Final Fantasy
Chapter 4. The Vile Peaks
Items Enemies
[1] Phoenix Down (B) [E039] Bomb (1248)
[1] Auric Amulet (A) [E030] Pulsework Soldier (7410)
[1] Ember Ring (A) [E040] Gremlin (696)
[1] Phoenix Down (B)
[1] Fortisol (S)
[6] Vibrant Ooze (C)
[8] Iron Shell (C)
[300] Gil
Characters: Vanille, Sazh The Vile Peaks - Scrap Processing
First of all, turn around and go all the way back
Treasure: Phoenix Down.
Then proceed. Save Station is available before you have to fight any enemies.
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[12] Bomb
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These bombs explode before you get a chance to hit them. But this one comes alone and is therefore beatable at this point.
For the others, go on defence rather than offence to have a chance at even surviving these battles. If the bomb uses self-destruct and succeeds before you kill it, you won't get the CP. The CP listed below for a battle is only rewarded when you defeat all of the enemies yourself.
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[24] Bomb x2
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Use the machine to proceed.
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[41] Bomb, Puslework Soldier
[53] Bomb x2, Pulsework Soldier
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Treasure: Auric Amulet
Save Station is a little further on.
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[32] Gremlin x2
[48] Gremlin x3
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Treasure: Ember Ring
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[61] Gremlin x2, Pulsework Soldier
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Treasure: Phoenix Down, on the right.
Go up the stairs to the right of the starting point.
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[41] Bomb, Pulsework Soldier
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Flip the switch on that corner. You'll have to flip 4 switches in total to make the big thing in the middle glow up and restore energy.
Go right and flip the switch in the upper Right corner.
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[58] Pulsework Soldier x2
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Cross over to the left side of the machine to flip the switch there
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[41] Bomb, Pulsework Soldier
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Then go back to the last corner, the lower left next to the Save Station to
flip the final switch.
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[24] Bomb x2
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Treasure: Fortisol, Underneath the machine
--------------- OPTIONAL STUFF ---------------
Then save and instead of going on after Vanille, go back to the previous area. There you'll see some panels have activated as well. You will have to fight your way there though, since the enemies have re-spawned. Next to the battle with Pulsework Soldier and 2 Bombs you'll find the first panel that will take you up to some enemies.
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[106] Gremlin x3, Pulsework Soldier x2
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The switch here opens up a bridge. Take this bridge down and activate the panel that is right ahead to open up another path.
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[87] Pulsework Soldier x3
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Start with COM/SAB, then when one has both deprotect and deshell, switch to COM/MED to heal up, once that is done switch to RAV/RAV until the one is defeated. Repeat this on the others.
Treasure: Vibrant Ooze x6
Go back up and take a left before the stairs. Activate the panel next to the Pulswork Soldier and the Bomb. Take the path you just created.
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[65] Bomb x3, Pulsework Soldier
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Stay with Medics for now, because the bombs will explode quickly leaving you with very little HP or no HP at all to face the Pulsework Soldier.
Treasure: Iron Shell x8
There are no more treasures to find, so go all the way back to the Save Station near the big machine in the next area.
You'll fight the same monsters again, I won't list them.
--------------- OPTIONAL STUFF END ---------------
Back at the Save Station, go through the doorway you opened earlier.
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[82] Bomb x2, Pulsework Soldier x2
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Treasure: 300 Gil
Save Option.
Characters: Snow Bodhum - Seaside
You now control Snow in the past, your objective is to find Sera. To find her first go to the beach house and talk to the bartender, a familiar face. Then go back to the beach and she'll be on the pier. In the meantime feel free to talk to the people there.
Save Option, and if you are playing this game on Xbox360, now would be the time to switch to disc 2.
- End of Chapter 4 -
~ Cocoon Deadlands ~
Warrior (Fighter) — A specialist in heavy weapons and armor who can withstand tremendous amounts of punishment. Can become the Knight later in the game, who is able to use the most powerful weapons and some White Magic spells.
Monk (Black Belt) — A martial arts expert who is best left fighting empty-handed, but may also wield nunchaku, and the most basic of staves. Does tremendous amounts of damage in combat, but cannot wear heavy armor. Can become the Master later in the game. In the original Famicom/NES version a high level, barehanded Master who is unencumbered by armor, can do more damage in a single attack than any other character type; a party of four Masters can defeat the final boss monster in less than two full rounds. A rather weak class in the beginning, but you never have to buy much weapons/armor for him.
Thief — A high evasion/accuracy finesse fighter with very limited weapon and armor selection, but greater agility and luck (ability to escape from combat). However, the ability to flee is bugged in versions before the Origins release. Later in the game, the Thief can be upgraded to the Ninja class. Ninja can use almost every weapon and most armor, and can use many Black Magic spells.
White Mage — A specialist in White Magic. Not a good fighter, but can use hammers for physical attacks. Can be upgraded into a White Wizard, which allows the character to use the most powerful White Magic spells in the game.
Black Mage — A specialist in Black Magic and a very weak fighter. Becomes the Black Wizard later on. Black Wizard is the only character who can cast Flare (NUKE in the original North American localization), one of the two damaging spells that retain full effectiveness against Chaos (the White Wizard can cast Holy, the other spell, but it is less powerful than Flare).
Red Mage — A jack-of-all-trades character, able to use most but not all of both White and Black Magic, and possessing fighting abilities similar to but not quite as good as the Fighter. Becomes the Red Wizard later in the game.