____________ ___ ___ ______ ___ __________ _____ __
\ _ |\ /\ / \ / /\ \ / \ _ | /\ \ / \ /| | /\ / \\ \ / /
| | \|| || | | | / \ | | | | \| / \ | \ | ||/| |\|/ \ | /\ |\ \ / /
| |/| | || \| | / /\ \ | | | |/| / /\ \ | \| | | | / /\ \ | ||/ \ V /
| | | || | | || |__| || | | || |__| || | | | | || |__| | \ \ | |
| |\| | || |\ || __ || | | |\|| __ || |\ | | || __ | \ \ | |
| | | || | | || | | || | | | | | | || | | | | || | | | /|| | | |
| | | || | | || | | || |_/| | | | | | || | | | | || | | || \/ | | |
/_\ /_\/_\ /_\/_\ /_\/____| /_\ /_\ /_\/_\ /_\ /_\/_\ /_\ \__/ /_\
_________
,-' _______ `.
,' ,-' __`. \__ __ __ __/| |\_______/| __
/ ,' \ `'\|__`. \ \ / / ,',-.| |,--. .--.| A \ |
/ / | |`' \ \ \ \ / / // ' ' | | ' / \ | |
! / | | | | \ V / \\_ | | //\ \ | |
| | | | | | | | _`.`._ | | // \ \ | |
| | | '.____/ / | | /,\ `-.`. | | // \ \ | | /|
! \ | __.-' | | ||\/ || | | // \ \ | | ||
\ \ | |`._`-.____ | | \\___,',' | |_|| | |_| |___||
\ `. |_\ /|`-.__,' /_\ `----' '----' '----------'
`. `._______,-'/
`-.________,'
___________
,-' _________ `.
,' ,-'_ __ _`. \__ __/|
/ ,' \ | \ | \ _\|__`. ____ __ _ __ ___ __ ____/| ,',-.|
/ / | | | | | |`' \ \'.--.`. \ \ \| \ | ,'.-.\|\ | \ .--| // '
! / | | | | | | / / \ \ || \ || | | /,' \|| | | |__ \\_
| | | '--' | | | | | | |||\ \ || | |// '| | | .-.| `.`-.
| | | .--. | | '.__.| | | ||| \ \|| | ||| | | | | `/,\ `-.`.
! \ | | | | | _.-\ \____/ / || \ || | |\\ .| | | | ||\/ ||
\ \ | | | | | |`.`-._`-.__.-' || \ | | | \`.___/|| |__/|| |_/|\\___,','
\ `. |_\ |_\ |_/| `-.__,' /_| \| |_\ `'----|'-----''----' `----'
`. `-._______,-'/
`-._________,'
Now then, I suppose I better start this, my first FAQ ever. off with all
of that legal stuff. So lets see, this FAQ is copywirted to me, linkmaster12
(aka
Josh DeWolfe) the only site at this moment that may use this FAQ is
www.gamefaqs.com. If you wish to use this FAQ in any way other than personal
use, kindly ask me first by emailing me at
[email protected]. Well, I
guess now that, that is out of the way, we can begin!
(before anything at all I must note that the content of this guide is bade 100%
on my own experiences in single player mode only. Therefore I will not have any
strategies or anything at all on multiplayer mode.)
//////////////////
=================
TABLE OF CONTENTS
=================
\\\\\\\\\\\\\\\\\\
1. Version History (VERHI)
2. Introduction to the game (INTRO)
3. The Basics (BASIC)
4. Getting Started (GETST)
5. Walkthrough (WALKT)
YEAR ONE
-Tipa (TIPA1)
-River Belle Path (RBLP1)
-Tipa (TIPA2)
-Port Tipa (PRTP1)
-Mushroom Forest (MUFR1)
-Marr's Pass (MARS1)
-The Mines of Cathuriges (TMOC1)
YEAR TWO
-Tipa Peninsula (TIPN1)
-Goblin Wall (GBWL1)
-Iron Mine Downs (IRNM1)
-Alfitaria (ALFI1)
-Tida (TIDA1)
-Moshet Manor (MOSC1)
YEAR THREE
-Tipa Peninsula (TIPN2)
-Iron Mine Downs (IRNM2)
-Vale of Alfitaria (VALF2)
-Shella (SHEL1)
-Veo Lu Sluice (VEOS1)
*MUCH MUCH MORE TO COME*
6. Diaries (DIARY)
7. Bestiary (BESTY)
8. Items (ITEMS)
9. Artifacts (ARTIS)
10. Helpful Tips (HELPT)
11. Closing/Credits (CLOCR)
////////////////////////
=======================
Version History (VERHI)
=======================
\\\\\\\\\\\\\\\\\\\\\\\\
Version 0.01
Friday February 20/04-
Just started today, I have a basic walkthrough of the
entirety of year one. I have bits of information
everywhere except in the item
and artifacts sections
(expext the information tomorrow) Hopefully I can add Year
2 soon.
Version 0.11
Saturday February 21/04-
I got up today, recorded some information on Year two,
which will hopefully
be put here by next saturday. I
added all my information for artifacts, items, and
finished the diaries for
Year 1. Contemplating re-
organizing the faq, but I will likely wait until I have
more info.
Version 0.16
Sunday February 22/04-
I finished year two sooner then I thought, so I spent
most
of today adding year two to the walkthrough. I
will likely
update the bestiary, diary and artifact
sections during
the week. I may
add parts to the equipment section to,
although I won't have much for anyone but Clavats yet. I
finally spell checked it too!
Version 0.17
Tuesday Febuary 24/04-
Finished updating the little details for year two. Updated
the diaries, bestiary, and artifacts up to the end of
chapter 2. I'm beginning to realize how much more work I'm
going to have to do after I beat the game. In any case, I
also added a very marginal amount to the equipment, I
still need to check prices, and
actually get equipment for
a race other than Clavat. Oh well...
Version 0.23
Monday March 1/04-
I really meant to get to updating year three on the
weekend, but I decided to play farther
into the game instead. Now that I see how
open-ended the game is, I realize how much re-orgainzing I'll
have to do. For now I am not going into as such detail
anymore, I will put huge amounts in when I get all the
info though. I also added some sections to the equipment,
although I still need to get some
ccessories. I really have alot more work ahead of me... I
still have to update the diaries for year three to, hopefully that
will push the FAQ over 100KB:P
Version 0.26
Wednesday March 3/04-
Added the diaries for year three, and added a tips
section. I have
Almost beaten the game now, but realized that I really do
have to
finish the puzzle in Lynari desert. Mind you, this was
during year
nine when this came to me. So I am set back a little bit,
but once
I finish the game, I will ikely take what I have now and
re-organize it in a proper fashion. I also added in a
bunch of
pieces of equipment. I really have to get some more
accessories.
/////////////////////////////////
================================
Introduction to the Game (INTRO)
================================
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
As some, perhaps most of you know, the maker of Square recently joined
with another company called Enix, creating SquareEnix. Now since this
assimilation, there have been many changes in what the almighty Square creates.
First, there was the (in my opinion) absolute worst game ever (Unlimited Saga),
then there was their first ever direct sequel (Final Fantasy X-2) now they make
an ever so successful return to the company that started it all, Nintendo.
(Final Fantasy Tactics Advance, Final Fantasy Crystal Chronicles) Now, on to
the game itself!
This game is revolutionary in a way besides a return to Nintendo. It is
also the first (well... not first...) action Final Fantasy ever. (unless you
count... Final Fantasy Adventure, which most of you probably have never heard
of) Some see this as a bad thing, I see it as a super duper amazing thing. See
this is a careful assimilation of the Mana series (Secret of Mana, Legend of
Mana, Sword of Mana) the Legend of Zelda ('nuff said) and of course, Final
Fantasy. Allow me to elaborate. The game is played out on 3 screens. The
dungeon screen, the town screen, and the world map. In the town screen you walk
around and can talk to people, allowing you to shop and interact with people,
just like any other RPG. With me so far? Good. In the World map, you direct
your caravan around to different areas following specific paths that you can
take. (I will elaborate a bit later) Now the real beauty is the dungeon screen.
You run around as your character and when you press the A button you perform an
action. The action you perform is designated by what the action menu below your
character's portrait says. You rotate the menu by pressing L or R, and can edit
the menu's contents on the main menu.
Well so far it sounds pretty normal. There is more though. See the
entirety of the dungeon is covered in a mist called miasma. When you step into
the mist, you lose HP slowly. So how do you proceed at all? Well you have to
lug around this little thing called the Crystal Chalice. This little thing can
be carried around by your faithful mog, or you can carry it around yourself. If
you make mog carry it too long, he will get tired and start to follow you
slower, meaning combat will be harder, because you will have a restricted are
of movement, and exploring will be a slower process. So you should carry it
yourself sometimes too. Also, you can use the chalice to solve some puzzles,
and you can change it's element which effects a few things, which will be
mentioned as the come up.
Well there is a basic overview, now for the REALLY basic basics. As in,
you know, the controls.
A-examine/talk(in town)
action(in dungeon)
select(in menu)
(hold)charge attack/magic(dungeon)
B-pick up/talk/examine/open(dungeon)
cancel(menu)
Dpad/
stick-move character(town/dungeon)
move caravan(world map)
move cursor(menu)
R/L-cycle action menu(dungeon)
cycle menus(menu)
X-mog pick up/drop chalice
Y-Access Main Menu(dungeon)
A+A+A-Combo Attack(dungeon)
Well that about sums up the basics, if you actually read it all,
congratulations for your patience, if you didn't, don't worry, I wouldn't have
either.
////////////////////////
=======================
Getting Started (GETST)
=======================
\\\\\\\\\\\\\\\\\\\\\\\\
Now then, to get started, just pop in your shiny new copy of Final
Fantasy: Crystal Chronicles, turn on the power, if you can, connect your GBA
(more on that later) turn on the power, and select new game. If you want to use
this guide, you should probably select single player, as this is the mode the
guide is entirely based on. Now sit back and watch the opening video and listen
to the amazing sound quality.
Once that is done, you will actually have to do something. You must create
a character. Start by selecting the first empty character space (they won't be
empty too long) and you will be given a name input screen. (note the special
characters :P) press R and L to toggle between caps, lower case and symbols.
Once you have named your character, you have to choose a gender and a race. A
Little info to help your selection.
------
Clavat
------
Starting Stats:
Strength: 6 (3rd)
Defense: 7 (2nd)
Magic: 13 (2nd)
Weapon: Sword
Defensive equip: Shield
Description: Ok, the Clavats are my, and probably most's favorite race. They
are a very balanced group, allowing you to be good at physical attacks and not
suck at magic. Their charge attack is about medium range and charge time, just
to add to their balanced nature even more. Not only that, they are the only
race who can equip the game's best armor!
-----
Lilty
-----
Starting Stats:
Strength: 8 (1st)
Defense: 8 (1st)
Magic: 10 (4th)
Weapon: Spear
Defensive equip: Gauntlets
Description: Lilty are the definition of tank. They have the highest strength
and defense in the game, and their strongest weapon is stronger than the
"secret" weapon. However the focus on melee combat means they have little to no
hope of utilizing magic. Their charge attack has the longest range, but charges
the slowest. I don't like using them as much as Clavats, but would likely be my
second choice.
