Overview: After exiting Lhusu Mines, you'll be set to another delightful quest with a Charge Bar involved. You will now have full run of Bhujerba's districts, but only Vaan will be in your party, so perhaps not the best time for training.
Bhujerba/ Lhusu Square
Guide: Now, there are four key points to spreading the word quickly:
1: Over time, the percent decreases, you must move quickly
2: Only people with Talk Icons above them can heed your words
3: Certain things will help you gain a great deal of Notoriety, Testifying in front of City Parijanahs will usually give you a whole 20 percent, and getting more than one person at a time to heed your words will multiply the Notoriety
4: Avoid Sainikahs! They are the city guards, and Testifying in front of them will lead to a reprimand that will lower your Notoriety.
The quickest route to completion is to leave Lhusu Square. In Miner's End you will find a Parijanah at the fork, and another due south from the fork, towards the exit to the Kaff Terrace. Talk to these two and you should be near or above 50 percent. However, stand away from Sainikahs while you do this, and try to include other citizens in the mix. Head west along the southernmost road in Miner's End and Testify in front of one or two citizens who are close by each other, this should put you in the high 60s or low 70s, then keep heading west towards Travica Way. Just before the exit is another Parijanah, but he is near a guard, so be careful and Testify when the guard is on the other side of the street. This should put you in the 90s. Head into Travica Way and there's another Parijanah right in front of you on your right. Testify a final time and you're done. Afterwards, Vaan will be cornered by a group of mysterious people and dragged away. Good work! Watch the cutscene, it's an interesting one.
Afterwards, you are cut loose to do as you wish before you go see the Marquis. I recommend taking in the now available sights of Bhujerba, and do some training. With Larsa gone from the party, and the monsters in the Lhusu Mines improved, going to the Shunia Twinspan yields amazing training. The enemies come quickly, they drop loot that sells for good money, and you can in short order gain levels and Chain levels. I recommend attaining at least level 17 before seeing the Marquis, though if you have the time and patience, 20 would not be unreasonable. In case the detail eluded you, you should know that when a character joins your party, they join it at a level just above your own. As you might have guessed, Penelo will soon rejoin your party, and when she does she will benefit instantly from the training you do here. She will be one level above you, and have all the License Points you earned. Because of this, I usually front load the training, doing it now, early, so that I need to do less of it later. Here is a rundown of the newly available areas of Bhujerba.
Bhujerba/ Cloudborne Row
Guide: The Cloudborne tavern that you appear in has Bhujerba's Hunter's Board. There will be new hunts available, and you should certainly take a look at them.
Bhujerba/ Khus Skygrounds
Guide: There's an item shop here, and a great deal of NPCs to talk to if the mood strikes you.
Bhujerba/ Kaff Terrace
Guide: This map seems to be just for the beautiful views they rendered. And they're worth a look. On my first playthrough, I completely missed that this map existed.
After you explore Bhujerba, train your party to a pleasing level, or even pop back to Rabanastre to complete some hunts, head to the Marquis' estate. To get in, talk to the guards at the northern end of Travica Way, they'll take you inside and you'll watch a nice cutscene. At the end of which, you'll find yourself on the Dreadnought Leviathan.
Dreadnought Leviathan/ Port Launch
Enemies: N/A
Guide: Just a staging area. Save up and get ready to roll. I recommend Protect Gambits for the coming areas.
Dreadnought Leviathan/ Port Section
Enemies: Imperial Swordsmen, Magus, Hoplite, Gunner, Mastiff
Treasure: In the southwestern corner a chest might contain a Handaxe.
Guide: As Vossler says, you can trigger the alarm by breaking the beams, but honestly the Imperials are of little threat, and at times you will be forced to break through an alarm trigger, or wait minutes for it to go away. So just pick the quickest path and forge ahead. You start the area with a full map, so navigation should be no problem. Head for the Large Freight Stores, south and east.
Dreadnought Leviathan/ Large Freight Stores
Enemies: Imperial Swordsmen, Magus, Hoplite, Gunner, Mastiff
Guide: In the interest of hitting all the areas of the ship, I recommend heading down into the lower level of the cargo hold and exiting north from here. Also, there is a clutch of chests that spawn here, don't miss them.
