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#1
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| I am wondering how to unlock the pilgram gate in the sochen cave palace? |
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#2
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| When you were in the tchita plains there should have been a boy you can talk to. He will be marked with and exclamation point on the map. He will give you a hunting mission and a soul ward key. After you get the key return to the door and use the key. Then you'll fight a boss which is also the mark of the hunt. |
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#3
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| I have done all that but the pilgrims gate has a bunch of clues to unlock it. I am suppost to find the "heart of time" Which is suppost to be in the area with all the falls, but I cant seem to find it? |
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#4
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| Right, I've managed to find a walkthrough that actually kind of makes sense to me (even though I haven't played the game yet because I live in the UK). All credit for this mini-walkthrough goes to a person (on a different website) with the username: Berserker - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Tchita Uplands | [PVI5] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Bellwyvern / Weak: Water Coeurl / Weak: Ice Feral Croc / Weak: Earth Lizard / Weak: Water Malboro Overking / Weak: Light Serpent / Weak: Earth ~~ Realm of Elder Dream ~~ There are quite a number of new enemies here and they can easily get mixed into a group with the Serpents rise up from the ground. You may want to equip your magick user with a Rose Corsage to stop the Coeurl's silencing. Head to the east. Any type of building structure will have Malboro Overkings lurking around it and they can get extremely numerous at times - combine that with their Bad Breath attacks and things can get ugly quickly. ~~ The Chosen Path ~~ To the east of The Skytrail, you will come upon an area with an orange save crystal and an Archadian Wayfarer standing next to a fallen Bangaa. Talk with the Wayfarer and he will ask to hire your party to dispose of a group of fiends in the Sochen Cave Palace. He will hand over the bill with a picture he drew on it, which is actually very close to what the group of fiends look like - oh, how the appearances are so deceiving! As it says, this will not be listed in the Clan Primer, but this hunt must be accepted to advance in the main story! Head east to the Fields of Eternity and there you will find the entrance to the Sochen Cave Palace. He will hand over the ++SOUL WARD KEY++ when the conversation ends. This hunt can also be accepted from the boy's father in The Nameless Spring to the south. Even though this isn't an official hunt, there is still a bounty to be earned upon defeating the mark. Now, let see what horrors await in the Sochen Cave! In the northwest of the next area (The Highlands) lies the Fields of Eternity. The cave entrance is in the northwest part of the Fields of Eternity. You'll probably fight or run from tons of more Coeurls and Serpents along the way. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Sochen Cave Palace | [PVI6] | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Focalor / Weak: Ice Gorgimera / Weak: Water Iguion / Weak: Thunder Imp / Weak: Ice Pit Fiend / Weak: Earth Striker / Weak: Wind Wendigo / Weak: Ice Zombie Knight / Weak: Light ~~ Doubt Abandoned ~~ Destination Quote: We'll use the Sochen Cave Palace to sneak into Archades. A cutscene will play as your party enters the cave. Make sure that you have a "Self (>) Libra" gambit set in here or else your party will might step on some of the traps near the beginning. There are several traps in the area where the stalagmites and Zombie Knights are. Try to lead the Zombie Knights out of that area so your party members won't accidentally trigger a trap during the fight, or you could always cast Float on everybody during the battle. The Imps in this cave can be very dangerous as well with their damaging group attack that they will perform while their HP is low. In the north, you will find the Gate of the Soul Ward where you must use the Soul Ward Key that you got from the petitioner earlier. Let's see what awaits inside shall we? |
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#5
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| Part 2 of this mini-walkthrough ~~ Hall of Lambent Darkness ~~ B O S S B A T T L E | Lv 37 | Alraune King | | Lv 37 | Mandragora Prince | |===================================| |====================================| | HP: 9069 | Weak: Wind | | HP: 9069 | Weak: Fire | |-----------------------------------| |------------------------------------| | Exp: 0 | Steal: Gimble Stalk | | Exp: 0 | Steal: Four-leaf Clover | | LP: 5 | | | LP: 5 | | +-----------------------------------++------------------------------------+ | Lv 37 | Onion Queen | | Lv 37 | Pumpkin Star | |===================================| |====================================| | HP: 9069 | Weak: Earth | | HP: 9069 | Weak: Ice | |-----------------------------------| |------------------------------------| | Exp: 0 | Steal: Onion | | Exp: 0 | Steal: Jack-o'-Lantern | | LP: 5 | | | LP: 5 | | +-----------------------------------+ +------------------------------------+ | +-----------------------------------+ | | | Lv 37 | Topstalk | | | |===================================| | | | HP: 9069 | Weak: Water | | | |-----------------------------------| | | | Exp: 0 | Steal: Tomato Stalk | | | | LP: 5 | | | +--------------------+-----------------------------------+-------------------+ | Recommended Level: 36 - 39 | +----------------------------------------------------------------------------+ Oh, my sweet Nightmare Before +-----------------------------------------+ Christmas! So, these little | Recommended Gambits | Mandragoras are the marks!? They |=========================================| most