Where to find tomes in dissidia duodecim




















The Iai build allows you to have 1 accessory slot open to whatever you want. In that slot place the Sunrise basic accessory. It boosts the Battlegen rate by quite a bit. There are about Tomes don't remember specific amount inside this Gateway. There might be some other places that have 1 or 2 of the tomes, like the Dragon King's gateway and some of the hidden final gateways in , but I do not remember a place that if farming friendly.

And trust me, you will want the place to be farming friendly because you will need A LOT of the Tomes if you want the best stuff. Once you get inside the Dreams of a Flying Castle Gateway, purposely let the Mannikins weaken your first three warriors of the five. When you do face the white Mannikins you can then easily finish them off because they'll have the exact health aswell. Once you defeat the first three, the battle will automatically be over if you've won all three battles in a row that is.

The other two are at full health will be used to fight the chests. User Info: Daimeion. Just go on a rampage through all the gateways in chapter and be sure to open every chest in sight. Particular gateways have chests with rerunnable tomes I recall first finding some tomes in the eastern part of the south continent as well as in the northern continent. User Info: BaerkKonnevala. But I should note that they do NOT respawn when you replay chapters, once you get a chest on the World Map, it is gone.

So on that note, when I point out a KP Gambler chest, if you want to leave it there so you can grab it later in the game when you come across gateways with lots of enemies to chain, go right ahead.

Just be sure to remember which chapter it was in and if you've gotten it already or not. Also, KP Gamblers can be bought in the third scenario, but I personally find it best to keep them for gateways with lots of manikins, so again it's up to you if you want to save the chests with them or not. In the walkthrough you'll notice that sometimes I'll have things in parenthesis for chest contents, that's just so you can tell that it's a skill in the chest and not just another item. For example, Kain's World Map attack doesn't combo at all, so it takes one hit for him, Lightning's attack does combo once for two hits and boulders take two hits for her.

Lastly Tifa for example, her World Map attack combos twice for three hits, thus her boulder breaking takes three hits. Mogshops allow you to buy equipment, accessories, summons, or skills.

For most of the game all the Mogshops are identical except for booster accessories and summons, although there is one shop that seemingly just sells Pebbles. You can only buy things in these shops with KP, I'll have more info on KP down in the gateway section, at the bottom with the new elements to gateways. Now, about that pebble selling moogle, he is a special moogle, a VERY special moogle.

I said he sells only pebbles, BUT that's not all he sells. Of his special limited items, you may only buy them once per week, which is why they are all limited, aside from the single buy summonstones which you obviously can't buy more than once. He restocks his items the day after your bonus day, every week. But you have to remember a few things more about his shop. As you gain KP, at certain amounts he will get a new item to sell, they are determined by the total amount of KP you've gained, not just what you have on hand.

You will see this moogle a couple times in the scenarios. I'll have more info on manikins in the gateway sections since they're mainly inside gateways. There is one thing to cover here about World Map manikins, you can attack them or be attacked to initiate the battle. This has some really good uses, especially when you have at least two scenarios available to you.

If you're a returning player from the first Dissidia, I'm sure you remember the Quicksave while you were in stages, that would basically shut you out of your file if you were to use it. Only to have to continue and complete the chapter or just abandon it to be able to get back to the rest of your game.

This Save and Quit feature is better than that. When you use Save and Quit it will bring you back to the Start Menu with the various modes and menus to select from. This will only shut you out of the scenario, if you reselect the scenario it'll bring up a prompt to continue the saved story, or "Return to story selection menu" and abandon the save.

But the best part is that when you have at least two scenarios available, you can have one of them saved at a Mogshop in case you want to buy any skill chains if the chapter you're playing in the other scenario doesn't have one available yet. So say you're playing the second scenario, the original Dissidia story remake. If you want a skill chain to make a good KP profit, but there is no Mogshop in the chapter yet, just Save and Quit. Go to the first scenario play up to a Mogshop in any chapter but chapter 5 or continue one already saved at one if you've already prepared , buy the skill chain you want, then pause and select Save and Quit again.

Switch back to the second scenario and continue. You'll be right where you left off and have the skill you just bought. Laguna's chapter has one in the first area after the opening gateway, the one I usually use. You can go to any other one active at the time, just select it and select your destination. Not really much else I can say about them other than you'll find and use a them the most in the third scenario.

