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Tuesday, January 25, 2011

Final Fantasy XII - Resource - Sidequests

Overview: Below are all of the important Sidequests in the game. Some are minor, some are anything but. I won't be talking about finding/fighting any Espers here, that's under the Espers post, and I won't talk about any Marks or Elite Marks, they have their own posts too.


Acquiring the Tournesol
Guide: You might be thinking, Mr. 24, you have a Bazaar recipe post, why is this here? Well, it's a significant undertaking, so much so that it's practically a quest of its own. Besides, it would take up a large chunk of that post, so I feel it's more at home here.
What You Need Before Starting:
1) All the Monographs: While not every Monograph is required, you should have them anyway, but most crucial are the Hunter and Knight's Monographs. For information on how to find these items, look below at the Monograph heading.
2) The Canopic Jar: You can find the recipe for this under the Bazaar recipe post. It's expensive as hell, but you'll just have to cough up the money.
3) Poach Technick: Pretty self-explanatory, you'll want it to get certain items.
4) Thief's Cuffs: Again, just helping you Steal the right item from monsters.
5) Completed the Draklor Laboratory: This is the earliest point you can reasonably tackle this task. You'll probably want to be in the high-40's/low-50's as well.

So, you probably looked at the Bazaar recipe and thought: I just have to go get nine things? This will be easy. You couldn't be more wrong. Each of those nine items needed to create the Tournesol require multiple items of their own. In truth, it will take 45 items of Loot, and that's assuming you use the Bazaar Glitch to get away with using only half of the High Arcana it would normally take. So what's the real recipe? The graph below lays out the items need to make the important items, and the best ways to go about getting them. Granted, this isn't the only way, but I feel it's the simplest, and earliest method.



The Patient in the Desert
Guide: Though parts of this quest can be done before The Tomb of Raithwall, it cannot be completed until after that part of the story. To begin, you need to have completed the Flowering Cactoid Hunt, and the Nidhogg Hunt. Then talk to Dantro in the Dalmasca Estersand/ Outpost, and he'll tell you to take the Cactus Flower to his wife at the village.
Dantro's Wife is on the porch of her house, the one closest to the river in the South Bank Village.
1) Talk to Dantro's Wife and give her the Cactus Flower, leave the village and re-enter
2) The ferry from the north bank will have drifted back to the south bank. Tchigri wants to ride to the North Bank Village to see what the problem is. Vaan goes with him, and they find a pack of Cactoids are up in arms and want their son returned to them. Oops. Head back to the south bank and talk to Dantro's Wife, she'll say she threw the Flower out behind the house. Go look, and you'll find the Flowering Cactoid. Hop on the ferry and head back to the north bank, reunite the son with his family and receive a nice reward of Wyrmfire Shot. Head back to the south bank.
3) Dantro's Wife now wants some Semclam Shells for the patient. There are two within the village, near the ferry, and three more along the water in the Banks of the Nebra area. After collecting all five, return to Dantro's Wife and give them to her. Leave the village and return.
4) Dantro's Wife now needs two Phials of Nebralim, which are back at the Outpost with Dantro. Go talk to him and tell him what you need, then pick up both bottles before returning to the South Bank Village. Give them to Dantro's Wife, then leave and return.
5) Dantro's Wife now needs three drops of Valeblossom Dew. Head across to the northern bank, through The Yoma and into the Broken Sands. Look for the flowering trees that grow in the crags and crevices on this map and pick up all three drops. Then return to Dantro's Wife and give her the drops. Leave the village and return.
6) Finally, Dantro's Wife will ask for the Great Serpent Skin from the Nidhogg Hunt, go ahead and give it to her, as it's not used in any Bazaar recipes. When this is done, you can go talk to the patient behind the house. She'll reward you with a key to get into Barheim Passage, and an additional reward based on how many of the required items you brought her. If you brought them all, you'll also get a Golden Amulet. If you only brought some, you'll get a pair of Magick Gloves. If you brought barely any, you'll get a Balance Mote.

