Where is yaschas massif – paddraean archaeopolis




















The area's geography is diverse, consisting of scenic highplains, sheer escarpments, and deep fault valleys, with mammoth fallen trees a common sight across its landscape. See the fragment notes from Yaschas Massif AF for details. Pergilah menuju arah tanda! The Pass of Paddra. Yaschas Massif AF is a great area to harvest new Fragments and monsters. Dispel Dahaka's haste.

Yaschas Massif 01X AF Yaschas Massif. Instructions: Before you can obtain this artefact, you'll need to complete every single mission in Yaschas Massif, in order to obtain the Book Of Shambala Fragment. He is extremely susceptible to non-elemental magic damage, so barraging him with Ruin and Ruinga can wreck him very quickly.

Fulmen Ring. Upon defeating this Mark you receive 5 Bomb Core's. Talk to Hope to initiate a cinematic. Foul Utterance: Deal moderate special non-elemental magic damage to one target and Dispel buffs. Locale: Yaschas Massif - Paddraean Archaeopolis. You get 5 bomb cores every time and Tetradic Crowns or Tetradic Tiaras periodically. Fulminous Firestorm: Deal heavy lightning magic damage to all targets.

FF8 is light years beyond this mess of a game. Here are some images of what to look for as well as where the Cie'th Stone and Mark location is.

Gulping thickly while flexing his fingers, Hope grabbed for his Boomerang and left the base camp in the Paddraean Archaeopolis within Yaschas Massif, and headed in the same direction he knew Serah and Noel were heading.

It has a very touching scene between Hope and Vanille. It is the site of the ruins of the city-nation of Paddra where the Farseers lived before it fell into ruin. A long silver haired man in black trench coat with three wings, one on his right shoulder and two more on his waist, carried a seven foot long sword was standing in the middle of the ruins that appeared to be the remnants of the buildings that were constructed a long year ago.

After civil war destroyed the nation, Yeul renounced her position and left to wander Gran Pulse. After Paddra has long been abandoned and in ruins, only monsters and Cie'th wander its streets. A party of l'Cie escapes Cocoon and descends on Gran Pulse seeking a way to change their destiny and wipe their l'Cie brands clean. They can visit the Yaschas Massif where Hope and Vanille talk about telling lies as a coping mechanism.

At the Paddra Ruins, Vanille and Fang recall some of their past and the mystery behind their brands. The l'Cie catch sight of the fal'Cie Dahaka —provided they have not already fought it—and decide to follow it towards Oerba. In 10 AF, the Yaschas Massif is darkened by an eclipse caused by the fal'Cie Fenrir , appearing centuries before its time due to a paradox.

The Paddra Ruins are occupied by members of the Academy, including its leader, the now adult Hope, and his assistant, Alyssa Zaidelle , as they research paradoxes. Hope encounters Serah , Mog , and Noel after saving them from an Aloeidai. Hope tells them about the ruins' history and of Yeul, whom Hope believes was a title.

He reveals an ancient recording device called the Oracle Drive that contains past visions of the events leading to the Day of Ragnarok , including blurred images of Lightning in Valhalla. Before Serah and Noel enter the ruins of Paddra, its former seeress, Yeul, appears and points Serah as being similar to herself in how they can both "show people the way".

In resolving the paradox, Hope and Alyssa's memories are modified, and Noel and Serah repeat their initial meeting with them. Hope shows them the now-clear images of Lightning in Valhalla with the Oracle Drive. Like Noel and Serah, he wants to change history and not just to bring back Lightning but also Vanille, Fang, and his mother, Nora. The Oracle Drive shows Caius Ballad destroying the crystal pillar , sending the crystallized Cocoon plummeting to the ground.

Hope, Noel, and Serah resolve to do whatever they can to prevent it. By and AF, mysterious objects called Rubies of Grief have appeared throughout the Yaschas Massif because Yeul's sealing of Ugallu caused a paradox that sucked people into rips in time. In place of the victims are Rubies of Grief, embodying their regrets, which Serah and Noel help pass on by fulfilling their requests. In AF, they find an orb holding the memories of the Yeul who had banished Ugallu, the monster's seal having broken.

