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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 4

The Ancient City of Giruvegan

OBJECTIVE

Seek Dr. Cid in the Ancient City

Dr. Cid has the nethicite shard, and he has said that he’s off to Giruvegan, an ancient city that lies deep within the dense mist of the Jagd Difohr. Answers lie within the Great Crystal, a nethicite motherlode at the heart of Giruvegan.

Action Checklist

1. Defeat Daedalus.

2. Use the correct switches to get through the gate seals in the water-steps.

3. Defeat Tyrant.

4. Navigate through the Great Crystal.

5. Defeat Shemhazai.

Pop oddsIf pop,Gil odds & AmtNormal Lootw/Diamond Armlet

#

App. %

Gil %

Amt. if Gil

50%

50%

95%

5%

1

75%

0%

—

Ether

Hi-Ether

Knot of Rust

Meteorite (A)

2

100%

0%

—

Sash

Sash

Sash

Sash

3

75%

0%

—

Ether

Hi-Ether

Knot of Rust

Meteorite (A)

4

75%

0%

—

Ether

Hi-Ether

Knot of Rust

Meteorite (B)

5

75%

0%

—

Ether

Hi-Ether

Knot of Rust

Meteorite (B)

6

80%

0%

—

Ether

Hi-Ether

Knot of Rust

Meteorite (B)

7

100%

0%

—

Aegis Shield

Aegis Shield

Aegis Shield

Aegis Shield

8

80%

0%

—

Ether

Hi-Ether

Knot of Rust

Meteorite (A)

9

100%

0%

—

Sleepga

Sleepga

Sleepga

Sleepga

10

100%

0%

—

Domaine Calvados

Domaine Calvados

Domaine Calvados

Domaine Calvados

11

100%

0%

—

Elixir

Elixir

Elixir

Elixir

12

100%

0%

—

Amber Armlet

Amber Armlet

Amber Armlet

Amber Armlet

13

100%

0%

—

Hastega Mote

Hastega Mote

Hastega Mote

Hastega Mote

14

100%

0%

—

Reverse Mote

Reverse Mote

Reverse Mote

Reverse Mote

THE GREAT CRYSTAL

planning

During the first visit and adventure events here, the party can only delve so far. The goal is to descend to the core. Return later, and an enormous and vexing dungeon can be explored, full of treasure and some of the game's strongest elite monsters.

Deeper into the crystal, Gates block certain paths. By finding and activating corresponding Gate Stones, Gates can be bypassed, but only for a limited time. Plan routes in advance and flee past monsters if necessary to beat the clock.

Pop oddsIf pop, Gil odds & AmtNormal Lootw/Diamond Armlet

#

App. %

Gil %

Amt. if Gil

50%

50%

95%

5%

1

100%

0%

—

Cloud Staff

Cloud Staff

Cloud Staff

Cloud Staff

2

100%

0%

—

Thief’s Cap

Thief’s Cap

Thief’s Cap

Thief’s Cap

3

100%

0%

—

Holy Rod

Holy Rod

Holy Rod

Holy Rod

4

100%

0%

—

Gold Hairpin

Gold Hairpin

Gold Hairpin

Gold Hairpin

5

100%

0%

—

Ninja Gear

Ninja Gear

Ninja Gear

Ninja Gear

6

100%

0%

—

Gaia Gear

Gaia Gear

Gaia Gear

Gaia Gear

7

100%

0%

—

Caldera

Caldera

Caldera

Caldera

8

5%

10%

~2000

Meteorite (B)

Meteorite (C)

Meteorite (A)

Meteorite (D)

9

100%

0%

—

Caliper

Caliper

Caliper

Caliper

10

5%

10%

~2000

Meteorite (B)

Meteorite (C)

Meteorite (A)

Meteorite (D)

11

25%

0%

—

Staff of the Magi

Staff of the Magi

Staff of the Magi

Staff of the Magi

12

5%

10%

~2000

Meteorite (B)

Meteorite (C)

Meteorite (A)

Meteorite (D)

13

100%

0%

—

Rubber Suit

Rubber Suit

Rubber Suit

Rubber Suit

14

5%

10%

~2000

Meteorite (B)

Meteorite (C)

Meteorite (A)

Meteorite (D)

15

100%

0%

—

Shellga

Shellga

Shellga

Shellga

16

5%

10%

~2000

Meteorite (B)

Meteorite (C)

Meteorite (A)

Meteorite (D)

17

100%

0%

—

Crown of Laurels

Crown of Laurels

Crown of Laurels

Crown of Laurels

18

5%

10%

~2000

Meteorite (B)

Meteorite (C)

Meteorite (A)

Meteorite (D)

