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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 2

Golmore Jungle 2

Action Checklist

The enemies here are the same as Golmore Jungle (West) except for Diresaur.

1. Navigate through eastern Golmore Jungle.

2. Defeat the Elder Wyrm.

3. Proceed to the Paramina Rift.

Move into the Dragon’s Dell

Exit Eruyt Village into Golmore Jungle and go left to the magick seal. Sure enough, it dissipates when the party approaches and they pass through it safely into Whisperleaf Way. Fight past the Malboros and Gargoyles along the path and enter The Parting Glade to find another Save Crystal. Use it! Just to the north, in the Dell of the Dreamer, another powerful boss is about to awaken.

Elder Wyrm
The Elder Wyrm spews evil status magick.

Esuna or Later

Cast Esuna on allies to remove status ailments. It won’t remove Oil, however; that only comes off with the Handkerchief item. Remove Oil immediately before the Elder Wyrm can launch a Fireball attack.

This guy’s big, and he’s mad. He has two Treant minions and an arsenal of nasty status magicks like Slow, Blind, Silence, Sleep, Confuse, and Poison. He also uses Oil, then follows up later with Fireball, which can inflict over 1,000 HP of damage a pop. Ouch!

But overall, the Elder Wyrm doesn’t inflict big damage with his physical attacks. What makes this battle tough is the onslaught of ailments caused by his Sporefall ability. If you don’t come to this battle well-prepared, you will spend much of the fight removing status ailments instead of inflicting damage on the beast.

So, how do you prepare for the Elder Wyrm? First, if your party configuration allows for it, make sure Esuna is in your gambits somewhere. It consumes a good chunk of MP to cast, but considering the multiple status ailments the Elder Wyrm inflicts, Esuna relief is well worth it. You should also try to keep the party from bunching up. If the party is spread out enough, there is a good chance that Sporefall will not hit everyone and you will have at least one character ailment-free and ready to cast Esuna. Finally, be prepared with with items like Handkerchief, Echo Herbs, Antidote, Nu Khai Sand, and so on, for removing bad status effects.

Start with a Quickening chain, if possible. With a good chain that triggers an area attack like Inferno or Cataclysm, you can hurt the Elder Wyrm and seriously degrade his two Treant minions. Finish up the Treants quickly and focus on the boss. Watch for those status ailments, especially the ones that are immediately debilitating, like Sleep (removed by Esuna or Prince's Kiss), Confuse (removed by Nu Khai Sand), or Silence (removed by Vox, Esuna, or Echo Herbs). Use non-afflicted characters to remove these first.

If your active characters get overwhelmed by the ailments, make a wholesale party change. If the fresh reserve members have Mist Charges available, unleash a Quickening sequence right away. Keep the pressure on the wyrm!

After the fight, go south into The Parting Glade and use the Save Crystal. Next, continue the journey east through the jungle, pushing into the Branchway where a flock of Gargoyles await. Continue east through the Greenswathe until you finally reach the Paramina Rift.

Dire Sore

If you take the northern path across the Branchway and the Greenswathe, you run into a powerful Level 27 Diresaur protecting treasure on a platform.

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