----
Yuke
----
Starting Stats:
Strength: 5 (4th)
Defense: 5 (4th)
Magic: 15 (1st)
Weapon: Hammer
Defensive equip: Helm
Description: These guys (or girls) are deceptive. They look like they would be
real powerhouses, but they are actually the game's spell casters. This makes
their close range combat horribly weak though. This is a problem because magic
takes a while to cast. Regardless, they are good in their own right. Their
charge attack has a slow activation time, and is very short ranged.
-------
Selkies
-------
Starting Stats:
Strength: 7 (2nd)
Defense: 6 (3rd)
Magic: 12 (3rd)
Weapon: Racket
Defensive equip: Belt
Description: The Selkies are similar to the Clavats, and would be tied with
the Lilty for my second pick. They Are a bit mor physically strong than
Clavats, aren't as durable or skilled at magic. Probably one of the best
aspects of the Selkies is their long ranged and quick charging charge attack.
Now that you can start heading out, I have a few more things I have to
inform you of. First, is the status effects. While they remain basically the
same from other final fantasies, there are some new ones, and it is good to
know them regardless.
Poison:
-------
A status effect that has been in nearly every RPG through history. Sometimes
it is harmless, sometimes it is deadly. In this game it is somewhere in the
middle. This status effect last only about 30 seconds, but those 30 seconds can
decide whether you live or die. Basically you will take a ½ heart of damage
every 5 seconds or so, and therefore will result in a total of 3 hearts damage
if left un-attended. If you are poisoned your hearts will be a pink/purple
color.
Burn:
-----
Burn is an annoying little status that has had different effects throughout
RPG history. Here, if you are hit with fire of any sort, you will be burned.
You can tell you have been burned, because your character will be covered in
flames. This slows you down a bit, and your defense is deceased.
Freeze:
-------
Freeze has generally always been a lethal status ailment, and here is no
exception. You can frozen by being hit with an ice attack. While frozen, not
only can you not move, but enemy attacks also do more damage. You can speed up
your thawing by moving the control stick back and forth. (BE AWARE THAT YOU CAN
STILL CAST CLEAR!)
Paralysis:
----------
Paralysis has had varying levels of incapacitation throughout the ages, but
has always done basically the same thing. Now is no different, you sit there,
unable to move while you get beat upon by your foe. You can tell you have been
hit with paralysis, because you will be surrounded by purple sparks. Like
freeze, moving the control stick speeds up the process, while unlike freeze you
will not take double damage. Paralysis occurs when you've been hit by lighting.
Petrify:
--------
This is usually a very bad status to, luckily in this game it doesn't mean
game over if you get petrified. Basically you turn to stone. However, unlike
paralysis or freeze, you cannot speed it up with the control stick. The only
way to make petrify go away, is to wait for it to wear off, or use your trusty
clear spell.
Stun:
-----
Stun is basically a very moderate version of paralysis. Certain attacks will
stun you for a few seconds. Lucky for you, it's only a few seconds, because it
happens pretty often. Not to much to worry about here though.
Slow:
-----
Slow is usually annoying, but it is super annoying here. You like running
around? Well with slow you have trouble getting out of a spell ring before the
spell activates. With slow, it takes forever to charge a focus attack. With
slow, you may as well not move, because you won't be getting far.
Curse:
------
Curse has always either been a status effect that has no effect at all, or one
that completely messes you up. In this case, it messes you up bad. Curse halves
your strength, defense and magic for a while. If you are hit with curse, your
best bet is to get far, far away from anything resembling an enemy and wait for
it to wear off. Or you could just cast clear, either one works fine.
Death:
------
Your dead, duh. The only way to avert this status, is be either, simply not
dying, or placing a pheonix down on you command list so you will automatically
be revived.
Next is the main menu. The main menu is rather lengthy, and can only be
accessed in a dungeon for some reason. Basically there are just a whole bunch
of submenus that appear when you press Y. Select one and you will enter it. You
can switch between menus with R and L, or you can press B to go back to the
list of submenus. You can also view your stats here. Here are all the submenus
in detail.
Command List
------------
This is where you set what appears on the command menu. You can set items,
weapons and magicite. The point of equipping a weapon, is you can fuse magicite
with a weapon, allowing you to release an elemental version of that weapons
charge attack. You can also fuse magicite together to make more powerful spells
ranging from simple fusions (fire+fire=Fira) to more difficult ones
(life+cure+cure=Haste). If you set an item, using that on the action menu
simply uses up that item.
Items
-----
This menu allows you to see all your items, as well as use items (if you can
use that item) like food and water, or you can drop or destroy it. The only
difference between dropping and destroying something, is that if you drop it,
it appears on the ground, and if you destroy it, it simply disappears.
Equip
-----
This menu is pretty simple, this is just where you change your equipment.
Artifacts
---------
Here you can view all the artifacts you have collected throughout your
journey, as well as see what they do. Remember, you can only get one of each
artifact.
Treasures
---------
Treasures are temporary artifacts you can get in a dungeon. They are the same
as a normal artifact, except they disappear once you leave the dungeon. There
are always for per dungeon.
Money
-----
This is a very pointless menu where you view how much money you have. You can
also select an amount to drop, although I don't know why you would want to.
Favorites
---------
This show your favorite foods in order from top to bottom with favorites on
the top. Remember that you can make your character like a food more by feeding
him it.
Family
------
A menu where all you do is see how much your family likes you, whether the
face beside each family member's name is either smiling, frowning, or has a
straight face.
Letters
-------
Here you can read all the letters you have accumulated up to this point.
////////////////////
===================
Walkthrough (WALKT)
===================
\\\\\\\\\\\\\\\\\\\\
OK, I said it at the beginning, and I will say it again now. This is based
100% on my experience in single player mode. I will also add that I will not
yet be adding item locations, or specific directions through dungeons. These
will both come in later versions however. Now to get started on the juice of
this guide.
========
Year one
========
The way this game works, is you have to find Myrrh for your towns crystal
each year to preserve it. The crystal is needed to fend off the Miasma which is
deadly to people other than moogles or monsters. You get myrrh by collecting 3
myrrh drops in the Crystal Chalice. You get Myrrh drops from the Myrrh tree (I
never would have seen the connection) which can only offer drops after 2 years
have passed since the last collection of drops. Every time you find 3 Myrrh
drops, you automatically go back to your hometown, and celebrate. After this a
year has passed game time, and you must set out again to find three more drops.
------------
Tipa (TIPA1)
------------
This is your hometown, the place where you name at the beginning of the
game. You may find yourself coming back here fairly often, if not only because
you start each year here. This is also where your family stays, and is
therefore where they offer you their profession. This is a big place, big
enough for 8 families. You start off with a scene where your family says
goodbye, wishes you luck, and says how much you will be missed. How nice.
(Diary entry #1, see "Diary" section)
Once you start the game, you are automatically sent out of Tipa, you can
go back in, but don't bother for the moment. Just direct your caravan
north-west to see a scene. Here a person (seemingly a Lilty in elegant armor)
greets you. He says his name is Sol Racht, and he is the captain of the caravan
from Alfitaria, a caravan with a 1000 year old history. He will discuss this
history another time though. He introduces you to the seasoned adventurer
moogle named Stilztkin. He says he is on his way somewhere at the moment, but
has some time to teach you some things if you want.
If you accept his offer he will take you to a secluded are and give you a
tutorial of how to fight. If you go up to him and press B to talk, a menu will
come up on the help topics. You can have him explain the situation with the
Miasma and Myrrh, get him to explain the way physical attacks work, how magic
works, and what your faithful friend mog (the puffy thing that carries the
crystal chalice) can do. When you are done, simply select, "we'll be seeing
you" from the menu. (Diary entry #2) Now that, that is done, simply head
north-east to the first dungeon, River Belle Path.
------------------------
River Belle Path (RBLP1)
------------------------
"They say that wicked creature prowl the road along this beautiful
river bank, but nobody has ever seen one. I once asked a man why,
he simply replied, "because anyone who happens upon one is promptly
eaten!" But it is long since anyone has met such a fate. For now
adays, people take another route, far away from the spooky road. Only
we walk the old road now... Travelers in Crystal Caravans."
This is your first dungeon, and rightfully so. When it prompts you to set
your command menu, just press A. You won't have anything to edit it with yet
any way. Now this dungeon is very straight forward, and is almost impossible to
get lost in. It serves as a good place to introduce the system, but after once
through it is very short and easy.
----------------------
monsters:
Goblin, Hedgehog Pie, Goblin Chieftain, Mu
Boss:
Giant Crab
----------------------
The very first enemy you see is likely the most important. It is a simple
goblin, but it always drops a pheonix down plume. This is important because in
single player mode, the only savior if you die is a pheonix down. If one is
equipped on your command list, it will automatically revive you, making it a
priceless item. I try to always keep at least 5 in my inventory, and 1 on my
command list.
Now after that, just follow the path. If you come to a fork, a decision
isn't that hard. One way is most likely a dead end, resulting in a treasure
chest, the other the way forward. If you come to a gate, just kill the closest
monster, and it will likely drop a little stone tablet. Pick this up and carry
it to a stone pedestal located near the gate. This will open it. If you get a
cure stone (magicite) equip it on your action menu immediately, because cure is
free, and unlimited, therefor making it just as, if not more priceless than the
aforementioned pheonix down.
To take out goblins easily, just wait for it to take a swipe at you
(needless to say you should dodge this, it isn't hard) and run around behind
it, or wait for it to spin it's arm, like it's going to throw something (move
to the side, they are throwing a rock, and if you don't move it will hit you)
after that just run around behind them and hit them, a simple combo should
suffice.
To kill a hedgehog pie, wait for it to start casting fire (a red ring will
appear below you) and move out of the way. The casting area will not move, and
you have simply to run up to it and use a combo. Don't get too close before
this time, as they are a bit unpredictable.
To kill a Mu, just run away a bit, charge up your focus attack (yo can
also substitute in magic), line it up and fire. This should kill it instantly.
They are almost impossible to kill without taking damage any other way. They
often drop money, although a low amount, it is still money.
The goblin chieftain will be your biggest challenge on this level. Follow
a strategy similar to the goblins, but instead of doing a full combo, retreat
after the second hit, because the chieftain have a quicker reaction time. They
are more durable, but often wield a treasure to give you a stat boost until the
level is done, although it is a small one.
BOSS FIGHT: GIANT CRAB (80HP)
-------------------------------------------------------------------------------
Your first boss. This thing is a challenge the first time through, but
even the second fight (if you come back through the dungeon) has difficulty
being challenging. He has 5 moves throughout the battle, but near the end he
ditches one in favor of another. First is the most annoying move. The crab
spits out a little bubble that does no damage, but inflicts you with the very
annoying status of slow (decrease walking/attacking speed) just run around it
and you should be fine. The next two attacks he only does if you get in close.
