Nalbina Dungeons


Key EventsLocationsFiendsSidequests
Enter Arena

Get your equipment back
Nalbina DungeonsDaguza, Garido, Gwitch, Imperial Swordsman, Imperial Hoplite, Imperial Magus, Imperial Pilot, Imperial Marksman -


fight with class
I couldn't unlock the door
(1) I told you, total class!
After a strange cutscene, Vaan wakes up in Nalbina Dungeons, which you're about to learn is a place full of dirt and dead corpses: charming! You are also temporarily bereft of all of your equipment, including items, which is even more charming. Anyway, go have a look around, pick up a few Knot of Rust along the way and head north until you get to the save crystal. Save if you wish and go to the next area. A scene occurs where you learn a) that Vaan loves to walk into trouble even when told not to, b) a bit more than you wanted to know about the traditional welcome party for new inmates in that place and c) how to fight weaponless and outnumbered while still being totally cool, courtesy of Balflear [1]. Fight the three Seeqs: it should be easy, just make sure both members of your party present attack the same one at a time. You can also steal a potion from Daguza or Gwitch. Know also that they are vulnerable to Fire so use that spell to best effect; you can also use one or two Knot of Rust you've just picked up. When you're done, more cutscenes follow - it's time to get out of this place. You'll find yourself in a hallway. Make a few steps and Fran will spot your equipment: you get everything back. Ultimate weapon alert!There are also a few treasures in that room. Do not touch them if you want easy access to the Zodiac Spear later on (well, actually, it's only chest 6 - refer to the popup map - that need not be touched, the other two being safe). Continue your way and in between cutscenes, looting treasures, notably for a couple useful gambit settings if you're lucky, and fights against Archadian soldiers (which you may want to try and avoid as much as you can if you're still below level 8), you'll end up in the Barheim Passage, with Basch as guest character on top of it all

Bahreim Passage


Key EventsLocationsFiendsSidequests
Talk to Burrough (obtain Key Item "Tube Fuse") and reestablish power

Use Switch A to open Gate to Op Sector 29

Locate and use Switch B to open gate to North-South Junction

Head back to Rabanastre
Barheim Passage, Dalmasca EstersandSteeling, Suriander, Mimic, Zombie (a), Zombie (b), Tiny Mimic (a), Skeleton, Battery Mimic, Specter, Tiny Battery, Flan, Skull Defender, Bomb, Dead Bones, Seeker -


Barheim passage
open the gate
(2) With the fuse in place, you can
now open the gate
Run downstairs; on the right, there's a passage that leads to a circular room with chests containing gils: they won't come back once opened. You can either choose to take the gil now, or come back later once you have the Diamond Armlet accessory for even more gil; it's up to you really. Go back on your steps: before reaching the save crystal, you'll spot a wooden bridge leading to a platform, and a switch. The switch won't work, and Balflear explains that you need a fuse. Luckily for you, if you go all the way downstairs, you'll meet with a Bangaa sitting on the floor [2] who just happens to be a DIY fanatic and who managed to make Key Item Tube Fuse, which he'll give to you: isn't that sweet (on a side note, why he wouldn't bother to use it and get the hell out of that place in the first place is beyond me....)? Head back upstairs to place the fuse in place and activate the switch. An energy bar shows up at 100%. Back downstairs, activate the switch by the Bangaa to open the gate. Energy goes down to 70%, but it's nothing to worry about....yet. Before heading into the passage, take some time to buy some equipment from the Bangaa if you feel like it. You should especially consider buying the gambits "Ally's HP < 50%" and "Ally's HP < 30%" and maybe some protections, if you have enough money

Ok, I'd like to explain a few things about this place before we go ahead: Barheim passage is definitely more tricky than the places you've been through yet. In most areas, there will be enemies called "battery mimics" that chew away at the electricity cables, causing the energy to go down. You need to keep an eye on the energy bar - if you see it going down, that means there's a battery mimic in the area, even if you can't spot it by then. The normal course of action is to find and kill those first - if you have a hard time locating the mimics, just bring up the map and any that's currently affecting the energy level will be indicated there. As long as you keep the energy level above 50%, your enemies will be limited to mimics, bats and flans for all of Barheim Passage until the next save crystal in North-South Junction. If the energy level goes below 50%, undead enemies will start to show up. Go below 30%, and you'll battle against Specters as well

Extra hints: Expand your horizon

Challenges: there's more to be said about your potential enemies in the dark of Bahreim Passage. Of course, those are tougher than your regular ones. And we don't want that, do we? Unless....while they are tougher, they'll also provide you with useful loot than you can sell and even trade for equipment thanks to Burrough in the Lightworks area. And levelling up against them is definitely more efficient and less time-consuming than against regular enemies. It's up to you really. You have a few options: one is to let the power run down to zero and keep it that way for a little while before killing the battery mimic. That way, the energy stays below 50% even after the mimic is killed, and you can keep levelling up against undeads in all the areas that you've already visited (once you go to a new area, the energy level is likely to drop again if there's a Battery Mimic around - killing it fast will make the energy bar again, most probably higher than 50%)

