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Wednesday, March 9, 2011

Final Fantasy XII - 31 - The Feywood

Overview: Technically, you're free to enter the Feywood as soon as you have Lente's Tears, however, the monsters there would likely prove fatal to a high-twenties/low-thirties party. Also, certain areas are blocked by walls of thick mist until after Draklor. Stock up on Remedies before you head out.

Golmore Jungle/ The Rustling Chapel
Enemies: Coeurl, Hellhound, Diresaur, Dead Bones, Grave Lord (Rare)
Guide: I list this area here because I didn't list it under the original Golmore Jungle heading, and it's likely the first map you haven't been to on your way to the Feywood. Head south, past what is now a pack of very weak enemies, and cast Float before you exit to the south.

Feywood/ Walk of Flitting Rifts
Enemies: Deadly Nightshade, Golem, Mu, Tartarus
Guide: It can be difficult to find your way around here, thanks to the thick mist and the multitude of paths. Following the wall to your left from the entrance, you can find an exit to the Paramina Rift/ Icebound Flow. At the southern end of the map is a due south exit and a southeastern exit. Head southeast for now.

Feywood/ Walk of Stolen Truths
Enemies: Tartarus, Cerberus, Holy Elemental, Golem, Crypt Bunny (Rare Game)
Guide: On top of everything else, now the mini-map is scrambled. Is Imperial rule really that bad? Okay, fair enough. Head east from the entrance, sticking to the left hand wall, and you should come across the map urn, which is a big help here. After you get the map urn you should head west to the other map south of the Walk of Flitting Rifts, but watch out for the Holy Elemental as you cross the area.

Feywood/ Walk of Dancing Shadows
Enemies: Tartarus, Mirrorknight, Mu, Holy Elemental, Dreadguard (Trophy Game)
Guide: With the location map in hand, take a look at this area. You might notice an exit to a different, unmarked area, heading off to the northwest. This is actually an entrance to previously unreachable parts of the Henne Magicite Mines. I would keep them in mind, but explore it at your own risk, it's an even higher level area than the Feywood. Back in the wood, watch out for Holy Elementals once again, and this area has Mirrorknights, an advanced Urstrix that constantly has Reflect on. Head east through the southern-most eastern exit to reach the next area.

Feywood/ Antiquity's End
Guide: There's a convenient Save Crystal here, and you'll find the southern exit full of a thick mist that, before Draklor, prevented further travel south. Approach it, and watch the cutscene. Afterwards, cast Bravery on everyone, turn off any Charge Gambits, and set at least two people to Ally: Any-Remedy, and equip another person with the Nihopalaoa.

Feywood/ Redolent Glade
Enemies: Rafflesia, Malboro
Guide: As soon as you enter the area, the battle begins.

Strategy: You may notice the MP draining field, well, it's a pain in the ass. The reality of it is, you should open up with Quickenings as soon as the battle begins. Afterwards, use the Nihopalaoa character to use a Remedy on Rafflesia, which should Silence, Slow, Blind, and Sap it and prevent it from using Cry for Help and Disablega, among other things. If it managed to summon any Malboros before you Silenced it, take them out then turn back to Rafflesia and use your Bravery power to quickly beat the snot out of him. As he gets down to low life, he might try to use Pollen Dance, but hopefully this battle should be over very quickly if you time things together well.

Guide: After the battle I suggest heading back to Antiquity's End and using the Save Crystal to replenish your spent MP, then continue south.

Feywood/ White Magick's Embrace
Enemies: Basilisk, Preying Mantis, Mirrorknight, Juggernaut (Rare Game)
Guide: Apparently the location map doesn't include half the forest. Peachy, so let's fix that. Head east along the left hand wall until you hit a sharp right turn, there you'll find another urn, and there you'll receive a candle that reveals the second half of the Feywood. The monsters here can be a bother if they gang up on you, and the Basilisks, like other snake enemies, love to pop out and surprise you. Head south to the next area.

Feywood/ Ice Field of Clearsight
Enemies: Preying Mantis, Basilisk, Behemoth
Treasure: Along the edges of the map you may find chests with a Doom Mace, Morning Star, or Celebrant's Miter.
Guide: This is a huge area, and unlike areas in the Tchita Uplands or Cerobi Steppe, the visibility is terrible, so keep an eye on your map. If you head southwest to what looks like the exit to the next area and go through, you'll find yourself teleported back to the beginning of the map. A puzzle is afoot! You can work it out yourself. If you'd like a hint: start with the pavilion structures.
If you want the answer: Go to the northeast pavilion and examine the Feywood Glyph on the ground and listen to the message. Turn around until you see a picture of a forest appear in front of you. Pass through the picture and head to the southeast pavilion. Once there turn around until you see another picture. Pass through the picture and head for the southwest pavilion. There, you'll probably run into some Behemoths. Use Blizzaga to take them out, then turn until you see another picture. Head through this picture and continue southwest to the exit and you can now leave the area. You can tell you're doing this in the right sequence if the floor glyph is lit up when you arrive.

Feywood/ The Edge of Reason
Enemies: Preying Mantis, Basilisk, Giruveganus, Behemoth
Treasure: There is a clutch of treasure chests in the middle of this area. One of which contains the Ensanguined Shield, another of which may contain a Deathbringer. However, the one that has the Ensanguined Shield only appears 25% of the time, and after it is opened, it will never appear again.
Guide: This area is quite large, larger than the Ice Field of Clearsight. If you find the gate in the southwestern corner, you will find it impossible to open. Once again you must make use of the pavilions and the illusions to form a path. You can work out the path yourself, now that you know the trick, or simply follow this order:
Head to the central pavilion, you'll know you're in the right place if the floor glyph is glowing. Find the picture and head north through it to the north-central pavilion. Find the picture and head west to the northwestern pavilion. From here make the long walk south to the southwestern pavilion near the gate. Don't get turned around in the pillars halfway between the two. Find the picture here and head through it and to the gate. You'll see now it's glowing red. Red the inscription. Know what to do?
If you're stumped, summon Belias and then activate the gate, he'll open it for you.
Now you're in, enjoy the Ancient City of Giruvegan.

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