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Stilshrine of Miriam

Shopping List for Boss 1:
- Levels intended: 24
- Number of Quickenings 6

Shopping List for Boss 2:
- 15 x Alarm Clock, 15 x Phoenix Downs, 15 x golden needles
- Ice shield for your tanks

Progress: WALK OF SKY > WALK OF MIND > WARD OF VELITATION > WALK OF REVELATIONS > WARD OF THE SWORD KING > WARD OF MEASURE > COLD DISTANCE > WARD OF STEEL > VALUT OF THE CHAMPION

WALK OF SKY
This is just a straight walk with no purpose other than to impress us with the massiveness and majesty of the temple. It works. By the way where is all the snow? 

Notice all of the arches have those red and white voussoirs . Once again referencing the Spanish Temple in Cordoba . Overall this game joins the movie Dune in a Middle Eastern / Mediterranean art style. And because airships are involved I bet I could turn this style into some sort of “punk” term. 

Spicepunk? Dunepunk? Berberpunk? Whatever. But if people start using the term Crescentpunk to describe stories that focus on high technology in the mideval Persian Gulf, you know that I made up the term first, right here in this guide. 

 
stilshrine_voissoirs
 More voussoirs in the style of The Great Mosque of Cordoba

WARD OF MEASURE
At the center of the room is a platform – indicated as gears on the map. Equip your non-caster leader with the Dawn Shard and touch the pedestal. Then the pharos’s eyes glow purple like someone just touched his pedestal. The Dawn Shard saps all your MP as long as you have it equipped. If one of your party member’s MP is always 0 you forgot to unequip the Dawn Shard. Now you won’t have to ask the forums why Ashe’s MP is 0 and unleash all the wrath of flaming forum trolls. God I hate forum nerds. 

WARD OF VELITATION
The definition of velitation is “a test.” This area will test your health. I recommend just running; these dragon beasts are so nasty you will loose if you try to fight them.

WALK OF TORN ILLUSIONS
Fight off any Egyptian style heads. The mumbled voice makes me laugh. In this room is another pedestal that requires you to equip the dawn shard. After activating the pedestal you will unlock the stairs in...

WALK OF REVELATIONS
This room contains a monster that is a master of evolution. It disguises itself as a save crystal, when you defeat it, you can use it to save. The easiest way to kill it is to setup a three person quickening. Don’t worry about your MP because when it is defeated it becomes a save crystal which will restore your MP and HP to 100%. Take the central staircase to...

WARD OF THE SWORD KING
There are a lot of other baddies in here so when you get low on health run back to WALK OF REVELATIONS and heal (but not save). All the monsters will not respawn so you can pick up where you left off. Take the southern path to the giant “sword of judgment.” Touch it and the door to the north will open revealing a way stone.

|| Hour - 37hr ||

WARD OF MEASURE Back to the central room, move along the west wall to see the unlocked pathway in the northwest corner. Touch the door, the inscription is just superfluous.

COLD DISTANCE
Proceed down the hall and go through the first door on your right.

WALK OF PRESCIENCE
Take the northern most hallway around. Fight off the zombies first by casting cura on them. If needed, run down the stairs to the south to heal. Then, take care of the Facers. When they are all dead touch the statue called “Stone Brave.” Hit “X” next too him, examine him, then rotate clockwise. He should face the room called COLD DISTANCE – check your map if needed, the arrow you see indicates the direction he is facing.

WALK OF REASON
Kill all the undead, it would be good to set up a gambit here for [Foe: Undead > Cura]. Cura will hit multiple monsters that are in range so it is actually beneficial to be fighting a large group of them. If you need to level up or need some more Gil, this is a good room because you can chain the undead. Continue through the winding room until you reach the statue. Point it north to COLD DISTANCE.

COLD DISTANCE
The boss is in the next path so go north to save in WARD OF MEASURE.
|| HOUR - 37:20  ||

WARD OF STEEL
The room is fiery and it looks like nothing could survive. However, two hands grip the top ledge of the platform and pull up the rest of the body. It is a large, floating creature that has huge feathers like a peacock and hands are made of heads. 

