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Final Fantasy 12

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Pharos

Do not enter this tower without the Esunaga spell. That's all I'm going to say. If you don't have it, turn around. Also, while you're at it, make sure you've got the Float spell handy as well.

Secondly, you should be aware just how outrageously long this dungeon is. It will take hours, even with the guide. Just take the length of this guide section as an example of how much there is to come. Bear that in mind before you settle in.

BOSS: Hydro - HP: 203800 - LV: 47

As I have repeated many-a-time before, the battle best begins with a quick cast of Dispel Magick. You will find yourself falling victim to spells like Immobilizega (or whatever it was called) that Immobilize your party so it is best to get them into position right away (thus you really won't care that you can't move).

In addition to this, poisons, Sap, MP drains are all fair game for this boss as he sets out to both crush you and annoy you at the same time. Be ready with an Esuna Gambit at all times and that should be more than enough to keep his Magick at bay. The boss' high HP is about his biggest advantage, but you can counter that by casting Haste on your heaviest hitter and just waiting it out.

Don't bother going back to save your game. Just ahead you will find another Save Crystal. It is at the northeast corner of the next room. As you wander around this floor you will periodically collect items called Black Orbs from slain foes.

I will now direct you to the inconveniently located map urn. Take the south exit out of this room and run to the far east side where the next exit is located (but don't take it). Instead, go up the small set of steps here and navigate through these rooms toward the centre again. You should reach a lengthy rectangle shaped area where the map urn can be found on the west side.

Now with the map in hand, let's take a look at what we have. The northwest exit of this room leads to the circular centre area. Take this exit. Here you will an object called the Altar of Night. Place one of the Black Orbs you have found into it, then return to the previous room. If you have no Black Orbs, it means you weren't killing enough enemies.

Now, take the north path up to the next area. Technically it isn't a different room since the Wellspring Labyrinth is so big. Your goal is to reach the northeast corner. From the northeast corner you can see there is another exit toward the centre, this one leading southwest. Take it.

Place another Black Orb into the Altar of night and return to the previous room. With this out of the way your goal is now to navigate back to the entrance room with the Save Crystal. Down the southeast walkway you will find the third and final Altar of Night. Use a Black Orb to unlock the door. Now, save your game and head to the far east end of the Wellspring Labyrinth to the door that was previously locked.

Go up the desert hill and approach the rock at the top.

BOSS: Pandemonium - HP: 116678 - LV: 45

A nice break from some of the more difficult fights you've faced recently. This boss attacks like a very large, but very basic enemy. He relies almost entirely on slow, powerful, physical attacks. For this reason there is one strategy that absolutely cannot fail. Take your main tank character, equip him/her with a shield and the Gauntlet accessory. Cast Protect, Regen and Decoy (maybe even Bubble) on this character and voila! You are practically invincible. The only noteworthy occurrence here is the inevitable shield the boss uses at the 50% mark to make him invincible to all attacks for a period of time. During this time, focus on casting magic like Protectga and other positive status magic to buff your party up. After a minute or two the shield dissipates and never returns. He's all yours now.

With Pandemonium dead the Way Stone is now active. Return to the entrance and save your game, then use the stone. In this new area, head northeast into the large room and take the north path. Run all the way north to the dead end where it will give prompt you at the wall labeled "Fool's Facade." Choose to break the wall and you might find a chest inside (Hi-Potion or Elixir).

Climb the east stairs and defeat the enemies to form a section of bridge. Now cross the bridge and head south. Make sure to kill all the Brainpan enemies you see. As you climb the next sets of stairs you will encounter two of them (forming two sections of bridge.)

The remaining two can be found up the stairs near the bridge. One is hidden in a corner at the top, the other is in one of the small rooms. Ascend the stairs on the other side. When you finally reach a set of rooms near the top, you'll find the first Brainpan hiding in the corner (like before.)

The second is found inside one of the small rooms, again, identical to one of the previous ones. There is a Fool's Facade next to the Brainpan leading to a chest. Climb the next set of stairs to find the third Brainpan on 21F. There is another Fool's Facade on 23F. It leads up to 24F.

The next floor contains the final three brainpans you need to create the bridge. Cross it and go up the stairs. You may notice a lone chest you cannot access. Ignore it for now, I'll tell you how you can get it soon.

Climb the stairs and take out the Brainpans on 29F. You will now encounter a new type of enemy: the Deidar. They are identical to Brainpans, except red, and they destroy bridges rather than create them.

