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GTP-архив: At Zanarkand (FF–X)

Как открыть файл формата .GP? .GP (.GTP, .GP3, .GP4, .GP5) — формат музыкальной партитуры, который используется программой Guitar Pro для написания музыки для различных струнных инструментов. Включает табулатуры для гитары, бас-гитары, банджо. Широко применяется для создания партитур, которые затем возможно проиграть с помощью данных MIDI или напечатать на принтере.
Для открытия нот этого формата Вам необходимо установить у себя на рабочем компьютере программу Guitar Pro (желательно, последней версии). Скачать её можно с официального сайта программы (Скачать) или найти бесплатную версию на руском языке (Найти).

Функционал программы:
Запись музыкальных произведений для гитары, бас-гитары, банджо и множества других инструментов и ансамблей в виде табулатур или нотной графики (при создании табулатуры отображается соответствующая ей строчка с нотами и наоборот);
Создание произведений для духовых, струнных, клавишных и других музыкальных инструментов;
Создание партий для барабанов и перкуссии;
Интеграция текста песен в ноты и привязка его к нотам дорожек с партией вокала;
Встроенный определитель и визуализатор аккордов для гитары;
Экспортирование музыкальных партитур в MIDI, ASCII, MusicXML, WAV, PNG, PDF, GP5 (в Guitar Pro 6), подготовка к печати;
Импортирование из MIDI, ASCII,MusicXML, Power Tab (.ptb), TablEdit (.tef)
Виртуальный гитарный гриф, клавиатура фортепиано и панель ударных инструментов, на которых проецируются ноты, проигрываемые в текущий момент. Удобное создание и редактирование партии соответствующего инструмента с их помощью;
Встроенный удобный метроном, гитарный тюнер для настройки гитары, инструмент для автоматического транспонирования дорожек;
Огромное количество инструментов для добавления к нотам характерных для гитары приёмов аккомпанирования и выбор способов их озвучивания;
Начиная с версии 5 в программу добавлена технология RSE (Realistic Sound Engine), которая помогает приблизить звучание гитары к настоящему звуку и наложить различные уникальные эффекты (гитарные «навороты», эффект «wah-wah» и т. д.) в режиме проигрывания.
Поддержка предыдущих форматов программы — gtp, gp3, gp4, и gp5 (для версий 5.Х и 6.0).

Источник

GTP-архив: At Zanarkand

Как открыть файл формата .GP? .GP (.GTP, .GP3, .GP4, .GP5) — формат музыкальной партитуры, который используется программой Guitar Pro для написания музыки для различных струнных инструментов. Включает табулатуры для гитары, бас-гитары, банджо. Широко применяется для создания партитур, которые затем возможно проиграть с помощью данных MIDI или напечатать на принтере.
Для открытия нот этого формата Вам необходимо установить у себя на рабочем компьютере программу Guitar Pro (желательно, последней версии). Скачать её можно с официального сайта программы (Скачать) или найти бесплатную версию на руском языке (Найти).

Функционал программы:
Запись музыкальных произведений для гитары, бас-гитары, банджо и множества других инструментов и ансамблей в виде табулатур или нотной графики (при создании табулатуры отображается соответствующая ей строчка с нотами и наоборот);
Создание произведений для духовых, струнных, клавишных и других музыкальных инструментов;
Создание партий для барабанов и перкуссии;
Интеграция текста песен в ноты и привязка его к нотам дорожек с партией вокала;
Встроенный определитель и визуализатор аккордов для гитары;
Экспортирование музыкальных партитур в MIDI, ASCII, MusicXML, WAV, PNG, PDF, GP5 (в Guitar Pro 6), подготовка к печати;
Импортирование из MIDI, ASCII,MusicXML, Power Tab (.ptb), TablEdit (.tef)
Виртуальный гитарный гриф, клавиатура фортепиано и панель ударных инструментов, на которых проецируются ноты, проигрываемые в текущий момент. Удобное создание и редактирование партии соответствующего инструмента с их помощью;
Встроенный удобный метроном, гитарный тюнер для настройки гитары, инструмент для автоматического транспонирования дорожек;
Огромное количество инструментов для добавления к нотам характерных для гитары приёмов аккомпанирования и выбор способов их озвучивания;
Начиная с версии 5 в программу добавлена технология RSE (Realistic Sound Engine), которая помогает приблизить звучание гитары к настоящему звуку и наложить различные уникальные эффекты (гитарные «навороты», эффект «wah-wah» и т. д.) в режиме проигрывания.
Поддержка предыдущих форматов программы — gtp, gp3, gp4, и gp5 (для версий 5.Х и 6.0).

