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THE ENDGAME: Final Dungeons of the Final Fantasy Series Part XII

by November 5, 2010 0 comments

We’re doing things a touch differently this week, as I am not very familiar with Final Fantasy XII. Despite a couple attempts, I have never gotten around to finishing it. So in the interest of giving you people the best article possible, I wanted to find someone who would know what they were talking about.

This is a guest entry from forum member DrakeClawfang on what is essentially the final dungeon of this game. Enjoy!

Final Fantasy XII: Pharos

After spending two years seeking the power to battle the Empire and restore Dalmasca, the power Princess Ashe seeks waits a few hundred feet overhead – the Sun-Cryst, the source of deifacted nethicite. With the Treaty Blade of the Occuria, Ashe can cut her own shards of the giant crystal and use their magic to battle the Empire, but it would mean more war between Arcadia and its enemies, and Dalmasca will be caught in the crossfire. Will Ashe hold on to her lust for vengeance, or can she set aside her personal desires and do what is best for her people and kingdom? She’ll have a long time to debate the issue. A convenient counter in the corner of the screen keeps track of the floors, telling us it’s a 100-story trek to the tower’s top room. And it definitely feels like you’re taking every step yourself, because the Pharos is one of the longest dungeons in the series.

The Pharos isn’t given much build-up, it’s only mentioned briefly before you set out to Giruvegan where the Occuria await, but what we know about it gives it an impact. It lies beyond the ocean in a land where airships cannot fly, and atop the tower lies the Sun-Cryst, the Crystal from which King Raithwall cut the Midlight, Dawn and Dusk Shards and used their power to unite Ivalice. The Sun-Cryst and thus the Pharos are the source of deifacted nethicite, the force the entire game’s plot has centered around. To take control of the Sun-Cryst would give Ashe the power to fight the Empire, but there’s already talk of a war between Archadia and Rozzaria, and at this point a war of such magnitude could destroy Dalmasca. The previously determined Ashe is only now doubting if her quest for revenge is what she really wants, since it seems it will come at the cost of the country she loves.

The Pharos is divided into three parts, called “Ascents”. The very first floor presents a puzzle in the form of four shrines that must be “fed” black orbs which are randomly dropped from enemies. Once the four shrines are sated the player enters an alternate reality and fights Pandaemonium, a giant turtle. After that begins the climbing, a long series of stairs leading up. Besides the normal enemies, the player must actively search for Brainpans and Deidars. When the green Brainpans die they spawn one “tile” of bridges leading to new areas, and Deidars spawn red bridges. But kill one of the other type while creating a bridge – like say, kill a red Deidar while creating a green bridge – and you lose a tile and have to kill an extra Brainpan. As you continue climbing finding enough enemies to complete the path you want requires you to backtrack quite a bit. After this is another boss, the blue fish Slyt.

That itself would be enough for a single dungeon, and takes as long as some other FF12 areas, but it’s just Part One of Three. For the second Ascent the player must choose an altar and give up usage of Attacks, Magic, their Minimap or Items, similar to Ultimecia’s Castle. Once they choose a handicap it’s a climb up through several floors of powerful enemies, eventually facing a third boss, the white wolf Fenrir. When Fenrir falls the party gets their ability back and moves on the Third Ascent. For the Third Ascent, the player gets to deal with a puzzle of colored Waystones that teleport them about. It’d a fairly simple puzzle if you know the solution, otherwise you’ll need to use your head and read runes scattered around the floors for clues to which color stone leads forward. Yet another boss awaits you now, the Esper of Earth and Bringer of Order, Hashmal. Finally you reach the final chamber and fight three bosses in a row. Aye yae yae.

The Pharos is a long, long trek and will take several hours. Fortunately save points are common and between floor lifts and Waystones you can leave the tower with fair ease. A Gate Crystal on the first floor conveniently lets you leave, restock your supplies and come back whenever you wish. The enemies are varied and can pose quite the challenge if the player is underleveled. The puzzles are varied and recall elements of previous dungeons, and the tower’s layout is full of false walls and optional paths, and in one section picking the one Waystone lands you in a room full of powerful zombies, so tread lightly. Counting the skeleton dragon Hydro the player must fight to enter the Pharos in the first place, there’s a total of eight bosses to be fought before the trip is done, but they’re spread out over the tower’s length so it doesn’t feel overwhelming.

The music for the dungeon is…well, forgettable. Final Fantasy XII’s soundtrack as a whole never left much of a mark on me, with the exception of the magnificent orchestral version of the series theme that plays when the game is turned on. There’s nothing really wrong with the theme, it just isn’t as memorable as some dungeon themes, not to mention that due to the battle system you’re probably more focused on looking for enemies lurking in the shadows off-screen waiting to pounce than you are enjoying the music.

The atmosphere besides the music is incredible though, the main chamber of the Pharos is a long column of water rising in the center of a ring-shaped room, and the side-chambers are often darkened and can sometimes be hard to navigate. The sight of the pillar of water rising to the summit every time you enter the central chamber serves to constantly remind you of the power that awaits you on the final floor. Compounding this are the cutscenes along the way that emphasize the moral dilemma Ashe is turning over in her head during the climb, building the suspense even more. Tack on the atmosphere and plot build-up to the long, long climb, and by the time you reach the Sun-Cryst you’re ready for a climax of epic proportions, and you get it. The strength of Final Fantasy XII’s voice acting and scripting really comes through in these scenes, due in no small part to Doctor Cid, who is perhaps the most deliciously hammy villain in the series short of the Dissidia cast.

