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Final Fantasy XII - Game Guide
System: PlayStation 2
Rated: T
Shop: Rent This Game · Trade For It · Buy It Cheap · Get The Guide

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o---------------------o
| iii. TRANSPORTATION | [TRN1]
o---------------------o

 FF games typically have a wide array of options for getting around and this
 game is no different. The following are how one navigates the world 'round
 these parts:

 [WALKING]

  Yeah, the most basic of the basic, running is the cheapest and slowest way
  to traverse the landscapes. Enemies can be encountered while walking and
  one has to depend on a map to navigate to the exit. Generally the worst
  in getting from place to place, but also the one the player will be doing
  the most often.

 [CHOCOBO]

  Anyone who knows anything about FF has probably seen these fluffy, yellow
  ostrich-looking things. I mean, they're a mascot! In this game they've been
  domesticated and are loaned out for gil (currency). Unlike previous games
  where the ride's been free of time constraints, once hired, the chocobo can
  only be used for a certain amount of time before it goes back and leaves its
  owner in the wasteland. Enemies cannot be encountered when riding choco-back
  but chocobos aren't exactly the fastest things either; however, they can be
  fed greens (up to three times) to sprint like the wind. Sometimes the player
  can encounter wayward domesticated chocobos and, should the inventory have
  any Gysahl Greens in it, they can "hire" the chocobo without paying. Since
  these errant birds are found in out-of-the-way places, this is mostly for
  convenience in getting back. Another downpoint is that once you get off the
  chocobo, it's gone...

  Also, chocobos can only be used for travel in one area. If you rent one for
  Ozmone Plain, fr'instance, it stays there and wants you to dismount if you
  are to continue. Real penny-pinchers these chocobo owners, I tell ya...

 [AIRSHIP FLIGHTS]

  Ivalice has charter flights from the big-name cities for a fee which takes a
  person through the skies to the destination. The player decides if the ship
  arrives immediately or if Vaan can meander around with the passengers, visit
  the shops onboard, basically loiter around. Ships can be booked from town
  aerodromes and nowhere else. Later in the game when a private airship is
  free to command, the player can instantly travel to destinations without
  having to pay the service fee. Of course, you still can't control the things
  manually... =(

  Although generally the "long way around" for traveling, the shops do stock
  some great items, including X-Potions and the Bubble spell, later on.

 [TELEPORTATION]

  Yeah, the big daddy of all maneuverings. During the course of the journey
  orange save crystals can be found in dungeons and towns. Not only do these
  act as healing points, but they also have the "Teleport" option. The catch
  is that there has to be a "Teleport Stone" in the inventory for it to work,
  and even then, one can only teleport to previous teleport stones. This is
  probably the quickest way to get around, but teleport stones can only be
  gotten as monster drops for most of the game. As soon as airship flights
  become available, however, you can buy them in bulk [200g].

  There are other types of in-house dungeon teleportation devices called "way
  stones" that simply warp the party on a room-to-room basis, but they're free
  to use.
 

Walkthrough


Side Quests


Bounties


Bestiary


Rare Game Outfitter

 




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