Источник

Zanarkand

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Zanarkand

Background information

Region

Gameplay details

Items

Enemies

Quests

Items

Quests

A city dead for a thousand years. A city I had to see with my own eyes. The end of Yuna’s journey. The last chapter in my story.

Zanarkand is a former metropolis at Spira’s northernmost edge in Final Fantasy X and Final Fantasy X-2. In the English localization, Zanarkand is pronounced [ˈzæ.nɚ.kənd] . In modern days, it is an ancient holy site.

Contents

Story [ edit | edit source ]

Final Fantasy X-2.5

Many summoners used to live on Besaid Island during the time of the Machina War between Bevelle and Zanarkand. Summoners are described as those with an enhanced sensitivity to pyreflies, trained to fight against Zanarkand while living a life of suppression regardless of their own desires. Summoners took the name of a «god» and once they died or became an unsent, they gave up that name, reverting to their original name with another succeeding the god’s name. During this time mages and assassins from Zanarkand invaded Besaid, carrying bombs that resembled blitzballs to eliminate the summoners, and the practice of summoning was apparently wiped out from the island.

Final Fantasy X [ edit | edit source ]

Promotional artwork of Auron across both Dream Zanarkand (left) and true Zanarkand (right).

There are, in fact, two Zanarkands: the real Zanarkand that was annihilated by Sin at the end of the Machina War against Bevelle 1000 years ago, and the Dream Zanarkand, the exact reproduction of what Zanarkand was before its destruction, created directly from the memories of its former inhabitants.

The original Zanarkand was a city state whose people wished to enhance their lives using a mix of magic imbued within machina. The city state of Bevelle was militarized and focused on machina. Bevelle believed Zanarkand was planning a war and so Bevelle struck first.

During the war Yu Yevon, the leader of Zanarkand and the most powerful summoner in Spira, used this might to fight off the armies of Bevelle. They were unable to stop Bevelle and Yu Yevon sacrificed the people of Zanarkand, turning them into the fayth needed for the ultimate summoning, to preserve the metropolis in a dream state at the height of its power. Yu Yevon summoned a creature of unspeakable power to defend it, which became to be known as Sin.

Yu Yevon gave the creature two objectives: defend Dream Zanarkand and destroy any large city that relies on machina. Unable to control Sin’s power, Yu Yevon’s mind became consumed and the newly summoned Sin turned on Zanarkand itself, destroying the metropolis. Yevon’s daughter, Yunalesca, took it upon herself to vanquish Sin and turned her husband, Zaon, into an aeon and summoned him against Sin. Sin was defeated, Yunalesca died, and Yu Yevon’s spirit possessed Zaon’s aeon and made him into the new Sin. Yunalesca stays in Zanarkand as an unsent to pass on the wisdom of the Final Summoning, the only means of «defeating» Sin.

Zanarkand’s ruins, 1,000 years after its destruction.

A thousand years later the Zanarkand Ruins is the final destination of the summoners’ pilgrimage to defeat Sin, Yunalesca and Zaon’s feat having been made dogma by the Temple of Yevon and propagated as the only means to ridding Spira from Sin with the people’s atonement. Known as a holy place by Spirans, the ruins are unseen by all except the few summoners and their guardians who prove themselves worthy. Zanarkand has become mythologized as a fabled land at the end of the world where summoners can obtain the Final Aeon. Swarming with pyreflies, Zanarkand is a haven for many fiends, including zombie forms of Warrior Monks who lost their lives during the Machina War.