19

25%

0%

—

Yagyu Darkblade

Yagyu Darkblade

Yagyu Darkblade

Yagyu Darkblade

20

5%

10%

~2000

Meteorite (B)

Meteorite (C)

Meteorite (A)

Meteorite (D)

21

100%

0%

—

Ring of Renewal

Ring of Renewal

Ring of Renewal

Ring of Renewal

22

5%

10%

~2000

Meteorite (B)

Meteorite (C)

Meteorite (A)

Meteorite (D)

23

100%

0%

—

Hastega

Hastega

Hastega

Hastega

24

5%

10%

~2000

Meteorite (B)

Meteorite (C)

Meteorite (A)

Meteorite (D)

25

100%

0%

—

Artemis Bow

Artemis Bow

Artemis Bow

Artemis Bow

26

5%

10%

~2000

Meteorite (B)

Meteorite (C)

Meteorite (A)

Meteorite (D)

27

100%

0%

—

Excalibur

Excalibur

Excalibur

Excalibur

28

1%

20%

~1000

Meteorite (B)

Meteorite (B)

Meteorite (A)

Gendarme

Get Past the City Guardian

Head west from the Save Crystal to the Way Stone and touch it to teleport across to the Gate of Water. Guess what? You start right off with a boss fight—Daedalus. Proceed west down the walkway to start the battle.

Touch the first Way Stone, if you dare. Giruvegan has a headless entry guardian.
Daedalus

The key here is who’s faster, you or him? Haste magick is very important in this battle and Protect helps, too. Daedalus starts by casting Haste on himself, so immediately cast Dispel on him. In fact, it’s best if you set up your support characters with a gambit that automatically casts Dispel on any foe with Haste or Protect. This goes a long way toward making this fight easier.

Be sure Raise or Phoenix Down is number one in your gambit hierarchy and keep the physical pressure on Daedalus.

Overall, the basic tactic here is to send in one mauler equipped with good armor to hammer away at Daedalus using physical attacks while your other two allies focus on healing and support. Again, since Daedalus relies heavily on fast-hitting combos, always make sure to dispel his Haste. His combos get faster when his HP drops low, so be ready to switch in a fresh party of reserves.

Of course, when you bring in the second string, have them lead off with a powerful chain of Quickening attacks. This may be enough to knock Daedalus down for the count, especially if his HP is below 20 percent or so when the Quickening begins.

Make Haste

Keep Haste cast on your entire party to offset the speed of Daedalus.

After the fight, a new Way Stone appears that can take the party deeper into the holy city. First, you may want to head back east to the last Way Stone. Use it to teleport back to Gate of Earth and use the Save Crystal. Then return to the platform where you just fought Daedalus and use the new Way Stone to teleport into the odd interior of the city.

Work Your Way Down the Water-Steps

Trimahla Water-Steps

The party arrives in an area called the Trimahla Water-Steps, a series of descending ramps guarded by rugged Behemoths. Some of the ramps are blocked by green magickal barriers that can be turned on and off at switches called gate stones. Fight down the first ramp to reach the first barrier, Gate Avrio. It is controlled by the nearby Avrio Gate Stone.

Gate stones activate the gate barriers on the ramps.

Ice the Behemoths

Behemoths tend to patrol in packs. They are weak against the Ice element, however, so if you have Blizzaga in your arsenal, you can deal big damage to multiple Behemoths.

Grisly Giruvegan

Tough enemies guard each platform and ramp on the ancient water-steps. Behemoths, Gargoyle Barons, and a status-ailment nightmare of the Malboro species known as a Vivian are some of the foes protecting the platforms. It is easy to get overwhelmed in this situation, especially if the Vivians spew Stop, Sleep, or Immobilize on multiple party members. Try to lure single enemies away from the pack and fight them one at a time.

Touch the Avrio Gate Stone to deactivate the Gate Avrio barrier. Next, go south down that ramp and then south again down the next one. Fight through a pair of Mythril Golems and use the Chthes Gate Stone to open the next gate on the ramp system. Go north and climb back up one ramp, then turn left and descend the other side.

Continue working your way down the ramps until you reach what seems like the end of the final platform. Defeat the two Mythril Golems stationed there, then simply walk off the south edge of the platform. Upon doing so, a green walkway appears beneath the party. Follow it over to the next set of ramps, the Aadha Water-Steps.

Walk off the ramp at the end of each set of water-steps to trigger a force-field walkway for crossing to the next area.
Aadha Water-Steps

This area is similar to the last area, with magick gates to deactivate, but the Gate Stones are more scattered this time. There are three Gate Stones, but you only need to deactivate one unless you want the treasure in the upper west area.

Treasure Crystals

The treasure coffers look different in the old city, as they’re crystal-shaped and float. Don’t pass them by!

