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Final Fantasy 9

(as "Final Fantasy IX")

ไฟนอล แฟนตาซี 9


Final Fantasy 9 [By rpgclassics.com]

Final Fantasy 9



Disc 1
Disc 2
Disc 3
Disc 4

 

 

 

Walkthrough, Disc 1

 

Prima Vista Theater Ship

 
Enemies in this area:
Masked Man (Baku)
 
After the opening movie, you gain control of the game when Zidane, a member of the theater troupe Tantalus, enters a dark room on the theater ship.  Don't light the candle just yet.  Get the 47 gil in the back left corner of the room, and the Potion light, three people will enter from the right, and ask where the boss is.  The door on the left will open, and a man wearing a dragon mask will enter.  You must fight him.  Steal and heal until you have gotten the Wrist, Potion, and Mage Masher.  Then attack him normally until he has been defeated.
 
After the battle, the Masked Man is unmasked.  He is Baku, the leader of the Tantalus theater troupe.  To start the meeting, walk into the room to the right.  (If you answer Baku's question incorrectly 64 times, Ruby will run in and chastise you.)  The group will discuss their plans to kidnap Princess Garnet of Alexandria.


Alexandria

 
After another movie, you will gain control of Vivi, a little black mage.  He is in Alexandria planning to see the Tantalus performance tonight.  As he walks down the street, he will be knocked over.  A little girl will help him up, and give him back the ticket he dropped.  Return to Memorial Square (where Vivi just was in the movie), and pick up a few items.  Search the front left corner of the screen for a Zombie Card.  At the far back of the screen in the center is a Lizard Man Card.  Get the Potion on the far side of the statue, and the Sahagin Card at the center left of the screen.
 
Go back to the left and reenter the street.  Vivi will be knocked down again, this time by a boy with a rat-like face . . . you will be seeing him again.  Get the Potion in front of the first house on the left.  Enter the first door on the right and get the Potion from the back right corner of the room.  After acquiring the 9 gil hidden at the foot of the bed, climb to the loft and get the Fang Card from the dresser.  Go back outside.  There is a Potion on  the left of the street before you reach the hanging banners.
 
Continue into the next area.  There is a tour guide helping nobles from Treno who are visiting Alexandria.  Go to the door at the back center of the screen and read the letter.  At the building to the left of that house, read the pub sign, and then enter the pub and talk to everyone.  Search the front right corner of the room for a Potion, and find the Flan Card by the barrel on the left side of the room.  On the floor by the door on the left is 27 gil.
 
Back outside, search the clump of grass at the front right corner of the screen for 33 gil.  The clump of grass at the front left holds a Goblin Card.  Speak to the hippo, Hippaul . . . you will get to know him better later on.  In the next screen, talk to Mick standing at the center left to learn that you need to take your ticket to the ticket booth in the square.  Enter Doug's Item Shop at the back right.  Search to the right of the counter for 38 gil.
 
Go back outside and enter the square.  Go inside the building at the center right and search in the bottom right corner of the screen for an Ether.  This is the Synthesist's Shop, but they are about to close, as he is taking his wife to tonight's performance.  Talk to the synthesist's wife - how much do those tickets cost?! 
 
Go through the side doorway into the Weapon Shop.  They're not doing business at the moment, either, but you can get a Remedy way back in the corner to the right of the counter, under the arrow pointing toward the Synthesist's Shop.  Back outside, look on the left of the path in front of the Alexandrian soldiers for a Phoenix Pinion
 
Enter the center building on the left and witness a scene with an irate man.  Walk around, and you will run into another hippo - this is Hippaul's mother.  Apparently the inn is very busy due to tonight's performance of "I Want to Be Your Canary."  If you like, you can go upstairs and walk all the way around to the far end of the hall, and go out onto a balcony overlooking the square.  When you're finished at the inn, return to the street. 
 
Just outside the inn, talk to the kids jumping rope, and they will let you try it.  You'll get a prize if you do well enough.  To succeed, you need to make as many consecutive jumps as possible without missing.  To jump, press X when you see the !.
 
 
Prize List

# of Jumps
Prize
20 10 gil
50 Cactuar Card
100 Genji Card
200 Alexandria Card
300 Tiger Racket Card
1000 King of the Jump Rope
 
When you're finished exploring, go to the ticket booth in the center of the square, and choose to peek in.  Talk to the ticketmaster, and show him your ticket.  You will learn that it's a fake.  Vivi is devastated, and the ticketmaster feels sorry for him.  He gives Vivi a Goblin Card, a Fang Card, and a Skeleton Card to make him feel better.  He will also say that you should talk to Alleyway Jack to learn more about cards.
 
Head left into the alley.  Vivi will trip, interfering with the work of Dante the Signmaker, who will get annoyed, fix his sign, and quit for the day.  (If you go look, you will find him in the pub.)  Rat Kid, whose name is Puck, will run up and ask about your ticket.  He will offer to take you to see the show if you'll be his slave. Don't agree just yet, though.  Continue into the next screen, and enter the house on the left.  Speak to the little girl, and then get the Eye Drops from the lower left corner of the room. 
 
Back outside, go all the way to the docks.  The boy up on the left, Tom, is missing his kitten named Mittens.  Agree to help him.  Speak to him again to learn that the cat is brown.  Run back up the street.  The little girl should run back out of her house.  If she doesn't, just run back and forth a few times till she does.  You need her to leave so you can have access to the upstairs in her house.  When she has run out of the house, go inside and go up the stairs.  Get the 3 gil by the bed, then exit the house.  Return to Memorial Square and talk to the brown cat by the statue.  Tom will run up and get his kitten.  Go back to the docks and speak to Tom, and he will give you a Bomb Card.
 
Now go back to the alley where you met Puck, and agree to be his slave.  He will steal Dante's ladder and run off.  Don't follow him yet, though.  Wait around a while, and Alleyway Jack will approach you.  Talk to him before he has a chance to pick your pocket.  You can learn a lot about the card game, Tetra Master, from him, so accompany him to the pub.  After his explanation, you can choose to play against him.  For more information about Tetra Master, see the Side Quests and Mini-Games section.
 
Return to the area where the little girl lives, and enter the church just past her house.  As you start to enter the bell tower, a moogle will drop on your head.  His name is Kupo.  He will apologize, and explain how to save the game.  You can save games and use tents at save moogles in town, or on the world map.
 
Puck will climb the ladder.  Stiltzkin, another moogle, will walk in and speak to Kupo briefly, then leave.  Even though Puck is getting impatient, ask Kupo about Mognet.  He explains that it is the moogle mail delivery service, but that it has been malfunctioning lately.  He then asks you to help.  Agree to do so, and he will give you a letter to deliver to Monty.  Search under the window to the right for a Potion, and search the flowers to the left for a Tent.  Then save the game.
 
Climb the ladder, and Puck will lead you across the rooftops of Alexandria.  Unfortunately, Vivi is afraid of heights.  After a near-accident, search the chimney at the far left for 29 gil.  Continue on after Puck, and he will ask your name.  Confirm the name, and Puck will introduce himself.  Instead of following him, go down the stairs, toward the screen, right, toward the screen, and to the far right for 63 gil.  then go back to the stairs.  Head all the way to the back left and find 92 gil.  Return to the stairs again and go right.  At the far ridgepole, go up.  When you reach Puck, he'll put down the ladder to cross one last gap.  You have arrived at the castle.
 
Vivi and Puck will sneak in behind the seated audience members.  You will get your first look at Queen Brahne, who gets my vote for "Ugliest Video Game Character Ever."  Princess Garnet is already falling asleep, and the play hasn't even started yet.  The queen is delighted by the lights and fanfare as the play begins.
 
During the play, you Zidane will have to fight Baku, Benero, and Zenero, which isn't too difficult.  There are special FX attacks you can use to make the play more interesting, but they don't really serve any other purpose.  After the battle, you will have to control a mock duel between Zidane and Blank.  You must press the buttons shown on the screen at the proper moment.  Speed and accuracy are both factors in this battle.  If you are unhappy with your performance, you can repeat it.  The number of nobles impressed determines whether Queen Brahne is impressed, and you can later get an item based on that number.
 
Nobles Impressed
Item
1-49 Ether
50-79 Elixir
80-99 Silk Shirt
100 Moonstone




Alexandria Castle

Enemies in this area: 
Steiner (x 3)
 
Run up the stairs, and you will meet a hooded girl.  After a short conversation with romantic overtones, Blank will start up the stairs, and the girl will run away.  Pursue her.  Enter Zorn and Thorn, the Demented Duo.  They have discovered that Garnet has run away . . . with the Royal Pendant.  They go to inform the queen, who calls the captain, whose name she cannot seem to remember.  You have the opportunity to confirm his name, as he will be one of your characters.  Meet Steiner, and may you grow to love him as I have.  The queen orders Steiner and Beatrix to find Garnet.
 
You now control Steiner.  Enter the guardhouse, and examine the Knights of Pluto register on the left wall.  (I can't help wondering if they named them Knights of Pluto so their acronym would be KOP . . . like Keystone?  Just a thought.)  Talk to the two knights again, and save the game at the moogle.
 
Note:  Always check Mognet when you save anywhere other than on the world map.
 
Go down the hallway, and you will find Dojebon running around.  He is kind of hard to catch.  Move right into the guest room, where you will find Mullenkedheim complaining of hunger.  Go back to the left and into the kitchen.  The head chef is . . . interesting.  Speak to one of the Alexandrian soldiers in the corners of the hall for a clue.  Go upstairs and walk back toward the screen.  Go down and speak to the queen to receive the reward earned as a result of the mock duel.  Go all the way to the first floor, and head right.  Talk to the scholars for some interesting information.  So the queen's been wanting to read up on eidolons . . . 
 
Go across the main hall and into the left portion of the library.  Talk to the scholars to learn that Garnet has been asking for a script of the play that Tantalus is now performing.  You can also learn that Garnet's tutor was named Doctor Tot.  Go to the front left corner to find Laudo.
 
Walk out the front door of the castle.  Turn right at the fountain, and speak to the Alexandrian soldier to learn that two Pluto Knights passed that way.  Go left and speak to the other Alexandrian soldier.  Now go down and talk to the man sitting on the steps in front of the fountain.  He is Haagen, another Knight of Pluto.  Continue to the left, to find Weimar propositioning an Alexandrian soldier in front of the west tower.  (You have noticed that all the Alexandrian soldiers are girls, haven't you?)  Enter the tower.
 
Go down the hall and up the stairs.  There you will encounter Breireicht.  Speak to him for clues about assigning the other knights, and receive an Elixir from him.  At the top of the tower, Steiner will catch a glimpse of the princess.  Follow Garnet through the door on the right when you regain control.  Go talk to Ruby, and then follow Garnet.  You are back in the room where the game started.  Garnet reveals her identity, and begs Zidane to kidnap her.  Wellllll, that's what he was gonna do, anyway, so this is convenient.  Follow Cinna out of the room.  Steiner will rush in, followed by a Pluto Knight.
 
After jumping through the hole in the floor, you will be in the engine room.  Turn the wheel to the left, and a chest will drop.  You just reduced the engine's power, though, so you'll have to turn the wheel back.  Turn the wheel to the right, and another chest will drop, but now you're overtaxing the engine, so the wheel will have to be turned back again.  Run around the room and down the stairs.  Go over to the right of the wheel and collect the Phoenix Down from the first chest.  Now go to the other side of the engine and get the Phoenix Pinion from the second chest.
 
Run back up and speak to Garnet, and go through the door beside her.  You will have to fight Steiner three times, and the first is right now.  Steal from him until you have acquired the Leather Hat and Silk Shirt, and then attack every round.  It shouldn't take long to defeat him.
 
Through a series of ludicrous events, Zidane and Garnet escape, and end up on stage, followed immediately by Steiner.  With the addition of several characters to the scene, the players are forced to improvise, and Garnet proves to be quite good.  Steiner is confused, but tries to play along.
 
Garnet's identity is revealed to the audience through mischance.  Another fight with Steiner ensues, and he is joined by Haagen and Weimar.  This battle isn't hard, either.  After a short movie, you must fight Steiner for the third and final time.  Following the battle, the Prima Vista escapes, but not without injury.  It limps away and crashes in the Evil Forest, from which, it is rumored, no one has ever escaped.




Evil Forest

 
Enemies in this area:
Dendrobium
Fang
Goblin
Plant Spider
Prison Cage (x 2)
Plant Brain (boss)
 
Garnet and Vivi appear to be missing, and Zidane and the other members of Tantalus are afraid they did not survive.  Speak to the moogle by the tree,  named Mosco, who will explain the ATE, or Active Time Event.  ATE's allow you to see events occurring simultaneously in separate locations.  When prompted, press select to see an ATE.

ATE: The Forest Keeper
Garnet and Vivi are alive, and running away from something.  It looks as if it might be something big.
Talk to Mosco again, check Mognet, and then save the game.  Search the cargo for a Phoenix Down, and then head into the forest.

Walk up the path until you see Vivi, who says that Garnet is in trouble.  She is inside a monster called Prison Cage.  Steiner will run up to help fight it.  Zidane trances as soon as the battle begins.  Trance is a state of heightened power, which causes the character to glow.  While in a trance state, the character can use additional abilities in battle.  Go ahead and use Zidane's Dyne ability, as there is nothing to steal at the moment.  Defeat the monster quickly, because it will drain Garnet's HP.
 
When you've done enough damage, the monster will escape, taking Garnet with it.  After a short conversation, the Prison Cage returns and grabs Vivi.  You will have to fight the Prison Cage again, without a break between battles.

This time, steal the Broadsword and the Leather Wrist.  The monster will drain Vivi's HP, so use a Potion on him when necessary.  Vivi will use Fire on the monster to help out.  After the battle, the Prison Cage will emit a vapor which knocks out Steiner and Vivi.
 
They wake at the Prima Vista to find that Zidane rescued them.  Zenero and Benero put Steiner in an instrument storage room for safekeeping.  Zidane wants to rescue Garnet, but Baku refuses to move until everyone has recovered.  The forest is a dangerous place, as it is filled with monsters born of the mist.  Get the Bronze Gloves to the right of Baku, and leave the bridge.

ATE: Time to Escape
Steiner is trying to break out of his cell, but is still not well enough.  He finds a ragged doll with Garnet's name on it.

ATE: Girl Who Was Left Behind
Ruby is at the pub in Alexandria, wondering where everyone is and what she is supposed to do now.

ATE: My Little Baby
Cinna is outside the Prima Vista, looking for his Garnet doll, because he can't sleep without it.  (Didn't Steiner just find that?)
Go downstairs and enter the room on the right that Blank just left.  You can find 116 gil on the top bunk and an Ether in the chest by the door.  Talk to Vivi. 

Get the Wrist from the chest by Blank.  Go through the door to the left, and search the bottom center for an Ether.  Speak to Marcus,and then go downstairs.  Go to the top center of the screen for a Rubber Helm, and then go through the right door into the Meeting Room.  Speak to Baku, who understands your position, but has to beat you up for breaking the rules.  Open the chest in front of the shelves for a Potion, and head to the Cargo Room.  Speak to Baku to fight him.  You should steal the Hi-Potion and Iron Sword before you defeat him.
 
After you do enough damage, he concedes.  Go back upstairs and into the instrument storage room.  Talk to Steiner, who suggests enlisting Vivi's aid.  After you leave the room, reenter and get the Ether from the chest.  Go back to the room where Vivi is resting, and speak to him.  After Zidane leaves, Steiner asks Vivi to try an experiment.  He wants Vivi to merge his magic with Steiner's sword attacks to create powerful special attacks, and Vivi agrees to do so.  These attacks can only be used when both Vivi and Steiner are in the party.
 
Go back downstairs and through the bottom door.  You will have a conversation with Blank, who will give you Blank's Medicine, a seed remover, for Garnet.  After a discussion about setting abilities, you will walk outside.  Go back in and get the Leather Hat from the upper right corner of the room.  Equip everyone with new weapons and armor and set their abilities.  Give Vivi the Silk Shirt, which will teach him Thunder, and the Leather Wrist, which teaches Blizzard.  These abilities will also help Steiner with his special attacks.  Go outside and buy items from Cinna if necessary.
 
Speak to Mosco, and check Mognet.  There is a letter for Zidane from Ruby.  Save the game, and then leave.  Go back the way you went before fighting the Prison Cage.  As you enter the second screen, there will be another ATE available.

ATE: Orchestra in the Forest
The musicians on the Prima Vista are playing what might be recognizable music.  Do Junon and the Shinra Corporation come to mind? 
Continue up the path, and the take the left branch.  You will come to a river.  Press X.  Zidane will wonder where it goes.  Go back and take the right path.  It will lead you to a clearing with a spring.

ATE: Do As I Say, Not As I Do
Baku gives Blank a map and sends him to do something.
Drink from the spring to recover HP/MP.  Speak to the moogle, Monty, and give him the letter from Kupo.  Apparently Kupo has some suspicions about what is going on.  Choose Mognet again, then cancel.  You will find that Monty received a letter from Stiltzkin, who says he's in a cold place.  Save the game, then continue right into the swamp.

Continue up the path, and you will see the head honcho of the forest . . . bet you'll have to fight it.  Enter the cave to discover Garnet there behind the large plant boss.  During the battle with the Plant Brain, Blank will arrive to help.  Try to steal the Eye Drops and Iron Helm.  If Zidane trances, use Tidal Flame.
 
After the battle, run fast and hard, because the plant spiders will be on your heels.  Whenever you stop, they catch you, and a battle will ensue.  It appears that the whole forest is after your party, and everything begins to turn to stone.  Some vines catch Blank, and he throws Zidane the Continental Map just before he turns to stone.  The party escapes just as the the forest opening is sealed by vines, which also turn to stone.  The Evil Forest is now inaccessible, and a petrified Blank is somewhere inside.
 
The party makes camp and discusses their options, and plans to come back and save Blank.  You will meet another moogle named Monty at the camp.

ATE: "Teach Me, Mogster!" Lesson 1
In Qu's Marsh, Moggy learns about the world from Mogster.  The topics available to learn about are Help Menu, Battles, Abilities, Trance, Icon that appears over the head, and Save Moogles.
Monty gives the party a Moogle's Flute.  If you press  , you can call a moogle on the world map, which will allow you to use a tent or save the game.

You are ready to leave now.  Garnet is in your party, so upgrade her equipment and set her abilities.  Enter the world map, and you will see a screen detailing basic navigation:


X
 - enter building, ride vehicle
 - call moogle
Select - toggle navigation map
L1, R1 - camera control
L2 - lock/unlock camera rotation
R2 - switch perspective
On the world map, both the direction you are facing and the direction your character is facing will be shown.  The white dots indicate locations you have visited.  If you move your cursor over one, the name will be displayed.



Ice Cavern

 
Enemies in this area:
Black Waltz No. 1 (boss)
Cave Imp
Fang
Flan
Goblin <Eat: Goblin Punch>
Mu <Eat: Limit Glove>
Python <Eat: Pumpkin Head>
Sealion (boss)
Wyerd
 
You are heading for the Ice Cavern, but take a side trip first.  Call the moogle, Moguo, and save the game.  (There is no Mognet option while on the world map.)  Go northwest of the Ice Cavern, which is just to the southwest of the Evil Forest, and you will find yourself on the Melda Plains.  Enter at the ?, and you will be at the North Gate/Melda Arch.  Go through the broken section of fence to the right and get the Eye Drops, then move up a little and get the Potion.  Go to the gate and choose to listen, and then to call out.  You can buy potions from the woman on the other side of the gate. 

When you're ready, you can go to the Ice Cavern.  If you feel you need to level up before taking it on, run around outside the cavern and get into random battles.  When you feel prepared, save the game again and enter the Ice Cavern.
 
After a brief discussion about the Ice Cavern, you will regain control.  Open the chest in front of you for a Tent, and then run up the steps.  In the next screen, go right and examine the icy wall.  Zidane determines that the wall is not solid, and asks Vivi to take care of it for him.  Vivi's fire spell makes short work of the wall, and reveals a chest containing an Ether.
 