Dreadnought Leviathan/ Airship Berth Access
Enemies: Imperial Swordsmen, Magus, Hoplite, Gunner, Mastiff
Guide: Your goal is north, and take which ever side pleases you, there are alarm barriers on both sides, and once again, they are of little concern. Before you enter the door labelled Central Block, I recommend healing your party.
Dreadnought Leviathan/ Central Brig Access
Enemies: Judge x2, Imperial Swordsmen x3, Imperial Magus
Guide: A mini-boss it is. This battle can be ended very quickly by focusing on the two Judges, killing them ends the battle and you don't have to even bother with the other Imperials. However, killing all of them is a touch more exp. and not at all difficult. If you have Red Fangs, or Dark Motes to do area damage, now is a good time to throw one out, it can clear out the riff-raff in no time. Once you've asserted your dominance, you'll receive the Brig Key, so head on in. There's a princess in need of rescuing. (Plumbers not required)
Dreadnought Leviathan/ Brig No. 1
Enemies: N/A
Guide: Ashe is in C-202, but I recommend checking the other cells first. C-201 has a Save Crystal and the Systems Access Key, which becomes useful in a moment. C-203 has a shop. Yes, a travelling Moogle merchant. How very convenient. Make use of him though, and pick up any Spells or Gambits you don't already have. C-204 is empty. So it's princess time. Watch the scene, then save once more on your way out. (If you put Ashe on your party, don't forget to spend her LP.)
From here on out, it is all alarm, all the time. Killing all the Imperials around you, or being out of sight will not turn it off. But the Systems Access Key can, so head due north. Out of the Central Brig Access, north through the Airship Berth Access.
Dreadnought Leviathan/ Sub-control Room
Enemies: Imperial Swordsmen, Magus, Hoplite, Gunner, Mastiff
Treasure: There are two chests off map that always spawn. They might contain an Assassin's Dagger and an Ancient Sword. However, once opened, they will not respawn.
Guide: Lots of Imperials here, cut through them and head up the stairs is a control panel. When you have a break in the waves of enemies, use the Systems Access Key to shut off the alarm. From that point you have 60 seconds to run like hell. Check your map before you do. Your goal is the Large Freight Stores, where another control panel is located. Head south out of the Sub-Control Room. Don't forget about the off-map area to the west.
Dreadnought Leviathan/ Starboard Section
Enemies: Imperial Swordsmen, Magus, Hoplite, Gunner, Mastiff
Treasure: A chest in the northeastern corner might contain a Killer Bow.
Guide: Check your map and plan out a quick route through here before you start. There are a number of dead ends you can get caught up in and lose precious seconds. Your goal is to get through as much of this area before the alarm comes back on.
When you are back in the Large Freight Stores, hit one of the security panels on the lower floor and turn the alarm off again. Then kill all the Imperials, and reset it once more. Now your goal is to run through the Port Section towards the destination marker. Oh wait, what's this? Penelo! But Vossler must depart. Well, use what's left of your time before the alarm and run! Well, before you enter the Port Launch, you might want to heal everyone. Then enter.
Dreadnought Leviathan/ Port Launch
Enemies: Judge Ghis, Imperial Swordsmen x3
Guide: As soon as you enter, you'll watch a cutscene, then boss time.
Strategy: Take out the annoying swordsmen quickly, then focus on Ghis. He takes his time walking over. His normal attacks aren't too terrible, but occasionally he'll string together an impressive four or five hit combo. His Aero can be much more annoying, especially since you don't have an all party Cure yet. You might want to toss out some potions after he uses it. Thankfully, he can be both Silenced and Blinded. I would focus on Silence first. When he gets down to 35 percent HP, he cast Greater Barrier. At this point, I recommend Quickenings.
Once you've beaten Ghis, you will be returned to Bhujerba. You can go directly to the Marquis and progress in the story, or train in Lhusu, or return to Rabanastre, or pursue some Hunts. Cura and Raise, as well as a few other items and spells, are now available, but Cura and Raise are essential, and I recommend going to Mait's Magicks and picking it up. The Marquis' estate is still at the northern end of Travica Way. After you meeting with him, you will find yourself far, far away.
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