Equipment: in the Op Sector 37 (where you'll find the switch for the second gate), there are several chests with potentially equipment in them: Headgear, Buckler and a Mage Masher if you didn't get any of those previously. Worth your time is also the Oaken Pole (potentially your first pole, with an attack power of +27) in the Zeviah Subterrane. You'll find it in the chest isolated by water - run all the way south then west. The mini map tells you the way is cut, but the waters are shallow and you can cross on foot to a small area where that chest is located. On top of that, if you choose to fight against the undead, there's a bit of equipment you can trade for: 2x Horn, 2x Foul Flesh and 3x Wind Stone will earn you a Light Spear (-> Javelin, with a +30 attack power); 3x Iron Scrap, 2x Foul Flesh and 3x Earth Stone will earn you an Iron-Forged Blade (-> Iron Sword, with a +24 attack power); finally, if you've had the good idea to steal a couple Fish Scales from Ichtons earlier on, you can come back to Burrogh once you've encountered the Flans and got yourself some Green Liquid: 2x Fish Scale, 1x Green Liquid and 3x Dark Stones will earn you the Markman's Delight (-> the gun Capella and the ammo Silent Shot, which you can only obtain that way). With all that, you should be ready for just about anything the Barheim Passage can dish out at you!

fight against battery mimics
battle against flans
(3) You'll encounter mimics, flans and
bats mostly
Right, now that you know what's in store, let's head through the passage you've just opened. You'll immediately spot a battery mimic, and the power will be brought down to 30%, and will keep diminishing until you kill it. A zombie or two will also show up, since the power is low, but keep focusing on the battery mimic first. Once you've done this, the power will raise again to above 50%. Finish off the rest of your opponents in the area. If you keep an eye on the energy bar, you've already realised that it keeps getting lower again - that's because there's yet another Battery Mimic within the same area. Continue on your way until you encounter it (bring up the map if want - its location will be indicated). Once it's done the power will be back to 100% or almost if you have hurried a little, and will stay so until you exit for the next area. There are four Battery Mimics in the latter (Great Eastern Passage) which happens to be pretty big. At the first crossroads, take right to take on one battery mimic, then go back to take the other way, until at another bifurcation you go left for a third battery mimic. Back to the main road, you can continue all the way south until you reach one last fork that will take you back north a little: at the end of this passage, you can get the map to the Barheim Passage. Now you're about to walk for a while until you almost reach the exit to the next area. Before that, take the couple of stairs on the right that lead to a platform and then an exit. Two other Battery Mimics are located there. Get rid of them and head back to the old railroad, then proceed to the next area

map of mechanism location
(4) The location of the gate mechanism
YOu're now in Special Op Sector 3: there's an exit south but it's closed for now. You need to activate the mechanism, located upstairs in Op Sector 37, to open it [4] before you can proceed. Kill also the two Battery Mimics there, and don't forget to look around for treasures (see Equipment section above). You may meet with a few Bombs from now on, but those shouldn't bother you unless you attack them. You can beat them, but you must be quick once they've been delt some damage as they tend to explode and deal a lot of damage to all of your characters standing close. Now go back to the previous area and exit south. A cutscene occurs, after which you can save your game. The next two areas will see a new type of mimics that may be familiar to regular FF players - those look similar to ordinary treasure chests, but examin them and you're prompted into a fight against what turns out to be a Mimic. You can tell them apart from regular treasure chests though if you look closely, as mimics' imitations have a blue undertone to them that the regular thing doesn't have. In the second area, The Zeviah Subterrane, you'll encounter also Surianders (which look like giant toads): while they are pretty big, they shouldn't be a problem at this stage. The last Battery Mimic you need to get rid of is close to the exit of the area. Proceed and you'll arrive at the Terminus no 4 Adjunct which offers you a last chance to save before the next boss. If you want to level up some more before facing it, this is your last chance to go back and visit the Barheim Passage in a while

277 Mimic Queen

TypeElemental
Boss/ Giant InsectAbsorb Thunder
Weak against Ice

ImmuneStatusBonus
Petrify, Countdown, Sleep, Virus, Immobilize, Reverse, Poison - Safety, Null Knockback

LocationCondition
Barheim Passage - Terminus No 4 -

LevelHPMPStrengthMagickVitalitySpeed
1040733151764016

AttackDefenseMagick ResistanceEvasionEXPLicense pointsClan PointsGils
191060 0 5410 -

DropStealPoach
- Knot of Rust, Storm Magicite, Rose Corsage -


Extra Notes
Combo: 2(10%)


mimic queen introduction
boss battle
(5) I hope you're not afraid of spiders
There aren't many things you should do specifically to prepare for that battle. The only recommendation I'll make is to have both Balflear and Fran on long-ranged weapon and keep them out of the way, so that they don't get hit by the Mimic Queen's special attack, "Thunderburst". You'll see that there are, on top of it, Tiny Mimic that will chew at the power. You can go after them if you wish, but you can also just as well focus on the Mimic Queen. Just keep an eye on everyone's HPs and try to keep them above 200 to stay on the safe side. Mimic Queen is weak against Ice so Blizzard is especially efficient against it, but you may prefer to keep your MPs to heal, especially if you have few healing items with you. In that case, just keep attacking until you have depleted all of its 4073 HP, and you'll find yourself out of the Barheim Passage and back in the Dalmasca Estersand region

Balflear and Fran heading towards Rabnastre
(6) They leave your party, but not
for long
Ok, your next destination is Rabanastre, but you don't have to go back just yet if you'd rather tour the area a little. You can even visit Nalbina Town (for that, head north, then head for the east exit of the next area - you'll get to see a CG scene the first time you try to enter the city). You can also head for Giza Plains or even the Dalmasca Westersand if you want to - the monsters in the later should be less of a problem now, even though you may still want to be a little cautious. And unless you've leveled up a lot (level 18-20) I'd strongly suggest not to try the Zertinan Caverns at this point. Finally, you may also choose to head north in the Dalmasca Eastersand and teleport to Rabanastre from South Bank Village. Anyway, wherever you come from bears no impact on the fact that everyone will leave the party [6] at this point....luckily, you won't be on your own for long

Coming next: The Royal City of Rabnastre - The Sky City of Bhujerba and the Luhsu Mines