Run back down and go left behind the stairs to get the Potion from the chest you see in the foreground.  Head up the stairs and into the next screen.  Go right and up the ice stalactite to reach another chest with a Potion.  Go back down and examine the stalactite.  Vivi will melt it so that it falls down to the next level, so walk down it to get the Mage Masher.  Go to the upper left and have Vivi melt another wall for an Elixir.  Go north into the next screen, and up to the right for a Phoenix Down.  On the left is another icy wall for Vivi to eliminate.  Run down the path that's revealed and get the Leather Wrist.  Go up into the next area, and then left.
 
Waiting in this area are a frozen moogle named Mois and another ATE. 

ATE: "Teach Me, Mogster!" Lesson 2
The new options are Status Effects, Elemental Properties, and Card Game.

After Vivi thaws Mois out, get a letter for Gumo, use a tent if necessary, and save the game.
 
Go back to the fork and take the right path.  The whole party will be put to sleep, but Zidane will awaken when he hears a bell ringing.  Go up to find the source of the sound.  You will encounter the one who put everybody to sleep - Black Waltz No. 1, whom you must fight.  He will immediately summon Sealion to fight by his side.  Take out Black Waltz first, because he can cast Blizzard on Sealion and heal it.  Steal from both of them to get some very nice equipment (Silk Shirt and Mythril Dagger), and when trance occurs, use Tidal Flame on Sealion.
 
Go back and talk to the others.  After the brief scene, go back up where you fought the boss battle, and proceed to the top of the cavern.  The Ice Cavern's exit is there, and will lead you to an area above the mist.  The party will see a small village a short distance away.  A conversation takes place, and Princess Garnet takes on a new name.  Then the party starts down the hill.



Dali

 
Enemies in this area:
Black Waltz No. 2 (boss)
Carve Spider <Eat: Lv3 Def-less>
Ghost <Eat: Roulette>
Python <Eat: Pumpkin Head>
Vice <Eat: Vanish>
 
You are now in Nolrich Heights.  Don't go to the small village yet . . . instead, head left to the South Gate.  Speak to the gate guard and choose each option once.  A woman named Mary will appear, and she will allow you to rest (for 100 gil), or to buy and sell.  She has only the bare necessities, but if you're low on them, she can literally be a life saver.  You will see her again later.

Now head toward the small village.  It is possible that you will encounter a different type of creature in the forests here.  You can always tell when you encounter a friendly creature because the battle music is much more benign.  The Ragtime Mouse is a friendly monster who will ask your party trivia questions.  A correct answer will earn you gil and a confetti shower.  For more information, see the Side Quests and Mini-Games section.
 
Before entering Dali, go to the mountain area on the right.  Search by the cart for a Hi-Potion, and look back by the fence for 135 gil.  Inside the hut, which belongs to a man named Morrid, examine the Mini-Prima Vista.  Morrid will trade it for three rare coffees - Burman, Kirman, and Moccha.  These must all be found before the end of Disc 3.  For more information, see the Side Quests and Mini-Games section.  Search in front of the window, and read the shipping instructions.  You are finished here for now, so it's time to go to Dali.
 
Enter Dali, and go to the inn.  The characters will have a conversation, and then go to sleep.  Zidane wakes up alone.

ATE: Vivi, Confused
The village children run away from Vivi on sight, and he wonders why.
There is a Potion in the corner of the room, and an Antidote by the fountain.  Return to the lobby.

ATE: Dagger Tries
Dagger tries to speak like an ordinary person, but there is too much to which she has never been exposed.
Speak to the moogle here, and check Mognet.  There is a letter for Gumo.  Next to the table, you can read the menu.  Walk outside the inn.

ATE: Cat's Eye
In the inn, the innkeeper is talking to himself.  He's going to tell someone about you and your friends.
Across the street is a weapon and armor shop which you should consider visiting.  You can pick up 120 gil at the right of the shop.  The next door up on the left is the mayor's house, but he is rather rude, so don't linger here.  On the right side of the street, you can look through a window into your room.  Speak to the kids, and, farther down the street, to Vivi.

ATE: Cat's Eye 2
In the inn, the innkeeper is talking again.  Evidently someone was "sent" to perform a kidnapping.
Walk into the windmill beside you.

ATE: Dagger Tries Harder
In the weapon shop, the princess again practices casual speech.  Someone rushes in to speak with the shopkeeper, and Dagger stands back to listen.
In the windmill, examine the door to the right.  You will determine that you need the Mayor's Key to open it.  Search behind the central column for the Aries Stellazzio.  This is part of a very worthwhile side quest.  The passage at the lower left leads back to the mayor's house.  Go to the back and climb the ladder.  There are two chests up here, but you can't get them while the windmill is operating. 

The building to the right of the windmill is a pub.  They aren't open, but you can still buy medicine here.  Speak to the girl twice to learn an that another man is helping her - wonder who?  On the left side of the room, you can read the menu.
 
Go right, and you will be in the field where Dagger was standing in an earlier ATE.  The old lady there saw Dagger go back into the village.  She is still in the weapon shop.  Go there and speak to her, and choose the nice answers.  Search on the left for information about abilities, and a little about Tetra Master.  You can play cards with the shopkeeper if you wish.
 
Go to the inn and talk to Dagger again.  Something strange is going on in this village.  Vivi has not yet returned, and people are acting suspiciously.  Plans are made to leave through South Gate.

At the inn, Zidane and Dagger are worried about Vivi, and decide to look for him.  Equip them with purchases from the weapon shop, and save at the moogle before leaving the inn.

ATE: Queen Brahne's Steiner
Steiner, helping out in the pub, apparently has other plans about the party's destination.
Go to the area beside the windmill where Zidane last saw Vivi.  The sound of crying is coming from under the windmill.  They decide to find a way to get underground.  Go inside the windmill, and you will find that the guard is gone.  Open the trap door and go down.

Take lift down, and get 156 gil from the chest at the bottom.  Go up the passage, and you will see the chocobo that was making the sounds you heard earlier.  Follow the men when they leave.
 
Get the Potion from inside the small pavilion, and the Eye Drops in the chest on the right.  In the next room, examine what looks like a coffin on the left.  Go behind the barrel, and jump up to get the Ether.  Talk to the moogle in the barrel . . . it is Kumop.  Check Mognet to find that he a letter for Mogki.  Use a tent if you need to rest, and save the game.  Near the doorway, kick the rusty wheel to make the highest chest drop down.  Open it for a Potion.

In the next room on the middle right side of the passage is a chest containing a Leather Wrist.  Go up the steps on the left, and jump up.  Run across to the far side of the crates to find a chest with an Iron Helm.  You can also get here by jumping up the crates on the far side.
 
In the next room, search the box near the doorway for a . . . Vivi!  Open the chest at the back for 95 gil.  Examine the machine which is producing eggs.  There is mist coming under the door at the back.  Open the door, and you will find a mist-making machine here.  There is a Phoenix Down in the chest in the front, and a Potion behind the mist machine.  A Phoenix Pinion can found to the right of the mist machine. 

Back in the previous room, go down the path by the egg machine.  In the next room, your party will learn more interesting and suspicious things.  Continue down the path into the next room.  You will see large black mage puppets coming off an assembly line.  Someone is coming, so the party rushes onto the conveyor belt to hide.  They are packaged up and sent out to the cargo ship.
 
Meanwhile, Steiner is at the mountain asking Morrid about the cargo ship schedule.  Run back down the mountain and into the house, where the schedule is posted.  Steiner will learn that the cargo ship is in the process of loading.  Exit the mountain area.  When you arrive at the loading site, examine the barrel and choose to observe it some more.  After a brief conversation, the party sees something approaching - it is Black Waltz No. 2, of whose existence you were warned.  He has come to return the princess to the castle, so you must fight him.
 
He zaps around and uses elemental attacks, but isn't terribly tough if you're careful.  Steal a Leather Plate, a Steepled Hat, and a couple of Ethers from him before the battle ends.  After you finish him off, return to the inn, where Innkeeper Hal is surprised to see Vivi.  In your room, if you examine the desk at left, you can get your "color fortune" told for 10 gil.  At the right of the room is the very impressive Dali Inn Library.  Save the game.

Just as a point of interest, if you exit town at this time, you can see the cargo ship resting on the strange symbols on the ground outside town.  Return to the field and board the airship.  Dagger and Zidane start piecing things together, and realize the ship is heading for Alexandria.  As the party climbs the ladder to the ship, Zidane gets in trouble.



Cargo Ship

 
Enemies in this area:
Black Waltz No. 3 (boss)
 
At the back of the ship, examine what looks like a treasure chest.  If you look at the engine, Zidane will make some observations, and it you look out to the left, he will wonder if his friends got out of the Evil Forest.  Go up on deck.  Examine the front of the bridge, and then enter it.  A third Black Waltz approaches, and destroys the black mages who resist him.
 
Zidane gives control of the ship to Dagger, and the rest of the party fights Black Waltz No. 3.  Again, he uses elemental attacks, and carries great equipment.  Steal the Steepled Hat, Linen Cuirass, and Silver Greaves before defeating him.  Make use of Vivi's black magic, and pair him with Steiner for the elemental blade attacks.  No. 3 shouldn't prove too difficult for your party. 
 
A hair-raising chase scene follows.  The party makes it through, but No. 3 crashes and South Gate is seriously damaged.



Lindblum Grand Castle

 
 Enemies in this area:
Festival of the Hunt
Fang
Mu
Trick Sparrow
Zaghnol
Hedgehog Pie <Eat: Pumpkin Head>
Ironite <Eat: Angel's Snack>
Ladybug <Eat: Pumpkin Head>
Serpion <Eat: Mighty Guard>
Vice <Eat: Vanish>
 
Lindblum boasts an indoor airship dock, and this is where you will land.  Dagger has been here before, so she introduces herself and asks to be taken to see Regent Cid.  She is asked for proof of her identity, and she shows them her pendant.  Minister Artania is summoned, and welcomes Dagger, who greets him as "uncle." 

In the hallway, examine the fountain, and then go up the stairs.  Go down the next set of stairs, and then head left to speak to Erin.  You can talk to the soldier on the right, but he will not allow you to pass.  Go up the stairs and through the door in the back.  This hallway leads to the guest room.  Open the chest to the right of the beds for a Glass Armlet.  Go up another level and open the chest on the left for an Ether.  Talk to the moogle, Mogki, and give him a letter.  He also wants you to deliver a letter to Atla.
 
Save the game, and go back down and follow Artania.  Head down the hall between the guards, and get on the lift.  where the airship dock and main rooms are, and Upper Level, where the royal chamber and conference room are.  You will be taken up to the next floor.  The castle has three levels: Base Level, where the trolleys are, Mid Level, This area is restricted, as the regent lives here.  You can only go there with permission.  The party does not see anyone sitting on the throne, but an oglop jumps on it.  Steiner, who loathes oglops, takes a whack at it.  Everyone then learns that the oglop is Regent Cid.  He has been transformed, and his wife, Hilda, has disappeared. 
 
Cid offers lunch to the party, but Zidane would prefer to find a meal in town.  He stops in at the pub, and meets up with Freya, an old acquaintance who has been looking for her betrothed, who has been missing for years.  There is some discussion about the upcoming Festival of the Hunt, as well.
 
Back at the castle, Cid reveals that he asked Tantalus to kidnap Dagger, as he feared for her safety.  Baku is an old friend, so Tantalus was an easy choice. 
 
Cid also admits the truth about his current form and his wife's disappearance.  He became interested in a woman other than his wife, and Hilda learned of it.  Retribution was swift and harsh - she turned Cid into an oglop and left with his airship, the Hilda Garde.  He is currently working on a Hilda Garde 2, but finds the mental capabilities of an oglop something less than what is necessary for aviation technology.  He assures the party that the reconstruction of South Gate is already under way.

ATE: "Teach Me, Mogster!" (My first synthesis lesson)
The moogle explains synthesis and synthesis shops.
Zidane wakes up at the inn the next day, which is in the Business District.  Vivi comes in to speak to Zidane.  Lindblum is a busy city, and Vivi is going to explore.  Zidane plans to go to the Tantalus headquarters in the Theater District.  When you regain control, go into the next room of the inn and speak to the moogle, Moodon, who has a letter for Zidane from Ruby.  It appears she is opening a mini-theater in Alexandria.  Save the game, and go downstairs.   Look on the left of the lobby for information about Bobo birds.  Search the front corner of the room for 163 gil, and look at the guest register and notice the name of the person who made a complaint - Lani.  You'll meet this charmer later in the game.

ATE: Small-Town Knight in a Big City
Steiner gets lost, and tries his first gysahl pickle.
Explore before going to the Theater District.  Down the stairs is Hunter's Gate, another Lindblum entrance/exit.  Enter the building across the road.

ATE: Vivi's Shopping
Vivi tries to buy a kupo nut, much loved by moogles, but Alice, of the Item Shop, insists on giving it to him.  He inquires about the Festival of the Hunt, and gets the wrong idea about it.
This building is the air cab station.  Examine the right wall to read about the air cab schedule during the festival.  Go back out and continue up into the next area.  This is the shopping area.  Go into the door across the street at the back.  You are in the house of Card Freak Gon.  Examine his bookshelves, then open the two chests for a Hi-Potion and an Echo Screen.  Go back out and up the street to the right.  Enter the building on the right side.  You are in the weapon shop.  Examine the suit of armor at the front of the screen, and buy weapons and armor for your party.  When you're finished here, enter the next shop to the left, which is Alice's Item Shop.  Stock up if you are low on supplies.
 
Continue up the street to the left to find Torres' Synthesis Shop.  Examine the table at the center left for a pair of Silver Gloves.  Talk to Wayne to synthesize equipment.  There are some great synthesis options, but if you can't do them all, at least get The Ogre, a new weapon for Zidane.  (People who have played Parasite Eve might recognize the names Torres and Wayne.)

Up the street, go to the left of the main area, and enter the church at the back of the area.  Climb the ladder to get the Leather Plate, and look under the tree outside the church for a Tent.
 
Fly to the Industrial District.  Go up the stairs to the square, and search to the left of the terminal stairs for a Leather Wrist.  Go up the stairs at the back of the area to reach Industrial Way.  Outside the pub you can find a Bronze Vest.  Enter the building at the back and go upstairs to get a Mimic Card and a Steepled Hat.

Head back to the terminal, and fly to the Theater District.  Exit the air cab terminal. 

ATE: Steam Engine
Steiner is lost again.  He sees the Hilda Garde 2 in dock, and learns that it is steam-powered, requiring no mist.
Look in the front right corner for 127 gil, then go down the stairs at the front left.  The Tantalus Hideout is on the left.

ATE: What Can I Do?
Dagger is frustrated, because she is confined to her room for security reasons.
Zidane encounters a couple of kids in the hideout, and they ask about the princess.  There is a chest in the right rear corner containing 68 gil, and one on the raised platform which holds 97 gil.  Finally, a chest in the front right corner yields 282 gil.  Search on the bed at the left for the Mini-Burmecia.  Go back outside.

ATE: Baku and His Crew
They escaped the evil forest, and are talking about how to save Blank without restoring the Evil Forest.
Run downstairs at the front of the screen.  Read the posters on the buildings and talk to the fan club members.  Lowell comes out, then runs back inside the theater.  A man comes out dressed in a moogle suit - follow him.  Go back to the square and eneter the house across from the terminal.  Get the Ore from the chest and the Moogle Suit from behind the chair.  Talk to Michael, and then to Lowell, who was, of course, the man in the moogle suit.  He will give you an autograph.  Go to the terminal and return to the castle.
 
Go to the guest room.  Dagger isn't there, but Steiner is.  He accuses Zidane of taking the princess, and then runs to look for her.  Save the game, and then return to the area with the fountain.  Zidane hears Dagger's voice coming from somewhere above.  The guard won't let you use the lift, so Zidane determines to disguise himself as a guard to get by him.  Return to the hall outside the guest room, and go down the stairs.  Speak to the sleeping soldier on the left.  Zidane will lure him into the guest room, beat him up, and take his clothes.
 
You can now access the lift, so take it up to the next floor.  Zidane will change back to his regular clothes, so steer clear of the guards.  Take the stairs on the left to the machine room.  Again, run up the stairs on the left to reach the top of the tower.  There are more stairs between Zidane and Dagger, who is at the very top, singing the song Zidane remembers hearing her sing in Dali.  After a conversation, they go to look out the nearby telescope.  Move the directional buttons to change the view.  In six places, a ! will appear.  Press X to see each location's name and mark it on the map.  After you have done so, Dagger will take a turn on the telescope, thinking hard all the while.  Another conversation will follow, and Zidane will put his foot firmly in his mouth.  Dagger says some very strange things, but Zidane doesn't seem to be suspicious.
 
You will discover that some of the beasts for the festival have gotten loose too early.  Everyone will gather in the guest room, and the dangerous nature of the festival is revealed, as well as the fact that Zidane signed poor Vivi up for the competition.  The rules of the hunt are explained, and the participating characters decide what prizes they want if they should win.  Zidane prefers cash (5000 gil), Freya wants an add-on (Coral Ring), and Vivi wishes for a card (Theater Ship).  In addition, the winner will receive the Master Hunter award.  Zidane will begin the hunt in the Theater District, Freya in the Industrial District, and Vivi in the Business District.  Who you want to win the competition should determine how you play it.  In my opinion, the Coral Ring is easily the best prize, but it is a matter of personal preference.  In any case, make sure Zidane has The Ogre equipped before beginning.
 
The beasts give a variable number of points when defeated, but, in general, Mus are worth the least, Trick Sparrows just a little more, and Fangs the most of the three common enemies.  The Zaghnol, of course, is worth the most, and there is only one Zaghnol in the festival.  You will fight as Zidane.  If you want Zidane to win the gil, follow this path:
 
Theater District:  Fight the Mu attacking the man, then wait for the Trick Sparrow over near the stairs.  Go downstairs and wait for the Fang by the theater entrance.  Go to the air cab terminal and fly to the Industrial District.

Industrial District:  Fight the Fang chasing the cat around the statue.  Take out the Mu on the stairs, and then start through the pub doorway to run into another Mu.  There is yet another Mu at the top of the area.  Return to the air cab terminal and head for the Business District.
 
Business District:  Defeat the Trick Sparrow by the Inn, and the Mu which jumps from the right.  There is another Fang across from the pickle stand.  Head right , and you will find two children being frightened by the Zaghnol.  Before the battle with the toughest beast begins, Freya will jump in to help.  The Zaghnol will not be available until about 4 1/2 minutes are left on the clock, but you will want to leave as much time to fight it as you can.  Have Zidane steal (Needle Fork and Mythril Gloves), and have Freya use powerful attacks.  After stealing both items, you can let Freya be defeated, and finish off the Zaghnol with Zidane.  He should win the competition.
 
If you want Freya to win the Coral Ring, leave a few of the monsters mentioned above out of Zidane's itinerary, and let Zidane be defeated after stealing the items from the the Zaghnol, rather than Freya.  Freya should win if you use this strategy.

To get Vivi's Theater Ship card, follow the same strategy as Freya's, but let both Freya and Zidane be defeated by the Zaghnol.  If you are running out of time, you can have them attack themselves or each other to end the battle with the Zaghnol.
 
After the festival is over, the group will gather in the throne room.  Cid will present the Master Hunter award and the chosen prize to the victor.  A wounded Burmecian soldier crawls in, begging assistance for Burmecia, which has been attacked.  He then dies.  Cid decides to send reinforcements, even though he is short of men due to the festival, and to the close eye he is keeping on Alexandria.  Freya plans to leave for Burmecia immediately, and Zidane and Vivi quickly volunteer to accompany her.  Dagger wants to go, but no one agrees.  While Cid is having Dragon's Gate opened for them to leave, a meal is served.  Everyone but Steiner and Dagger fall asleep as soon as they taste the food.  Now we know why Dagger wanted the sleeping weed.  She convinces Steiner to accompany her, and they leave.
 