The Great Cockatrice Escape
Guide: To begin this sidequest you must have done three things: Complete the Cluckatrice Hunt, find the Feather of the Flock at Giza Plains/ Tracks of the Beast, and finished with the Draklor Laboratory portion of the main storyline. After these events are done, the Cockatrice flock in the Nomad Village disappear. Terra is distraught by the development, and asks you to hunt them down. So let's get started.
Chit: This bird is in the Eruyt Village/ Fane of the Path, standing next to Mjrn. After talking to them both, start hunting down the Dewdrop Pebbles. When you have them all, give them to Mjrn and Chit will drop a final pebble from her wings. Give all of these to Mjrn and Chit will decide to leave, giving you a Yoichi Bow for your trouble.
Renn: Renn is hanging out in Rabanastre/ North End, but will run when approached. He's fast, so you either have to wait and ambush him as he makes his circuit, or make some impressive corner cutting to catch up with him. Once you talk to him, say "Erm... no?" and if Chit has gone back to the Nomad Village, Renn will leave as well, and gives you a Diamond Sword before he goes.
Shurry: Shurry has run off to Jahara, and has attracted a large crowd of onlookers. Start by talking to the Garif next to her, then talk to Shurry, and then the Garif again and tell him the bird comes from Giza. After that, go talk to the Great-Chief, who will give you a gift that Shurry should take back to Giza. Give the gift to Shurry, then talk to the Garif Herder again to receive a Platinum Dagger.
Sassan: Ol'Sassan is in the South Bank Village, and he wants to get over to the North Bank Village. Talk to Sassan, then talk to Tchigri and say you want to head across to the North Bank. Take the wolf Nathyl, then return alone, take Arryl across, and return alone, then finally take Sassan across. He'll go chat up his beau, and then head back home. She'll toss you a Koga Blade for your trouble.
Moomer: This bird got some distance, and made it all the way to Balfonheim, in the Chocobo pen actually. Talk to the Chocobo Wrangler and show her the Feather of the Flock, then talk to the Miffed Moogle, then talk to Gurdy, and before they head off, you'll get a Defender.
Agytha: This Cockatrice is in the Grand Arcade in Archades. She wants to find herself a man. This is all about romance eh? Lonely birds I suppose. If you talked to the lone Cockatrice down in Old Archades, you can tell her right away to go find him. If not, go to Old Archades and talk to the Cockatrice first, then go talk to Agytha. She'll hand over a Tumulus for the matchmaking.
When all of the lovely birds are back in Giza, head back and talk to Terra, and she'll give you two Hi-Ethers for your trouble.

Viera Matchmaking
Guide: So, feeling romantic? After you complete your first visit to Jahara, a Viera shows up at the Southgate. Talk to her, and she reveals that she's looking for a special someone, but she thinks she might need to leave town. Head to the North end and you can run into her again in Yamoora's Gambits. She decides Vaan just isn't her speed, so she takes leave. Now, there are two people you can match her up with. One is the Seeq in Yamoora's, the other is a man laying on the fountain in the Southern Plaza. Take your pick, talk to them, then go meet the Viera in the Sandsea. She'll ask if you've found anyone for her, and tell her who you think is a good match. Either way, she'll trot off and go meet up with him, and you'll be given a Loxely Bow and two Hi-Potions for your trouble.

Ktjn
Ktjn is a viera you find in the Muthru Bazaar in Rabanastre, halfway up the stairs to the North End. She's just looking for a friend, so chat her up eh? She asks you a series of questions, and your answer determines what she ends up doing with her life, where you can find her late in the game, and what kind of reward you'll receive. She'll only talk to you a little at a time, so you'll usually have to progress the story to get the next question out of her. So, here's the run down:
Question 1: But the land, I cannot hear it... Should this not trouble a Viera?
Answer 1: Yes you should be ashamed. (+1)
Answer 2: No, don't be silly. (-1)
Question 2: I knew my choice would bring hardship yet...
Answer 1: You should've thought it through. (+1)
Answer 2: Things will get better. (-1)
Question 3: I would be as she is. Do you think it possible?
Answer 1: Sure, if you put your mind to it. (-1)
Answer 2: I don't know your sister. (0)
Answer 3: It'll never happen. (+1)
Question 4: Perhaps it would be best, too, if I became a warrior like my sister. What do you think?
Answer 1: I think it's a good idea. (+1)
Answer 2: I am not sure. (-1)

So, depending on what you answer, the point values add up, and determine her location and the reward she gives you.
+4 - Inside Clan Centurio - Diamond Sword
+3 - Outside Clan Centurio - Paramina Crossbow
+2 to -2 - Roaming Rabanastre - Ether and Hi-Potion x2
-3 - Outside Migelo's Shop - Fuzzy Miter
-4 - Inside Migelo's Shop - Firefly