Fight your way down the first ramp to the Paron Gate Stone, which is protected by two more Mythril Golems. Gate Paron itself is not the nearby gate, but rather the gate down below to the west. Use the Paron Gate Stone to open the Gate Paron and eventually gain access to the treasure. Descend the ramp heading northeast.

Work your way back and forth down the ramps to the next Golem-guarded switch, the Parelthon Gate Stone. You can switch this one off or not; it opens the gate back up at the top of the area. Continue down the ramp to see the last gate in the area, Gate Tychi. This is the only gate you must open to move onward. Its gate stone is located up the next set of ramps.

Fight your way up to the Tychi Gate Stone and touch it to switch off the gate. If you opened the Gate Paron earlier, you can continue up the ramp to the treasure crystal, then return to the Gate Tychi (now deactivated) and go on through. Upon reaching the end of the last platform, step off again to trigger a green floating walkway. Follow it downward to trigger a short event in which the team considers their ultimate destination in the city as they gaze across the chasm at the Great Crystal.

The next area, the Haalmikah Water-Steps, features a much-needed Save Crystal. Go through the Bulwark Chronos, use the crystal, and open the Bulwark Hemera to enter the next area, called Gate of Fire.

Find the Hidden Ramp

The Gate of Fire area seems like a tricky maze, but there’s actually a very simple solution to it. The secret is to trigger another green walkway that leads to a Way Stone. (A quick peek at the maps in this section will save you a lot of time wandering around.) To find it, climb up the second narrow ramp on the left after your arrival in the area, then turn right at the top.

Stay close to the right-hand railing until you reach a section where there’s no railing. Doing so triggers the extension of another floating green ramp. It extends to the northeast, toward the Great Crystal.

What comes next isn’t so easy. It’s another boss battle! Cross the green walkway to a large floating platform, and prepare to meet the Tyrant. He dissolves the walkway while swooping in, leaving the party no choice but to fight.

The ramp from the Gate of Fire extends from the only spot in the area where there’s no railing. Follow it out to the Tyrant’s platform.
Tyrant

Of the utmost importance is the fact that a magick field has negated the use of any technicks! So if you regularly use Charge or some other technick, kiss it goodbye for now. Hopefully, you just saved your game at the Haalmikah Water-Steps so your team should be fully charged. However, Tyrant is a particularly durable boss and it takes a long time to wear him down. Try to rely on movement and license upgrades like Martyr and Inquisitor to boost your MP as the fight wears on.

Tyrant is difficult to KO. Keep the pressure on with at least one tough fighter and make sure to use Protect, Haste, and Cure on that character.

Start by casting Dispel on Tyrant, then just go into your regular attack patterns. This fight requires patience and careful attention to health bars. Send in one hard-hitting melee fighter and support him with two casters who keep everyone healed and imbued with Haste and Protect. (Or, you can try two melee fighters and one support character, which is riskier but considerably quicker.) Blizzaga attacks are very effective against Tyrant, because of his weakness to the Ice element. Unlike the last boss fight, you won’t see many status ailments. Watch out for Sap and be ready with Regen.

As always, if you can manage to hold a party in reserve with Quickenings and multiple Mist Charges, you can bring them in when the Tyrant’s HP drops below 20 percent. A good Quickening chain at that point can wipe out his health in one fell swoop.

Raise the HP Bar

Tyrant tends to focus on one target for long stretches and occasionally unleashes brutal attacks that inflict a huge amount of damage. To keep allies from getting KO’d, go into your gambits and raise the curing threshold a bit higher (to “Ally: HP<60%” or even more) to make sure nobody’s HP drops too low. It’s also worth adding Bubble to the list of buffs, along with staples like Protect and Haste.

A Way Stone appears on the platform after Tyrant finally falls. As after the last boss fight, you should backtrack to the last Save Crystal to heal up and save your game. After doing so, return to the new Way Stone and use it to teleport to the next area, the Great Crystal.

Navigate the Great Crystal Maze

The party arrives at a place called “A Prama Vikaari.” The Way Stone here is numbered VIII. Also note that the Mini-Map disappears and your Location Map displays only a vague image of the Great Crystal! But don’t despair, as you can always refer to this area’s maps in this guide. The party arrives in the Great Crystal without maps. The first goal is to switch off Gate Scorpio.

Some magick walkways lead up, while some lead down. Take the one leading down from the first platform, A Prama Vikaari, to reach Kabonii Jilaam Pratii’vaa.

Crystal Secrets

Check out the “Secrets” section to learn more about the naming system of the various areas in the Great Crystal.