The rest of the party awaken, and realize what has happened.  Ride the lift to the Base Level.  Take the trolley on the right side to Serpent's Gate.  Search at the back near the left lamp post to find a Wyerd Card.  Get back on the trolley and ride to Dragon's Gate.  Speak to the merchant on the left and purchase a good supply of potions, phoenix downs, and status-removing medicines.  You will soon need them.  Speak to Moonte and read the letter from Stiltzkin, then save the game.  Speak to the soldier, and leave through the door next to him.  You will find yourself on the Eunorus Plains.  Head north to the Lachenta Wetlands, where you will find a marsh.



Qu's Marsh

 
Enemies in this area:
Axolotl <Eat: Aqua Breath>
Clipper: <Eat: Aqua Breath>
Gigan Toad <Eat: Frog Drop>
Sahagin <Eat: Aqua Breath>
 
Do you recognize this place from the ATE's?  Qu's Marsh is the place where Mogster and Moggy have their lessons.  You can speak to Mogster if you want to review any of the information from those ATE's.  Walk back through the reeds.  On the next screen, you will not be able to see anything but a rustling of the reeds as you pass through, but just keep moving toward the back of the screen.  Speak to the . . . um . . . entity you see by the pond, and you'll learn that (s)he is hungry.  You should help out by catching a frog.  Run up to one and press to capture a frog.  They will keep hopping around, so it may take a little patience.  Once you have one, speak to the hungry one again.  You will learn that her name is Quina.  (There seems to be some question about her gender, but I will refer to Quina as "her" to avoid confusion.  And besides, I really think she is female.)
 
Give Quina the frog, and Quale will enter the scene.  After some dialogue in Quale's house, Zidane will be asked to take Quina with him on his travels.  She is a great addition to the party, and possesses unique skills, so you should be glad to get her.  Congratulations - you now have a blue mage! 

Once you emerge from the building, Vivi reveals something interesting and reenters the house for another conversation.  When you regain control, provide Quina with some better equipment and return to the pond.  Every time you come to a pond in any Qu's Marsh throughout the world, Quina will want to stop and catch frogs, provided she is with you at the time.  Let her do so, because it will boost the power of one of her blue magic attacks.  Additionally, you will receive rewards for frog-catching from Quale.
 
When you catch a frog, you can choose to keep it or let it go.  Do not catch gold frogs or baby frogs, and always leave at least one male frog and one female frog in each pond.  If you do not, it will take a very long time for the frogs to repopulate.  A running total of the frogs caught will appear on the screen.  After Quina catches two frogs, Quale will appear and give her an Ore. 

Once Quina acquires the blue magic Frog Drop, its power will depend on how many frogs she has caught.  Later in the game, Frog Drop can be extremely effective, if you have been stopping regularly to catch frogs.  For more information on frog catching, see the Side Quests and Mini-Games section.
 
From now on, you can have Quina eat enemies in battle.  Certain enemies will teach her blue magic abilities.  The Gigan Toad, from which she can learn Frog Drop, is one of those.  Enemies cannot be eaten until they are weakened.  When an enemy does not teach a blue magic ability, or Quina has already learned it, she will say it tastes bad. 

When you are finished catching frogs, start to exit the screen at the bottom, and Zidane will ask Quina if she's finished.  Return to the world map and save the game.  Go east and cross the bridge.  Enter the small round forest in front of you.



Chocobo's Forest

 
Welcome to Chocobo's Forest.  You will meet Mene, a moogle, and his chocobo friend named Choco.  Mene offers to let you ride Choco, and explains how to do it.  You must have gysahl greens to call him.  When on the world map, if you stand on a set of chocobo footprints and use gysahl greens, Choco will come to you.
 
You can also play Chocobo Hot and Cold here.  If you want to do that now, exit the forest and go stand on the chocobo tracks nearby.  Use the gysahl greens you just acquired to call Choco, mount him, and ride him back into the forest.  Go talk to Mene, and he will explain the game.  It costs 60 gil each time you play, and you can keep whatever Choco digs up.  For detailed information on this game, see the Side Quests and Mini-Games section.
 
Choco shows up on the world map as a blinking yellow dot.  You can call him from any footprints as long as you have gysahl greens.  If you don't dig up some playing the game, buy some from Mene so you will have them when you need them.

When you're finished here, walk northeast to the South Gate/Bohden Arch before going to the grotto.



Gizamaluke's Grotto

 
Enemies in this area:
Gizamaluke (boss)
Hornet <Eat: Vanish>
Lamia <Eat: Lv3 Def-less>
Skeleton <Eat: Pumpkin Head>
Type A
 
If you went to Bohden Arch, the area should look familiar.  This is where Baku and the gang were in an earlier ATE.  At the right by the waterfall is an Ether, and in the foreground is a spring which refills HP and MP.  Next to the spring is the Moccha Coffee, which is one of three needed to complete Morrid's coffee sidequest. 

After you're finished at South Gate, go west to Gizamaluke's Grotto, which is north and slightly east of Qu's Marsh.  Try to have Quina eat a Serpion before entering the grotto, because the Mighty Guard blue magic will be a big help to you there.
 
A tragic scene awaits your party in the grotto.  After you regain control, walk to the right and speak with the wounded Burmecian soldier, who will give you a Gizamaluke Bell before he expires.  Ring the bell at the door in front of you.  After you do, the door will open and the bell will shatter.  In the next room, you will see some familiar faces.  The idiot twins are here, and they leave some Type A black mages to fight you.  After fighting the second group of Type A enemies, you will receive another Gizamaluke Bell.
 
Go up the stairs, and use the bell on the left door.  Go over the bridge and speak to the wounded soldier, who will give you another Gizamaluke Bell.  Get the Bronze Vest hidden at the left side of the screen in the circular part of the path.
 
Return to the lower part of the room and use the bell on the door at the far right.  Get the Mythril Gloves as you go up the stairs.  Follow the stairs around, and find the Magus Hat hidden at the bottom.  (Equip the hat on Vivi so he can learn Slow.)  If you get in a battle with a Lamia, eat it to learn Level 3 Def-less, and then kill it as soon as possible, because they are tough.  Go up the stairs to the central platform, where you will meet Mogmi, the moogle.  Her brand new husband, Moguta, is trapped under a bell.  She is frantic to find a way to get him out, and realizes Vivi has something that will help her.  After Moguta is free and the newlyweds have left the room, open the chest for another Gizamaluke Bell.
 
Use the bell on the right door.  Speak to Moguta, and tell him you like Kupo Nuts.  Mogmi will let you rest, save, and use Mognet.  Make sure you have plenty of Echo Screens.  If you try to climb the vine at the back of the cavern, they will warn you of danger.  It will take you to a remote forest in the Popos Heights, and you really aren't ready for it yet.  As you start to leave, Moguta will stop you and give you the Holy Bell.  (Whenever you get a Kupo Nut during the course of the game, bring it to Moguta, and he will give you a reward.)
 
Leave the cavern, and equip your best weapons and armor.  Use the Holy Bell on the left door.  A Burmecian soldier will tell you that Master Gizamaluke is being controlled by some clowns . . . wonder who?  You must fight the giant serpent now.  He is very tough, so be cautious.  Steal the Elixir, Ice Staff, and Magus Hat from him before the battle ends.  (The Ice Staff will allow Vivi to learn Blizzara, so it is very important.)  The boss can inflict Silence, so use an Echo Screen on Vivi when he is silenced, or he will be virtually useless in this battle.  Have Freya use her jump attack as much as possible, both to inflict heavy damage and to keep her away from the boss' dangerous attacks.

After the battle, Freya expresses her concern about the king.  The game then switches its focus back to Dagger and Steiner.



Grand Citadel South Gate

 
Steiner manages to pass through South Gate with a bag of pickles without mishap, even though the guards are looking for a middle-aged man and a beautiful young girl who supposedly looks like Princess Garnet. 
 
Get the Multina Racket from the chest in the lower left corner of the screen, and speak to the fellow working at the gate.  Talk to Jobless Jeff in the center of the area, and then have a few words with Mary, who's standing in the entrance to the alley.  When you start to enter the alley, a guard will stop you and leave your Gate Pass on the ground, as he doesn't want to get too close to the bag of pickles.
 
Now you can enter the alley and let the princess out of the bag.  When you pass through the doorway at the alley's other end, you are in South Gate/Bohden Station.  Get the Potion from the chest on the left.  Equip both characters with better weapons and armor, and speak to Grimo the moogle.  Check Mognet to get a letter for Nazna, and save the game.  There is a shop to the right of the stairs, so you might want to stock up.  Go up the stairs and board the cable car.  After a brief scene, your attention is returned to the party at the grotto.



Burmecia

 
Enemies in this area:
Axe Beak <Eat: Limit Glove>
Basilisk <Eat: Pumpkin Head>
Beatrix (boss)
Ironite <Eat: Angel's Snack>
Lizard Man <Eat: Lv3 Def-less>
Magic Vice <Eat: Magic Hammer>
Mimic
Nymph <Eat: Night>
Skeleton <Eat: Pumpkin Head>
Type A
Yeti <Eat: Pumpkin Head>
 
You will exit the grotto into the Daines-horse Basin.  Go east to the North Gate/Burmecian Arch.  After a cutscene, you can get the Hi-Potion and Tent on either side of the gates.

Head back out and go north to the Realm of Eternal Rain, Seattle.  Er . . . Burmecia.
 
Watch out for Magic Vices, as they will steal from you and then escape.  They do drop ethers, however, so it might be worth the trouble.  Have Quina eat one to learn Magic Hammer, and eat an Ironite to learn Angel's Snack.  Equip the Jelly ability before proceeding, because the Basilisks can turn you to stone.  Find the Cancer Stellazzio behind an overturned cart on the left.  Exit the screen to the rear, and after a brief scene involving your favorite jesters, you will have to fight more Type A black mages.  Afterwards, run up the stairs and enter the building.
 
Get the Soft at the foot of the stairs.  The chest on the balcony over you contains a Mimic.  The Mimics summon Magic Vices, also, so if you decide to fight one, kill the Magic Vices first.  You can choose to avoid them or fight them - it's just a matter of personal preference.
 
Go through the upstairs doorway to the left.  The door won't open, so continue to the left.  Walk - don't run - across to the chest containing Germinas Boots.  Run back across to the right, and the center part of the balcony will fall to the floor below, bridging the gap there.  Go back outside, and enter the building on the left.  The chest near the foot of the stairs contains a Potion, and the one across from it holds a Soft.  Run upstairs and across the dropped piece of balcony.  The chest on the right is another Mimic.
 
Enter the room on the right and go out on the balcony.  You will hop to the other balcony and enter another room.  Talk to the Burmecian soldier there.  Under the bed is a Protection Bell.  Get the Ether on the left side of the room, and return to the locked door you saw earlier.  Use the bell in front of the door, as you did in Gizamaluke Grotto.  As you head up the stairs, there will be a cutscene.  Afterwards, proceed up the stairs and straight across the courtyard to the room at the back.  After another cutscene, go up the stairs to the right.  In the room on the left are a Phoenix Down and a Tent, and on the right is a Mimic.  Open the doors at the back and enter a new area.
 
Go into the left room, and Freya will acquire a Mythril Spear.  Now go to the room at the back right.  At the back of the room is a Lightning Staff.  Stiltzkin will come in with items to sell.  You should agree to buy from him, as always.  Talk to Atla, the other moogle, and deliver the letter from Mogki.  You will receive a Kupo Nut and a letter for Monev.  The Kupo Nut should be taken to the grotto at the earliest opportunity.  Atla also runs a Mogshop, so stock up if necessary.   Rest and save the game.
 
Return to the open area, and go up the stairs at the back.  When prompted, choose to leave Freya alone.  Zidane will follow her, leaving the others to follow, and he and Freya will witness an interesting meeting.  Freya will have a flashback, and much will be revealed.  After the cutscene, you will have to fight Beatrix for the first time.  Never underestimate her, as her reputation is well-deserved.
 
Use Mighty Guard if Quina knows it.  Have Freya cast Reis's Wind, and use Blizzara and Thundara on Beatrix.  You can try to use Slow, but it sometimes misses.  Try to steal the Phoenix Down and Chain Plate before Beatrix prematurely ends the battle with a devastating attack which leaves each character with 1 HP.  There will be a short movie, and you will be given the opportunity to save the game.
 
End of Disc 1

 

Walkthrough, Disc 2

Summit Station

 
Enemies in this area:
Black Waltz No. 3 (boss)
 
We are back with Steiner and Dagger.  After a short scene, you will have control of Dagger.  If you like, you can talk to the Cable Car Enthusiast for more information about the cars.  On the left, you can look at a map of the area, which has Lindblum misspelled.  Speak to everyone in the area, leaving the attendant for last.  The fellow at the bottom of the screen runs a shop, and you should see what he has for sale.  Always buy new weapons and armor when they become available, even if they aren't as good as what you are using.  Not only might they teach you new abilities, but they could be used later in synthesis.  I always try to buy at least two of everything.  
 
Nazna the Moogle is here, so deliver the letter you're carrying, and get another for Mochos.  Get the Phoenix Down in the lower left corner of the room, and then speak to the attendant.  You will hear familiar voices, so go outside and see some old friends.  When you go back inside, speak to them and then to Steiner.  Go back out and talk to Cinna, then board the cable car.
 
Talk to Marcus a couple of times, and then the trip will be interrupted.  Black Waltz No. 3 is back, though he doesn't seem to functioning at full capacity.  You will have to fight him again, and Marcus will join you.  Steal the Lightning Staff, Steepled Hat, and Flame Staff (which is hard to get).  Other than what you can steal from him, he isn't that different from the last time you fought him.  Just make sure you use Dagger to heal when necessary.
 
You disembark at South Gate/Alexandria Station.  You can see another map here, if you wish.  Part-Time Worker Mary has set up Item Shop VEGA here, so stock up if you are low on supplies.  Up ahead is a fork in the road.  You should look at the sign, and then take the left path, which leads toward Dali.  Return to Dali and get the Elixir in the crop field, then go back to the fork and take the right branch this time.  You will have to jump across a gap in the bridge.  Just after the bridge, take the right path down to a chest containing 1610 gil.  Keep going right, and you will pass through a gate which will put you in Bentini Heights.  Call a moogle to rest and save the game.


Dark City Treno

 
Enemies in this area:
Amdusias (Treno, Disc 3)
Behemoth (Treno, Disc 4)
Carve Spider <Eat: Lv3 Def-less>
Catoblepas (Treno, Disc 3)
Ghost, Griffin (Treno, Disc 2)
Mandragora <Eat: Limit Glove>
Trick Sparrow <Eat: Matra Magic>
 
Treno is to the southeast.  As you approach, it will get dark.  As it always rains in Burmecia, it is always dark in Treno.  If you run across the Friendly Ghost on your way to the city, give it an ore when it asks for one.  It will mention the Ladybug, and give you a Hi-Potion and 10 AP.
 
I would suggest taking a side trip before entering Treno.  Pass by the town, and head east.  Go through the forest, curving up to the right.  Be careful with the Mandragoras here, because they are tough to beat.  It  might be best to escape from those battles for now.  Enter a small cave at the back of the area.  This is Quan's Cave - the former home of Vivi's "Grandpa."  Go to the back of the cavern and climb down the rope.  You can touch the steaming pool to restore your HP and MP (making the area outside the cave a nice place to level up).  Open the nearby chest for an Ether, and get the Scorpio Stellazzio at the bottom edge of the screen.  Climb back up and get the Ether at the far right, then enter the doorway at the back.  Climb the ladder to get another Ether, and search the right wall for a note about Vivi.  Walk out onto the overhang, and examine the clock and the edge of the platform.  That's about all you can do here for now, so it's time to head for Treno.  Save before entering the city, as a lot is going to happen here.
 
When you enter Treno, there will be a brief scene, and then two ATE choices become available.  Choose "Treno Tradition."

ATE: Treno Tradition
Dagger encounters a pickpocket.  If you press at the precise moment that the ! appears over her head, she will only lose 500 gil.  Otherwise, the pickpocket will make off with 1000 gil.
Throw coins into the fountain at Steiner's left 13 times to receive the Gemini Stellazzio.  Walk to the left, and choose the ATE "Pursuit" in the next screen.

ATE: Pursuit
Dagger chases after the pickpocket, but takes the wrong path.

Go all the way to the left and get the Mythril Dagger from the chest hidden in the corner.  You can try the doors to the right of the chest, but they're locked for the moment.  Walk down the stairs Dagger took to pursue the thief and choose the ATE "Confusion."


ATE: Confusion
Dagger meets an old man who doesn't seem to be quite all there.
Walk down toward the bottom of the screen  and you will discover the card stadium.  View the ATE "Unexpected Visitor" here.

ATE: Unexpected Visitor
Dagger visits the auction house, and you will see someone there you should recognize.
You can talk to the usher for more information about the card game, if you like.  Walk right and see the ATE "Ambition."

ATE: Ambition
A girl tutors her brother in resentment of the upper classes, and Marcus overhears her.
Go right up the stairs, and then down.  This time you should watch the ATE "Meeting Places."

ATE: Meeting Places
Marcus meets up with Baku in the pub.
Go down the ladder across from the pub and get the Yeti Card from the chest.  There is a shopkeeper beside the chest.  At the bottom of the screen, get 1 Gil from the chest.  It may not seem like it's worth it, but remember that every searched icon contributes to your treasure hunter ranking.  Look behind the shop for the Taurus Stellazzio.  Continue down the main path, and you will be back in the fountain area at the town entrance.
 
Go back down the stairs by the fountain and then down the stairs in the tower.  Go up and through the door on the left.  You will come across the Four-Armed Man in the hall.  Speak to him to stop him, and he will give himself away.  He will give Steiner the Power Belt he bought with the money he stole from Dagger.  Continue down the hall and check in at the synthesis shop.  When you are finished here, leave the building and continue up the path.  Enter Queen Stella's house and give her any Stellazzio you may have.  You will be given progressively more valuable rewards for the Stellazzio you give her.  See the Side Quests and Mini-Games section for complete details. 
 
Return to the area where the confused man was and speak to Mogrich, the moogle who's playing with a dog.  Choose Mognet and read the letter from Stiltzkin, then save the game.  Go right and speak to the shopkeeper, who has a huge selection of weapons and armor.  In fact, you may need to buy items here to use at the synthesis shop.  She will also let you fight the monster in the pit below you.  If you want to try this, equip Steiner with the best equipment available, and equip the Bird Killer ability.  Use the HP + 10% ability also, if you have it.  You may want to save again before fighting the beast, because its Aero attack can wipe you out.  Only attempt this battle at this point if you are very confident.  You can look in the Side Quests and Mini-Games section for more information about the pit monsters.
 
If you bought items needed to synthesize new weapons and armor, return to the synthesis shop and do that now.  In the upper hallway of the Bishop's House, where the synthesis shop is, you can press X at a certain point and overhear a conversation taking place in the room below.  The people are discussing the local auction house.  When you are finished at the synthesis shop, the auction house is your next stop.  Return to the platform where you spoke with Mogrich, and continue up the stairs at the top.  Enter the auction house, and Steiner will realize that he has found the princess at last.  She sees a face in the balcony that she is convinced she has seen before.
 
Go to the pub, and stop to read the reward poster at the desk.  Talk to Marcus, and tell him you're ready.  After a boat ride, the party will enter a building to find the Supersoft.  Dagger meets Dr. Tot, her childhood tutor, who promises to bring the Supersoft to you later, instructing the party to meet him at has home. You can rest at the pub if you like, but it costs 100 gil.  Return to the tower near the chest that held the Mythril Dagger (to the left of the place where Dagger was robbed).  You will see an interesting scene which is taking place at the auction house.  Go right to the tower and enter Dr. Tot's home.  Go up the stairs, and Marcus will at last obtain the Supersoft.  Speak to Dr. Tot, and Dagger will have a flashback.  Dr. Tot recalls that he knows a shortcut back to Alexandria.
 
If you want to see a hidden ATE, do not follow Dr. Tot, but leave the tower instead.  As soon as you get outside, the ATE will be available.

ATE: Crime and Punishment
Cinna missed the cable car again, and Baku is waiting there to express his displeasure.
Go back inside and follow Dr. Tot into the opening in the floor.