Ascend the north stairs and break the Fool's Facade to find a chest. Open the ancient door a little to the south and defeat the Brainpan inside. You'll find another Brainpan at the top of the stairs to the south. Now climb the stairs to the east, ignore the red guy and kill the final Brainpans. After stepping on the bridge (to turn it to stone) you can take out the Deidar and it will have no ill effect.

Take out the Brainpan on 32F (fleeing from the Deidar) and look for the next two Brainpans on 34F. Take the east path and get the Brainpan at the top of the stairs. Two more Brainpans can be found at the end of the hall, with one Deidar. If you've done everything correctly you will be able to cross the bridge now.

On the other side you may see a red bridge if you've been killing Deidars after forming bridges. You may not be able to cross it now, but it gives you a clue that before long you'll be able to come back to get some missed treasures.

Take out the two Brainpans on 36F and skip the Deidar. Another brainpan can be found on 38F. Go through the rooms on 40F to find an additional Brainpan. Another is found up the stairs to the west and finally. Keep climbing further to 46F. In one of the rooms you will find a Fool's Facade. with a chest inside. A Brainpan waits in the opposite room. You'll find another Brainpan and the bridge on 47F.

Now, here's what you can do: continue up to the next floor and use the Save Crystal. If you like, you can head all the way back down, killing all the Deidars you see and fleeing from all the Brainpans. Doing so will net you the following: A red bridge on 35F (leading to a Fool's Facade) and chests containing a Dueling Mask and a Zeus Mace. These chests only have a 70% appearance rate, so you may need to run a few screens away and come back.

Back down on 25F there will be a red bridge leading to a (possible) chest containing Holy Rod. It is EXTREMELY annoying when these chests do not appear, as if what you have already accomplished wasn't enough to reward you with the item. Note that these aren't even the best equips of their type, so if you pass them up... it really doesn't matter.

Back to the Save Crystal, head for the stairs on the southwest side and take them up. Once again you'll find yourself in an odd location.

BOSS: Slyt - HP: 92661 - LV: 47

For the first time in a long time, Dispel is useless. While the boss is healed occasionally by its Regen effect, Dispelling it will only cause it to reappear seconds later.

There isn't much to say about this battle. Like Pandemonium before him, Slyt is quite fond of melee attacks. Cast Protectga on your full party and start to hit as hard as you can with the most effective attacks you have.

At the top of the stairs you will find a Way Stone that warps you to floor 67. So begins the second ascent. There is a Save Crystal over on the northwest side you will want to use. Now you have to make a choice. Each of these four doors leads further up the tower, however they are all different in some manner. Each path will put you at some disadvantage, with each disadvantage depending on the path.

For example, the "Threshold of Steel" forces you to fight without weapons. There are four total that remove the four following options: weapons, Magick, items, minimap. I will choose the minimap option since the game still lets you use the map. Items would be another viable choice. If you choose weapons... well, good luck.

Head southeast for the Threshold of Knowledge and examine the altar near the door. Touch it to unlock the door. Make your way around to the stairs and climb up to 61F. Remember to open the map constantly.

Your goal here on 61F is to reach the west side. Go down one room from where you entered, then straight west and straight north. No problem. You've reached 62F already.

Head straight east on this floor and go out toward the inner circle walkway. Take the small steps at the northwest corner of the circle. Go straight north and you will find a door that cannot be opened from this side. What you have to do is go east through a long hallway, then look at your map. See another long hallway just north of the one you took? Go north and run west along that hallway (watch out for the trap).

On the far west side, also known as the very furthest northwest corner of 62F, is the urn with a map inside of it. That door you couldn't open from the other side can be opened from this side. Take a look at your full map now. Your goal is to get from here, to the far southeast corner and take the stairs up from there to reach 63F.

Your goal on this floor is simply to reach the northwest corner where the stairs are located. To get there, you must actually go to the northeast corner and take the "furthest north" hallway leading west. From the far west corner now, go south and up the stairs. If you try to go any other way you will get stuck behind one-way doors.

This "safe" floor has a Save Crystal up near the northwest corner. Use the crystal and then take the stairs on the southwest side to 65F.

BOSS: Fenrir - HP: 189992 - LV: 49

Start by Dispelling the boss to get rid of his Haste and Bravery, then dig in! You've faced similar foes already, both Pandemonium and Slyt were heavy on the physical front, Fenrir is even more so. His combination attacks are devastating.

