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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 3

The Salikawood

Action Checklist

1. Get to the border gate.

2. Round up the moogle apprentices to finish fixing the gate.

3. Exit the Salikawood into the Phon Coast.

Pop odds If pop, Gil odds & Amt Normal Loot w/Diamond Armlet

#

App. %

Gil %

Amt. if Gil

50%

50%

90%

10%

1

85%

50%

~290

Ether

Antidote

Knot of Rust

Meteorite (A)

2

85%

50%

~270

Ether

Eye Drops

Knot of Rust

Meteorite (B)

3

75%

50%

~300

Ether

Handkerchief

Knot of Rust

Meteorite (A)

4

75%

55%

~280

Ether

Gokuu Pole

Knot of Rust

Meteorite (A)

5

75%

50%

~300

Ether

Hi-Potion

Knot of Rust

Meteorite (A)

6

75%

50%

~300

Ether

Prince’s Kiss

Knot of Rust

Meteorite (A)

7

75%

55%

~280

Ether

Chaos Mace

Knot of Rust

Meteorite (A)

8

75%

50%

~300

Ether

Vanishga Mote

Knot of Rust

Meteorite (A)

9

75%

50%

~300

Ether

Phoenix Down

Knot of Rust

Meteorite (B)

10

75%

50%

~300

Ether

Hi-Potion

Knot of Rust

Meteorite (A)

11

65%

50%

~280

Ether

Handkerchief

Knot of Rust

Meteorite (A)

12

65%

50%

~280

Ether

Dark Mote

Knot of Rust

Meteorite (A)

13

65%

50%

~280

Ether

Phoenix Down

Knot of Rust

Meteorite (A)

14

65%

50%

~280

Ether

Nu Khai Sand

Knot of Rust

Meteorite (A)

15

65%

50%

~280

Ether

Dark Mote

Knot of Rust

Meteorite (B)

16

65%

50%

~280

Ether

Dark Mote

Knot of Rust

Meteorite (A)

17

65%

55%

~250

Ether

Bastard Sword

Knot of Rust

Meteorite (C)

18

65%

50%

~280

Ether

Ether

Knot of Rust

Meteorite (A)

19

65%

50%

~280

Ether

Phoenix Down

Knot of Rust

Meteorite (A)

20

65%

55%

~280

Ether

Ras Algethi

Knot of Rust

Meteorite (A)

21

65%

50%

~280

Ether

Remedy

Knot of Rust

Meteorite (A)

22

65%

50%

~280

Ether

Phoenix Down

Knot of Rust

Meteorite (A)

23

75%

45%

~290

Ether

Nu Khai Sand

Knot of Rust

Meteorite (A)

24

75%

45%

~290

Potion

Potion

Knot of Rust

Meteorite (A)

25

70%

50%

~290

Potion

Rose Corsage

Knot of Rust

Meteorite (B)

26

75%

45%

~290

Potion

Prince’s Kiss

Knot of Rust

Meteorite (A)

27

70%

50%

~270

Ether

Nu Khai Sand

Knot of Rust

Meteorite (A)

28

70%

50%

~270

Ether

Prince’s Kiss

Knot of Rust

Meteorite (A)

29

70%

50%

~270

Ether

Chronos Tear

Knot of Rust

Meteorite (A)

30

70%

50%

~270

Ether

Potion

Knot of Rust

Meteorite (A)

31

70%

50%

~270

Ether

Remedy

Knot of Rust

Meteorite (A)

32

70%

50%

~270

Ether

Chronos Tear

Knot of Rust

Meteorite (B)

33

100%

0%

—

Charm

Charm

Charm

Charm

34

75%

90%

~200

Knot of Rust

Knot of Rust

Knot of Rust

Meteorite (B)

35

60%

60%

~150

Handkerchief

Dark Mote

Knot of Rust

Meteorite (A)

36

50%

60%

~150

Ether

Potion

Knot of Rust

Meteorite (A)

37

70%

50%

~230

Ether

Bacchus’ Wine

Knot of Rust

Meteorite (A)

38

70%

50%

~230

Ether

Phoenix Down

Knot of Rust

Meteorite (A)

39

70%

50%

~230

Ether

Nu Khai Sand

Knot of Rust

Meteorite (B)

40

60%

55%

~500

Ether

Balance Mote

Knot of Rust

Meteorite (A)

41

70%

45%

~260

Ether

Nu Khai Sand

Knot of Rust

Meteorite (A)

42

70%

45%

~260

Ether

Hi-Potion

Knot of Rust

Meteorite (A)

43

70%

45%

~260

Ether

Potion

Knot of Rust

Meteorite (C)

