Information¶
Type | Petitioner | Location | Reward |
---|---|---|---|
Notice Board | Milha (Rabanastre: Lowtown) | Garamsythe Waterway, Overflow Cloaca | 500 Gil, Ether, Gauntlets |
Stats¶
Lv | HP | Weakness | Steal |
---|---|---|---|
9 | 5146 | Lightning | Glass Jewel, Dark Magicite, Hi-Potion |
Resistances¶
Resistances | Status Immunities |
---|---|
Ice (Absorb) | Disease, Doom, Libra, Lure, Petrify, Poison, Sleep |
Strategy¶
To begin this Hunt, accept the bill from the Notice Board and then head into Lowtown and head east of the Traveling Merchant in North Sprawl to locate Milha, the petitionier. The ghost Milha talked about earlier is haunting the Garamsythe Waterway, particularly the spot accessible by Storehouse 5, a place that should be familiar to Vaan Ratsbane. Note that this hunt can be a little challenging, but it is made significantly easier with the use of Silence. You should have already found this Black Magick in the Yardang Labyrinth of the Estersand, but in order to use it, you will need either a Black Mage or a Red Battlemage.
If you don’t have such a caster ready, however, there are other ways to inflict Silence; the Mage Masher, a dagger that you could have found in Barheim Passage or purchased there or afterwards (it’s for sale in both Rabanastre and Nablina) which can inflict silence on hit. You’ll need a Shikari to equip it, however. Failing that, however, if you purchased the Marksman’s Delight Bazaar bundle you’ll get your hands on some Silent Shot, which also inflicts Silence. Best of all, it can be equipped by Balthier no matter what his job is. This will set you back 550G. If you can’t get your hands on any means of inflicting Silence, you may want to postpone this hunt until later.
When you feel you are ready, head back into Lowtown and find the entrance to Storehouse 5, where you can return to Vaan’s humble beginnings - at least, where you saw him at the beginning of the game. Upon entering the Overflow Cloaca of Garamsythe Waterway, you will see nothing, but as you approach the middle portion of the room, the Wraith will magically appear out of thin air, like all others of its kind. The first thing you will want to do is try and get Silence on the Wraith, assuming you have access to it. You won’t see why this helps until later on in the fight - well, you won’t see why it helps anyway if you can inflict it.
Right off the bat, the Wraith will randomly cast Doom until it sticks on all of your characters. The more it misses, the better it is, as you will have more time to inflict damage to the apparition. It will cast Doom until all characters are afflicted, and if a character that had Doom is revived, it’ll immediately attempt to cast it on them again. Outside of Doom, it has access to Sleep Touch and Poison Touch, so be ready with Antidotes for the latter, should you wish to remove it.
Once you get the Wraith to under 20% of its max health, it will begin using magicks, specifically Blizzard (although it may also start casting this a bit earlier), Blind and Dark. The first isn’t too bad and the second is a nuisance, as it will make the Wraith harder to hit, but Dark is the most troublesome of the three. This is because Dark is an area-of-effect spell, so if your characters are jumbled up, then it will hit all of them and it will be very difficult to heal all three of your characters at the same time with something like Potions and Cure.
If you manage to inflict Silence, though, you don’t have to worry about any of those magicks (except for Doom, of course, which somehow bypasses it). This makes it so the Wraith can only attack physically once it’s finished with Doom. The Wraith doesn’t drop anything, but you can steal a Glass Jewel, Dark Magicite or Hi-Potion from it. Once the Wraith is no more, return to Lowtown and seek out Milha again to have the little Seeq boy finally come out of the house. The boy’s parent will come and thank you for vanquishing the ghost, as well as hand over your reward.
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