Fortunately his defense is extremely weak, so physical attacks on your end are very effective. Set someone up to tank the boss by casting Decoy and Protect on them, then equipping them with a shield. This is one of the only ways to survive his powerful onslaught.

Enter the Threshold of Sacrifice and locate the altar in the equivalent location to where it was on the floor below (southeast for the Altar of Knowledge.) Touching the altar will give you your powers back. This raises an elevator on the west side you can use to ride up to 67F. Save your game here and take the Way Stone to enter the Third Ascent.

Make sure you do exactly what I say. Choosing the wrong sigil can lead to a trip into the demon pit. Not a pleasant experience.

The correct sigil to take is the Way Stone - Black Sigil. Touch that and then head east. Run down to the southeast corner and approach the wall to find a Fool's Facade. The chests in here (if they appear) will contain either a Dragon Whisker or a Rubber Suit. Touch the green sigil in here.

Make your way down one of the halls, breaking through the Fool's Facades as you go. Touch the Way Stone - Red Sigil at the end to be warped to a hidden area. There is a chest here containing a Circlet. Now examine the purple "Sigil of Sacrifice" and it will warp you to the northwest area (Spire Ravel - 2nd Flight.)

Head up the path leading north and break the Fool's Facade leading west. Use the Way Stone in here to warp to another area. Now you are almost done. There is a Way Stone beside you right here. Use the stone to teleport and go through the south door. You will find the urn with the map here. Once you have the map, go back up, take the Way Stone and use the east elevator to reach 90F.

BOSS: Hashmal - HP: 209060 - LV: 50

This Esper makes for a rather interesting boss fight. Start by Dispelling his Protect status and then get ready as he Roxxors you right into the ground. Literally. Protectga is a great spell to have here, but it's not the only one.

As his health dwindles down below 50% he will prepare his massive limit break attack. It most likely has a name, but the name escapes me for the time being. The point is that there's a great way to avoid it entirely -- Float. Like most Final Fantasy games, Earth-based attacks are totally nullified by the Float status. if you don't have Float, you may have the Dragon Shield still kicking around in your inventory, it has the same effect.

Aside from that, you've beaten bosses before, you know how to do it again. Without the aid of his most powerful attack spell he's going to find it very difficult to wipe out your party.

Time for a lengthy boring trip around in a big circle. As you walk a scene will take over automatically. Use the Save Crystal and prepare for even more boss fights after using the Way Stone.

BOSS: Gabranth - HP: 64049 - LV: 47

You've faced Judges before, this one is no different. He casts Protect on himself to start, so Dispel it. You will spend most of the battle exchanging physical blows and healing your party without any surprises.

Half way through Gabranth stops to talk to Basch, the readies new attacks like "Guilt" and such, but they're nothing you can't weather. Just keep hitting him. Like Judges before him, you don't even have to get his HP bar down to zero. If you have trouble with this guy, you may think about leveling up a little, because it's just going to get harder in a second.

Following this encounter with Gabranth; Cid steps in to attempt to finish the fight.

BOSS: Dr. Cid - HP: 82093 - LV: 50
Famfrit - HP: 149060

Dr. Cid starts the battle with Protect, Shell and Haste. Sounds like a perfect time to cast Dispel. Cid hits relatively hard, and from time to time, readies his powerful (and hilarious) Gatling Gun attack which does moderate damage to all party members. You'll definitely need a Curaja after that.

Once you get his HP down to about 50% Dr. Cid summons the Esper Famfrit. Now you will have no choice but to focus all your attacks on it. The first thing you will want to do (besides Dispelling it) is to cast Shell on your party. Famfrit's most powerful attack is the Waterja spell which (if you're weakened) can potentially wipe out your entire group. Shell lessens the damage here.

Have someone ready to cast Dispel because Dr. Cid will remain active and cast spells like Haste, Shell and protect on his Esper. Keep an eye on Famfrit's HP bar which appears below him, not at the top of the screen. Once the Esper finally goes down you should have no trouble finishing off the remainder of Dr. Cid's HP.

Remember that Dr. Cid uses guns, so it is not necessary to cast Protect on your party once the Esper has been downed.

Congratulations on finally finishing one of the longest dungeons in the universe. Watch the scene and prepare for the end of the game.

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