Gargan Roo

Enemies in this area:
Crawler
Dragonfly <Eat: Matra Magic>
Ralvurahva (boss)
 
Mochos the moogle is here, so check Mognet, and deliver the letter from Nazna.  Equip the Antibody ability on Dagger and Steiner, and then save the game.  Take the left path and get the Chain Plate from the chest.
 
Go left and get the Phoenix Down.  Pull the lever, and return to the main area.  Take the right path this time, turn right, and then go around the corner.  Dr. Tot will appear and explain how the conveyance works.  At his request, pull the lever.  Dr. Tot will reroute the gargant to take you to Alexandria.  Follow Dr. Tot back to the left and pull the lever marked "Feed."  When the gargant stops, climb on board.
 
After a short time, the beast will stop, and you will find that there is a monster in its path.  It is time to fight Ralvurahva.  If possible, steal the Bone Wrist and Mythril Fork.  Keep yourself healed and inflict as much damage as you can.  The battle will end, and your party will continue to Alexandria.
 
Once there, you will be trapped by Zorn and Thorn, who have orders to capture Garnet.  You will leave your characters in Alexandria in this predicament for a time while you turn your attention to those you left in Burmecia.




Cleyra's Trunk

 
Enemies in this area:
Carrion Worm <Eat: Auto-Life>
Dragonfly <Eat: Matra Magic>
Sand Golem
Sand Scorpion
Zuu <Eat: White Wind>
 
Try to upgrade your party in Burmecia with equipment bought in Treno.  Everyone agrees to go to Cleyra, but before you do, go back to the grotto and give a Kupo Nut to Moguta.  He will reward you.  Remember to return to the grotto each time you get a Kupo Nut.  Save the game, and head west from Burmecia to a swirling sandstorm, which you must enter.
 
Inside Cleyra's Trunk, walk up the path, and then go up the stairs to the right.  Pull the lever, and go through the doorway.  (Try to eat a Zuu to learn White Wind if you have the chance while you're here.)  Head to the right and get a Phoenix Down.  Continue up the stairs and get the Magician Shoes near the bottom of the screen.  Look beside the sand stream at the top for an Ice Staff, and then go right through the doorway.
 
The Sand Golems here are somewhat troublesome.  Only attack the core when the monster seems to collapse, or it will counterattack.  Run to the top of the hill and enter the doorway.  Get the Ether on the left, and then run down and have Zidane put his hand in the hole.  Return to the path and go back to the bottom.  The doorway is blocked, so climb the vines and enter the doorway in the middle of the room.  Cross the room and enter the opposite doorway.
 
In the next room, get the Needle Fork on the left side.  Run up the slope and get the Tent.  Go left and speak to Monev the moogle, and deliver the letter from Atla.  You will receive a Kupo Nut.  (From here on out, you will need to deliver the Kupo Nuts you receive to Moguta when you are able to.  It would be awkward to dictate in the walkthrough when you should visit him, so if you have a Kupo Nut in your inventory, remember to deliver it when you can.)  Rest and save the game.
 
Run on up the slope, and go up the left stairs.  Get the Flame Staff here.  Go back and take the right stairway.  After you cross the bridge, you'll enter a large room.  Search behind the central trunk for Desert Boots.  Go to the right for a Remedy, and continue through the tunnel on the right, which loops around to the center.  Behind the large trunk on the left is a Mythril Vest.  Go through the passage on the right to get the Mythril Gloves, then run up the path and pull the lever.  Return to the large room and go through the doorway on the left.  Get the Potion from the chest, and then go right at the fork to get the Elixir.
 
Return to the fork and take the left path.  Step carefully in the room with the whirlpools, as you will have to fight a Sand Scorpion if you get sucked in.  To get out of a whirlpool, press X rapidly until you are released.  Walk slowly and carefully along the upper edge, and get the Potion from the right alcove and the 900 gil from the left alcove.  Exit the room and follow the path.  Walk under the ladder and get the Gysahl Greens, then go up the ladder and continue to the village.



Cleyra Settlement

 
Enemies in this area:
Alexandrian Soldier
Antlion (boss)
Beatrix (boss)
Black Mage
 
As you enter the village, you will be greeted by a forest oracle, and Freya will leave the group.  Accept the offer of a tour, though Quina will go off on her own.  After the tour ends, go right for 970 gil hidden at the bottom of the screen.  Return to where Vivi stands and go explore Cleyra on your own.  There are several ATE's that will become available as you do so.

ATE: No Yummy-Yummies
Quina laments the lack of food in the settlement.

ATE: Don't Hate Me
Vivi encounters Dan and his family again, who are still hostile.

ATE: I - I Haven't Hurt Anyone
Vivi protests his innocence.

ATE: There a Mushroom!
Quina finds something that makes her happy.
There is a Phoenix Pinion on the first landing as you go up the stairs.  Continue up to the right, and find the Ore in the bushes on the right.  Head left and get the Thunder Gloves in the Water Mill area.  Go up the stairs to the place where the Star Maiden Nina has an item shop where you can stock up on basic necessities.  Go down across the bridge beside Nina after getting the Phoenix Pinion between the bridges.  Speak to Dan in front of the inn.  He has a weapon shop.  Enter the inn, and look in the corner above Vivi for an Echo Screen.   Speak to Vivi, who is too upset to talk.  Go right, and find 1250 gil at the foot of the stairs.  Go upstairs and get the Ether from the nightstand.  Speak to Mopli the moogle and check Mognet.  There is a letter for Zidane from Ruby.  Save the game, then go back outside and head up the stairs.
 
About three or four steps up, search the bushes on the right for a Remedy.  Speak to the ladies in the observatory, then continue up the stairs to the very top of Cleyra, where the cathedral is located.  Get the Gysahl Greens in the grass across from the two men.  There is also an Echo Screen in the grass to the right of the cathedral entrance.
 
Enter the cathedral, and look just to the left for a Yellow Scarf.  Speak to the Tree Oracle.  There is a message from Freya that Zidane is to wait at the inn, so go back there to wait.
 
Dan will rush up with the news that a child is being attacked by the Antlion.  Run into the inn to save, then go back down to where you entered the village.  Go right to the sand pit, where you will find that the Antlion has indeed got a child in its clutches.  That child is Puck . . . Vivi's friend from Alexandria.  Apparently he is a person of some importance.
 
In the battle against the Antlion, use Reis's Wind, and attack the creature with Blizzara.  Try to steal the Annoyntment, Mythril Vest, and Gold Helm before you defeat it.  It has a Sandstorm attack which can nearly wipe your party out, so make sure to heal quickly when it uses it.  After the battle, Puck runs off, and Vivi follows him.
 
Freya will take part in a lovely ceremony to strengthen the sandstorm protecting Cleyra, but after it has concluded, the strings on the harp snap.  This is viewed as a bad omen, and rightly so.  The sandstorm disappears, and the inhabitants of Cleyra fear that someone is trying to invade.
 
It is time to see what Dagger, Steiner, and Marcus are doing.  Steiner and Marcus have been imprisoned, and Steiner still doesn't believe the queen is up to anything nefarious.  It must be a mistake . . .
 
Dagger is in her room, planning to confront her mother.  Zorn and Thorn rudely summon her, and she tries out a little of the slang Zidane taught her on the evil twins.  She is escorted to the queen's chamber, and, after a conversation about the attack on Burmecia, Kuja shows up and puts Dagger to sleep.  (It doesn't matter whether you choose to believe Brahne or not, but it will affect a letter from Kupo to Mosh that you'll read a little later.)  Zorn and Thorn begin a ceremony to extract Dagger's eidolons from her, which is as bad as it sounds.
 
Back in Cleyra, you will have control of Freya after a short scene.  Return to the cathedral and speak to the high priest to receive an Emerald.  Equip it to teach Freya the White Draw skill.  Return to the inn and speak to Stiltzkin, buying what he has to offer for 444 gil.  Then talk to Mopli and check Mognet.  There is a letter from Monev.  Save the game.
 
Go back down and meet Zidane at the town entrance.  Head back down the trunk.  In the room with the whirlpools, which are now dormant, you will have to fight Alexandrian soldiers.  Make your way back down the trunk, fighting pairs of Alexandrian soldiers as you go.  Eventually, your party will suspect a trap, and Puck will come running after you with a message that the village is under attack.
 
Back at the top of the tree, you must fight black mages and Alexandrian soldiers.  At the town entrance, go right into the sand pit and talk to Stiltzkin and Mopli.  Get a letter from Mopli to Serino, rest, and save the game.
 
You will be responsible for directing the residents of Cleyra to safety, and the number you save will determine your rewards later.  In the water mill area, advise the oracles to go right.  In front of the inn, tell Dan's family to go left, and then by the bridges, tell them to go right.  By the observatory, tell the villagers it isn't safe yet.  In front of the cathedral, the party and survivors will be surrounded.  A stranger appears and eliminates the enemies, and surprisingly, that stranger is Fratley.  Freya's lost love has reappeared.  Apparently he has lost his memory, but not his sense of honor.  Puck found him in his travels, and brought him back.  Fratley doesn't even remember Freya, however.
 
After he  leaves, turn to see Beatrix, who takes the jewel from the harp and runs.  Before pursuing her, speak to all the survivors, who will give you gifts.  If you chose the right directions for everyone, there should be seven people here.  The rewards they will give you are as follows:

Burmecian Kid Jack: Nymph Card
Burmecian Refugee Learie: Elixir
Burmecian Kid Adam: Zuu Card
Tree Oracle Wylan: Ether
Sand Oracle Satrea: Phoenix Pinion
Flower Maiden Sharon: Remedy
Water Maiden Shannon: Phoenix Down
 
Mopli the moogle is here, so save the game, then go outside and fight Beatrix.  Again.

This battle will end prematurely, also, so try to steal the Phoenix Down, Thunder Gloves, and Ice Brand before it ends.  Use Slow on Beatrix if you can, though it doesn't always work.  Also use Reis's Wind and Mighty Guard.
 
After the battle ends, Beatrix and the black mages will jump in bubbles and float away.  Zidane decides your party should follow them, so they jump in the bubbles with the black mages.  Only Quina refuses to use this unorthodox form of transportation.
 
Brahne summons Odin from her airship, and he destroys Cleyra from the sky in an awesome display of power.  Zidane and the others find themselves on the airship, and overhear Beatrix talking to herself.  Apparently the general is starting to have her own doubts about the queen's plans.
 
Follow Beatrix, and you will overhear what the queen has been plotting.  You must get back to Alexandria immediately.  As you retrace your path, Serino the moogle will appear.  Check Mognet, and deliver the letter from Mopli.  Check Mognet again, and get a letter for Moodon.  Save the game.

Go back to where you entered the ship, and talk to Freya and Vivi.  The little black mage has a plan to get back to Alexandria, so agree to try it.  There you go!



Trouble in Alexandria

 
Enemies in this area:
Alexandrian Soldier
Bandersnatch
Beatrix (boss)
Black Mage
Ralvuimahgo (boss)
Zorn and Thorn (bosses)
 
Back in Alexandria, Steiner has become weary of his imprisonment.  Rock the cage from side to side by pressing the directional buttons to shift your center of gravity.  What I found to work best was pressing the directional button just as you enter the upswing of each arc.  Once you have enough momentum, the cage will crash into the side of the room.  You will have to fight some Alexandrian soldiers as you run around the balcony.  Climb the long ladder at the left side of the room.  At the top, Marcus leaves to rescue Blank, and the three from the Red Rose arrive.  You have 30 minutes before Brahne arrives, and you must use that time to save the princess.
 
You'll pass Marcus, who will close the gate before leaving for the Evil Forest.  Run to the castle, evading or eliminating the soldiers who pursue you.  Run up the castle stairs and around the square, then come toward the screen and up the next flight of stairs.  Go right and then straight up the stairs and into the next room.  Pull the lever (which looks like a strange candle) beside the fireplace and enter the secret area.  You will have to step on the rotating platforms at the right times to get through this area.  First get the two chests at the back for an Ice Brand and a Tent.  Walk all the way down the circular stairs.  At the final intersection, turn right and open the door at the top of the screen.  Prepare to fight the bozos.
 
The twins are here, and they don't intend to let you pass.  Steal the Mythril Armor and Mythril Armlet from Thorn, and the Partisan and Stardust Rod from Zorn.  Attack whichever of the two is about to use the meteor or flare power to avoid getting hit by a powerful magic spell.  If you can keep them from getting these spells off, this should be an easy battle.  It will end prematurely, like those with Beatrix.  After the battle, there will be a short scene, and then an ATE. 

ATE: Friendship
Marcus, though already weary, is running through the Evil Forest to save Blank.
You will have to carry the unconscious Dagger up to the queen's chamber.  Stop to speak to Mosh the moogle, and check Mognet to find that Mosh got a letter from Kupo.  Rest and save the game.  When you get upstairs, there will be another short scene.  Apparently Zorn and Thorn went to get Beatrix.  Come on, you know what's next.  Let Beatrix flip her hair a few times, and then take her on again.  If possible, steal the Survival Vest, Ice Brand, and Phoenix Down.  She uses the attacks you have come to expect, so stay on your toes and heal whoever needs it.  She will use Climhazzard and leave everyone with one HP before she ends yet another battle early.
 
Zidane convinces her of the queen's treachery, and she uses her magic to revive Dagger.  A brief scene leaves Beatrix and Freya allied against the queen's forces while the others escape.  Enjoy this opportunity to fight with the powerful General Beatrix.  Not only is she a strong fighter, but she possesses advanced white magic.
 
Go back down the spiral stairs.  You will be chased by Bandersnatches as you go.  A platform will connect to a new doorway and black mages will come through.  You will have to fight three Type C black mages before you can proceed.  Continue down the staircase, fighting whatever gets in your way.  Steiner will have a change of heart, regretting leaving Freya and Beatrix to face the queen's wrath alone.  He rejoins them after charging Zidane and Vivi with escorting the princess safely to Dr. Tot.
 
Steiner will join Beatrix and Freya just in time to assist them in a battle.  With Zidane's party, you may encounter Type B's or C's in random battles as you go.  Return to the chapel, speak to Mosh again, and get a letter for Monty.  Rest and save the game.
 
This time, at the intersection outside the chapel, go straight down.  You will run into trouble with the maniacal jesters, but you'll be rescued by Marcus and Blank.  Head down the stairs to Gargan Roo, and take another ride.  This trip is also interrupted . . . this time by a Ralvuimago.  Try to use physical attacks on it, and don't attack when it is coiled up, as it will use Earth Power on you.  Steal the Phoenix Down, Adaman Vest, and Oak Staff if you can.
 
After the battle, you will get underway again, but the beast will chase the gargant, which, in its fear, carries you beyond Treno and crashes in a new area.  You are in Pinnacle Rocks, and will be greeted by Ramuh, who wants to test the princess before he agrees to serve her.



Pinnacle Rocks

 
Enemies in this area:
Sand Scorpion <Eat: Lv3 Def-less>
Seeker Bat <Eat: Night>
Zaghnol <Eat: Matra Magic>
 
You must find and assemble five pieces of the "Hero's Story."  Run down the slope and speak to Monty the moogle.  (So this is where he went after the Evil Forest was petrified!)  Check Mognet and deliver the letter from Mosh.  Save the game.  Run back up to where you crashed and get 'Hero' before returning to the path.  Go left to get 'Beginning' and then run down the path by the moogle.  Open the chest at the bottom for a Mythril Vest.  Run back behind the window in the tree and get 'Human.'  Go left to the next screen and run up to get 'Cooperation,' then open the chest for The Ogre.
 
.Go up the slope and over the bridge, then take a sharp left and follow the steep path down.  When given the choice, jump off.  Get the Mythril Armlet, then jump into the water and go left for 'Silence.'  Go back up the slope and across the bridge to just past where you jumped.  Ramuh wants you to put the story together for him, using only four parts.
 
Use 'Beginning' for the first part, 'Cooperation' for the second part, and 'Silence' for the third part.  You must choose either 'Hero' or 'Human' for the final part, and explaing your choice to Ramuh.  It doesn't matter which one you use, but it puts a slightly different slant on the story.  Afterwards, you will receive a Peridot, which will allow Dagger to learn the Ramuh summon.  Zidane wonders what the purpose of the test was, and Ramuh explains his thinking behind it.
 
The party is now ready to go to Lindblum.  Jump off the cliff, and you will find that you're just in time to witness the great city's destruction.  Brahne is continuing on her rampage, and Dagger's horror at seeing it is almost palpable.



Occupation Forces

 
When your party arrives at the city, Vivi is instructed to hide, and the other two proceed.  You can talk to the Alexandrian Soldiers, but they won't attack you.  Enter the inn and go upstairs.  Talk to Moodon and give him the letter from Serino.  Check Mognet again, and you will get a letter from Ruby.  Check it a third time and get the letter for Moonte.  Go back outside and run up to the next screen.  Search the rubble at the back for a Lindblum Card.  Enter the Card Freak's house next door and read Card Collector 8, then open the chests for an Ether and a Phoenix Pinion.  Go back outside and examine the remains of the pickle stand, then continue to the next screen.  Minister Artania is there, and he will take you to Cid.  You will learn how Brahne has managed these attacks, and her conditions for the surrender of Lindblum.
 
Vivi is brought in as a prisoner of war, but Cid vouches for him.  Your party has to go to the Outer Continent, it seems, but normal means of transportation are unavailable.  Cid suggests an alternate method, and gives you 3000 gil to shop before your trip.  An escort will take you to Lindblum Square.  Behind you, you will find Alice, whose shop has been destroyed.  She still has a few things, so stock up if necessary.  Enter the shop on the right, and you will learn that Dragoos has raised prices for the occupation forces, but he will give you a discount.  (You can see the prices he is charging the Alexandrian soldiers if you look in the right corner.)  He has a huge selection, so get some new equipment here.
 
Back outside, head to the upper left, because Torres is in business.  Examine the fire, then do some synthesis.  The Exploda should be your first priority, as Zidane has been in need of a new weapon for some time.  Equip Zidane and Dagger with any upgrades that you have, and go down to the shopping area.

ATE: The Third Jewel
Alexandrian soldiers are in the castle discussing their plans.
Continue down Main Street to the air cab station, and go to the Theater District.  (The Industrial District, you may have noticed, is no more.)  Go down into Michael's studio, and get the Ore from the Chest.  The Pigeon Lover by the stairs outside the station has a sad observation to make.  Go down the stairs and talk to Lowell at the bottom of the screen.  Tell him about Ruby's mini-theater, and he will take off , followed by a smitten Alexandrian soldier.  Enter the Tantalus hideout and talk to the kids, then get the 340 gil on the platform, 262 gil at the upper right, and 993 gil at the lower right.  Return to the station and head back to the Business District.  (You may have noticed that there are signs in the air cab stations indicating that each air cab trip will cost 200 gil starting tomorrow.  Clearly they are under new management.)  Go back to where you left your escort waiting and tell him that you are ready to go.

ATE: Brahne's Fleet Arrives
Lindblum soldiers are loading one of Brahne's ships, and wondering why she is taking food rather than valuables.
Go down to the Base Level of the castle, where Vivi is waiting.  Cid arrives soon, having facilitated your escape.  He gives the party what Zidane thinks is a rag, but is actually a national treasure - the World Map.  Get on the trolley.

ATE: <Gwok-gwok!>  How infuriating!
The Alexandrian soldiers have discovered Cid's stopped trolley, and go off looking for him.
At Dragon's Gate, talk to Moonte, and give him the letter from Moodon.  Save the game, and talk to the merchant.  He will give you a little info and sell you equipment and items.  When you're ready, exit to the Eunorus Plains.



Qu's Marsh Excavation

 
Enemies in this area:
Axolotl <Eat: Aqua Breath>
Gigan Toad <Eat: Frog Drop>
 
If you like, you can call a chocobo with Gysahl Greens, as there are chocobo footprints right outside Dragon's Gate.  Ride north to Gizamaluke's Grotto, and give your Kupo Nut to Moguta.  He will give you a present, of course.  (He and his wife have a little one already!)
 
