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...
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