Except you encounter them on the World Map and then enter them, instead of being moved to the next one after beating the previous one. There is one thing to note about gateways before I go on to the info of what is inside gateways.

On the World Map you will see there are red smoldering gateways, and there are blue gateways. The blue gateways are completely optional, but you should go into all of them at least once for chests.

They're put in the game for you to level your characters if they're a bit low, and to also gain KP so you can have some to spend at Mogshops. The red gateways are mandatory for continuing the game, they unlock further areas in the chapter, or if it's the last gateway of the chapter, they end the chapter upon completing. A- Assist Character ' Chain Usage and other useful info.

Just under that you'll find the rules of the gateway, I'll explain that in the next section. Under that is a map key, here I have it filled with the various things I'll be putting in the gateways so you can see what they mean. But in the walkthrough I'll have chest contents, what Esper it is, Emblem info, and enemy name and level.

I won't be putting P, S, or G in the walkthrough since they should be obvious. And if a gateway has a B, then there will be no G. Now on the right is where I'll place the maps of gateways, the one here is the first gateway of the game.

It's pretty straight forward. Now the last part is on bottom, it's where I'll put any tasty info about best skill chains to use in the gateway and where to use them. You'll notice that sometimes I'll have it going up the left or right side like above , depending on if either side ends up shorter than the other, that's just because I like to save some space to try and make the walkthrough not as long vertically. In this spot on bottom I may also leave notes about some enemies in the gateway if there are ones that can be a problem.

However, the respawned chest holds a very small amount of gil, not the original item or bigger amount of gil it had before.

I say they sometimes respawn, that's because there are some chests within gateways that just don't respawn, ever. For example the Jump skill that allows you to jump over an enemy comes back, but there is a new Jump Chain skill that does something completely different.

I'll cover the skill chains in the section of new gateway elements. You will come across various skills, a lot you can buy in the Mogshops, while some you only get in chests.

It's been a while since I played the story mode of the first Dissidia, so other than Jump and Cure, I'm not sure which are returning skills and which are new skills. You can choose to cancel the chain or go through with it, in most cases you want to do the chain. But there are a few times you'll want to cancel so you can get the second manikin in a bigger chain from a chain skill. Again, chain skills will be covered below in the section of New in Gateways.

A new thing about chains I should mention is that you don't just get two KP if you chain together two enemies. You get the KP for every battle you got the KP chance for, plus it gets multiplied by the number of fights in the chain. So if you chain three and get the KP chance in each, you get 3x3 KP, so you'll get 9.

But if you miss out on one of those three chances, you'll get 2x3, so you'll get 6 instead. There's another thing I should mention about chains, one of the accomplishments for this game is getting six chains. The accomplishment needs you to get six chains, so you'd need to fight seven manikins in a giant chain. When you fight one manikin, it doesn't chain, so fighting six won't be six chains, when you fight two you get one chain, when you fight three you get two chains.

For this accomplishment you need seven chained manikins, not just six. The earliest you can get the accomplishment is in the final chapter of the second scenario, or a few gateways in the third scenario. They're crystaline copies of the game's cast of characters, and they're endless. On the World Map they're simple 1v1 battles, but in gateways they come in six forms and can be chained together for massive KP bonuses, there's a seventh but cannot be chained.

A pretty big note, as far as I remember, these small ones NEVER come with a summon, but the other ones usually tend to have summons. These ones are a couple levels above the normal manikins and are still usually fairly easy.

They also tend to come with a summon that will really help their bravery, or really hurt yours. Lastly, they can usually take you out in one shot if you're the same level or lower, that's how high their bravery can get. They're usually higher level than the last three, you can also think of them sort of as mini-bosses. Although, the best they have going for them are a higher level than normal and higher level equipment and abilities.

These manikins are more powerful than all of the others. You won't be seeing these until the third scenario. The next two are new to Duodecim, they make use of the new party set-ups.

They are indeed new, but I'll cover them here. These new manikin pieces hold more than one manikin and they hold party battles, instead of normal 1v1 battles. If they have manikins of different levels, they'll usually have the weaker ones first. Party battles and the two different types of party battles I'll cover in the next section with the new stuff.

