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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 Feywood (South)

Action Checklist

1. Solve the “Shrine of the Lost” puzzle.

2. Summon help to open the Gate Gigas.

Cross the South Feywood

From the Redolent Glade, continue south into the next area, White Magick’s Embrace. This is where a bunch of creepy Preying Mantises are stalking the countryside, along with Mirrorknights and the snaky Basilisk. Fight through them to the south, looking for another Map Urn with a “Feywood Candle” that reveals the rest of the Feywood map. Finally, exit south into the Ice Field of Clearsight.

Solve the “Shrine of the Lost” Puzzle

The map reveals star-shaped figures in the Ice Field of Clearsight. Head for any one of those shapes—it doesn’t matter which one you go to first, because the order of the puzzle is generated randomly.

You find that each map star marks a platform structure called a Shrine of the Lost. At the first one you reach, fight off the beasts and step into the the center of the circular platform. If you see an elaborate pattern called a “Feywood Glyph” and an Action Icon pops up, press the X button and select “Examine the pattern.” If you don’t get an Action Icon, exit the platform and go on to the next star shape on the map. Keep going until you get an Action Icon when you step into the center of the platform.

A message states that “Illusion betokens the true way.” If you lower the camera view and swivel it around, you will see a green, lush forest scene through one of the exits from the platform. That’s your “illusion,” my friend. Face your party leader in that direction and proceed on to whichever shrine is directly ahead of you.

TIP: Before you go very far, check your map to verify exactly which star shape (another Shrine of the Lost) you’re pointing toward.

REASON: En route you’ll probably run into more monsters to fight and thus get turned around, possibly losing your original bearing. (If that happens, you can always head back to the first shrine and recheck the glyph and the illusion.)

After examining the floor glyph, follow the “illusion” of the forest scene from the shrine structure.

Repeat the process on the floor of the next shrine: examine the Feywood Glyph on the floor and look for the illusory view of a beautiful green forest and head in that direction until you reach the third Shrine of the Lost directly ahead. Knock out the beasts protecting the shrine and repeat the process one more time, finding the illusion that leads to the next map area, the Edge of Reason. (note: If you check the map, you will see three icons on the shrines where you examined floor glyphs).

Here’s what the map looks like after you correctly complete your work in both the Ice Field of Clearsight and the Edge of Reason. Note that the game generates the shrine puzzle in a random order, so your map may not look like this one.

Ice Field Redux

If you don’t visit the shrines in the correct sequence in the Ice Field of Clearsight, your exit to the southwest simply leads right back into the Ice Field. In essence, you end up reentering from the northeast!

After crossing the zone line into the new area, open your map and note that it, too, features star shapes that represent Shrines. Repeat the same process that you used in the previous section to find Feywood Glyphs and activate their “illusions” to determine which shrine you should visit next. In the Edge of Reason area you’ll visit four shrines before the last one’s illusion guides the party to the monumental Gate Gigas.

The gate’s very name should provide a vague clue as to the party’s next move. Read the inscription to learn that Giruvegan is just on the other side, and that “over the one gate the Gigas holds sway.” Got a Gigas? Actually, you do. When you defeated Belias, you gained a Gigas.

The shrine puzzle leads the party to the Gate Gigas.

Now watch the event as Balthier balks at going inside, preferring to lie in wait for Cid at Giruvegan’s entry. Ashe’s vision beckons, however, and the choice seems clear.

Summon Belias and touch the Gate Gigas to enter the holy city of Giruvegan.

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