One is a swipe of his claw, which is damaging, usually doing a full heart of
damage. The other is he will hit you with the shell on his back. This has a
wide a range, and although it doesn't do as much damage as the previous attack,
it stuns you for a short (very short) while. The next is not really an attack,
but if you apply constant pressure, he will jump away, and if he lands on you,
you will take damage. Lastly, is his most dangerous attack. You will see some
purple sparks appear in front of him, at this sign, move out in front of him
RIGHT AWAY! He will shoot a ray of electricity, which, if I am not mistaken,
does 2 hearts of damage, and stuns you for a while. Needless to say you want to
avoid this. Now when he gets low on HP, the shell on his back will explode.
This means he can't hit you with it, but will instead cast thunder, which will
do about a hearts damage, and paralysis if you are unlucky. Also during the
fight Mus will appear, however very infrequently.
Now I am sure it sounds hard, but it really isn't. My favorite strategy,
for this and about every other enemy in the game is a simple,
combo-evade-run-away-heal-combo (from now on the hit-and-run method) strategy.
Basically you run up to the enemy, combo him, run around him a bit so you are
not in front of him, and combo again. When you get low on HP, run away, cast
cure, and get back in the fray. I find it very effective. However it works to,
to replace combo with magic, and follow the same guideline.
-------------------------------------------------------------------------------
Once you beat the crab you will get a new diary entry (Diary entry #3) and
a mail moogle will come up and give you a letter titled "To Our Caravan" from
someone named Roland. It reads, "How is everything? You may be facing hardships
that drag your spirits down. But always remember that the caravan gives hope to
us all. May you return safely (insert character's name)!"You can send a reply
and some money or an item if you want, I currently don't know if it has any
effect. Regardless you finish the dungeon, and can pick an artifact to give
yourself a permanent stat boost.
Now you are back on the world map. Head back south-west and a scene will
occur. Sol Racht will ask if you have heard of a man named the black knight. He
says that the black knight is on a quest to master swordsmanship, and that
people rarely journey to improve themselves these days. He suggests you should
master something before your journeys end (*ahem*strength*ahem*) and leaves
(Diary entry #4)
------------
Tipa (TIPA2)
------------
Now before you enter, press B on the world map and go to "set out". Here
you must create 7 more characters. It doesn't matter too much who they are,
because you don't need to use them, but it is purely to get their families in
Tipa. (the caravan is supposed to be the Tipa caravan, and each party member is
a citizen of Tipa. Therefore their family will be located in Tipa, and will
offer their family trade to you) If you don't, instead of having helpful people
in the town, you will have one family, the elders and 7 moogles who say no one
is home.
Now enter town, an go around talking to everyone. If you have any doubles
of equipment designs, sell them at the market, if you have some good designs
and materials you should visit the blacksmith. If you go to the top left area
of the town there is a hidden, random item, usually a seed. Now go to the
middle of town, and walk along the outside of the base the crystal is mounted
on. Behind the crystal and to the left a bit it will say "examine" and if you
press A you will see a tiny door. Choose to enter it.
You will be in your first Moogle's Nest. This is one of 23 houses
world-wide where moogles live. He can give you a mog stamp, which come in
groups of 3. If you collect a whole set, go back to one of the mogs who gave
you that kind of stamp and you will get a surprise. You can also paint and trim
mog here. If you trim him, he will be able to carry the chalice longer in warm
places, and if you paint him, an attached GBA will do different functions (no
color=map, red=monster locations, blue=treasure locations, green=monster
locations) then that is all you can do, so leave (Diary entry #5) and go back
to the world map.
-----------------
Port Tipa (PRTP1)
-----------------
Now go to the first cross-roads again, and another short scene will
happen. A couple of Selkies will appear, and ask how your journey is going.
After you "explain" they admit they should get serious too, say good-bye and
run off again. (Diary entry #6)
Now you head north-west again, and you will be at another cross-road, head
south-west to Port Tipa. The Port is empty at the moment, save for a painfully
obvious moogle's nest, and Stilztkin who will give you the tutorial again at
your request. Collect the next stamp and leave.
Now head back to the Belle River Path, and in front of it a scene will
happen where a bunch of Lilty chase a goblin (Diary entry #7). Go up to the
River Belle Path and instead of entering it, just change your chalice's element
to water. Go back to the cross-road that leads to Port Tipa, and head
north-east instead to the Miasma Steam.
This place is freaky and cool at the same time. There is no mog here, but
don't freak out. Just pick up the crystal chalice yourself. You can talk to
Stilztkin here, who tells you how the miasma freaks out moogles, but it doesn't
effect him. He also says that the danger of the Miasma must be constantly in
your mind, but don't worry, just charge forward through the miasma with the
chalice in your hands. If it is water elemental, you will break through, and
eventually make it to the other side. (Diary entry #8) You will appear in the
Iron Mill Downs. Go north-west, and west to the Mushroom Forest to enter your
second dungeon.
-----------------------
Mushroom Forest (MUFR1)
-----------------------
"When I was a child, I once asked my mother, "Where did I come from?"
she answered, "Why, we all sprouted from the Mushroom Forest, of course!"
Nightmares soon haunted my sleep, I dreamt I was lost among the toadstools.
I awoke in tears, but felt the warmth of my mother's embrace. It is something
I still remember to this day."
The Mushroom forest, while a bit more challenging than the River Belle
Path, is still very linear. All paths basically lead forward. However the
enemies are significantly harder, and I suggest you try and get a better weapon
than your base weapon before here. This is a nice place to find some iron
before you reach the next town.
--------------------
Monsters:
Tiny Worm, Hell Plant, Gremlin, Ahriman, hedgehog pie
Boss: Malboro
--------------------
When it seems like you can't go any further, look around for a circular
redish colored platform level with the ground. If you step on this after a
second or two it will spring up, bringing you to a higher level. However a bit
after the first one, there is on along the bottom of the path. Don't go on this
or, it brings you back to the beginning of the level.
The Tiny Worms are pretty simple, just run around behind them and combo
them, and run away and hit them a few more times again. I haven't worked out a
more definite pattern yet, but you can usually run right up to them and combo
them before they can hit you.
Hell Plants are another easy, but annoying enemy. They are stationary,
they just pivot in place, but their only attack has a long range, and can
poison you. When I say long, I mean, can hit you before you can see them long.
You are usually moving around though, so they usually won't hit you until you
get close. Just zig-zag up to them, combo them, run away, and go back again.
Gremlins are where things get annoying. They don't attack very often, but
they are moving almost constantly. This makes it hard to attack them. I suggest
just running up to them and trying to hit them. If you actually do, consider
that assault successful. Don't worry too much about just running up to them,
because they very rarely attack.
AHRIMEN ARE ANNOYING! They are flying, meaning they float up and down, and
can only be hit when floating down, and they only take one damage per hit,
meaning they take 7 hits. They have 3 main attacks. One is a very inaccurate
laser eye that has nowhere near the range that it looks like it has. However it
afflicts you with slow if you get hit. It's other attack bad attack is thunder,
which paralyzes. It also will hit you with it's head. It is hard to not be hit
by these things, but if you really don't want to get hit, I would go with magic
instead of the hit-and-run.
Hedgehog pies are the exact same as on the River Belle Path.
BOSS FIGHT: MALBORO (112HP)
-------------------------------------------------------------------------------
Malboros have been in final fantasy games since the beginning of time.
They are usually quite annoying, and they just got worse and worse each game,
peaking at the super-insane level in Final fantasy VIII. However, since then
they have been getting easier and easier. This game is no exception. Just
annihilate the Hell Plants first, and be sure to enter the battle with cure,
clear and a pheonix down (if you have a third slot) on the action menu.
Once the Hell Plants have been whacked, run up to it and just pound it.
Don't even worry, about evading, unless you see a spell ring under you. All the
Malboro will really do, is send essentially un-dodgeable tentacles at you from
underground, and cast a spell the inflicts poison. You want to avoid the
poison, because it is annoying to have to sit back and cure yourself while
being hit with tentacles. Just run away and heal when you are down to AT THE
MINIMUM two hearts, and resume the attack. This is really a simple boss, and is
more in preparation than anything else.
-------------------------------------------------------------------------------
Congratulations, you have just proven how easy Malboros now are (Diary
entry #9) and you are rewarded with another letter, pick an artifact, if you
are lucky you might get an earth Pendant to raise your Health by a Heart! Now
go North-east to the next town!
-------------------
Marr's Pass (MARS1)
-------------------
Welcome to the hometown of the once all powerful Lilty! According to the
stories, they used the once abundant supply of Iron in the nearby Cathuriges
mine to build many arms and rule the world. However when the mine ran out, they
fell and the mines was infested by monsters. Now Marr's Pass is a humble
cross-road town.
If you head to the left, and down a board walk there is another moogle's
nest, and a blacksmith that can make good weapons if you have the designs and
resources. On the right side there is a similar smith, except he deals with
armor. If you don't have the resources, there is also a conveniently priced
shop, with just as convenient high prices. Other than that there isn't anything
to do in this town. You can now head either west to the completely deserted
Jegan River, or east to the infested Cathuriges mine. What a decision! (Diary
entry #10)
-------------------------------
The Mines of Cathuriges (TMOC1)
-------------------------------
"When the grandfather, of my grandfather's grandfather, was still a
child, no one in this land could challenge the might of the Lilties.
They forged weapons of iron, to bring the world under their dominion,
but eventually the mine was exhausted, and the Lilties unstoppable
conquest ground to a halt. The Lilties ambition vanished along with
the iron. They abandoned the mine, where monsters now thrive."
This mine shaft is the first dungeon to have a true puzzle, be longer than
one screen long, and has the hardest monsters yet, by far. If you haven't
gotten any upgrades for your equipment yet, don't even think about coming here
yet. You should also think about going into the Mushroom Forest a few more
times if you haven't gotten another heart yet. However there seem to be less
monsters per area here.
-----------------------
Monsters:
Orc, Bomb, Ogre
Boss: Orc King
-----------------------
If you don't want to get lost at all, just follow the tracks. If and when
you get to a block in the path, go back to the cart and hit the back of it
going forward with an attack, and it will go forward a bit. Keep hitting it
until it breaks the barrier, and keep hitting into the next room. You will also
come to a few forks. Explore each path briefly, and you will find one is
blocked. Press the switch (wooden square) next to the track heading in that
direction, and push the cart forward. Be aware that in the area with narrow
platforms, there is a moogle nest hidden. Just make sure to explore the path
heading up last when you get to a fork so that you don't miss anything.
Orcs are annoying, but if you have a strength around 30 they will be
pushovers. All you have to do, is wait for them to swing their axes, and you
will get an easy combo in. If you have about 30 strength, they should die in a
single combo. However, note those shields, they aren't just for looks. If you
attack the shield dead on, your attack will be blocked. This is annoying,
however it happens very rarely.
Bombs are very similar to hedgehog pies, except more dangerous. They will
cast fire faster, attack physically more often, and are less predictable. On
top of that, they explode when they die, and if you are in the explosion you
will be afflicted with burn. Just use focus/magic attacks, and attacked hem
from behind.
Ogres are easily the hardest enemy yet. They have 38HP, half as much as
the first boss (bombs have 9) and attack vert quickly. The best plan of attack
would be to either use magic, or if you must use your weapon, attack once, and
quickly switch to defense, and once you block the attack, switch back to
attack, etc. This takes a while, but you shouldn't get hit. These guys almost
always reward you with a temporary stat boost for killing them.
