In order to fight Zalera, the player must return to Barheim Passage, which requires the Barheim Key. Once inside the party should head north, turn west in the section before the Gate Crystal. Heading to northwest passage, the player will reach to the long rail known as Zeviah Span. At the end of the long path at No.7 Terminus the player will fight Zalera and his Dead Bones allies.
Attributes | Values |
---|---|
rdfs:label |
|
rdfs:comment |
|
Level |
|
CP |
|
Strength |
|
dcterms:subject | |
Ice |
|
Sleep |
|
2 defense |
|
bestiary |
|
Attack power |
|
doom |
|
Lightning |
|
Gil |
|
silence |
|
holy |
|
petrify |
|
Confuse |
|
Sap |
|
Blind |
|
Poison |
|
Steal | |
Berserk |
|
Evade |
|
Slow |
|
protect |
|
dbkwik:final-fanta...iPageUsesTemplate | |
dbkwik:finalfantas...iPageUsesTemplate | |
Defense |
|
Water |
|
Speed |
|
Fire |
|
shell |
|
sec |
|
Name |
|
MP |
|
Type |
|
Romaji |
|
magick resist |
|
magick power |
|
Vitality |
|
2 magick resist |
|
haste |
|
Exp |
|
Info |
|
Oil |
|
Genus |
|
Disease |
|
Class |
|
Japanese |
|
Dark |
|
Earth |
|
Attacks |
|
Reverse |
|
PREV |
|
HP |
|
Stop |
|
Release |
|
Wind |
|
NEXT |
|
LP |
|
Location | |
conditional augments | |
innate augments | |
Status Effect | |
technicks |
|
Lure |
|
magicks | |
immobilize |
|
disable |
|
Reflect |
|
abstract |
|