Now head south to Qu's Marsh.  The entrance to the underground passageway is somewhere in the marsh.  You'll find Quina by the pond, and she will rejoin your party.  There may not be enough frogs to catch yet, because you never want to catch the babies, so if there aren't, just continue north to Master Quale's house.  Ask him about the excavation site.  He will give you a little info, but only a very little.  Go outside and head right, into the swamp.  Quina will find the entrance to the excavation site inadvertently, just by letting her appetite lead the way.  Enter the tunnel, and you will have discovered Fossil Roo.



Fossil Roo

 
Enemies in this area:
Abomination <Eat: Night>
Armodullahan
Feather Circle <Eat: Lv4 Holy>
Griffin <Eat: White Wind>
Lani (boss)
Seeker Bat <Eat: Night>
 
Almost immediately, you will be chased up a hazardous path by a machine called Armodullahan.  It uses Level 5 Death, so hopefully you don't have many party members with a level that is a multiple of five.  It has an Ore, Hi-Potion, and Ether to steal, so it isn't too important if you aren't able to get them.  You will have to run along paths with swinging pendulums.  Run along the upper edge, dodging the pendulums.  If you get stopped by one, you might get caught by Armodullahan, which just keeps coming.  You will eventually come to a place where there is a big gap in the floor.  You must jump over it, and Armodullahan will fall in.
 
In the next room, you will meet Lani, who sent the machine after you.  You might recognize her as the female bounty hunter (and the guest book complainer).  She really wants Dagger's pendant, so you'll have to fight her.  Cast slow on her, and use Mighty Guard.  Steal the Ether and Gladius if you can.  She tends to use elemental spells, and she loves to use Scan.  She will concentrate on Dagger, so make sure to keep her healthy.
 
After taking enough hurt, Lani will run off, saying she's letting you go for now.  Um . . . right.  Nice of her.  Continue to the next room, where Zidane sees an untamed gargant.  Run to the left and pick a flower.  Go right, stop at the !, and hold up the flower.  The gargant will stop for you, so jump on.  It will take you to a new area.  Run up the stairs and through the doorway.  Oh, and four out of five gamers surveyed hate Fossil Roo worse than going to the dentist, so don't feel bad if you leave this area with your sanity hanging by a thread.
 
Speak to the Treasure Hunter, and he will give you a lot of info about gargants and navigating the tunnels.  Speak to him a second time, then run down the steps beside you.  Buy from Stiltzkin again, then speak to Mogki, who used to be in the Lindblum Castle guest room.  Check Mognet, and read the letter from Kuppo, who is apparently hidden somewhere in Fossil Roo.  Mogki also runs a Mogshop, so buy what you need, rest, and save.
 
Go right and pick another flower, and use it at the end of the path.  Run to the right of the point where the gargant drops you off and get the Fairy Earrings.  Pick a flower and call the gargant to take you back.  In the cavern again, go up the stairs and exit at the back of the room.  You know the routine - pick a flower, call a bug.  Go right and flip the switch to change the gargant's course.  Call it again, and this time, you will take a different path.
 
Go up the stairs and follow the path to a chest containing an Ether.  Go back down and follow the right path.  You will pass through the room the Ether was in, and end up above the Treasure Hunter.  Flip Switch No. 2, then ride the gargant back to Switch No. 1.  (The call point for the gargant is up the stairs.)  Flip Switch No. 1 back to the original position, then ride the gargant back to the cavern.  Exit at the bottom of the screen, and ride the gargant to a new area.  There is another Treasure Hunter here, and he has a shop, so stock up if necessary.
 
Go up the stairs and flip Switch No. 4, then go right and ride the gargant.  Go to the right and get Lamia's Tiara.  Go back, pick a flower, and walk up on the platform and call the gargant.  Flip Switch No. 4 back and ride the gargant again.  Go right into a cavern with a vine-covered wall.  Allow yourself to get knocked down by the water, and get out of the pool by pressing X.  Go right, and run up the ramp on the right side.  Climb the vines up a short distance and get off at the platform.  Go through the doorway beside you.
 
Speak to the Treasure Hunter, who will agree to let you excavate in return for a potion.  Take his pickaxe and use it anywhere around the center column.  You will see a ! where you can excavate.  If you use it on the back wall of the upper level, you can uncover a moogle.  It's Kuppo, whose letter you read earlier.  Check Mognet and get a letter for Kupo.  He also has a Mogshop, so you have plenty of shopping opportunities in Fossil Roo.  Rest and save.  Continue excavating and finding items as long as you like.  You can find Ores fairly easily, Hi-Potions less easily, and other items with some difficulty.  There are nice items to be found here if you have lots of patience.  When you have had enough, save again and return the pickaxe.
 
Follow the path to the right.  In the next screen, walk down and then left.  There is a Survival Vest by the wood against the wall.  Go back up by the mining area and exit to the left.  Climb up to the top of the vined wall and slowly move across to the left.  Flip Switch No. 3 on the platform.  Drop down in the water, and exit to the right.  Pick a flower and call the gargant, and say goodbye to Fossil Roo.  Follow the tunnel to a mist-free place . . . the Outer Continent.  Call the moogle, rest, and save.



Outer Continent and Conde Petie

 
Enemies in this area:
Cactuar <Eat: 1,000 Needles>
Goblin Mage <Eat: Goblin Punch>
Griffin <Eat: White Wind>
Zaghnol <Eat: Matra Magic>
 
You are on the Donna Plains.  Walk north and then turn east and walk under the building suspended over the canyon.  Turn right as you come out of the canyon.  Keep going straight till you come to the marsh.  This is another Qu's March, so catch some frogs.  When you're finished, go back out to the cliff and follow the curve of it around to the east till the ground levels out, then turn west and move toward the building over the canyon.  Enter Conde Petie.
 
You must say "Rally-Ho" to enter the town.  As soon as you do, an ATE will become available.

ATE: Vivi and the Couple
Vivi witnesses a marital disagreement, and learns that the residents of Conde Petie are not afraid of him.  They don't even seem surprised to see him there.  Hmmm . . .
Get 2700 gil from the corner behind the first dwarf, and go on into the village.  This has to be the best town in the game.  If you don't like the dwarves of Conde Petie, who could you possibly like?  Speak a couple of times to Jenny Greeter, who suspects Zidane of being attracted to her (press X at the icon behind her).  Enter the next room and watch another ATE or two.

ATE: Quina Accused
The grocer thinks Quina's been stealing their food.

ATE: Quina Can't Communicate
Quina has trouble talking to the townspeople, and we get a glimpse of the real food thief.
Ask the villagers about Kuja.  The answers will be entertaining, but not particularly helpful.  You can stay at the Millers' house for 100 gil if you like.  You can also find 1800 gil beside the left bed.  Continue exploring the town, watching the ATE's as they become available.

ATE: Dagger and William
The dwarves discuss marrying Dagger off to their William.
Wendy Grocer has a shop, if you need to stock up on supplies.  Across from Wendy is Mogmatt the moogle.  Check Mognet and get the letter for Suzuna.  Rest if necessary, and save the game.  Talk to the people in town at your leisure.  When you are finished, go upstairs and talk to Vivi and the two dwarves on the bridge.  Vivi will run off.

ATE: Hungry Bryan
Two dwarves are discussing food when they see a "pyntie-het" arrive to trade with the villagers.
Follow Vivi.  There is a black mage, or Pyntie-Het, selling to Wendy Grocer.  Zidane and Vivi follow him, and Dagger joins in.  You learn that there is a very secluded village of black mages in the Southeast Forest.  The party decides to go there.  Before leaving, visit the weapon shop (behind the item shop) and get some new equipment.  You might go ahead and get some Poison Knuckles, because someone will be needing them later.  When you are ready, save the game and leave the village.  Harold Pathknower will give you some clues that might help you.



Black Mage Village

 
Enemies in this area:
Myconid <Eat: Mighty Guard>
Zemzelett <Eat: White Wind>
 
Black Mage Village is that round area in the forest, but you have to go all the way down and around to reach it.  Go to the end of the cliff, then turn the corner and run back in the direction you just came from, except now you are on the lower level.  Head toward the circular area in Magdalene Forest.  Once you get there, read the sign and run in the direction where there are no owls.  An owl will fly away, and it will look as if you run back into the area you just left.  Don't let that throw you, but just keep reading the signs and going where there are no owls.  Eventually you will see a black mage run up and then leave.  You will come upon him, and see him removing the illusion that conceals the village.  You must follow him before it reappears.
 
When your party arrives, the black mages are frightened and run away.

ATE: Life on the Run
The black mages are still running, obviously afraid of outsiders.
To the left of where you are standing is a weapon shop, run by No. 239.  He has a huge inventory, so buy whatever upgrades you can afford.  Outside the shop just to the right of the door is an Elixir.  Take the path to the right.

ATE: Gourmand's Nose
Quina sniffs out a chocobo egg.

ATE: Different Language
The black mages explain to Vivi how they came to be here, and that their friends who "stop" are buried in the cemetery.
Speak to Moguo, who wants you to deliver a letter to Mocchi.  Save the game, and enter the hut.

The black mages in the small hut would like you to take Quina elsewhere.  They are trying to hatch a chocobo egg, and Quina wants to eat it.  Get the Gysahl Greens at the right side of the hut.

ATE: Visitor, Not Invader
Two black mages accuse Dagger of wanting to use them, but she protests that she wants to help them.
The building next to the weapon shop is an item shop.  Get the Ether on the floor by the bookcase, then see what No. 163 has to sell.  For the first time in the game, you can buy Hi-Potions!  Woo-hoo!  They are 200 gil each, and you should seriously consider buying several of them.  Exit the door on the right and enter the building immediately next to you.  This is the inn.  Go into the bedroom and get the Virgo Stellazzio by the bed.  Examine the phonograph.  You can talk to the proprietor, but he isn't open for business yet.  (Don't you wonder what customers they are expecting at an inn in a secluded forest hidden by magic?)
 
To the left of the item shop if the Black Cat Synthesis Shop.  Dagger is there, but she soon leaves to find Vivi.  Synthesize the Rune Tooth for Zidane, and the Madain's Ring and Extension, if you can.  At the back under the clock is 2000 gil.  Climb the ladder and follow the planks to the very back to find 843 gil.  Exit the synthesis shop and continue left.  Vivi will run by, and won't answer when you call.  Go on to the left, and you will find the cemetery.  Talk to the black mages, and they will give you a little insight into Vivi's emotional state.  Go back to the inn and you will find Vivi there.  Quina and Dagger will show up.  Quina goes off to look for food, and Dagger suggests resting.  You should agree.
 
Vivi will leave in the middle of the night, and Zidane will tell Dagger an abbreviated version of his life story.  The following morning, the party regroups and the mages tell you something about an area beyond Conde Petie.  Go back and speak to Moguo again.  Read the letter from Stiltzkin.

ATE: Everyday Life
A black mage ponders his life as a shopkeeper.
It's time to go back to Conde Petie.



...in Holy Matrimony

 
Back in Conde Petie, either the fellow blocking the exit upstairs or the pair by the weapon shop will tell you to speak to his Holiness, who should be in the hall outside the inn.  Apparently you have to undergo a marriage ceremony to be permitted to pass the gates of the town and proceed to the Sanctuary.  Much to Zidane's surprise, Dagger agrees to do this.  After the ceremony, you must talk to the twins at the edge of town.
 
(You can choose for Vivi and Quina to marry also, but please don't do this.  I think her interest in him is more culinary than matrimonial.)
 
The twins agree to let the married couple through, and then chase off after the thief.  In the commotion, Vivi and Quina can sneak through undetected.



Mountain Path

 
Enemies in this area:
Gnoll <Eat: Vanish>
Hilgigars (boss)
Ochu <Eat: Lv3 Def-less>
Troll <Eat: Vanish>
 
You are now on the Mountain Path.  You will find the little thief out on a limb.  After a short scene, you will have a new character.  Welcome the little summoner named Eiko.  Equip her with whatever you have available, because what she is using is a bit weak.
 
Run back up the slope and climb the vines to get a Remedy.  Continue to the right until you come to a small statue.  Remove the Blue Stone from it, and go back down the vines.  Back on the lower level, continue to the right.  Climb up another vine to the left of the path, and walk left to get a Tent.  Get the Red Stone from the statue and then climb back down to the path.  Continue to the right.
 
In the next screen, walk toward the back, and you will go uphill.  At the top are Suzuna and Stiltzkin.  Give Suzuna the letter you have for her, and buy what Stiltkin has to offer.  Suzuna will give you a Kupo Nut, which should be taken to the grotto when you get a chance.  Rest and save.  Go left and up the ladder.  Start across the giant tree root, and you will get your first glimpse of the Iifa Tree.  Continue across the root, and you will meet significant opposition.
 
You will have to fight the Hilgigars, who uses earth magic.  Try to cast float on your party members when you can.  Bio works well against this enemy, so keep it on him.  If you can, steal the Phoenix Down, Mythril Fork, and Fairy Flute.
 
Afterwards, Eiko will suggest that everyone go to her house.  Take the Yellow Stone from the statue, then go right.  Take the right fork in the path, and get the Ether from the chest.  Take the Green Stone from this statue, and then return to where you met Suzuna.  Take the path to the far right and place all the stones in the statue.  This will get you a Moonstone.  Save the game again and return to the fork in the path where you fought the Hilgigars.  This time, take the left fork.



Madain Sari

 
Enemies in this area:
Blazer Beetle <Eat: Limit Glove>
Goblin Mage <Eat: Goblin Punch>
Troll <Eat: Vanish>
Yeti <Eat: Pumpkin Head>
 
Walk across to the onion-shaped structure straight ahead.  This is Madain Sari, Eiko's hometown.  After a cutscene, there will be another ATE.

ATE: Vivi's Feelings
As a result of his visit to the Black Mage Village, Vivi is contemplating life and death.
When you regain control, get the Tent next to Dagger, and the Libra Stellazzio behind the fountain.  Go to the right, and see another ATE.

ATE: Dagger's Feelings
Dagger considers her eidolons, and realizes that this place feels familiar.
Continue right and speak to Moco.  Quina will appear and shock the little moogle.  Walk back to the left, and watch the next ATE.

ATE: Eiko's Feelings
Eiko and the moogles discuss her culinary abilities, and her feelings for Zidane.
You must assign tasks to the moogles.  Send Mocha fishing, let Momatose get the potatoes, and have Chimomo help in the kitchen.
 
Go left and speak to Vivi.  When you try to enter Eiko's house, Morrison will stop you, and then offer to escort you to the Eidolon Wall.  Follow him.  In the next screen, there will be another ATE.

ATE: Eiko's Kitchen
There are more decisions to make.  You should cook for 11, leave out the oglop seasoning, and let Chimomo cook.
Follow Morrison, and then go talk to Dagger near the town entrance.  Return to Morrison and go look at the Eidolon Wall.  Dagger will examine the paintings on the wall and identify some of the eidolons.  She wants to spend more time there, so speak to Morrison again, and then leave.

ATE: Eiko's Kitchen 2
Allow Quina to help Eiko make dinner (after the case of mistaken identity is resolved).  Quina decides to enlist Vivi's aid to get more heat for cooking.
Return to Eiko's house, and the meal will begin.  While they eat, they will discuss eidolons and the fate of Eiko's people.  Afterwards, Eiko will ask Zidane to clear the table, but first, get the Ore and Phoenix Pinion from the chests near the table.  Speak to Dagger, then get the pot from the table, take it to the kitchen, and give it to Eiko.   Zidane will question her about the Iifa Tree.  Get the Kirman Coffee beside the left picnic table.  Quina and a moogle are blocking the way to the lower area, so go back inside.  As you start to leave the house, Momatose comes in and offers to let you sleep.  That night, Zidane and Vivi will have a conversation before retiring, and experience a heartwarming moment of male bonding.
 
In the morning, the party will gather at the entrance to town.  After a cutscene, during which Eiko joins your party, you will leave Madain Sari.  If you wish, you can reenter the village and speak with Morrison to stock up on supplies.  Outside the village, call a moogle and save the game.



Iifa Tree

 
Enemies in this area:
Dracozombie <Eat: Lv5 Death>
Myconid <Eat: Mighty Guard>
Nymph <Eat: Night>
Soulcage (boss)
Stroper <Eat: Lv5 Death>
Zombie <Eat: Roulette>
 
The Iifa Tree is tough, so you might want to level up a bit before taking it on.  When you're ready, head back across to the Conde Petie Mountain Path.  When you get back to the intersection where you got the third stone, go up, and you will exit back to the world map.  The Iifa Tree is straight ahead.
 
You will come up against a barrier, and you'll have to ask Eiko for help.  She'll indulge in a little showmanship, but will promptly remove the seal, and your party will receive a Ruby, which will teach Reflect and Carbuncle (though only Eiko can learn the latter).  Proceed across the gnarled tree roots until you reach the tree.  Once inside, you will find Mocchi.  Deliver the letter you are carrying, rest, and save the game.
 
As you make your way through the Iifa Tree, you will encounter many undead enemies.  Remember that they are susceptible to cure and life magic.  (If you aren't sure whether an enemy is undead, cast cure on it at the beginning of the battle.  If it isn't undead, using cure on it won't do any harm, since it is still at full health, but if it is undead, the cure spell will damage it.)  Using a Phoenix Down will sometimes result in an instant kill when used against an undead enemy, but this isn't reliable.
 
When you reach the circular area, choose to stand on the center platform.  Your whole party will decide to ride the platform down.  Follow the descending spiral path.  In the second screen, there is a small alcove on the right with a switch that you need to push.  This will cause a chest containing a Phoenix Down to drop just above it.  At the bottom of the screen is a chest with a Hi-Potion in it.  In the next screen is another switch.  After pushing it, return to the previous screen and get the Healing Rod on the left.  Go back down and get the Ether in the alcove to the right of where you were, and the Remedy and Lamia's Flute on the side path at the bottom left.  After getting all the items, continue down the path at the bottom of the screen.
 
The whole party will ride a huge leaf to the bottom of the tree.  There will be a couple of battles on the way down, and at one point, you will have to talk to Vivi to keep the game moving.  Right before you talk to Vivi is the only time you will have control on the trip down, so if there are any equipment changes you want to make, do it then.  After you speak to Vivi, you will continue to the bottom of the tree.  Your party will split up at the bottom.
 
Speak to everyone and collect the items that are here.  There is a chest containing an Elixir at the foot of the stairs on the right, and a Brigandine behind the base of the column.  Go ahead and equip it on Zidane.  Try not to have any characters with a level at a multiple of five, and make sure the Phoenix summon is available to you.  It is a huge bother, but I would suggest going all the way back to where you met Mocchi to save the game.  If you don't, and your party gets demolished in the upcoming boss battle, you probably aren't going to enjoy redoing this whole area and making sure you get all the items a second time.
 
When you are ready, examine the far left of the bottom area.  Something will drop down from above.  You will have to run up the stairs to help Dagger, and then your party will talk to the Soulcage, which will reveal some disturbing facts before you fight it.  Have the girls use their summons, cast Bio, and try to steal the Brigandine, Magician Cloak, and Oak Staff.
 
After the battle, the party will make a quick getaway, and a movie will show the mist being cleared away.  Moco will arrive with bad news from Madain Sari, so you need to return there now.



Bounty Hunters

 
Enemies in this area:
Scarlet Hair (boss)
 
Reenter the Conde Petie Mountain Path, and follow it back over the giant branch.  Once back on the world map, cross over to Madain Sari, where you will be greeted by Eiko's moogle friend.  It appears that there has been a theft.  Go back to Eiko's house and speak to her.  You will find her in the room below the kitchen.  A brief scene will follow.  Get the Survival Vest before heading to the Eidolon Wall.  There is also a Phoenix Down hidden in the corner of the room.
 
There are several moogles in distress at the Eidolon Wall.  Speak to all of them.  Morrison will let you peek inside, and he will give you an Exploda and an Elixir.  Ask Morrison about Mog.  When you're ready to help Eiko, tell Morrison you want to "go save her."  You will have to fight "Scarlet Hair" . . . the red-haired man Brahne sent after the pendant.  Steal the Ether and Poison Knuckles if you can.  After that, use Dyne if you trance.  Solution 9 does great damage.
 