BOSS FIGHT: ORC KING (128HP)
-------------------------------------------------------------------------------
This boos is huge, and annoying. He seems to have 3 attacks. First is a
quick pound of his hammer, which is easy to spot, but can't be dodges unless
you are already moving. Second is a spinning attack with his hammer, which you
likely won't see coming, and can't be dodged if you are in close. Last is a
fire spell, which like all spells can be seen a mile away, and dodged with
ease. Orcs will also come at you periodically.
Whatever you do, be absolutely sure to have at least 5 hearts, 30 attack,
and a cure stone in this fight. You can use magic, but that will take forever
with his 130 HP. I will go with my hit-and-run method once again. Just pond him
as long as you can, don't worry too much about evading, unless you can see it
coming, as his attacks are hard to dodge. Just heal yourself when you get down
to about 2 hearts. When he gets low on hp he will get surrounded in an orange
sphere of sorts, this is your chance to kill him. If you leave him too long,
which is hard to do because, I mean VEEEEEEERY long, he will use sel-destruct,
killing himself, and doing a couple hearts damage to you. Either way he dies,
it's up to you how he does it.
-------------------------------------------------------------------------------
This is your third dungeon (Diary entry #11) and that means you have a
full Crystal Chalice, and you can go back to Tipa, ending year one (Diary entry
#12) congratulations!
========
Year Two
========
----------------------
Tipa Peninsula (TIPN1)
----------------------
With the first year over, and the crystal restored, it's time to head out
once more to get some more Myrrh water for the crystal. You are automatically
back in the Tipa Peninsula. You start in Tipa, and while you are here you may
as well talk to all the families, get some new equipment, etc. If you have some
money, try and make a weapon with the Warrior's Weapon design. The resulting
weapon is the strongest weapon at this point, and more importantly, the charge
attack on it hits twice. Just buy a piece of Iron and apiece of Alloy, if you
don't already have them, from the merchants in your town, and bring that and
the warrior weapon design, which you should have, to the blacksmith. (this will
be from now on called the steel sword)
In any case, on your way out the elder Roland stops you and talks a bit.
He says to make sure that you come back to Tipa, even if you can't get Myrrh.
He tells you of a young man who set out to rid the world of Miasma, and was
never seen again. Whatever, right? Anyways, just leave. As you get to the first
crossroads a scene will ensue.
You come across the caravan from Marr's Pass. Apparently they came across
the Black knight and wanted to see if he was as strong as the rumors say. They
say that he had no discipline, he just lunged at them wildly while yelling
something, (Diary entry #13) a spell maybe? At any rate they suggest you avoid
him. Now you should go to River Belle Path again. If you don't understand, I
make a point of going to every dungeon in every year, just to make sure I'm not
missing any artifacts from there, and just because I like killing stuff.
The River Belle Path is almost exactly the same, the only difference is
that the monsters have a bit more HP, and have a bit faster reaction, nothing
to worry about though. Other than that, it is exactly the same. Once you
finish, head back south to see another scene.
Here a Selkie will greet you and ask for some Bannock loaf or a bag of
flour so he can apply medicine to his hurt Papaupamus' (the thing that draws
caravans)leg. The scene then switches to you riding away, the Selkie says,
"that should be enough time for him", and a moogle compliments him on his
acting. They then run off to the side of the road to rendezvous with, "gramps"
to see how, "it" went. Th moogle asks gramps if he got any booty, and gramps
seems confused. Then he remembers he was to grab your loot, and asks how long
he was asleep. Lucky for you, the sneaky one was also the sleepy one! (Diary
entry #14)
Now you should go to Port Tipa, there is absolutely no difference here
from last chapter, but I like going everywhere anyways, you get more scenes
that way. To prove my point, on the way back out there is a scene at the
crossroads you wouldn't have seen if you didn't go to port Tipa. A bunch of
Clavats come up to you and ask if you are the caravan from Tipa, and comment on
how nice and sunny the weather is, and wish more if this nice weather upon you.
Then they realize that crops would not grow without rain, (apparently they are
farmers) and wish rain upon you as well. Gee... Thanks... (Diary entry #15)
Now go north-east, and there will be a new crossroads on the path leading
to the Miasma stream. Good thing to! Because the stream here is now fire, and
the only elements in River Belle path are wind and water! Anyways this is an
interesting dungeon called the Goblin wall, guess what, there are fire hotspots
her!
-------------------
Goblin Wall (GBWL1)
-------------------
"The threat of monsters weighs upon the mind of every traveler. Brave
Lilties purged the road of danger long ago. But monsters still lurk about,
biding their time, in the nooks and crannies of the world. Goblin
Wall is one such place, as they say, wherever there is light, there
is shadow. I wonder if we will
ever be rid of their menace."
The Goblin wall is an odd little dungeon. It can be as short as River
Belle Path if you know the way through, or it can as long as Cathuriges mine if
you don't, or are greedy. Because on the first screen specifically, there are a
ton of treasure chests behind bone cages. So if you want a tone of mediocre
items, go crazy. The monsters here are mostly goblins, but most of the non
goblin monsters are annoying.
---------------------
Monsters:
Goblin, Goblin Mage, Goblin Chieftain, Bat, Electric Jellyfish, Flan
Boss: Goblin King
---------------------
To open the skull Cages, all you have to do is go above it and strike the
skull above the cage. The only skulls you can hit, are the ones with glowing
eyes, if the eyes aren't glowing, you can't hit it. If you see white bones
curving, going between 2 cages, they make a sort of tunnel you can walk
through. On the second level up on the first screen, the far left cage has a
moogle nest in it. If you don't understand what I mean about the white bone
tunnels, in the cage with the moogle nest if you keep going back, and turn
right you will pop out in the cage to the right.
Well by this point you really should know how to kill goblins. Just wait
for them to attack, dodge it and combo them from behind or the side. They have
more hp now, but should go down in 3 hits, or a charge attack if you have a
steel sword.
Goblin Mage. Just like a hedgehog pie, just wait for the spell ring to
appear beneath you, and make easy work of your target. Basically all
magic-using enemies can be taken out in this way, and this is a perfect example
of why I DON'T USE MAGIC!
Goblin chieftain are still very annoying, but you should be used to taking
them out by now, as with the goblins. They also have more HP, and should take
just as long as the first time through River Belle Path, to kill them if you
have a good weapon. If you have the steel sword I would recommend using focus
attacks instead of combos, and just run away in between attacks.
Bats are annoying, because like Ahrimen, they are flying, so every hit,
will not hit, and every successful hit will only do 1 damage. They are
obviously a nuisance, but they go down pretty easily, and get used to attacking
a lot to kill a single enemy, you will be doing it more and more.
Electric Jellyfish are the most annoying enemies EVER! Touch them in any
way, and you will take damage, and be hit with paralysis. The only way to not
be paralyzed, is to use magic, or use a focus attack if you are a Selkie,
because Selkies's focus attacks are long range, and they do not touch the
jellyfish themselves. What is even worse, is most of these things come with
other enemies, and will cast fire on you while your trying to take out a goblin
and two chieftain.
Flans are easy, and should go down in just two hits. However they are
unpredictable. They will either headbutt you, or spit acid at you, causing
slow. Just run past it instead of at it, and hit it from behind/ the side.
Thank god they aren't as resistant to physical attacks as in other Final
Fantasies!
BOSS FIGHT: GOBLIN KING (80HP)
-------------------------------------------------------------------------------
This fight can be horribly terribly hard, or laughably easy, depending on
how things go for you. At first you won't be able to reach him, and he won't be
able to reach you. Just take out the two goblins, and two spear-goblins will
come at you, (just my name for a goblin with a spear opposed to one with a
sword) they are slightly harder than normal goblins, because they won't lose
their balance when you hit them. Just pick up the keys and put them into the
pedestal to go up the stairs.
Now this boss will teleport to one of three locations, and generally not
move, save for teleporting. If he teleports behind his cauldron, just run up to
him and he will run away. When he is in a corner, you've to him! Just take him
out like any other magic-caster. Wait for him to start chanting a spell, and
attack. Use your steel swords charge attack to watch his mere 80HP dwindle like
no tomorrow. The important thing is to time it so that he starts charging
before you do, because if you don't, he will hit you with a spell before you
can get the attack off. This will throw your timing off completely as well, so
just don't let that happen.
If you run up close to him, you can do just as much damage to him with a
combo as you can with a charge attack, but he will swing his staff at you,
knocking you down. Therefor it is best to charge attack him, and run away
before he can recover. The good thing is, that if you are out of range of his
staff, he will always use a spell, as apposed t run up to you to get in range
of his staff.
-------------------------------------------------------------------------------
well congratulations on beating this pathetic boss! (Diary entry #16) you
will get another letter, pick yourself a nice artifact for the road, and
speaking of the road, change your chalices element to fire when you get to the
world map. Head up to the Miasma stream, and go right through it. On to the
Iron Mine Downs! Version 2!
-----------------------
Iron Mine Downs (IRNM1)
-----------------------
Yup, you guessed it, go bak through the Mushroom forest, get an artifact,
go up to Marr's Pass, maybe make use of the blacksmiths, (the merchant is gone)
go to the Jeagon river, which isn't empty anymore, but has a sailor who's boat
is to new to sail (?) and go through the Cathuriges Mine again, now it's time
to head through this Miasma Stream. Go back down to Mushroom Forest first, and
here you must change the element of your chalice to water. Before you can get
to the mushroom forest you will bear witness to a scene.
The Caravan from Marr's pass will enquire to whether you have had any luck
finding Myrrh, and say that they are heading back with a full chalice (because,
y'know, they're just so much better than you) and they will give you a weapon
they found that they don't need. For me it was a Marr Sword, but the Steel
Sword is just so much better, so you shouldn't need it ever. Maybe you can give
it to Mog? (Diary entry #17)
At the same crossroads you will see another scene on your way back north
to go through the Miasma stream. Here Sol Racht for some reason decides to tell
you all about Flans, because they are just so powerful. (If you look, the other
members of the caravan are dancing around a full chalice, why is everyone so
much faster than you?) He suggests you watch out for flans, and reminds you
that you are journeying for the sake of your village, not yourself. (Diary
entry #18)
Now go to the Miasma Stream and enter it. Here Stilztkin will be pondering
over an intriguing topic. As he said at the first Miasma, moogles are not
effected by the miasma, and monsters are obviously not effected by the miasma,
so does that mean that moogles are monster? Regardless you must leave him to
ponder away and go through the Miasma Stream. You will come out in the newest
are, the Vale of Alfitaria.
-----------------
Alfitaria (ALFI1)
-----------------
Finally you arrive at the giant city of Alfitaria. There are a few things
here. In front of the well near the entrance, there is a hidden item, to the
far right and down a staircase there is a Moogle Nest, and among th town there
are various shops and blacksmiths. Once you are done, simply leave town. (Diary
entry #19)
***NOTE***
If you do not have the steel sword by this point, you really must get it
now. In this town you can buy all the necessary materials, including the design
scroll needed. I can't emphasize how good this sword is at this point in the
game.
