Pilot
Terra through Narshe and investigate the frozen esper.
Walkthrough
Open the menu to check the party’s condition between the forced battles. In the armor,
Terra can use the healing beam on the group; this is a convenient way to recover before the mine. Walk north from the town exterior into the cave and use the save point before examining the gate.
Whelk has a head and a shell. Leave the shell alone; when the head withdraws, use the time to heal or defend until it returns. Continue to the frozen esper after the battle and watch the scene that follows.
After
Terra wakes, follow the path from the house into the mines. When the pursuit begins, move Locke’s group and the two moogle groups between the approaching soldiers and
Terra. Switch groups as needed and defeat the commander instead of letting the pursuers reach her.
Checkpoint
After
Terra wakes in the house, check the clock for an Elixir. Two mine chests can be left unopened for changed contents later; use a separate save if you are comparing those rewards. The beginner building near Narshe’s entrance has a free recovery point and introductory rooms worth visiting before crossing the world map.