There’s relatively little that unlocks (gear, magick, technick, hunts, etc.) between Balfonheim Port and the following story sections that isn’t best saved for post-game play, making this a fine time to stop and take care of most mid-level hunts and dungeons. In fact, there’s a great deal of optional - but interesting and lucrative - content you can persue now, and to this end Balfonheim Port marks a great divergence in the guide. Of course, the Cerobi Steppe is completely optional, so there’s no need to ever really go there, if you don’t wish. Speaking of which, the Cerobi Steppe connects Balfonheim Port and the Tchita Uplands, and it’s suitably populated by high level monsters (around level 40 or so), which should, sequentially speaking, be the next area you’d challenge. This area is noteworthy for one reason - it leads to the Aerodome, and unlike many Aerodomes, this one actually has functional flights on your first visit! Still, it’s arguably easier to just use a Teleport Stone to get around, and unless you’re dying to talk to the NPCs in this area, there’s really no need to bother with it. The former leads to the Chivany Breakwater area, while the latter leads to the Sea Breeze Lane area. Buy what you wish, then note the two exits along the eastern end of the zone, one to the south, and another to the north. Best of all is the Quayside Magickery, where you’ll find four new spells for your collection, including Curaja (White Magick 9), Blizzaga (Black Magick 10), Slowga (Time Magick 9) and Darkga (Arcane Magick 2). Waterfront Gambits sells - what else - Gambits. In this bustling market street you’ll find three shops, the first (western-most) of which is The Leapin’ Bangaa, who sells a variety of accessories and the same curatives you could find in Archades. Subscribe to Premium to Remove Ads Gallerina Marketplace ¶ The three to the north lead to the small Canal Lane zone, while the one to the east leads to the shop-lined Gallerina Marketplace. When you’re done gazing at future endeavors, leave the tavern and note the five area transitions that adorn the Quayside Court. It provides a fine excuse to finally clear those areas out, and such fare will be covered after your business in Balfonheim and other areas is finished. Hunting them all will take you far and wide, in many cases back to higher level sections of dungeons you’ve cleared before: Barheim Passage, Garamsythe Waterway, Zertinan Caverns, to name a few. Bloodwing, Lindwyrm, Marilith, White Mousse and Vyraal are Rank V Marks, and they should all be within your means to defeat as well. Give it a look-see if you wish and note the following marks: Darksteel is the sole remaining Rank IV Mark, and its extermination is long overdue, but with the power you’ve been accumulating it should prove easy prey. As for the tavern, The Whitecap, inside you’ll find a Notice Board, as mentioned earlier. Expect to pay between 8,100 Gil and 13,770 Gil for each new weapon or piece of armor. If you’ve got the Gil and a desire to get quick upgrades, buy anything that suits your fancy, otherwise… well, you’ll be able to find most of it in upcoming areas. If you went through the trouble of stealing Deathbringer from Ithuno in the Barheim Passage earlier, you may be saddened to learn that it’s now just an ordinary shop weapon.
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