Now you have a few choices as to what dungeon you can go to. I went to
Tida first though. Regardless of which one you choose, in front of Alfitaria
you will get a scene. Here Sol Racht will greet you, and inform you that a
caravan without a Lilty, "walks a perilous path" (even though I have two
Lilties in my caravan, smart guy) and he will give you round corn, hoping it
will somehow help you. (Diary entry #20)
------------
Tida (TIDA1)
------------
"The sun once smiled on this village more than any other. But one day
their crystal's blessing faltered. The villagers eagerly awaited their
caravan's return but for them, the crystal would never shine again.
It is said that not a single one of them tried to escape. All stood
fast waiting for the caravan, hoping to the very last. After hearing
that tale, I felt the weight of my burden like never before."
As the narrative suggests, Tida is an abandoned town. Here you will fight
almost entirely new enemies, but they are still pretty easy. The only annoying
thing, is that the most common enemy will almost take 2 full combos to kill,
even with the steel sword. No matter though. This dungeon can be just as short
as River Belle Path if the right path is chose, but longer than any if the
wrong is chosen.
----------------------
Monsters:
Carrion Worm, Gremlin, Skeleton, Skeleton Mage, Bomb
Boss: Armstrong
----------------------
This place has a million and a half different places where you can stray
from the path, however many of them end in dead ends. Make sure to keep fire on
your command menu. There are some stone pedestal that are overgrown, and yo
have to burn the vines off before the key can be placed. Also, on the second
screen there are many "web gates" of sorts, where there is a weby thing growing
from a plant to a stone thing. Use fire on that to burn it away, and quickly
run through because the weby substance will grow back. Make sure mog gets
through to!
Carrion worms are significantly bigger than tiny worms, and significantly
to. They will use thunder most often, which will annoy the heck out of you when
you are trying burn a web gate. They will also rear up and emit a cloud that
damages, and I believe poisons, if you get too close. These things may take 5
or 6 hits to kill, but they are slow enough that you can generally just run up
to them, draw a spell, and pound them 5 times before they can do something
about it.
Gremlins are the same annoying little things as before, except now they
have more HP, and are purple. I also find that they attack more often. They
usually com paired with a carrion worm, although not always.
Skeletons are a mix between orcs and goblins. They follow the same general
attack system of a goblin (and should be therefor dealt with the same way.) and
has the shield of the orc. They often can be seen on the ground, and will
assemble themselves when you get close. They usually go down in 2 or 3 hits, no
biggey.
Remember those goblin mages? Do the exact same things here. The only
difference between these things, and the goblin mages are about 3 HP, and the
fact that the skeleton mages assemble themselves off the ground like the
skeletons. Oh, ya these things usually come with carrion worms, meaning you
will be dodging 2 thunder spell rings. Whoopie...
There are only 2 or three in the whole level, but one area consists of two
of these, a skeleton, and a skeleton mage (meaning you are dodging two fires, a
thunder, and trying to take out a skeleton) and the other come with two carrion
worms. Dodging three spells isn't my definition of fun.
BOSS FIGHT: ARMSTRONG (160HP)
-------------------------------------------------------------------------------
This is your most durable, and likely the toughest boss yet. I guess you
tend to be pretty durable when you're a house... I would come into the fight
with two fires fused to make Fira on the command menu, and the ever present
cure spell.
Armstrong comes with 2 skeleton mages, which you should promptly dispose
of, you don't wanna be dodging 2 spells and Armstrong's attacks at the same
time. Armstrong will generally whack you with his arm, stunning you briefly,
breath poison mist at you, leaving him wide open, shoot needles, also leaving
him open, use a roundhouse attack, stunning you, and that is it, if I am not
mistaken.
The reason I suggested having Fira, is so you can burn him. This will
lower his defense, making him a bit of a faster kill. All you really have to do
is make sure to be behind or beside him when he is breathing in before his
poison attack, so you a) won't get with it and b) will have that much longer to
take advantage of his opening. If he shoots needles at you, just run to the
side, he will not move, or if you are up close, just run right up to him and it
will still miss. Other than that, don't worry about dodging attacks at all, his
other two attacks are near impossible to dodge anyways. If any more skeleton
mage pop up, take them out immediately.
-------------------------------------------------------------------------------
Another letter, another artifact, you know the drill by now. As a side
note, it would be worth your while to come back here a few time and get lots of
points, you can get good artifacts here. At any rate you have 2 Myrrh drops
now, (Diary entry # 21) and if you haven't figured it out yet, the next dungeon
is on the other side of Alfitaria. So just head east all the way to Moschet
Manor.
---------------------
Moschet Manor (MOSC1)
---------------------
"Jack Moschet was starving, so he ordered his Tonberry Chefs to make
dinner right away. But when Maggie awoke from here nap, she was furious
to find the table bare. "How dare you forget my dinner?" she bellowed
at her husband. Jack knew the trouble he was in, so he demanded the chefs
make great haste. But as usual they took their own good time."
Moschet Manor is a very, very odd dungeon. It is very small, and only has
very few enemies. There are 9 doors, each with a pad in front of it. This pad
changes symbols very 10 seconds or so, and when the symbol of your character's
race comes up, step on the pad. Or you could stand on it until your symbol
comes up, either one works.
-------------------------
Monsters:
Coeurl, Gargoyle, Tonberry Chef
Boss: Gigas Lord, Maggie
-------------------------
As I said, there are all those doors with the pads. Just go into each
room, (there are 2 that are sort of hard to find, just go down from the
courtyard, but not to the world map, there is one door on each side here) and
search each room thoroughly for enemies. Tonberries tend to hide on you, but
once you kill them all, Jack the Gigas lord will have a say in the slaughter of
his personnel.
There are 2 coeurls in the whole level, but they are annoying. They take a
lot of hits to go down, and cast magic rather quickly. They mov around a lot,
and fast, in between casting spells, making them difficult to hit. The problem
is that the coeurls appear in the same place. You should use the same
spell-caster strategy, but you just have to react faster.
Gargoyles are another flying enemy. They are very similar to Ahrimen, but
they float up high more often, and attack fast. They use quick elemental blasts
to attack from afar, and dive-bombs you from up close. Luckily they only have 5
hp, but that still means 5 attacks.
Tonberrys have always been a slow, daunting enemy. It would come up to you
slowly, and then jab you for loads of damage with their chef's knife attack
(which finally makes sense). They still come up slowly, they still jab you with
their knife, it just doesn't hurt anymore. Just use a charge attack, and it
should kill them. It is pretty easy to get a charge attack off before they get
to you.
BOSS FIGHT: GIGAS LORD (Jack, 120HP), Maggie (50HP)
-------------------------------------------------------------------------------
Soon after Jack appears, Maggie will come out of her room to join the
fray. Quickly kill her, she just adds tot he difficulty, and here HP is so
small she doesn't even have a bar. She may come back after a while, but I am
not sure. I believe all she does is use magic.
Jack is a crazy fight, he punches at you with humongous strokes with a
very wide range. If you are up close using combos, it is difficult to evade. If
you run away, he will chase you quickly. So the point is to evade damage if
possible. The problem is that he chases you to quickly to use charge attacks,
and he attacks too quickly when you are up close. The key is to find a balance.
Because he follows you so closely, cure when you are at about 2 ½ - 3 hearts,
you don't want to take any chances.
Regardless, this is a pretty short fight, because neither Jack nor Maggie
last an amazing amount of time. The key is to managing yourself, and figuring
out the right moment to use your cure spell.
-------------------------------------------------------------------------------
Another letter, another artifact you know that though. (Diary entry#22)
Well another year, another full chalice. (Diary entry #23) during the next
year, this is another area you may want to visit for Artifacts, if you are
willing to face Jack again!
==========
YEAR Three
==========
So you have sucessfully finished two years of travel. So far it has been
pretty structured, and straight forward. However that ends here my friends.
From now on there is no set path that you must travel. However for now I must
follow the FAQ structure that I have made for myself. I will from here just
walk you through the way I did things, and once I have all my info, I will
re-organize my faq.
At any rate, you are once again teleported to Tipa to start your adventure
once more. As before, make use of the facilities that the families here
provide. Remember about the item in the top left corner by the tree stump. On
your way out of Tipa the elder Roland will stop you againand tell you that the
youth he spoke of last year was a scholar searching for an element that had
power over all others, which would render Miasma streams useless. As some of
you may be able to tell at this point, he will update you on the scholar from
now on.
----------------------
Tipa Peninsula (TIPN2)
----------------------
As you come to the first crossroads, you will see the striped bandits
again. They will be discussing their next job, and will compliment the boss on
the plan. As you come up to them, you will be accused of eavesdropping, and
Gramps will say you are quite stealthy. Then it will switch to the bandits
saying they don't do dirty jobs, and that they only do it for treasure (usually
food). This will be a little confusing, but if you read the diary entry it will
be cleared right up. (Diary entry #24)
Now you can go to the River Belle path, and collect another drop of Myrrh
here if you wish. The monsters here are slightly different now, are stronger,
and there are more of them. This signifies that the River Belle Path is now in
it's second cycle. This just means the myrrh tree here has regenerated once. It
also means you can get better artifact now! This may be a good time to go back
through a few times if you find the level particularly difficult. However the
Giant Crab has 240 HP now, so don't go back through more than once if your lazy.
Return to the crossroads infront of Tipa and River Belle Path and another
scene will start. Here a man named Gurdy will be telling tales to the Marr's
Pass caravan, and they are fed up with it. When he tells them of a treasure in
a desert they snap, and start to ride away, leaving him behind. You will be
prompted to help him, and you should help. Then the Lilties leave, suggesting
you don't listen to a word he says. He will say a verse (lightning brings the
cactus pain, now it all begins again). You will meet Gurdy a few more times
through your travels, and you should be helpful to him, as he will give you
more versus, which are obviously useful for something. (Diary entry #26)
At this point I headed up to the Goblin Wall again, just to check it out
once more, you can't get Murrh again yet. After you finish there, at the
crossroads on the way out there will be a scene with the Clavats from Fum. They
will be discussing the, "secrets" to growing crops, (no! You really need *GASP*
WATER! To grow CROPS! I never would have guessed!) theses Fum people seem quite
odd... (Diary entry #27)
Back at the crossroads infront of Port Tipa, the Striped Bandits will make
another appearance. The moogle will be saying that last night when he looked up
at the sky, he realized he wanted to be a star (?). The others think he is
being stupid, and when they see you coming, they get in positions. You would
think that after how many scenes they would know who you are or something by
now... Anyways they block your path, and demand you give them your valuables.
You are given the choice of giving in, or charaging through. I think the choice
is obvious. You ram into the moogle, who goes flying (and becomes a star!) and
the you make an easy get-away! (Diary entry #28) Unfortunately, Port Tipa is
still empty... Now it is time to head through the Miasma Stream again.
-----------------------
Iron Mine Downs (IRNM2)
-----------------------
As the River Belle Path, the Mushroom Forest is upgraded, and id now on
cycle 2. However I must make a note. Near the end of the level there will be an
Ochu and two Hell plants, oneof them will drop a master's weapon design, for a
very good weapon. At anyway, go on through, kill Malboro again, (now that you
have a good charge attack, I would suggest running from side to side of Malboro
and using the charge attack, and running away again) and pick up your rewards.