After the battle, follow Eiko and Vivi back to Eiko's house.  Talk to Momatose in the dining room to rest.  You will find Eiko in the room below the kitchen again.  She will decide to join your party permanently, and to wear the recovered Memory Earring.  Sometime during the scene, Dagger disappears.  It's just as well that you have gained Eiko as a party member, because, if you speak to Chimomo when you go outside, you'll find that you have lost Quina.
 
Back out front, press X at the corner of the porch where a ! appears over Zidane.  He will follow the song he hears to find Dagger.  After a conversation with Zidane, Dagger will have a very interesting flashback.  More revelations will be made later, and the group will leave Madain Sari.  On the way out, they will encounter the red-haired man again.  He decides to join your party due to his need to understand what makes Zidane tick.  Welcome Amarant to the group, and upgrade his equipment, as well as everyone else's.  Save the game and return to the Iifa Tree.



The Power of Bahamut

 
Enemies in this area:
Mistodon <Eat: Angel's Snack>
Myconid <Eat: Mighty Guard>
Stroper <Eat: Lv5 Death>
 
At the tree, your group will spot Kuja overhead on his silver dragon.  You will have the opportunity to change party members before going on.  Follow the branches of the tree up.  Amarant will help the party reach the top, where you will get another chance to change party members and equipment.  After a couple of cutscenes and a short movie, Kuja will sic a couple of Mistodons on you.  Another scene will follow, and Dagger will leave.  If she was in your party, she will be replaced.  Follow after her, fighting the Mistodons on your way down the tree.  At the bottom, Dagger will receive an Aquamarine, which allows her to summon Leviathan.  However, the great sea power cannot help against the flying Bahamut.  Kuja will carry out his plans, with tragic results.
 
Save the game before proceeding.
 
End of Disc 2

 

Walkthrough, Disc 3

The Love Note

 
After the opening scenes, you will have control of Vivi.  Walk to the right.  After the screen changes, you can watch an ATE.

ATE: It's So Big!
Eiko is impressed with the size of the castle.
Have Vivi speak to Hippaul's mother on the left side of the screen, and agree to race against Hippaul.  Winning will get you a card for every ten of Hippaul's levels.  To race, press  and o rapidly, which will control Vivi's pace.  The races will become more difficult as Hippaul's level increases.  These are the prizes that can be won:

Level Prize
10 Wyerd Card
20 Carrion Worm Card
30 Tantarian Card
40 Armstrong Card
50 Ribbon Card
60 Nova Dragon Card
70 Genji Card
80 Athlete Queen (Key Item)
When you have had enough racing, go back to the left, and in the next screen, you can see another ATE.  (You can find Zidane in the pub, but he is feeling down and won't talk to you.)

ATE: Long Time No See!
Zenero, Benero, and Genero meet up again.
Go to Doug's Item Shop and see if he has anything you need.  In the square, there are a couple of ATE's available.

ATE: To Fly High
Blank and Marcus discuss Zidane's situation.

ATE: Artemicion
Artemicion, of Mognet, finally shows up, sporting a suspicious new look.
Stop in at the synthesis shop.  A large number of items can be synthesized, and you should be able to afford some of them.  Check the weapon shop next door for some new equipment, also.
 
In the alley, Blank and Marcus are waiting outside Ruby's Mini-Theater.  Before speaking to them, return to the bell tower and give Kupo the letter from Kuppo.  Kupo also has a letter from Mogrika that you can read.  Speak to Artemicion and do another deal with Stiltzkin.  Climb the tower, pull the rope, and get Hippaul's stash - Ironite Card, Goblin Card, Fang Card, Shiva Card, and Ramuh Card.  If you had done this part on Disc 1, the rare cards would not have been there.  When you're ready, save the game and return to the alley.  Agree to help the guys out, enter the mini-theater, and watch the scene.
 
Dagger is having a stressful day.  Dr. Tot gives her an Opal, a Topaz, and an Amethyst which were extracted by the queen.  Beatrix and Dagger have a heartfelt discussion, and Beatrix shows her loyalty.
 
Eiko has plans of her own, and enlist's Dr. Tot's aid in writing a letter which will begin a very entertaining fiasco.  Dr. Tot notices something interesting about Eiko, and it causes him to remember things about Dagger that he hadn't thought about in many years.
 
You now control Eiko.  Start toward the castle doors.  An unexpected run-in with Baku will leave Eiko hanging.  Having little choice, she entrusts her letter to Baku.  Unfortunately, he gets into an argument down by the dock and drops the letter.  Don't worry - someone will come across it soon.

Back at the pub, Zidane's old pals try to cheer him up.  Baku expresses some rather forceful opinions, and you will take control of Zidane again.  Out in the street, another ATE is available.

ATE: I Forgot!
Baku realizes two things - that he forgot to give Zidane the letter, and that he no longer has the letter in his possession.
Stop in at the mini-theater.  Speak to Ruby, and pick up the 2680 gil from the floor.  Head back toward the castle, and you will come across Freya and Amarant having a disagreement at the dock.  After a brief scene, they will be back in your party.  Search the ground on the left for an Ether and the ground on the right for a Phoenix Pinion.  Behind the fountain is a Lapis Lazuli.  Go left to the tower.  Enter the room on the left and search the upper right corner for the Leo Stellazzio.  In the upper right corner of the main room is another Phoenix Pinion.
 
Go to the castle doors, where you will find Eiko being removed from the premises.  The party asks to see the princess, and Steiner agrees.  They all speak to her except Zidane, who doesn't seem to be able to say anything.  Eiko and Dagger exchange jewels as a gesture of friendship.
 
Later, Eiko sits at the docks feeling blue, and then a series of comic events occur which center around her ill-fated letter.  The party meets up again at the pub and they agree to go to Treno, where a card tournament is now taking place.


Treno Card Tournament

 
The party meets at Gargan Roo to ride the gargant to Treno.  There will then be an ATE available.

ATE: Clowns on a Dark Night
The jester twins have new employment plans.
After the party rides the gargant to Treno, a scene takes place at Dr. Tot's residence.  The party disperses, with Zidane being the last to leave.

ATE: Eiko Talks Life
Eiko demonstrates her perception of the relationship between Zidane and Dagger.
As Zidane leaves, Dr. Tot's home, another ATE becomes available.

ATE: How He Ended Up Here
Vivi meets an old acquaintance, and must decide if he should remain in Treno, or return to Quan's Dwelling.
Choose for Vivi to go home.  If you choose for him to stay, there is a different ATE to watch.  It is entitled "Hippo's Prize," and shows someone winning a Namingway Card.  If you later play against him in the card tournament, you might be able to win the card.  However, this card can also be obtained very easily in the Desert Palace a little later on, so I think it is best to have Vivi go home.  As Zidane continues down the stairs, yet another ATE can be viewed.

ATE: Memories By the Water
Amarant encounters someone you've met before, and then Eiko shows up on the scene.
Walk down the tower stairs and go to the Bishop's House (where the synthesis shop is).  You can overhear some information about the auction house is you stand in the right spot and press X.  Continue to Queen Stella's house and turn in any Stellazzio you have.  Head back toward the card stadium.  It's time to watch another ATE.

ATE: City People
There is a discussion in the Bishop's House about the cost of decorating one's home.
The Four-Armed Man plans to kidnap Eiko, but ends up running away from Quina instead.  On the way out, the man drops a Chimera Armlet.
 
You can buy rare items at the auction house and resell them for a profit.  You can also get Dark Matter at the auction house, which will allow you to summon Odin.  See the Side Quests and Mini-Games section for more information.

Go up the stairs and talk to the moogle.  There is a letter from Artemicion to read.  Save the game.  If you want to fight a pit monster, go to the right.  Make sure you saved, though, because these battles are tough.  The Side Quests and Mini-Games section has more information.
 
Return to the card stadium.  The usher will give directions for playing Tetra Master.  Register at the booth on the left.  When you're ready, enter the stadium, There are three rounds in the card tournament.  The first round is against Attic Man Wake.  If you lose, restore the game.  If you win, go back outside and watch another ATE.

ATE: Home Sweet Home
Vivi reminisces at his old home.
Go back up the stairs to the right, and see the next ATE.

ATE: Good Old Days
Amarant remembers things from his past.
Choose for Freya to say she's interested.  (If Freya says, "I won't force it out of you," the Lessons of Life ATE will not be available later, and you can have Freya rejoin your party afterwards.  However, that is a very interesting ATE.)  Save the game again.  At this point, I would recommend leaving Treno and going to Quan's Dwelling to get Vivi.  He is on the overlook at the back of the house.  His flashback reveals some disturbing things about his relationship with his grandfather.
 
Now head the other direction and return to Dali.  Quietly search the mayor's house for a key, being careful not to awaken his son.  Search the desk for the Mini-Brahne, then search it twice more.  The mayor's son will say, "Zzzz."  Search the heater for the Mayor's Key.  Go to the windmill and open the locked door with the key.  On the right side of the chocobo pen is a chest containing 30,000 gil.  Search it again for the Burman Coffee.  That should give you all three coffees for the side quest!  You can turn them in to Morrid when you're ready.  Go up the ladder in the windmill and get a Cachusha and an Elixir from the chests.  Return to the card stadium in Treno.
 
In the second round, your opponent is Cardona Bishop.  Again, restore if you lose, and walk outside if you win.  Watch the ATE that was opened up by choosing for Freya to say she was interested.  There are other ATE's that will become available as you walk from area to area, depending on the ATE's you have already chosen.

ATE: Lessons of Life
Amarant reveals the truth about his first meeting with Zidane.

ATE: Hallucination
Quina thinks she sees some food on the water, and jumps in.

ATE: Premonition
Eiko, talking to Dr. Tot, leaves suddenly because she has a bad feeling about Mog.
Walk back to the moogle and save the game, then return to the card stadium.  The last round is against Sailor Erin, the champion . . . or is she?  She plays entirely with oglop cards.  For winning the tournament, you will receive a Rebirth Ring. 
 
There will be a short  scene, and Eiko will run up with bad tidings of Alexandria.




The Fall of Alexandria

Enemies in this area:
Mistodon
Tantarian (optional boss)
 
Kuja is in Alexandria, and has brought Bahamut along to wreak some havoc.  The townspeople flee and Dagger must take control.  Her first task is to assign the Knights of Pluto the appropriate tasks.  Remember what you learned about them in Disc 1?  It's now time to use that information.  Assign Blutzen and Kohel to gather information, Weimar and Haagen to protect the townspeople, Breiracht and Laudo to contact Lindblum, and Dojebon and Mullenkedheim to begin preparations to fire the cannon.  If you do this right, you should receive Angel Earrings as a reward.
 
Beatrix and Steiner will leave to fight the Mistodons which have invaded the town.  Controlling Beatrix and Steiner, you will have to fight a Mistodon in each area you enter as you move toward the town entrance.  As long as you keep Beatrix supplied with MP, she can do wonderful things.  In the third battle, there are two Mistodons to defeat.  If you wish, after the third battle, you can remove all Beatrix's equipment except her sword.  You will then have it in your inventory to equip on one of your regular characters.  The fourth battle is followed immediately by the fifth, and then by the sixth, which will also have two Mistodons.  In this last battle, Steiner will automatically enter a trance state.
 
As Dagger, go upstairs and enter the queen's chambers.  Take the left stairs and start up the tower.  As you proceed, the statues on the each landing will cross their swords, barring the way back down.  At the top of the tower, new stairs will appear for you to use.  At the very top, stand on the platform with the eye (which should look familiar).
 
When you regain control of Zidane, talk to everyone you can find in the castle, and warn them to evacuate.  You can also fight an optional boss in the library on the left side of the entrance hall.  Before approaching it, equip the best weapons and armor you have.  Equip Auto-Regen or Auto-Potion, Antibody, Bandit, and an HP+ skill, if possible.  Put the Poison Knuckles on Amarant.  Save the game.
 
On top of the last standing bookshelf in the library, a book rests.  Examine it, listen to it, and then challenge Tantarian.  Use Reis's Wind.  Don't hit the book with physical attacks once its true form emerges - use Fira and Steal.  If you can, steal the Ether, Elixir, Silver Fork, and Demon's Mail.  For a while, Tantarian will repeatedly try to poison you, but eventually the book will close.  You will then have to repeat the process until he is defeated.  His defeat will get you Running Shoes and a Ramuh Card.  And lots of AP.
 
Now you are ready to follow Dagger's steps.  Retrace her path to the top of the tower, as the way is now clear.  Events of catastrophic proportion take place, and they will leave Alexandria in ruins.  Zidane, like a good hero, arrives just in time to save Dagger and Eiko.  (By the way, are Zidane and Dagger actually married or not?  I was just wondering.)




Restoring the Regent

 
Open the chest to the right of the beds for an Egoist's Armlet, and the one on the upper balcony for an Elixir.  Speak to Mogki, who really gets around, and check Mognet - there is a letter for Moodon.  Save the game and go back downstairs.  Blank will come in and you will have two choices to ask about.  You will have to choose between asking about Dagger, or asking about Cid, who wants to see you.  If you choose to ask about Dagger, the guard down below will still tell you Cid wants to see you.  You can first go find Dagger up by the telescope, or you can go ahead to see Cid.  Either way is fine.
 
When you are ready to see Cid, ride the elevator to the upper level.  Go upstairs and speak with the guard.  Enter the chamber, and then you will adjourn to the conference room, where your party is waiting.

ATE: Something Washed Ashore
Quina has been found down on the beach.

ATE: Self Reproach
Dagger blames herself for the destruction of Alexandria.
Your party will have a discussion about Kuja, and his probable plans.

ATE: Deep Anger
Kuja plots on board the stolen Hilda Garde 1.
Go to the guest room to see Dagger.  Zidane needs an airship, so he must find a way to restore Cid to his human form.  Dr. Tot has a plan, and sends Zidane out to find an Unusual Potion, a Beautfiul Potion, and a Strange Potion.  Cinna has the Unusual Potion.  Leave the room and watch another ATE.

ATE: My Hammer
Marcus, working near the hideout, wants to borrow Cinna's hammer.
Well, now we know where Cinna is.  Travel to the Theater District.  When you leave the air cab station, you will see some old acquaintances, and they have a surprise.

ATE: The Rally
Freya speaks to a couple of Burmecian soldiers about their plans.
Enter Michael's studio.  There is a chest with a Lapis Lazuli there.  Talk to Michael.  If you ask about the potions, he will give you permission to search.  You will find the Strange Potion on the left side of the room.  You can read a poster on the wall by the stairs.  Outside, go downstairs toward the hideout.  Zidane will ask Cinna for the Unusual Potion, which he is glad to give.  If you search the hideout, you can find chests containing 970 gil, 4826 gil, and 1273 gil.  Fly to the Business District, and give the letter to Moodon in the inn.  Save the game.  The Saggitarius Stellazzio can be found to the left of the road near the pickle cart, and an Elixir and Remedy are waiting for you in the Card Freak's House.  While you're there, examine the bookshelf to read Card Collector No. 9.
 
In the square, speak to Alice, who is out by the street while her shop is being repaired.  She will give you the Beautiful Potion .  Go to the right and visit Dragoos, and see what he has for sale.  Several new pieces of equipment are available.  You should consider buying a new staff for poor Vivi.  Visit the Synth Shop, too.  When you're finished there, it is time to return to the castle.
 
Go to the Royal Chamber.  Dr. Tot will use the mixture of the three potions on Cid, but it doesn't have quite the anticipated effect.  (I think it is still an improvement, though.)  Cid orders everyone to assemble at the harbor.  As you leave the room, another ATE will become available.

ATE: No Free Lunch
Quina makes the acquaintance of the gysahl pickle seller.
Ride the elevator to the base level and take the trolley on the right.  Behind the left lamppost is a Chimera Armlet.  Walk out to the harbor and climb the ladder to the ship.  Quina is waiting on board, and is very interested to see that Regent Cid is now a frog.
 
You can speak to Cid to change party members.  Form a party and equip them.  Remember that if you choose to put Dagger in your party, her abilities will be limited by the loss of her voice.  The Blue Narciss controls should be easy for you.  (You can also use the arrow buttons to switch directions.)  To start moving at any time, speak to Blank.


X
 - forward
- reverse
∆ - return to deck
o - disembark
Select - navigation map
L1, R1 - camera control
L2 - camera alignment
R2 - switch perspective



Kuja's Plans

 
Pilot the ship to the Outer Continent and land on Gegalrich Shores.  Walk over to the Qu Marsh and let Quina catch frogs.  Head straight back to the Black Mage Village.  Vivi will take off as soon as you arrive.
 
Go to the item shop and climb the ladder.  Search by the bed to jump up and get a Black Belt.  Go to the cemetery, where you will find Vivi.  No. 288 will explain why the mages are helping Kuja.  Follow Vivi to the water mill to find that the baby chocobo has been born.  No. 288 will give Vivi some important information.  After a cutscene, leave the village.
 
Return to the ship, and pilot it to the southeast corner of the continent.  There is a little strip of land there where you can disembark.  Save the game.



Desert Palace

 
Enemies in this area:
Antlion <Eat: Mighty Guard>
Goblin Mage <Eat: Goblin Punch>
Griffin <Eat: White Wind>
Grimlock <Eat: Night>
Land Worm <Eat: Matra Magic>
Ogre <Eat: Matra Magic>
Troll <Eat: Vanish>
 
You haven't had Quina in your party for a while, so let her eat a few things in this region.  There are several monsters here from which she can learn blue magic.  Head north, avoiding the first sinkholes you come to, and make your way to the one at the top of the area.  Press X to enter the area.
 
Walk down to the circular area and you will be teleported to Kuja's room.  He will explain your task and allow you to choose a party.  (I recommend Zidane, Quina, Freya, and Amarant.)  He will then teleport your party to the airship dock, where the Hilda Garde 1 waits.  You will probably have to fight Grimlocks on your way to the ship.  Use magic attacks when they are pink on top, and physical attacks when they are blue on top.
 
Board the ship, and you will automatically be flown to the Forgotten Continent.  On the way, Zidane will have an encounter with Zorn and Thorn.  You will land and find yourself beside the airship on Blairsurpass Plains.  Equip the party with status-ailment preventing abilities, buy whatever supplies you need from the jesters, and save the game.



Oeilvert

 
Enemies in this area:
Adamantoise <Eat: Earth Shake>
Anemone <Eat: Bad Breath>
Armstrong <Eat: Matra Magic>
Cactuar <Eat: 1,000 Needles>
Catoblepas <Eat: Limit Glove>
Epitaph <Eat: Angel's Snack>
Jabberwock <Eat: Limit Glove>
 
The first thing you should do is go north to Qu's Marsh and catch frogs.  When you're finished, go south and follow the canyon.  You will know you're going the right way when it starts to get darker.  Head east, and then follow another canyon south.  It spirals inward to the protected location of the castle.  If you're getting frustrated, there are chocobo tracks here.  Riding will make this easier.
 
A moogle named Mimoza waits outside Oeilvert.  Check Mognet, and you will be asked to deliver a letter to Mooel.  Mimoza runs a very nice Mogshop, so stock up and upgrade your equipment if you can.  Be sure to hang on to around 1000 gil, though.  When you're through shopping, equip the new items (taking into consideration that you can't use magic once you go inside), use a tent, and save the game.  Continue down the path to Oeilvert.
 
The large doors will open for you, so enter the fortress.  Go through the doorway on the right.  Speak to Stiltzkin and buy the items he offers for 888 gil.  Mooel is here, so deliver the letter.  Save again if you like, and return to the front hall.  Directly across from the entrance is a Remedy, and directly above that is a chest containing a Rising Sun.  From that chest, walk left and examine the globe, which will turn red.  Get the Elixir from the chest behind it.  Go back downstairs and through the left doorway.  Get the Diamond Sword on the lower right, and then continue left.  A holographic image will appear in the middle of the room.  Walk behind the image and pick up the Shield Armor.  Exit this room by the stairs at the bottom.
 
