FAQ/Walkthrough - Guide for Final Fantasy XII

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                            ____  __________ ______ 
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                             \      /  |  |   |  | 
                              Discover the Secret
                          That Will Unravel an Empire.
                             /      \ _|  |_ _|  |_ 
                            /___/\___\______|______|

                                FAQ/Walkthrough

                                  Version 0.48
                        Last updated: December 8, 2006

                             Authored by: Berserker
                         Email: [email protected]

               This document Copyright 2006 Kevin Hall (Berserker)
                 Final Fantasy XII copyright © 2006 Square-Enix.

Table of Contents

   Section I:  Introduction  . . . . . . . . . . . . . . . . . . . . . . [IN00]
  Section II:  Basics  . . . . . . . . . . . . . . . . . . . . . . . . . [BS00]
 Section III:  Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00]
      - Part I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT01]
           -- Rabanastre . . . . . . . . . . . . . . . . . . . . [PI1]
           -- Dalmasca Estersand . . . . . . . . . . . . . . . . [PI2]
           -- Lowtown  . . . . . . . . . . . . . . . . . . . . . [PI3]
           -- Giza Plains  . . . . . . . . . . . . . . . . . . . [PI4]
      - Part II  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT02]
           -- Garamsythe Waterway  . . . . . . . . . . . . . . . [PII1]
           -- Royal Palace of Rabanastre . . . . . . . . . . . . [PII2]
           -- Garamsythe Waterway  . . . . . . . . . . . . . . . [PII3]
      - Part III . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT03]
           -- Nalbina Dungeons . . . . . . . . . . . . . . . . . [PIII1]
           -- Barheim Passage  . . . . . . . . . . . . . . . . . [PIII2]
           -- Rabanastre . . . . . . . . . . . . . . . . . . . . [PIII3]
           -- Bhujerba . . . . . . . . . . . . . . . . . . . . . [PIII4]
           -- Lhusu Mines  . . . . . . . . . . . . . . . . . . . [PIII5]
      - Part IV  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT04]
           -- Dreadnought Leviathan  . . . . . . . . . . . . . . [PIV1]
           -- Ogir-Yensa Sandsea . . . . . . . . . . . . . . . . [PIV2]
           -- Nam-Yensa Sandsea  . . . . . . . . . . . . . . . . [PIV3]
           -- Tomb of Raithwall  . . . . . . . . . . . . . . . . [PIV4]
      - Part V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT05]
           -- Giza Plains  . . . . . . . . . . . . . . . . . . . [PV1]
           -- Ozmone Plains  . . . . . . . . . . . . . . . . . . [PV2]
           -- Jahara . . . . . . . . . . . . . . . . . . . . . . [PV3]
           -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV4]
           -- Eruyt Village  . . . . . . . . . . . . . . . . . . [PV5]
           -- Henne Mines  . . . . . . . . . . . . . . . . . . . [PV6]
           -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV7]
           -- Mount Bur-Omisace  . . . . . . . . . . . . . . . . [PV8]
           -- Paramina Rift  . . . . . . . . . . . . . . . . . . [PV9]
           -- Stilshine of Miriam  . . . . . . . . . . . . . . . [PV10]
           -- Mount Bur-Omisace  . . . . . . . . . . . . . . . . [PV11]

  Section IV:  Side Quest  . . . . . . . . . . . . . . . . . . . . . . . [SQ00]

   Section V:  Lists . . . . . . . . . . . . . . . . . . . . . . . . . . [LS00]

  Section VI:  Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00]

__  _____ ___                                                   __  _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
 \  / | | | | |                  INTRODUCTION                  | \  / | | | |
 /  \ | | | | |                     [IN00]                     | /  \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|

Hello and welcome to my Final Fantasy XII guide.  This guide is still very much 
skeletal and I plan to add gobs and gobs of extras to it as I finish up the 
main walkthrough.  Everything is still very unorganized at this point along 
with this introduction as I continue to focus on the main walkthrough.  I 
haven't had time to proofread everything yet, so just put up with the bad 
grammar for a little bit longer.  This guide will be updated daily (or at least 
every two days) as I continue to finish the main walkthrough and concentrate on 
other areas.

This is my first time writing a guide for an RPG, so please let me know what 
you think.  I would love to have some feedback on how I am doing!  You can 
email me any questions about the main storyline of the game even if I haven't 
covered it yet since I am writing this guide while going through my second 
time, but please do not email about the side quests - at this point, I have not 
done many of them myself, so I cannot help you with what I have not 
experienced.
__  _____ ___                                                   __  _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
 \  / | | | | |                     BASICS                     | \  / | | | |
 /  \ | | | | |                     [BS00]                     | /  \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|

* Most of the basic information is in the walkthrough for the time being, 
except for Quickenings.  All of the basic information will be listed here on a 
later date with plenty of detail.

Gambits

Gambits are sets of commands that can be bought from gambit sellers in the game 
that will allow you to configure the way your party members will react in 
certain situations or while fighting enemies.  Below is a small list of gambits 
that I find useful for each particular situation.

Support Gambits

HP Healing

[a] Ally: any                  (>) Phoenix Down, Raise, Arise, 
[b] Ally < 50%                 (>) Cure, Curaga, Hi-Potion
[c] Ally: status = HP Critical (>) X-Potion

[a] - A revive spell or item should be first on your list of Healing gambits.  
A Phoenix Down is nearly instant but the spells will restor an ally with more 
health than an item usually.  A Phoenix Down is really good to use when you 
have Larsa with you.

[b] - 50% is the best range to have for setting a curing gambit since some 
enemies tend to chain attacks and take off more HP while you're caster is still 
charging.

[c] This is exactly what Larsa is set to the first time he joins your party.  
It works well, but you might want to set it to "< 20%" as the enemies get more 
aggressive later in the game, just in case.

Status Effect Healing

[a] Ally: status = Slow        (>) Haste
[b] Ally: status = Sap         (>) Regen
[c] Ally: any                  (>) Esuna/Remedy
[d] Ally: status = Confuse     (>) Attack
[e] Ally: status = Stop        (>) Chronos Tear/Remedy
[f] Ally: status = Disease     (>) Vaccine/Remedy/Cleanse

[a] Along with a Remedy, Haste is the only way to cure Slow.  Haste will help 
to serve as extra support for the affected character aside from just curing the 
negative status.  The only bad thing about setting a Haste gambit like this is 
if the caster is inflicted with Slow.

[b] Esuna can cure Sap as well, but Regen takes less MP and it will also serve 
as support for the affected character.  Be sure to have this gambit BEFORE the 
Esuna gambit or Esuna will automatically be cast on the affected member.

[c] This is the best of all status effect cures since it will basically cure 
everything, with the exception of Slow, Death, Stop, and Disease.  A Remedy can 
cure just about anything once you have all of the augments to enhance them.

[d] You will not want this later in the game, but before Esuna is gained, this 
is the only way to cure this status effect along with a Remedy and Smelling 
Salts.  You will not want to have Basch or Vaan set with this, but a person 
equipped with a Dagger, Bow, or Staff, among others, shouldn't take that much.

[e] This is one of the worst spells in the game and it's hard to cure.  You 
will either have to use a Chronos Tear or a Remedy with the correct Augment 
from the License Board.

[f] Most of the time, you will want to cure Disease instantly since it can stay 
with a character even after death, and that is something you do not want, 
especially during a boss fight.  The spell Cleanse takes too long and I would 
not recommend using it unless you are out on the field and not in a boss fight.

Technick Gambits

[a] Self                       (>) Libra
[b] Foe: HP = 100%             (>) Steal
[c] Foe: HP Critical           (>) Poach
[d] Self: MP < 10%             (>) Charge

[a] Using Libra on any of your characters is one of the most important gambits 
to have in the entire game.  Not only will this let you see the information 
about any normal enemy, but most importantly, it will reveal any traps that are 
in the area.  Traps can take out your party instantly sometimes if you're not 
careful.

[b] With this gambit, you're character will only steal from enemies with 100% 
of their life.  This is perfect for when your party runs into a group of 
enemies since the stealer will run around to the different enemies and steal 
from them.  The only negative aspects are when a character misses a steal, you 
will need to steal manually, or when one of the other characters in your party 
miss with their attack after your stealing character has performed a successful 
steal; in that case, you will need to cancel the steal manually.

[c] I would recommend setting this to your quickest character (a character with 
a dagger) or set it to multiple characters to insure the Poach.

[d] This should be set to your caster for sure.  Keep it at the top and it will 
ensure that your caster is never without MP.  Even if it misses that character 
will try again.

Attacking

[a] Foe: any                   (>) Attack
[b] Foe: party leader's target (>) Attack
[c] Foe: flying                (>) Telekinesis, Strong elemental spell

[a] As long as you have this gambit set, or a "Foe: nearest visible", you will 
not need to issue out any attack commands with your leader.

[b] This is one of the best gambits to set for a boss fight or any target that 
you want to cast constant pressure on.  Be sure to set this to your other 2 
party members and not your leader.  The only bad aspect of this gambit is if 
the party leader is performing any other action beside readying an attack or 
attacking then the party members will not act.

[c] In the later stages, you will want to always have a gambit set for flying 
enemies on your short range attackers since a flying enemy can only be hit with 
long distance weapons, such as guns or bows, or magick.  Obviously, you would 
want to use whatever element the flying enemy is weak against.


Quickenings

Quickenings are FFXII's version of limit breaks.  Quickenings are found 
throughout the License Board, usually around the edges.  Only one character can 
buy a Quickening per block.  The block will disappear from the board on all 
other character boards once a Quickening is purchased, though the icon will 
remain on the board of the character that gained that particular Quickening.  
Each character has three levels of Quickenings that are always purchased in the 
same order exclusive to that character.  The character board will always 
display the Quickening exclusive to a particular character no matter which 
Quickening block is highlighted.  Quickenings should be bought as soon as 
possible, and you should buy three for each character in your main party 
instead of buying for your secondary party.  There are enough Quickening blocks 
on the License Board for each character in your party to gain all three 
Quickening levels each.  Quickenings will start to double your MP once the 
Level 2 Quickening has been bought and they will triple your MP when the Level 
3 Quickening is bought per character.

When a Quickening is bought, that character's MP gauge will be displayed as an 
orange bar instead of the normal blue bar when it is full.  Once Level 2 and 
Level 3 Quickenings have been purchased the MP gauge will display three 
separate orange bars.  Each bar will remain full until a certain amount of MP 
has been used.  The orange bars represent "Mist Charges" that are used to 
perform a Quickening.  A character with 3 bars at full magic can perform a 
Level 3 Quickening or that same character can perform a Level 2 Quickening if 
he/she is not at full MP.

Here is a minor tutorial of how to use a Quickening:

Once a Quickening has been bought from the License Grid for a character, choose 
"Mist" from the on-screen command menu and choose "Quickening" for whichever 
particular character you wish to start the Quickening Chain with.  Now, pretend 
that you have a party of Balthier, Basch, and Vaan and that you are starting 
the Quickening with Balthier.  Once the Quickening has started Balthier will 
perform the beginning animation then pause and the following will be displayed 
on the screen.

-------------------------------------------------------------------------------
                                        /\ - Vaan's Quickening

                                        [] -

                                        X  - Basch's Quickening

 _______________________________________________________________________
|_______________________________________________________________________| TIMER
-------------------------------------------------------------------------------

While the screen is paused and the timer starts to deplete, you must either 
start another Quickening by pressing the corresponding button for an available 
Quickening, or press the R2 button and wait for the Mist Charge command to 
show.  When the R2 button is pressed the button commands for the character that 
just performed a Quickening will sometimes display the Mist Charge option.  For 
instance, you will be waiting until it displays this.

-------------------------------------------------------------------------------
                                        /\ - Vaan's Quickening

                                        [] - Mist Charge

                                        X  - Basch's Quickening

 _______________________________________________________________________
|_______________________________________________________________________| TIMER
-------------------------------------------------------------------------------

In this case, once you have pressed the R2 button enough times to where it 
displays Mist Charge next to the [] button you will want to press [] at that 
moment.  This will give Balthier one level of Mist Charge and will allow him to 
perform another Quickening once it randomly displays again after pressing R2.  
Now, once you have pressed the button for the Mist Charge, press one of the 
other buttons immediately afterward to perform another character's Quickening 
to keep the chain going.  This must be done before the timer depletes once 
again.  Just to go a little further, suppose you Mist Charged with the [] 
button then chose to perform Vaan's Quickening next, the screen would display 
the following as the screen pauses for Vaan's Quickening.

-------------------------------------------------------------------------------
                                        /\ - 

                                        [] - Balthier's Quickening

                                        X  - Basch's Quickening

 _______________________________________________________________________
|_______________________________________________________________________| TIMER
-------------------------------------------------------------------------------

Once again, you would need to press the R2 button to display the Mist Charge 
option, only this time it would show up next to /\ since you have used Vaan's 
Quickening.  Quickenings are vital to finishing off bosses once you delve 
deeper into the game, especially when the bosses start to get super aggressive 
or perform some type of extremely damaging attack on their last 25% of HP.

__  _____ ___                                                   __  _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
 \  / | | | | |                   WALKTHROUGH                  | \  / | | | |
 /  \ | | | | |                     [WT00]                     | /  \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|
                          ____  __________ ______
   /\      /\             \   \/   /__  __|__  __|               /\      /\
  /  \    /  \             \      /  |  |   |  |                /  \    /  \
 |    |  |    |       Prologue - The Fall of a Kingdom         |    |  |    |
  \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
   \/      \/             /___/\___\______|______|               \/      \/


Nalbina Fortress

Aerial Gardens

Imperial Swordsman / Weak: N/A
Imperial Magus     / Weak: N/A

Destination Quote: I must reach the King before he signs the treaty!

You will take on the role of a young soldier by name of Reks from the game's 
starting point.  A tutorial will display at the beginning to familiarize you 
with the control setup.  Rotate the camera with the right analog and move with 
the left analog toward Basch to finish the first part.  The tutorial for the 
talk icon will appear above Basch's head then an explanation for the icon will 
commence.  Any character that has the talk icon (the smiley face) above their 
head may be associated with by pressing the X button near them.  Approach the 
Dalmascan (actually labeled so) near the gate and talk with him.  Open the gate 
to continue, but before doing so you may want to walk around a bit to get 
adjusted to feel of this Final Fantasy.  Battle will be presented in this same 
3-D view as well so it's good to get familiar with it while all is settle.  
Walk toward the gate when you're ready.  An explanation of the action icon (!) 
will appear.  This icon will let you know when you're near an object that can 
be interacted with by pressing the X button.  Walk toward the gate and open it 
when the command appears above Reks' head.

Inner Ward

An explanation of the party menu followed by a mentioning of equipment and your 
inventory will appear then Reks will be thrown into battle with an Imperial.  
The red line that appears between Reks and the enemy will let you know that an 
enemy has targeted you and is about to attack.  A blue line will appear when 
you whenever your character targets an enemy.  Pull up the usual command menu 
by pressing X then select attack one time to make Reks attack the Imperial.  As 
the game says, there is no need to keep issuing the order to attack since Reks 
will automatically perform it again after the first command until the target 
falls.  Follow Basch's squad down the path ahead for a cutscene.

++ B O S S  F I G H T ++

Air Cutter Remora

Lv.??
HP: ????
Weakness: Thunder

Open the command menu and select Thunder from under Black Magic to take off 
some heavy damage from this foe.  Basch and his squad will do most of the work 
for you however since they will gang up underneath it and hack away.  The boss' 
Remora Strike is the only major concern and it will usually hit Basch or his 
men with that.  Use the Cure spell found under White Magic if too much damage 
is suffered.  Don't worry about your MP - you can regain it by walking and 
running.  Once 25% of the Air Cutter's HP has been taken a cutscene will 
commence where Basch will finish it off.  Basch is actually performing his 
Quickening attack, which will be explained later.

Follow the path ahead once the battle is over and fight through the wave 
Imperial Swordsmen as they run down the stairs to confront you.  You'll have to 
reissue the order to attack each time that one of them falls.  Notice that the 
enemies are displayed by red dots on the mini map in the top right of your 
screen.  This will help you to see what enemies lie ahead.  At the top of the 
stairs, enter the area with the blue dots - this will always signify a new 
area.  Before you enter an explanation of the mini map and map will commence. 
Press the Select button to examine the full map of an area at any time.  Your 
location will be shown as an orange marker and your destination (if any) will 
be shown by the circled X displayed on the map.

Lower Apartments

The cutscene will leave you at the beginning of the new area.  The first few 
side areas are empty of items so head north.  A few Imperial Swordsmen and 
Magus' will rush toward you from the hall ahead.  Basch will most likely take 
care of them if you don't attack quick enough.  The Magus' like to move away 
from you while in the middle of casting their spells.  An explanation of 
running from enemies will be shown as you head down the hall.  Hold R2 to 
escape from enemies - hold it the 
entire time while running.  Check the  +-----------------------------------+
halls to the sides to find some        | There is a secret weapon that one |
treasure chests.  The treasure chests  | can obtain by NOT opening certain |
in the game will be displayed          | chests.  Check the Side           |
differently depending on your current  | Quest/Secrets section and look    |
area.  Most of the time they carry     | for the "Zodiac Spear" for more   |
random items.  Your destination is     | details.                          |
the stairs leading up in the north     |              [SQ01]               |
but continue around the corner past    +-----------------------------------+
the area with the stairs to find
another chest.

Upper Apartments

On the next floor, Basch will explain the save crystal to you as you walk 
toward it.  Like Final Fantasy X, touch the save point to have all your HP, MP, 
and status restored and of course save your game.  Run up the stairs to the 
side after saving.

The Highhall

The cutscene that plays will leave you fighting three Imperial Swordsmen.  They 
will only take two hits to kill depending on if they block or not.  Use the 
Cure spell if you start to take too much damage.  Enter the hall ahead and open 
the passage door on the left side (the action icon will appear as you near it). 
Walk toward the current destination as noted on the map and a cutscene will 
take place that will end the prologue.

                         ____  __________ ______
  /\      /\             \   \/   /__  __|__  __|               /\      /\
 /  \    /  \             \      /  |  |   |  |                /  \    /  \
|    |  |    |  Part I - A Boy Who Sees Freedom In the Skies  |    |  |    |
 \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
  \/      \/             /___/\___\______|______|               \/      \/

[WT01]

Garamsythe Waterway

Overflow Cloaca

Dire Rat / Weak: Water

You will be given control of Vaan and must fight three Dire Rats.  Try to steal 
from each of them to get a few Rat Pelts, Fire Stones, or Potions before you 
defeat them.  Use the mini map to keep up with them.  EQUIP will be added to 
your party menu during this fight.  Press /\ to select it.  You only have very 
basic equipment that is already equipped at the moment.

Rabanastre [PI1]

East End

Destination Quote: What could Migelo want?  Better go see him at his shop.

The cutscene will introduce you to Penelo and will set up your next 
destination.  Use the map as your guide and head to Migelo's shop - look for 
the X with the circle once again and his shop is the one labeled with the pot. 
The ++WORLD MAP++ will be added to your party menu as well.  Select it from the 
party menu by pressing /\.  After the cutscene in front of Migelo's shop, run 
over to the Sandsea (as labeled on the map) and find Kytes.

The Sandsea

Tomaj will explain the Hunting quests to you after Kytes leaves.  Basically, 
you need to examine the notice board and select one of the hunts or what is 
referred to as your "mark".  After selecting the mark, find the petitioner that 
posted the bill - the game will automatically show you where the petitioner is 
located.  Except the petitioner's hunt and he/she will tell you about the hunt 
and where the mark is located.  Hunt the mark in the location pointed out then 
go back to the petitioner and claim your bounty once the mark is defeated.  
This first hunt, regarding the Rogue Tomato, is the only required hunt in the 
game.  You do not have to seek out a petitioner this time since he is the one 
giving the explanation.  Tomaj will hand over the key item ++CLAN PRIMER++.  
This can be viewed in the party menu.  The clan primer is a collection of 
information regarding current and past hunts.  Tomaj will also hand over an 
++ORRACHEA ARMLET++.  This accessory will raise a character's current HP.  You 
can't equip it just yet though since you don't have the license for it at the 
moment.  The game will talk you through how the License system at this point.  
In order to use anything in this game (weapons, armors, accessories, magicks, 
teknicks, etc.) you must first have the license to use them.  Choose "License" 
from the party menu followed by whichever character you wish to obtain a 
license for.  On the license board, choose whichever block with a number you 
wish to activate then press X to obtain the license for it.  The number 
represents how many license points you will need.  The license points (LP) is 
displayed in the upper left hand corner next to the character picture.  Each 
character will have his or her own amount of LP.  LP is gained from defeating 
monsters along with experience (EXP).  After acquiring a license for a certain 
square, the square around the current square will light up allowing you to 
purchase them for a certain amount of LP.  Users of the Sphere Grid from Final 
Fantasy X should catch on to this fairly well.  The top board consists of 
magicks, accessories, technicks, and attributes, while the bottom consist of 
weapons and armors.  Remember that you must buy and equip all the items and 
techniques before you can use them.  On the flip side, you must have the 
license for them to be able to equip them.  A new sword or magick is no good 
without the proper license for it.  The game will talk you through the process 
of obtaining Accessories 1 on the License Board.  You can also press [ ] to 
view all the current actions for your current character while on the License 
Board.  ++LICENSES++ will be added to party menu after the explanation.  
Tomaj's final gift will be the key item ++WRIT OF TRANSIT++ that will allow you 
to leave the city to pursue your hunts.  Be sure to equip the Orrachea Armlet 
after talking with Tomaj!