You now have 2 drops of Myrrh! (Diary entry #29)
Now at Marr's Pass, the merchant is back, and the Jeagon River isn't
desolate! There is now a sailor there by the name of Tristan. What he will do,
is take you to the western bank of the Jeagon River for 50 gil. You should do
this over the River Belle Path and Mushroom Forest, but if you have already
done them than don't bother. (I was too poor at the time to cross, because I
was dim enough to blow 5000 on a piece of mythril just to get the master's
weapon) other than that, just get the right element chalice and go through the
Miasma stream. You really don't spend to long here, do you.
-------------------------
Vale of Alfitaria (VALF1)
-------------------------
Here you can spend some money in Alfitaria, maybe blowing 3 years sallary
on a chunk of mythril to make a ruin blade like I did. (I make it sound like a
bad decision, but the Rune Blade has an excellent long-ranged charge attack,
like the Selkie's charge attack, and it is a strong weapon for the time. Also
not that you will be in desperate need of power from here on out.) Now would
also be a good time to re-visit Tida and Moschet Manor to pick up some good
relics. Whatever you end up doing, you won't really have to much to do here, so
just continue throuh the Miasma Stream to the next area. After checking what
element the stream is, and getting back a scene should start.
You should see the caravan from Shella walk up and greet you. They may ask
if you have Alloy, it may be something els for you, but they asked me for
alloy. If you do, trade it graciously for a Chimera's Horn (a much more
expensive and rare material) and the Yukes will gather around it murmurring
something about a meteor. Huh? (Diary entry #30) Now you can finally get to
somewhere new! On to Yukeville!
--------------
Shella (SHEL1)
--------------
You can tell from the entrance that it is a beautiful town, and given the
Yukes' nature, probably full of professors and magicians. Well let your
imagination fly, because for the moment you can't get in. You need to get a
mark of Shella from the Veo Lu Sluice, and show it to the Yuke infront of the
river. He will make a rainbow bridge across the river, and bang, your in! Well
then, I guess you should go to Veo Lu Sluice then.
Now on the way to the Veo Lu Sluice there will be another scene with the
caravan from Shella, not unlike the one you just saw. Here they should request
a trade of a gear. for a Zu's Beak. This isn't as obviously a good trade, I
have only ever found one gear, so you shouldn't be so impulsive to asume it is
as a good trade here (Diary entry #31). The thing is, in a few years, you will
realize that you really don't want to figh Zus. Now you can finally ACTUALLY
enter somewhere new. Lucky you!
---------------------
Veo Lu Sluice (VEOS1)
---------------------
"Long ago, peace returned to this tumultuous land, and Lilties kept the
highways
safe. At long last, travellers walked the roads without fear of monsters.
The
Yukes constructed a great sluice to channel water down from Lake Shell,
transforming
Jeagon creek into a great river. Over time, the river turned the vast plains
of Fum
into farmland, thereby providing food to people the world over. To us, this
sluice
is more important than anything."
The sluice is a very large, single screen level. It is actually pretty
easy to get through, but when you try and find everything on the level, that is
when it starts yo get very confusing. You actually can't even get all the
chests here until about year 6 or 7. Also, if you really want to get into
Shella you can pick a mark of Shella here and leave the dungon, however, like
most towns there isn't anything breathtaking to see.
----------------------
Monsters:
Lizard Man, Lizard Mage, Gigan Toad, Water Flan, Ice Bomb, Griffon
Boss: Golem
----------------------
The only hard part about this level, is there are numerous stone
pedistals, and th keys are hard to get. What you have to do, is when you see a
hole in the ground, look for a wood platform nearby. Take the chalice, and
place it on the platform. Now the key will shoot out of the whole on a jet of
water. now you have to pick it up, and it will be off the jet. Now since you
are out of the chalice's range most of the time you do this, run back to the
chalice and make mog get it. Now yu can get the key and keep going.
To rid yourself of the Lizard men, treat them the same as goblins. However
they will not throw stones. Regardless, just run past them to draw an attack,
and combo him. The difference is, that Lizard Men, as opposed to Goblins, will
likely not go down in a single attack.
Lizard Mages are, once again, a silly exaple of the pathetic nature of
spells. As always, keep your distance, and a spell circle will appear at your
feet, run up and combo the thing. They will likely go down in 3 hits or less.
Silly mages, they think they can do stuff.
Gigan toads are an amalgamation of magic and physical attacks. Deal with
them as you would a mage, however one combo will most likely not do it. Retreat
a bit after that, because they will hit you with a tongues attack. However not
lethal, being hit by a wipy enemy is annoying.
Water Flans are just as pointless as normal flans. The biggest differance
is that water Flans will cast Blizzard. Aside from that, dispose of them in the
same pathetic fashion as a normal Flan. ie, run up and combo it.
Ice Bombs are simply bomb version 2. They will use ice instead of fire,
still die in a pathetic amopunt of hits, and the explosion still hurts you. The
only differance is that the explosion does freeze instead of burn.
Griffons would have been fought in River Belle path, but since I didn't
give a strategy there, here is one here. They will fly up and shoot a ball of
air at you from a distance, which is what you want them to do. When they go up,
just move to the side and charge up your charge attack. Make sure when they
land you aren't next to them because they will either hit you with their wing,
or their tail. One hit matters little, but they have alot of HP, so they add up.
BOSS FIGHT: GOLOM (160HP)
--------------------------------------------------------------------------------
-------
The Golom, while intimidating is a surprisingly wimpy foe. All you have to
do, is dispatch of his accomplices, as you should already know to do at this
point, and then run around the Golom. The Golom will scrunch down and shoot his
arms forward, do two punches that hit infront, and slightly to each side, do a
circle attack with his arms, scrunch up and do a fire-laser attack around
himself, or a simple laser attack forward. This, while a wide range of attacks,
is fairly harmless.
When I say run around him, it is because the most common attacks he use
only hit directly infront of him. So by running in circles around him, you can
wait for one of these attacks, and do a combo that will result in a
surprisingly high amount of damage. His attack where he spins in circles with
his arms is dangerous, because it is all around him, and hits twice. His round
laser attack is annoying to, beacuse it is fast, and hard to dodge, and it also
inflicts burn. Luckily he will rarely hit you, so burn is of little concern.
Regardless, he is very easy.
--------------------------------------------------------------------------------
-------
I think by this point you should know that you will get a letter and an
artifact, as well as a drop of Myrrh (Diary entry #32). This, being the third
Myrrh drop alsosignifies the end of year three, go you! (Diary entry #33)
(Year four coming in the future)!
////////////////
===============
Diaries (DIARY)
===============
\\\\\\\\\\\\\\\\
Diary Page 1
------------
"The morning of my departure was here at last. I tried to brace myself for the
journey ahead. There was a field along the main road where I decided to camp
until sunrise. Tomorrow I set out in search of Myrrh."
Diary Page 2
------------
"Not far from the village, someone called to me. The man introduced himself as
Sol Racht, leader of the caravan from Alfitaria. It seems that news of my
caravan had already reached them. They showed me such kindness, and a moogle
named Stilztkin gave me a lesson in combat.?
Diary Page 3
------------
"I wound my way through the vivid green hill sand followed the path to reach
the River Belle. All my tension seemed to flow away with the River Belle's
serene currents. As I pressed forward I slew many goblins. Who could have know
that I would fight the giant crab surrounded by such beauty!"
Diary Page 4
------------
"I came across the Caravan from Alfitaria today. The town was already abuzz
with talk of the Black Knight, but Sol had more tales to tell. Sol spoke with
such enthusiasm that he actually seemed to admire him. It is amazing how
quickly word of this Black Knight has spread in spite of the way Miasma
isolates every town."
Diary Page 5
------------
"I visited a Moogle Nest for the first time. The Moogle there cheerfully
welcomed me into his home. When it was time to go, I thought he looked a bit
sad. I patted the bonbon on his head, and bade him farewell. I wonder if all
moogles live so comfortably?"
Diary Page 6
------------
"I ran across the caravan from Leuda. Those two Selkies are some characters.
They seem to be enjoying the journey more than observing their duty. It was a
refreshing outlook, but it worried me. I began to understand how Sol of
Alfitaria must have felt about me."
Diary Page 7
------------
"After eating, I was preparing to set off, when suddenly some Lilties ran by
in hot pursuit of monsters. They were probably from Marr's Pass. That place has
long been home to blacksmiths, so they were probably out gathering materials."
Diary Page 8
------------
"The Miasma stream. Many caravans have passed through, and now I will follow
in their tracks. Someday, others will follow me. I feel like I have become a
small part of history."
Diary Page 9
------------
"As I approach the Mushroom Forest, I somehow feel like I'm shrinking. Each
toadstool I pass seems taller then the last. Now I know I am in the forest. I'm
walking along a rooftop of mushrooms. Although a Malboro blocked my path, I
prevailed and collected a drop of Myrrh."
Diary Page 10
-------------
"Marr's Pass. This land was once the home of the Lilties. With the Iron
weapons the wrought here, they once ruled the entire world. Now this place is
but a small town at the crossroads. Time washes away everything, joy, agony.
Everything."
Diary Page 11
-------------
"The Mine of Cathuriges is a relic of the age of Litian reign. Orcs rule it
now. As I ventured deep into the mine, I kept jumping at my own shadow, cast on
the wall by the flickering lamps overhead. I found the Orc King waiting for me
in the deepest cavern within. After my victory, I collected a drop of Myrrh."
Diary Page 12
-------------
"With my first journey behind me, my caravan has finally come home. Before
setting out, I had heard only stories of the world outside. Once out there, I
found excitement, surprise, and a bit of hardship. Whenever I close my eyes, I
vividly remember all my adventures, as I searched for Myrrh. Tonight is the
festival. It's time to celebrate!
Diary Page 13
-------------
"I came upon the caravan from Marr's Pass. It was overturned. Few monsters
prowl the road, and I've rarely seen such things in all my travels. The sight
was so Biazzare that I merely stared in amazement before it occured to me to
lend a hand. They said they were attacked by the infamous Black Knight. Why
would he do such a thing?"
Diary Page 14
-------------
"I was amazed to meet a traveller who did not belong to any caravan. He was
stranded since his papaumamus was injured, I lent him some ointment from back
home. In return he showed me his compact crystal, something I had only heard
of. Imagine a portable crystal! But carrying something like that around is just
asking for a visit from a band of... no, could he have been?"
Diary Page 15
-------------
"Today I decided to take a side road for a change of Pace. To my surprise I
heard someone call out to my caravan. It was a group of kindly looking Clavats.
A look at their clothes told me that they probably hailed from the Fields of
Fum."
Diary Page 16
-------------
"Goblin wall lies east of Tipa, nestled among the mountains of Kutliema. As
expected, the place was infested with Goblins. They engage in dark and sinister
ceremonies, so the people of my village fear them. I planned a darring raid
into the Goblins' lair to collect the Myrrh there. It worked, the village
should be safe for now."
Diary Page 17
-------------
I ran across the caravan from Marr's Pass. They were heading home with their
chalice full of Myrrh. They were quite generous with weapons they'd found, as
some were of no use to them. I suppose that great blacksmiths like them prefer
their own weapons over those wrought by others anyway."
