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Fishing
Introduction
When you have completed the Barheim Passage quest, talk to Ruskel in the Southbank village, in dalmasca's Eastersand. He'll tell you he wants
to begin fishing. Then, when you get to Balfonheim, head to the Aerodrome screen (Chivany Breakwater). Talk to the Fishing Enthusiast near the
entrance to this area. Twice. Ask about the fishing rod. Now head over to the entrance to the aerodrome and come back - if you talk to the sleepy
guy, it will suffice. The rod should just be leaning up where the guy was. Grab the rod and you'll obtain the Muramata.
Take the Rod to Ruksel at the South Bank Village in the Dalmasca Eastersand. You can now go fishing with Ruksel. Talk to him again and
ask him to explain how it works. Basically, you tell him what kind of fish he's got, and he'll reel it in. Save your game at the Save Crystal here,
then have him take you out fishing. The first place you can go fishing is...
Nebra - Downstream
After 5 perfect trips you'll be able to move on. All the fish in this area are only four keys, they only use U,D,L,R,T,C,X,S.
Fish Types:
circle x square up-arrow:
triangle x squar down-arrow:
square triangle x o:
tri circle x square: nebra bass
down-arrow x tri squar?:
Nebra - Midstream
Perfect:
Bottles in the River - Find the Matamune:
Blue: Truth lies just beyond falsehood. CDZCKZMCRANZS.. That's supposed to tell you to look at the letter that would follow each
of the letters here (this is not scrambled, it's ciphered; but not well). Adding one letter to every letter gives you DEADLANDSBOAT. You are
supposed to go to the Nabreus Deadlands and search the boat in the southeast corner of the Echos of the Past area. Hold the blue bottle near to the
light. You should get an X-Potion and a Wanly-limned Message that reads "River...unde...o";
Green: Skip on stones to far bank's shore, by skipping stones return once more. SSADLNIAKLADHAUETDNREA. You're supposed to figure
out that you need to read every other letter on the first pass, and the OTHERS going BACKWARD on the next pass. "SALIKAHUTNEARDEADLANDS." Teleport
to the Salikawood and go north two screens to the Piebald Path. There's a faint glow next to the hut there. Hold the bottle near it to obtain a
Hastega Mote and a Green-hued Message. This one reads "Forest...rgro...w"
Red: Foothills rise in mountains' shadow. nhIiQsTUrEe The tall letters can be rearainged to spell "QUIET" and the lower case ones
can be rearainged to spell "shrine." Head to the Mosphoran Highwaste Bubbling Vale and search the "quiet shrine" there. It's the one that lady was
looking at in the Northwest corner. You'll get a Holy Mote and a Vermillion Message reading "Fire...undb...h"
Yellow: Dragons stir among the eaters of the wind. 1 2 - - 5 - 7 - 9 -. Eaters of the wind refers to windmills, and of course
there are dragons there. You want to head to that area and make sure windmills 1, 2, 5, 7, and 9 are ON - while 3, 4, 6, 9, and 10 must be OFF.
You can find the windmills in the following areas:
- North Liavell Hills: 1, 2, and 3
- The Terraced bank: 4 and 5
- The Northsward: 6 and 7
- Crossfield: 8, 9, and 10
When done, you'll get a Hi-Ether and an Auric Message that reads "Ash...ridg...e"
Black: Easy as a, b, c, so conut yourself lucky. 19 - 12 - 21 - 9 - 3 - 5 - 7 - 1 - 20 - 5 - 18 - 1 - 20 - 19. This is a simple
number substitution cipher. You know, A=1, B=2 ... Z=26. Doing your substitution reveals: "SLUICEGATERATS." Head to Rabanastre's Lowtown and go
where you had your first fights. Head through the large gates to the control room. There's a faint glow near one the lamps by the little rats
running around (not the control units, the actual lights along the waterway.) The black bottle becomes an Elixir and you get an Onyx Message that
reads "Darness...eton...e"
Put them all together and you get:
unde...o
rgro...w
undb...h
ridg...e
eton...e
Break them apart and unscramble a little bit, and you'll end up with "Under Ground Bridge To Nowhere." This (of course; it's so obvious) refers to
the underground bridge of the Barheim Passage. Head to the far south edge and back track to the small square. Gilgamesh shows up (if you've beaten
him) and gives you the rod. Take it back to Ruksell.
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