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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
| 014 - Barheim Passage                                      [BRH1] |       
|-----------------------------o-------------------------------------o
| ITEMS                                                             |
|        Tube Fuse                                                  |
o-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G    LP  WEAK   |
|                             |                                |
| Lv. 8 Bomb                  | 347            ---  1   Water  |
| Lv. 7 Flan                  | 294     51     ---  1   Fire   |
| Lv. 8 Mimic                 | 340     34     ---  1   Wind   |
| Lv. 7 Zombie                | 277     31     ---  1   Holy   |
| Lv. 7 Seeker                | 551     34     ---  1   Earth  |
| Lv. 8 Skeleton              | 318     53     ---  1   Holy   |
| Lv. 7 Steeling              | 298     23     ---  1   Earth  |
| Lv. 8 Suriander             | 410     50     ---  1   Ice    |
| Lv. 9 Suriander             | 430     50     ---  1   Ice    |
| Lv. 7 Tiny Mimic            | 211     13     ---  1   Wind   |
| Lv. 8 Tiny Mimic            | 217     14     ---  1   Wind   |
| Lv. 6 Tiny Battery          | 120            ---  1   Ice    |
| Lv. 7 Tiny Battery          | 120            ---  1   Ice    |
| Lv. 7 Battery Mimic         | 520     41     ---  2   Ice    |
| Lv. 10 Mimic Queen [BOSS]   | 4073           ---  --- Ice    |
o-----------------------------o--------------------------------o

 BATTERY MIMICS ARE WEAK TO ICE!

[THE LIGHTWORKS]

 Basch is just a guest at the moment, but at least he's got a sword
 arm. Head down the stairs to the save crystal, then head east into
 the circular cul-de-sac-type room for three item chests (gil...).

 Inspect the device on the main pillar to find the power relay with
 a blown fuse. Talk to Burrogh down at the bottom of the stairs to
 get a [TUBE FUSE]. Install the fuse up at the power relay and the
 place will light up (Charge: 100%). Press the switchboard down by
 Burrogh once the place is shimmerin' and the gate nearby will be 
 in working condition; however, the Charge% dropped by thirty. It
 seems some evil beasties come out in the dark, and it takes thirty%
 to work the gates... Burrogh can act as a shop complete with wares
 from weapons to magicks. Stock up for what you intend to get later,
 because this dungeon is L-E-N-G-T-H-Y and backtracking would be
 incredibly idiotic. :p

 Buy a Slow spell just the same, then exit south.

[OP SECTOR 29]

 Everyone witnesses a mimic sucking energy (40%) from the electrical
 conduits here. Balthier says they might give it back if you were to
 "ask nicely." Swordpoint first, naturally. Kill the Battery Mimics
 before they can siphon all the energy out, then deal with the zombie
 about. This should fill some of the Charge gauge back up -- it still
 decreases, though, meaning another Mimic's nearby.

 Get the treasure urn by the central pillar and leave through the
 adjacent hallway, which takes you into a southern room. Deal with
 the Tiny Mimics and destroy the Battery Mimic eating the wiring at
 the stair bottom. Once order's been restored, exit the room.

[GREAT EASTERN CONDUIT]

 There are four mimics that appear on your map, now. Enter the
 railway and kill the first two by the exposed cords, then go south
 through the train tunnel. At the fork, sprint down the right (SW on
 map) and take out the mimic duo there. Double back and take the left
 fork (S on map).

 There's another fork here; the left goes south, the right goes SW.
 Follow the long southern one (it has a curve) and dispose of the
 mimicks there. Double back to the 2nd fork and take the SW path. It
 leads down to a V-fork. Take the northern path at this 3rd fork to
 an ornate urn with the Barheim Passage's complete map. 

 Near the very southern part of the area, the last mimic will try to
 feed on the conduit at the station platform. Exit into the dead-end
 area by that platform, once the enemy's dead.

[OP SECTOR 36]

 Two more Battery Mimics are feeding on the electricity here, one at
 the mid-level part of the stair and the other at the bottom. Nothing
 else here, though; exit back to the Great Eastern Conduit and leave
 via the train tunnel.

[SPECIAL OP SECTOR 3]

 Two mimics here are looking to feed, by the tracks and in a west
 room from there. Flans appear in that adjacent room -- they're weak
 to fire, remember. In the westernmost room, take a [POTION] urn by
 the pillar's base before climbing the stairs and exiting.

[OP SECTOR 37]

 There's a mimick left of where you enter, and another in the tunnel
 that runs north/south on the eastern side of the room. Enter the
 small north/south platform west of the first mimic and get some an
 item chest.

 After taking out the one on the low ground, enter the large northern
 room. Head up the nearby stairs, take care of the flans, and flip the
 gate switchboard fixed on the wall. This opens the train-tunnel gate
 in Special Op Sector 3. Backtrack out and head back there.

[SPECIAL OP SECTOR 3]

 Go east to the train tracks, and go through the newly-opened gate
 in the south.

[NORTH-SOUTH JUNCTION]

 Vaan confronts Basch and you learn about what went down in Nalbina
 Fortress at the game's start. Use the save crystal (thank god!),
 check out Basch's new outfit and sword, then get southbound.

[GREAT CENTRAL PASSAGE]

 Only one idiot mimic here, down the tunnel on the eastern side. The
 party can also happen upon an actual Mimic, disguised as a pot by
 some track rubble. Continue south, getting the [POTION] pot on the
 west side of the route.

[THE ZEVIAH SUBTERRANE]

 If you check the large map, you'll see there are three mimics in
 two different parts of the map; two nearby and another along the
 looping path (entire room is V-shaped).

 Down the southern path you'll find a Suriander enemy, which may or
 may not be in Confuse status. Kill it and continue heading south,
 until you have to turn west along the water. Destroy the rest of
 the enemies and head to the far container, which has an [OAKEN POLE]
 inside (and respawns). You need to have the Poles 1 license to use
 it, though.

 Go back to dry land and take the northeasternly path to the the 3rd
 Battery Mimic. Some Skeletons should appear here, also. Follow the
 path to the exit.

[TERMINUS NO. 4 ADJUNCT]

 Hey, no electric eaters here! Use the save point and check licenses
 to make sure someone knows Slow. Set your gambits to Ally<70% or
 Ally HP: <60% -> Cure/Potion, and move into...

[TERMINUS NO. 4]

 Uh...is that how babies are made?

 o-------------------o----------o-----------o
 | BOSS: Mimic Queen | HP: 4073 | Weak: Ice |
 o-------------------o----------o-----------o
 | Tiny Battery x 4  | HP: 120  | Weak: Ice | 
 o-------------------o----------o-----------o

  The little accompanying enemies are pretty pathetic, but killing
  them only makes more spawn. First order of business would be using
  a Slow spell and pounding queenie with Blizzard. Once it's slowed
  (HUGE help), attempt to cast Blind on it -- this seems to fail for
  awhile before working.

  Now impaired, the Queen is weapon fodder. Kill off the li'l battery
  mimics but leave ONE -- otherwise, the mama will use Breath of
  Life and start spitting out more. The main thing to watch out for
  here is Shockstorm, which can do damage to allies surrounding the
  boss, usually for 100+. The Ground Shaker attack does ~70 damage
  to surrounding areas, so it's not as important. As long as you keep
  up the Slow status, though, you will always have the advantage.

 Once everything's said and done, the Mimic Queen falls over and
 starts a cavern collapse. Everyone splits down a tunnel and exits
 into...
 

Walkthrough


Side Quests


Bounties


Bestiary


Rare Game Outfitter

 




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