Diary Page 18
-------------
"Today I learned of Flan. Their gelatanous bodies have no arms or legs. They
attack by coiling up their body and springing forward in a ferocious headbutt.
They also spit a sticky, acid substance from their gaping mouths. Though this
acid lacks the power to melt weapons or armour, it can restrict the victim's
movement."
Diary Page 19
-------------
"My first visit to Alfitaria. Huge buildings, crowded together. Lots of
strange people hurrying about. To me, they all look the same. They all wear the
same hunted expression, as though something is chasing them down."
Diary Page 20
-------------
"Today I saw the caravan from Alfitaria again. My caravan has no Lilties. This
fact seemed to worry their leader, Sol. They gave me supplies for my journey,
which I appreciated, but I wish he would get off his high horse."
Diary Page 21
-------------
"They say that the Myrrh tree sprouted in Tida after the village fell to ruin.
The tree grew from the hopes of people waiting for the caravan to come home.
But at the same time, their hopes also gave rise to Armstrong. Now I understand
why caravans try and aoid this place."
Diary Page 22
-------------
"Today I paid a visit to Moshet Manor. I felt small in the Mushroom Forest,
but here I'm like an ant! I met the Gigas Master and his Lamia wife, together
with their Tonberry Chefs. I almost felt sorry for the chaos I brought into
their home. Perhaps I should have knocked."
Diary Page 23
-------------
"So ends the second year of my caravan. Miasama hindered my steps, and
monsters struck at me from behind. Still, I'll always look back fondly on the
warm smiles that greeted me in villages I visited, and it was always a joy to
meet other caravans pn the long, lonely road. I hope I see them again next
year."
Diary Page 24
-------------
"I spotted the Striped Brigands by the main road. I recently heard they'd
killed a man, so I asked the truth. They claimed that they never take lives. As
I talked with them, I realized they are good people at heart. I think I can
trust them."
Diary Page 25
-------------
"Today I defeated the Giant Crab at River Belle Path adn quickly collected a
drop of Myrrh. It was an easy fight, so I spent a peaceful interlude over a
light meal. I was a little surprised. I never considered myself a fighter."
Diary Page 26
-------------
"I wonder why anyone would actually want to wander into Miasma. Today I met a
stranger named Gurdy who was nearly killed by the caravan from Marr's Pass.
Lightning brings the cactus pain, now it all begins again. I'm not sure what
the verse means, but I think he recited it to me in thanks."
Diary Page 27
-------------
"I camped with the caravan from Fum and walked with them for a while this
morning. Their gentle manor reminds me of my family. When I spoke of my
parent's profession, they gave me some advice on farming. Perhaps I'll send a
seed back home."
Diary Page 28
-------------
"The Striped Brigands appeared and surrounded the caravan. They demanded I
leave behind all my valuables. Undaunted, I decided to charge through their
blockade. Sorry I ran you over, little moogle. I had a feeling you'd survive."
Diary Page 29
-------------
"Today I defeated a Malboro at the Mushroom Forest and quickly collected a
drop of Myrrh. It was an easy fight, so I spent a peaceful interlude over a
light meal. I was a little surprised, I never considered myself a fighter."
Diary Page 30
-------------
"As I road along the stone path, someone called to me. It was the caravan from
Shella. I drew nearer wondering what they wanted. They wanted to make a trade
and seemed to know exactly what I carried. Intrigued by their offer, I agreed."
Diary Page 31
-------------
"Shella, citadel of the Yukes. There is a slight chill in the air, and I find
it hard to believe that Tipa and Shella are part of the same world. They say
that Yukes dress in strange ways to maximize their magical abilities. Someone
once said that they have no bodies, only souls. Yukes are a mysterious people
indeed."
*Just realized I was missing a few diaries here*
(Year 4 diaries coming soon!)
/////////////////
================
Bestiary (BESTY)
================
\\\\\\\\\\\\\\\\\
This bestiary will undergo a lot of change in the future, as monsters have
different stats in different areas, and during different years. For now I will
list the stats of their original areas.
-------------------
Goblin
HP: 6
Vulnerable:
fire, Lightning,
slow
Area:
River Belle Path
-------------------
Hedgehog Pie
HP: 6
Vulnerable:
Cold, Lightning,
Slow
Area:
River Belle Path
-------------------
Goblin Chieftain
HP: 12
Vulnerable:
fire
Area:
River Belle Path
-------------------
Mu
HP: 5
Vulnerable:
fire, cold, slow
-------------------
Giant Crab
HP: 80
Resist:
lightning
Area:
River Belle Path
-------------------
Tiny Worm
HP: 8
Vulnerable:
fire
Resist:
lightning
Area:
Mushroom Forest
-------------------
Hell Plant
HP: 8
Vulnerable:
slow, paralysis
Area:
Mushroom Forest
-------------------
Gremlin
HP: 8
Vulnerable:
cold, slow,
paralysis
Area: Mushroom Forest
-------------------
Ahriman
HP: 7
Flying
Area:
Mushroom Forest
-------------------
Malboro
HP:112
Area:
Mushroom Forest
-------------------
Orc
HP: 12
Vulnerable:
slow, paralysis
Area:
Cathuriges Mine
-------------------
Bomb
HP: 9
Vulnerable:
cold, lightning
Resist:
fire
Area:
Cathuriges Mine
-------------------
Ogre
HP: 38
Vulnerable:
lightning
Area:
Cathuriges Mine
-------------------
Orc King
HP: 128
Area:
Cathuriges Mine
-------------------
Flan
HP: 10
Vulnerable:
fire
Area:
Goblin Wall
-------------------
Goblin Mage
HP: 12
Vulnerable:
fire, lightning,
slow
Area:
Goblin Wall
-------------------
Bat
HP: 5
flying
Area:
Goblin Wall
-------------------
Electic Jellyfish
HP: 12
Vulnerable:
cold, slow
Resistant:
lightning
Area:
Goblin Wall
-------------------
Goblin King
HP: 80
Area:
Goblin Wall
-------------------
Carrion Worm
HP: 24
Vulnerable:
fire
Resistant:
lightning
Area:
Tida
-------------------
Skeleton
HP: 15
Vulnerable:
fire, slow,
paralysis
Area:
Tida
-------------------
Skeleton Mage
HP: 15
Vulnerable:
fire, slow,
paralysis
Area:
Tida
-------------------
Armstrong
HP: 160
Resist:
lightning
Area:
Tida
-------------------
Coeurl
HP: 20
Resist:
gravity
Area:
Moschet Manor
-------------------
Tonberry Chef
HP: 15
Area:
Moshcet Manor
-------------------
Gargoyle
HP: 5
Area:
Moshet Manor
-------------------
Gigas Lord
HP: 120
Area:
Moschet Manor
-------------------
Maggie
HP: 50
Area:
Moschet Manor
-------------------
Lizard Man
HP: 15
Vulnearable:
cold, slow,
paralysis
Area:
Veo Lu Sluice
-------------------
Lizard Mage
HP: 15
Vulnerable:
cold, slow
paralysis
Area:
Veo Lu Sluice
-------------------
Gigan Toad
HP: 24
Vulnerable:
fire
Resist:
cold
Area:
Veo Lu Sluice
-------------------
Water Flan
HP: 14
Vulnerable:
fire
Resist:
cold
Area:
Veo Lu SLuice
-------------------
Ice Bomb
HP: 15
Vulnearable:
fire, lightning
Resist:
cold
Area:
Veo Lu Sluice
-------------------
(more soon!)
//////////////
=============
Items (ITEMS)
=============
\\\\\\\\\\\\\\
Basic Items:
------------
These are the basic items that restore health, and can usually be bought at a
store anywhere. "meat, fish, gourd potato, round corn, striped apple, cherry
cluster, star carrot and rainbow grapes have varying effects based on your
characters food preferences)
Meat:
-----
Meat is a common enemy drop, and can be bought easily. Besides fish, it is the
only item that raises strength (my favorite stat) and is much more common than
fish. This makes meat my favorite item.
Fish:
-----
Virtually the same thing as meat, however I find fish to be found far less
often than meat. Therefore my character doesn't have a taste for meat, making
it far less useful.
Gourd Potato:
--------------
Gourd potatoes are one of the most common food in the game. If you were to o
through any level once, you would likely find at least one of these. They raise
defense, which is useful if you are taking damage too fast.
Round Corn:
-----------
Round corn, is once again, generally the same thing as a gourd potato, but I
find them to be even more common than a gourd potato. I would say choose one or
the other to use, and sell the one you don't, because you find so many you
would make a small fortune.
Striped Apple:
--------------
Striped apples are common in some areas, but in the rest of te world, you will
not find one. This is just fine with me, because I really don't like magic too
much. I just sell all but maybe 2, incase I run into an enemy where physical
attacks just won't work.
Cherry Cluster:
---------------
Cherry clusters do the same thing as striped apples, but I find them to be
spread out around the world a little bit more evenly. I always sell all of them
though because I always have about 2 striped apples. I always have 2 striped
apples, because I never use them!
Star Carrot:
------------
Another defense increasing item, however I find these to be strangely rare.
There are a few places where you can always get them, but other than that you
likely won't find one. I always sell them anyways.
Rainbow Grapes:
---------------
Rainbow grapes are the last magic increasing item, and are probably the most
common. However I sell them just the same, because as I said, I don't use
magic, simple as that.
Spring Water:
-------------
You'll be hard pressed to find spring water anywhere other than every shop in
the game (just about). I never ever bother with this stuff though, mostly
because all it does is restore some HP, and to my knowledge it can only ever
restore 1 heart.
Milk:
-----
Milk can be found, bought in some places, and if your family is are ranchers
(I think) they will send you milk. However milk is just as useless as spring
water, so I sell it.
Seeds
-----
Seeds are generally all the same thing. You send them home to your parents so
they can do their assigned task better. Or as the game puts it, they like you
better and will work harder for you.
Magicite:
---------
Magicite can only be used in dungeons, and when you leave, it disappears.
Magicite allow you to cast spells by placing it on the command menu, and you
can fuse them together if they are out bedside each other in the right order.
Now as you may know by now, I am opposed to magic, so I don't use too much of
this stuff.
Fire Stone:
-----------
The fire stone is the only real attack magicite I use. Since there are few
occasions where I actually use magic, and most enemies aren't resistant to
fire, this is what I use. Fire can burn enemies, dropping their defense and
making them easy prey.
Blizzard Stone:
---------------
I don't know why, but blizzard stones seem to come in clumps (as in if there
is one, another one is often nearby) and are a bit more common than fire.
However there seem to be less enemies weak to it, and more resistant to it.
Blizzard can temporarily freeze an enemy, giving you time to kill other enemies
if there are multiple attacking you, or making them unable to do anything while
you pound them.
Thunder Stone:
--------------
These are probably the rarest of the three attack stones, and the least
effective find more enemies are resistant to thunder than any other element,
and I have never found more than one stone in a level (that I can remember).
Thunder can paralyze an enemy for a short time if you hit them, allowing you to
take them out.