By defeating the monster, Yeul's Ruby of Grief vanishes. Southern part stretches from east to west across a deep ravine and to navigate through that part, jumping is required. The south-eastern side has two plateaus: one on high ledge and other on the lower that requires walking down a narrow pass infested with Triffids.

At the west, there is a way in the valley that splits in two, eventually reconnecting and leading into the ruins of Paddra, ancient capital of Gran Pulse. The square at the end of the ruins has a mysterious structure that houses the Undying , Vercingetorix. The area could be a different area altogether of the Archaeopolis from the area visited in Final Fantasy XIII , or affected by a paradox effect or altered by researchers, allowing only the Pass of Paddra and ruins of Paddra to be visited.

The item you are most likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster. The chance that you will earn the monster's common drop after combat; this chance can be modified by certain accessories.

The item you are less likely to earn after defeating this monster in combat; it is not possible to earn both the common drop and the rare drop from a single monster. The chance that you will earn the monster's rare drop after combat; this chance can be modified by certain accessories.

The elements and status ailments that this monster is especially vulnerable to; the exact level of vulnerability is listed on the monster page. Rare accessories cannot be purchased but may be dropped by monsters or upgraded from purchased accessories; unique accessories can only be found or upgraded from other unique accessories , and are therefore limited in number. The passive ability granted by this accessory; the "X" in this name will be replaced with the accessory's current bonus, which is determined by its level.

For accessories with a numerical bonus, this indicates the range that the bonus may grant; for accessories that can only be created via upgrade, the low end of this range is based on the level the new accessory will be created at; if you hover over the bonus range, the tooltip text will give you the exact per-level formula for the bonus. Some accessories may contribute towards a synthesized ability; you will need to equip more than one accessory or weapon with the same synthesized ability to gain its effects; details of the trigger requirements and effects of the synthesized ability can be found on its information page.

The cost to purchase this accessory from a retail network, if it is available for sale. The amount of gil you would receive for selling the accessory to a retail shop at its minimum level; value increases as the accessory gains levels; if you hover over the value, the tooltip text will give you the exact per-level formula for the value.

Each accessory has an associated rank, which determines how much experience the accessory gains from components of any given rank; a higher-rank accessory typically requires more or higher-quality components to upgrade.

The per-level cost to upgrade this accessory; this cost increases at each level past the first, as indicated by the formula. If this accessory is mastered and upgraded, it turns into another accessory; because accumulated experience is carried over, the new accessory will usually be created above level 1, as indicated here. When an accessory is mastered, you may use this catalyst to upgrade it into a new accessory.

The first chapter in which the accessory can be purchased, found, or upgraded from another accessory. Rare components cannot be purchased, but may be dropped by monsters or found in other ways; premium catalysts are sold at exorbitant prices and are generally easier to find than buy; money components are not intended for use in upgrades, but rather to be sold in shops for a profit.

Organic components typically yield a small amount of experience, but always add to a weapon or accessory's multiplier bonus; mechanical components reduce the multiplier bonus but offer a large amount of experience for their cost; catalysts cannot be used for experience, but instead are used to upgrade mastered weapons or accessories to a new form.

This column shows the amount of experience gained by using one of this component; you can select which rank to view experience for, or use the average value across all ranks; the average value is not necessarily indicative of the best component for a given rank, but it is a solid guideline; base experience is the amount of experience a component yields when used on a weapon or accessory of the same rank as the component; this number is provided for reference, but should not be used as a comparison between components.

Each component has a rank which can modify its base experience value based on the rank of the weapon or accessory being upgraded; components yield bonus experience when used to upgrade lower-ranked items, but incur a heavy penalty when used to upgrade higher-ranked items. The cost to purchase this component from a retail network, if it is available for sale.

The amount of gil you receive if you sell this component to a retail shop; note that catalysts typically sell for a small fraction of their worth compared to other component types.



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