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Final Fantasy XII: The Zodiac Age eGuide
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Contents

  • Changelog
    • Updates
  • Foreword
    • Foreword
  • Getting Started
    • Return to Ivalice
    • Character Relationships
  • Treasure Chest System
    • Treasure Chest System
  • Battle System
    • Battle System
  • Gambits
    • Gambits
  • Zodiac Job System
    • Zodiac Job System
    • Party Composition
    • Jobs
    • Archer
    • Black Mage
    • Bushi
    • Foebreaker
    • Knight
    • Machinist
    • Monk
    • Red Battlemage
    • Shikari
    • Time Battlemage
    • Uhlan
    • White Mage
  • Espers and Quickenings
    • Espers
    • Quickenings
  • Trophies
    • Trophies
  • Walkthrough Part 1
    • Introduction
    • The Story Begins
    • Nalbina Fortress
    • Rabanastre 1
    • Dalmasca Estersand (The Stepping)
    • Lowtown 1
    • Giza Plains (Dry)
    • Garamsythe Waterway 1
    • Royal Palace of Rabanastre
    • Garamsythe Waterway 2
    • Nalbina Dungeons
    • Fire Up the Power Relay and Open the Gate
    • Dalmasca Estersand
  • Walkthrough Part 2
    • Rabanastre 2
    • Lowtown 2
    • Back to Rabanastre
    • Bhujerba 1
    • Lhusu Mines
    • Bhujerba 2
    • The Dreadnought Leviathan
    • Ogir-Yensa Sandsea
    • Nam-Yensa Sandsea
    • Tomb of Raithwall
    • Giza Plains (The Rains)
    • Ozmone Plain
    • Jahara—Land of the Garif
    • Golmore Jungle 1
    • Eruyt Village
    • Golmore Jungle/Ozmone Plain
    • The Henne Mines
    • Golmore Jungle 2
    • Paramina Rift 1
    • Mt Bur-Omisace
    • Paramina Rift 2
  • Walkthrough Part 3
    • Stilshrine of Miriam
    • Nalbina Town
    • Mosphoran Highwaste
    • The Salikawood
    • The Phon Coast
    • Tchita Uplands
    • Sochen Cave Palace
    • Sochen Cave Palace (Main)
    • Old Archades
    • The Imperial City of Archades
    • Draklor Laboratory
  • Walkthrough Part 4
    • Balfonheim Port 1
    • Golmore Jungle
    • The Feywood
    • The Feywood (South)
    • The Ancient City of Giruvegan
    • Balfonheim Port 2
    • Ridorana Cataract
    • First Ascent: Horizon of First
    • Second Ascent: Reach of Diamond Law
    • Third Ascent: Mete of Dynasty
    • Balfonheim Port 3
    • Sky Fortress Bahamut
  • Side Events
    • Side Events Part 1
    • Side Events Part 2
    • Side Events Part 3
    • Side Events Part 4
    • Side Events Part 5
    • Other Stuff
  • Weapons, Armor, and Accessories
    • One-Handed Weapons
    • Two-Handed Weapons
    • Ranged Weapons
    • Shields & Armor
    • Accessories
  • Items
    • Items
  • Technicks and Magicks
    • Technicks and Magicks
  • The Bazaar
    • The Bazaar
  • Bestiary
    • Overview Enemies
    • The Dalmasca Sands Enemies
    • Giza Plains Enemies
    • The Garamsythe Waterway Enemies
    • The Barheim Passage Enemies
    • The Lhusu Mines Enemies
    • The Yensan Sandsea Enemies
    • The Tomb of Raithwall Enemies
    • Ozmone Plain Enemies
    • Golmore Jungle Enemies
    • The Henne Mines Enemies
    • Paramina Rift Enemies
    • The Stilshrine of Miriam Enemies
    • The Mosphoran Highwaste Enemies
    • The Salikawood Enemies
    • Phon Coast Enemies
    • Tchita Uplands Enemies
    • The Sochen Cave Palace Enemies
    • The Feywood Enemies
    • The Ancient City of Giruvegan Enemies
    • The Ridorana Cataract Enemies
    • The Pharos Enemies
    • Zertinan Caverns Enemies
    • Cerobi Steppe Enemies
    • The Nabreus Deadlands Enemies
    • The Necrohol of Nabudis Enemies
    • Marks
    • Elite Marks Enemies
    • Espers Enemies
    • Bosses
    • Rare Game Enemies
    • Humanoid Enemies
    • The Archadian Empire Enemies
  • Trial Mode
    • Trial Mode

Final Fantasy XII: The Zodiac Age Guide › Walkthrough Part 1

Rabanastre 1

OBJECTIVE

Help Migelo and Tomaj

Run an errand for Migelo the shopkeeper and then complete your first monster hunt assignment in the Estersand.