Now complete the following steps:

  • Start by facing the barrier (called Gate Scorpio), then turn left and walk through the gap in the railing to trigger a magick walkway leading down. (The other opening in the platform triggers a walkway leading up; don’t take that one.) Continue down the walkway to the next area, the melodiously named Kabonii Jilaam Pratii’vaa.
  • Defeat the Ose pair and grab the crystal treasure. You will likely set off explosive traps (or cast Float to avoid the traps), but the treasure is well worth it. Exit via the only other gap, heading down to the next area, Kabonii Jilaam Avaa.
  • There’s nothing in this area but a couple of more Oses. Take the only other exit down to the next area, Dha Vikaari Bhrum.
  • Use Way Stone VII to teleport to the next area, A Vikaari Kabonii. This takes the party to Way Stone VI. There are three openings on one side of the platform. The right path leads down to a closed barrier, Gate Cancer. So take the left path, which leads down to an area called Sthaana Cancer.
  • In Sthaana Cancer, defeat the two Mythril Golems and use the Cancer Gate Stone to open Gate Cancer. Go back up the way you just came, returning to A Vikaari Kabonii. Watch out for a lone Reaper on the way.
  • Take the other downward path to Bhrum Pis Pratii. Gate Cancer has been switched off, so you can enter the platform. Go straight across and exit the other side, heading downward to Dha Vikaari Trahk.
  • Use Way Stone V to teleport to Way Stone IV in the A Vikaari Bhrum area.
  • You should see a gate barrier called Gate Pisces. You need to deactivate this gate. Exit via the path that leads down (not up), as it descends to the Trahk Pis Praa.
  • Take the only other exit here, leading down to Sthaana Pisces and a gate stone.
  • Use the Pisces Gate Stone to deactivate Gate Pisces.
  • Now backtrack up to Trahk Pis Praa, then up to A Vikaari Bhrum (where you arrived at Way Stone IV) and turn left. Gate Pisces is gone, so take that exit down to the next area, Dha Vikaari Jula.
The Crystal Core features a motherlode of nethicite.
  • Use Way Stone III to teleport to Way Stone II in the Crystal Core and watch a brief event as the party views the nethicite in the crystal.
  • Take the only exit down to the platform with the Save Crystal and save your game. After doing so, use Way Stone I to teleport out of the Great Crystal to a new Giruvegan location, the Gate of Wind. (You’ll find this location on the first Giruvegan map in this section.)
  • Walk forward and open the gate named Bulwark Minas and say hello to the Esper Shemhazai.
Shemhazai, The Whisperer

The important thing to know in this fight is that, after using the Mana Spring ability, Shemhazai is weak against one element but can absorb all other elements, turning them directly into HP. The problem is that her element of weakness is random. If you tend to focus on physical attacks, this is no problem; just swap out element-imbued weapons, and do not use elemental attack spells (Fire, Water, Wind, etc).

Shemhazai likes to cast Syphon, which transfers MP from one of your characters to her.

If you want to cast spells, use Green or Time magicks. A good Quickening chain works wonders, too, especially when Shemhazai is running low on HP.

By all means, open with a quick cast of Dispel to knock off her Haste. Watch out for her regular attempts to Silence your party. Make sure everyone has a Vox or Echo Herbs gambit set above their attack gambits. Her durability is good but not great, so if you keep up solid attacks and heal properly, this battle can proceed with no major surprises. When Shemhazai’s HP drops to critical ranges, she’ll cast Silencega, in addition to causing the Disease status with her regular attacks. Be ready to distribute Echo Herbs to at least one ally so he/she can un-Silence the others. A Cleanse/Serum gambit is very important for this fight, so set one up.

Vox Your Populace

Make sure everyone has an anti-Silence gambit, whether it’s using Vox or Echo Herbs.

When you emerge victorious, you gain the ability to summon Shemhazai after you unlock her square on the license board. Proceed south to the Bulwark Aeon and open it. Continue on to the Empyrean Way Stone and read its inscription, then touch the device to trigger a long series of events.

Pay close attention as several deeper truths are revealed to Lady Ashe for the first time in a meeting with the true movers of recent events. Ashe is given the Treaty-Blade, which now appears in your inventory. Lastly, you learn more about Venat, Dr. Cid’s “ghostly mentor.”

After the event, your next task is to seek a powerful stone called the Sun-Cryst, the mother of all nethicite, source of the Dynast-King’s shards. The clue to its whereabouts is simply: “In tower on distant shore it dreams.”

Then you see another event in the Imperial City of Archades with two brothers, Judge Gabranth, the good Dr. Cid, and his “spiritual advisor.” Now you know who the main players are in this tale and how much is at stake.

Return to Balfonheim

When control returns to you, use the Way Stone to teleport back to the Gate of Earth outside Giruvegan. Walk to the orange Save Crystal and teleport back to the Port of Balfonheim.

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