Destination Quote: That mark should be somewhere in the Dalmasca Estersand.

Leave The Sandsea and head out the east gate of Rabanastre.  A cutscene will 
activate once you reach the entrance of the east gate.  Be sure to use the save 
crystal on your way out to the Estersand in order to restore your current 
status and save your game.  All three exits (west, east, and south) of 
Rabanastre have a save crystal near them.

Dalmasca Estersand [PI2]

The Stepping

o----------------------------o
| Available Enemies          |
|----------------------------|
| Cactite      / Weak: Wind  |
| Wolf         / Weak: Earth |
| Cockatrice   / Weak: Water |
| Wild Saurian / Weak: Wind  |
o----------------------------o

You might as well go ahead and fight off some Cactites for some experience.  
Steal from the sleeping Cactites to get some Earth Stones.  Notice how some of 
the enemies have a green bar and red bar below them.  These bars are their life 
bars.  Green represents a neutral enemy that will not attack unless you attack 
them first and red represents a hostile enemy that will attack if you get near 
it.  I wouldn't advise fighting too many wolfs at the moment - get the Cure 
spell before you start fighting them in order to save some potions.  Walk down 
into the Estersand and look for the cliff in the middle that overlooks the 
valley below.  The Rogue Tomato will be near the two trees with pink blossoms. 
He'll take off about 10 HP per hit so use one of Vaan's potions if needed.  
Once half of his life is taken he will jump down to the valley below.  Follow 
him and defeat him while trying to stay away from the wolves.  He gets all of 
his life back once he jumps.  A cutscene will take place once the Rogue Tomato 
is defeated and you will receive the key item ++A HANDFUL OF GALBANA LILIES++ 
afterwards.  Whatever you do, DO NOT mess with the Wild Saurian (T-rex) in this 
area since he can kill you with one hit.  He is neutral, but can be easily 
aggravated by attacking too many wolves near him.  Return to Rabanastre.

Rabanastre/East Gate

Save your game near the East Gate and talk to Kytes for a cutscene.  He's 
standing in front of the gate.

North End

Destination Quote: Old Dalan in Lowtown must know a way into the palace...

As the game states after the cutscenes,   +-----------------------------------+
you can now enter the Lowtown area.  The  | A Viera is now sitting on the     |
entrance to the Lowtown is on the         | railing of the stairs leading up  |
Northeast side of the North End of        | to the Clan Hall of the Muthru    |
Rabanastre.  Look for the stairs icon on  | Bazaar.  She will ask a question  |
the map.  Before you go down to Lowtown,  | each time you approach her in     |
you need to go back to The Sandsea and    | between major events of the main  |
talk to Tomaj to get your bounty for      | story.  It's a good idea to start |
defeating the Rogue Tomato.  He is        | this side quest now.              |
standing at the counter.  He will give    |              [SQ02]               |
you ++300 GIL, 2 POTIONS, and 1 TELEPORT  +-----------------------------------+
STONE++.  Tomaj will also let you in on 
some information about another hunter clan in the North End.  The building has 
a Bangaa standing watch near the front.  The Bangaa will let you in as long as 
you show him the Clan Primer that Tomaj handed over.  Find the "Conspicuous 
Bangaa" on the west part of the North End and talk to him to enter.  Walk to 
the top of the stairs inside the building and speak to the moogle, Montblanc.  
It turns out that Montblanc is the founder of this clan, Clan Centurio.  You 
will automatically become a member of Clan Centurio during the conversation.  
He will tell you of many high mark hunts that are exclusive to his clan and he 
will mention the clan shop in the Muthru Bazaar.  This shop will allow you to 
make special purchases depending on your current clan rank.  Talk to Montblanc 
again after the first conversation to receive a reward of ++3 POTIONS++.  He 
will have a special reward for you each time you reach a new clan rank so be 
sure to come back and visit him at Clan Centurio often.

Lowtown [PI3]

North Sprawl

Old Dalan's place is in the far south  +-----------------------------------+
area of South Sprawl.  It is labeled   | The treasure chest directly       |
with an X on your map.  There are      | across from Old Dalan's front     |
plenty of treasure chests found around | door is the first of the treasure |
North and South Sprawl so it may pay   | chests that you must NOT open in  |
you to do a little exploring before    | order to obtain the Zodiac Spear  |
meeting up with Dalan.                 | later in the game.                |
                                       |             [SQ01-1]              |
                                       +-----------------------------------+

Destination Quote: Better head down to the village on Giza Plains.

Leave Old Dalan's Place.  Giza Plains is on the south side of Rabanastre and 
you can get to it through the door to the right of where you exit from Old 
Dalan's Place.  Walk over to the large circular and open it to exit out to the 
Southgate of Rabanastre.  You'll likely notice the orange save crystal.  These 
save crystals will allow you to teleport to other orange save crystals by the 
use of a teleport stone.  These will come in much handy later.  You already 
have one teleport stone if you got your bounty from Tomaj.  Make sure to not 
sell it with the rest of your loot since it is displayed at the top of that 
list.  Before you venture out into Giza Plains, I would suggest buying a Cure 
spell and licensing it to Vaan.

Giza Plains [PI4]

Throne Road

Hyena       / Weak: Water
Giza Rabbit / Weak: Fire
Urstrix     / Weak: Wind
Slaven      / Weak: Wind

Head to the south portion of Throne Road to reach the village.  The enemies 
here are much like the Estersand enemies, consisting mainly of four-legged 
fiends.

Nomad Village

There is a save crystal in the southwest.  Talk to the Nomad Elder in front of 
the middle tent.  Walk over to Masyua who is standing next to the large Dark 
Crystal and talk to her.  Agree to her offer.  In order to get a Sunstone, you 
will need to seek out Jinn.

Destination Quote: So, Jinn's...south of the village, right?

Penelo will join you after the cutscene at the end of the conversation.  Penelo 
has quite a few LP so buy her a few licenses.  Buy a map of Giza Plains from 
the moogle in red before you leave.  Penelo will hand over ++3 POTIONS and 2 
PHOENIX DOWNS++ as you leave the village.  ++GAMBITS++ will be added to the 
command menu (not party) as well when you try to leave.  You can only turn the 
Gambits on or off at the moment.  Penelo will act according to a list of preset 
gambits that you can't see at the moment.  Gambits are a list of commands that 
the character will choose to do based on the setup order.  Right now, you 
cannot program any gambits, but later you can.  Penelo will attack as Vaan 
attacks but you can still control what she does by switching over to her 
command menu - press to the right or left once you pull up Vaan's command menu. 
Jinn is in the southern middle area, but you will need to head east or west 
from your current location (the village), then south, and finally walk toward 
the middle area of Giza Plains.  If for any reason you need to run from an 
enemy be sure to turn off all the gambits by selecting them on the command menu 
and changing them to "off" then run.  This will keep any party member from 
attacking while you try to flee.  Remember this for future use.  You might run 
across some enemies that you can't handle at the moment.

Crystal Glade

A save crystal will be waiting for you here.  Jinn will be leaning against the 
Dark Crystal.  Walk over to him and talk to him.  Explain everything to him and 
he will give you a ++SHADESTONE++.  You will need to make your own Sunstone.  
Take the Shadestone and travel to the different areas of the Giza Plains and 
look for shining dark stones.  Walk over to each shining dark stone and hold up 
the shadestone to drain the light from the dark stone.  You will have a 
percentage up in the upper right hand corner along with an energy meter and 
will need to fill it all the way up by visiting enough dark stones until you 
make a sunstone.  It may take all four shining dark stones to fully charge the 
shadestone.  The shining dark crystals are conveniently marked on your map with 
"!".  Run around the four different areas and charge the shadestone to receive 
a ++SUNSTONE++.  The party will automatically wind up back at the area where 
Jinn is once the stone if fully charged.

Nomad Village

Back in the village, Masyua will hand over ++50 GIL, 2 POTIONS, and 2 TELEPORT 
STONES++ for bringing Jinn back.  Now it's time to head back to Old Dalan's 
Place in Rabanastre.  Go back to the Southgate and open the circular door to 
the side to quickly get back to the Lowtown area near Old Dalan's Place.

Lowtown

A cutscene will begin as you get near Old Dalan's front door and Penelo will 
leave the party.  Walk up and talk to Dalan for yet another cutscene.  The 
++CRESCENT STONE++ will be given to you after the cutscene.

Destination Quote: Storehouse 5's my way down to the sewers.  I'll start there.

Storehouse 5's entrance is in the northwest corner of the North Sprawl area of 
Lowtown.  Make sure that you equip yourself with any last minute items that you 
want to grab and have a Cure spell for sure!  Vaan will be by himself for the 
upcoming area so I wouldn't rely on a limited supply of potions since the area 
is rather long.  Kytes will be behind the door of Storehouse 5 and will give 
you ++2 Potions and 4 EYEDROPS++.  Enter through the left gate after talking 
with Kytes.

                          ____  __________ ______
     /\                   \   \/   /__  __|__  __|                   /\
    /  \                   \      /  |  |   |  |                    /  \
   |    |  Part II - A Dashing Sky Pirate and a Master of Weapons  |    |
    \  /                   /      \ _|  |_ _|  |_                   \  /
     \/                   /___/\___\______|______|                   \/

[WT02]

Garamsythe Waterway [PII1]

Central Spur Stairs

Dire Rat / Weak: Water
Steeling / Weak: Earth
Ichthon  / Weak: Thunder

A save crystal is off to the left.  The right path doesn't hold anything except 
for some extra Dire Rat battles.  Run around the left side and continue down 
the waterway.  Head north and fight off the Dire Rats then go east.  Keep 
heading northeast while fighting off the vermin of the sewers.  Go down the 
stairway to the north and head down the waterway ahead.

North Spur Sluiceway

Neutral Ichthons will be floating around above the waterway.  Go up the stairs 
on the left and across the bridge then down the next set of stairs.  Keep 
moving west then go north to find some more stairs.  Head up the second set of 
stairs to exit the waterway.  The game will give you choice as to whether to go 
ahead once you reach the stairs to the far north.

Royal Palace of Rabanastre [PII2]

Cellar Stores

Save your game.  You might want to choose another block since you can't leave 
from this area without doing a lot of backtracking.  Check the Urn to the side 
to get obtain a ++MAP OF THE ROYAL PALACE OF RABANASTRE++.  Always be sure to 
scope out these urns when you enter a new area since they will always contain 
the area's map.

Cellars

Run to the north end of the Cellars to   +-----------------------------------+
activate a scene with two Imperials.     | The two treasure chests in the    |
Try to go up the stairs and the imperial | southeast portion of this room    |
will stop you.  A Seeq will notice that  | should NOT be opened if you want  |
you are trying to get upstairs.  Talk to | to gain the Zodiac Spear later in |
the red "Palace Servant" Seeq standing   | the game.                         |
next to the stairs.  Press [ ] to call   |             [SQ01-2]              |
the Imperial guard afterwards and run    +-----------------------------------+
around his right side (your left) while
making your way to the stairs then enter the door at the top.

Lower Halls

Imperials are grouped throughout these halls and you will need to lure them out 
in order to find the lion signet.  From the starting point, head down the hall 
to the right (south).  Two guards will be standing near to the left of the 
single guard at the end of the hall.  Press the [ ] button to call to the two 
guards from the entrance to the hall then run back down the hall.  The guards 
will stop at the front of the hall where you yelled.  Now we need to distract 
the two guards near the entrance.  Call to the group of three guards near the 
entrance.  When they come after you, run down the hall directly in front of the 
door that you came through to enter this area (ignore the hawk signet) and walk 
by the standing guard to the north.  The group of three guards will stay near 
the entrance.  Enter the other side of the hall where the three guards were 
standing patrol.  Use the Crescent Stone on the Lion Signet in the middle of 
the hall.  This will cause a green light to appear behind some latticework in 
the north.  This is the same hall that the single guard is standing near.  Head 
to the west intersection of the hall with the Lion Signet and yell at the 
single guard standing patrol at the north hall.  Run back down the hall with 
the Lion Signet and enter the other side of the hall where the single guard 
was.  The green light behind the latticework is on the northwest side of this 
hall.  Walk up to latticework and examine the "Faint Light" and "Approach the 
Wall".  The wall will slide down to reveal a secret passage.

Secret Passage

Vaan will automatically walk inside and will be sealed in.  Walk further down 
the secret passage hall to see a door-like structure off to the right.  The 
door will not open but there is a hidden switch on the left wall.  Standing 
away from the door-like structure walk toward the wall ahead then turn right 
and stay against the wall until you see an Action Icon pop up followed by a 
"Switch" message.  Press the switch and examine the door (or "wall").  After 
the cutscene that follows, you will obtain the ++GODDESS'S MAGICITE++.

The Garden Stairs

Walk up all the stairs to trigger a group of cutscenes.

Garamsythe Waterway [PII3]

East Spur Stairs

Description Quote: I've got to find my way out of these sewers...

Balthier and Fran will join up with Vaan as the cutscenes end.  Walk over to 
the save crystal and save your game then prepare for an explanation of the 
Gambit system as you walk down the stairs.  Unlike later, you are now given the 
option to setup your gambits per characters as you see fit.  Gambits will allow 
you to combine one action with a target for that action whether it be an ally, 
foe, self or either of the three with a specific status.  A more detailed 
description will ensue as Balthier treads a little more deeply into the Gambit 
system.  Gambits will be displayed in the list of menus on the party menu.  
When the gambit menu is pulled up under a character the column is the action to 
be performed and left column is the target for that action.  The Gambit at the 
top will be performed as the first priority then the other Gambits will be 
performed.  Use the cursor to select two Gambits in order to switch their 
positioning and double tap the X button to turn off a Gambit.  More Gambit 
spaces can be purchased through the License board and more Gambits can be 
purchased from Gambit shops found throughout the world of Ivalice.  Gambits are 
always very cheap and you should buy them before just about anything else 
before entering a new city.  It's a little hard to set some good Gambits at the 
moment since you have very few.  ++GAMBITS++ and ++PARTY++ will be added to the 
party menu after the conversation with Balthier.

Use the party menu to take a character in and out of your party.  Press the X 
button to slide their pic back and remove them from your party.  Also, it 
should be noted that if you want to change the leader of your party, you can do 
so by using the D-pad to select a leader from your three main characters.  In 
the party menu, the character pic that the orange flag falls on is the leader 
of the current party.

Now back to the situation at hand.  Examine the "Fallen Soldiers" to the side 
for an extra cutscene.  Walk down the waterway up ahead to enter the next area.

East Waterway Control

Dire Rat  / Weak: Water
Steeling  / Weak: Earth
Gigantoad / Weak: Fire

The left path has an urn that contains the ++MAP OF THE GARAMSYTHE WATERWAY++. 
Run up the stairs to find a treasure chest then follow the waterway and the 
paths afterwards heading south.  Try to keep your party cured with the cure 
spell along the way - don't just rely on gambits for now since you have little 
life.  There is no reason to conserve magic since you can replenish it with 
each character by moving.  Try to get a License so Balthier can use Cure, that 
way everyone can heal.

No. 11 Channel

The path across the metal piece has a chest.  Keep heading south along the 
waterway.  Use Fran's Fire spell on any Gigantoads that stand in your way.  
Toward the end of this area two Gigantoads and two bats will be near a 
waterway.  Do not get stuck in the middle of these enemies.  Take them out from 
a distance.

East Sluice Control

No enemies will step out just yet.  Use the save crystal in the south and run 
down the stairs for a cutscene.  The cutscene will give way to a battle with 
four Imperials.

++ B O S S  B A T T L E ++

Recommended Level: 5 - 6

Lv. 5 / Imperial Swordsman A / HP 210
Lv. 5 / Imperial Swordsman B / HP 170 / Status: Protect
Lv. 5 / Imperial Swordsman C / HP 180
Lv. 5 / Imperial Swordsman D / HP 190

Steal: Potion, Phoenix Down
Exp: 0
LP: 2 LP each (if YOUR party defeats one)

Have a Cure gambit for curing an ally < 70% and this battle shouldn't be much 
of a problem.  All they do is attack normally without any sort of magic or 
exclusive attacks so they won't take too much.  Fran's Fire spell takes off a 
larger amount of damage than normally attacking an Imperial, but it is not 
necessary.  With the extra support from the mysterious woman this will be a 
fair match of four against four.  Be sure to steal for some extra items.  If a 
member of your party defeats an Imperial you will gain 2 LP, but if the woman 
kills one then you will gain nothing.

Walk up to Amalia and she will join   +---------------------------------------+
your party as a guest after the       | Amalia's Gambits                      |
cutscene.  Guests cannot be           |=======================================|
controlled at all and will act on     | Ally: < 80%          (>) Potion       |
their own in battle.  You are         | Ally: any            (>) Phoenix Down |
responsible for curing and keeping    | Foe: nearest visible (>) Attack       |
your guest alive however.  A guest    +---------------------------------------+
will also leave the party once a
certain point of the story has been reached.  Amalia has gambits set to where 
she will revive any fallen party member with a Phoenix Down and issue out a 
potion to a weak party member free of charge!  NEVER EVER get spoiled by a 
party guest with special actions whether it be uber strength or constant 
healing - this can happen very easily later in the game with one guest in 
particular.  Take advantage of your guest and get into a bunch of battles to 
raise your levels since you have a fourth helper that doesn't take away from 
your experience gaining.  Run back to the save crystal and save your game then 
continue to the east of the waterway.

Southern Sluiceway

Walk into the middle of the open space ahead for a cutscene.  Four Lv. 4 Flans 
will ambush your party.

++ B O S S  B A T T L E ++

Recommended Level: 5 - 6

Lv. 5 / Flan A / HP 420 / Weak: Fire
Lv. 5 / Flan B / HP 360 / Weak: Fire
Lv. 5 / Flan C / HP 390 / Weak: Fire
Lv. 5 / Flan D / HP 420 / Weak: Fire

Steal: Caramel, Potion
LP: 2 LP each

All the flans in this group are weak against Fire, so use the Fire spell for 
any character that has it at the moment.  Normal attacks won't do that much 
damage to a Flan, but it's better than nothing for non-magic characters.  The 
most important rule about this battle is to NOT let them surround you.  They're 
spiral attack hits very fast and sometimes they will chain it with another 
attack for heavy damage.  They will use Blind on your characters, so having a 
Gambit set up for Eyedrops on an ally is suggested for at least one character.  
Cure should be set up as a Gambit as usual, though set it to someone that isn't 
casting Fire if possible.  Sit back and enjoy the classic Final Fantasy victory 
posing after the battle.

You may want to run back and save your game in the previous area after the 
battle.  Collect the items in the treasure chests on the east and west side.

West Sluice Control

Gigantoad    / Weak: Fire
Garchimacera / Weak: Water
Ghost        / Weak: Light

The coast appears clear once again, and there is even a treasure chest waiting 
in the middle of the water.  Move toward the stairs and a Gigantoad will hop 
out of the water.  A Ghost and a group of Garchimaceras will be lurking about 
up ahead.

No. 10 Channel

The stairs on the west side have been damaged, so you will need to head east in 
the middle area to get out of the waterway.

Central Waterway Control

A save crystal is in the middle of this area.  There are four pedestals that 
are surrounding the sides of the floor near the waterway that cannot be used 
just yet.  These pedestals are used in one of the side quests.  Open the gate 
to trigger a cutscene.