Summoner Yuna and her guardians journey to Zanarkand and set up camp outside the ruins before continuing. The pyreflies react to memories and recreate events from times past. During their journey through the ruins, Tidus, Yuna and their comrades witness visions of their predecessors, including Lady Yocun, a young Seymour and his mother, as well as Braska, Jecht, and a young Auron. Upon entering the Zanarkand Dome and completing the Cloister of Trials, one last challenge awaits the travelers: the Spectral Keeper. When the monster has been defeated Lady Yunalesca welcomes the summoner and the guardians and bestows upon them the Final Aeon, albeit at a heavy price.

The summoner must ask Yunalesca to turn their guardian into the fayth required for the Final Summoning. If the bond between the summoner and their former guardian is strong enough, the Final Aeon will destroy Yu Yevon’s armor: Sin. The freed Yu Yevon will then possess the Final Aeon, killing the summoner, and fashion a new Sin with the Final Aeon as its core.

Upon meeting Yunalesca and learning of Sin’s cyclical existence, Yuna rejects the tradition of Final Summoning as false hope, and refuses to pick any of her guardians for a sacrifice. Yunalesca attempts to kill Yuna and her guardians to release them from the sorrow of having lost their final hope, and for having rejected the teachings of Yevon. Yuna and her guardians prevail and Yunalesca fades away, and with her the practice of Final Summoning.

Outside the Zanarkand Dome the party spots Sin, but it appears mournful rather than aggressive. One of Yuna’s guardians, Tidus, silently promises Sin they will find another way to release it, for Sin’s core is Tidus’s father, Jecht, who was made into the Final Aeon during a previous pilgrimage. The party is picked up by Cid’s airship, the Fahrenheit.

If the party returns to Zanarkand, they may find Summoner Dona and her guardian, Barthello, mourning the lack of Final Aeon (only if the party encouraged her to keep with her pilgrimage earlier), and if they descend to the dome again they are attacked by Dark Bahamut.

Final Fantasy X-2 [ edit | edit source ]

Zanarkand Ruins in Final Fantasy X-2.

During the Eternal Calm, Cid and Isaaru turn Zanarkand into a tourist attraction and people from all over Spira come visit it. Buddy detects sphere waves emanating from the Zanarkand Ruins, and Yuna, Rikku, and Paine go investigate. To the trio’s shock, the ruins have become a tourist attraction, learning from Isaaru it was Cid’s idea. He leaves since he has work to do. The Gullwings meet Pacce and his group the Kinderguardians. Afterward, they run into some of Leblanc’s goons, whom they defeat.

Finding Cid, Yuna and Rikku berate him for turning Zanarkand into a gift shop with Rikku comparing it to turning the ruins of Home into a theme park. Cid realizes his mistake and leaves for the Thunder Plains. On top of the ruins, a voice «taunts» Yuna’s party, saying that they won’t be able to easily take their treasure. They recognize the voice as Isaaru, who explains that he provides excitement for the tourists. He apologizes for the quiz, gives Yuna a Garment Grid, and leaves.

Finding a cave nearby, Yuna, Rikku and Paine reach the treasure sphere, but are ambushed by a Guardian Beast. After they slay the beast, they find that the sphere is broken in half, but take it anyway.

Yuna’s party can let monkeys overpopulate the ruins by placing them next to their soulmates. With the monkeys overpopulating the ruins, the tourists leave, finally leaving the ruins in peace. The Gullwings later meet Maechen in the now abandoned Zanarkand, and discover he is an unsent. Ready to rest in peace, Maechen departs on the Farplane. If Yuna asked the fayth to revive Tidus * ( and the player has 100% story completion ) the two travel to Zanarkand Ruins where Tidus ponders about how the fayth put him back together again, and how they should enjoy the time they have together.

Locations [ edit | edit source ]

Camp [ edit | edit source ]

Zanarkand camp site.

The camp site is where all summoners and guardians rest before they enter the dome and complete their pilgrimage.

Road to Zanarkand [ edit | edit source ]

The Road to Zanarkand.

The Road to Zanarkand is lined with the ruins of fallen buildings and roads. The entire area is covered in pyreflies.

Zanarkand Dome [ edit | edit source ]

The Zanarkand Dome is the ruins of the former temple and government seat of Zanarkand. Its architecture resembles the blitzball stadium in Dream Zanarkand.