One last note about this new type, defeating them counts towards a chain. So if there are three in the party, you can get two chains, etc, etc. Whatever you have on, they have on, your party is its party. The trick, however, is they don't play like you, so it's too easy to outwit and beat them.

Also to note, you can't chain the Mirror pieces and no KP is gained from them. You will also come across gateways that have what looks like a Stigma of Chaos, except it's solid black. You can also come across white ones, these are Insignias, they're like Stigmas in the sense that they end the gateway. But Insignias hold boss fights, these will have you fighting against an actual character, not just a manikin. So basically, do everything you can in the gateway before selecting these, especially if it's a red gateway.

Otherwise you'll have to replay the chapter, or if it's a blue gateway you can just re-enter, although blue gateways usually just have Stigmas. With the exception of one or two in the final chapter of the second scenario that have Insignias and get replaced by Stigmas after beating them on that play of the chapter.

Not just the new gameplay mechanics you were taught when you started the file, and not just the new World Map. There are a number of new things inside the gateways, and I'll cover each of them here.

I'll have them all listed in the walkthrough, so you shouldn't miss out on anything. First you'll come across simple "Win battle" chances, but later you'll come across others such as "Win within 90 seconds" or "BRV break within 60 seconds".

When you stand next to a manikin and press its direction to put the cursor over it, you will see the KP chance again to the top left just under your KP gained in the gateway.

If you succeed in the KP chance, you get 1 KP for the fight. I'll cover more in the KP section below. In the first scenario with the new cast, you won't have any Bonus Lines to worry about, so you could breeze through with all at Lv However it's not so simple after the first scenario, all red gateways will have a Bonus Line. Also to note, after you start up the second scenario, all red gateways in the first scenario will now have bonus lines as well.

Basically, if it says Lv15, you can go in with a Lv1, you will get 14 bonus KP at the start of the gateway. But if you go in at Lv15, you will get 0 bonus, and if you go in above that level, you will get a negative bonus. Next to it in my gateways in the walkthrough I'll put my own recommendation on a good level to enter the gateway with to get at least 5 bonus KP.

Now, if you go in at a level higher than the bonus line, your KP for the gateway will go negative, and if you finish a gateway with negative KP, you just won't get any. What this means is that you can apply your own custom rules to the gateway for various things. You can create your own rules by going out to the Main Menu and going down to Data Config, in here press up to select Original Rules at the bottom, in here you can create up to five of your own original rulings or look at the five presets.

But know there are none like that in the first two scenarios, except for the final gateway in the second scenario. KP is actually apparently Kupo, you'll be told this by the first moogle you encounter in story mode.

KP, like I mentioned before, is used to buy various things from the Mogshops. Probably the most important thing you can buy from them throughout all of the story are summons and booster accessories. Yes there are more important things later, that's why I said throughout the story, can't get those later things early in the story mode. I also said I'd talk about the new skill KP Gambler here in more detail. KP Gambler adds 2 KP to what you gained per fight, and the best part is that it works in chains.

So if you fight against 6 manikins and get the KP chance for each, youll get 3 per battle, so it'll end up being 18x6, instead of 6x6. This would get you KP instead of 36, and I personally find it best to use KP Gambler when you're about to get at least five or six fights in a chain so you can get at least 75 or You would probably think that you'd get the emblem KP, then tripled from the Gambler, except you don't. Or rather, it does triple, but it only triples that initial 1 KP you get in the fight.

Rather than waste them in gateways in the chapters they're gotten in that don't have a lot of chainable fights. Skill Chains are skills that have you fight enemies in specific places around you, what chain you're using determines where. Also, when you stand next to any manikins that won't be caught in the fights from the skill chain, you will end up chaining them as well and will be fought after the ones in the skill chain areas.

I've noticed the skill chains are actually exactly like pieces in chess. All the locations the chain will hit is exactly the same as the possible locations a specific chess piece can move to and attack.

In the pictures below, the P represents where you the Player are standing: [ ][ ][ ] Round Chain- This chain has you fight all manikins around you in a [ ][P][ ] square. This is useful for getting ones diagonal from you that are [ ][ ][ ] not far away. It's similar to a King in chess. This picture is [ ][ ][P][ ][ ] small, but do note that it goes all the way to the edge of the [ ] board in the gateway, not just two steps.

