Hexed here my insignificant walkthrough slaves.
You'll wake up in some town, the main point of this place is to boost the local economy by buying generic weaponry.
|Main Gauche||7000 gil||35|
|Thunder Spear||8000 gil||45||deals lightning damage|
|Selene Bow||16000 gil||63|
|Iron Arrow||8 gil||12|
|Holy Arrow||10 gil||8||deals holy damage|
|Madhura Harp||10000 gil||60|
|Viking Helm||5500 gil||19|
|Viking Mail||8000 gil||36|
|Heroic Shield||3500 gil||9||protects against some status ailments|
|Thief Gloves||2500 gil||11|
|Black Garb||5000 gil||30|
|Black Cowl||4000 gil||15|
|Black Belt Gi||6000 gil||33|
|Chakra Band||4500 gil||17|
Buy the best armor you can for everyone's job. Same with weaponry.
Back to storylineEdit
Don't leave town just yet. Go into the south block of the town, talk the the person there, get a cutscene, now go into the eastern block's house. Talk to oldie, he'll unlock the way to the sewers.
Yet another generic dungeon. First floor is one of the more complicated ones than we're used to, go down the ramp, wade through the water northwards, go up another ramp and go down the stairs. With the second floor, go down the ramp and go west and up a ramp. Follow the path and go down another ramp, go directly west again, go down southwards to get to a chest, which contains Cat Claws. Unlike FFI this is not a Über-powerful knife, its a bloody Monk/BlackBelt weapon which means it automatically sucks.
Go down the stairs, this floor is simple, just follow the path. After you pass the bridge you have a forced encounter with 4 Gigantoads which should be easy enough, if you cannot take out at least 3 in a round, you need to level up.. For winning you'll get 1k xp and 600
gp (Damn I've been playing too much Guild Wars)gil.
After the battle you'll get a cutscene involving the senile old people finally realizing that they aren't Warriors of Light. Continue through to the next floor. This one has a room with a Diamond Bell and a hammer as treasure. Equip the hammer to the Viking. Theres a second treasure room with Kaiser Knuckles, Power Bracers and a Poison Dagger. Equip everything but the Knuckles. Follow the rest of the path. This next room is the final one. It's just a cutscene room. The old lady will throw some explosive shoes at you, then the old guys from before will tell her to give you some real ones. You'll then be teleport3d out of the sewers.
On to Goldor's PalaceEdit
Go out of town and keep going south until the very south of the continent. The enemies around here are more powerful than the ones in the sewer. If you get a Vulcan as an encounter, it's not particularly worth the pain.
Walk over the polluted water leading to the manor. Save.
Most doors in this place are locked, so our thief is useful. The bottom left door has nothing. All enemies with Gold in their name here are resistant to magic. The bottom right door also has nothing. Top left door is another room with jack shit. The top right door has a door leading further into the manor, but we'll go in there later. Go up into the top-most door.
Note:If you're lucky your Geomancer might just cast Shadowflare with geomancy.
At the very bottom of this room there is a bunch of Gold swords which are only useful for sellage of l3wt. There also are Wyvern Claws.
Go back to the top-right room in the entrance room in the manor. Go into the path that heads west. Follow this path. This next room is very complicated. To get through it you keep going west. This next room is the final one. Walk up a little bit (make sure you're healed)
First round get your viking to use Provoke. Everybody else should be using their best way of attacking, remember your thief works well as a healer by using hi-potions on your viking. He may cast blind. Make sure your viking guards every turn, and does Provoke every second turn. He is pretty easy, if he casts silence don't pay any attention to it none of your characters use black, white, or summon magic. You should be hearing the two booms and him fading into nothingness soon enough.
After you beat the shit out of him, he'll destroy the crystal and then die.
You'll get the key to your airship back. You have to walk out of this dungeon, unless you've got a Ottershroom. Walk back up to Amur and unlock your airship.
End of part the 10th.