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Sunday, January 30, 2011

Final Fantasy XII - 17 - Ozmone Plain and Jahara

Overview: Feels nice to be dry again, eh? I'm very fond of the Ozmone Plain, it reminds me both of the Calm Lands from FF X and the Outer Continent of FF IX. It does pose two interesting challenges though: Zu and Zaghnal. The Zu are flying enemies that, unlike the occasional Wyvern of the Sandsea, are present in great numbers on multiple maps. The Zaghnal are powerful Behemoth type monsters that offer great Exp. and LP, and usually attack in force. The problem is equipping weapons and Gambits that allow you to tackle both. Unless your characters are all specializing in ranged weapons, odds are that you have perhaps second tier ranged weapon, and while you might be able to take down a Zu, if you run into a pack of Zaghnal with nothing but old Aevis Killers, you'll be in some trouble. Now, the most combat effective solution is the most tedious: when you run into a Zu, you go into the Equip menu and switch out everyone's weapons to Guns and Bows, then switch back afterwards when dealing with normal enemies. My recommendation: If your mage isn't your controlled character, switch it over. Give him/her a melee weapon and the Gambit Foe: Flying - Water. Aero would do more damage, but you need the MP for Zaghnal. Give your melee characters Bows or Guns. You should be covered for Zu, and when you run into Zaghnal, throw out Aero, it'll do well over 1000 damage and make them much more manageable.


Ozmone Plain/ Field of Fallen Wings
Enemies: Ozmone Hare, Zu, Zaghnal, Mesmenir, Viper
Treasure: The area might contain a Sash and Argyle Armlet.
Guide: There's a mix of almost every enemy on the Plain here. Get used to dealing with the Flying monsters and the Zaghnal. And you might notice that the Zaghnal give great experience. Interesting eh? There are a lot of ridges and corners here, so plenty of places to look for chests. Head east from here, past the Zaghnal.

Ozmone Plain/ Dagan Flats
Enemies: Zaghnal, Zu
Treasure: The area might contain a Survival Vest and a Black Belt.
Guide: While it's no Shunia Twinspan, this map offers some great training. If you can avoid getting swamped, you can rack up LP and Exp. in no time. Exiting to the east, you enter a small map, and there's another map a little be further to the east with a Save Crystal, so you can quickly move two maps away, heal, and all the monsters will have respawned when you return. Again, crowd control is the most important thing here. When you're ready, head east again.

Ozmone Plain/ Field of Light Winds
Enemies: Zaghnal, Hybrid Gator, Black Chocobo, Sylphi Entite (When Cloudy)
Guide: More Zaghnal, but a few new creatures. Sadly, you cannot tame enemy Chocobos like you could in previous games. There is an exit to other maps to the east and south. Head east for the moment.

Ozmone Plain/ Sunlit Path
Enemies: N/A
Guide: A convenient Save Crystal here, and the entrance to the Golmore Jungle, which is nice to know about later. This is a great spot to save, then head back to the Dagan Flats for training. For the moment though, return to the Field of Light Winds and head south.

Ozmone Plain/ The Greensnake
Enemies: Wu, Ozmone Hare
Guide: This place is packed with Wu and not much else, but you can reach The Shred from here, if you head down the path beneath the hill.

Ozmone Plain/ The Shred
Enemies: Wu, Hybrid Gator, Bull Croc (Rare Game), Aeros (Rare Game)
Treasure: The area may contain a Brigandine, and a Red Cap and Golden Amulet on the far side.
Guide: Check the lower path beneath the ridge for chests. Two different Rare Games can show up here, as well as a Mark. You might notice that there's an area across the canyon.... hm, how would one get there? In due time. Head back through the Greensnake and exit to the west.

Ozmone Plain/ The Switchback
Enemies: Mesmenir, Viper, Killbug (Trophy Game)
Guide: Lots of enemies here, and often a large number of chests in the eastern half of the map. The western side of the map has an entrance to the Zertinan Caverns. Once again, I would suggest avoiding them, they're still a good bit above your level. This map is a crossroads of sorts. You can reach the Field of Fallen Wings, the Dagan Flats, The Greensnake, Zertinan Caverns and continue south towards Jahara. And for now, south is our goal.

Ozmone Plain/ Haulo Green
Enemies: Viper, Black Chocobo, Sylphi Entite (When Cloudy)
Treasure: The area may contain a Winged Helm, Gladius, and Jackboots.
Guide: This place is lousy with Vipers. They pop up everywhere. There's also, frequently, an NPC Garif out here fighting enemies. They're impressive to watch, that's for sure. Head west, past the flock of (often sleeping) Chocobos and enter Jahara, Land of the Garif.

Jahara/ Banks of the Sogoht
Enemies: N/A
Guide: A Teleport Crystal! A sight for sore eyes. There's also a chocobo stable, but pay them no heed for the moment. Approach the gate guards and watch a short scene. Afterwards, you will be within the city.

Jahara/ Lull of the Land
Enemies: N/A
Guide: The Garif have an excellently stocked store in the middle of this map, and many NPCs to talk to. You might be tempted to purchase new weapons and armor. Resist this urge. In the next settlement, you'll be dropping a good bit of money on some crucial accessories and spells. Your current weapons should do well enough for now, and you shouldn't need to upgrade until Mt. Bur-Omisace. While on this map, look for a Garif named High-Chief Zayalu, he will ask a favor of you. Take the Jaya Stick to Supinelu, the War-Chief. After getting access to the next area, talk to him again and he will take the Jaya Stick and thank you. Once done, head to the next area.

Jahara/ The Elderknoll
Enemies: N/A
Guide: Talk to the various NPCs, then approach the two men guarding the ramp up to the meeting area and agree to meet with the Great-Chief. The cutscene that follows is quite enjoyable. I love the Garif, and I'm a little heartbroken you don't get any on your party.
At the end of the cutscene you will talk once more with Supinelu, and he will give you a Bowgun and some Onion Bolts. If you failed to give him the Jaya Stick, you will only receive a Killer Bow. He has also arranged for a free ride on a chocobo, and I suggest you take advantage of it.
When you rent the chocobo you will appear back on the Ozmone Plain with a timer going, so I suggest you move quickly. Head for the far eastern edge of the Haulo Green. Here you will find an edge of the map that isn't stone, but is more like brush, with chocobo tracks leading up to it. This signifies a map exit you can only go through on chocobo. You will appear on the southern half of The Shred, and while there's an entrance to the Henne Magicite Mines, you cannot enter here at the moment, so ride on through to the north eastern edge and pass through another chocobo exit. You'll come out of the Field of Light Winds, so hang a right as soon as you appear and you'll pass into the Sunlit Path and watch a cutscene. Afterwards, save and head on in.

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