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Final Fantasy 12

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The Tomb of Raithwall

BOSS: Garuda - HP: 6754 - LV: 14

Begin the battle by immediately using the Eksir Berries that you got for finishing the Urutan-Eater miniquest. As the Moogle described, the Garuda does not like them and the berries should deal a fair amount of damage to the boss.

Once those are out of the way it's time to move on to ranged attacks (since this boss flies you won't be able to hit it with melee weapon swings). It has no elemental weaknesses so all Magick is equally effective here. Whoever is wielding a gun (Balthier?) should be attacking normally and ideally with the Silence Shot equipped so that you have a good chance of hindering the boss' ability to basically do any damage to you.

Climb the stairs ahead of you and use the Save Crystal. Touching the Ancient Device will teleport your party to the inner section of the Tomb of Raithwall. Head west, past the second device and down the small set of stairs. A scene will trigger here and a giant Demon Wall will begin advancing on your party.

This wall is an optional boss, you are not expected to beat it, you are expected to run. There is no shame in running like a coward to the end of the hall, sweat dripping as you panic-strickenly try to mash the X button and squeeze through the door, permanently etching your pathetic defeat in stone for the rest of eternity.

For those dying to know if pitting themselves against such a powerful creature yields any worthwhile rewards, let me just say now that it does. It does.

BOSS: (Optional) Demon Wall - HP: Too Much - LV: ?

It's going to be a hell of a task trying to take this guy down, but I know one method (aside from hours of powerleveling) that should help you get through the battle. That is of course, the biggest chain of back-to-back Quickenings you can possibly muster.

You're going to need one of two things: either a lot of Ethers, or a Quickening on each of your characters. This won't be difficult assuming you (like myself) allow LP to pile up on the characters you don't use. Make sure as many members of your (six person) party have Quickenings before the battle begins.

The first thing to do (go figure) is to use a Mist Quickening. You're looking at ideally trying to chain eight hits or more (though sometimes that's just impossible). Actually I've seen six hit chains do more damage than 8 hits on occasion, so there is a random element there as well.

4000 damage (or less) is bad. 8000 damage (or more) is great. 6000 damage is acceptable. Use that as a gauge for how you are doing. I would estimate the boss' total HP at around 20,000.

After the first Quickening, wait. Wait until someone is hit with the X-Zone effect and removed from the battle. This will inevitably happen every time. After that, start replacing that X-Zone'd person with whoever is on reserve. Now use their Quickening, then sub them with another, use their Quickening, etc. This should ideally yield four Quickenings without using any Ethers.

Boss still isn't dead? Resort to Ethers. Use them on anyone with low MP (so it fills it to the max) and then use another Quickening. Given the randomness of Quickening chains and damage, if you fail the first, second or even third time, there's no reason you won't win on the fourth. Keep trying.

** An interesting point to note is that the boss' speed seems unaffected by battle speed, thus increasing the battle speed to maximum should give you a serious advantage (it won't make any difference while you are spamming Quickenings.)

After the battle is over, don't worry about your reward just yet. Warp back to the beginning and save your game, then proceed through the door at the end of the hall where you fought the boss. Assuming you merely ran, it'll be the same door.

BOSS: (Necessary) Demon Wall - HP: 10332 - LV: 16

The difficulty of the Demon Wall brings back memories of a similarly difficult boss in Final Fantasy VII, however this time around we have a few more tools at our disposal to ease the plight. Your goal is to stop the boss (by killing it) before it is able to either cut your party down, or smear them into a thin paste against the wall.

First and foremost are the Gambits you will need to set up. This boss will constantly inflict negative status ailments on your party, the most debilitating of which is Sleep. A sleeping party member is one more party member not mowing this boss down before the inevitable paste-ing.

Create a Gambit to automatically use an Alarm Clock on the sleeping character, or (if you find yourself in my shoes) and have none, create a Gambit for your weakest character to attack any sleeping party members. Just remember you may need to manually do it yourself should the character with the Gambit succumb to Sleep.

An interesting aspect to this battle are the torches on the side of the path. When you examine and touch them, they will either speed up or slow the boss' movements. Obviously this can be either good or bad. I'm not sure whether the effect is random, but I will just say that in my case (starting from the door and toward the boss) the THIRD set of two both slowed the boss down. You can experiment with them as you see fit, just remember you can still easily take him out without the help of torches.

Offense-wise, just stick with the usual tricks. MP should be saved for powerful Cure spells like Cura. Avoid Cure like the Plague in this battle. If you want a quick heal, use Potions, if you're going to die, use Cura. You don't have the time to sit around charging weak spells like that. Additionally, since the boss' defense is relatively average, your best bet for the most damage in the least amount of time is simply normal physical attacks.

Finally, I would note that this is a perfect battle to let loose some insane chained Quickenings right at the beginning. They may deplete your MP, but with any luck you'll be looking at between 5000 - 10000 damage (assuming you chain at least a few of them.) With that much of a punch from the start, you won't even need the lost MP to heal.

** As I mentioned above from those who did not fight the previous boss, an interesting point to note is that the boss' speed seems unaffected by battle speed, thus increasing the battle speed to maximum should give you a serious advantage.

