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World of Final Fantasy eGuide
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Contents

  • The Mechanics of Grymoire
    • Introduction
    • Control Mechanics
    • Menu Mechanics
    • Personal Mechanics
    • Adventure Mechanics
    • Battle Mechanics
  • Post-Ending Content
    • Introduction
    • EX Dungeons Tips
    • EX Dungeon A
    • EX Dungeon B
    • EX Dungeon C
    • EX Dungeon Z
  • Main Story Walkthrough
    • Prologue: Meet the Mirage Keepers
    • Chapter 1: Land of the Lilikin
    • Chapter 2: Foretold by Prophecy
    • Chapter 3: Old Acquaintances
    • Chapter 4: A Legendary Warrior
    • Chapter 5: The Champion Who Saved Grymoire
    • Chapter 6: Solace from the Ice
    • Chapter 7: The Thane and the Knave
    • Chapter 8: Buccaneer Blues
    • Chapter 9: The Low Seas
    • Chapter 10: Too Warm a Welcome
    • Chapter 11: Crimson and Azure
    • Chapter 12: Ribbit Jiggle Panic
    • Chapter 13: Castle in the Desert
    • Chapter 14: Lost Powers
    • Chapter 15: The Mako Reactor and the Black Mages
    • Chapter 16: Clash on Big Bridge
    • Chapter 17: Naught but Nightmares
    • Chapter 18: The Fell Spell and the Quacho Queen
    • Chapter 19: The Other Nine Wood Hills
    • Chapter 20: The Crimson Prophecy’s End
    • Chapter 21: Chaos in Grymoire
    • Castle Exnine
    • Postscript: Turn Those Corners Up
    • Hunt for the Black Fox
    • The Final Battle
  • Miniventures & The Coliseum
    • Introduction
    • Town Subquests
    • Intervention Quests at the Girl’s Tearoom
    • Battles at the Coliseum
    • Coliseum Battles: First Team Wave
    • Coliseum Battles: Second Team Wave
    • Coliseum Battles: Mirage Bouts
  • Mirage Manual
    • Introduction
    • Imprismable Mirages Part 1
    • Imprismable Mirages Part 2
    • Imprismable Mirages Part 3
    • Imprismable Mirages Part 4
    • Imprismable Mirages Part 5
    • Unique Mirages
    • Unimprismable Mirages
  • Encyclopedia
    • Abilities
    • Items
    • The Chocolatte Mart
    • Trophies
  • Introduction: Forever Fantasy
    • Foreword
    • Your Quirky Cast of Characters

World of Final Fantasy Guide › Main Story Walkthrough

Chapter 9: The Low Seas

With another piece of the prophecy divulged, Reynn and Lann set out to find a set of four keys that are said to unlock a pathway to their ultimate destination: the Crystal Tower. The first key lies in the fire valleys in Babil, south of the Low Seas. Although Faris is unable to aid them with her ship, she knows of a contact from the League of S who might be able to help…

Action Checklist

1. (Optional) Visit the Chocolatte Mart and purchase battle items

2. (Optional) Earn 45,000 EXP and obtain Undead Princess prismarium

3. Befriend the adamantoise

4. Enter the Rainbow Shore

Chocolatte Mart—New Wares
Items Price
Hi-Potion 500
Gold Hourglass 300
Tranquilizer 200
Remedy 1000
Bomb Core 1000
Lightning Marble 1000
Solid Frigicite 1000
Dragon Scale 1000
Dragon Wing 1000
Earth Hammer 1000
Spider Silk 500
Banish Seed 6000
Drain Seed 30000
Sleep Seed 30000
Confuse Seed 30000

Final Fantasy Origin—Quistis

Quistis Trepe is one of the main protagonists in Final Fantasy VIII. Although she doesn’t wear the traditional blue mage attire, she specializes in blue magic, which enables the use of enemy abilities. The fastcraft that she offers to Reynn and Lann for their trip to the Low Seas bears a striking similarity to the SeeD Assault Boat from FFVIII.

