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Final Fantasy XII - 1
Wattcode: 22374

4



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games
[AERIAL GARDENS]

As you start the first area (as Reks), Basch will give you a small
tutorial on moving around. The commands appear in the upper-left and
tell what Basch wants you to do. Twist teh camera, move over to him,
then talk to the Dalmascan by the gate. Walk up to the iron gate
fourthly, and inspect it with (X) to open it. Easy-peasy.

[INNER WARD]

After entering the hall beyond, you can use the party menu and
examine your equipment and inventory (with Triangle). An Imperial
Swordsman attacks you, though, and Basch walks you through the
targeting and fighting system. If you mess up, your allies murder
the guard for you. =) These guys will follow you around (Basch did
say he would take up the rearward guard), and heal around if needed.

Continue down the long stone path and a boss fight will ensue with
an Air Cutter Remora. Everyone will start flaying into its metal
hide, and you can't really lose it due to the ally soldiers healing
abilities. After awhile, Basch damages the unit's engines and makes
it disengage. Laff.

Three more Imperial Swordsmen appear immediately following, which
get disposed of quickly, whether you want to or not. Sprint up the
far stairs to the open doorway. Basch explains that the minimap may
not be enough to get one's bearings; pressing [SELECT] will bring up
the Location Map. Bring it up and it will tell you the room you're
currently in (and which I will separate the dungeons by). Enter thru
the dots on the ground.

[LOWER APARTMENTS]

Cutscene and you can move again. Ignore the long left corridor and
head north (assuming up is north on map) to have Basch tell you the
way to retreat -- hold R2. There's no shame in fleeing from battles
that serve no purpose, after all.

Imperial Magus enemies can appear from hereon in, and cast magick
which makes them a prime target for slaughterin'. Dispose of them
first off, if possible. In that same corridor where you learned the
escape ability, go right into the small antechamber and inspect the
urn there to get a [POTION].

Lead the men into the second horizontal hall and go into the second
vertical hallway (right hallway is dead end). There is an ornate room
adjoining this path with an upward stairway. Before you ascend, walk
the rest of the length of the hall and find another [POTION] in a
nook. Head upstairs when you're ready to move on.

[UPPER APARTMENTS]

Approach Basch and he'll tell you about a save crystal nearby. It is
possible to save here (dur!) and also refill HP/MP along with the
action. Always remember to save, folks. Ascend the stairway to exit.

[THE HIGHHALL]

Reks tells the others to move on as move cronies come here. You'll
be fighting these guys solo, so make use of your magick and heal if
you need to. You can backtrack to the save point to heal up once the
blood's off your sword. Your upward climb gets stopped short by a
gate you can't open; use a door in the adjoining hallway.

Enter and arc around right to the other open door, where you will
automat...

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