Overflow Cloaca

++ B O S S  B A T T L E ++

+---------------------------------------------------------+
| Lv. 7    | Firemane                                     |
|=========================================================|
| HP: 3571 | Weak: Water        | Absorb: Fire            |
|---------------------------------------------------------|
| Exp: 0   | Steal: Potion, Phoenix Down, Grimoire Togail |
| LP: 3    |                                              |
|---------------------------------------------------------|
| Recommended Level: 6 - 7                                |
+---------------------------------------------------------+

This is the first true boss battle of   +------------------------------------+
the game.  Firemane will absorb Fire    | Recommended Gambits                |
obviously, and you most likely don't    |====================================|
have water yet, so his weakness cannot  | Ally: HP < 70%       (>) Potion    |
be taken advantage of.  He teleports    | Ally: any            (>) Antidote  |
around the area much like a ghost so    | Foe: nearest visible (>) Attack    |
your attack may miss at times.  Make    +------------------------------------+
sure that you have a Cure or Potion
gambit on one of your party members since Firemane will take off about 50 - 100 
HP with his kick attack and his Fire spell will take nearly 100 HP.  Potions 
may work better since it is basically an instant heal instead of having to wait 
for a spell, though if any character falls or gets majorly low then Amalia will 
start passing out some Potions and Phoenix Downs in that order.  Firemane's big 
attack is called "Bushfire".  He will send out fire all around him and take off 
nearly 100 HP from all party members and possibly inflict Poison on some of 
them.  He seems to always start this after 25% of his life has been taken.  Do 
not set up your Gambits so that one person does all the healing - you need to 
mix and match so that each character performs a certain cure.  Amalia is very 
helpful in this fight thanks to her Potions and Phoenix Downs.  If two or more 
of your characters ever die and one of them is Amalia then bring her back to 
life first so she can resurrect the others.  Bushfire is the only major attack 
that you have to watch out for in this battle because of the heavy damage and 
possible status effect.

A few cutscenes will take place after the battle then your party will start in 
the Nalbina Dungeons.

                         ____  __________ ______
  /\      /\             \   \/   /__  __|__  __|               /\      /\
 /  \    /  \             \      /  |  |   |  |                /  \    /  \
|    |  |    | Part III - A Loyal Knight Branded as a Traitor |    |  |    |
 \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
  \/      \/             /___/\___\______|______|               \/      \/

[WT03]

Nalbina Dungeons [PIII1]

Stockade

Check around the area for a few chests containing Knots of Rust.  Use the save 
crystal at the north end then walk through the opening near it.

Arena

The cutscene that plays will give way to another boss fight.

++ B O S S  B A T T L E ++

Lv. 6 / Galeedo / HP 158 / Weak: Fire
Lv. 7 / Gwitch  / HP 142 / Weak: Fire
Lv. 8 / Daguzo  / HP 232 / Weak: Fire / Status: Protect

Steal: 5 gil (Galeedo), Potion (Gwitch), 200 gil (Daguzo)
LP: 2 LP from each

You'll be barehanded for this fight, but you still have access to your 
techniques and magicks.  Only Balthier and Vaan will be in your control for the 
fight.  All three of the Seeqs are weak so it really doesn't matter which one 
you go after first.  Daguzo has Protect on him but it doesn't do him much good. 
Cast Fire on any of them to speed up the battle and likely kill them with one 
hit, otherwise, attack until they are defeated.

The Confiscatory

Walk toward the save crystal. A cutscene +-----------------------------------+
will play in which Fran will notice the  | Do not open any of the chests in  |
party's supplies in the side room.  The  | The Confiscatory if you want the  |
party will recover all lost items and    | Zodiac Spear later in the game.   |
equipment after the cutscene and obtain  |             [SQ01-3]              |
the ++MAP OF THE NALBINA DUNGEONS++.     +-----------------------------------+
Save your game then continue to the 
east.

The Black Watch

Imperial Hoplite   / Weak: N/A
Imperial Magus     / Weak: N/A
Imperial Marksman  / Weak: N/A
Imperial Swordsman / Weak: N/A

The cutscene will leave your party on the southwest side of the area.  You can 
sneak around this area and avoid most battle as Balthier suggest in the prior 
cutscene or you can fight all the Imperials.  The bad part about alerting some 
Imperials is that you will cause a whole group of them to surround you at once. 
I would suggest having a Potion gambit on someone through this part since you 
can get overwhelmed at times leading to quick deaths.  Make sure to defeat the 
Imperial Magus's and Imperial Hoplites first since they will only stand back 
and use support magick mixed with Blind or Potions respectively on the other 
Imperials.  The Hoplites are the most aggressive with their constant rams.  
Markmen can also heal others with Potions as well.  It's easy to build up a 
good chain at this part since all of the enemies are considered the same type. 
Make sure to check for the chest - they are rather dark and hard to see while 
near a wall.  The objective here is to head toward the middle portion of the 
north area.  A cutscene will play once you get to the door at that portion.  
Follow Judge Gabranth and the Imperials down the stairs after the cutscene.

Barheim Passage [PIII2]

The Lightworks

Basch will automatically join the    +---------------------------------------+
party as a guest after freeing him.  | Basch's Gambits                       |
Check in the area off to the right   |=======================================|
as you venture down the stairs to    | Foe: party leader's target (>) Attack |
find three chests full of gold.  A   | Foe: nearest visible       (>) Attack |
save point will be to the side as    +---------------------------------------+
you continue further down.  The
first thing to do here is to examine the "Timeworn Device" in the middle of the 
room.  A short conversation will commence in which Balthier will mention that 
the fuse is blown.  The object will now be labeled "Power Relay".  Walk down 
the stairs and talk to the merchant, Burrogh.  He will give your party a ++TUBE 
FUSE++.  Go back upstairs and "Install the Tube Fuse" on the "Power Relay".  
The lights will come on and meter in the upper right hand corner will display 
the charge as 100%.  Press the Gate Switchboard to the left of the merchant 
downstairs to open the gate to the side of him.

The Charge will drop by 30% and the merchant will explain to you that fierce 
beasts come out in the dark.  Make sure to buy both of his gambits before 
leaving and stock up on any useful armor or magick that you would like.  You 
need to have the Blizzard spell for sure.  Try to have about 10 antidotes and 
eyedrops since they will cure status afflictions much quicker than magick.  
About 5 Phoenix Downs wouldn't be a bad idea either.  If a person with a one-
handed weapon can equip a shield then buy at least one.  Sell your current Loot 
if you have any for some extra gil - don't sell the Teleport Stones though.

Op Sector 29

Destination Quote: Gotta stop those mimics from feeding on the conduits.

Battery Mimic  / Weak: Ice
Flan           / Weak: Fire
Mimic          / Weak: Ice
Skull Defender / Weak: Light
Specter        / Weak: Light
Steeling       / Weak: Earth
Suriander      / Weak: Ice
Tiny Mimic     / Weak: Wind
Zombie         / Weak: Light

The Mimics up ahead will drain the power supply from the power cord to the 
side.  You must stop them from draining all the power or you will have to deal 
with plenty of undead fiends as the lights go out.  Remember that a mimic is 
weak against ice, so use the Blizzard spell to heavily damage him.  If all your 
controllable party members have Blizzard then have everybody cast Blizzard to 
really put the hurt on a mimic.  It will use Discharge quite often to hit all 
of your party members with electrical damage taking around 50 HP per hit.  
While fighting the mimic it will sometimes feed some more off of the conduit 
(Charge) to replenish its HP by 200.  Basch will help out a good bit even while 
barehanded.  He will do combo attacks often.  Any time that you see the power 
charge dropping in the upper right hand portion of the screen then that means 
there is a mimic up ahead feeding on one of the electric cords.  You will 
sometimes have to stop midfight and deal with a mimic up ahead or face the dark 
fiends.  "Mimic X is feeding on the energy conduit" will appear in the upper 
left hand corner often when entering a new area.  Check your map and look for 
the "!" in places to find the power cords that the mimics are feeding off of.

Another mimic will be feeding on the electric cord down the stairs in the next 
room.  Fight through the Tiny Mimics quickly or just rush right past them and 
start using Blizzard on the Battery Mimic.  You'll have a bit of a break until 
you reach the next area.

Great Eastern Passage

One Battery Mimic will start feeding on the cord against the wall as soon as 
you enter the area and the other will run deeper into the tunnel - we'll get 
that one later.  Deal with the Battery Mimic in site first then run into the 
tunnel and find the other one on the west side.  You'll likely see the urn for 
the map of this area below, but you need to go around to get it.  Move down the 
east tunnel.  The next power cord is down the tunnel to the left once the path 
splits, but a Battery Mimic will not show up until you run down the tunnel to 
the right.  He will run right past you and head for the power cord.  Fight 
through the enemies down the tunnel and hunt him down as he feeds off the 
electricity.  Run back out of the tunnel and head down the tunnel that the 
mimic ran out of.  At the intersection, turn around and run down the tunnel to 
the west to find the urn with the ++MAP OF THE BARHEIM PASSAGE++.

Walk deeper into the tunnel to the south and be prepared to hunt down the mimic 
at the far end as you reach some stairs.  There is a cord at the top of the 
stairs and the Battery Mimic will rush down the tunnel up ahead and run over to 
it.  Enter the opening to the west side above the stairs.

Op Sector 36

Defeat both of the Battery Mimics first as they feed on the power cords 
upstairs and downstairs then leave.  Enter the next area to the south in the 
Great Eastern Passage.

Special Op Sector 3

A mimic will start to creep toward the power cord at the far end of the tunnel 
so scare him with a Blizzard spell and watch him take off.  The massive gate 
(actually labeled as such) will be blocking the way to the southern end of the 
tunnel.  Go back up the tunnel a little bit and walk into the west section.  
Some Flans will drop down from the entrance so have some Fire spells ready 
because they are severely weak to Fire.  The Flans are basically highly strong 
against any type of physical attack this time.  Have some eyedrops or a Blindna 
spell ready for their Blinding spell.  A Battery Mimic will start to feed on 
the power cord as you walk through the next entrance but a Flan will drop in 
front of the party so Fire him then get to the mimic quickly.

Op Sector 37

A mimic to the side will be feeding on a power cord and another one will creep 
down the stairs and venture toward the cord in the hall below.  Defeat the one 
to the side then fight through the Flans that drop on your way down the stairs 
and into the hall.  Flip the Gate Switchboard up the stairs in the next room to 
open the massive gate that was blocking your way further into the tunnel a few 
moments ago.  On your way back, be sure to heal your party members fully and 
stay away from the Bombs that will by floating around the Special Op Sector 3 
west area.  They are neutral, but if they get after you and manage to self-
destruct, they can take nearly your entire party with them, so do not aggravate 
them.  They seem to attack if you use Fire on a Flan.  If they do self destruct 
and one of your party members survives, go ahead and walk past the gate in the 
south and you will find a save crystal - no need to use Phoenix Downs, just 
turn off the gambits via the command menu and run.

North-South Junction

Basch will gain some armor and a sword after the cutscene.  Save your game then 
enter the room to the south for a big battle.

Great Central Passage

The second treasure chest in this area is actually a Mimic.  He will jump up 
and attack if you examine it.  Another Mimics will start to feed on the power 
cord to the left.  All the chests in this area that have a slight blueish glow 
to them are Mimics.  These mimics will do a new attack known as "Leech" in this 
area where they will drain a party member of HP to restore their own.

The Zeviah Subterrane

Battery Mimics and Tiny Mimics will be spread out up ahead along with a new 
Suriander enemy, much like the Gigantoad.  Walk up the northeastern path to 
find a sealed gate.  Keep moving further up the path while fighting off 
Skeletons and the feeding Battery Mimic then enter the next area to the east.

Terminus No. 4 Adjunct

Walk down the stairs to find a save point that sort of foreshadows something 
wicked up ahead.

Terminus No. 4

++ B O S S  B A T T L E ++

+--------------------------------------------------------------+
| Lv 10    | Mimic Queen                                       |
|==============================================================|
| HP: 4073 | Weak: Ice            | Absorb: Thunder            |
|--------------------------------------------------------------|
| Exp: 0   | Steal: Knot of Rust, Rose Corsage, Storm Magicite |
| LP: 5    |                                                   |
|--------------------------------------------------------------|
| Recommended Level: 9 - 10                                    |
+--------------------------------------------------------------+

Tiny Battery / HP 120 / Weak: Ice

The best way to approach this    +------------------------------------------+
battle is to go straight for     | Recommended Gambits                      |
the Tiny Batteries right at the  |==========================================|
beginning.  There will be four   | Ally: HP < 50%             (>) Potion    |
of them and they will all        | Foe: party leader's target (>) Blizzard  |
scatter at the beginning to suck | Foe: party leader's target (>) Attack    |
the energy from the power cords  +------------------------------------------+
to the sides.  You will have to 
worry about the charge gauge even during this boss fight.  Set your party 
members so they will cast Blizzard on whatever enemy that you target BUT turn 
off their gambits at the beginning.  Use the command menu to assign each party 
member a Tiny Battery to cast Blizzard on along with your character and they 
will kill all of them right at the beginning.  Turn back on the gambits once 
all the Tiny Batteries are gone and target the Queen then start casting 
Blizzard on her and your controllable comrades will follow with a Blizzard 
attack totally hammering away at her life gauge.  Basch will help out by 
attacking whichever enemy you target for this battle.  I would recommend using 
Potions instead of Cure spells to save your magic for Blizzard attacks.  Run 
around a bunch during this battle with your leader to gain back some MP and 
your allies will run with you.  The Queen will always perform a "Breath of 
Life" shortly before the "Spawn" of a new Tiny Mimic.  Take out any new Tiny 
Batteries that she spawns by having one of your party members cast Blizzard on 
it as soon as it spawns.  She will attack with one of her legs or cast Thunder 
occasionally.  One of her big attacks is the Ground Shaker where she will jump 
into the air and land on the ground producing a tremor that will take off 
around 80 HP from the entire party.  On her last 25% of life she will start 
performing her Shockstorm attack that will take off nearly 170 HP from each 
party member near her.  She will be way too busy performing a Breath of Life 
followed by a Spawn most of the time if you take out all the Tiny Batteries 
however.  If all of your party members can cast Blizzard for this battle then 
she will not stand a chance whatsoever if all of her Tiny Batteries are dead 
and will suffer a very cold and cruel death!

Dalmasca Estersand

Passage Entrance

Destination Quote: Penelo must be worried sick. Better head back to Rabanastre.

A save crystal is lying to the side as the cutscene ends.  Make your way back 
to Rabanastre to the south.

Sand-swept Naze

o-----------------------------------o
| Available Enemies                 |
|-----------------------------------|
| Alpha Wolf   / Weak: Earth        |
| Cactite      / Weak: Wind         |
| Cactoid      / Weak: Wind         |
| Cockatrice   / Weak: Water        |
| Nekhbet      / Weak: Water (rare) |
| Wild Saurian / Weak: Wind         |
| Wolf         / Weak: Earth        |
o-----------------------------------o

While moving through the sand dunes, if you happen upon a cockatrice that takes 
off quite a bit more than the others then you have just run into a rare fiend 
known as the Nekhbet.  He will start to cast Slow on your once his HP starts to 
drop.  The only way to cure Slow at the moment is with a Remedy.  Don't fool 
with the Wild Saurian on the way back - not yet!  Instead of treading through 
all the sand to the south, you could go to South Bank Village to the north and 
teleport to Rabanastre via the orange save crystal.

Rabanastre [PIII3]

Destination Quote: Can't wait to show Old Dalan and Penelo...wherever she is.

The party will go there separate way upon entering Rabanastre and Vaan will 
mention that he would like to meet with Penelo.  He mentions that she would 
most likely be at Migelo's Place.  Talk to the moogle, Hurdy, and teleport to 
the Sandsea, which is right near Migelo's.  These moogles are now positioned 
throughout Rabanastre and will provide a very fast means of travel throughout 
the city.  Vaan will meet up with Kytes and will decide to meet up with Old 
Dalan once again.

Head to Old Dalan's Place in the Lowtown area - use the shortcut at the 
Southgate.  Talk to him for a cutscene.  Dalan will hand over the ++SWORD OF 
ORDER++ and ask you to deliver it to a man by the name of Azelas.  Dalan will 
mark the destination on the map.  Run over to the west portion of the North 
Sprawl of Lowton as indicated on the map and talk to Balzac.  When all the 
cutscenes end, Basch will officially join the party.  He has quite a bit of LP 
so spend them wisely.

Destination Quote: Now, if I were a tired, thirsty sky pirate, where would I 
be?

The quote pretty much speaks for itself - go to the Sandsea in Rabanastre to 
find Balthier and Fran.  A cutscene will play on the way to the Sandsea and 
another will trigger once you walk to the second floor of the Sandsea.  
Balthier and Fran will join the party once again and your next destination is 
the Lhusu Mines in Bhujerba.  Meet up with Balthier in the Aerodrome at the 
Westgate when you're ready to leave.  He's in the very back standing next to 
the railing.

I would recommend buying all the Gambits from the Gambit shop in Rabanstre and 
stocking up on the magick that you do not have yet.  Eventually all magic will 
be useful, so it's best to get it early.  Stay behind in Rabanstre and perform 
some of the Hunts at the Sandsea.  This is the perfect time to start with the 
hunts since you are able to have a party of three now.  You can also sell all 
the loot that you probably have a lot of by now, after the traveling through 
Barheim Passage.  All the newer items will be available in Bhujerba along with 
two new magicks.  MAKE SURE THAT YOU HAVE LIBRA WITH YOU BEFORE LEAVING 
RABANASTRE!  You will not be able to get Libra in Bhujerba and you will need it 
for the Lhusu Mines, unless you want to risk stepping in a trap.

Bhujerba [PIII4]

Destination Quote: Time to find that magicite mine... I'm coming, Penelo!

Save your game at the save crystal.  You can't teleport back to Rabanstre as 
the moment even if you have a teleport stone.  Upon leaving the Aerodrome 
Lamont will join your party as a guest after the cutscene that takes place.  
Stop by the Magicks store and pick up Vox if you have the extra 300 gil.  The 
way to the Lhusu Mines is straightforward since all other paths in the city are 
sealed off.

Lhusu Square

A save crystal is nearby and this will be your only save crystal for the Lhusu 
Mines.  Walk down the stairs to trigger a cutscene.

Lhusu Mines [PIII5]

Shaft Entry

Yet another cutscene will trigger while walking down the stairs.  The Marquis 
in the cutscene is the same Marquis that narrates the journal entries in 
between story sequences of FFXII.

Aerieel        / Weak: Light (rare)
Skeleton       / Weak: Light
Skull Defender / Weak: Light
Slaven         / Weak: Wind
Steeling       / Weak: Earth

Make sure to have a "Self (>) Libra" gambit set to one of your party members so 
you will be able to see traps in the Lhusu Mines.  Traps can possibly kill your 
whole party with one triggering.  Head to the north.  The Steelings throughout 
the Lhusu Mines may carry Teleport Stones, so you can get quite a bit of them 
through stealing and I would advise you to get a few for later, unless you want 
to buy them in the airship
cabins.  One excellent feature    +------------------------------------------+
you will find out about Lamont    | Lamont's Gambits                         |
is that this fine lad comes       |==========================================|
equipped with Potions and         | Ally: HP < 20%             (>) Hi-Potion |
Hi-Potions that he will gladly    | Ally: HP < 50%             (>) Potion    |
give out if one of your party     | Foe: party leader's target (>) Attack    |
members is running low on health. | Foe: nearest visible       (>) Attack    |
Lamont is one of the best guests  +------------------------------------------+
that you will get in your party
thanks to his generous nature of unlimited Potions and Hi-Potions.  To the 
south, Skeletons, Steelings, and Skull Defenders will be lurking in the 
corridors.  The entrance to the next area is in the southwest end of the 
corridors.

Oltam Span

Be on the lookout for traps in this area.  The main enemies will pop up on in 
the middle of the bridge.  Don't fight an enemy near a trap since your allies 
may wind up walking right into it during a battle - this will happen often if 
you are not careful.

Transitway 1

Go north.  Walk down the actual tunnel with the railing and not the Skeleton-
filled side tunnel since you will find several traps inside that your party 
might accidentally trigger during battles.

Shunia Twinspan

This is a wonderful area, but it is also a deadly area if you are low level.  
Many Skeletons and Skull Defenders will pop up from the ground as you venture 
toward the middle.  These fiends are about 3 levels ahead of the ones that you 
have been fighting so you cannot afford to have too many gang up at once.  Try 
not to move too far down the bridge or you will be dealing with about five of 
them at a time.  Stand back while holding the R2 button and let them come to 
you.  You can build up a chain extremely easy in this area since all you fight 
is Skeletons and Skull Defenders!  Building up a chain will cause the enemies 
to drop more items at a time.

Site 2

Enter the tunnel to the right (east) to continue along.  The tunnel to the left 
has a chest but you must go past a trap that one of your allies will likely set 
it off since it's in the middle of the path.  Use cure magic and make sure all 
of your people are fully healed before you step into the big cave to the north 
while going up the stairs on the east side.  A cutscene will trigger once you 
step inside the middle open area.