There is nothing you can do here yet, so go up the stairs.  To the right are Feather Boots.  After you get them, examine the light shining from the floor on the top left.  It is some type of projector.  Examine the right one next.  Go back downstairs, and examine the one on the right, then the one on the left.  These give a little information about unfamiliar airships.  Go back upstairs and through the doorway on the left.  Walk across the first arch, and examine another projector.  Continue across the next arch, and you will find yourself in the room with the globe holograph.  Walk through the blue doors on the left, which will unlock for you.  You will be in a disturbing room with walls full of faces.  Here you will learn a little more about the mysterious Terra.
 
Return to the front hall, and go back through the doorway on the right.  You may notice that this room looks different now.  Save the game, and walk around the central area to the right.  Another holographic image will appear.  Continue around the room and get the Gaia Gear at the back.  Now walk up the back stairs and onto the circular platform.  Examine it, and it will carry you to another room.  Equip the Clear Headed ability on your characters.  Have Zidane inspect the strange object here, and Ark will appear.  This is a tough machine.  You can steal a Power Vest, Holy Lance, and Elixir from him.  If Zidane trances, use Grand Lethal against the boss.  After the battle, you will get a Pumice Piece.  Walk up to the contraption and get the Gulug Stone.



A Puzzle of Shadows

 
Enemies in this area:
Drakan <Eat: Vanish>
Grimlock <Eat: Night>
Ogre <Eat: Matra Magic>
Torama <Eat: Lv4 Holy>
Valia Pira (boss)
 
Back at the Desert Palace, the other members of your group fear that Zidane will not return in time, and Cid decides to take matters into his own hands.  Move him to the central platform, and then go right.  You have six minutes to get the Hourglass Key.  Pressing the O button to move, you must go very slowly toward the cage holding the Hedgehog Pie, stopping every time it turns to look at you.  If it sees you moving, you will have to start back at the beginning, so move only when its back is turned to you.  If you are unable to get the key and reset the hourglass before time runs out, you will have to start over.
 
After obtaining the key, move over to the scale and weights.  Choose to examine them.  You will have to use three of the weights on one side of the scale so Cid can climb up to reach the hourglass.  Use the clay, stone, and iron weights.  Have Cid climb up, and he will turn the hourglass over.
 
When your party reunites, Eiko will be in charge.  If you chose to include her in the Oeilvert party, Vivi will lead the group.  Update everyone's equipment, then go right, back into the room with the hourglass.  Speak to Mojito the moogle (who was not visible from your frog's-eye perspective) and check Mognet.  You will be asked to deliver a letter to Mogsam.  Make whatever purchases necessary at the Mogshop, then save the game.  Go back to the dungeon and up the stairs to the left.  Examine the candelabrum to the left of the path, and then inspect the glowing orb on the other side.  When you examine the bloodstone, you will receive the Promist Ring. 
 
Run up the stairs and all the way to the right, then back to the left until the center statue's eyes light up and a crystalline pathway appears behind it.  Follow that path up to the balcony.  Light the candelabrum here, then go back down the shining pathway.  Go right for the Fairy Earrings.  Walk to the left and up the stairs.  Light a fire in each of the three braziers, then walk through the doorway at the back.  Follow the path to the other side of the balcony.
 
On this side, light only the brazier next to the roses. Go back to the left side of the balcony and then to the middle.  Examine the sculpture at the center back to learn that "the path will open when all lamps are lit."  Light the braziers at either side of the staircase, then light the remaining two on the right.  Go down the stairs and light the last brazier, then run back up and inspect the bloodstone to receive an Anklet.  Go through the doorway on the right, and light the candelabrum in the hallway.  Inspect the bloodstone to get the Shield Armor.  Continue around the hallway, and then walk slightly toward the screen to go up the stairs.
 
Light the candelabrum at the top, which will cause a stained glass window behind you to be illuminated.  Walk around the circular path, and through the doorway into the library.  Light the candelabrum on the left to make a staircase appear on the right.  Walk up the stairs and light the other candelabrum.  A bookshelf will move up, allowing access to a previously hidden doorway.  Inspect the bloodstone to receive an N-Kai Armlet.  Back in the library, walk up the small staircase.  Read the clue which says, "Unlit stained glass opens the path when lit."
 
Light the candelabrum on the right to gain access to a second hidden doorway.  This one leads to a set of stairs.  Halfway up the stairs is another candelabrum to light.  This will light the stained glass window to the left.  Continue up the stairs and light yet another candelabrum, which will illuminate another stained glass window.  Return to the library and light the candelabrum beside the right statue.  This reveals a third doorway, behind which waits one more candelabrum.  You can now enter a hidden room to the left of the library where Mogsam the moogle waits.  Deliver the letter from Mojito, use a tent, and save the game.  Continue to the left into a new area.
 
Examine the gargoyle sculpture, then light the two candles.  Inspect the bloodstone and get the Black Hood.  Walk through the back doorway and cross to the other side of the room.  Light all three candles here, noticing the shadows that are cast on the wall.  (This is called the Shadow Chamber, by the way.)  Inspect the bloodstone for a Venetia Shield.  Put out the middle candle here, then cross back over and put out the left candle on the right to cause a crystal staircase to appear.  Equip everyone with status-preventing abilities, especially Antibody, Vivi with the N-Kai Armlet, and Dagger with an Aquamarine.  Ascend the stairs and light the last candelabrum, causing the palace's security system to activate.
 
You must now fight Valia Pira.  It is weak to water, so use Leviathan when you can.  If you had not extracted the items from the bloodstones, its power would be greater, but as it is, its attempted enhancements fail.  Use Carbuncle or Reflect, as Valia Pira uses high level magic.  Vivi should cast Water on the boss every chance he gets.  There is nothing to steal, and nobody here to do it, anyway, so just focus on staying alive and attacking the boss with everything you've got.  (Remember that Dagger's silenced condition will often affect her attacks.)  After it is defeated, return to where Mogsam stands, rest, and save.  Go back to where you fought Valia Pira, light the candelabrum, and step into the portal. 
 
The other party has returned to the Desert Palace, and you will regain control of Zidane.  Use the portal to teleport back inside the palace.  You will be placed outside Kuja's room, and he will allow only Zidane to enter.  He shows Zidane that his friends are safe, but it is an illusion.  Outside the chamber, the rest of your party witnesses the others' arrival on the teleport pad.  Obviously, Kuja believed them to be dead and showed Zidane a false image.  The others are suspicious of Kuja, and Quina leads the way in an attempt to rescue Zidane, but Eiko gets shut out.  Apparently Kuja has plans for the little summoner.  Kuja takes the Gulug Stone by trickery, and then teleports out.  Get the Namingway Card beside the small, round table before you leave.
 
Use the left teleport pad to return to the airship dock.  You will find that the Hilda Garde 1 is no longer there.  Run outside the dock area.  Hit the lever that lowers the rope ladder.  Exit the area at the top of the screen, and your party will follow Kuja to the Lost Continent.  Save the game.



Lost Continent and Esto Gaza

 
Enemies in this area:
Blazer Beetle <Eat: Limit Glove>
Feather Circle <Eat: Lv4 Holy>
Garuda <Eat: White Wind>
Gigan Octopus <Eat: Mighty Guard>
Green Vepal <Eat: Aqua Breath>
Whale Zombie <Eat: Lv5 Death>
 
After you alight on Quelmiera Shores, you can use the chocobo tracks just ahead to call Choco if you wish, but you don't have far to go.  Travel slightly west along the shore to Esto Gaza.  (Notice that the location of your ship shows on the world map as a blinking blue dot.)  Equip the Locomotion and Body Temp abilities on everyone.  Enter the building ahead.
 
After a short scene, you will have to choose party members again.  Walk to the right and buy supplies (including lots of Vaccines) and new equipment at the shop.  The Octagon Rod is especially important, as it will allow Vivi to learn Firaga, Blizzaga, and Thundaga.  Walk all the way around the room and behind the counter on the right for a Wing Edge.  Reequip your party, and then return to the previous room.  If you speak to the Bishop, he will let you rest for 100 gil.  Sometimes there is a couple standing in front of the altar.  If you speak to the girl, the boy might get suspicious.
 
Exit the building at the back and speak to Mogrika the moogle on the terrace.  Check Mognet, and read the letter from Artemicion.  Mogrika will also ask you to deliver a message to Moolan.  If you run up the steps and stand on the platform, you can get a view of the Shimmering Island.  Go down the stairs to the right and follow the path up another set of stairs.  Leave Body Temp on your characters, and equip the Antibody ability as well.  Walk up through the doorway to Mount Gulug.



Mount Gulug

 
Enemies in this area:
Grenade <Eat: Mustard Bomb>
Meltigemini (boss)
Red Dragon <Eat: Twister>
Red Vepal <Eat: Mustard Bomb>
Worm Hydra <Eat: Bad Breath>
Wraith <Eat: Frost> <Eat: Mustard Bomb>
 
Walk left into a dark room and read the bulletin board.  It will tell you to pull the lever when you first use the well.  Get 9693 gil in the lower right corner of the room, then climb up the ladder.  There is an Ether upstairs and a Red Hat outside the building on the left, which you will have to climb down a ladder to reach.  Return to the entrance and go right.  Walk through the house, return to the well, and press X at the ! icon on the right side of the platform.  Walk down the pathway and through the doorway.  Find the chest with the Golden Hairpin.  Examine the ! for another bulletin board message telling you to pull down the lever at the end.
 
Return to the well and use the center icon to get on a rope, which you will need to climb down.  Go right and speak to Moolan who will be happy to receive the letter from Mogrika.  You should also get the letter for Mogtaka.  Rest and save the game.  In the corner to the right of Moolan is a Wing Edge.  Get it, then go through the doorway on the right.  Walk up the stairs and read another bulletin board message.  Apparently the lever will need to be pulled a second time.  Go out through the door on the left and get the Gaia Gear.  When you reach the bottom of the stairs inside the building, a pair of red dragons will ambush you.  Try to steal tents, ethers, and elixirs from them, and eat one to learn Twister.  They are very susceptible to ice magic, so take advantage of that.
 
Return to the well.  Walk left into another decaying building, taking the left doorway.  Get the Demon's Mail in the corner, and then read another bulletin board message.  This one says to pull the lever three times.  Go back out and into the upper doorway.  Go up the stairs and speak to Mogtaka.  Deliver the letter from Moolan.  Do some shopping, rest, and save the game.  Go on up the stairs and into the next building.  A third Red Dragon crashes through the wall.  Again, try to steal before defeating it.  It will drop an Ether.  Get the Elixir from the chest at the back.
 
It is time to go back to the well and make use of all the advice from the bulletin boards.  Pull the lever down three times.  Climb down to the bottom of the well, where two more Red Dragons will very kindly create an exit for you..  Of course, you will have to defeat them first.
 
You will find that Zorn and Thorn, acting on Kuja's orders, are trying to extract the eidolons from Eiko.  Everyone, Dagger especially, is understandably upset.  As  Zidane races down to save Eiko, Mog shows herself to be more than anyone had realized.  After Eiko defeats the jesters, she will receive a Ribbon, which will allow her to summon Madeen.  Kuja will draw his own conclusions from what he has seen.
 
Zorn and Thorn will merge, and you will have another boss fight on your hands . . . Meltigemini.  Try to steal the Golden Hairpin, Demon's Vest, and Vaccine.  Use Mini on the boss, and Bad Breath is helpful, if you have it.
 
After the battle, Vivi will reappear, and Hilda will be found.  She will eventually agree to return Cid to his true form, after recriminations and dire threats.



Hilda Garde 3

 
Back in the castle guest room in Lindblum, Zidane learns that Hilda has called a conference.  Dagger appears to be missing again, as well.  Before going to the conference, run up the stairs and speak to Mogki.  Get a letter for Kumool, rest, and save the game.
 
Go to the conference room.  Hilda reveals what she learned as Kuja's captive, and something about his plans.  Then an ATE will become available.

ATE: Team
Steiner looks for the princess in the Theater District, and Baku sends the Tantalus members out to look for her, too.
Hilda tells the party that the seal for the gateway between Kuja's world, Terra, and Gaia can be broken at Ipsen's Castle on the Forgotten Continent.  Then there is another ATE to watch.

ATE: Recovery
Cid's mind is working again, and he gets right to work with his engineers to complete the Hilda Garde 3.
Steiner reports that Dagger is nowhere to be found.  Zidane guesses that she has returned to Alexandria, and goes to look for her.  The Tantalus members are already there looking.  Zidane finally finds Beatrix, who gives him a message and a Garnet for the princess.  When he finds her, she can speak again.  After a short discussion, Dagger makes a traditional gesture of freedom and independence, asking Zidane to remember her as she was.
 
The Hilda Garde 3 is finished.  Yeehaw!  Your party now has an airship.  Instructions will be given for its navigation, and you will have to choose a party.  Now is the time to do side quests, play mini-games, and pick up extra items.  You can open the map and select a location you have already visited to automatically fly there.  (You may notice that the ship is piloted by Erin, your opponent from the card tournament.)  You have to land the airship in grassy areas, but that usually isn't a problem.
 
Go through the gate.  After Erin leaves, climb the ladder and get an Elixir at the top.  Get the Tent to the left of the ladder.
 
Take to the skies, and set the course for Alexandria, because there are some things there you should pick up.



Ruins of Alexandria

 
Pilot the ship to Alexandria.  Get the Sapphire in front of the first building on the left, and the Ether in front of the couple in the next screen.  In the square, you can find a shopkeeper in front of the inn.  If you step inside the inn and walk toward the counter, you can see Hippaul smooth over an awkward situation.
 
Speak to the little girl running around the square, and she will give you an Alexandria Card.  Speak to the tour guide to the left of the inn, and he will call a town reconstruction meeting.  There is a Remedy on the bottom right of the screen, and an Amethyst on the bottom left.  Get the 365 gil on the stairs at the upper right.
 
Continue to the left, speak to the synthesist in the alley, and have him make whatever you might need.  Check in at the Mini-Theater, and speak to Ruby and Lowell.
 
In the next screen, you can pick up a Tent on the left side of the street.  Go into the bell tower, and you can play jump rope, if you like, with Vivi or Eiko.  Talk to Kupo, read mail if you wish, and save the game.
 
Return to the square and head north to the dock.  On the stairs to the right, you can find 4832 gil.  At the top left is an Opal.  There is a Topaz on the left stairs.  Ride the boat across the channel.  There is a Sapphire in the debris at the top of the screen, and a Peridot to the right of the fountain.
 
When you're finished searching the rubble, return to the Hilda Garde 3 and fly to a new location.  It is Daguerreo, which is on Sacrobless Island, to the west of the southern tip of the Forgotten Continent.



Daguerreo

 
Enemies in this area:
Gimme Cat <Eat: Auto-Life>
Grand Dragon <Eat: Lv3 Def-less>
 
As soon as you enter Daguerreo, take the path to the right and get the Capricorn Stellazzio.  Then head out of the room to the right.  Step on the small platform to ride up a level.  Speak to Noggy, who doesn't have any mail for you, and save the game.
 
The man behind the desk is a synthesist, and he has some great pieces available.  It is especially important that you synthesize a Sargatanas for Zidane.  Speak to the Four-Armed Man, who will tell you your treasure-hunting rank.  Continue left through the doorway.
 
Speak to Engineer Zebolt, then to the Young Man, who is arguing with the Sales Clerk.  Agree with the sales clerk every time to get a Meteor Card, or agree with the Young Man every time to receive a Flare Card.  Search the pile of books to the right of Engineer Zebolt.  Go to the left and speak to the Scholar, who is looking for a book.  When you tell him that you saw it in the pile of books you just examined, he will be very appreciative, but, more importantly, he will move.  Go behind the bookshelf where he was standing and take the stairs down.  The fellow on the left wants to see your Namingway Card.  (You did get it from Kuja's room, right?)  He will allow you to rename a character.  Continue past him to the left and get the Elixir on the stairs.  Walk all the way around the balcony and get another Elixir on the stairs on the other side.  Return to where you spoke to the Scholar.
 
The librarian will let you rest for 100 gil.  Walk to the small pedestal to the right of the doorway and press the button.  This will cause something to happen downstairs.  Go through the doorway to the right of the library and speak to the weaponsmith.  He needs help to get his shop running again.  Go back downstairs and to the chamber under the weaponsmith.  Speak to Cleyran Oracle Kildea on the right, and then examine the lift controls on the wall.  Lower the left lever until the left platform is all the way down.  Go examine the lift to discover a hole in the wall.
 
Pick up the staff leaning against the bookshelves near the oracle.  Zidane will put it in the hole.  Now lower the right lever until the right platform is at the bottom.  Step on it and ride up a floor.  Speak to the weaponsmith, who is very pleased, and makes his inventory available to you.  He has the best selection of equipment you've encountered thus far.  Ride the platform back down (don't you feel sorry for the guy standing on the middle platform?), and walk back to the entrance area.  Examine the Dragon God monolith at the back of the room, and you will be able to transform five ores into an aquamarine, if you wish.  You can do this as many times as you like.
 
Go back outside.  Sacrobless Island is a great place to level up.  The Grand Dragons are very tough, and the Gimme Cats get angry if you don't give them what they ask for, but the experience you get fighting here is great, and being right next to Daguerreo makes it easy to restore your HP and MP whenever necessary.  You may want to stay here for a while to get your characters' levels up.
 
When you are finished here, I would recommend taking some time to play Chocobo Hot and Cold.  You should also finish up the coffee sidequest if you haven't yet done so.  For more information on both of these, see the Side Quests and Mini-Games section.  There are a couple of other places to go before you head to Ipsen's Castle.
 
In the valley northwest of Treno at the north side of South Gate, there is a moogle named Mosco hiding in a tree stump.  The chest beside him contains an Elixir.  You can find 3206 gil in the chest by the door, and another Elixir in a chest to the right of the doorway.
 
If you go back to the South Gate/Bohden Arch entrance (where Dagger rode in a pickle bag), there is an Elixir Card in a chest at the top of a ladder.  Go to Quan's Dwelling with Vivi and Quina in your party for a very interesting scene, and get the Running Shoes from the clock.  You can also play Chocobo Hot and Cold here if you have a Dead Pepper, as there is a bubble below the balcony at the back of Quan's house.
 
When you have done everything you want to do before continuing with the story, set your course for Ipsen's Castle and take off.



Ipsen's Castle

 
Enemies in this area:
Agares
Cerberus <Eat: Auto-Life>
Gargoyle <Eat: Mighty Guard>
Taharka (boss)
Tonberry
Veteran <Eat: Doom>
 
Ipsen's Castle looks like a castle on top of an upside-down image of itself.  The place is reversed in another way, as well.  You must use the weakest weapons possible to do sufficient damage here.  Don't worry if you no longer have your starting weapons - they have kindly scattered some throughout the castle.
 
Before you enter the castle, Amarant decides he will compete with your party to achieve the objective here first.  Let him go, and choose your party members.  I like the original Fantastic Four for this - Zidane, Dagger, Steiner, and Vivi.
 
After you enter the castle, open the chest on the left containing a Dagger, and the chest on the right containing the Aquarius Stellazzio.  Go up the stairs at the back of the room and through the doorway.  Speak to Kermool, and deliver the letter from Mogki.  Do any shopping necessary at the Mogshop, and save the game.
 
Across the room is a doorway that leads to a small overlook.  The view there gives you more of an idea of the strange nature of this mirror-image castle.  There is a chest containing Cat's Claws to the left of the doorway.  When you're ready, make like a fireman and slide down the pole that goes through the floor.  Walk over to the ladder and climb up to the balcony.  Follow it around through the doorway, across another small section of balcony, and into another room.
 
Note:  Whenever you encounter a Gargoyle in the castle, use a Soft on it to defeat it quickly and easily.
 
Climb up the ladder and press X at the icon.  Jump to the left, and walk around the balcony to get the Javelin.  Return to the ladder, choosing to jump off to the right this time.  Run around the balcony and get the Broadsword.  Back at the ladder, follow it to the bottom.  Walk around this balcony, and get on the next ladder.  Climb up and jump off.  Walk around and get the Rod.  Climb the ladder to the top and walk through the doorway.
 
At the bottom of the room, examine the wall.  Choose to push it, pound it, think, push it again, try something drastic, and then rest.  The passage will open.  Run to the right and get the Barette, then walk to the back and take the elevator to the top.
 