44

70%

45%

~260

Ether

Remedy

Knot of Rust

Meteorite (A)

45

70%

45%

~260

Ether

Phoenix Down

Knot of Rust

Meteorite (A)

46

70%

45%

~260

Ether

Phoenix Down

Knot of Rust

Meteorite (A)

47

70%

45%

~260

Ether

Prince’s Kiss

Knot of Rust

Meteorite (B)

48

75%

50%

~250

Potion

Remedy

Knot of Rust

Meteorite (A)

49

70%

50%

~250

Ether

Hi-Ether

Knot of Rust

Meteorite (B)

50

75%

50%

~250

Ether

Adamant Hat

Knot of Rust

Meteorite (A)

Get to Salikawood’s East Gate

The party arrives in the Omen-Spur area, which contains some odd creatures. Follow the path to the next area, the Path of Hours, where a welcome sight awaits: a Save Crystal. Talk to the pacing Forest Traveler to learn about the hunters’ camp on the Phon Coast to the east—the party’s interim destination. Unfortunately, the Salikawood’s east gate is broken; a moogle crew is doing repairs, but their work ethic is a bit sub-par. He also says he dropped his map of the wood; chances are it’s nearby somewhere.

Approach the nearby forest bungalow and talk to the three “layabout” moogles inside. They indicate that they’re working on the gate up ahead. Well… actually, they’re resting right now. Now take a moment to find the area map. Exit the Path of Hours, crossing the next bridge north onto Trunkwall Road.

Veer right at the first fork, then go right two more times to find the Map Urn that holds the full map of the Salikawood. Next, head straight up the walkway to the northeast; veer east at the intersection to exit into Diverging Way.

There are lots of Pumpkin Heads everywhere, which makes for good Battle Chains. They’re tougher than they look, though, especially when they swarm their targets in groups of three or more. Head for the east exit into the next area, Living Chasm.

Ice the Pumpkins

Equip Icebrand (a sword that deals Ice damage) on a party member; Pumpkin Heads are weak against the Ice element.

While in Living Chasm, you can see the huge gate in the cliff wall up ahead. Approach the moogle boss pacing at the gate. He explains that the gate leads to the Phon Coast. It will be open as soon as his nine moogle apprentices return from their break in the Salikawood and finish the repair work. He suggests that you look in the Salikawood bungalows scattered throughout the woods. After the conversation ends, talk to him again to get a more complete version of the story.

The great gate lies up ahead. Talk to the moogle boss to learn that his workers are on break and scattered throughout the Salikawood. Check your map to find their locations.

Round Up the Nine Moogles

Talk to the moogles in their forest bungalows to get them back to work. After each conversation, they indicate how many moogles are left to retrieve.

Open up the Area Map to see new flashing icons that indicate where the nine moogles are holed up. Find them and talk to them in their bungalows to get them working on the gate again. A “moogle counter” in the upper-right corner of the screen tracks the number of moogles found. Two of their bungalows are side by side, in the Garden of Decay.

When all nine moogles are back on the job, take them up on their offer to return to the gate with them. The party automatically goes to the east gate to watch the gate open. Walk through and talk to the moogle boss to get a thank-you gift: a Sash, an accessory that makes the wearer immune to Slow. Next, continue east to the Phon Coast.

Chat with the moogle boss before moving onward to receive a gift.

No Immunity After the Fact

Items like the Sash, which provide immunity to certain status effects, only work if equipped before the wearer is hit with the status ailment in question. In this case, for example, equipping the Sash on a character already afflicted with Slow does nothing. Wearing the accessory at the moment a foe attempts Slow, however, keeps the wearer immune.

Side Quest: The Big Bomb Boss and the Necrohol

An optional boss battle awaits in the Grand Bower in the northwest part of the Salikawood. The King Bomb and three minions prowl this area. This crew may be too tough right now, but you can run away from this boss fight if you get overwhelmed. After defeating the King Bomb, you can continue to the Corridor of Ages and find Braegh, the mark in the “Rodeo to the Death” hunt. Again, check the “Side Quests” chapter for more details on these fights. There's at least no reason not to try, and if it turns out you're ready to take out King Bomb (perhaps through a couple really solid Quickening chains), then you'll also easily be able to hunt Braegh. You can also use the zone exit here right next to the King Bomb to allow repeated Steal attempts against the boss. You can also build up large battle chains on the minions King Bomb summons, as long as you don't touch the Save Crystal just outside the area. If you continue northwest from the Salikawood, you will enter the Necrohol of Nabudis. This is quite a grim area with very tough enemies.

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