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Sochen Cave

Path: DOUBT ABANDONED > HALL OF LAMBENT DARKNESS (BOSS FIGHT) > THE ACOLYTE’S BURDEN > MIRROR OF THE SOUL > FALLS OF TIME > DESTINY’S MARCH > HALL OF SHADOWLIGHT > TEMPTATION ELUDED > CHAMBER OF THE CHOSEN > SKYBENT CHAMBER

DOUBT ABANDONED
Head North and just run through these caves to keep the clan healthy for the coming boss fight. Use the “Soul Ward Key” on the door. If you don’t have it, return back to the CHOSEN PATH of the Tchita Uplands and talk to the kid to get the key.

HALL OF LAMBENT DARKNESS
A large baroque room is the setting for the next boss fight. This next part is a actually kinda dumb and not that funny. But what makes it better and just about everything is the Benny Hill Chase theme. I have attached a link below, play it during the cut scene to make it much better:

http://calwestray.tripod.com/images/benny_hill1.mid


Five strange looking creatures come in and we are treated to a little slapstick act involving a disembodied head.

----- BOSS: Mandragora (x35a) -----

GAMBITS:
Disable all gambits that will use MP, you must save it for Quickenings at the start of the battle.

Casters:
[ally: status = sleep > alarm clock]

Tank:
- This boss requires you to be very particular as to which foe you fight so do the following:
- No Berserk Gambits //A berserker tank will attack whatever it he/she wants
- All gambits should be start with Foe: party Leader’s Target //don’t use Foe:Any because you will loose control over that tank. The same applies to your casters.

Part I
- Attack with 2 tanks, 1 healer
- When the fight starts make sure all MP gambits are off
- The little guys will first scatter so have your party focus on just one of the Mandragora.
- Start beating him – but still don’t use magic.
- When they start to gather, wait for them to form up in a tight pack. Then, pick whatever Mandragora is in the middle of the bunch and focus your Quickenings on him. If you get a chain of 3 or higher you create splash damage for all guys in range.
- The Mandoragoras may still be in a pack after the quickening so stay as far away from them as possible. They are most deadly in packs.

Part II
- Swap in caster that has MP left and set the gambit:
[Foe: status = Haste > Dispel]
- Remember the easiest way to swap out a character is to press X and turn off the gambits of the person you don’t want. Just don’t forget to turn their gambits back on.
- When they scatter again, chase the one with the lowest health and attack him.
- Cast slow on that target too.
- You must act fast on killing that target because they heal themselves very quickly.

Part III
- When they re-group again, use another quickening.
- Chase them down one by one and avoid them when they are in a group.

----- End: Mandragora -----

Cut Scene: A bell starts tolling and each Mandragora rises like ghosts, then they fade into the white light. The Benny Hill theme still works here.

Heal your party because you will need to run all the way back to the save crystal in Tchita Uplands. The Mandragora’s were too difficult to leave another fight up to chance. When you get back to the CHOSEN PATH save, then talk to the kid to get a reward. The kid says “if you train hard you may be good enough for a house guard.” Shut up kid. We recently defeated a monster that was so evil it had a naked chick crucified to it – let’s see one of your house guards do that.

There is another boss fight ahead. As long as you are at a transportation crystal it would be wise to stock up on the following.

Shopping List
- 10 x Remedies – to cure Doom (available in Rabanastre)
- 15 x alarm clocks, 15 x Smelling Salts, 15 x eye drops
- Your healers should have the Remedy Lore 3 so they can cure Doom with a Remedy.
- Character Levels: average is 31

Run back to the HALL OF THE LAMBENT DARKNESS. Notice it also has red, white voussoirs – I told you that they would show up everywhere. Exit through the left or right doorways. Follow the hallway around, run down the stairs and fight the crystal bug that is in the northern most part of the room. Use quickenings to easily defeat it.

MIRROR OF THE SOUL
The imps that swarm you are quite powerful. I just fled through this room to avoid their attacks. Follow the easternmost tunnels to locate the Map Urn. From the Urn, move northeast to the next halls. The boss is located in DESTINY’S MARCH. Make sure you have plenty of health.

----- BOSS: Ahriman (x35b) -----

Strangely enough, the Benny Hill theme does not work on him – just not funny. But, if you were to ask me what a tickle monster looks like I would show you a picture of Ahriman. Those hands look like they could make someone giggle so hard they pee their pants.

GAMBITS:
Healers:
- [foe: undead > curaga]
- Do NOT have a [ally: doom > Remedy] gambit. You can be strategic about the Doom ailment if you just manually send an ally the remedies.

Tanks:
- [self > decoy, berserk]

Part I
- Attack with 2 tanks and 1 healer
- If the boss casts doom, use remedy but not until the doom count is 3. If you manually send out remedies you will use fewer of them.
- Have your tanks just slowly beat away at him.
- Save your quickenings until he is down to the 25% range of health.

----- End: Ahriman -----

TEMPTATION ELUDED
Hold the flee button to run through the long hallway – there is a save crystal in the next room. Make sure someone has libra cast because there are traps all over the place. It may be worth it to pull two characters out so no one accidentally hits the traps. Also, watch out for the imps that are strangely difficult. When you get to the atrium, turn north.

CHAMBER OF THE CHOSEN
Activate the lift by using the small pedestal to the right of the elevator and climbing aboard. At the top of the lift, save.

|| HOUR - 46:00 ||


 




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"Chaining is a bit like racial profiling in that you are only attacking creatures of a certain species. " - From The Final Fantasy XII Walkthrough
 

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