Publisher: Square Enix
Genre: RPG
Release Date: October 5, 2010 (US)
E10+ for Everyone 10+: Alcohol Reference, Mild Fantasy Violence, Mild Language
Final Fantasy: The 4 Heroes of Light

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Publisher: Square Enix
Genre: RPG
Release Date: October 5, 2010 (US)
E10+ for Everyone 10+: Alcohol Reference, Mild Fantasy Violence, Mild Language

Final Fantasy: The 4 Heroes of Light Walkthrough & Strategy Guide

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Published: Jan 20, 2010

Final Fantasy: The 4 Heroes of Light Walkthrough

Whirlpool

« Back to Table of Contents Liberte Pirate Hideout
» Boss Battle: Trollud
Whirlpool
» Boss Battle: Brainshark
The Road to Arbor Hunting Caves Urbeth
» Boss Battle: Demon

After clearing the Pirate Hideout area, you can return to Liberte to meet with people you've already met. The reason for doing that, naturally, is so that they can show their gratitude. Enter the city during daylight and make your way to the house behind the one where you first appeared in Liberte. There, you'll find Apollo still staring out a window. Talk to him now to receive the Apollo's Talisman item.

Now that you have the talisman, return to your own chambers, in the nearby house. There, a scene unfolds. When it concludes, head down through the town and back out to the overworld map. Roam around there until night falls, then return to town. Talk to the Adventurer character and save your progress, then proceed past him and step into the whirlpool that appears beyond him. It can only be reached at night. When you step into it, you'll appear in a hidden dungeon.

From the entrance of the dungeon, head forward and through an opening in the wall to reach a larger room with green pools spread along the floor. These are made up of poisonous ooze, so try to steer clear of them to the extent that is possible. You can exit the larger portion of the room along its upper right side, then head along a narrow passage leading left. That path eventually wraps back to the right. Continue along the route and you'll arrive at a blocked opening. Past that, there are some stairs that ascend to the next floor. Climb them.

Head right from the top of those stairs, then up along the passage as it proceeds in that direction. Make sure that you stop to activate a lever. The trail will swing back left beyond that lever, then down and left. You'll continue past the back side of some locked doors, and from there keep going along a branch-free path until you arrive finally at a lever. Investigate it and you can pull on it, which will cause the area to shudder. Now you need to backtrack to the doors. When you arrive, you'll find that they've now swung open. Pass through them and head down along the passage until you reach another set of locked doors.

Ahead of those doors, you can go either left or right. Start by taking the path to the right, where you'll find a branch in the path that allows you to go either up or down. Start by heading up first, where you can activate a lever. Then head back down and continue along the path past the intersection, to the right and another branch in the path. Start by heading right and up into a room with a chest, which you can open for the Earth Bow. Along that same general path, you can also head down to find some stairs. Descend them to arrive in a large room. Head right through that room to reach a treasure chest. Note that when you open it, you'll be attacked by a Mimic. Defeat it to obtain the Bolt Sword. Now head back left, climb the stairs, head up to the split in the path, take a few steps back toward the left and then head down the trail that leads toward the bottom of the screen. You'll find a lever there.

Now backtrack along the path until you reach the area on this floor where you found the two locked doors. They're still locked, but that will change soon enough. Head left along the path that leads in that direction. At the first branch in the path. The path leading up is an almost immediate dead end, so venture left and follow that winding path to reach a branch where you can proceed either down or to the left. Go down first to find an Echo Herb in a treasure chest, then return to the branch. Now head left and then up to find a lever. Activate it, then return the way you came and on the way back, veer toward the lower wall to find a fourth lever on the floor. When you activate it, you'll hear the doors slide open elsewhere on the floor.

Return to those doors, and pass through them now that they have opened. You'll reach a large, open room where the Adventurer character is waiting near a staircase. Talk to him to save your progress, then ascend the stairs to reach a new chamber. There's a chest situated at the center of a pool. Approach it to trigger a brief scene, then a boss battle.

Boss Battle: Brainshark

The Brainshark shouldn't pose much of a threat now that you've navigated the dungeon leading up to the encounter. Your characters should be plenty strong and they should have equipment that protects them from Water attacks, which is what Brainshark primarily utilizes. As you fight, just keep your health up by having your White Mage character use Healthgiver and Cure spells. Your Black Mage should alternate between Magic Mojo and Fire magic, which does significant damage to the enemy. Note that your foe may attempt to silence you, but you hopefully have an echo herb or two that can remedy that issue. If you don't, you could be in for a bit of a battle since physical attacks hardly do any good at all.

When you defeat the enemy, a scene follows and you'll find yourself without your second party member. Open the treasure chest for another sequence, and when it concludes you'll appear back in Liberte as a feline.

Most of the townsfolk have nothing useful to say. Head back to the house where you first appeared in town and you'll find your companion lying on the bed while Apollo talks to him Your fairy friend, Lilibelle, can still talk to you. She'll give you the Fairy Map item, which should help you find your way to Arbor. You need to go there next to regain your true form, and you'll have to do so without a friend to help you. At least you can still save your progress with the Adventurer. Do so, then head out of town.