Also like the picture above, it goes [P] to the edge of the board, not just two spaces. This [ ][ ][ ] picture I made a bit bigger to show it's more than just [ ][ ][ ][P][ ][ ][ ] a Round Chain with extra spaces. They don't start showing up until the second main scenario that's a remake of the first Dissidia story mode. They come in three colors as mentioned in the Help Manual, and in my gateways below, they will be represented based on the emblem.

You'll see what I'll use for them below, it's also just as they're shown in game. Party battles are as they're called, party battles.

There are two different types of party battles you can engage in, "Round-Robin" or "Tournament". Round-Robin- This type has you fight with each character, if you have a party of five and you're up against a party of five, your characters will fight in the order they're in.

Your first will fight the first manikin, your second will fight the second manikin, and so forth. These are also similar to fighting games that have fights that are best two out of three or three out of five, if you win the first half fights, you don't have to do the rest.

And as a bonus, you'll get the KP chance from those you didn't fight automatically. Tournament- This type has you fight with one character until that character loses, then you change to the next in the party, or you win all the fights with that first character.

Also, the EXP you get is shared between all members of the party, even if only one fought. It's basically more like a survival mode from fighting games, rather than a tournament. Well, when inside of a gateway, if you have an assist character they will show up somewhere in the gateway.

The assist characters in gateways are normally just there for minor dialogue, but some can become fights when you talk to them. Of course, beating the assist character removes them from the gateway like a manikin piece, but this also removes them as an assist in battle. So don't talk to them until you've finished all the fights, otherwise you may not get to use them in the manikin fights.

Silver cups double your KP similar to KP Bonus , and Gold cups that triple your KP, if you see these, it's best to leave them until you finish all the fights on the board. While it is possible to just jump into Story Mode with all Lv1 characters, I find it so much easier and more beneficial to get them raised much higher. Returnees from the first Dissidia probably know about the old Exdeath trick, Duodecim has the new rules setting which can make it possible to use a similar tactic against any character.

Before I continue I want to note that if you loaded a Dissidia file when you started the game, you can basically skip the first part of preparation, since you'll likely have multiple Lv characters. Just remember that only their Lvs and abilities carry over, no items. And while you won't have end game gears right away, the Lv difference and high Lv abilities will be very beneficial to have.

There are some people online that don't like power levelling characters from 1 to and complain that in doing so you won't learn how to use the character properly. There are others who like to do so and argue that you can't learn how to use a character when you only start with a very small fraction of the abilities they learn total. I am one of the latter, you really can't learn how to use a character until you have access to all of their abilities, which is not Lv1.

Final note, I've actually set up a number of Gabranth friend cards for numerous purposes. I've made all of these cards AFTER I made this section, so if you want to take a shortcut and use my cards rather than working on making your own like I say to do here, very well then. I don't have them online yet, and just like the unfinished Labyrinth mode, I will update with my friend cards in the future. What you do from there is up to you, but this first part is for if you only have all Lv1s.

For best results for this in the long run, do each of the three available one time each Casual, Average, and Hardcore. After each one you will get a Chocobo named accessory and you should unlock two more play plans to be bought in the PP Catalog after you complete all three.

At that point you can select either of the two new ones, it doesn't matter, but they're both better than the first three. Grind-lover gets you more exp bonuses and Treasure Hunter gets a lot of chests containing the Chocobo accessories. With that one character, go into Battle Mode and select the 1-on-1 and just beat away at any other character, with all Lv1s it doesn't really matter at all.

After five to ten fights 5 fights on your special day, 10 on any other you should have a total of pp now and unlock the PP Catalog. But these are the most important.

After you've gotten the hang of things, there are some rules you should tweak to make the fights a breeze. Go to Data Config on the main menu and select Original Rules at the bottom, then select any of the five No Rules on the left and select Edit. What you want to do is wait only a second or two for an EX Core to appear and grab it.

Hit them with an HP attack, follow with an EX Burst, and by the end you should've crit enough to break them and be able to finish the fight with that EX Burst. If you're not on your bonus day or a day with an exp icon, don't put priority on the Exp Icon Boost. This is basically it for a while, just keep levelling and unlocking, also remember to increase your opponent's level as you unlock the CPU Level Caps. Just make sure you can still defeat them. In any case, that's exactly what you want.