Literally Low Seas

The chapter begins with an introduction to Quistis, a League of S member who’s conveniently present here on Faris’s boat. She offers to help the twins with a special fastcraft that’s capable of transporting them to the Low Seas.

After the cutscene, you can take the Gate back to Nine Wood Hills for a breather and to complete optional tasks (such as Intervention Quests and Mirage collecting). The Chocolatte Mart has also been updated with new inventory, including stronger elemental bombs and a wider selection of ability seeds.

Another 45,000 Experience Points!

If you want to strengthen your party a bit more before tackling the next part of the story, you can return to Nine Wood Hills to complete a few Intervention Quests. Doing so unlocks an optional Mirage encounter, potentially rewarding you with an Undead Princess prismarium, along with a large sum of EXP.

First, complete the Never Cross the Boss and A Grudge That Won’t Budge Intervention Quests. Refer to the Intervention Quests at the Girl’s Tearoom chapter of this guide for enemy details on these quests.

When these quests involving Refia, Sherlotta, and the Undead Princess are complete, you can travel through a Gate to the Ice Region and challenge the Undead Princess to a battle.

She’s an extremely tough enemy compared to the Intervention Quest version, so your best bet is to imprism her. You need light-based abilities to trigger her prismtunity, and the most accessible light-based spell at this point is Banish, accessed through a baby paleberry Mirage. Otherwise, you can purchase a Banish seed from Chocolatte and slot it into a Mirage’s Blank Space. You can also use the holy dragon’s Holy Ray or Holy abilities.

Once you’ve set up your stacks accordingly, agree to fight the Undead Princess, and then cast Banish (and/or Holy, if you have access to it) on her repeatedly. After about two or three prismtunity triggers, try to imprism her. You can make this encounter slightly more manageable by unstacking, since the Undead Princess does not have access to ALL-targeting abilities. She still hits like a truck, so be ready to raise your knocked out allies!

She dishes out a large amount of damage, and it may take some luck to imprism her because her level is relatively high compared to yours at this point. Fortunately, failure just means that you’re teleported back to Nine Wood Hills, so try as often as you’d like.

Once victorious, you should gain several levels, as well as a unique and valuable large-sized dark-based Mirage.

When you’re ready, talk to Quistis on Faris’s ship to progress the main story. She escorts the twins to a unique vessel and wishes them luck, but not without an ominous farewell…

The twins set sail toward the Low Seas. They soon discover why Quistis and Faris seemed so gloomy in their prospects of the quest as the fastcraft propels off of a waterfall.

After the cutscene, you end up on a small island (Low Seas—Landfall). In the foreground, it looks like a couple of sea snakes are bullying a minimantoise. Be a hero and defend the baby Mirage from its attackers!

Defeat the pair of sea snakes (you can imprism one with water-based abilities) to trigger a cutscene. A surprisingly eloquent adamantoise thanks the twins for saving the minimantoise and offers to be their ferry across the Low Seas.

Speak to the adamantoise to board him. Your destination here is straight ahead. However, the path is infested by mega sharquals swimming back and forth. Making contact with a mega sharqual triggers an extremely difficult encounter, so it’s imperative that you avoid these aquatic battles at this point in the game. You can return later when you’re much stronger to imprism or farm experience points through the forced battles here.

Weave your way across the ocean while avoiding the dangerous sea monsters. Around halfway to your destination, a cutscene triggers where you’re introduced to Rikku, who happened to be treasure hunting in the area until she lost her boat to a powerful Mirage. The twins welcome her aboard the adamantoise. In return, she directs them to Babil.

Keep swimming straight ahead, and avoid the pairs of mega sharquals crisscrossing the path. Wait patiently until they pass before making a break to the other side. Enter the Rainbow Shore to continue to the next story chapter.

Final Fantasy Origin—Rikku

Rikku is a main playable character from Final Fantasy X and Final Fantasy X-2. During her childhood, an incident with the Thunder spell caused her to develop astraphobia, the fear of thunder and lightning. In the FFX universe, she is one of the guardians in Yuna’s pilgrimage. In FFX-2, she recruits Yuna into the Gullwings, a sphere hunting group.

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