Jovy
Jovy is a troublesome seeq in Nalbina who flips out... that's it, he just flips out for some reason. Well, there are a number of hunts, and each time you complete one of these hunts, Jovy comes by and then flips out when he hears about it. The hunts are:
Trouble in the Hills - Atomos
Adding Insult to Injury - Roblon
The Creature Collector - Goliath
Dead City Watch - Deathscythe
A Carrot Stalk - Carrot
After each one Jovy will flip out, and when you've completed all of these hunts, you can find him in Nalbina, talk to him, and get a cutscene to watch an Elixir and a Knot of Rust... okay the reward is really the cutscene, and you're gonna do the Hunts anyway, right?
Monographs
Monographs are crucial items, because having them will make monsters drop new and additional items, many of which are needed for various Bazaar recipes. They all appear in the Bazaar with the name Forgotten Grimoire. There's really no in-game explanation for getting them, aside from the first, but below is a list of all the monographs, how to make them appear in the Bazaar, and which monsters they affect.

Hunter's Monograph - 18000 gil - Beasts and Avion
Appears after completing the Thextera Hunt.
Knight's Monograph - 19000 gil - Giants and Insects
Talk to the owner of a weapon shop more than 30 times. Can be any weapon shop, doesn't have to be in a row.
Mage's Monograph - 21000 gil - Fiends and Ichthians
Talk to the owner of a magic shop more than 25 times.
Dragoon's Monograph - 22000 gil - Dragons and Plants
Check the Hunt Board more than 40 times.
Sage's Monograph - 25000 gil - Elemental
Talk to the owner of any shop more than 100 times. Doesn't have to be the same shop owner, can be multiple shops.
Warmage's Monograph - 20000 gil - Amorphs and Undead
Check the Hunt Board more than 20 times.
Scholar's Monograph - 22000 gil - Constructs
Talk to the owner of an armor shop more than 15 times.

Seven Sisters
It's pretty easy to miss this quest until late in the game, when you hop on a public airship to take a crack at the Deathgaze hunt. Before then, there's not a whole lot of need to use one. Though, they do sell Syphon on the airships, and it's an amazing spell. And, if you take the private cabin instead of the leisure craft, you'll never run into the NPCs to do this quest. So, when you go back into the saloon to enter your room, you'll find the attendant being badgered by a bothersome man who wants to marry her. You'll get caught up in the discussion, and asked to deliver a letter to all of Ann's sisters. They're all Chief Stewards on other routes. So, take all of the routes below, and check them off as you go. You don't have to do them in any particular order, but you have to do all of them. You can't complete this quest until you reach Balfonheim.
Rabanastre - Archades
Rabasnastre - Bhujerba
Rabanastre - Nalbina
Nalbina - Archades
Archades - Balfonheim
Balfonheim - Bhujerba
Balfonheim - Nalbina
When you complete all the routes, the youngest sister will give you a Ring of Renewal, a rare and helpful accessory.

Bhujerban Madhu
Guide: After acquiring the Dawn Shard, you can return to Bhujerba and find a host of tiny bottles of Bhujerban Madhu all over the city. Everywhere you find a bottle, someone wants one. All in all, you can sell each one for 1000 gil, and make 14000 gil. Not a bad sum at that point in the game. Below is a list of the locations, plus the location of the person who wants the Madhu. This quest is worth doing just to see all the drunken reactions.

Location: Aerodrome
Bottle: On a pile of luggage in the waiting area
Buyer: Man sitting on rail across from bottle

Location: Travica Way
Bottle: Just north of the exit to Miner's End, near Street Kid
Buyer: Guy across from Mait's

Location: Khus Skygrounds
Bottle: To the left of the street vendor on top of a box, next to a moogle
Buyer: Woman due east from the vendor, leaning on the stone ledge

Location: Cloudborne Row
Bottle: Southernmost alley on the map, atop a box
Buyer: Cloudborne Patron talking to his passed out Bangaa friend

Location: Miner's End
Bottle: On crate, to the right of the entrance to Bashketi's Gambits
Buyer: South from the Gambit shop, the Bangaa talking to the moogle on the high ledge

Location: Kaff Terrace
Bottle: Next to the Seeq on the right as you come down the hill from the entrance
Buyer: Woman near the edge, just south of the northernmost dock

