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| 020 - Dreadnought Leviathan [DRL1] |
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| ITEMS |
| Manufactured Nethicite No. 1 Brig Key |
|-----------------------------+-------------------------------------o
| ENEMIES | HP EXP G LP WEAK |
| | |
| Lv. 11 Judge | 2245 --- 11 7 ----- |
| Lv. 11 Mastiff | 535 40 --- 1 ----- |
| Lv. 10 Imperial Magus | 384/489 34/44 11 1 ----- |
| Lv. 09 Imperial Gunner | 647 41 6 1 ----- |
| Lv. 11 Imperial Hoplite | 678 42 11 1 ----- |
| Lv. 12 Imperial Hoplite | 690 47 15 1 ----- |
| Lv. 09 Imperial Swordsman | 562 34 1 ----- |
| Lv. 10 Imperial Swordsman | 570/615 39 11 1 ----- |
| Lv. 11 Imperial Swordsman | 430/615 34 9 1 ----- |
| Lv. ?? Judge Ghis | ???? --- --- --- ----- |
o-----------------------------o--------------------------------o
Amalia is revealed to be Ashe, "dead" princess of Dalmasca. Vaan
hands over the Goddess's Magicite -- the Dusk Shard -- and everyone
gets to be quartered elsewhere. As the party heads to the elevator,
the guards are overtaken and the Resistance member you met at the
Cloudborne (Vossler) joins your party as a guest. He alone has been
keeping Ashe hidden; she must stay that way. A map of the Leviathan
is received, also.
[PORT LAUNCH]
Save the game if the disclaimer doesn't phase you, and exit through
the sliding-glass doors.
[PORT SECTION]
Vossler has a word of caution before you set out -- don't trip the
alarm beams! Those red criss-crossing lasers will summon the guard
should they be broken.
Back at the first laser array and go down the path (middle) beside
it. Turn west and go down the left side of the area until you come
upon a square-shaped room. Run east and up into another square-shaped
room. From there, head into the right, adjacent passage with
squiggly-type corridors.
There are two exits here, both in south, on either side of the room.
Arc north and around, then get the treasure canister by the east
side. Leave to the south.
[LARGE FREIGHT STORES]
Go along either side of the walkway to find some stairs that bring
you down into the freight storage. There are three treasure pots
sitting in a cluster here, one of which may be a Reflectga Mote.
Take the small stair at your height down to the exit.
[AIRSHIP BERTH ACCESS]
There's a laser to the west, preventing easier access to Ashe's
cabin. Follow the right path north through a sentry room, and
past that you'll be trapped in by lasers, forcing you to sound the
alarm to advance. Kill the Hoplite/Magus/Swordsman who come and
keep the course north. When you get to a large crossroads, take
the southern exit.
[CENTRAL BRIG ACCESS]
There's a forced battle here with:
o Judge x 2
o Imperial Magus
o Imperial Swordsman x 3
The Magus will cast Poison and other nasty attacks, so kill it
first. Aftewards, cast Immobilize to really make this battle a bit
easier (Judges can be affected). Take out the cronies before doing
the full-scale offensive on a Judge. Tri-Attack can do 150+ damage
so always keep your HPs in a comfortable range. Using Slow will also
help the Judges into a nice peaceful dirtnap.
You earn the [NO. 1 BRIG KEY] after you're done. Enter the No. 1
Brig to the south.
[BRIG NO. 1]
Open the cell nearby to find a save point and a [SYSTEMS ACCESS KEY]
inside the ornate urn. In the brig opposite the save point, you can
find two incarcerated moogles who can sell you stuffs. Unlock Ashe's
cell and she'll join the party. Tweak her licenses (300+ LP) and
sell your Loot to see if you can buy the Bazaar package that gives
you Balthier's Capella + Silent Shot. This will be useful later, if
you're using him.
[CENTRAL BRIG ACCESS]
Exit here to see an alarm going off. The new red-X destination is
back where you first entered -- the Port Launch section.
[AIRSHIP BERTH ACCESS]
Run along either left or right side of this area, looping 'round to
the southern exit.
[LARGE FREIGHT STORES]
Get the three treasure urns in the lower section and flee up either
stair to the northern exit. Almost there.
[PORT SECTION]
Exit into the western doorway nearby to have "Lamont" meet up with
you. Penelo joins the party while the powerhouse Vossler leaves to
secure an airship. You obtain a piece of [MANUFACTURED NETHICITE]
before the split. Use Penelo's licenses (400+ LP!?) and equip that
Nethicite on someone -- it halves all damage but puts auto-Silence
on someone. Any fighter should be able to deal with it.
Flee all the way north, then all the way west. Heal up before you
enter...
[PORT LAUNCH]
The Nethicite saves everyone's hides when Judge Ghis fires some
magic. Now it's down to brass tacks, f00!
o------------------o----------o-----------o
| BOSS: Judge Ghis | HP: ???? | WEAK: --- |
o------------------o----------o-----------o
Some Imperial lackeys accompany this guy, so take them out before
casting Slow on Ghis. Afterwards, cast Protect on yourselves and
dig into the Judge. He will cast Greater Barrier (Shell+Protect)
after awhile, and start doing a sweeping attack which can hit
multiple times -- keep Protect on your characters! If someone in
the party falls, switch 'em out for someone else; just make sure
to keep him Slow'd.
The judge's true face is revealed after you're finished, and Vossler
appears to say they've secured an Atomos "skiff" for departure. Vaan
still can't fly it, though. :p Fran gets the party outta there
with some kind of nonpareil flyin'. We're goin' back to...
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