++ B O S S  B A T T L E ++

+-----------------------------------+---+-----------------------------------+
| Lv 12    | Ba'Gamnan              |   | Lv 11    | Bwagi                  |
|===================================|   |===================================|
| HP: 3983 | Weak: Water            |   | HP: 1593 | Weak: Water            |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal: Potion          |   | Exp: 0   | Steal: 30 gil          |
| LP: 5    |                        |   | LP: 5    |                        |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 11    | Gijuk                  |   | Lv 11    | Rinok                  |
|===================================|   |===================================|
| HP: 1650 | Weak: Water            |   | HP: 1745 | Weak: Water            |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal:                 |   | Exp: 0   | Steal: 30 gil          |
| LP: 5    |                        |   | LP: 5    |                        |
+-----------------------------------+---+-----------------------------------+
|           Recommended Level: Determination and a bunch of items           |
+---------------------------------------------------------------------------+

These four are not meant to be fought.  You will start the battle a little ways 
from them as the cutscene ends.  You need to turn off all gambits, hold R2, and 
run all the way back to the beginning of the mines.  If you decide to fight 
them, then you will not have Lamont's help since he has basically said "To hell 
with you!" and has already started running.  Several enemies will pop up along 
the way, but you will need to run right by them.  A cutscene in each area will 
show Lamont just up ahead of your party as you continue to flee.  Be sure to 
keep that R2 button held down while running.

If you decide to fight them, then keep in mind that they can be beaten, though 
not easily.  All you will get is just a cutscene of Ba'Gamnan running away 
however and no other reward.  They all have Haste cast on them and Ba'Gamnan 
has Protect and Shell.  Sadly, you don't have Dispel yet, so this is going to 
be one hell of a battle.  Everybody except Ba'Gamnan can be blinded easily.  
You really need to have Protect up at all time on all three party members.  
Knots of Rust work very well for draining their HP along with a Water Mote 
since they're weak against water.  Have a Potion gambit set up to cure your 
party members quickly. You will really have to pull out everything for this 
battle, but it can be won depending on how determined you are!

Shaft Entry

By the time this area is reached Ba'Gamnan and his gang will have lost your 
party.  Go ahead and heal since there are still enemies in the area and exit 
the mines.  Don't forget to turn your gambits back on while going through the 
tunnels on the way out.

Bhujerba

Lhusu Square

Two cutscenes will play.  Once you run    +-----------------------------------+
toward the save crystal the game will     | The moogle Pilika has a side      |
prompt you to press the [ ] button with   | quest for your party at this time |
Vaan.  This will make Vaan announce that  | if you have done the "The Cry of  |
he is Captain Basch to all the            | Its Power" Elite Mark Hunt.       |
surrounding citizens.  The notoriety      |             [SQ03-1]              |
gauge in the upper right hand corner will +-----------------------------------+
rise as people turn to look at him in 
shock.  You must run around the town of Bhujerba and press the [ ] button to 
testify to a large group of citizens - look for the people with talk icons 
above their head.  The notoriety gauge will start to drop if you don't testify 
to enough people in a certain amount of time.  A message will pop up to let you 
know how many people are listening each time you testify.  Some citizen will 
respond and the notoriety gauge will go up even quicker for their type - this 
is usually the people that carry books with them.  Don't testify near a 
helmeted guard or they may stop you and the notoriety gauge will fall.  Once 
the notoriety bar has reached 100% Vaan will be stopped and the cutscenes will 
pick up again.

The Cloudebourne

There is a bulletin board to the side that should have at least one hunt on it 
by now if you are interested.  This will offer the same hunts that are in the 
Sandsea back in Rabanastre.  Speaking of Rabanstre, you can now go back there 
if you wish.  To continue the story, run over to the area marked on your map 
and speak to the Bhujerban Sainikah in order to talk to the Marquis.  Be sure 
to have the Blind Spell with you before talking to the Marquis.

                         ____  __________ ______
  /\      /\             \   \/   /__  __|__  __|               /\      /\
 /  \    /  \             \      /  |  |   |  |                /  \    /  \
|    |  |    |  Part IV - A Princess Who Had Lost Everything  |    |  |    |
 \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
  \/      \/             /___/\___\______|______|               \/      \/

[WT04]

Dreadnought Leviathan [PIV1]

Port Launch

Destination Quote: I can't believe she's Princess Ashe.  Better help her out, I 
guess.

Vossler will join your party as a guest as the group of cutscenes come to an 
end.  The ++MAP OF LEVIATHAN++ will also be handed over.  A save crystal will 
be near as you start out.  Be sure to make a separate save file since you 
cannot leave the Leviathan for any extra gear.  Vossler is another really good 
guest to have in your party.  He is a total powerhouse and will help you 
greatly for the battles ahead.

Port Section

Imperial Gunner    / Weak: N/A
Imperial Hoplite   / Weak: N/A
Imperial Marksman  / Weak: N/A
Imperial Magus     / Weak: N/A
Imperial Swordsman / Weak: N/A
Mastiff            / Weak: N/A

Vossler will warn your     +-----------------------------------------------+
party of the security      | Vossler's Gambits                             |
lasers found around the    |===============================================|
Dreadnought.  Anytime they | Foe: flying                (>) Telekinesis    |
are touched, an alarm will | Self: status = HP critical (>) Special Attack |
go off and Imperial guards | Foe: nearest visible       (>) Attack         |
will attack.  Move through +-----------------------------------------------+
the middle path up ahead
and make a right.  Turn left to find a patrolling Imperial.  These Imperials 
that are found throughout the Dreadnought will provide some gil at times after 
being defeated and you should try to steal from them to boost your Potion 
supply.  Enter the open area up ahead and you will notice a chest in a dead end 
hall.  If you try to open the chest security lasers will prevent your party 
from leaving without setting off an alarm, though a quick gamer can make it in 
and out before the alarms go off, so you may want to try for it.  The alarm 
will not call an overwhelming group of Imperials, but be sure to move your 
whole party away from a group of lasers so an ally will not constantly activate 
it while fighting.  Work your way toward the middle storage area on the map.

Large Freight Stores

There are two ways to get to the destination in the middle of the Dreadnought. 
There is the long way to the second floor to the west that will provide an 
easier journey since it's fairly straightforward with fewer Imperials, or the 
short way downstairs to the north where many Imperials will lie in ambush and 
security lasers will literally force your party to step into them.  Going the 
long way will net you three chests full of gil on the bottom floor of this 
area.  Many Imperials will ambush your party as you go down the stairs to the 
first floor though.  The security stations along the side cannot be used at 
this time.  Enter the door in the middle at the bottom if you want to go the 
short way.  Both ways are described below.

Starboard Section (long way)

Get to the first big room to the north then run down the hall to the left in 
that room and continue to the north past the second big room.  Turn right at 
the dead end in the hall.  Go down the first hall off to the left then make 
another left followed by a right then take the second left.  Security lasers 
will show up along the entrance to the right so take a left and go the long way 
around the corridor to arrive at the entrance to the north middle portion.  
Along the way, there will be a switch off to the side labeled "Bulkhead 
Release".  Activate BULKHEAD RELEASE 1 then run up ahead and enter the Sub-
control Room.

Sub-control Room (long way)

The party will drop in on two Imperial Hoplites, an Imperial Magus, and an 
Imperial Swordsman.  This is as bad as the fights get while coming the long 
way.  Defeat the Magus first as always then concentrate on the others.  Some 
stragglers may be pacing around downstairs.  The security controls cannot be 
activated just yet.  Walk into the dark area downstairs to find two treasure 
chests, though a group of security lasers will catch you on the way out.  Look 
near one of the pillars in the middle of the back wall to find BULKHEAD RELEASE 
2.  Pressing this switch will open the door in the middle of the room.

Airship Berth Access (long way)

On the way to the south one Imperial will be standing guard.  Do not venture 
off to the left or right hall or you may get caught in a laser sensor.  Enter 
the door to the south to continue to the Central Block.  Skip to the "Central 
Block" area below.

Airship Berth Access (short way)

The door in the middle of the first floor of the storage area will lead you to 
a corridor with two ways to choose from.  Both ways are just as bad and just as 
deadly if you at a low level.  The east path is slightly easier since your 
party will not trigger an alarm along the way.  While moving down the corridor 
of the east side, try to lure some Imperials out of the middle area and take 
them on.  DO NOT stand in the entrance to the middle area for very long since 
some sensor lasers will appear as you enter the middle room.  Run to the center 
of the middle room to keep your party from stepping into the lasers again and 
again while fighting.  You will eventually have to step through some security 
lasers since they will be blocking the hall ahead.  Fight off the Imperials 
that come as you head to the door in the middle portion of the area or just run 
to the door immediately to reach the Central Block.

If you take the west route, the alarm caused from stepping through the security 
lasers will call all the Imperial guards in the west middle room into the hall. 
When the middle room is reached there will only be a few stragglers left 
behind, but once again, your party will have to step through some lasers to 
exit the room, calling even more guards.

Central Block

No matter which way is taken, you will arrive at the Central Block and a 
cutscene will trigger after the door is opened.

++ B O S S  B A T T L E ++

+-----------------------------------+---+-----------------------------------+
| Lv 11    | Judge (A)              |   | Lv 11    | Judge (B)              |
|===================================|   |===================================|
| HP: 2245 | Weak: N/A              |   | HP: 2245 | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal: 300 gil,        |   | Exp: 0   | Steal: 300 gil,        |
| LP: 7    |        Hi-Potion       |   | LP: 7    |        Hi-Potion       |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 10    | Imperial Swordsman (A) |   | Lv 10    | Imperial Swordsman (B) |
|===================================|   |===================================|
| HP: 430  | Weak: N/A              |   | HP: 430  | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 34  | Steal: see Enemy List  |   | Exp: 34  | Steal: see Enemy List  |
| LP: 1    |                        |   | LP: 1    |                        |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 10    | Imperial Swordsman (C) |   | Lv 9     | Imperial Magus         |
|===================================|   |===================================|
| HP: 430  | Weak: N/A              |   | HP: 384  | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 34  | Steal: see Enemy List  |   | Exp: 34  | Steal: See Enemy List  |
| LP: 1    |                        |   | LP: 1    |                        |
+-----------------------------------+---+-----------------------------------+
|                         Recommended Level: 12 - 14                        |
+---------------------------------------------------------------------------+

This battle can get quite evil   +------------------------------------------+
depending on how you approach    | Recommended Gambits                      |
it.  If you are strong enough,   |==========================================|
you can do as Vossler says and   | Ally: HP < 50%             (>) Potion    |
take out the Judges to end the   | Ally: any                  (>) Eye Drops |
battle immediately, but dear     | Foe: party leader's target (>) Attack    |
lord, look at the Judges' HP     +------------------------------------------+
gauge compared to the others!
I would recommend manually Blinding both of the Judges at the very beginning of 
the battle since their attacks are the most damaging.  Have two characters cast 
blind on both of them.  Blind may miss them a few times, but keep pouring on 
the Blind spell until it blinds both of them!  The Judges have a Tri Attack 
that will take off about 150+ damage, but if they are blinded, they will likely 
miss.  Once both Judges have been blinded get really aggressive and target the 
Magus followed by the Swordsmen and defeat them all quickly.  Have a gambit set 
to cure Blind on any of your allies.  After the Swordsmen and Magus have been 
taken care of, it is all a matter of wearing down the blind Judges.  A blind 
Judge is a severely handicapped Judge - keep that in mind.  You may also want 
to try Disable if you have it, but it will not last that long at all.  Vossler 
will be a godsend for this battle especially if your party is low level.  The 
++NO.1 BRIG KEY++ will be handed over after the fight.  Use the Brig Key to 
open the door to Brig No. 1.

Brig No. 1

Open C-201 to find the ++SYSTEMS ACCESS KEY++ inside of the urn and a blue save 
crystal to the side.  C-203 has two captive moogles inside.  One of them is a 
merchant by the name of Tetran.  He has a few new armors and some new items.  
You don't really need any Alarm Clocks or Handkerchiefs yet, but be sure to buy 
a few once you have the extra gil, especially the Handkerchiefs.  Cell C-202 
will trigger a cutscene once it is opened and Ashe will officially join your 
party.  Ashe has tons of LP, so be sure to deck her out with some spells, 
augments, and equipment.  Cell C-204 has nothing inside.  You need to prepare 
for an upcoming boss battle, so be sure to buy all the equipment you need from 
the moogle merchant.  Be sure to have the Disable spell as well as Blind.  Save 
your game and leave once you have Ashe.

Central Block

Destination Quote: If we can get to a launch bay, we can escape on an airship.

Walking back into this area will trigger a cutscene.  The alarm will go off and 
continue to go off as you try to escape.  For this portion, you need to run or 
fight.  The Imperial guards can really gang up on you, depending on what area 
you are in.  The goal here is to make it back to the Port Launch area in the 
hope to hijack and airship.  There is a Security Station in both the Sub-
control Room and storage area (Large Freight Stores) of the Dreadnought that 
can be used to reset the alarm for 60 seconds after you use the System Access 
Key on either of them.  There is one on the right side of the main controls in 
the Sub-control Room and two on both sides of the first floor in the storage 
area.  The only bad thing is that you have to stop and let go of R2 in order to 
use either one.  This will keep guards from chasing you all the around the 
Dreadnought however.  The short way back through the Airship Berth Access is 
recommended since you will be able to get back much quicker and it really 
doesn't matter about avoiding fights anymore since your party is the center of 
attention anyway.

Port Section

Upon leaving the storage area, when you enter the first big room along the way, 
a cutscene will play and Vossler will leave the party but Penelo will join.  
Much like Ashe, Penelo has tons of LP so build her up a bit.  After gaining 
Penelo, your main party will be complete - the leftover space will be for any 
guest that decides to join from now on.  The party will also gain the ++PIECE 
OF MANUFACTURED NETHICITE++ that was given to Penelo by Larsa.  The 
Manufactured Nethicite can be equipped to reduce the damage from all elemental 
attacks but it will put a permanent Silence on that character while it remains 
equipped.  Continue onward to the Port Launch.  Feel free to heal your party 
members on the way since the Imperial guards will stop attacking after the 
cutscene.

Port Launch

++ B O S S  B A T T L E ++

+-----------------------------------+---+-----------------------------------+
| Lv 14    | Judge Ghis             |   | Lv 11    | Imperial Swordsman     |
|===================================|   |===================================|
| HP: 4120 | Weak: N/A              |   | HP: 615  | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal: Potion, Dark    |   | Exp: 95  | Steal: See enemy list  |
| LP: 22   |        Mote, Jackboots |   | LP: 1    |                        |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 12    | Imperial Swordsman     |   | Lv 12    | Imperial Swordsman     |
|===================================|   |===================================|
| HP: 615  | Weak: N/A              |   | HP: 615  | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 95  | Steal: See enemy list  |   | Exp: 95  | Steal: See enemy list  |
| LP: 1    |                        |   | LP: 1    |                        |
+-----------------------------------+---+-----------------------------------+
|                        Recommended Level: 12 - 15                         |
+---------------------------------------------------------------------------+

There are three Imperial Swordsmen +------------------------------------------+
behind your party and of course    | Recommended Gambits                      |
Judge Ghis up ahead.  Judge Ghis   |==========================================|
will start the battle by casting   | Ally: HP < 50%             (>) Potion    |
Protect on himself.  Once Protect  | Foe: party leader's target (>) Attack    |
is cast, he will run toward one of | Foe: nearest visible       (>) Attack    |
your party members and start to    +------------------------------------------+
attack.  Judge Ghis can chain his
attacks fairly well at times and each attack will take around 50 HP so be sure 
to have some healing gambits set.  You can severely limit this whole crowd of 
enemies by simply casting Blind on Judge Ghis and by casting Disable on all 
three Imperial Swordsmen.  Slow can also be cast on Judge Ghis.  The Blind and 
Slow spells may miss a few times, but keep drowning him with the same spell and 
it will eventually take effect.  The Swordsmen will not be able to attack and 
Judge Ghis will not hit you near as much with both spells triggered.  Disable 
wears off quick so use that time to quickly defeat the three Swordsmen then go 
for Judge Ghis.  He has one powerful magic attack that he can still get off 
even if Blind is cast on him however.  His Aero spell will take nearly 150 HP 
from all party members.  Once enough HP has been taken he will use Great 
Barrier to give himself Shell and Protect.  If you have problems with this 
battle then set a "Self (>) Shell" and "Self (>) Protect" gambit on each party 
member or set it up so one party member will cast both spells on another.  You 
can actually stand outside the door to the Port Launch and cast both spells on 
all party members before going inside to start the battle with both of them 
activated.  Judge Ghis will fall shortly before his entire life bar has been 
drained.

Bhujerba

Aerodrome

Like Vossler suggests, the party needs to meet with Marquis Ondore once again. 
Pull up the map to see that you need to speak with his guards just outside the 
Aerodrome once again.

Dalmasca Westersand

The Western Divide

Destination Quote: West of the sandsea.  Sounds...far.

There's an orange save crystal nearby and +-----------------------------------+
a merchant to the side.  He has Rose      | At this time, you may return to   |
Corsage's for sale - be sure to pick up   | the Nomad Village in Giza Plains  |
one for each magic user in your party     | for an optional side quest.  Find |
since you will need them later, though    | Masyua and speak with her.        |
not at the moment.  Stock up on some      |             [SQ04-1]              |
Handkerchiefs as well.                    +-----------------------------------+

Ogir-Yensa Sandsea [PIV2]

Platform 1 - East Tanks

Alraune      / Weak: Wind
Pineapple    / Weak: Water
Urutan-Yensa / Weak: Wind

You really need to have a "Self (>) Libra" gambit set up for this area since 
there are plenty of traps lying around.  Climb to the top of the first tank off 
to the south.  Plenty of Alraunes will by walking around on the tops of the 
tanks.  Walk across them to enter the next area.

Platform 1 - Refinery

A cutscene will trigger in the next area and Vossler will once again join your 
party as a guest!  Keep heading to the west and go down the catwalks that lead 
to desert below.  Urutan-Yensa will be waiting in the desert portion.  These 
enemies are not too bad when there are two or less, but they will sometimes 
come at you with Haste on them making then some bad HP chippers, so take them 
out quickly and try not to let them group up on you too much.  They also have a 
deadly attack known as Tri Attack that they will use.  This will take off about 
150 HP from one person.  It's best to have multiple curing gambits set up for 
this part.  Be sure to climb the tank to the west to find the map for this 
area.  You will find the ++MAP OF THE OGIR-YENSA SANDSEA++ on a broken catwalk. 
Run back down the catwalk and climb the one in the northwest.  You may notice a 
bomb off to the side of the tank to the west - this is another rare enemy that 
I would not advise messing with.  Bombs in general are tough enemies, but this 
Pineapple bomb with tons of HP should definitely not be picked on at the 
moment.

The path will split up in three different sections once you reach the middle 
tank on the map.  The southwest route will lead you to an orange save crystal 
and a merchant, the west route will lead you to a moogle with a special side 
quest offering and a blue save crystal, and the north path will lead you to 
several chests.  Stay away from the Wyvern that flies around next to the 
catwalks to avoid a tough fight.  If any of your party members are ever put to 
Sleep and you don't have an Alarm Clock then attack them with your weakest ally 
(Select Attack then press R1 to choose from allies).

Yensa Border Tunnel

This is where you will wind up if you took the southwest route.  Buy a Rose 
Corsage for all of your magic users if you haven't already.  The merchant has 
four new spells as well (Cura, Raise, Sleep, Oil).  Oil will definitely come in 
use later.  This is a new status effect that will cause any Fire magic to take 
off more.  You need to buy Cura and Raise for sure.  This would be an excellent 
time to teleport back to Rabanastre and perform the first of Montblanc's hunts 
if you haven't started with them yet since you have a fourth party member with 
you.  Vossler will make the hunt much easier than with just three party 
members.  Continue further to the west to enter the next Sandsea.

You need to take the west route in the Platform 1 - Refinery area, or just go 
to the northeast of the Nam Yensa Sandsea and perform the moogle's sidequest 
since you will get a very helpful item.

Nam-Yensa Sandsea [PIV3]

The Sandscale Bank

Destination: We must be about halway across the sandsea.  Gotta keep heading 
west.

This is the area to the west of the Platform 1 - Refinery area.  Save your game 
then approach the Sandsea moogle off to the side.  The Urutan-Yensa will run 
off as you approach the moogle.  Have the moogle tell you about the situation. 
Enter the Nam-Yensa Sandsea and head for the Augur Hill area to find this 
Urutan Eater.

