Beaucedine Glacier: Difference between revisions

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Revision as of 07:44, 6 March 2023

Beaucedine GlacierAcquisition
Table of Contents:

Connecting Areas | Quests/Missions | NPCs

Weather | Fishing | NMs | Mobs

A severe ground where is snow storms always blow hard. Deep crevasses are abound in this region, falling here is likely fatal to a traveler. Around the glacier, ruins of the same type as the Horutoto ruins of Sarutabaruta were discovered. Controversy over the specific creators of these structures continue among archeologist of Windurst and the priest of San d'Oria.

Connecting Areas

Ranguemont Pass
Batallia Downs (to the isolated NW area)
Xarcabard
Fei'Yin
Pso'Xja (multiple entrances, via "Towers")
Dynamis - Beaucedine

Involved in Quests/Missions

Quest Type Starter Location
  Curses, Foiled A-Golem!? Scroll Shantotto   Windurst Walls (K-7)
  EF: Beaucedine Glacier Expeditionary Force ---    ---
  Fistful of Fury General Vola   Lower Jeuno (J-8)
  Garrison: Beaucedine Glacier Garrison ---    ---
  Love and Ice General Carmelo   Port Bastok (E-6)
  Tuning Out General Leepe-Hoppe   Windurst Waters (J-9)

Fishing

Fish Cap Body of Water
Icefish 49 Lake
Emperor Fish 94
Silver Ring 0
Rusty Subligar 0
Copper Ring 0
Mythril Dagger 0
Arrowwood Log 0
Rusty Leggings 0 Sea

NPCs Found Here

Name Location Type
Gueriette H-9 Outpost Vendor
Parledaire, R.K. H-9 Conquest Overseer
Torino-Samarino I-7 Quest NPC

Weather

Weather Checkers Possible Weather Conditions
Maleme - Southern San d'Oria [J-8) DarkIce
Elemental Map

Elementals

Notorious Monsters Found Here

Name Level Drops Steal Family Spawns Notes
A = Aggressive; L = Links; S = Detects by Sight; H = Detects by Sound; HP = Detects Low HP; M = Detects Magic; R = Detects Resting; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-sound

Mobs Found Here

Name Level Drops Steal Family Spawns Notes
A = Aggressive; L = Links; S = Detects by Sight; H = Detects by Sound; HP = Detects Low HP; M = Detects Magic; R = Detects Resting; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-sound