Take your high level character and go to an unused set I use Set E for all my friend card needs. To note, Sephiroth's Meteor is NOT an example, he can easily release it and it casts, just not as big as if it gets fully charged.

Equip that character with the three Chocobo accessories Down, Wing, Feather , if you've managed to get any other accessories that add to exp, gil, AP or PP gain, equip those too. By this point I hope you unlocked something in the PP Catalog called: "Ghost Match - Battlegen OK" With this, you can battlegen the Chocobo accessories and whatever else you want from Ghost cards, rather than getting them the long way. Now with the character ready, go to Data Config and then Friend Card.

Select the character and set you just got ready in those bottom two options. If you want, you can set up rules to help you get a lot of BRV breaks, since that's what you need to do to battlegen the Chocobo accessories. When you're ready, hit square to save it on your memory stick. Now go to the Communications Mode from the main menu and go to Communications at the bottom, and Import a Friend Card at the bottom of this screen. Select the card you just saved, and you now can battle a ghost of the character you just set up, and battlegen the Chocobo accessories.

Just to note, you should use the highest character you have for battlegenning, since the Luck stat adds to your chances. Through battlegenning or play plan, if you have at least two of each, you can speed characters from Lv1 up into the 90s, or even if you're lucky. But the preparation section is now over, on to the actual speed levelling. Just as a note, you can obviously do it with just one of each of the three, but if one breaks, you'll have to work for another one. Either way works, it's just a tad harder using a CPU since you can't remove all but one ability.

First you want to set up a new rule set, max the same rules I listed before, but this time set the Bravery Bonus to Next thing you want to get ready is to fight some fights until your chocobo on the play plan is in front of a chocobo green at the very top, so your next fight will be x5, use Hardcore about 20 fights for first x5 or Grind-Lover 16 fights for first x5 for this.

To add to this, there's a trick to making the Play Plan stay on a spot and not move on like it should. After you win a fight, select to rematch, then at the first Vs screen before the gear listing , hit the Home button and quit the game. When you load the game back up, you should have your rewards from the last fight, and the Play Plan should still be where it was. So you can keep the fights on x5 EXP as long as you want, this also seems to affect the drop and battlegen boosts in the PP Catalog If you want to use this trick, use the Grind-Lover Play Plan, but if you just want to make quick fights and gain AP 'till the next x5, use Hardcore.

It's 16 for the first on Grind-Lover, but another 30 for the second, Hardcore has three more roughly 10 fights after the first and each before it before cycling back to the start. Now, I'll assume you have that ready, the rules, play plan, Exp Icon or Bonus Day on calendar, and a spare one of each Chocobo accessory they tend to break easily, with bad luck.

If the character you've been levelling isn't yet, put them in the party, but only if you adjust their level back down to 1. Okay, double check to make sure you have everything ready.

Now then, with that party set up, select to fight only a single opponent, and make sure they're at Each CPU character has their own style and whatnot, but Exdeath can still be fairly easy.

If you mess up you can just pause and hit retry. If you had all the Exp preparations done, the character you used will hit Lv, the rest of the party will be between high 80s and , unless they also hit Lv Not to mention the AP boost from your bonus day or the AP icon on the calendar.

Since you may not have played through Story Mode yet, you won't have access to the three best AP gaining accessories. Just by what it says, you'd think you just need to land the first HP attack at that amount or higher, but no. Another note is I don't recommend using Chaos as your opponent if you can select him. When doing a simple fight against him, the AP Chance is set at the very start, and no matter how many times you hit retry, it won't change. Lastly, when you unlock the second main scenario, you will unlock accessories in the customization shop.

Set The Emperor up with only Starfall as his HP attack, no other abilities, make sure he has no summons. If you do Gabranth, set him up with only one HP attack for EX Mode, EX Charge is required so only set the ground one so he can't use it if you keep him in the air, everything else the same. If you want to use them for quick s, don't give them any gears or accessories. If you want to use them for battlegenning or gear drops, equip them with whatever you want.

The thing is, they are the ultimate friend card dummies, they won't be able to dodge or block or anything. The ridiculously long cast time of Starfall makes it so you are guaranteed to never get hit. Alternatively using Gabranth, if you tweak the rules for easy EX breaks with assist attacks and quick assist gauge gain , he won't be able to do anything either.