+--------------------------------------------------------------+
| Lv 16    | Urutan Eater                                      |
|==============================================================|
| HP: 8015 | Weak: Wind           | Absorb: Thunder            |
|--------------------------------------------------------------|
| Exp: 0   | Steal: Turtle Shell                               |
| LP: 8    |                                                   |
+--------------------------------------------------------------+

The Urutan Eater will ONLY appear if you talked to the Sandsea Moogle at the 
Sanscale Bank area.  This is not really a boss, but he does have quite a bit of 
HP.  The Urutan-Yensa in the area will start to attack him at the beginning.  
Make sure to set a gambit so that your party members attack your leader's 
target then keep attacking the Urutan Eater.  Cast Blind on him at the 
beginning to limit his attack precision.  Hammer away on the Urutan Eater with 
attacks while he is blinded and the fight should go rather smoothly.  He will 
occasionally cast weak elemental spells, but he shouldn't be able to hit you 
well with physical attacks if you Blind him.  As his HP falls, his armor will 
get tougher - this is usually the case for a turtle-type enemy.  He seems to 
attack the Urutan-Yensa first, so keep them alive while fighting him.  Run back 
to the Sandscale Bank and talk to the Sandsea moogle once again.  Head over to 
the Platform 2 -Refinery area of the Ogir-Yensa Sandsea.  Run up the catwalk to 
the tanker and a cutscene will play where the Urutan-Yensa will run toward the 
moogle and talk to him.  Head back to the Sandscale Bank for another scene.  
Talk to the moogle afterward then approach the Rogue Urutan Flower and pick the 
berries to receive some ++EKSIR BERRIES++.

Augur Hill

Axebeak      / Weak: Water
Bogaly       / Weak: Earth
Danbania     / Weak: Thunder
Urutan-Yensa / Weak: Wind
Yensa        / Weak: Wind

The urn with the ++MAP OF THE NAM-YENSA SANDSEA++ is in between two bridges 
near the middle of this area next to where the Yensa Border Tunnel is.  Be sure 
to keep your eye on your HP while fighting Bogalies in this area.  They hit 
multiple times and will try to crowd around one character.  Yensa will pop up 
out of the sandsea a bunch, but they're not really too much of a threat.  Keep 
heading to the west.  Whichever way you take, you'll need to climb a tower to 
proceed further to the west.

Demesne of the Sandqueen

Tons of Urutan-Yensa are spread around this area along with an occasionally 
Yensa.  Look out for traps!

Trail of Fading Warmth

There is an alternate area through the tunnel to the north of this area with a 
few treasure pickups.  I would advise you to save your game to the west in the 
next map area before going to the north however since there are tons of 
Bogalies and five of them will ambush you at once part.  Our merchant friend 
will be waiting at the end of this area on a Chocobo.  He mentions that the 
avion up ahead is said to have a weakness.  Did you get those Eksir Berries 
earlier?  Good!  The merchant now sells Hi-Potions if you have enough gil for 
them.  Make sure that you have the Dark spell before going up ahead.

The Tomb of Raithwall [PIV4]

Valley of the Dead

The game will give you the option to save upon entering this area.  The save 
will restore all of your HP, MP, and status just like a save crystal.  There is 
a big fight coming up.  Run toward the tomb up ahead to see what I mean.

++ B O S S  B A T T L E ++

+--------------------------------------------------------------+
| Lv 16    | Garuda                                            |
|==============================================================|
| HP: 6754 | Weak: Dark            | Absorb: Light             |
|--------------------------------------------------------------|
| Exp: 0   | Steal: Giant Feather, Gold Needle, White Fang     |
| LP: 11   |                                                   |
|--------------------------------------------------------------|
| Recommended Level: 15 - 18                                   |
+--------------------------------------------------------------+

First of all, Blind him!  This   +------------------------------------------+
boss relies on physical attacks  | Recommended Gambits                      |
a bunch and will attack several  |==========================================|
times in a row in a row, so      | Ally: HP < 50%             (>) Potion    |
limit his hit ratio with a       | Foe: flying                (>) Blind     |
Blind.  Throw the Eksir Berries  | Foe: flying                (>) Dark      |
at the beginning of this battle  +------------------------------------------+
to take some decent damage with 
their Dark attack.  Being a light fiend, he is weak against Dark, so set a 
gambit to cast Dark on him constantly.  You cannot hit him physically without a 
long range weapon such as a gun or without Telekinesis - the attack will always 
miss with a short range weapon.  Vossler will stand back and use Telekinesis to 
put a constant hurt on Garuda.  All you really have to do is blind Garuda then 
spam this boss with Dark and he will go down quickly.

The "ancient device" at the top of the stairs will "stir" after defeating 
Garuda and another cutscene will start.  The merchant from before will be 
standing at the bottom of the stairs and there is an orange save crystal at the 
top of the stairs.  Sell the following items to get the Aqua Shot for Balthier 
at the Bazaar: Green Liquid (x3), Water Stone (x4), Yensa Scale (x1).  An Aqua 
Shot will help out later in the Tomb of Raithwall.  Touch the ancient device to 
be teleported inside of Raithwall's Tomb.

Hall of the Destroyer

++ B O S S  B A T T L E ++

You either have to fight or run as the demon wall starts to move toward your 
party after the cutscene.  Hold R2 to escape from it then enter the door to 
your back.  If you fight him and win then you will have the chance to get a 
powerful sword from a chest.

+---------------------------------------------------------------+
| Lv 16     | Demon Wall                                        |
|===============================================================|
| HP: 22187 | Weak: Holy            | Absorb: N/A               |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Gold Needle, Quality Stone, Solid Stone    |
| LP: 30    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20 (with Quickenings)                 |
+---------------------------------------------------------------+

Make sure all of your characters +--------------------------------------------+
in your main party, or at least  | Recommended Gambits                        |
two, have a Quickening.  A       |============================================|
Quickening chain is the main key | Ally: any                  (>) Alarm Clock |
to beating this battle.  Before  | Ally: any                  (>) Eye Drops   |
the battle starts, cast Berserk  | Foe: party leader's target (>) Dark        |
on Vossler.  Have all three of   +--------------------------------------------+
your party members equipped with 
a Argyle Armlet to avoid the Demon Wall's Blindga spell.  You also need the 
best weapons you can get your hands on for your three main party members.  Have 
your most powerful person with a handaxe.  At the beginning of the battle, 
perform a Quickening with whatever characters you have one available for.  
Switch in a magic user after the Quickening and cast Berserk on your most 
powerful member of your party (probably Basch).  DO NOT cast Berserk on 
everyone and remember that a Berserk party member cannot perform a Quickening, 
so don't start a powerful character out with Berserk unless he doesn't have a 
Quickening chain.  Don't have any cure gambits set up for this battle.  
Manually use a Hi-Potion if you need some curing.  You need to have gambits set 
on a character that is not berserk to cure blind and sleep.  The Demon Wall may 
use his teleport attack (Telega) to automatically kill one of your party 
members or another attack to zap away all their magic.  Switch in another party 
member immediately when he kills one.  The Demon Wall may start this battle 
with Haste or Reflect casted on itself.  This is a hard battle, but not near 
impossible.  A little luck with the Quickening chains will go a long way!  Use 
some Ethers for a last minute Quickenings if you must.

** One extremely major aspect that can help you win this battle is to turn the 
battle speed all the way up.  The Demon Wall and your party will hit each other 
quicker, but the Demon Wall will still move at the same speed allowing you to 
kill him faster. **

After the battle, use the ancient device to teleport back outside and SAVE YOUR 
GAME!  The hidden jewel on the wall cannot be manipulated at this time - you 
must destroy the second Demon Wall.

Hall of the Setinel

++ B O S S  B A T T L E ++

+---------------------------------------------------------------+
| Lv 16     | Demon Wall                                        |
|===============================================================|
| HP: 10332 | Weak: Holy            | Absorb: N/A               |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Gold Needle, Quality Stone, Solid Stone    |
| LP: 9     |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20                                    |
+---------------------------------------------------------------+

A cutscene will play and another Demon Wall will attack in the next area.  This 
wall is not near as bad as the last one - he's lower leveled and less 
aggressive.  You can touch the braziers (torches) on the side to possibly slow 
the wall down (if the torch goes out) or speed it up (if the flame turns blue). 
The effect is random.  Run toward the demon wall at the beginning and attack it 
constantly like with the first Demon Wall.  Berserk your most powerful 
characters and only cure when necessary.  Have the Argyle Armlet equipped for 
everybody to stop his Blindga spell.

Royal Passage

A cutscene will trigger upon entering the new area.  Run down the stairs and 
open the urn to get the ++MAP OF THE TOMB OF RAITHWALL++.  The middle way stone 
can be used to teleport back to the beginning of this tomb.  I suggest 
teleporting back there and saving your game.  Also, you can touch the hidden 
jewel in the wall behind where the first demon wall was it if you defeated him 
to make stairs form to the two side areas.  The demon wall will still be there 
and will chase after you again if you haven't beaten him.

Royal Passage (Hidden Area)

Seeker / Weak: Earth
Tallow / Weak: Water

This is back in the area with the first Demon Wall.  Both hidden doors will 
lead you to the same area after you remove the hidden jewel.  Fight through the 
Seekers and Tallows on your way down the stairs.  Tallows are weak to water to 
spray with them with a few Water spells.  Have some handkerchiefs ready since 
there hits will Oil your party members sometimes making them more vulnerable to 
their fire spells.  There should be a chest in the middle of the bottom floor. 
There is a 50% chance that will contain the Demonsbane Sword; other times it 
will contain gil.  If it doesn't have the Demonsbane Sword, reload your game 
from the outside save point then venture back down there and try to open it 
again.  Sometimes the chest will not appear at all.  Reload and try again if 
don't get it.  It's possible to get more than one Demonsbane.

Royal Passage (continued)

Lesser Chimera / Weak: Water
Lich           / Weak: Light
Lost Soul      / Weak: Light
Ragohs         / Weak: Wind
Seeker         / Weak: Earth
Skull Warrior  / Weak: Light
Tallow         / Weak: Water
Zombie         / Weak: Light
Zombie Mage    / Weak: Light

Now that everything is saved and all side quest explanations for this area are 
out of the way, you will have a choice of going down two sets of stairs to the 
floor below.  It doesn't matter which way you go right now, but you will 
eventually have to go both ways.  I'll explain the south path first. A few 
Seekers will attack on both sides as you move down the stairs.  It doesn't 
really matter which door you choose, but the longest way will give you some 
treasure chest for each side.  On the South, pick the door on top, on the 
North, pick the door on the bottom.  Both of these doors will allow you to run 
across a set of three chest on your way toward the middle.

Southfall Passage

Lesser Chimeras, Lost Souls, Skull Warriors, and Ragohs will be lurking to the 
west.  Douse the Lesser Chimeras with Water and be sure to cast Aero on the 
Ragohs - they tend to cast magic a bunch.  The Lost Souls can be just as deadly 
with their Dark magic.  Use Cura often to heal your party along the way.  The 
halls are pretty straightforward and your destination is in the middle of this 
area.  Touch the green jewel on the Southfall Pedestal once you get in the 
middle room.  This will cause the statue head to the side to lower into the 
floor a bit and 3 Lichs will appear to challenge your party.  The Lichs will 
Oil your party then cast Fire magic on everyone.  Make sure to have some 
Handkerchiefs ready and try to take them out as quick as possible.  Touch the 
Way Stone to be teleported back to the area with the three Way Stones at the 
top of the stairs.  You may want to go back outside of the tomb and save your 
game.  Run down the stairs on the other side and open either door - the door on 
the bottom is the long way, but you'll run across three chest.

Northfall Passage

This area mainly consist of Zombies, Zombie Mages, and Ragohs.  Touch the red 
jewel on the Northfall pedestal in the middle room to lower the mystic altar to 
the side all the way.  This will lower it in the Southfall section as well.  
Three Zombie mages will rise up from the floor.  This battle is not near as bad 
as the Liches were.  I would advise you to save before going past the altar on 
whichever side you choose.  There is a boss down there without a save point in 
site.  You need to make sure to have plenty of Handkerchiefs!  Buy them from 
the merchant outside the tomb.  Remember to use the Way Stone to teleport your 
party back to the middle of whichever passage.  Both passages will lead you to 
a door.

Cloister of Flame

A cutscene will trigger upon stepping into this area.  Find one of the 
staircases on the side and go down.  There is a treasure chest next to each 
staircase on both sides.  The treasure chest on the north side will contain an 
Elixir ever time!  A red figure will be standing in the middle of back area 
downstairs.  Approach it and it will attack.

+---------------------------------------------------------------+
| Lv 20     | Belias                                            |
|===============================================================|
| HP: 15943 | Weak: Water           | Absorb: Fire              |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Aries Gem, Ether, High Arcana              |
| LP: 15    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20                                    |
+---------------------------------------------------------------+

Belias is very weak against    +---------------------------------------------+
water so set your gambits to   | Recommended Gambits                         |
where your magic users will    |=============================================|
cast Water on him the entire   | Ally: any                  (>) Handkerchief |
battle.  If you have the Aqua  | Foe: party leader's target (>) Water        |
Shot with Balthier then his    | Foe: party leader's target (>) Attack       |
gun will take off quite a bit. +---------------------------------------------+
Belias will cast Fire the 
entire battle and will soon cast his big Firaja attack that will hit your whole 
party.  Not only does this attack take off around 250 HP per character, but it 
will also randomly inflict Oil on your party members.  Have some Handkerchiefs 
set up on the gambit menu to quickly get rid of the Oil.  An Oiled party member 
in the middle of Firaja is instant death.  Belias normal attacks take off about 
150 HP, but he will usually stick with Fire magick.  You can about half the 
damage from Firaja by casting shell on each party member.  Don't set a curing 
gambit for this fight.  It is best to manually use Cura once he cast his Firaja 
magick since all of your party members will need it then.  Make sure that one 
character keeps some MP saved up for a Cura - don't spend it all on Water, 
unless you are annihilating him.  A Quickening will help out in this battle, 
but it is really not needed if you can hose him down with some Water magick. 
Remember that if he kills a party member with Firaja, that member may have Oil 
inflicted on them as well, so you will need to cure that after bringing them 
back with a Phoenix Down or Raise.  Check the two treasure chests in this area 
during the fight or afterward.  One of them may contain a Water Mote, which you 
can throw at Belias, or an Elixir.

Belias, the Gigas, will be the first of many Espers that your party will gain 
throughout the game.  To summon an Esper, buy the Esper on the Licences board. 
Belias will be added to the License board the next time you open it up from the 
main menu.  Only one character can use an Esper and after it is bought with 
that one character it will disappear from the board.  Make sure you give the 
Esper to a character that can support them very well - a person that can cure 
the esper and survive on their own.  Espers will attack according to preset 
gambits much like the guests that occasionally get in your party.  It will take 
a full mist charge to summon Belias, so a character with no Quickenings will 
lose their full MP gauge in summoning him.  If you have more than one 
Quickening then that character will keep one mist charge or two mist charges 
(half of their MP or two thirds of their MP).  Make sure to give Belias to one 
character since he will really be able to help you out along the way and in 
just a few minutes actually.  A few words of advice: Don't give Belias to Fran 
if you want to make the next boss fight easier.  Anybody but her would be a 
good choice.  That is all.

A cutscene will play after you receive Belias.  Open the door after the 
cutscene to continue.

Chamber of First Light

The Way Stone at the bottom of the stairs has not been activated yet.  Run up 
the next set of stairs for another cutscene.  You will obtain the ++DAWN 
SHARD++ after the cutscene.  This can actually be equipped to a party member to 
boost their MP magic resist, but in turn it will take all of their MP and keep 
them gaining any more while it remains equipped.  The Way Stone at the bottom 
of the stairs is now active.  Use it to teleport back to the to the very 
beginning of the tomb.  Use the other Way Stone to teleport back outside of the 
tomb.  Save your game.  Notice that you can't teleport away.  The game won't 
let you.  I would advise you to save this file separate from your last because 
you can't go back for supplies at the moment and there is a battle coming that 
can be quite challenging if you don't know the secret to beating it - that is 
why I'm here though.

At the bottom of the steps of the Valley of the Dead, a cutscene will trigger 
that will lead to a whole group of cutscenes and, ultimately, a boss fight!  
Close your eyes right now and don't scroll down if you haven't seen the 
cutscenes yet.

Shiva

++ B O S S  F I G H T ++

+-----------------------------------+---+-----------------------------------+
| Lv 20    | Vossler                |   | Lv 18    | Imperial Swordsman     |
|===================================|   |===================================|
| HP: 9318 | Weak: N/A              |   | HP: 845  | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal: Potion, Hi-     |   | Exp: 112 | Steal: See enemy list  |
| LP: 30   | Potion, Black Belt     |   | LP: 1    |                        |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 18    | Imperial Swordsman     |   | Lv 18    | Imperial Swordsman     |
|===================================|   |===================================|
| HP: 845  | Weak: N/A              |   | HP: 845  | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 95  | Steal: See enemy list  |   | Exp: 95  | Steal: See enemy list  |
| LP: 1    |                        |   | LP: 1    |                        |
+-----------------------------------+---+-----------------------------------+
|                        Recommended Level: 17 - 20                         |
+---------------------------------------------------------------------------+

Oh, Vossler, why!?  My favorite guest!  Cast Protect on everybody or at least 
on Basch (if he is in your party) since Vossler likes to go straight after him.  
Vossler will take off a bunch because he can string together a bunch of attacks 
most of the time.  Try to defeat the Swordsmen as quick as you can.  Vossler 
will start with Haste and Protect on himself and will add a Reflect status to 
that at the very beginning of the battle.  He will keep that Reflect shield on 
him the entire battle and will even recast it immediately when it wears off so 
he can't be hit with magick.  Casting Berserk on Basch will really help you out 
in this battle if he is on a high enough level.  Use Hi-Potions to heal 
yourself since Vossler will usually not give you time to cast a cure spell.  He 
likes to pick on one character at a time.  He will do his special Enrage move 
during his last 35% of life.  This will cause him to basically go Berserk.  His 
attacks will chain up to four times usually and he will take off more.  You 
really need to do Quickening at the end of the battle to put an end to him 
quickly.  Your party will have a very hard time of taking him out while he is 
Enraged.  It's a good idea to save a person with a Quickening the entire battle 
in your reserve party, then switch party members and pull that character out 
during Vossler's enrage phase and Quicken him.  Please note that Fran will 
automatically start out in a Berserk phase caused from the prior cutscene, so 
she isn't much use during this battle, unless you have built her up extremely 
well.

Of course all of this can be avoided by simply summoning Belias.  Belias will 
strike through the Swordsmen and Vossler with such means of ownage that the 
battle will be over in less than a minute!  If you are low level, you NEED to 
summon Belias.  Make sure to run from Vossler if he starts to chase after you 
while Belias is summoned and use Potions.  Provide support for Belias or 
yourself (cast Protect) to help out if you have the extra MP.

                         ____  __________ ______
  /\      /\             \   \/   /__  __|__  __|                /\      /\
 /  \    /  \             \      /  |  |   |  |                 /  \    /  \
|    |  |    |    Part V - The Keenest Blade of Them All       |    |  |    |
 \  /    \  /             /      \ _|  |_ _|  |_                \  /    \  /
  \/      \/             /___/\___\______|______|                \/      \/

[WT05]

Rabanastre

Destination Quote: The Garif village should be south of Giza Plains.

Head for Giza Plains to continue the main storyline journey.  The party must go 
south and find Jahara.  Many side quests have now opened so check the Side 
Quest section for them.

Giza Plains (The Raining) [PV1]

Gigantoad        / Weak: Fire
Hyena            / Weak: Water
Great Tortoise   / Weak: Fire
Ichthon          / Weak: Thunder
Rain Dancer      / Weak: Thunder
Silicon Tortoise / Weak: Fire
Storm Elemental  / Weak: Ice
Wooly Gator      / Weak: Earth

Giza Plains has now entered "The Raining" +-----------------------------------+
phase, where the plains basically turn    | Need some Wymfire Shot with fire  |
into a whole new area thanks to the lakes | elemental properties?  Want 14000 |
that are now formed throughout it.  There | extra gil?  Want to start a quest |
are plenty of higher-level enemies        | for a secret Esper?  Three new    |
stalking the area now, though you         | side quests are now available.    |
shouldn't have too many problems with     |    [SQ05-1] [SQ06-1] [SQ07-1]     |
them.  Gigantoads and Hyenas will be the  +-----------------------------------+
main enemies now.  There are six small 
withered trees around many of the areas   +-----------------------------------+
of the Giza Plains now that will help you | There is one more side quest that |
get to a new area if you happen to knock  | can be started now but not        |
down all of them.  Approach each of the   | finished. This must be started    |
six trees and shoot them to make them     | before long though, or it will be |
float down the river.  They will all meet | unavailable later.                |
at the Gizas South Bank and form a bridge |              [SQ08-1]             |
to an optional area.  Here's a list of    +-----------------------------------+
their locations:

Throne Road: Check near the path along the south that leads to the Nomad 
Village.

Nomad Village: In the southeast portion, to the right of the fenced area.

Toam Hills: In the southeast corner.  Some Ichthons should be near it.

Starfall Field: In the northeast corner.  Ichthons will be near this one too.

Gizas North Bank:  To the north, look along the east banks.

Crystal Glade: Directly across from the dark stone.