You will find Amarant waiting for you.  Though he hasn't broken the seal, he considers the fact that he was the first one here sufficient proof of his superiority.  Feeling no further need to prove himself, he leaves the party.
 
Search the wall at the back to get the Water Mirror, Fire Mirror, Wind Mirror, and Earth Mirror.  These mirrors give clues to the locations of their shrines.  Unfortunately, their guardian is rather distressed by your attempt to take them, so you must fight Taharka.
 
Bring out the big guns here.  Summon Bahamut if you can, and have Vivi use high-level black magic, both alone and in conjunction with Steiner.  Try to steal the Elixir, Mythril Claws, and Orichalcon that Taharka carries.  Before succumbing, the boss offers what is intended as discouragement, but which will actually serve as a clue.  Retrace your steps to get out of the castle.
 
Walk over near the chest at the top left and fall through the hard-to-see trapdoor.  Get the Maiden Prayer, jump down, and climb the pole again. (There is another trapdoor under the balcony to the left of the first one, but you should avoid that one.)  Save the game.  Back in the entrance hall, take the middle staircase that is almost hidden under the balcony.  Follow the path to an elevator, and take it down.
 
There is a Golem's Flute here in the Sword Room.  Rearrange the vases in a counter-clockwise direction to release the energy from Odin's Sword, and then get the Ancient Aroma from the vase on the right.  Ride the elevator again, and get the Air Racket in the back left part of the room.  Return to the room with the pole and climb it to get the Fork and Mage Staff from the chandelier.  Of course, these are now virtually useless, since you are nearly ready to leave.  But it's the principle of the thing.  Climb back down the pole and leave the castle.
 
Outside, you will learn that Amarant never made it back out.  Concerned, Zidane will run back inside to look for him.  C'mon, you knew he was gonna do that.  He's the hero, after all.
 
Go slide back down the trusty pole, and you can find Amarant lying on a narrow ledge at the bottom of the room.  He is once again perplexed by Zidane's motivations.  After rescuing him, exit the castle again.  The party will make plans to take on each of the four shrines simultaneously.  Don't forget to equip the party with powerful weapons again.   Reboard the ship.



The Elemental Shrines

 
Enemies in this area:
Earth Guardian (boss) <Eat: Earth Shake>
 
The Water Shrine is just to the south of you, so fly over it and press O to drop Dagger and Eiko off.  Next to be dropped off are Freya and Amarant.  Take them to the Fire Shrine, which can be found to the north of Esta Gaza.  Third, drop Steiner and Vivi at the Wind Shrine, southeast of Oeilvert.  Finally, Zidane and Quina will go to the Earth Shrine, southwest of the Desert Palace.  You will play as this pair, though the game will check in on the others from time to time.  Make sure you equipped good weapons, and then head into the shrine.
 
Walls will rise, and you must jump when you see the ! icon.  This will happen twice in succession.  You will then see Eiko and Dagger jump out of the way of what appear to be boulders of ice.  Zidane is being careful, but his mind is partly on Dagger.
 
Place the mirror on the altar.  Apparently Freya and Amarant are doing the same.  All your characters will face Guardians of Terra simultaneously.  Zidane and Quina will fight the Earth Guardian.  Use Mighty Guard, and steal the Rubber Suit and Avenger if you can.  Use Twister on the guardian if you have it.  After defeating him, you will pick up everyone else.  The ship arrives just in time to save Dagger from having to answer a difficult question.  Amarant asks Zidane a hard question, too.
 
Form a party and head to the Shimmering Island.  It is southeast of Esto Gaza.



Terra

 
Enemies in this area:
Hecteyes <Eat: Roulette>
Malboro <Eat: Bad Breath>
Mover
Ring Leader <Eat: Magic Hammer>
 
The party will decide to jump into the teleporter.  After a cutscene, you will need to choose party members.
 
Check everyone's armor and equip the Devil Killer ability all around.  Head down the path, and you will see a strange girl who walks away from you.  Go down the steps and around the pond to get a Coronet.  Continue around the pond to get a Dragon Wrist, and then return to the path.  Follow the girl.  Pick up the Elixir on the left side of the path.  Continue to follow the girl.  Climb down the glowing web.  Climb down the second web to get a Remedy.  Go back up and run left for a Mythril Racket.  Climb down the final web and open the chest for a Demon's Vest.  The mysterious girl finally speaks.  Walk across the bridge and up the steps.  On the first landing, go left down a hidden spiral path to find the Minerva's Plate.
 
Continue on up the stairs, and you will see a very interesting movie, and Dagger will pass out.  If she was in your party, you will have to replace her.



Bran Bal

 
Walk down the stairs on the left.  Run to the right under the stairs you just used.  Jump over to a large rock and get the Flash Hat.  Speak to the person by the pond to be directed to the inn.
 
There is an Elixir in the inn.  Speak to Freya if you want to rest.  The person by the pond will have something weird to say if you sepak to him again.  There are Angel Earrings at the top of the pond across from the meeting hall door.  Enter the meeting hall and speak to everyone.  Walk down to the laboratory and search the foreground for an Elixir.  Speak to everyone here, ending with the strange girl.  She makes some annoying and disturbing statements, and then leaves.  Once more, you should follow her.  She reveals Garland's plans for Gaia.  Back at the inn, Dagger is worrying about Zidane, and sends Eiko to find him.  An ATE becomes available.

ATE: A Place to Call Home
Quina and Zidane discuss his similarity to the genomes of Bran Bal.
Leave the inn, and watch another ATE.

ATE: Where the Heart Is
Vivi tries to communicate with the people of Bran Bal.
Walk right into the next screen.  Yes, there is another ATE.

ATE: Came Into This World
Zidane and Amarant talk about family.
Enter the building on the far right, and get the Wing Edge.  Release Moorock from the basket, and check Mognet.  Get the letter for Mozme.  Make purchases at the Mogshop if necessary, and save the game.  Walk into the meeting hall.  Another ATE is now available.

ATE: The Truth
Zidane is shown the way to Pandemonium.
Speak to Quina, who will join you.  Go back up the stairs and speak to Amarant, who is still in front of the green light.  Go the way Zidane went.  Speak to the girl, and then you will return to the others to tell them what you have learned.



Pandemonium

 
Enemies in this area:
Abadon <Eat: Twister>
Amdusias <Eat: Lv4 Holy>
Garland (boss)
Kuja (boss)
Malboro <Eat: Bad Breath>
Mover
Shell Dragon <Eat: Earth Shake>
Silver Dragon
 
Zidane has arrived in Pandemonium.  Run up the path ahead of you.  After a brief conversation with Garland, you should follow him.  You will have to do some jumping to follow him as he goes.  He will explain his plans and who Kuja is.  Zidane refuses to help Garland.  He starts to rue his own existence.  Vivi and Eiko show up, but he brushes them off and prevents them from following him.
 
When you get in a battle, Freya, and then Amarant, will show up to help.  Zidane leaves them behind, and runs across Quina and Steiner in a battle.  He will help them, but then he walks away from them.  In the next room, Zidane gets in another battle.  When at attack knocks him down to 1 HP, he will be healed . . . by Dagger.  After the battle, Steiner and Quina will join Dagger in convincing Zidane of their bond with him.
 
When you rejoin the others, you will find that Moorock has followed Eiko all the way here.  He will even let you switch party members.  Form a party and save the game.  Walk back to Garland's Mind Control room and get the Holy Miter from the "throne."
 
Walk back along the path Zidane originally took.  Continue to the Generator - a room with blue lights.  Press the button next to the doorway to activate the control panel.  The blue lights will flash intermittently in a set pattern.  Watch the pattern and try to note a path that you can follow to get through them without touching any of them.  After the 30-second timer has run out, press the button again, and make your way through the lights.  You have 30 seconds to get through here and across the crystal bridge that the control panel extended.  If you touch a light, you will find yourself in a battle, which will eliminate all hope of your getting out of here within the time limit.  If you don't make it in time, you will have to press the button again and start over.
 
In the Control Room, there is a perplexing machine.  The floating piece at the top shows the orientation of an elevator platform in the next room.  You need to run into the next room and try to use the platform to get to the top.  You will have to keep running back and forth between the platform and the machine, adjusting the setting and trying again.  After several tries, your party will split up and one group will stay at the machine to make adjustments.  Finally, you can get somewhere.  You can switch between groups with the Select button, as this is in the form of a recurring ATE.

ATE: The Elevator
You can use your second group to make adjustments to the elevator setting.
Set the machine to 4, and then ride the platform up a level.  Walk up the path to the top, and change the setting to 3.  Use the right platform to ride up to get the ? gil on the right.  Go back down and walk over to the left elevator.  Change the setting back to 4, and then ride up to the top.
 
Walk around to a small teleporter on the right and choose to go up.  Walk left and take the teleporter down to get a Carabini Mail.  Go back up and take the right teleporter down to get an Elixir.  Now take the top teleporter up, and then use the next teleporter to go down a floor.  Take the teleporter on the lower left to go back up a floor.  Use the teleporter on the lower right to go up, and then take the next teleporter to a chest containing Battle Boots.  Go back down and take the teleporter on upper right up, and then the next teleporter up to see Mozme the moogle.  Finally.  Give Mozme the letter you're carrying, rest, make purchases from the Mogshop if you wish, switch party members if you would like to, and save the game.
 
Before exiting to the right, make sure you have adequate supplies and that everyone is using their best equipment.  Give all your party members HP-enhancing and healing abilities, as well as abilities which prevent status ailments.  The moogle will warn you of the danger, but, when you're ready, tell him you want to go on.
 
In the next room, Garland demonstrates his damaged psychological state, and then sends a Silver Dragon to destroy you.  Use strong eidolons and blue magic, if they are available, and try to steal the Elixir, Kaiser Knuckles, and Dragon Mail.  Twister works very well on the dragon, because he is a flying monster.
 
You have to fight Garland next.  Follow the same basic procedure, and try to steal the Dark Gear, Ninja Gear, and Battle Boots.  After Garland is defeated, Kuja will make an appearance.  His delusions make Garland seem almost normal.  Kuja is your next boss battle.  Once again, strong summons and blue magic are helpful.  He carries a Light Robe, Carabini Mail, and an Ether.  After you do enough damage, Kuja will trance and appear to undergo a metamorphosis.  He will use Ultima, and knock everyone flat.
 
Kuja will kick Garland out of sight, make some disturbing revelations, and receive some himself.  He then goes on a rampage.  Your party has to get out of here fast.  Eiko comes up with the plan to steal the Invincible, and Zidane decides to rescue the genomes.  Take Zidane and Dagger back to Bran Bal, where they will round everyone up.
 
With your party and the genomes aboard, your ship will escape the dying planet.  Back on Gaia, you will discover that your homeworld is entirely covered with mist.  But, on the upside, you have an awesome new method of transportation...and it doesn't have to land in grassy areas.
 

End of Disc 3


 

Walkthrough, Disc 4

 

Loose Ends

 
The black mages take the genomes in, and your party discusses strategy at the Black Mage Village.  (Did you notice that they have named the baby chocobo Bobby Corwen?  I love those black mages.)  Visit the Black Cat Synthesis Shop to make some great items.  You will have to form a party again, and then you can take off on the Invincible.
 
You should notice some differences about Gaia now.  It is dark and difficult to see, there are harder monsters in some areas, and several locations are unavailable due to the roots of the Iifa Tree.  There are several things you should do before you proceed.  If you get on Choco and use a Dead Pepper where the Shimmering Island used to be, you can find a chest containing, among other things, Zidane's Ultima Weapon.  You should also fix Mognet, and find Chocobo Paradise.  On board the Invincible, leave the bridge and go to the left for the Pisces Stellazzio.  Now return to Treno and give it to Queen Stella.  She will then ask for the thirteenth stellazzio, which can be found in Quan's Dwelling where the Scorpio Stellazzio used to lie.  When you return this to the queen, she will give you the Hammer, which you will need later.
 
This is a good time to return to Daguerreo and check you treasure hunter rank.  You can take a trip to Madain Sari and learn Dagger's true name, get the Excalibur for Steiner, fight Friendly Monsters, and fight an optional boss in Chocobo's Air Garden by the name of Ozma.  Ozma makes any other battle in the game look like a playschool activity.  Check the Side Quests and Mini-Games section to see if there is anything else you want to finish up before the beginning of the end.
 
When you are ready, fly to the Iifa Tree and enter the glowing orb above it.


Memoria

 
Enemies in this area:
Ash <Eat: Doom>
Behemoth <Eat: Angel's Snack>
Chimera <Eat: Frost>
Iron Man
Kraken (Crystal World) <Eat: Frost>
Lich (Crystal World) <Eat: Lv5 Death>
Maliris (Crystal World) <Eat: Mustard Bomb>
Stilva <Eat: Auto-Life>
Tiamat (Crystal World) <Eat: Twister>
Veteran <Eat: Doom>
Deathguise (boss)
Hades (optional boss)
Kraken (boss)
Lich (boss)
Maliris (boss)
Necron (boss)
Nova Dragon (boss)
Tiamat (boss)
Trance Kuja (boss)
   
There are swarms of dragons here, but all of Gaia, it seems, has taken to the skies to clear your path.
   
Once you get through, you will have to fight the Nova Dragon.  Use eidolons and strong physical attacks against it.  It carries a Grand Armor, Dragon Wrist, and Remedy.  Again, Twister is great here.  Use Grand Lethal if Zidane trances.
   
After the battle, Zidane will have a private conversation with Garland, whom none of the others can hear speaking.  You will be told that this place is Memoria, which is created from your memories.  Garland will serve as a narrator at various points throughout Memoria.  Form a party and start up the stairs.  After you enter, there will be an icon which will allow you to return to the Invincible.  There is a strange, glowing save point up the stairs on the landing.  You can also change party members here.  Search along the right wall for a hidden area containing Kain's Lance.
   
The enemies here are tough and plentiful, so stay on your toes.  Continue down the hall to the Stairs of Time.  To the left on the landing is an icon which, if you search it, reveals nothing.  This is the first of five card master ghosts.  When you find these icons, press the square button to challenge the master to a game.  These card masters carry rare cards, and are not easy to beat.  Stop and play if you like.  The other four masters are on the left side of the second Recollection Field, in the lower right corner of the Lost Memory field, the second floor of the Time Warp field, and the right side of the Stairs field.
   
When you're ready, continue around the circular balcony.  Go through the Recollection area, picking up The Tower from the little alcove, and start up the Outer Path.  You will encounter Maliris, a chaos guardian that you fought some time ago.  He will cast reflect, so either cast reflect on one of your characters and bounce spells off that character, or use physical attacks and summons, which cannot be reflected.  Try to steal the Masamune, Ultima Sword, and Genji Armor.  He will execute an attack called Raining Swords before he expires, so keep your party members in good health.
   
In the next area, The Past, your party members will witness the destruction of Alexandria from their memories.  (Quina won't, because she wasn't there at the time.)  Walk up on the platform to get an Angel Flute on the left, and use the hidden save point on the right.  Your party will continue to see flashbacks throught these areas.  Continue right to an area called Oblivion.  Walk through it and into a second field named Recollection.  Continue to the right and into an area called Time Interval.  Search to the left to get the Rune Claws.  Equip the Clear Headed ability on your characters, and equip Ribbons or Protect Rings on everyone.  If you don't have enough, equip a Coronet, Lamia's Tiara, Robe of Lords, Gauntlets, or Bronze Armor.  These all protect against wind attacks.
   
Start up the stairs, and you will enter a battle with Tiamat.  He carries a Grand Helm, Feather Boots, and Blood Sword.  Try to use earth magic when you can.  He's another high hit point boss, and you will have to keep the attack against him going strong.  Use Grand Lethal if Zidane trances, as it can do up to 9999 per attack. 
   
After the battle, go back and save if you like, and continue up the stairs to the Ruins.  Follow the path to Lost Memory.  Continue to the left and up a strange and awkward path.  At the top, there is a save point which you should definitely use.  Equip status-ailment preventing abilities and Ribbons or Protect Rings.  Black Hoods, Glass Armlets, and Mythril Vests are also helpful here.
   
Walk under the waterfall into the Birth area.  Quina will try to swim, and then believe that she is drowning, until  Zidane points out that they aren't underwater at all.
   
Go right behind the coral formation and keep walking around and pressing X until you start a dialogue with an unknown entity.  Persist in spite of the warnings, and  you will be able to fight Hades.  (He is an optional boss, but I can't imagine why anyone would choose not to fight him.  Defeating him will get you access to the best synthesis shop in the game.  I hope you got that Hammer from Queen Stella!)  He carries a Robe of Lords, Battle Boots, Running Shoes, and Reflect Ring.  After his defeat, he will congratulate you and ask you to bring him two pumice pieces.  When you do, he will open his synthesis shop to you.  You will need the Hammer to make some of these items.  He will let you synthesize equipment, gems, and ethers.
   
When you're finished, walk up the stairs into the Ocean area.  As you proceed, you will encounter the Kraken.  Use fire attacks against him, and try to steal the Glutton's Robe, Wizard Rod, and Genji Helmet.  Eliminate the tentacles first, and then cooperate on the main body.  If you have Ribbons or Protect Rings equipped, his water attacks shouldn't be too much of a problem.
   
Afterwards, continue up the stairs into the Time Warp.  If you keep going straight past the clock, you can find a hidden save point.  Rest and save the game.  Walk through the doorway at the top into Gaia's Birth.  Walk forward, and there will be a short conversation with Garland.  Climb up the ladder, and search the upper left corner for a Mace of Zeus.  (Don't use this unless your party is protected against shadow damage.)
   
Equip the Locomotion ability on your party members, and either Auto-Float or equipment that protects against earth attacks.  Climb the next ladder and go through the doors.  Walk forward and the scene will change.  You must now fight the Lich, another chaos guardian.  Use Twister on him if Quina is in your party, and have Vivi bounce magic off a "Reflect"-ed party member if you brought him along.  Try to steal the Black Robe, Siren's Flute, and Genji Gloves.  Use Ramuh if you have Dagger with you.  After the battle, make use of the hidden save point on the left.  Move forward and step out into the area named To the Origin.  Continue walking through space, and you will eventually come to a green light.  Garland will have several things to say, and then will depart.
   
When you arrive in the Crystal World, walk up the glittering path.  Your random encounters will be with weaker versions of the chaos guardians, so keep your characters in good health.  Continue to follow the path until you come to a save point.  Choose the people you want with you at the end.  Equip the best items you have, as well as whichever of these abilities that you can:  Auto-Regen, Restore HP, Auto-Reflect, Auto-Life, Auto-Haste, and HP + 10% or HP + 20%.
   
Walk forward into the light.  After a scene with Kuja, you will have to fight Deathguise.  Use your most powerful spells and summons here.  Ice magic is good against him.  He carries Duel Claws, a Black Belt, and an Elixir.  After you defeat him, go back and save.  You can choose to teleport to the Memoria entrance.  If you do, however, you will have to walk all the way through Memoria to get back to this point.
   
Return to Kuja, who you must now fight in his trance form.  Use Bahamut, Flare, and Flare Sword if they are available.  He carries a Rebirth Ring, White Robe, and Ether.  At the end of the battle, he casts Ultima, wanting to take you out with him.
   
Zidane's party will find themselves on the Hill of Despair with 1 HP remaining.  After a cutscene, you will have to form a party.  Each of the group not chosen will make a final comment, and then appear to donate his or her spirit to a party member who is going to fight.  You are then put in the menu.  Equip abilities which guard against status ailments.
   
It is time to fight the final boss, Necron.  He has only an Elixir to steal.  Use Bahamut on him.  He uses Reflect frequently, so be careful of that.  Don't let anyone's HP get too low if you can help it.  Use any restorative items that you have been saving, because this is it - you won't need them after this.  If Amarant is in your party, let him throw any high level weapons you aren't using.
   
After his defeat, your group will be deposited outside the Iifa Tree, and Cid will effect a daring rescue.  Zidane's not quite ready to go, though.  He has something to take care of ...
   
I won't tell you any more, but the ending that has been so long in coming is well worth the wait.  Congratulations on completing a magnificent adventure.

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