Leaving Gongaga behind, head west, then north once you've passed the forest. There will be another river with a place for you to cross. Do so, and head into the canyon, which comes complete with its own funky mood-lighting!If you haven't already, place Red XIII in your party so that you can level him up; He'll be a mandatory character soon, so you wanna make sure he's up for the task! Desert Sahagin LEVEL: 20, HP: 580, MP: 0. STEAL: Potion; MORPH: Fire Veil ATTACKS: Harpoon jab (moderate damage), Sandgun (Inflicts "DARKNESS"), Shell defense (All physical damage reduced to 1) ELEMENTS: Weak vs ICE, Halves FIRE, Absorbs WATER WIN: Potion, XP: 230, AP: 21, Gil: 300 These guys travel in pairs or trios, and while they are not much of a threat, their ability to blind your characters and defend from your physical attacks makes them annoying. Best thing to do is just pummel them with physical attacks until they start hiding in their shells, then just finish them off with an ICE spell. Golem LEVEL: 24, HP: 1000, MP: 0. STEAL: Turbo Ether; MORPH: na ATTACKS: Golem Punch (Moderate damage), Finger shot (Medium, long-range damage), Megaton Punch (High damage)* ELEMENTS: none WIN: Hi-Potion, XP: 300, AP: 22, Gil: 500 Golems travel alone, which is good, because otherwise fighting any more than that would suck. These guys try to advance towards your party, but will retreat as they're damaged. Once a Golem has made two full advances, it will then, and only then, use the MEGATON PUNCH. You do not want this! So just hit him hard with physical attacks (Golems have a high magical defense, so avoid using magic). Other than that, they're easy to deal with. Griffin LEVEL: 21, HP: 760, MP: 40. STEAL: Phoenix Down; MORPH: Phoenix Down. ATTACKS: Claw (Moderate damage), Peacock (Damages MP), Fly ELEMENTS: none WIN: Phoenix Down, XP: 260, AP: 24, Gil: 350 These monsters either travel alone or with Skeeskees. They're also highly annoying. Not only do they screw with your MP, they also fly into the air where you can't get them except with spells... except wait, you don't have any MP! Grr! Well, just use limits and long-range attacks. Skeeskee LEVEL: 20, HP: 540, MP: 0. STEAL: Tranquilizer; MORPH: Hyper ATTACKS: Beak peck (moderate damage), Rage Bomber (High-damage counter-attack, inflicts FURY) ELEMENTS: none WIN: Hyper, XP: 222, AP: 22, Gil: 222 Traveling in groups of three (or pairs with a Griffin), these critters can be a handful if you don't use your head. They'll hit you with Rage Bomber once they're at 50% or less HP, or poisoned. So using an attack or spell which hurts them all is NOT recommended, unless you WANT to face three counter-attacks in a row (to perhaps build your limit bar). Allied with a Griffin, (who saps your MP), these guys can present a threat if you have low levels or you haven't healed in a while. Once you've gained a few levels (And stopped trying to get to that large, ugly Jell-O mold, which, sorry, you can't access... until later...), feel free to take the buggy around... but don't try going too far. If you try and pass that large structure in the mountain, something BAD will happen...! And while you -coooould- continue on foot, there's another river in your way, so you won't be getting far. You should probably check out that mountain town, as long as you have nothing else to do... Click here!
Leaving Gongaga behind, head west, then north once you've passed the forest. There will be another river with a place for you to cross. Do so, and head into the canyon, which comes complete with its own funky mood-lighting!
If you haven't already, place Red XIII in your party so that you can level him up; He'll be a mandatory character soon, so you wanna make sure he's up for the task!
LEVEL: 20, HP: 580, MP: 0. STEAL: Potion; MORPH: Fire Veil ATTACKS: Harpoon jab (moderate damage), Sandgun (Inflicts "DARKNESS"), Shell defense (All physical damage reduced to 1) ELEMENTS: Weak vs ICE, Halves FIRE, Absorbs WATER WIN: Potion, XP: 230, AP: 21, Gil: 300
These guys travel in pairs or trios, and while they are not much of a threat, their ability to blind your characters and defend from your physical attacks makes them annoying. Best thing to do is just pummel them with physical attacks until they start hiding in their shells, then just finish them off with an ICE spell.
LEVEL: 24, HP: 1000, MP: 0. STEAL: Turbo Ether; MORPH: na ATTACKS: Golem Punch (Moderate damage), Finger shot (Medium, long-range damage), Megaton Punch (High damage)* ELEMENTS: none WIN: Hi-Potion, XP: 300, AP: 22, Gil: 500
Golems travel alone, which is good, because otherwise fighting any more than that would suck. These guys try to advance towards your party, but will retreat as they're damaged. Once a Golem has made two full advances, it will then, and only then, use the MEGATON PUNCH. You do not want this! So just hit him hard with physical attacks (Golems have a high magical defense, so avoid using magic). Other than that, they're easy to deal with.
LEVEL: 21, HP: 760, MP: 40. STEAL: Phoenix Down; MORPH: Phoenix Down. ATTACKS: Claw (Moderate damage), Peacock (Damages MP), Fly ELEMENTS: none WIN: Phoenix Down, XP: 260, AP: 24, Gil: 350
These monsters either travel alone or with Skeeskees. They're also highly annoying. Not only do they screw with your MP, they also fly into the air where you can't get them except with spells... except wait, you don't have any MP! Grr! Well, just use limits and long-range attacks.
LEVEL: 20, HP: 540, MP: 0. STEAL: Tranquilizer; MORPH: Hyper ATTACKS: Beak peck (moderate damage), Rage Bomber (High-damage counter-attack, inflicts FURY) ELEMENTS: none WIN: Hyper, XP: 222, AP: 22, Gil: 222
Traveling in groups of three (or pairs with a Griffin), these critters can be a handful if you don't use your head. They'll hit you with Rage Bomber once they're at 50% or less HP, or poisoned. So using an attack or spell which hurts them all is NOT recommended, unless you WANT to face three counter-attacks in a row (to perhaps build your limit bar). Allied with a Griffin, (who saps your MP), these guys can present a threat if you have low levels or you haven't healed in a while.
Once you've gained a few levels (And stopped trying to get to that large, ugly Jell-O mold, which, sorry, you can't access... until later...), feel free to take the buggy around... but don't try going too far. If you try and pass that large structure in the mountain, something BAD will happen...!
And while you -coooould- continue on foot, there's another river in your way, so you won't be getting far. You should probably check out that mountain town, as long as you have nothing else to do...
Click here!