Once all six withered trees have been knocked down, they will form a bridge 
leading to the area on the east side of the Gizas South Bank.  The tree bridge 
will be on the east side right before you cross the middle bridge heading 
north.  There are no enemies here accept for Lv. 35 Silicon Tortoises.  Check 
the urn in the southeast portion to find a ++FEATHER OF THE FLOCK++.  This will 
be used for a side quest.

Make sure to stay away from any elementals if you see one.  A magic attack near 
them will cause them to get aggressive and they will take off tons with their 
spells.  Keep your distance from them at all times.  Your destination is to the 
south.  When you reach the Starfall Field, take the south path.

Ozmone Plain [PV2]

Black Chocobo / Weak: Thunder, Water, Light
Mesmenir      / Weak: Ice
Ozmone Hair   / Weak: Fire
Viper         / Weak: Light
Zaghnal       / Weak: Fire
Zu            / Weak: Earth

Field of Fallen Wings

All the enemies around this area look fearsome, but they're not that bad.  They 
can gang up quickly though, so be ready to take them down fast.  Make sure to 
set some gambit up so that your short-range party members can attack the flying 
Zus.  The Zus have a very deadly Kamikaze attack that they will perform at 
times when their HP is almost gone - these attacks will take nearly 400 HP from 
an individual.  Don't fight too many Zaghnals at one time.  These are much like 
the Werewolf enemies in the Giza Plains in that they can take you down quick 
with their severe attacks.  Vipers seem to pop up from the ground when you 
least expect it all over the Ozmone Plain.  Your destination is still to the 
south.

The Switchback

In the Switchback area, you will likely notice a cave in the middle of the 
area.  This cave actually belongs to a secret Esper.  Don't even try to go in 
that cave yet or you will likely murdered!  The Esper is around Lv 40 so you 
don't stand a chance at the moment.  Head south again.

Haulo Green

A lone Garif will help you fight off monsters in this area.  He's far from 
reliable at helping you though.  Plenty of Black Chocobos fiends wander the 
fields.  Run down the path to the west to reach the Jahara.

Jahara - Land of the Garif [PV3]

Banks of the Sogoht

An orange save crystal is floating off to the right.  Talk to the Garif warrior 
in front of the bridge.  The Garif that you met out in the Ozmone Plains will 
walk up and allow you to pass into Jahara.

Lull of the Land

After talking with the Garif, run into the village and talk to High-chief 
Zayula on the hill off to the right.  He will tell you to see the Great Chief, 
but first you need to meet with War-chief Supinelu.  He will hand over a ++JAYA 
STICK++ and ask you to give it to War-chief Supinelu.  Make sure to visit the 
item merchant to the left and stock up on supplies.  Some Smelling Salts are 
now available that will cure Confuse, so be sure to get some since Confuse can 
be a very deadly status effect depending on your party members.  War-chief 
Supinelu is to the northwest talking with the guards at the bridge.  Give him 
the Jaya Stick and choose to meet with the Great-chief.

The Elderknoll

Walk up to the warriors and meet with the Great-chief.  Plenty of cutscenes 
will play and at the end of them all Larsa will join the party once again as a 
guest.  High-chief Zayula will give Vaan a ++BOWGUN and ONION BOLTS++ as he 
leaves in the cutscene that follows.  He will also mention that you can ride 
the chocobo to the side for free by talking to the moogle.  Speak to Gurdy and 
she will allow you to ride one for free.  Now the party must travel to Mt. Bur-
Omisace.

Destination Quote: Mt. Bur-Omisace should be in earstern Kerwon.

You should stock up on the    +-----------------------------------------------+
latest armor and weapons to   | Larsa's Gambits                               |
make this journey a bit       |===============================================|
easier.  Ride a Chocobo out   | Ally: HP Critical          (>) X-Potion       |
into the Ozmone Plains or     | Ally: HP < 40%             (>) Hi-Potion      |
head out on foot.  Your party | Foe: flying                (>) Telekinesis    |
can use Larsa's company as an | Foe: nearest visible       (>) Attack         |
advantage to gain some easy   +-----------------------------------------------+
levels in the Ozmone Plains.
He will still heal you as he did before, but this time the items will be all 
Hi-Potions unless a party member slips to HP Critical status then he will throw 
an X-Potion to completely restore them.  This is the best guest in the game and 
he will spoil you beyond belief.  He'll stay with you for quite a while so be 
sure take advantage of him and level up.  Perform some Hunts with Larsa in your 
party and they will be much easier!  Leave Jahara and head to the north of the 
first area.  When you reach the Switchback, head to the east over to The 
Greensnake.  There is a shortcut you can 
take in the Haulo Green area that will    +-----------------------------------+
lead you straight to the next destination | Want to help some love birds in   |
basically.  You need a chocobo to take    | Rabanastre and get a new bow in   |
this path.  Look along the southwest side | the process?  A new side quest    |
of the Haulo Green area for several       | has just opened.                  |
chocobo tracks next to some tall grass    |              [SQ10-1]             |
and bushes near the side of the wall.     +-----------------------------------+
These paths are only accessible to 
Chocobos.  Run through it to get to The Shred area.  Go through the next tall 
grass area to the northwest to emerge in the Field of Light winds area and skip 
to that part below.

Hybrid Gator / Weak: Water
Red Chocobo  / Weak: Thunder, Water, Light
Wu           / Weak: Wind
Zaghnol      / Weak: Wind

The Greensnake

Much like the Bogalies from earlier in the Nam-Yensa Sandsea, you don't want to 
take on too many Wu's at a time.  Lure some away by running as they rush to 
attack then stop and confront a few when you run across a crowd of three or 
more.  With Larsa along, the battles shouldn't be that bad.  Head up north to 
the Field of Light Winds.

Field of Light Winds

Several Zaghnols will be lurking about to the left as your party walks up the 
path.  The path to the east will trigger a cutscene once your party reaches the 
new area.

Sunlit Path

Save your game at the crystal.  To the east lies the Golmore Jungle.

Golmore Jungle [PV4]

Gargolye      / Weak: Ice
Great Malboro / Weak: Wind
Hellhounds    / Weak: Water
Malboro       / Weak: Wind
Panther       / Weak: Ice
Treant        / Weak: Wind

Path of Chained Light

Panthers will be grouped around the entrance to this area.  They have special 
attacks that will inflict Stone, Silence, and Sleep so have the appropriate 
healing potions or spells handy to counter the effect.  You need to head to the 
northwest.  If you ever run into some blue flaming dog enemies (Lv. 39 
Hellhounds) in the southeast then turn around and run.  These enemies are 
guarding that area for now and will kill off your party members in just a few 
hits - those paths will be explored later in the game.  Malboros will be 
roaming around the middle path along with more Panthers and some Gargoyles in 
the northwest.  While moving along the northwest side, take the first right 
path down the stairs to run across an urn with the ++MAP OF GOLMORE JUNGLE++ 
inside.  Your destination is to the east - once you get the map the way will 
become clear.

The Needlebrake

Stay along the north path here.  Some barriers will prevent you from moving too 
far south anyway.  A cutscene will trigger when you're party reaches the 
barrier along the east side of this area.  Fran will show your party the way to 
the Viera village in the cutscene.  Walk down the path that forms in the north 
portion of this area after the cutscene.  Just as a reminder, you will need to 
walk up to the side of this area and "Speak to the Wood" to reveal a pathway 
after this visiting when you need to come back.

Eruyt Village [PV5]

Road of Verdant Praise

Fran will tell Vaan to find Mjrn and bring her back to Fran to speak.  Fran 
will stay behind as your party walks into the village.  An orange save crystal 
is lying to the side and you should take advantage of the moogle merchant to 
the right after the cutscene.  He will now have Float, Decoy, Drain, and 
Curaga.  Get Float and Curaga as soon as you can.  Float will help your party 
to move over traps without setting them off and it is also really, REALLY 
needed for a boss fight much later in the game.  Buy three Black Belt 
accessories and make sure that your three main party members can equip them 
before leaving this village for the next area.

Destination Quote: So, where is this Mjrn?

Run all the way to the northwest of the Spiritwood area and a cutscene will 
trigger as you walk across the bridge in the Fane of the Path area.  There is 
nothing left to do now except leave Eruyt Village.  On the way out of the 
village a cutscene will play.  Return all the way to the Sunlit Path of the 
Ozmone Plain.  A chocobo will be pacing back and forth near the save crystal 
and two Imperials will be lying down to the left.  Talk to the Imperial leaning 
against the wall and give him one of your potions.  Talk to him again after the 
conversation to use his chocobo.

In the Field of Light Winds area of the Ozmone Plain, look to the right as you 
exit from the Sunlit Path to see several chocobo tracks near some tall grass 
and bushes.  Walk through the area while on the chocobo.  This will take you to 
The Shred.  The entrance to the Henne Mines is the southeast.  A few Imperial 
bodies will by lying next to the entrance and a cutscene will trigger as you 
try to go inside.  You must dismount (O) the chocobo and go on foot into the 
Mines.  There will always be a Wayward Chocobo outside of the mines so you can 
go back through the shortcut.

Henne Mines [PV6]

Jelly       / Weak: Fire
Nightmare   / Weak: Light
Redmaw      / Weak: Earth
Seeker      / Weak: Earth
Thunderbugs / Weak: Ice
Tyranorox   / Weak: Wind

North Entrance

Seekers and Redmaws will be flying about in this entrance area.  Press the Gate 
Switchboard halfway down this area on the left side to open the big gate to the 
south.  You'll likely notice an Advisory posted off to the side while moving 
down the tunnel - basically, all the gates in the mines are one of two colors, 
either blue or red, and all gates of the corresponding color will open once a 
switch is pressed and the colored light glows.

Pithead Junction A

You can talk to the wounded Imperial and read the other advisory posted on the 
west wall.  There is another Gate Switchboard to the side, and you need to 
press it in order to open the door leading to the map of this area if you want 
it.  Once the Gate Switchboard is pressed to blue, several Jellies will fall 
from the ceiling above.  Three will drop at first, but more will drop later (I 
got a 10 combo chain here).  You can either fight them or run.  They will 
provide your party with some very good experience, so I would suggest fighting 
them.  Do not get stuck in between them, or they will tear you up with physical 
attacks.  Fire magic and fire elemental weapons work well for them, even 
physical attack weapon work pretty good.  They actually have a move where they 
will multiply.  A summoned Belias should be enough to kill them quickly.  If 
they murder you, then you most likely need to level up some more before going 
further into the mines.  Try to have your characters around level 25 for this 
area and you won't have many problems.  Walk down the tunnel to the east after 
the battle or while running.

Phase 1 Shaft (East End)

A few Seekers and Redmaws will attack on the way down the tunnel then a whole 
crowd will ambush your party at the end.  While they are just bats, they can be 
overwhelming in large numbers so break out Cura if things get ugly.  Grab the 
++MAP OF THE HENNE MINES++ from the urn in the middle area and go back the way 
you came or head west since they both lead back to the Junction.  The Jellies 
will still be in the area if you haven't killed them yet.  Press the Gate 
Switchboard once again to change the color back to red then head west through 
the open path.  No more Jellies will fall if you defeated them all in this 
area.

Phase 1 Shaft (West End)

Seekers and Redmaws will litter the path ahead.  They will try to ambush your 
party like they did on the east end.  Walk up the stairs and continue to the 
west.

Phase 1 Dig

This area has bunch of extra corridors but the path that leads to the next area 
is down a tunnel to the southeast.  Several more Seekers and Redmaws will be 
lurking about down the mine tunnel along with Nightmares.  Float may help out 
in this are since traps will be set up in the middle of the paths at times - 
you don't want a party member to accidentally trigger one.  There is a tunnel 
off to the west that isn't labeled on the map so be sure to check this area 
thoroughly if you want all of its treasures.

Crossover A

Check the map and you will notice another Junction up ahead to the east.  
Pressing the switch on the wall of that Junction will open the door in the 
north that will lead you to the next area.  You must enter the Junction from 
the north side.  While moving down the tunnel you'll probably want to head back 
once you see a Tyranorox down the sides of both pathways.  They are not near as 
bad as Wild Saurians since they are much weaker.  Try to get rid of the bat 
swarming around them first so it won't heal it with a Joyous Soundwave move.  
Cast Protect if your party is low level.  Aero works very well against them 
thanks to their weakness to Wind and you can always blind one of them if they 
start to get too aggressive.  Enter the path to the right at the north end.

Crossover B

The treasure chests in this area are actually Thunderbugs.  Much like the 
Mimics from earlier they are weak to Ice, but physical attacks may work better 
at the moment.  Go around the left side since a red gate seals off the right 
side.  A red gate also seals off the path to the north - that is your 
destination, but we will have to get to the south junction first.  To the east 
several Redmaws and Seekers will be scattered around the tunnel while moving to 
the south.

Pithead Junction B

Alright, we've made it to the final junction.  Now, an overwhelming amount of 
Jellies are going to fall from the ceiling as soon as you press the Gateboard 
Switch.  I would suggest turning off all of your party's gambits before 
pressing the switch.  When the switch is pressed, run out of the area to the 
west.  Don't stand and fight - you are too close to a save point to die now!  
These Jellies will be so numerous that it is hard to get by them if you stand 
and wait for them all to drop and they will take you down incredibly fast while 
standing in between them.  These things will even murder Belias!  Press the 
switch and run, run, run!  Head all the way back to the Crossover B tunnel and 
enter the area to the north where the path was previously blocked.  Don't 
forget to turn the party's gambits back on if you turned them off.

Staging Shaft

A cutscene will play upon entering this area.  Be sure to save your game at the 
orange save crystal.  If you didn't heed my warning from earlier then you 
should teleport back to the Eruyt Village and buy some Black Belts to help make 
the upcoming battle easier.  Another advisory is off to the side if you care to 
take a gander.  Enter the area down the tunnel to the north for a big battle.

Ore Separation

++ B O S S  B A T T L E ++

+---------------------------------------------------------------+
| Lv 25     | Tiamat                                            |
|===============================================================|
| HP: 49993 | Weak: Earth           | Absorb: Wind              |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Hi-Potion, Ring Wyrm Scale, Leo Gem        |
| LP: 15    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 24 - 27                                    |
+---------------------------------------------------------------+

This battle will be the toughest you have faced so far and may be a little 
overwhelming if your level is low.  Make sure to have Black Belts equipped and 
Tiamat will not be able to Disable most of your party members with Disablaga.  
He will sometimes Disable Larsa, so you need an Esuna gambit set to cure Larsa 
quickly since Larsa will be a huge help for this battle.  Depend on Larsa for a 
lot of your curing, but be sure to set another curing gambit just in case.  
Have a Raise gambit set up to revive any fallen party member since you will 
most likely have a fallen person eventually thanks to Tiamat's sheer 
aggression.  Tiamat will mainly attack physically, but will sometimes cast Aero 
on the whole party.

It is a good idea to cast Decoy on +------------------------------------------+
your strongest party member and    | Recommended Gambits                      |
give him a shield to boost his     |==========================================|
evasion.  Have a gambit set to     | Ally: any                  (>) Raise     |
cast Decoy on your most powerful   | Ally: HP < 30%             (>) Curaga    |
character since Decoy wears off    | Ally: any                  (>) Esuna     |
rather fast.  Also, it's good to   | Ally: status = Lure        (>) Protect   |
have Protect set up on that        | Ally: powerful character   (>) Lure      |
decoyed character.  Decoy will     | Foe: party leader's target (>) Attack    |
keep Tiamat from picking on your   +------------------------------------------+
defenseless party members since he 
tends to attack one at a time until he kills one off.  Have someone equipped 
with a Katana and that person will be able to string together many hits while 
hitting Tiamat.  The best way to attack Tiamat is through the use of physical 
attacks.  When his life is low, Tiamat will start to hit the party with his 
Breath attack that will take off about 500 HP per hit and will randomly inflict 
Sap on a party member.  Cure Sap by casting Regen on the afflicted party member 
or by using Esuna.  You'll have to cast Regen manually since you don't have an 
"Ally: status = Sap" gambit yet.  He will inflict Petrify very rarely on a 
party member, so have an Esuna gambit set for both this and Disable (Ally: 
any).  His defense will rise tremendously once his HP is low so try to finish 
him off with a Quickening if at all possible to bring him to a quick death - 
this way you want have to deal with his Breath attack either.  Don't cast any 
spells with your main attacker and have him start off the Quickening so the 
other party members can hopefully gain a Mist Charge during his Quickening 
animation.

Destination Quote: Larsa and Ashe both need to get to Bur-Omisace.  Better 
hurry.

After all the cutscenes that follow, your party will gain ++LENTE'S TEAR++.  
This will allow your party to pass beyond the barriers in the Golmore Jungle. 
Some more magicks and accessories are available from Tetran (the moogle 
merchant).  Buy all the upgraded elemental spells (Thundara, Blizzara, and 
Fira) and grab yourself some Golden Amulets (double LP earned).  Grab Haste 
also - oh, how you will need Haste in the upcoming battles!  You also need to 
get a Rose Corsage for each member of your or at least your magick users - 
teleport back to the Dalmasca Westersand and buy some from the merchant there. 
This is some very important stuff, so go out and steal and defeat enemies in 
the jungle if you must to afford it.  Leave the Eruyt Village and go north 
through the barrier.

Golmore Jungle [PV7]

Gargolye      / Weak: Ice
Great Malboro / Weak: Wind
Hellhounds    / Weak: Water
Malboro       / Weak: Wind
Panther       / Weak: Ice
Treant        / Weak: Wind

The Parting Glade

Be sure to take advantage of the save crystal since there is another big battle 
up ahead.

Dell of the Dreamer

++ B O S S  B A T T L E ++

+---------------------------------------------------------------------------+
| Lv 27     | Elder Wyrm                                                    |
|===========================================================================|
| HP: 71692 | Weak: Wind           | Absorb: N/A                            |
|---------------------------------------------------------------------------|
| Exp: 0    | Steal: Succulent Fruit, Feystone, Emperor Scale               |
| LP: 14    |                                                               |
+---------------------------------------------------------------------------+
+----------------------------------+   +------------------------------------+
| Lv 26    | Treant                |   | Lv 26    | Treant                  |
|==================================|   |====================================|
| HP: 4874 | Weak: Wind            |   | HP: 845  | Weak: Wind              |
|----------------------------------|   |------------------------------------|
| Exp: 120 | Steal: See enemy list |   | Exp: 120 | Steal: See enemy list   |
| LP: 1    |                       |   | LP: 1    |                         |
+----------------------------------+---+------------------------------------+
|                       Recommended Level: 25 - 28                          |
+---------------------------------------------------------------------------+

There is no reason to start this fight without a bunch of helpful status 
effects cast on all party members.  There is a save point right outside of this 
area so cast Protect, Haste, and Regen on everyone in your party then use the 
Save Crystal to get the MP back.  You can actually save your game with all 
these status effects on each party member so do so then enter the boss area.

This boss will have two Treants with him at the start of the battle.  All 
enemies are weak against Wind so cast some Aero on all of them.  Wait until 
they are grouped together then spam them with Aero.  You can also use a 
Quickening to defeat them both quickly, but you really need to save your magic 
for this battle as much as you can.

Elder Wyrm is a highly status   +---------------------------------------------+
effecting boss.  He will spend  | Recommended Gambits                         |
much of the battle attacking    |=============================================|
and casting status effects such | Ally: any                  (>) Raise        |
as Blind, Silence, Sleep, and   | Ally: any                  (>) Esuna        |
Confuse.  Have Rose Corsages    | Ally: any                  (>) Handkerchief |
equipped so you don't have to   | Ally: status = Slow        (>) Haste        |
worry about curing Silence.  Be | Foe: party leader's target (>) Attack       |
sure to have an Esuna gambit    +---------------------------------------------+
set to at least two people to 
counter these status effects.  Elder Wyrm's big attack is a close range attack 
known as Sporefall.  This attack will throw the whole book of status effects on 
all party members that are right next to him - Sap, Silence, Poison, Confuse, 
Blind, Slow, and Oil!  Make sure to have someone set up to pass out 
handkerchiefs for the Oil status.  Elder Wyrm will perform his special fireball 
attack that will instantly kill an Oiled member of your party if you don't cure 
the Oil quick or he will take off about 600 HP from a non-oiled member.  Have 
Esuna set up to wipe out the other status effects.  Use Haste to counter Slow. 
Right when you see the words "Elder Wyrm readies Sporefall" IMMEDIATELY run 
away from him and you might escape the move.  I would highly recommend having 
Charge for this battle since you will be running out of MP toward the end most 
likely.  At least you can get some MP back to continue giving support to your 
party members.  With the way this battle is you should let Larsa handle all of 
the healing this time.  Elder Wyrm has no tricks up his sleeves for his last 
bit of HP so there is really no need for a Quickening at the end of this battle 
unless you want to go out with a bang.

The Branchway

The usual enemies will be down either path at this portion of the jungle.  Keep 
moving to the east through the Greenswathe to reach Paramina Rift.  