Action Checklist

1. Kill the dire rats.

2. Visit Migelo to get an errand.

3. Find Kytes at the Sandsea and talk to Tomaj.

Rid the Waterway of Rats

The story picks up two years later in the underground waterways beneath occupied Rabanastre. A small boy, Kytes, calls to an older boy named Vaan, who wants to “clean house” in the vermin-infested waterway. Once you gain control of Vaan, slice up the three aggressive Dire Rats in the area to trigger a long event that introduces you to Vaan’s life.

One Way Out

Vaan can’t explore other parts of the waterway yet, so just kill the three rats in the area. It’s the only way out of the Overflow Cloaca for now.

Minimap Enemies

The Dire Rats will scurry all over the area. To track them, use the game’s Minimap. Remember, enemies always appear as red dots.

Kytes suggests that Vaan visit Migelo, the shopkeeper, who might have some errands to run. Vaan, of course, feels like he has more important things to do. The scene then shifts to the streets above. The city, despite the Archadian occupation, bustles with commerce and other activities. Vaan spots a pair of Imperial guards harassing a street merchant and he decides to intervene by plying his own “trade” by stealing the guard’s pouch!

As Vaan escapes with his stolen loot, he bumps into his friend Penelo, another street orphan. As they talk, Penelo articulates the creed that Vaan supposedly lives by: the Imperials have robbed the people, so “it’s only fair that we take it back.” In fact, it’s their duty as Dalmascans.

As a huge air cruiser passes overhead, Vaan expresses his deepest desire: “One day, I’ll fly an airship of my own. I’ll be a sky pirate, free to go where I will.” Penelo doesn’t argue. But for now, she suggests (like Kytes) that he visit Migelo and lend a hand.

Find Migelo

Maybe you should do as the kids suggest: go and see Migelo. A brief map tutorial now adds the World Map to the Party Menu. Press to open the Party Menu, then select World Map to take a look. The three locations you’ve visited so far are listed on the map: Nalbina Fortress, Garamsythe Waterway (Vaan’s brief rat-killing adventure), and now Rabanastre.

The World Map is a handy accessory that logs maps of every place you visit as well as any unexplored areas for which you may buy or find maps.

If you select Rabanastre, you see its maps broken down further: one for the upper city and one for an area called “Lowtown.” We’ll explore Lowtown soon enough, but for now, let’s find Migelo.

When you open the Rabanastre map, you will find Migelo’s location indicated by the flashing red ‘X.’ Hey, it’s nearby. Head due east to the intersection and veer right, bearing south until you trigger another event.

Your starting spot (circled here) is not far from where the red ‘X’ says Migelo is waiting.

The “Me” Cursor

The map of your current location will always feature a flashing orange circle that marks your exact position. The pointer on the circle indicates the direction you currently face.

Migelo, a bangaa trader, is waiting for some goods to arrive for the palace banquet tonight. Unfortunately, they have not yet turned up, so he has had to order some replacement goods from Tomaj over at the Sandsea, a local tavern. Kytes was supposed to run this errand, but Migelo has seen no sign of him. Your new objective is to find Kytes at the Sandsea and see that the young boy completes his errand.

Migelo sends you to the Sandsea to track down Kytes and get him back on task.

Find Kytes at the Sandsea

Press the touch pad to access the Rabanastre map, then use the directional buttons to highlight your current location, which is the East End. Press to see a list of all the establishments in East End. Most of Rabanastre’s important shops (for your purposes) are in this district, along with the Sandsea. Note that the red ‘X’ indicating Kytes’s location is right on top of the Sandsea.

Don’t Be a Stranger

Talk to people on the streets of Rabanastre. Some folk speak only of their personal concerns, but others discuss the greater concerns of the city. For example, you’ll hear much about an upcoming ceremony welcoming the new Consul, newly arrived from Archadia to govern Dalmasca. As a general rule, if a person has a generic title, like "Rabanastran," they'll share brief local details to help flesh out the world of Ivalice, but you're also usually safe skipping a chat with them if you're in a hurry. If someone's actual name is displayed over their head, it's very likely you'll have an errand or side quest involving them at some point later on.

Head north along the East End street to the Sandsea and enter to trigger an event. Vaan finds Kytes, who points out the Notice Board and says, “This is why Migelo’s courier didn’t get here on time!” Tomaj comes over and describes the “nastiness” in the Estersand that’s harassing the couriers. He’s posted a bill offering a reward for anyone who can hunt down the creature.

Go to the Sandsea to find Kytes and learn about the Tomato monster harassing the couriers and disrupting trade in the Estersand.

Mandatory Hunt

This first hunt is the only “official” one in the game that is required to progress the story. One of its purposes is to acquaint you with the Notice Boards and the hunt process. You’ll find Notice Boards in most towns across Ivalice.

This “work” is certainly more to Vaan’s liking. When the scene ends, Tomaj explains that people post bills on the Notice Board when they need a monster eliminated. Note that when you accept a hunting job, the monster you’re tracking is called your “mark.”