Location: Lhusu Square
Bottle: On the edge of the pool closest to the mine entrance
Buyer: Lhusu Miner sitting next to the Seeq street vendor

Location: Rithil's Protectives
Bottle: Partially open cabinet close to the clerk's counter
Buyer: Old Shop Clerk near the counter

Location: Targe's Arms
Bottle: On a stack of crates on the second level, in the corner between a case of hammers and a case of swords
Buyer: Woman next to the case of crossbows on the first level, talking to seated man


Location: Mait's Magicks
Bottle: On a counter with other bottles, on the second level, corner furthers from the clerk
Buyer: Bhujerban Guru standing near the bottle

Location: The Cloudborne
Bottle: On the table with the sleeping woman, to the left of the bar
Buyer: Magu, the seeq sitting in the alcove

Location: Stara's Residence
Bottle: In the corner to the right of the entrance
Buyer: Niray, but only after completing the Antlion Hunt

Location: Clio's Technicks
Bottle: Atop a low box to the left of the counter
Buyer: Moogle Shop Clerk in dark blue clothes in the middle of the store

Location: Bashketi's Gambits
Bottle: On a shelf in a bookshelf in the corner farthest from the clerk on the second level
Buyer: Seeq Shop Clerk on the second level

The Balfonheim Footrace
After meeting Rikken and Elza, Vaan can race Rikken through 100 tiers of races, with 100 prizes, the final prize being 10000 gil. Along the way you can win Unpurified Ether, Slime Oil, additional gil, and lots of curative items. To succeed, you must hit X and O in a quick, regular pattern, much like the brake levers from the coal train in FF 7.



The Wyrm Philosopher
   This quest is a long and important one. You might remember running into the Wyrm Philosopher at Mt. Bur-Omisace, or in the Mosphoran Highwaste, and both times being unsuccessful in his research. To meet him a final time, you must complete the Vyraal Hunt and receive the Dragon Scale Key Item. Then, return to the Cerobi Steppe/ Northsward and find Windmill #10 and activate it. You'll watch a cutscene where you trade the Wyrm Scale for an Age Worn Key.
   So, what to do with it? Time to return to the Sochen Cave Palace, and solve the Aesthetic's Door Puzzle. You may recall from your first go through that you couldn't do much with the second door puzzle. Well now it's time. Head to Sochen Cave Palace, and approach Destiny's March from the south. (If you're coming from the north, pass through and head two maps away then return.) You must open the Hour Doors in a specific order, starting with the eastern set of doors. Open the lower of the two eastern Hour Doors, then proceed around the diamond in a clockwise pattern. Once you open the final door, you will receive a message that a door has opened somewhere in the distance. Head to the western intersection and you can now open the Aesthetic's Door. Behind it is a long passage, and at the end, another locked door. This door, can be opened with the Age Worn Key.
   Now, as the Wyrm Philosopher said (and there's a little side reference by an Imperial Guard in Rabanastre if you caught it earlier) there is a terribly powerful Wyrm in the next room. I would say it's easily the 3rd hardest fight in the game. It is the Hell Wyrm. And you would do well to prepare.
   Preparations: First of all, clear your time table. This one is going to take awhile, especially if you die and have to start over. Give yourself at least 45 minutes, or an hour and a half if you're doing it at low levels. X-Potions and Ethers are a must, and I would recommend either Excalibur or a Holy Lance if you're attempting this around level 60. If you're doing this at 75-80+, you will likely be doing close to, if not max damage per hit, so the added bonus of the Holy Weakness won't mean much. You'll want the best armor: Magepower/Maximillian for tanks and attackers, Circlet/Lordly Robe for your mage. You will also want three of the following Accessories: Fuzzy Miter, Bubble Belt, and Power Armlet. I would also recommend three of the following: Demon Shield, Ice Shield, Flame Shield, Rubber Suit, Viking Coat, Windbreaker, and obviously the licenses to equip them on all characters. As for Licenses in general, you should have the entire top half of the board on all three, and all the relevant weapon/armor licenses on the bottom. Remedies on hand as always.
   Gambits: If you're doing this at a high enough level (85+) you can probably get away with standard boss Gambits, with some light modification. However, to increase your chances of success at lower levels, you should set up your party thusly: Your tank should be on Attack, with Phoenix Down/Remedy->Any on hand on the off chance that you're late on a equipment switch. Your Mage should be on Curaja-> Any Ally HP<60, Phoenix Downs, Remedies, and finally an attack. (Sidenote: DO NOT CAST HOLY. Everyone will stand around and get Rake'd to death while the animation plays out.) Your third member is on support. They should be focuses on keeping the tank under Protect/Haste/Bravery at least, possibly also Shell. And with Remedies/Phoenix Downs, and perhaps Critical HP X-Potions. The goal is to keep your Tank alive and hitting hard and fast without losing time reviving them, and your other party members can get some hits in when an opening happens.
   Strategy: When you enter the battle, you might notice all those little dots under the Hell Wyrm's health bar. Sad to say, those are all health bars. In total, this boss has a little of 8.9 million health. Told you this would take awhile, didn't I? At first, the battle is terribly simple. He'll stand there and hit your tank, occasionally other people, do about 1.5k damage a hit. Your party stands there and hits him back. Heal, revive dead people, keep on swinging. Eventually, the Hell Wyrm gets smart and starts the REAL fight. Namely: Invert and high powered spells, Stone Breath, and Judgement, an interesting little attack that inflicts Holy Damage and Stop. You can predict Judgement pretty easily, he uses it every time he loses ten percent of his health, so at 90%, 80%, etc. The key here, much like the Behemoth King and Fafnir, is to watch carefully what he's about to cast/do, and switch items to match. If he's about to cast an elemental spell, equip an armor that protects against it. Judgement/Stone Breath should be protected against with the appropriate Accessory. The terrible kick in the pants is Invert, which he begins to use more and more frequently as his health drops. In the final 20% of his HP, he casts Invert every other action. The key to surviving it is to keep your mage Haste'd, and have the healing Gambit on top priority, that way the mage should fire off a Curaga/Curaja right before the Hell Wyrm casts his elemental spells. Humorously, Invert fills your MP up, and can actually help in this long fight. Also, when the Hell Wyrm hits 20% health, he might spend the entire ten percent before the next Judgement using Stone Breath over and over. Don't lose focus and let him hit you with Judgement without switching to your Power Armlet. The Stone Breath isn't terribly powerful, so you can just watch the Battle Log. You should figure out pretty quickly if you're up to taking on the Hell Wyrm. At 80+, his elemental spells don't do enough damage to even warrant switching armor, and you can just focus on switching Accessories.
   When he finally dies, go talk to Montblanc and get a cool 50k gil (ONLY 50K? Cheap.) Also, you're required to kill the Hell Wyrm before Montblanc will ask you to do the final hunt in the game.