Paramina Rift

Fading Vale

Save your game at the save crystal as usual and make your way to the north.  
Mount Bur-Omisace is very close now.

Head of the Silverflow

Dark Skeleton / Weak: Light
Ice Elemental / Weak: Thunder
Lizard        / Weak: Water
Skull Knight  / Weak: Light
Slaven Warder / Weak: Water
White Wolf    / Weak: Thunder
Wild Onion    / Weak: Earth
Yeti          / Weak: Thunder

I would advise you to level up a bit in this area, especially if you have 
problems fighting the enemies.  Walk up the path that leads to the east and 
eventuall northeast.

Freezing Gorge

A cutscene will play upon stepping into this area.  Down the path to the east, 
go north to reach Bur-Omisace.

Mount Bur-Omisace [PV8]

Sand-strewn Pass

The merchants on each of the sides have   +-----------------------------------+
some very good items that you will need   | An optional boss has been lurking |
to get soon.  I would suggest buying the  | in the Dalmasca Westersand ever   |
Thief's Cuffs right now so you can begin  | since you picked up the Dawn      |
stealing more rare and plain out MORE     | Shard. You should be on a good    |
items!  Stock up on new equipment,        | level to challenge him by now.    |
especially Ice Shields.  You will need an | Bring along some Shielded Armors, |
Ice Shield for each character where       | the Decoy spell, and Larsa.       |
you're going, not this moment though.     |             [SQ09-1]              |
Make sure to buy three Nishijin Belts for +-----------------------------------+
your main party and some Light Armor for 
each person as well - you will need all of this along with those Ice Shields 
later on.  So the checklist goes: Ice Shields x 3, Light Armor x 3, Nishijin 
Belt x 3 - the Ice Shields and Nishijin Belts are the most important. This is 
also a great time to finish up any side quest or hunts that you think you can 
handle.  Walk to the north on the Temple Approach just up ahead.  A cutscene 
will trigger when your party enter the Temple Grounds.  You destination is the 
Gate of the Holy Circle temple in the west.  Head up the stairs and open the 
doors.  Approach the Gran Kilteas Anastasis in the back of the Hall of Light 
for a group of cutscenes.

Hall of Light

Destination Quote: We can get the Sword of Kings in the Stilshrine of Miriam.

Larsa will leave the party after the group of cutscenes.  You must now journey 
to the Stilshrine of Miriam.  The actual way to this place is a little tricky 
so I will serve as your guide.  First of all, you need to leave Mount Bur-
Omisace and travel back to the Paramina Rift.

Paramina Rift [PV9]

You may need to get a little adjusted to battles without Larsa's help.  Set up 
some cure gambits if you don't have any already activated.  Head south into the 
Freezing Gorge and go to the southeast.  Be wary of the Ice Elemental if it 
appears in this area.  Run past him and all the other enemies to keep him from 
getting aggressive.  There is a path to the southwest that you need to enter.  
It's very easily passed so makes sure you check the area well.  You'll reach a 
hill off to the right next to a frozen lake in the middle of the ice - this is 
the path that you want to take.

Path of the Firstfall

At the top of the twisting path will be a blue save crystal.  Continue to the 
south.  

Spine of the Icewyrm

Garud-Egi / Weak: Dark
Twintania / Weak: Thunder

The enemies in this area are much harder than the ones you've been facing in 
the other sections of Paramina Rift.  Have some Thundara gambits set to cast 
Thundera on the Twintanias in this area and some Dark spells set for the flying 
Garuda-Egis along the narrow strip leading to the south.  Watch out for the 
traps while fighting the Garudas - it is actually best to lure them away from 
the narrow strip.

Silverflow's End

Run too fast in this area and you'll be dealing with quite a few Dark Skeletons 
since they like to pop up from the ground in certain areas.  A Yeti guards the 
path leading to the Stilshrine.  Zap him a bit with Thundara and continue 
south.

Stilshine of Miriam [PV10]

No vicious guardians will impede your path, in fact, you'll have an orange save 
crystal waiting when you enter the Walk of Mind outside the Stilshrine.  I 
would suggest that your party members be on about level 30 before stepping foot 
inside since there are some vicious enemies awaiting.  Open the ancient door up 
ahead to begin.

Ward of Measure

Balloon         / Weak: Water
Blood Gigas     / Weak: Wind
Crystalbug      / Weak: ???
Darkmane        / Weak: Light
Dragon Aevis    / Weak: Ice
Facer           / Weak: Wind
Ghast           / Weak: Light
Ghoul           / Weak: Light
Miriam Facer    / Weak: Wind
Miriam Guardian / Weak: Wind
Redmaw          / Weak: Earth
Zombie          / Weak: Light
Zombie Warrior  / Weak: Light

Redmaws will be flying about freely throughout this area.  The Way Stone in the 
back is inactive for the moment.  Approach the Pedestal of Dawn in the middle 
of the front area.  You need to equip the Dawn Shard to one of your party 
members as an accessory then touch it to teleport to a different area.  I would 
suggest equipping it to a party member outside of you main party since the 
equipped character will lose of all of his/her MP while it remains equipped.  
If you touch the pedestal without the Dawn Shard, zombies will attack.

Ward of Velitation

Right off the bat, a Miriam Guardian will attack as your party teleports into 
this area.  You might want to set up some Protect shields while fighting him if 
you don't have Shielded Armor.  The chest to the left is definitely worth 
grabbing even if you have to step through the trap since it will contain either 
an Elixer or a Megalixer.  Use float to avoid the trap if you have it.

Now, for the area ahead, you will find three Dragon Aevis's pacing around in a 
circle.  This area is a little cheap for so early in the game.  They are all 
weak against ice, so you can set up some Blizzara gambits and cast it on them 
repetitively.  I've also gotten through this part by summoning Belias on them, 
and through the use of Quickening, so whatever floats your boat.  It's a very 
hard battle, even if you're on their level.  If you run, be forewarned that two 
statue heads (Miriam Facers) will pop out of the wall in the area ahead and 
attempt to block you.  They are not too bad, but be sure to have a Protect 
shield up.

Walk of Torn Illusion

Miriam Facers and Miriam Guardians are sitting and waiting for your party to 
walk by them in this area.  All enemies provide some very good experience so 
hunt them all down!  Equip the Dawn Shard once again and touch the Pedestal of 
Dawn at the top of this area to lower the statue heads along the side of the 
room below.  Go back down the stairs and enter the Ward of Velitation again.  
Dragon Aevis's and the Miriam Facers may have respawned by now, so you either 
need to make a break for the doors down the stairs along either of the sides to 
the east or stand and fight again.  I would run since there is a save point 
past the side doors below either of the stairs...with a catch.

Walk of Revelation

A green save crystal!?  Remember that catch that I mentioned?  Well, the save 
crystal in this room is an actual enemy and will attack with magick as soon as 
you examine it.  Stand around it with your party and attack it physically until 
it turns blue.  Bad save crystal!  Use Cura often since the Crystalbug's magick 
will hit all party members.

Ward of the Sword-King

The Blood Gigas's to each of the side are not as bad as they seem.  They're 
very slow.  Turn left at the intersection since the door on the right is sealed 
for the moment.  Be sure to keep the Cura spell handy as you fight the Darkmare 
since he will take off a good chunk of HP with his Dark spells.  Examine the 
Sword of Judgement to unlock the door at the north end.  Open the door down the 
other corridor to continue.  Use the Way Stone inside to teleport back to the 
room at the beginning of the shrine.  The door on the west side of the Ward of 
Measure is now open.  Fight off the Miriam Guardians in the Cold Distance area 
and enter the west path.

Walk of Prescience

This area is filled with Balloons that will easily kill your party members with 
their exposions.  Make sure to have a gambit set for the Raise spell and 
Curaga.  The left and middle path will only lead you to a fight with Balloons 
and Facers.  Go down the right path.  Try to stick with physical attacks for 
the Balloons since magick attacks will only make them explode faster.  At the 
end you will find a Stone Brave statue surrounded by Facers and Zombie 
Warriors.  Defeat the enemies then examine the statue.  Rotate the statue so 
that it faces to the east.  Check your map to confirm its direction.  There are 
altogether three of these statues and they must all face each other - the 
middle.  Run down the stairs to the south and enter the next area.

Walk of Reason

The rooms ahead will contain a bunch of Zombies and Ghouls.  Watch the HP and 
the traps.  Turn right after opening the second door and there will be some 
treasure chest at the end of the path.  You will fight tons of Zombie Warriors, 
Ghasts, and Ghouls along the way.  Head back and go up the stairs.  It is best 
to turn right and go up the next staircase since the other path is just 
basically a longer way around with more Balloon fights.  Turn to the left after 
going up the stairs and to find two more treasure chest along the back 
railings.  You'll have to fight some Facers and Balloons to get to them.  The 
other path will lead you to the next Stone Brave statue.  Turn the statue so 
that it faces to the north.  Run over to the right path and head north.  This 
will lead you to the east path with the last statue.  Check around the area for 
treasure chest while defeating the Balloons and Facers.

Cold Distance

Go through the door in the north and head back to the orange save crystal 
outside of the shrine before you open the door in the east section.  That door 
will lead you to a boss fight.

Ward of Steel

++ B O S S  B A T T L E ++

+---------------------------------------------------------------+
| Lv 27     | Vinuskar                                          |
|===============================================================|
| HP: 15138 | Weak: N/A             | Absorb: N/A               |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Knot of Rust, Damascus Steel, Thief's      |
| LP: 19    |        Cuffs                                      |
|---------------------------------------------------------------|
| Recommended Level: 27 - 30                                    |
+---------------------------------------------------------------+

A magnetic field will be laid over  +-----------------------------------------+
your entire party and anyone        | Recommended Gambits                     |
equipped with a heavy armor will    |=========================================|
act as if they have been hit with a | Ally: any                  (>) Esuna    |
Slow spell.  For this battle, you   | Ally: status = Slow        (>) Haste    |
need to equip only light armor to   | Ally: HP < 50%             (>) Curaga   |
all members of your party.  He will | Foe: party leader's target (>) Attack   |
cast Break to pertrify party        +-----------------------------------------+
members along with a rare Slow and 
Confuse spell.  The boss looks ferocious, but looks are extremely deceiving for 
this battle.  The only attack that you will really have to watch out for is his 
Sword Dance, which takes off around 500 HP for all characters.  Use Cura after 
his Sword Dance move.  You will take this boss out in a matter of seconds with 
normal attacks if you have light armor!  He is very slow so your party can get 
in about two turns before he makes a move.  I literally had to turn off all 
party gambits to see his attacks in order to recommend gambits to you readers - 
my party owned him that well.  Try casting Haste on all your party members to 
see if you can beat him in less than a minute!

Open the door after the battle and you will find the urn for this area with the 
++MAP OF THE STILSHRINE OF MIRIAM++.  Rotate the Stone Brave statue so that it 
faces to the west.  "The Colossus has undergone some change" will flash across 
the screen.  Go back the way you came and a cutscene will show the statue in 
the middle as it lifts up its gigantic sword revealing a path behind it.  Open 
the door to the north and save your game outside the shrine or you can save at 
the blue save crystal after using the Way Stone.  Use the Way Stone in the 
middle to teleport to the area below the statue then take the path to the left 
in the room ahead.  Fight through the Blood Gigas's and Darkmane once again 
then enter the area past the statue's lifted sword.  Open the door for another 
boss battle.

Hall of Worth

++ B O S S  B A T T L E ++

+----------------------------------------------------------------+
| Lv 30     | Mateus                                             |
|================================================================|
| HP: 34259 | Weak: Thunder             | Absorb: Ice            |
|----------------------------------------------------------------|
| Exp: 0    | Steal: Ether, Pisces Gem, High Arcana              |
| LP: 27    |                                                    |
|-----------+----------------------------------------+-----------|
|- - - - - -| Lv 26    | Ice Azer (x5)               |- - - - - -|
|- - - - - -|========================================|- - - - - -|
|- - - - - -| HP: 2708 | Weak: Thunder | Absorb: Ice |- - - - - -|
|- - - - - -|----------------------------------------|- - - - - -|
|- - - - - -| Exp: 558 | Steal: Ice Magicite, Ice    |- - - - - -|
|- - - - - -| LP: 1    |        Crystal, Feystone    |- - - - - -|
|-----------+----------------------------------------+-----------|
|                 Recommended Level: 29 - 32                     |
+----------------------------------------------------------------+

This battle will really challenge   +-----------------------------------------+
you compared to the last boss       | Recommended Gambits                     |
battle you just had mainly because  |=========================================|
of the sheer aggression that your   | Ally: any                  (>) Raise    |
party will have to put up with at   | Ally: HP < 50%             (>) Curaga   |
the beginning.  Mateus will start   | Self                       (>) Shell    |
the battle by casting Reflect on    | Ally: status = Slow        (>) Haste    |
herself and summoning five Ice      | Foe: party leader's target (>) Thundara |
Azers.  First of all, make sure     | Foe: party leader's target (>) Attack   |
that everybody in your party is     +-----------------------------------------+
equipped with a Nishijin Belt to 
avoid the Ice Azers' Sleep spell.  The Ice Azers will be constantly casting 
Sleep and Blizzard.  Blizzard isn't that bad at all when one Ice Azer hits a 
party member with it, but the problem here is that all five Ice Azers will pick 
one party member from the whole group to cast five Blizzards on.  Mateus will 
be hitting your party members physically while her minions cast magic.  Equip 
Ice Shields to all characters to half the damage of the Ice magic.  The main 
problem with this battle is that, unless you use a Quickening on the Ice Azers, 
your party members will have to suffer some damage most likely in order to dish 
out some damage on the Ice Azers.  Every enemy is weak against Thunder, but 
Mateus has up a reflect shield, so if you cast a Thundara spell that hits an 
Ice Azer, you will more than likely hit Mateus unintentionally and get Thundara 
reflected back on you.  The good news is that the Thundara spell will take much 
more off an Ice Azer then it will when reflected back on a party member.  Make 
sure NOT to target Mateus however, or the reflected Thundara spell will take 
off heavy damage from the caster!  The Ice Azers are immune to any type of 
physical attack and Belias is powerless against them.  Either use Quickenings 
or use Thundara to get rid of the Ice Azers.  I would recommend using Thundara. 
Set two of your party members with the gambit "Foe: party leader's target (>) 
Thundara" and manually cast Thundara on the Ice Azers.  This will kill all of 
the Ice Azers within a few castings, but make sure to turn off the Thundara 
gambit when you go to challenge Mateus alone.

Another way to approach this battle from the beginning is to equip an Ice 
Shield to one person and cast Decoy and Shell on him.  The Ice Azers will all 
target the Decoyed character along with Mateus.  Cast Thundara on the Ice Azers 
while they attack the Decoy.  You could also equip the Decoyed character with 
the Dawn Shard to boost his magic defense, but that will take all his MP - your 
choice.  There's no need to leave the Decoy gambit on while Mateus.

When fighting Mateus alone, use constant physical attacks and set up a Shell on 
each of your party members.  Most of the time she will attack physically and 
use her Flash Freeze attack.  She will cast her Blizzaja spell when her HP 
reaches the halfway mark and will continue to cast it throughout the rest of 
the battle (look for the "Mateus readies Chain Magic" message).  As long as you 
have up a Shell or have an Ice Shield to reduce damage it won't be much of a 
problem.  Her Blizzaja attack will sometime inflict Sap, so be ready to heal it 
with Regen or Esuna.  Be sure to set some healing gambits to heal party members 
and cast Cura manually to heal the whole group when needed.

After the battle, the Esper, Mateus the Corrupt will be yours!  Open the door 
and run up the stairs to trigger a cutscene.  Your party will obtain the 
++SWORD OF KINGS++ after the cutscenes.  Leave the Stilshrine and another 
cutscene will play on the outside.  Either use the orange save crystal to 
teleport to Mount Bur-Omisace or go back on foot.

Mount Bur-Omisace [PV11]

No new items are available from the merchants in case you were wondering.  The 
rain in the village serves as a nice foreshadowing of what to expect as you 
walk further up the path.  Be sure to save your game at the Sand-strewn Path. 
Run all the way to the Gate of Holy Circle and open the doors to trigger a 
cutscene.

Hall of Light

++ B O S S  B A T T L E ++

+-----------------------------------+---+-----------------------------------+
| Lv 20    | Judge Bergan           |   | Lv 29    | Judge                  |
|===================================|   |===================================|
| HP: 17200| Weak: N/A              |   | HP: 3179 | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal: Hi-Potion, Ruby |   | Exp: 91  | Steal: See enemy list  |
| LP: 19   |        Ring, Ether     |   | LP: 1    |                        |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 28    | Judge                  |   | Lv 28    | Judge                  |
|===================================|   |===================================|
| HP: 3179 | Weak: N/A              |   | HP: 3179 | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 91  | Steal: See enemy list  |   | Exp: 91  | Steal: See enemy list  |
| LP: 1    |                        |   | LP: 1    |                        |
+-----------------------------------+---+-----------------------------------+
|                        Recommended Level: 30 - 32                         |
+---------------------------------------------------------------------------+

The battle will start your party    +-----------------------------------------+
out in the middle of the Hall of    | Recommended Gambits                     |
Light with three Judges behind them |=========================================|
and Judge Bergan all the way in the | Ally: any                  (>) Raise    |
back of the main walkway.  This     | Ally: HP < 50%             (>) Curaga   |
setup should be taken to your       | Ally: any                  (>) Blindna  |
advantage and you should            | Self                       (>) Haste    |
immediately cast Haste on all party | Foe: party leader's target (>) Attack   |
members then go after the Judges in +-----------------------------------------+
the back.  All of the Judges will 
try to cut through your party's defenses with their Water Spout attacks.  Fight 
them off as quick as possible while Judge Bergan approaches.  Be sure to have 
some Curaga gambits along with some Raise gambits ready.  All three Judges can 
be easily defeated with a Quickening chain as well, but keep in mind that you 
will need some magick while facing Bergan.  At lower levels you may want to use 
Quickenings for the Judges since they can make the beginning of the battle a 
bit overwhelming.  If Judge Bergan joins in and starts dealing too much damage 
attempt to Blind him.  Cast Blind on him with all three party members in a row 
if you have to.  It will always eventually hit, but it takes a few tries.  Once 
the Judges have been defeated, Judge Bergan shouldn't be too much of a problem 
to take on by himself.  His hits will blind at times so a Blindna gambit will 
be helpful for this battle. He will perform his Battle Cry move once his HP has 
been taken down halfway.  This will make him counter a bunch and he can 
sometimes chain together enough hits to totally kill one party member at full 
life while Battle Cry is activated - this is why I recommend blinding him 
early.

A few cutscenes will play after the battle then your party will decide on the 
next destination.  Onwards to Archades!  You need to go back to Rabanastre and 
use an airship at the Aerodrome to take your party to Nalbina.  Walk up and 
talk to the woman behind the desk with the "Flights to Nalbina" icon over her. 
Travel buy Leisure Craft and buy the Syphon spell (you'll need this later) and 
some teleport stones from the Assistant Storekeeper at the top of the stairs in 
the Airship.  Talk to the Chief Steward through the door down the stairs in 
order to exit to Nalina.  There is a side quest you can start buy choosing 
"Who's this...Rande?" from the list of answers after talking with her, but it 
cannot be finished until you make it to Archades.

Nalbina Fortress

Destination Quote: Need to head north of Nalbina, through the Mosphoran 
Highwaste and the Salikawood.

Talk to the Imperial and allow him to escort you in order to enter Nalbina.  
There are some new items available from all merchants.  Buy Dispel from the 
Magick merchant.  You will really need Dispel for the rest of the game mainly 
for bosses!  Vanishga would be another good spell to get.  At the intersection 
outside the city turn right to enter the Mosphoran Highwaste

Mosphoran Highwaste

Clay Golem     / Weak: Wind
Fire Elemental / Weak: Fire
Humbaba        / Weak: Ice
Python         / Weak: Earth
Seeq Cateran   / Weak: Fire
Slaven Wilder  / Weak: Wind
Wary Wolf      / Weak: Earth
Worgen         / Weak: Water

Southern Skirts

Make sure you set up some Curaga gambits along with some Esuna gambits.  The 
Worgens will Screech to Confuse party members sometimes.  They will also rush 
at you with Berserk activated.

Summit Path

The Humbabas here can be difficult when fighting more than one so make sure to 
have an active Protect shield up.  Don't use magic near the Fire Elemental if 
one appears.  Keep heading to the north and you'll eventually reach the 
Babbling Vale area.

Babbling Vale

Take a break and save your game at the orange save crystal or buy a few items 
from the merchant.  He has the 1000 Needles Technick, which could prove useful. 
Be sure to stock up on some Chronos Tears since Stop is a very nasty status 
effect that can only be cured by a Chronos Tear or through immunity with a 
Power Armlet.  This single area has many paths leading out, but you want to 
take the northwest path if you want the quickest way to your destination.