When Tomaj shows the bill again, select the dialogue choice that asks to learn more about hunts. Tomaj explains how you must contact the petitioner who posted the bill to accept the job and learn where to find the mark. Then, after you complete the hunt, you must report back to that person to claim your bounty. Tomaj also hands over a Clan Primer to help keep track of hunts. You can now access the Clan Primer via the Party Menu.

Read the Primer!

The Clan Primer is loaded with tips and info of varying degrees of usefulness. After Tomaj gives it to you, open it (from the Party Menu) and read all the topics, especially the Traveler’s Tips.

Finally, Tomaj relinquishes an Orrachea Armlet, a basic accessory that raises a character’s Max HP by 25 and Defense and Magick Resist by 1 when the item is both licensed and equipped. Unfortunately, you don’t have a license for it yet.

This leads to a brief tutorial on the process of selecting jobs and licensing in THE ZODIAC AGE. This definitive edition of FFXII includes 12 distinct jobs in which characters can specialize.

A job is taken up by selecting that job's license board. When party members first join, one job can be selected for them, and one job only—job choices cannot be changed later. From a job's license board, spend License Points (LP) to unlock licenses. Any piece of gear you equip, any technick you use, and any magick you cast requires that a corresponding license be purchased with LP.

However, partway through the story, the ability to add a second job is acquired! The second job's abilities combine with the first in equal measure—characters have simultaneous access to all licensed abilities and boosts from both license boards.

Selecting jobs is no small choice. There's no hurry—you can play for quite some time and simply avoid selecting any jobs, using basic abilities and hoarding LP along the way. Not until events in the Tomb of Raithwall does it begin to get difficult without any jobs assigned, and that's when access to second job license boards become available anyway.

Veterans of original FINAL FANTASY XII might consider plowing through to that point without picking any jobs. (The main gameplay difference along the way is that you'll have to chug a lot of Potions, so stock up.) Once the full party is assembled and second board access available, this is a perfect place to create several copies of a "master save." The full party assembled without jobs assigned is the perfect jumping-off point to experiment with all the jobs for a bit before reloading the save and locking in, and to use as a "clean" branch-point for another party configurations on a different playthrough.

The Zodiac Job System section of this book is designed to help you make party job choices that will be lasting and fun. If you don't feel like delaying license board selection as described above, at least take some time to check out that section of the guide, which is full of helpful job references and considerations, most of which are not at all obvious when you're first allowed to pick.

More on jobs and Licensing

For an in-depth look at the licensing process in this game, see “Zodiac Job System” chapter of this book. For more on how armor and weapons work, see those respective chapters in this book.

In order to use weapons, armor, and magicks, you must first obtain the proper license. Learn the licences that support your playstyle to create you own unique party.

You must choose a license board in order to obtain licenses. There are twelve boards, each allowing you to develop a character with unique abilities. Once you choose a board, it cannot be changed.

Tomaj gives you a Writ of Transit so that you can exit the city gates; he suggests that you leave via the East Gate to find your “mark” in the Estersand. Also note that the Licenses category has now been added to the Party Menu. When Tomaj has finished talking, a graphic flashes on-screen to signify the beginning of the hunt for the Rogue Tomato.

The screen says it all. You get a similar screen each time you accept a hunt from a petitioner.

Check the Bestiary!

Regularly open the Clan Primer and read the Bestiary entries. There is only one creature listed right now, the Dire Rat you defeated in the waterway. Each time you defeat a new foe, information about it will appear in the Bestiary.

Some Bestiary entries have additional pages which contain useful information (these extra pages of detail and lore unlock after defeating certain numbers of each foe, which the Bestiary tracks for you). Always read these when you get a chance. You can learn about a region’s characteristics, get a list of ingredients needed for special items, pick up historical tidbits of interest, or learn other worthwhile info.

Ask Tomaj

Tomaj stands at the bar in the Sandsea after your meeting with him. Talk to him any time if you need to review how to hunt marks or how licenses work.

Get to the Dalmasca Estersand

Press the touch pad to open the Rabanastre map and plot your path down to the flashing red ‘X’ at Eastgate. Before you leave East End, though, we recommend that you explore the shops to see what’s available (not much yet), then stop at Migelo’s Sundries to purchase a couple of extra Potions just to be safe.

From East End you must go into the Southern Plaza, then down the eastern stairs to Eastgate to trigger an event. The Imperial guard tries to halt Vaan, but Vaan’s Writ of Transit gets him through the gate. Once you’re in Eastgate, save your game at the blue crystal and head due east into the Estersand.

Need to Get Back In?

See how others are queuing up at the gate to return to the city? If you change your mind and decide to go back inside, you must speak to the Imperial at the back of one of the two lines and then wait your turn to reenter Rabanastre.

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