The Earth Tyrant
To begin this Sidequest you should talk to the bangaa Rimzat at Westgate. He'll tell you he's here to study the sandstorms, but he can't get some information out of a person in the Southern Plaza. So, head over and chat up Cotze, who sends you to Lowtown to talk to Northon. You can find Northon in the North Sprawl, south of the entrance to the Garamsythe Waterway. Northon will tell you of a Windvane that can be found in the Westersand. You'll want to head to the Windtrace Dunes, but you'll want to go to the small section you can reach through the Shimmering Horizon. There, beneath a Dynast-Cactus along the wall you'll find a Wind Globe. Return to the Westgate and you'll find Cotze, Northon, and Rimzat will be talking. Northon and Cotze complete the Wind Globe to make it a Windvane, and Rimzat reveals that he's been fired, and must return to Rabanastre. So, what now? Head for Dalmasca Westersand/ Wyrm's Nest, and you'll find the Earth Tyrant. However, before you kill him, the death of Earth Tyrant will make sandstorms on the Westersand quite rare. Which means finding Gnoma Entites quite rare. If you're ready to deal with that, then let the battle begin.

Strategy: Haste, Protect, Bravery, Bubble, and Faith for your mage are of course always helpful. Speaking of your mage, Earth Tyrant is weak to Wind, so Aero/Aeroga will do a couple thousand with every hit. Protect is especially crucial here because this tyrant hits hard. Shields or Poles are good for the evasion, and if you have a Nihopalaoa, you can throw a Remedy on him that will inflict Blind and Slow, which really turns down his damage dealing potential. After dropping below half health his defense increases, and he's got a lot of HP to begin with, so be prepared for a long fight.

Omega Mark XII
COMING SOON

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