Sit your ass down and drink some goddamn Sun Cryst!

It is at this point that you may proceed to the technical “final” dungeon, the Sky Fortress Bahamut, but like the Crystal World of Final Fantasy IX, it is little more than a corridor to the final boss minus the cool backgrounds.

The Pharos is a truly epic dungeon combining puzzle solving with endurance and good-old-fashion brawls with strings of powerful enemies and bosses, inter-spliced with tense cutscenes. After spending the last three games of the series traveling inward, Final Fantasy XII makes up for lost ground with a hundred-floor climb upward. For one of my favorite games in the series, the pay-off at the top is worth the trip.

12 down, 1 to go! Shouldn’t be too hard to finish now, it’ll be like taking a cradle from an orphan!

No comments yet

  1. Zappy
    #1 Zappy 6 November, 2010, 07:49

    Why Pharos and not Sky Fortress Bahamut?

    Reply to this comment
    • ForceStealer
      ForceStealer Author 6 November, 2010, 16:34

      Because there’s nothing to the Sky Fortress. Its a hallway to Vayne, basically.

    • ffcollector
      ffcollector 9 November, 2010, 06:39

      Then i can say, you can’t call it the final dungeon or whatsoever, if it is not the sky fortress..for my opinion. i guess you should had stick with what’s really the final place of the game. in that way we would not such thing like the two commented here. I also understand that you didn’t finished that game and you only gather the information from somebody. But i guess it quite okay than nothing. i rate this as 1.5 out of 5. sorry dude, may be it wasn’t the final place that why i rated it 1.5. nonetheless, thanks for this effort.

    • ForceStealer
      ForceStealer Author 9 November, 2010, 14:42

      You’re welcome to dislike the article at your leisure of course, but you make me wonder if YOU played the game.

      http://images3.wikia.nocookie.net/__cb20070222155423/finalfantasy/images/thumb/1/12/Baham1.jpg/557px-Baham1.jpg

      There’s the Sky Fortress. That’s the whole damn thing, what do you want me to say about it? You walk around to the central lift, fight Gabranth, and take an elevator to Vayne. That’s it. No puzzles, no endurance test, no boss gauntlet, no nothing. The lack of these things lead me to conclude that it is not, in fact, a dungeon, and therefore can not be the final “dungeon.” As the Pharos is the last area you visit that constitutes a dungeon, it is the final dungeon.

    • ffcollector
      ffcollector 12 November, 2010, 11:04

      I agree with you of course. It is just that, Final dungeon, but it isn’t really the final. I played the game, if basing on you said like puzzle or other things, pharos is definitely a worth one. but then again, it isn’t the last dungeon, I thank you you for sharing this with us.

  2. Wut?
    #2 Wut? 6 November, 2010, 14:34

    what the… Pharos isn’t the final dungeon >.<

    I only remember Pharos for being tedious. The bosses were pretty easy compared with others of the game, and more if you find out the correct strategy. And the whole game was pretty fogetable. I only remembered this dungeon when I read the "four shrines that must be “fed” black orbs"…

    Reply to this comment
  3. Phi
    #3 Phi 10 November, 2010, 06:40

    Hi! Vaan officially joins the Duodecim cast with this week’s Jump scan.

    http://i56.tinypic.com/24nqtth.jpg

    Reply to this comment
    • Tennyo
      Tennyo 10 November, 2010, 07:07

      Yup, we have already been alerted to this. Thank you, though. 🙂

  4. Keyln
    #4 Keyln 10 November, 2010, 09:05

    You skipped Final Fantasy XI. 🙁

    Reply to this comment
    • ForceStealer
      ForceStealer Author 10 November, 2010, 14:09

      …but its an MMO, there is no final dungeon.

    • Keyln
      Keyln 10 November, 2010, 20:19

      Sure there are. Consider Castle Zvhal, which can be considered the end story for the original story. Or Tulia, which is the end story dungeon for Rise of Zilart. Or Lumora, which is the end story dungeon for Chains of Promatha. Just because it’s an MMO doesn’t mean that there aren’t any “final dungeon”s.

    • Ryushikaze
      Ryushikaze 10 November, 2010, 21:02

      So which is ‘the’ final dungeon? That’s kind of the problem. The very nature of MMOs precludes ‘final’ anything most times.
      Until the game stops updating.

    • Keyln
      Keyln 12 November, 2010, 11:09

      Castle Zvhal could be considered the original “final” dungeon, as that is where the first and main storyline of Final Fantasy XI ended. And for each expansion, there’s a final dungeon to each of them.

      For example:

      Original: Castle Zvhal
      Rise of Zilart: Tu’lia
      Chains of Promathia: Lumoria
      Treasures of Aht Urghan: Undersea Abyzaal Ruins
      Wings of the Goddess: None yet, as that storyline is still ongoing.

      All of those are final dungeons for each of their respective storylines.

    • ffcollector
      ffcollector 12 November, 2010, 11:01

      I think there’s a game for PS2 or Xbos, FFXI and there a lot of it.

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