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  1. Connected Areas. - Dalmasca Estersand. - Garamsythe Waterway. A full map of the Barheim Passage including rare item locations - part of the Final Fantasy XII walkthrough and strategy guide by Jegged.com.

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    The Barheim Passage is a location in the land of Ivalice in Final Fantasy XII. It is an underground passage that connects the Nalbina Dungeons to the Dalmasca Estersand. Long since abandoned, the passage now provides no real use.

    Originally it was a passage used to speedily bring goods into Nalbina Fortress, but fell into disuse with the advent of airships as the preferred form of transportation. Now, the only people who walk down its paths are people escaping from the Nalbina Dungeons. In order to get back to the passage later in the game, the player must complete the Patient in the Desert sidequest on Dalmasca Estersand.

    The Barheim Passage is located just to the east of Rabanastre, south of the Nalbina Fortress.

    See also: Treasure (Final Fantasy XII)

    Barheim Passage has numerous treasure chests, and some Mimics posing as treasures. In the original version, the treasures the player encounters when going through Barheim Passage the first time with Basch as a guest are nothing special and contain either gil or common recovery items or low level equipment. The treasure at the far end of the Op Sector 37 has a 60% chance to spawn and a 75% chance to contain a Mage Masher.

    During the first time through, the best treasure is the Oaken Pole, which has a chance to appear at the far end of The Zeviah Subterrane area, on a little "island" where the player can cross if they "walk off the map". Because the treasure respawns, it is possible to get multiple Oaken Poles early, but as soon as the player exits Barheim Passage they can no longer return until later.

    If Barheim Passage is explored later with the Diamond Armlet equipped, all of the "early" item treasures are either Knots of Rust or Elixir (10% chance). After obtaining the Barheim Key, the player can explore areas that were sealed off previously. In the Special Op Sector 5 all treasures contain gil, and the area has the Rare Game Ithuno posing as a treasure from which the player can steal the Deathbringer one-handed sword. In East-West Bypass the furthest treasure chest in the dead-end bit can contain a Turtleshell Choker. The same treasure may contain a Bubble Belt when Diamond Armlet is equipped.

    In the Zeviah Span, the treasure right on the middle of the bridge can contain Celebrant's Miter, and the one at the south end can contain Cleric's Robes. Mostly the item treasures at the far end of the Barheim Passage are Knots of Rust, but the treasure that normally contains either 500 gil or an Elixir, can hold Zodiac Escutcheon with the Diamond Armlet, although the chance is small. If playing the original version, the player can also obtain the Dragon Mail from a treasure in West Annex, near the area where the path starts to narrow. The treasure in Terminus No.7 Adjunct contains either 20,000 gil or the Kaiser Shield with Diamond Armlet equipped, but is a treasure that will never respawn.

    In the Zodiac versions, all treasures are different. Instead of the Oaken Pole in the original, the same area may have four weapons, though their usefulness depends on what License Boards the player has chosen for their party. East-West Bypass has Toxify in the right-side end. The Special Op Sector 5 also has various equipment, whereas the original just had gil. The Zeviah Span has the useful Shear Technick.

    Spoiler warning: Plot and/or ending details follow.

    After having been found trespassing in the Royal Palace of Rabanastre, Vaan and his two sky pirate comrades Balthier and Fran are sent to Nalbina Dungeons. Fran, being a viera, senses a way out. Turns out the "way out" is a pit at the deep end of the dungeons, and there they also find Basch fon Ronsenburg, who has been kept in a private cage. The party free Basch and knock his cage down the pit, collapsing the tunnel, and ending up in the Barheim Passage.

    With Basch as a guest the party make their way out of the passage fighting mimics and finally the Mimic Queen who explodes, and the entrance to the passage caves in. Later, if the party obtains the Barheim Key, they can return to explore the passage through an alternative entrance.

    The manga version expands on the events with Vaan tells Basch Reks was interrogated as a co-conspirator on Raminas's murder, and died from the methods used to force a confession. The four flee down the passage from a Mimic Queen, Basch grabbing the sword of a fallen adventurer to fight.

    •The Lightworks

    •Op Sector 29

    •Great Eastern Passage

    •Op Sector 36

    •Special Op Sector 3

    •Op Sector 37

    Electricity and Mimics

    Speaking to Burrogh reveals that the fuse has blown and needs to be replaced. He happens to have a fuse which he then gives to the party. Replacing the fuse opens the gate, but causes the power level to drop to 70%. After that he explains that as long as the lights are on the Passage is not very dangerous, but if the power level drops below 30%, "fierce beasts start comin' out in the dark". For the duration of the level, if the power level drops below 50%, Zombies (Male), Zombies (Female) and Skeletons appear. If it drops below 30%, Specters and Skull Defenders appear. There is also a chance that a Battery Mimic will respawn between 31–50%. Periodically, the party will find Battery Mimics to stop them from feeding on power conduits and draining the electricity over time. As long as a Battery Mimic lives in the current area, the power will continue to slowly drop. When a Battery Mimic is killed, some of the power they consumed will be restored. After defeating the Mimic Queen, the Battery Mimics no longer appear.

    Barheim Key

    Main article: Patient in the desert / cactite family The key to return to Barheim Passage and reach the deepest reaches of the area is obtained from a sidequest in Dalmasca Estersand.

    Hunts

    See also: Hunt (Final Fantasy XII) The Bloodwing is a Rank V Mark whose hunt becomes available after felling Judge Bergan at Mt Bur-Omisace. Bloodwing is found in the West Annex area of Barheim Passage. It attacked two escaping prisoners, one being fatally wounded. The other prisoner petitions the mark to avenge his friend. Its petitioner is No. 381 found in Dalmasca Estersand South Bank Village.

    •Steeling

    •Seeker

    •Mimic

    •Tiny Mimic

    •Battery Mimic

    •Tiny Battery

    Burrogh

    Consult the armor, accessories, and magick articles for more information on these items. Burrogh will be selling some of the best wares after the events in Pharos in the original version. In the Zodiac versions it is still worth returning to him after the events in Giruvegan to buy Scourge.

  2. Meeting up with Basch again in the Barheim Passage, tracking down the Battery Mimics and defeating the Queen Mimic - part of the Final Fantasy XII walkthrough and strategy guide by Jegged.com

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  3. Oct 31, 2006 · The maps to Barheim Passage are found in urns. The first is located in the Great Eastern Passage for the first part of Barheim. Later when you have the Barheim Key, you will find the...

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  4. Oct 12, 2020 · Final Fantasy XII - Barheim Passage Map. by aacroke - Last Updated 10/12/2020. Show image in new window. Would you recommend this Map? Yes No. For Final Fantasy XII on the...

  5. An interactive map of the Giruvegan Great Crystal; featuring all weapons, armors, save crystals, gate stones, way stones, bosses and rare enemies. Tips for getting the best equipment from the Bazaar and from enemies.

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  7. Take this Northern path, because there's an Urn at the end of it with the map for the Barheim Passage, thus giving you the layout of the dungeon and saving me the effort of explaining things like this! Continue down the Great Eastern Passage; secure the last visible energy conduit.

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