Quests [ edit | edit source ]

Final Fantasy X-2 [ edit | edit source ]

Chocobo treasures [ edit | edit source ]

Sending a chocobo to Zanarkand Ruins to look for treasures finds the following items (depending on the chocobo’s level):

Level Treasure
1 Echo Screen, Echo Screen x2, Echo Screen x3, Echo Screen x4
2 Remedy, Dispel Tonic, Silver Hourglass, Ether
3 Remedy x2, Dispel Tonic x2, Gold Hourglass, Turbo Ether
4 Remedy x3, Dispel Tonic x3, Gold Hourglass x2, Kinesis Badge
5 Remedy x4, Dispel Tonic x4, Pretty Orb, Lag Shock

Episode Complete [ edit | edit source ]

To get Episode Complete in Zanarkand, the player must follow these steps:

  • Chapter 1 — When meeting Cid at the Chamber of the Fayth, Yuna must voice her dislike of him having turned the place into a tourist attraction. The player must complete the hotspot mission. Best done after everything else in Chapter 1 has been completed, because if Zanarkand is the final hotspot to be cleared, the game will start the Kilika mission which ends the chapter.
  • Chapter 2 – The player must complete the monkey matchmaking quest.
  • Chapter 3 – Yuna must speak with Isaaru.
  • Chapter 4 – The player must see all Zanarkand CommSphere scenes in which Isaaru is pondering what he should do.
  • Chapter 5 — The player must visit Zanarkand.

Zanarkand is known for the Episode Complete bug. If the player completes the episode in Zanarkand last they won’t be transported back to the Celsius and thus the scene where the Gullwings earn the Mascot dressphere is never triggered, even if the player fulfilled the requirements for it. The player stays in Zanarkand, so they can talk to Maechen without having to revisit. However, if the player has not yet completed the Den of Woe or the Chocobo Ranch sidequests, this will remedy the problem as they will be transported back to the Celsius upon completion.

Missions [ edit | edit source ]

Claim the Treasure Sphere [ edit | edit source ]

Treasure Sphere Waves have been traced to the Zanarkand Ruins, once holy ground. Don’t be the last sphere hunters to claim the prize!

  • Objective: Acquire the treasure sphere.
  • Unlock: Becomes available when the party returns to the Celsius after «Outrun the Leblanc Syndicate!»
  • Reward: Amulet, Sphere Fragment

Shop [ edit | edit source ]

Final Fantasy X-2 [ edit | edit source ]

Items [ edit | edit source ]

Final Fantasy X [ edit | edit source ]

Enemies [ edit | edit source ]

Final Fantasy X [ edit | edit source ]

Behemoth in Zanarkand Ruins.

The party does not perform victory poses in Zanarkand, but keep their battle stance.

Musical themes [ edit | edit source ]

Several different music tracks are played in Zanarkand in Final Fantasy X. When the party first reach the Zanarkand Ruins, «Zanarkand» is played, which is also the main theme of Final Fantasy X. «A Fleeting Dream» is played along the road towards the Zanarkand Dome and the random encounter battles.

The Zanarkand theme also makes an appearance during Dissidia Final Fantasy as the background music during Tidus’s story segment.

An entirely new track for the ruins, called «Zanarkand Ruins» on the original soundtrack, plays in Final Fantasy X-2. The track is arranged on a solo piano in the Final Fantasy X-2 Piano Collection album.

Other appearances [ edit | edit source ]

Dissidia Final Fantasy [ edit | edit source ]

One of the rooms from the Online Lobby is named Zanarkand.

Dissidia 012 Final Fantasy [ edit | edit source ]

Zanarkand is present as a room for preset characters of the Multiplayer Mode Online Lobby.

Pictlogica Final Fantasy [ edit | edit source ]

Theatrhythm Final Fantasy [ edit | edit source ]

Zanarkand, both during day and night, appears as the Field Music Sequence for «Zanarkand», and «A Fleeting Dream» respectively. The former only appears during a Dark Note.

Theatrhythm Final Fantasy Curtain Call [ edit | edit source ]

Zanarkand is the FMS for «Zanarkand», «A Fleeting Dream», and «KUON: Memories of Waves and Light».

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