Now, for those of you who managed to defeat the first boss, it's time to claim your reward. For those who didn't, skip ahead a few paragraphs to the dashed line. One would think that defeating a powerful enemy would suffice on its own, but no, there is one final obnoxious obstacle you must overcome (that obstacle being your own impatience).

Head back to where the first wall was originally located and examine the jewel in the wall. Doing so will raise the platforms on both the north and south sides of this room, connecting the staircases which previously led to dead ends. Now return to the entrance and save your game. This step is important.

Regardless of which path you choose, either the north or the south path, they both lead to the same place eventually. I am of course talking about the paths you just connected by touching the jewel. Follow one of them west, through the next room and down the stairs.

At the bottom here you will encounter a number of fire blob monsters. Hold the R2 button and ignore them. Make your way to the exact middle of the path where the blobs spawn (between the two staircases.) In this location, there is a 70% chance a treasure chest will spawn.

If you don't see a chest here, press start, return to the title screen and try again. If you DO see a chest, open it. You have a 45% chance of receiving Gil from the chest. If you get Gil, press start, return to the title screen and try again. If it's not Gil, you have a 50% chance of receiving a Holy Mote. The Holy Mote is completely useless. If you get it, press start, return to the title screen and try again.

Now you understand the patience factor.

The remaining 50% of the time the chest will contain a Demonsbane. The Demonsbane is a one-handed sword with 59 attack power. To give that value context, keep in mind that the average weapon at this point in the game has an attack power in the mid 20's. That means more than double damage. That means you'll go from doing roughly 150 per strike, to more than 400. That is your reward.

Not only that, but the chest actually respawns. Once you get the Demonsbane, why not run back, save the game and try for another. For the mathematically challenged, that is a 15.75% chance of getting the Demonsbane every time you reset, or 1 in every 6.34 tries. Good luck.

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From where you fought the second Demon Wall, climb the stairs and go through the west door. Watch the scene then descend the stairs and take the map of the Tomb of Raithwall out of the urn.

There are three Way Stones here, one blue, one red, and one green. The blue one takes you back near the entrance, so use that one if you wish to heal and save. Neither the green nor the red Way Stones work at the moment, so you will have to wait. Head down the stairs to the south.

Before long you will have a choice of two paths. Ignore the stairs leading down and continue to follow the path you are on all the way around to a door leading south. Make a right (west) in this new area and follow the path from here. The path remains entirely linear and should lead you to a row of three chests containing variety of items (or Gambits).

Just a few rooms further you will find a green jewel in the wall which activates the green Way Stone and (partially) lowers the Mystic Altar. It also triggers a battle with some Lich enemies. After dispatching them, use the green Way Stone to return to the central platform.

This time take the north route, and again, ignore the first staircase leading down assuming you want to get the treasures. If not, the staircase route is a little shorter. Make a right (east) and just follow this linear path, past the chests, to reach the middle room.

Again, touch the jewel and battle your way through some Zombies. After the battle is over, it is of the utmost importance that you use this Way Stone, followed by the blue Way Stone to reach the entrance and save again. There is a boss coming up and you're going to be shit out of luck if any of your characters still have some of that Oil lingering on them.

Head back and take either the green or the red Way Stone to the large door that you opened. There is a quick scene in the next room and all that remains is a simple path with no enemies to the boss. Keep an eye out at the bottom of each staircase for chests (that don't respawn) that contain a variety of items including a potential for two Elixirs.

BOSS: Belias - HP: 15934 - LV: 20

Your very first battle with an Esper. There are a few things that may surprise you about this battle. The first surprise comes when your basic intuition that shouts "Ice spells against fire enemy" yield damages in the 30 - 50 range. For whatever reason, Blizzard (and to extend that, almost all magic, especially Fire) is ineffective against him. If you want to do damage, stick with physical attacks and Quickenings.

The second surprise is how utterly slow this boss is. He attacks maybe once, for every two or three attacks you do, and while it may be powerful, you are just as likely to end up blocking it and go for lengthy periods of time without taking any damage at all.

That all changes of course when he charges up and explodes into a fiery inferno, damaging every character on the field. This attack seems devastating until you casually drop a single Cura spell only to realize your party is nearly at full health again.

There's no substitute for a good offense here, and while I still assert that his attacks are weak considering his size and status, they will no doubt get the better of you if you let the battle drag on too long.

Obviously those wielding the Demonsbane will have this boss down cut down six ways from Sunday with their sword slashing efficiency. For the majority of players, you'll have to play the patience card. Just gradually whittle down Belias' HP and don't forget to stop and heal whenever he musters up the energy to bash you with that giant metal doily of his.

Belias can now become your first Esper. Like Quickenings, only one person can learn an Esper on the License board, after which it will disappear from the boards of all other characters. It is a good idea to spread out the Espers between your party to keep things balanced, though obviously they are no good on characters you never use.

It might be a good idea not to have Fran learn this particular Esper, simply because you can't use her during the next boss battle, and summoning Belias really helps.

Keep an eye out for two more treasure chests on either side of the area where you fought Belias.

Continue through the door and down the stairs. Don't touch the Way Stone, keep going forward and watch the ensuing scene. Once you have the Dawn Shard, you can take your leave of this place by touching the Way Stone. Save your game and exit to trigger a scene.

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