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Xenoblade Chronicles Guide- Walkthrough Part 55: Gaur Plains Denizens, Part 2

Ponio- These horselike creatures are considerably taller than even Reyn, and bear horns- not like unicorns, but instead like rhinoceri.  Ponio are fast and agile, they are pack fighters, and they can knock you down.  Fortunately their levels and damage aren’t all that impressive, but they’re still something to keep an eye on.  There are young ponio as well, which are even less dangerous.  Ponio tend to travel in small groups that spread out a bit.

Types: Field Ponio, Niece Ponio


Flamii- There are two types of Flamii here.  The sane kind are Oasis Flamii, which stand near the water during the day and aren’t very bothersome.  Being level 17 or so, they’ve picked up a new ability, Kick Rush, which can dish out some fairly quick damage, but otherwise they’re not terribly remarkable.  The real threat is being near the water at night- when the Oasis Flamii are replaced with the violent level 73 Lahar Flamii.  Luckily, you have control of the time, but you should steer well clear of the water’s edge at night.

Types: Oasis Flamii, Lahar Flamii (Level 73)


Bunnit- There are three kinds of bunnit on the Plains, and they are all found in a very small area on the Northwest edge, right by the cliff and the Wind Ether deposit.  Sluggers and Makers like to stick together, and there are usually two Craft Bunnit present on any given day.  Happily, none of these rabbit-things have anything to recommend them as a particular threat.  Craft Bunnit -are- aggressive on sight, though.

Types: Craft Bunnit, Slugger Bunnit, Maker Bunnit


Tirkin- Tirkin are one of the strangest new enemies you’re going to find.  Resembling particularly fat penguin or puffins, these birds are all sight-aggressive, and they all wield weapons of some sort.  Despite that, they don’t give the impression of having any more society or language than the Volff do, though they are a lot more noisy.  This is particularly strange for something bright enough to make and use bows and arrows.  Tirkin come in both melee and ranged varieties, usually grouped together so as to make fighting them particularly hazardous.  Guard Tirkin can buff themselves with Haste, which makes them particularly nasty in melee, and both Javelin and Brave Tirkin will often put an ‘Awakening’ buff on themselves or other Tirkin, which boosts their effective level by 2.  Considering that most of the Tirkin are low-level for the area, this mostly just puts them on par with the other things in the field, rather than above them.  Still, it can come as a nasty surprise.  Fortunately, the most common types, Spear and Archer Tirkin, are nonaggressive.  There’s a large Tirkin HQ to the Northeast- there’s a heroic Tirkin in there you get a quest for, as well as a large number of the more dangerous Tirkin, and two Guard Tirkin waiting outside the entrance.  Take care going in, since the majority of the Tirkin are in a single area and close together- it’s way too easy to accidentally get all seventeen or so of the things attacking you at once.

Types: Archer Tirkin, Sniper Tirkin, Guard Tirkin, Javelin Tirkin, Brave Tirkin, Spear Tirkin, Sniper Parmecia, Vagrant Alfead


Gogol- There is only one of these in the Gaur Plains, and it’s pretty obvious- it’s the gigantic foxgorilla thing that you had to avoid getting stomped by as you headed East.  Being that it’s level 81, there’s not much possibility of or reason to analyze or fight the thing right now, so just leave it alone and stay far, far away from it.  There are a few others near the Kamos Guidepost, but those can’t be reached without heading into the second half of the lower Leg level, so it’s a bit tough to accidentally stumble into them.

Types: Territorial Rotbart