----- BOSS: Vinuskar (28a)-----
GAMBITS:
Caster:
[various heals, raises]
[ally: TANK > haste] //replace TANK with the character who is your tank
[ally: TANK > protect]
[foe: any > aero]

Tank:
[self > Decoy]
[self > Berserk]
[foe: any > attack]

Part I:
- A status effect will slow anyone with heavy armor. The fight is not that difficult so don’t worry about making any changes to your party’s equipment.
- Start off casting every single one of your quickenings. I have read that some people are able to beat him at the first shot. I was not so lucky – I got him down to half.
- Don’t bother using the summons because Vinuskar will make short work of them

Part II:
- After the Quickenings, re-charge your magic castors.
- Cast aero on him to take down a lot of his health.
- Keep one Tank in to absorb his hits. Cast decoy on him/her.

----- End: Vinuskar -----

He falls and his head-hands start writhing around. If I had heads for hands I would never leave the house.

Proceed to the door behind Vinuskar. Rotate the last statue to face west. Access the map urn in the same room. Return to WARD OF MEASURE. The cut scene shows the colossus slowly lifting his huge papyrus shaped sword. Continue along and then go back outside to save

 || HOUR - 37:41 ||

WARD OF MEASURE
Proceed to the back of the room and use the way stone. Ensure that you have the dawn shard equipped and then touch the way stone.

WARD OF THE SWORD-KING
Cut scene: Icy. This may be the Stilshrine’s meat locker. As you may know from my other guides you can make things scary by combining three totally incongruous things. This is one such scary boss. In this case: Mermaids + blindfolds + crucifixes = totally freaky Mateus. 

  scary_mateus

     ----- BOSS: Mateus (x28b) -----

GAMBITS:

Caster:

[ally: any > haste]
[ally: any > protect]
[foe: any > thunder]

Tank:

[Ally: any > phoenix downs]
[Ally: Sleep > Alarm Clock] 

Part I:

  • This boss is a classic melee brawl so send 2 Tanks, 1 healer
  • Focus all attacks on the ice balls using lightening and melee attacks.

Part II:

  • When all the ice balls are gone, attack Mateus.
  • Disable all of you magic attacks gambits on her because she can reflect them right back.
  • The boss attacks with status attacks of sleeps, petrify
  • Have the healer character use ranged weapons to stay out of the close combat
  • You will get this boss as an Esper upon defeating her. 

     ----- End: Mateus -----

 

Cut Scene: That woman on the cross screams as the beast dies and ring of white ice balls float in the air like it is that power-on animation for the PS2.  The crystal appears only to shatter and we have as a new Esper.  Apparently that Esper was corrupt.  I would call it masochistic but six-of-one, half-dozen of the other. 

VALUT OF THE CHAMPION

This room is really pretty.  The only other time I saw a room like this was at the MGM Grand in Vegas. 

Cut Scene:  Ashe approaches the huge glowing clockwork wall and her gourd stats glowing.  The machine stops rotating and the sword in the middle floats out and chooses the princes.  

sledge-o-matic Vaan suggest trying to use the sword on the Dawn Shard to see if it can destroy it.  Ya!  Sledge-O-Matic!  I saw Gallegar do this same bit at the Hollywood Bowl back in ’81. 

Fran remarks how “The stone bleeds mist”, “It is aroused and it fears the sword”.  I don’t think the stone is the only thing aroused; Fran had quite a reaction the last time someone did something to that shard. 

When watching this scene, keep in mind that the Dawn Shard represents Ashe’s vengeance against the Empire who took her husband.  If she destroys it, she will have no trump card to play against Vayne.  Rasler appears to stop the destruction of the shard because he wants revenge as much as Ashe does.  With a quick swing, she purposely misses the shard signifying that she is not ready to give up the past and forgive the Empire. 

Ashe asks if Vaan saw here ghost husband.  Vaan didn’t even see his brother.  Perhaps Rasler’s appearance this time was all in Ashe’s head.  Perhaps she is the one convincing herself that the shard is the only path to reconciliation with the empire. 

Leave The Stilshrine by taking the same path used to get here.  Don’t equip the Sword of Kings, it is more of a prop than a weapon.

 

Cut scene: A whole armada of airships flies away from Mt Bur-Omisace.  The lead one looks like a catcher’s mask.  Fran notices smoke in the distance and she “wonders what it could mean?”  My guess... Fire. 

Save at the orange crystal.  || HOUR - 38:30 ||


 




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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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