definetly are, and this is one | Ally: any (>) Raise | battle where appearances are | Ally: HP < 50% (>) Curaga | deceiving. If you try to rush all | Ally: any (>) Remedy | of these little munchkins with your | Foe: party leader's target (>) Attack | whole party then they will bathe +-----------------------------------------+ your whole group in status effects similar to a Bad Breath Malboro attack - there is a slight difference though, they will not miss like a Bad Breath! They will cast Blind, Disable, Slow, Poison, Sleep, Sap, and Silence. If you plan to take them on physically, you need to equip some Nishijin Belts to all party members to avoid Sleep. An "Ally: any (>) Remedy" gambit is priceless for this battle if you can avoid Sleep through the Nishijin Belts. Focus on each one's elemental weakness, whether you have a weapon with that element or the magick. They fall fast if you focus on one and pound his weakness into the ground. They can take off quite a chunk of HP with their physical attacks while in groups, so have some cure gambits ready. It is possible to Dispel their Haste, but it doesn't really matter that much. You can set up a "Foe: status = Haste (>) Dispel" gambit on your magick users to quickly get rid of it. They have a pattern where they will rush into your party to cast status effects and attack then run away and cure themselves, but they will always move in a group. The best way to defeat them is to wait until they are all grouped together then chain a Quickening on them. Stay on one side of the room and wait until they run toward you while all grouped. This will totally pulverize a whole group of them and defeat them quickly if you get the bonus attack at the end of the Quickening. Be sure to have each character target a specific Mandragora. You really need to have multiple characters outside of your main party with Quickenings to take them all out if you can't chain them that well. Summoning Belias seems to work well if he can get one by himself, but they will soon kill him if the whole groups gangs up around him. Belias will immediately Painflare Mandragora Prince because of his weakness to fire. If you plan on stealing from all of them, you will need quite a bit of Remedies. They are very hard to steal from. I would recommend setting a "Foe: party leader's target (>) Steal" gambit for your party members if you are willing to try since it will take several attempts most of the time. ++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++ Be sure to fully cure your people; you still have another minor battle left up ahead. Open either of the doors to the side after the battle. They both lead the same way. Go back to the petitioner to receive ++1000 GIL and 3 REMEDIES++. ~~ The Acolyte's Burden ~~ You'll find a save crystal, well, actually a Crystalbug in the next big room. Be careful about keeping your group together since it will use elemental magick that will hit everyone in a group. Defeat the Crystalbug and it will turn into an actual blue save crystal. You can check the dead Bangaa corpse on your way through the doors of the next area. ~~ Mirror of the Soul ~~ This cave will soon split into many different paths. Take the far east path to find an urn containing the ++MAP OF THE SOCHEN CAVE PALACE++. Don't let all the Imps and Pit Fiends gang up on you in this cave or they will surely make quick work of your party. It's a good idea to keep some Nishijin Belts on since the Pit Fiends like to cast Sleep. If you take the west set of paths, you'll like notice the Pilgrim's Door along the way. You'll need to solve a puzzle in order to open it. We'll get to that in just a moment. Use the far east path to enter the next area. ~~ Falls of Time ~~ The Strikers are the only aggressive enemies in this area. Look around and you'll notice several waterfalls blocking the paths to the different areas in this cave. Now, about the puzzle in this area, if you look around in this area (near the second door from the west), the next area (on the wall), and in the previous area (The Pilgrim's Door), you will be able to read an inscription that provides hints to the different routes you should take in order to change the flow of the waterfalls. ** WATERFALL PUZZLE ** To start things off, you need to go back the way you came by enter the path on the southeast side. I have drawn up some maps with the correct path outlined that should be taken in order to stop the waterfalls. ![]() Waterfall Puzzle Path 1 ![]() Waterfall Puzzle Path 2 Each time you enter a new area the message "The course of the waterfall seems to have changed" should be displayed across the screen to let you know that you took the correct path. The paths that you make do not need to be precise, but you MUST enter and exit from the correct pathways when entering the bottom (Mirror of the Soul), middle (Falls of Time), and top (Destiny's March) areas. You can think of both maps as one long path, but I thought it would be best to have two to avoid confusion. You'll get that previous mentioned message three times as you enter the different areas, then on the final time you'll receive a message that says "You hear a door open in the distance". This means the middle path in the Falls of Time area is no longer blocked by a waterfall and that the Pilgrim's Door is now unlocked. Walk toward the middle area and open the treasure chest on the other side of the small bridge around the stone structure for a chance at either an ++ELIXER++ or a ++DARK MATTER++. There is also another chest off to the east that contains either an ++ELIXER++ or a ++KIKU-ICHIMONJI++ Katana. To the south, open the first Pilgrim's Door to find a chest containing either the ++KOGA BLADE++ or the ++IGA BLADE++ Ninja Swords. The only other way to get an Iga Blade is through a drop by Bogey's in the Zertinan Caverns, so you may want to save your game after solving the puzzle and open the chest until you get that weapon if getting every weapon in the game is important to you since none of these chests will respawn. The Koga Blade can be achieved through a