They can't do anything worth while, so half the time I've found them to just stand there and WAIT for me to hit them. So yeah, with a friend card of a Lv The Emperor or Gabranth that can't do anything, the rest of your characters will hit Lv in no time.

Just remember it's best to use the play plan and calendar bonuses, also using the Party mode makes it five times easier. You can make a party with just one of them and make a friend card with that party of one.

You'll also have the perfect battlegen dummy at your disposal. And just reading that anyone should figure it out, remove all of Gabranth's skills except for EX Charge and an HP attack for EX mode, equip the Side by Side accessory, and he can't do anything.

He will literally just stand there and wait to be hit, if you move away, he will follow. Gabranth with Side by Side can't do anything combat-wise, which makes him the perfect battlegen dummy. One last thing about the perfect battlegen dummy, which isn't related to the characters, mostly, but does help. I don't remember when it becomes available to be bought in the PP Catalog, but the Ghost Train is the best stage for stage destruction battlegenning.

You can destroy all the seats easily and with how small of an enclosed stage it is, you can wall rush just about everytime you attack. Well, provided you're using a character that can wall rush easily. So, unless you're aiming to get a certain stage's battlegen item, it's best to use the Ghost Train for stage destruction accessories on your dummy. On the first play of this first scenario, you won't have bonus lines to worry about. But after starting the second scenario, the red gateways in this first scenario will get Bonus Lines added to them.

So, don't worry about the Bonus Lines I mention here if it's your first trip through this scenario. It doesn't really have much, not even a single fight. You should get a Straight Chain from the Light Orbs decorating the path.

I've gone into the Prologue countless times, and every time I've gotten a Straight Chain. Laguna is awesome. Her unique play style revolves around her changing between Commando, Ravager, and Medic. Her HP attacks remain the same no matter which she is set on at the time. She is a mid range fighter with physicals that can close that small gap for close range attacks and magic that can attack from afar.

Followed by a monologue of Lightning that I'd guess is what Cosmos told them, and then her own thoughts. Afterwards you're thrown into your first real gateway, I say "real" because it has enemies. Further along you'll see Tifa next to the chest with gil. There's nothing in the ruins of Crescent Lake, so just follow Tifa after getting the chest. When she stops just outside the forest, go through the empty gateway you'll see just ahead, to the right is the chest with the EX Charge skill.

You should get a Straight Chain from the first four Light Orbs you hit. Go back to where Tifa stopped and Vaan will go running to the next gateway. Strangely enough there are six Light Orbs before the gateway, usually there are only four.

You should make sure to pick them all up, because if you only grab four and leave two, they'll disapper after the following gateway, and there are a total of six more after it. This B- Kuja Lv8 This gateway has your first "boss" ' fight, although Kuja at Lv8 isn't much of a boss. Most of the Lv1 gears that cost only 1 gil should be available in the shop, except for ones that you need to pick up in Story Mode and some random others at higher prices.

You also get random gears that may be made with items you have battlegenned. From now on, new gears that you obtain in story mode will be added to the shop as well. You'll also be told about the kupo you're collecting KP , with a mogshop a short distance in front.

The gateway to continue is just next to the shop, but there is an empty gateway leading to the Cornelia Plains you should visit.

Rosetta Stone is in the only chest by the water. Getting two of the four orbs here should get you a Straight Chain, if you got the two extra before the last gateway. In this small area of the Cornelia Plains you'll find the chests after the manikins, the Cure skill across the gap at the boulder, and the Pink Tail at a barred off gateway.

Head back to the Gulg area and to the next gateway. The second two before Cornelia Plains, and the two here on the Plains, should get you another Straight Chain. After you do so go one down from it and use a Straight Chain. Dissidia now has a hero from the world that Gabranth came from. Vaan is an all around fighter using many weapons for various attacks, I think of him as similar to Firion in that he is a weapon master.

Using swords, a spear, a crossbow and even a gun, he has it all. Just remember his HP attacks vary from close to long range, knowing when to use which will be very important. Also, the feature of his play style is that when he switches to another weapon, it's used differently than normal.

So say you have Crossbow and Greatsword on his attacks. When you start the match, if you attack with the Crossbow and hold circle, he'll shoot for a couple seconds, but if you shoot again it'll only be short spurts. Now use the Greatsword, he'll do a swing down starting from above his right shoulder, now use the Greatsword again and he'll spin full circle to his right while speeding in for the attack.

