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Part 110
Final Fantasy Crystal Chronicles

Part 110

Explore Part 110 of the Final Fantasy Crystal Chronicles walkthrough, covering locations like Marr's Pass, Kilanda Islands, Conall Curach, and Rebena Te Ra, along with characters and events.

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Explore Part 110 of the Final Fantasy Crystal Chronicles walkthrough, covering locations like Marr's Pass, Kilanda Islands, Conall Curach, and Rebena Te Ra, along with characters and events.

This section of the guide covers various locations, characters, and events encountered during the journey in Final Fantasy Crystal Chronicles. It includes lore snippets and narrative details that flesh out the world.

Locations and Events:

  1. Marr's Pass: Once home to the Lilties, now a small town at a crossroads. Caravans from here are often encountered, sometimes sharing myrrh or weapons.
  2. Kilanda Islands: The journey includes landing on these islands and facing the "iron giant" at Mount Kilanda's summit.
  3. Fum: A village whose caravan is encountered, sharing farming advice.
  4. Conall Curach: A location with "endless planks" where the "dragon zombie" awaits. It's associated with the Selkies' past struggles and a drooping myrrh tree.
  5. Leuda: A couple from this place reacts with fury upon seeing the player's gathered myrrh, and are later encountered again, appearing distressed.
  6. Rebena Te Ra: A city built by those seeking to revive a lost age of prosperity, now inhabited by its king and subjects in an "eternal afterlife." A "lich" is mentioned vanishing through a portal here.
  7. Lynari Desert: A vast desert where the player fights an "antlion" and collects myrrh, despite fears of finding nothing.
  8. Shella: A village from which Amidatty offers a bannock, described as a model of the whole world, similar to something Gurdy was hawking.

Characters and Encounters:

  • Gurdy: Frequently encountered, arguing with caravanners, and is revealed to be a swindler who cheated the caravan from Shella. He also penned verses.
  • Caravans: Encounters with caravans from Marr's Pass, Fum, and Leuda are common, providing opportunities for trade, information, and narrative development.
  • Black Knight: Described as "berserk" and hunting something unseen, claiming his memory was stolen. He is later witnessed being killed by Leon Esla.
  • Leon Esla: A boy from Alfitaria who rides with a caravan and kills the Black Knight.
  • Selkies: Their historical connection to Conall Curach is mentioned. A village of Selkies is also visited, where the player's wallet is stolen.
  • Couple from Leuda: Initially furious about the player's myrrh, they are later seen distressed.
  • Amidatty of Shella: Offers a bannock described as a model of the world.
  • Leut's of Marr's Pass: Offers advice about Flan, noting that water flan may have chilly gel.
  • Man who lost his memory: Mentioned as spending his days chasing a light, possibly due to his amnesia.

Themes:

  • The passage of time and its effects on places and memories.
  • The quest for myrrh as a symbol of hope for the future, balanced with reflecting on past adventures.
  • The nature of memory, loss, and identity, as seen with the Black Knight and the man who lost his memory.
  • Deception and trust, highlighted by Gurdy's actions.

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