side quest. Keep in mind that the chests are random, so if they don't all three appear then reload your game from the previous save point (after saving when the puzzle is solved of course). As long as you haven't opened one, then they will appear eventually. ~~ Destiny's March ~~ No matter which way you go to the north you will fight mainly Strikers and Wendigos. The Wendigos will deliver a heavy ice attack to all members of your party and the Strikers will do the same with an Earth attack when they are low in HP so a manual Cura might save the day after they fall. Do not fight more than two of these enemies at a time; lead some away from the others if you find a group greater than two. Step through the Doors of Time and make your way to the central north section. If you want to avoid most fights take the center path. The door in the far north leads to a big room where you will enounter another boss, so I would suggest backtracking and saving if you gained quite a few levels and want to make sure you keep them. |
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#6
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| ...and we FINALLY have the last part of this, now not so mini, mini-walkthrough. Jay ~~ Hall of Shadowlight ~~ ++++++++++++++++++++++++++++ B O S S B A T T L E +++++++++++++++++++++++++++++ +-------------------------------------+---+-----------------------------------+ | Lv 38 | Ahriman | | Lv 37 | Ahriman (Image) | |=====================================| |===================================| | HP: 62149 | Weak: Light | Abs: Dark | | HP: 700 | Weak: Light | Abs: Dark | |-------------------------------------| |-----------------------------------| | Exp: 0 | Steal: Death Powder, | | Exp: 0 | Steal: same as Ahriman | | LP: 28 | Maduin Gear, Sky Jewel | | LP: 0 | | +-------------------------------------+ +-----------------------------------+ | Recommended Level: 37 - 40 | +-----------------------------------------------------------------------------+ This boss isn't really too bad, but +-----------------------------------------+ that's not to say that he can't get | Recommended Gambits | the best of you later into the |=========================================| battle. He will start out by | Ally: any (>) Raise | mainly casting Doom and elemental | Ally: HP < 50% (>) Curaga | magicks on your party. Have a | Ally: any (>) Poisona | gambit set up to throw a Remedy (if | Ally: any (>) Esuna | you have unlocked Remedy Lore 3 on | Ally: any (>) Remedy | the License Board) and it will cure | Foe: HP < 1,000 (>) Bio | Doom. Otherwise, you will have to | Foe: party leader's target (>) Attack | let Doom run its course and revive +-----------------------------------------+ the character after the countdown. Make sure to have Remedy set up below Poisona and Esuna if you use both of the gambits on one character so you won't be curing a simple poison with a Rememdy. Speaking of Poison, I would set an extra gambit to cure poison by itself since he will inflict your party members with it a bunch - make sure to set it above Esuna on the gambit list. It would be a good idea to have your party members equipped with Jackboots for when he starts to cast Immobilizega. Normal attacks should work fine throughout the battle while attacking him, just don't equip a weapon that has the element of dark of you will only give him life. Keep in mind that you can actually attack him with Cure spells in this fight since he is undead. Have one of your magick users toss Curaga or Potions at him to damamge him even more at the beginning of the battle. He will eventually teleport away from your party and make a separate image of himself. Try to get rid of the image if at all possible since it will act on its on just like a separate Ahriman, and just like a separate Ahriman, you can also steal from the images! He can make up to six images so you may be fighting up to seven Ahrimans by the end of the battle. Have a gambit set to where a party member will cast Bio on an image and this will likely kill them all with one casting. Since all of their HP is less than 1,000 set up a "Foe: HP < 1,000 (>) Bio" gambit to quickly kill them off. The main annoyance of this fight is his use of Confuse (Phantasmal Gaze) toward the end since it tends to hit every party member that is close to him. Make sure to have one character equipped with a long distance weapon so they will not be affected by the Confuse spell and have them set with an Esuna gambit. He will also start to attack with Maser Eye shortly before falling - this attack will take off about 1500 HP per hit. Try to finish him off with a Quickening when his life is down to about 25% HP and you won't have to worry about Maser Eye. ++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++++++++++++++++ Open the three treasure chests found around the room after the battle then exit through the east door. One of the chests will have an Elixer for sure! ~~ Temptation Eluded ~~ Some programmer has been very dirty! There is a trap right at your feet as you come through the entrance door of this area. Make sure to have Libra setup then carfully move agains the east wall. There's plenty more traps up the path as well. More Strikers and Imps will be lurking up ahead. In the big room, open the chest to the side for some possible extra gambits then go down the tunnel to the west for an extra chest. ~~ Chosen Path ~~ Climb up the hill to find a lift at the top. Activate the lift with the Disused Pedestal. You'll arrive in the Skybent Chamber after the cutscene. Turn around to find a much needed orange save point! Exit via the door to the north to enter Old Archades. |
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#7
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| Just follow the path shown in the pictures. I just did it and got through the door. My prize was the iga blade. |
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#8
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| thanks for the help guys |
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