Now if you switch back to the Crossbow, you can hold circle for the long duration shot again. These two are only my examples, but all of his attacks change when you switch weapons.

Only his HP attacks never change. A - Hidden Darkness Gateway 1. B - Snow of Sorrow 1. You should see everything along the way, the Light Orbs, boulder leading to a chest, and the manikins orancing around.

When you get to the blue gateway, to the right is a chest with gil, same place where one was with Lightning. Before going to the red gateway, let's tackle the blue one just before it. Otherwise you could do one of two things if you have a Straight Chain.

You can go down one and use the Straight Chain, then fight the two left. Or you could step left and fight the three, then use the Straight Chain at the same spot below where you start to get the two left. Either use of a Straight Chain will get the same amount of chains and KP. Otherwise, if you have a Straight or Cross Chain, go to the same spot to chain at least three. Backtrack to the other direction from the last gateway and you'll find the other chest and manikin.

This next gateway has a new KP chance, but winning within 90 seconds should still be easy at this early point in the game. Other than that if you have a Cross Chain you could step down one and use it there to chain all but the Harlequin.

When you get to the blue gateway, to the right is the Harlequin and Pink Tail chest just behind it. Back at the blue gateway but to the other side, across a boulder path, is the Rosetta Stone. And let's not forget the moogle floating around the ruins of Elven Castle. Don't bother buying a chain for this gateway, but if you have a Jump Chain, it'll get you 16 KP, but don't buy a Jump Chain. Buying one and using it will net 10 KP, fighting without using a chain will also get 10 KP.

Or if you have a Jump Chain from Orbs you can use it in the same place to get the Harlequin first. More gil only gears are available. He has weapons mostly for mid to long distance attacks, with two HP attacks being mid, and two being usable at any distance.

A - Great Forest Gatway 1. B - Gateway to the Shrine 1. Just do as Uncle Laguna says and use one next to the only manikin you can get next to so you can fight all of them in one go. Just so you know, the Cross Chain doesn't respawn on any replays, but the dialogue about using it still triggers next to the Gunner anyway. Well, before going forward, you should turn around and get what's behind.

The chest with the Pink Tail is across the boulder path, and the Harlequin is prancing around a blue gateway. Now before going into the blue gateway, the chest with the KP Gambler skill is over at the barred off gateway.

Just before you get to the boulder you'll meet back up with Vaan, the Assist Charge is just over the gap. The path is wide enough that you can slip by the Reaper if you want. Just before the next red gateway you'll see a Mogshop swimming in the air, around near where the Dwarf Village would be, get anything if you want to. And lastly, before the gateway, to the left between the forest and mountain, is the other chest. But don't forget the KP Gambler you may have just picked up, if you're using a Cross Chain here, this is one of the best gateways in the first two scenarios to use a Gambler.

These are some fishy items that tug at a man's heart- Equipping this makes me feel great! But it's useless after one battle. I want to use this when it really counts!

But when is that? Gr, I'm confused! When going towards the Stalwart, you'll see the first chest, around the mountains you'll find the second. Heading back towards the next gateways, theres a chest next to a forest and small mountain with EX Charge, and the BRV Zero is across the boulder gap. It is one of the four multi-floor gateways available on the northern continent and located at the Mirage Sandsea.

Clearing this gateway once awards the player with the accomplishment "Lufenian Chime". Like the moogle's dialogue suggests the gateway is filled with ancient Lufenian technology, including 10 pieces of Lufenian equipment in the red chests on the bottom floors, four "Tome" accessories Tome of Men, Tome of Silence, Tome of the Orator and Tome of Adventure that are needed to trade for rare accessories, and a piece of the Imp's Blessing equipment.

The items are guarded by high level enemies and many Mirror Pieces. Use a Cross Chain at C3 to chain all chainable enemies at once. The player will have to defeat the Phantasmal Harlequin first to clear the tile, either fighting it on the Physical Damage 0 emblem, or fighting their Assist and then the Mirror Piece to engage it from above.

Step on B4 for the chests to appear. Final Fantasy Wiki Explore. Old Sharlayan Thavnair Garlemald The moon. Characters Jobs Races. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 0. The mured Moogle.

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