besides cheque some other treasures to see if they contain annihilation good, right? Head west and y'all should see an alcove of sorts to the north. There can be two treasures here, one by a trap and another tucked away in the corner - you lot desire the one in the corner, as it can yield a Thorned Mace . Continue westward and you lot'll see a new enemy, the Adamantitan.
Adamantitan :
This behemothic turtle might seem familiar, but this beastie is definitely a tough cookie. Non just does it sport a lot of health, simply it is a powerful attacker and has some sturdy defenses, the latter of which improves when it'south depression on health. Information technology also has access to a lot of magicks, namely Fira, Thundara, Blizzara, Aquara, Protect and Shell (the attack ones striking in an area-of-effect). Stone Gaze tin petrify a single character, Restore and Meditate tin replenish some HP, Purify gets rid of any ailments, and Flatten/Stone Stomp are attack moves. Should you lot effort to accept one down, you might become a Turtle Vanquish, Water Stone, Phoenix Downwards or Water Magicite as a driblet. You can likewise steal a Water Stone, Aries Gem or Soldier's Cap from the overgrown turtle.
There are three treasures most where the Adamantitan is located, one at the expressionless end to the west ( Headband ) and two to the northeast (northern of the two is a Diamond Shield and southern is an Enchanter'southward Habit ). Luckily, that'due south the but turtle here, equally you lot'll exist greeted by more Surianders to the west. At the very end, in the southern portion of the expressionless end will exist a guaranteed chest with an Arc Scale (doesn't respawn). Next to a rock in the little path might be another treasure, housing a Glacial Staff (Staves 4). If you become your hands on this staff at present, you won't need some other weapon for your Black Mage for some time. If you run into some other treasure next to the one with the Glacial Staff, then that will be Ithuno, posing as glorious loot to unsuspecting hunters.
Ithuno
This devious mimic has a 20% risk of spawning upon each entry to Special Op Sector v, in the same spot described to a higher place, and so exit/re-enter until you finally see it there. You're not here to kill it, though, as Ithuno holds a very powerful one-handed sword, the Deathbringer (Swords viii). Before you wake it up from its slumber, cast Protect on your party and set your Cura gambit to around fifty-60%, to be on the safe side. You as well desire to equip the ii Thief Cuffs to characters, as they will aid, since the Deathbringer is a rare steal. Ithuno only has two attacks, in improver to its normal ane, Lunge and Leech. The damage inflicted by its normal and Lunge attacks can be reduced by Protect, but Leech seems to always do the same range of damage. One time you've stolen the Deathbringer, rapidly make your get out to the previous area and save at the Gate Crystal to the north, then it's time to get dorsum to the story, provided you lot want to avoid the completely overpowered bow below.
The Bow of Destruction
The Seitengrat is i of 3 pieces of equipment in the game that are invisible when yous equip them, and they as well don't have whatsoever corresponding licenses, so every character can wield them. Allow's preface this past saying the Seitengrat is extremely powerful, capable of killing enemies very chop-chop, every bit a level 23 Vaan (equally Shikari with a decent amount of the license board unlocked) can deal up of four,000 impairment with this bow. If you don't intendance almost trivializing the difficulty of the game, and so by all means, you tin can go and get yourself three of these and cakewalk through the majority of the game.
Normally, the Seitengrat can be one of the hardest treasures to go, as the breast only has a one% chance to spawn, with an eighty% adventure of containing gil. Yous need to have a Diamond Armlet for this, which y'all should accept from the "Exploring the Westersand" section, although you tin can too grab one from one of the treasures in level 1 of Trial Mode. This method of obtaining the Seitengrat will utilize some RNG (Random Number Generator) manipulation, changing the 1-in-10,000 chance to 100% risk.
To start off, you want to beginning a new game, which volition help in guaranteeing the treasure to spawn. It might seem weird, but for some reason, information technology will all work out in the end. As Reks, y'all want to head inside the fortress and make your way to the Save Crystal. In the surface area merely past the Save Crystal, Reks will stay backside and fight iii Purple Soldiers. Defeat them, then return to the room with the Save Crystal. Make a hard save here on a dissimilar file, as you will exist returning to this before long.
Once you do this, load up your main game file and head to Rabanastre, specifically the Westgate. Go into the Aerodome and book a ticket to Nalbina, picking the Leisure option. When you do this and regain control, you want to get outside to the deck, which volition create an autosave. While yous're out here, it's a good idea to have a look at the NPC you will be using later, as well as ascertain the location of the Seitengrat chest. Go upwardly the stairs and you should see a NPC on the stairs named Boonswaggled Bookkeeper. This NPC volition move from his initial position on the stairs, run up to the upper deck, then move dorsum downwardly to the previous spot - this will be important in a fleck.
At the top of the stairs, look straight to the end to spot the large structure connected to the airship. The treasure volition spawn correct in front of this and you lot'll know it'south there, since it feels like yous are hitting an invisible wall. Yes, the treasure itself is invisible and there is no push button prompt to tell you lot to open it. Anyway, the autosave has been made, so you want to close the game completely, which you tin do past belongings down the PS button and choosing "Shut Application" from the menu. In one case yous practice this, start up the game once more and load the file that has you lot playing as Reks from earlier.
You should withal be at the Salve Crystal inside of Nalbina Fortress. Exercise not get out this surface area, as doing so will overwrite the autosave on the ferry, making yous have to get back and do that once again. While near the Salve Crystal, you want to cast Cure on yourself until you get certain values. These values are going to be a heal of 88, 97 and then 90, in that social club. It may take a chip, simply yous don't want to get existent quick and overshoot, equally y'all will need to start over with the Cure footstep. Y'all are free to use the Salve Crystal to replenish your MP until you lot go the values listed in a higher place. Some other combination that seemingly works is 97-94-95. When you get those three in that society, press Options and Foursquare to render to the master carte du jour.
Load up your autosave from the ferry and stitch the stairs, looking to "run across" that the treasure has now spawned. Chop-chop turn effectually and the Bookkeeper NPC should now be at the top deck, marking the first time he has washed this. Yes, while standing at the chest, keep the camera panned on him and wait for him to go up and down a total of three more times. Make certain you accept the Diamond Armlet equipped on your pb character and on the fourth time he reaches the top, open the chest to loot your Seitengrat . Why does this piece of work? Who knows, merely it does and you are the proud owner of the most powerful weapon in the game. Brand sure you become dorsum to the footing to save. If you wish to go more than of this weapon, you lot can start again from the Ferry Autosave step.
Afterward all that looting and plundering, you should be strong plenty to make the side by side few story sections trivial. Speaking of which, that'southward all yous can reasonably exercise for now, so return to Rabanastre with your heed prepare on the chore of slogging through the Giza Plains.
holstonsoollike80.blogspot.com
Source: https://www.gamerguides.com/final-fantasy-xii/guide/walkthrough/chapter-3-legacy-of-the-dynast-king/elite-loot-in-the-estersand
0 Response to "Ffxii How Do You Get the Ferry Running Again"
Postar um comentário