Cure Stone:
-----------
Now we're getting somewhere! Cure is very useful, as it is free to cast, and
you can do it unlimited times. I always have cure on. This is a real lifesaver
if you don't feel like digging into your food stash, and are common enough for
you to have one early into a dungeon.
Clear Stone:
------------
Clear is almost as useful as cure, just because it takes away statuses, which
are annoying. Statuses are sorta rare in this game though, as are clear stones,
but they are useful none the less.
Life Stone:
-----------
As far as I know, life does not do the same thing as a pheonix down in single
player mode, making it completely and utterly useless (besides for fusing) and
I never, ever have it on my command menu because of this.
Equipment:
----------
Equipment is very valuable in this game. Having decent equipment can more
than double you strngth and defence, which is a very good thing. I really
haven't used anything other than a Clavat, so I have mostly stuff on them. The
rest will come in due time.
Clavat Weapons
--------------
Weapon |stat boost |scroll |cost
-------------------------------------------------------------------------------
Copper Sword |Strength+15 |->->->->->->->->->->|->->->->->->->->->->
Iron Sword |Strength+20 |Novice's Weapon |100
Marr Sword |Strength+22 |->->->->->->->->->->|->->->->->->->->->->
Steel Sword |Strength+25 |Warrior's Weapon |300
Rune Blade |Strength+30 |Master's Weapon |???
Defender |Strength+31 |Victorious Weapon |500
Feather Saber |Strength+31 |Valiant Weapn |500
Bastard Sword |Strength+31 |Migthy Weapon |500
-------------------------------------------------------------------------------
Lilty Weapons
-------------
Weapon |stat boost |scroll |cost
-------------------------------------------------------------------------------
Iron Lance |Strength+15 |->->->->->->->->->->|->->->->->->->->->->
Partisan |Strength+20 |Novice's Weapon |100
Marr Spear |Strength+22 |->->->->->->->->->->|->->->->->->->->->->
-------------------------------------------------------------------------------
Yuke Weapons
------------
Weapon |stat boost |scroll |cost
-------------------------------------------------------------------------------
Orc Hammer |Strength+15 |->->->->->->->->->->|->->->->->->->->->->
Wave Hammer |Strength+20 |Novice's Weapon |100
-------------------------------------------------------------------------------
Selkie Weapons
--------------
Weapon |stat boost |scroll |cost
-------------------------------------------------------------------------------
Aura Racket |Strength+15 |->->->->->->->->->->|->->->->->->->->->->
Solid Racket |Strength+20 |Novice's Weapon |100
Marr Racket |Strength+22 |->->->->->->->->->->|->->->->->->->->->->
Dual Shooter |Strength+25 |Warrior's Weapon |???
-------------------------------------------------------------------------------
Armor
-----
armor |stat boost |scroll |cost |Resist
--------------------------------------------------------------------------------
Travel Clothes |Defense+10 |->->->->->->->-> |->->->->|none
Bronze Plate |Defence+13 |Bronze Armor |100 |none
Iron Plate |Defence+17 |Iron Armor |200 |none
Mythril Plate |Defence+22 |Mythril Armor |500 |none
Flame Mail |Defence+24 |Flame Armor |500 |Burn
--------------------------------------------------------------------------------
Defensive Equip*
---------------
equip |stat boost |scroll |cost |race
--------------------------------------------------------------------------------
Makeshift Shield |Defense+7 |->->->->->->->->->->|->->->->|Clavat
Iron Shield |Defense+10 |Iron Shield |150 |Clavat
Mythril Shield |Defense+15 |Mythril Shield |400 |Clavat
Gauntlets |Defense+5 |->->->->->->->->->->|->->->->|Lilty
Bronze Gauntlets |Defence+8 |Bronze Gloves |80 |Lilty
Helm |Defense+5 |->->->->->->->->->->|->->->->|Yuke
Belt |Defense+5 |->->->->->->->->->->|->->->->|Selkie
Bronze Belt |Defence+8 |Bronze Belt |80 |Selkie
Iron Belt |Defense+12 |Iron Belt |150 |Selkie
--------------------------------------------------------------------------------
*By "Defensive equip" I mean the secondary armour, such as shield, belt etc.
(more equipment coming soon!)
//////////////////
=================
Artifacts (ARTIS)
=================
\\\\\\\\\\\\\\\\\\
The artifact system in this game has a lot of randomness in it, and it is
hard to pinpoint a specific location for a relic. For now I will list the
relics I have gotten, and where I have seen them. This section will undergoe
majour updating as I collect more data. A number in brackets signifies a cycle.
cycle is when the myrrh tree restores itself. So River Belle Path is in cycle
1 until year 3, when you can get a Myrrh drop from there again. Then in year 5,
it is in cycle 3. After cycle 3 it just repetas itself.
Artifact |Stat Boost |Area(s)
-------------------------------------------------------------------------------
Shuriken |Strength+1 |River Belle Path, Mushroom Forest,
->->->->->->->->->->->->->->->->->->->Cathuriges Mine
Man Eater |Strength+1 |River Belle Path
Double Axe |Strength+1 |River Belle Path, Mushroom Forest
Green Beret |Strength+1 |River Belle Path, Mushroom Forest
Flame Tongue |Strength+2 |Mushroom Forest
Loaded Dice |Strength+2 |Cathuriges Mine
Ice Brand |Strength+2 |Goblin Wall, River Belle Path(2)
Twist Headband |Strength+2 |Tida
Buckler |Defense+1 |River Belle Path, Mushroom Forest
->->->->->->->->->->->->->->->->->->->Cathuriges Mine
Silver Spectacles |Defense+1 |River Belle Path, Mushroom Forest
Sparkling Bracer |Defense+1 |Mushroom Forest, Cathuriges Mine
Arai Helm |Defense+2 |Moschet Manor
Black Hood |Defense+2 |Mushroom Forest(2)
Mage Masher |Magic+1 |River Belle Path, Mushroom Forest,
->->->->->->->->->->->->->->->->->->->Cathuriges Mines
Cat's Bell |Magic+1 |River Belle Path, Mushroom Forest
Dragon's Whisker |Magic+1 |River Belle Path, Mushroom Forest,
->->->->->->->->->->->->->->->->->->->Cathuriges Mine
Silver Bracer |Magic+1 |River Belle Path, Mushroom Forest
Kris |Magic+3 |River Belle Path(2)
Sage's Staff |Magic+3 |Mushroom Forest(2)
Moogle Pocket |Command Slot+1|River Belle Path, Mushroom Forest,
Chocobo Pocket |Command Slot+1|Tida
->->->->->->->->->->->->->->->->->->->Cathuriges Mine
Earth Pendant |Hearts+1 |Mushroom Forest, Cathuriges Mine
Ring of Blizzard |Learn Blizzard|Veo Lu Sluice
(more coming sometime soon!)
/////////////////////
====================
Helpful Tips (HELPT)
\\\\\\\\\\\\\\\\\\\\\
These are just a few things that I found useful myself, most of them are
fairly obvious, or become so early on, but some of them you may find ver useful.
- No matter how cliche it has beome over the years, save. Save often. You
never know when you may die by some odd turn of events (namely a group of 40 or
so enemies). Yes, it is unlikely you will ever die, but it can happen. You
really don't want to have to redo 3 chapters because you neglected to save. I
try and save after everydungeon, but I often forget.
- Always, always, always keep a pheonix down and/or cure magic on your
command menu. A pheonix down just helps you prevent the above scenario. So
instead of dieing, you will get automatically revived. You should also keep a
bunch of spares handy. Cure is, as I have said amny times throughout the guide,
is the best, or on of the best, ways to restore helath. It almost always
completely restores you, and for free. Just be careful if you haven't found a
cure magicite in the dungeon yet.
- If physical attacks are taking too long to dish out some death, then try
something else. If the enemy is flying, 95% of the time using gravity
(fire/blizzard/thunder+fire/thunder/blizzard) on them will take themout of the
picture. They will be grounded, unable to mive, and will no longer take 1
damage a hit. Similarly, if the enemy is ghostly, or transparent, use Holy
(fire/thunder/blizzard+Life). This will do huge amounts of damage, as well as
make them solid, allowing you to do normal damage.
- For taking on enemies, you should consider one of a few strategies. The
simplist is to just run up to the enemy and hack them to death. A better one,
is run past them to draw an attack and dodge it at the same time, combo attack
them, run away, and repeat. Or instead you could use a charge attack, run away
to avoid attacks, wait for the enemy to attack and charge attack again. Magic
can also be replaced for charge attacks, but that will be adressed in the next
point.
- If you plan to use magic, use a Yuke. Any other race should only use
magic if it is intended to make the enemy more suceptable to physical attacks,
or to cure. If you plan to use magic to actually do damage, Yukes have a fast
enough casting speed to actually do that, regardless, I still prefer physical
attacks. Similarly, if you plan to use charge attacks alot, go for a Selkie,
they wield a lightning fast charge attack, as well as having long ranged focus
attacks, mening you don't have to run away after every charge attack. However,
any race (except Yuke) can do charge attacks well enough for frequent use.
- When you get letters, or are propted to make a decision, be nice and
caring. It may apeal to you to be a jerk, but picking the best option will
often pay off, if not immediatly, in the long run. Especially letters, try and
pick an option that will appeal to the person, and pick an item to send
appropriate to the letter (if they are going to sell the cow because they need
the money, send either money or meat).
- Remember you can only get one of each kind of artifact. So if you have
gotten 10 artifacts from River Belle Path by the end of year one, you likely
won't be able to get any more for a while, and will likely be wasting your time
going back. Contrary to this, it is a good idea to go back to different areas
frequently to pick up any artifacts you may have missed. I highly suggest going
to River Belle Pathe and Muchroom Forest until you can't get any more artifacts
in either in year one. This way you will have decent stats, and your artifact
choices will be narrowed for the rest of the game.
///////////////////////
=======================
Closing/Credits (CLOCR)
=======================
\\\\\\\\\\\\\\\\\\\\\\\
Well now, this is the end of my very first FAQ ever. I know at the moment
it could be organized better, but that will come in future versions, once I get
all the information down. For now you can use the wealth of information I have
posted on Year one of the game, or you can email me (using the address at the
bottom of the faq) and tell me how screwed up, dysfunctional, and full of holes
my FAQ is. Thats about it for now!
CJayC- For making the best game site ever
SquareEnix- For another great game
Myself- For buying this awesome game
osrevad- For the "Final Fantasy Crystal Chronicles" ASCII art
__ _____ _ __ __ ____ __ _ ____ _______ ____ _____
| | |_ _|| \ | || | / /| \ / | / \ / __\|__ __|| ___|| __ \
| | | | | \ | || |/ / | \/ | / A \ | /__ | | | | | / \ \
| | | | | \ \| || / | |/ / \ \\___ \ | | | |__ | \__/ /
| | | | | |\ || |\ \ | |\/| || |_| |__ \ \ | | | ___|| /
| |___ _| |_|| | \ || | \ \| | | || | | || |_/ | | | | |__ | |\ \
|_____||_____||_| \_||_| \_|_| |_||_| |_|\____/ |_| |____||_| \_\
(
[email protected])
Copywrite 2004-Linkmaster12 (aka Josh DeWolfe)