Trail of Sky-flung Stone

Beware the Seeq Caterans in this area.  They will run up to your party members 
and throw an item to cause instant Berserk, which could be a good thing or a 
bad thing depending on the individual.  Stay away from the Fire Elemental as 
usual and have some magick gambits set for the flying Vulture so your short 
distance members can hit him.  Beward the Vulture's Kamikaze attack when their 
life is low - defeat them quickly if they ready the attack.

Northern Skirts

Three Humbabas are lurking in the front of this area.  Try to lead one away 
from the others or cast Blizzara on them all from a distance.  Many more flying 
Vultures will be hovering around the end of this area.  Run across the bridge 
in the Halny Crossing to reach the Salikawood.

The Salikawood

Malboro King / Weak: Light
Pumpkin Head / Weak: Ice
Sprinter     / Weak: Water
Wyrdhard     / Weak: Fire

The Omen-Spur

Don't take the Pumpkin Heads for granted; they take quite a bit of HP per 
attack based on what you would think while just looking at them.  They will use 
Silence and Sleep so have some Esuna gambits set up.

Path of Hours

A blue save crystal is to the side.  Notice the moogles off to the right 
(Forest Bungalow); you'll be coming back to speak with them later.

Truckwall Road

Make a right when the path splits followed by another right to find the map urn 
with the ++MAP OF THE SALIKAWOOD++ inside.  Make sure to set some "Ally: status 
= Slow (>) Haste" gambits up for the Malboros that you will find later and, of 
course, an Esuna gambit along with Curaga.  There is an orange save crystal in 
the Quietened Trace in the northwest along with an optional boss fight.  The 
moogle at the entrance to the path will warn you of the great fiend.  Your 
destination is to the northeast.

Living Chasm

In the far northwest walk up to the Moogle Boss by the gate and speak with him. 
It seems he needs to get his moogle workers back to complete the gate so access 
to the Phon Coast can be granted and that just so happens to be where your 
party's headed.  A moogle counter will appear on the right hand side of the 
screen letting you know how many moogles need to be found.  Open your map to 
find several exclamation points highlited on your map - these are the locations 
of the moogle in the bungalows throughout the Salikawood.  Go to each of those 
areas and talk to the moogles to get them to head back to the Moogle Boss.  
This is very straightforward so I'm not going into too much detail.

Trunkwall Road  (middle) - 2 moogles
Garden of Decay (west)   - 4 moogles
Path of Hours   (north)  - 3 moogles

The last set of moogles will give you an option to follow them to the gate.  
The gate will open up and your party will be free to go to the Phon Coast.  Be 
sure to talk to the Boss Moogle along the way to get a free pair of ++QUASIMODO 
BOOTS++.

Phon Coast

Kaukula Pass

Destination Quote: So this is the Empire.  Archades should be to the northeast.

A cutscene will play upon entering the Phon Coast.  A blue save crystal will be 
off to the right as the cutscene ends.

The Reseta Strand

Archesaur   / Weak: Ice
Bagoly      / Weak: Earth
Iguion      / Weak: Thunder
Mandrogora  / Weak: Fire
Piranha     / Weak: Thunder
Pyrolisk    / Weak: Ice
Silver Lobo / Weak: Earth

Be sure to set some "Foe: flying (>) Blizzara" gambits for your short range 
characters.  You need to go southwest.  Stay away from the Piranhas if your 
party is at a low level since they will dish out some very damaging attacks 
when their life gets low.  The Bagoly's and Pyrolisk are very aggressive and 
will actually gang up, so run if you have to.  It doesn't really matter which 
way you take since both of them will eventually lead to the Hunter's Camp.

Hunter's Camp

A cutscene will play upon walking into the camp...a most interesting cutscene. 
There is an orange save crystal in the middle of the camp and plenty of items 
available from the merchant of this area.

The Vaddu Strand

There is really nothing here but chests   +-----------------------------------+
and a whole bunch of them along the beach | Don't open any of the chests on   |
by the east side!  The chests are a trick | the east side of the beach in     |
however, since opening one of them will   | this area or you won't get the    |
guarantee that you will not receive the   | Zodiac Spear!  This is the fourth |
Zodiac Spear in the Necrohol of Nabudis.  | and last set of chests that must  |
This is the last set of chests that you   | not be opened in order to obtain  |
must not open in to get the Zodiac Spear. | the Zodiac Spear.                 |
Don't screw it up now!  Take out your     |             [SQ01-4]              |
anger on loosing so much gil on the       +-----------------------------------+
defenseless little Mandragora.

Caima Hills

There is a Wayward Chocobo in the southwest section of this area that will off 
your party a life if you feed it some Gysahl Greens.  Buy Gysahl Greens from 
any airship ride between cities or from the Clan Provisioner back in Rabanastre 
after your party reaches Rear Guard rank.  Keep heading northeast.  Be careful 
while fighting a group of Bagolies on the way; they will gang up very quickly! 
You'll come upon a blue save crystal in Rava's Pass.  To the north of Rava's 
Pass lies the Tchita Uplands.

Tchita Uplands

Bellwyvern       / Weak: Water
Coeurl           / Weak: Ice
Feral Croc       / Weak: Earth
Lizard           / Weak: Water
Malboro Overking / Weak: Light
Serpent          / Weak: Earth

Realm of Elder Dream

There are quite a number of new enemies here and they can easily get mixed into 
a group with the Serpents rise up from the ground.  You may want to equip your 
magick user with a Rose Corsage to stop the Coeurl's silencing.  Head to the 
east.  Any type of building structure will have Malboro Overkings lurking 
around it and they can get extremely numerous at times - combine that with 
their Bad Breath attacks and things can get ugly quickly.

The Chosen Path

To the east of The Skytrail, you will come upon an area with an orange save 
crystal and an Archadian Wayfarer standing next to a fallen Bangaa.  Talk with 
the Wayfarer and he will ask to hire your party to dispose of a group of fiends 
in the Sochen Cave Palace.  He will hand over the bill with a picture he drew 
on it, which is actually very close to what the group of fiends look like - oh, 
how the appearances are so deceiving!  As it says, this will not be listed in 
the Clan Primer, but this hunt must be accepted to advance in the main story!  
Head east to the Fields of Eternity and there you will find the entrance to the 
Sochen Cave Palace.  He will hand over the ++SOUL WARD KEY++ when the 
conversation ends.  This hunt can also be accepted from the boy's father in The 
Nameless Spring to the south.  Even though this isn't an official hunt, there 
is still a bounty to be earned upon defeating the mark.  Now, let see what 
horrors await in the Sochen Cave!  In the northwest of the next area (The 
Highlands) lies the Fields of Eternity.  The cave entrance is in the northwest 
part of the Fields of Eternity.  You'll probably fight or run from tons of more 
Coeurls and Serpents along the way.

Sochen Cave Palace

Focalor       / Weak: Ice
Gorgimera     / Weak: Water
Iguion        / Weak: Thunder
Imp           / Weak: Ice
Pit Fiend     / Weak: Earth
Striker       / Weak: Wind
Wendigo       / Weak: Ice
Zombie Knight / Weak: Light

Doubt Abandoned

Destination Quote: We'll use the Sochen Cave Palace to sneak into Archades.

A cutscene will play as your party enters the cave.  Make sure that you have a 
"Self (>) Libra" gambit set in here or else your party will might step on some 
of the traps near the beginning.  There are several traps in the area where the 
stalagmites and Zombie Knights are.  Try to lead the Zombie Knights out of that 
area so your party members won't accidentally trigger a trap during the fight, 
or you could always cast Float on everybody during the battle.  The Imps in 
this cave can be very dangerous as well with their damaging group attack that 
they will perform while their HP is low.  In the north, you will find the Gate 
of the Soul Ward where you must use the Soul Ward Key that you got from the 
petitioner earlier.  Let's see what awaits inside shall we?

Hall of Lambent Darkness

++ B O S S  B A T T L E ++

+-----------------------------------+---+------------------------------------+
| Lv 37    | Alraune King           |   | Lv 37    | Mandragora Prince       |
|===================================|   |====================================|
| HP: 9069 | Weak: Wind             |   | HP: 9069 | Weak: Fire              |
|-----------------------------------|   |------------------------------------|
| Exp: 0   | Steal: Gimble Stalk    |   | Exp: 0   | Steal: Four-leaf Clover |
| LP: 5    |                        |   | LP: 5    |                         |
+-----------------------------------+   +------------------------------------+
+-----------------------------------+   +------------------------------------+
| Lv 37    | Onion Queen            |   | Lv 37    | Pumpkin Star            |
|===================================|   |====================================|
| HP: 9069 | Weak: Earth            |   | HP: 9069 | Weak: Ice               |
|-----------------------------------|   |------------------------------------|
| Exp: 0   | Steal: Onion           |   | Exp: 0   | Steal: Jack-o'-Lantern  |
| LP: 5    |                        |   | LP: 5    |                         |
+-----------------------------------+   +------------------------------------+
|                    +-----------------------------------+                   |
|                    | Lv 37    | Topstalk               |                   |
|                    |===================================|                   |
|                    | HP: 9069 | Weak: Water            |                   |
|                    |-----------------------------------|                   |
|                    | Exp: 0   | Steal: Tomato Stalk    |                   |
|                    | LP: 5    |                        |                   |
+--------------------+-----------------------------------+-------------------+
|                         Recommended Level: 36 - 39                         |
+----------------------------------------------------------------------------+

Oh, my sweet Nightmare Before       +-----------------------------------------+
Christmas!  So, these little        | Recommended Gambits                     |
Mandragoras are the marks!?  They   |=========================================|
most definetly are, and this is one | Ally: any                  (>) Raise    |
battle where appearances are        | Ally: HP < 50%             (>) Curaga   |
deceiving.  If you try to rush all  | Ally: any                  (>) Remedy   |
of these little munchkins with your | Foe: party leader's target (>) Attack   |
whole party then they will bathe    +-----------------------------------------+
your whole group in status effects 
similar to a Bad Breath Malboro attack - there is a slight difference though, 
they will not miss like a Bad Breath!  They will cast Blind, Disable, Slow, 
Poison, Sleep, Sap, and Silence.  If you plan to take them on physically, you 
need to equip some Nishijin Belts to all party members to avoid Sleep.  An 
"Ally: any (>) Remedy" gambit is priceless for this battle if you can avoid 
Sleep through the Nishijin Belts.  Focus on each one's elemental weakness, 
whether you have a weapon with that element or the magick.  They fall fast if 
you focus on one and pound his weakness into the ground.  They can take off 
quite a chunk of HP with their physical attacks while in groups, so have some 
cure gambits ready.  It is possible to Dispel their Haste, but it doesn't 
really matter that much.  You can set up a "Foe: status = Haste (>) Dispel" 
gambit on your magick users to quickly get rid of it.  They have a pattern 
where they will rush into your party to cast status effects and attack then run 
away and cure themselves, but they will always move in a group.

The best way to defeat them is to wait until they are all grouped together then 
chain a Quickening on them.  Stay on one side of the room and wait until they 
run toward you while all grouped.  This will totally pulverize a whole group of 
them and defeat them quickly if you get the bonus attack at the end of the 
Quickening.  Be sure to have each character target a specific Mandragora.  You 
really need to have multiple characters outside of your main party with 
Quickenings to take them all out if you can't chain them that well.  Summoning 
Belias seems to work well if he can get one by himself, but they will soon kill 
him if the whole groups gangs up around him.  Belias will immediately Painflare 
Mandragora Prince because of his weakness to fire.  If you plan on stealing 
from all of them, you will need quite a bit of Remedies.  They are very hard to 
steal from.  I would recommend setting a "Foe: party leader's target (>) Steal" 
gambit for your party members if you are willing to try since it will take 
several attempts most of the time.

Be sure to fully cure your people; you still have another minor battle left up 
ahead.  Open either of the doors to the side after the battle.  They both lead 
the same way.  Go back to the petitioner to receive ++1000 GIL and 3 
REMEDIES++.

The Acolyte's Burden

You'll find a save crystal, well, actually a Crystalbug in the next big room.  
Be careful about keeping your group together since it will use elemental magick 
that will hit everyone in a group.  Defeat the Crystalbug and it will turn into 
an actual blue save crystal.  You can check the dead Bangaa corpse on your way 
through the doors of the next area.

Mirror of the Soul

This cave will soon split into many different paths.  Take the far east path to 
find an urn containing the ++MAP OF THE SOCHEN CAVE PALACE++.  Don't let all 
the Imps and Pit Fiends gang up on you in this cave or they will surely make 
quick work of your party.  It's a good idea to keep some Nishijin Belts on 
since the Pit Fiends like to cast Sleep.  If you take the west set of paths, 
you'll like notice the Pilgrim's Door along the way.  You'll need to solve a 
puzzle in order to open it.  We'll get to that in just a moment.  Use the far 
east path to enter the next area.

Falls of Time

The Strikers are the only aggressive enemies in this area.  Look around and 
you'll notice several waterfalls blocking the paths to the different areas in 
this cave.  Now, about the puzzle in this area, if you look around in this area 
(near the second door from the west), the next area (on the wall), and in the 
previous area (The Pilgrim's Door), you will be able to read an inscription 
that provides hints to the different routes you should take in order to change 
the flow of the waterfalls.

** WATERFALL PUZZLE **

To start things off, you need to go back the way you came by enter the path on 
the southeast side.  I have drawn up some maps with the correct path outlined 
that should be taken in order to stop the waterfalls.

Copy and paste the url into your browser to see the maps.

Waterfall Puzzle Path 1 - http://tinyurl.com/y7rkwy

Waterfall Puzzle Path 2 - http://tinyurl.com/t4xqt

Each time you enter a new area the message "The course of the waterfall seems 
to have changed" should be displayed across the screen to let you know that you 
took the correct path.  The paths that you make do not need to be precise, but 
you MUST enter and exit from the correct pathways when entering the bottom 
(Mirror of the Soul), middle (Falls of Time), and top (Destiny's March) areas. 
You can think of both maps as one long path, but I thought it would be best to 
have two to avoid confusion.  You'll get that previous mentioned message three 
times as you enter the different areas, then on the final time you'll receive a 
message that says "You hear a door open in the distance".  This means the 
middle path in the Falls of Time area is no longer blocked by a waterfall and 
that the Pilgrim's Door is now unlocked.  Walk toward the middle area and open 
the treasure chest on the other side of the small bridge around the stone 
structure for a chance at either an ++ELIXER++ or a ++DARK MATTER++.  There is 
also another chest off to the east that contains either an ++ELIXER++ or a 
++KIKU-ICHIMONJI++ Katana.  To the south, open the first Pilgrim's Door to find 
a chest containing either the ++KOGA BLADE++ or the ++IGA BLADE++ Ninja Swords. 
As of right now, this is the only way that I know of to get the Iga Blade, so 
you may want to save your game after solving the puzzle and open the chest 
until you get that weapon if getting every weapon in the game is important to 
you since none of these chests will respawn.  Keep in mind that the chests are 
random, so if they don't all three appear then reload your game from the 
previous save point (after saving when the puzzle is solved of course).  As 
long as you haven't opened one, then they will appear eventually.

Destiny's March

No matter which way you go to the north you will fight mainly Strikers and 
Wendigos.  The Wendigos will deliver a heavy ice attack to all members of your 
party and the Strikers will do the same with an Earth attack when they are low 
in HP so a manual Cura might save the day after they fall.  Do not fight more 
than two of these enemies at a time; lead some away from the others if you find 
a group greater than two.  Step through the Doors of Time and make your way to 
the central north section.  If you want to avoid most fights take the center 
path.  The door in the far north leads to a big room where you will enounter 
another boss, so I would suggest backtracking and saving if you gained quite a 
few levels and want to make sure you keep them.

Hall of Shadowlight

++ B O S S  B A T T L E ++

+-------------------------------------+---+-----------------------------------+
| Lv 38     | Ahriman                 |   | Lv 37   | Ahriman (Image)         | 
|=====================================|   |===================================|
| HP: 62149 | Weak: Light | Abs: Dark |   | HP: 700 | Weak: Light | Abs: Dark |
|-------------------------------------|   |-----------------------------------|
| Exp: 0    | Steal: Death Powder,    |   | Exp: 0  | Steal: same as Ahriman  |
| LP: 28    | Maduin Gear, Sky Jewel  |   | LP: 0   |                         |
+-------------------------------------+   +-----------------------------------+
|                         Recommended Level: 37 - 40                          |
+-----------------------------------------------------------------------------+

This boss isn't really too bad, but +-----------------------------------------+
that's not to say that he can't get | Recommended Gambits                     |
the best of you later into the      |=========================================|
battle.  He will start out by       | Ally: any                  (>) Raise    |
mainly casting Doom and elemental   | Ally: HP < 50%             (>) Curaga   |
magicks on your party.  Have a      | Ally: any                  (>) Poisona  |
gambit set up to throw a Remedy (if | Ally: any                  (>) Esuna    |
you have unlocked Remedy Lore 3 on  | Ally: any                  (>) Remedy   |
the License Board) and it will cure | Foe: HP < 1,000            (>) Bio      |
Doom.  Otherwise, you will have to  | Foe: party leader's target (>) Attack   |
let Doom run its course and revive  +-----------------------------------------+
the character after the countdown.
Make sure to have Remedy set up below Poisona and Esuna if you use both of the 
gambits on one character so you won't be curing a simple poison with a Rememdy.  
Speaking of Poison, I would set an extra gambit to cure poison by itself since 
he will inflict your party members with it a bunch - make sure to set it above 
Esuna on the gambit list.  It would be a good idea to have your party members 
equipped with Jackboots for when he starts to cast Immobilizega.  Normal 
attacks should work fine throughout the battle while attacking him, just don't 
equip a weapon that has the element of dark of you will only give him life.  
Keep in mind that you can actually attack him with Cure spells in this fight 
since he is undead.  Have one of your magick users toss Curaga or Potions at 
him to damamge him even more at the beginning of the battle.

He will eventually teleport away from your party and make a separate image of 
himself.  Try to get rid of the image if at all possible since it will act on 
its on just like a separate Ahriman, and just like a separate Ahriman, you can 
also steal from the images!  He can make up to six images so you may be 
fighting up to seven Ahrimans by the end of the battle.  Have a gambit set to 
where a party member will cast Bio on an image and this will likely kill them 
all with one casting.  Since all of their HP is less than 1,000 set up a "Foe: 
HP < 1,000 (>) Bio" gambit to quickly kill them off.  The main annoyance of 
this fight is his use of Confuse (Phantasmal Gaze) toward the end since it 
tends to hit every party member that is close to him.  Make sure to have one 
character equipped with a long distance weapon so they will not be affected by 
the Confuse spell and have them set with an Esuna gambit.  He will also start 
to attack with Maser Eye shortly before falling - this attack will take off 
about 1500 HP per hit.  Try to finish him off with a Quickening when his life 
is down to about 25% HP and you won't have to worry about Maser Eye.

Open the three treasure chests found around the room after the battle then exit 
through the east door.  One of the chests will have an Elixer for sure!

Temptation Eluded

Some programmer has been very dirty!  There is a trap right at your feet as you 
come through the entrance door of this area.  Make sure to have Libra setup 
then carfully move agains the east wall.  There's plenty more traps up the path 
as well.  More Strikers and Imps will be lurking up ahead.  In the big room, 
open the chest to the side for some possible extra gambits then go down the 
tunnel to the west for an extra chest.

Chosen Path

Climb up the hill to find a lift at the top.  Activate the lift with the 
Disused Pedestal.  You'll arrive in the Skybent Chamber after the cutscene.  
Turn around to find a much needed orange save point!  Exit via the door to the 
north to enter Old Archades.

Old Archades

Alley of Low Whispers

The merchant off to the side has plenty of new accessories.  It would be a good 
idea to buy some Bowline Sashes and Winged Boots.  The Embroidered Tippet will 
double experience so it's a worthy purchase as well.  Make sure to save at 
least 4000 gil.  Cross the bridge to the west.

Alley of Muted Sighs

There's a blue save crystal in the southwest.  Talk to the Imperials in the 
southwest and a conversation will begin after they refuse to let your party 
through to Archades.  He will ask your party to pay him 1500 gil in order for 
him to help out.  You must pay him.  He will ask if you've heard any good 
rumors and want your party to ask around for the latest gossip around town.

There are two ways to do this part, depending on the person you talk to:

a) Talk to the Ex-Broker on the northeast side of the Alley of Whisper.  Return 
to Jules and talk to him.  Return to the Alley of Low Whispers and talk to the 
Fresh Ardent on the steps in the middle portion on the map.

b) Talk to the Lucky Man speaking with the red Seeq on the west east side of 
the Ally of Muted Sighs - he's at the bottom of the stairs that lead to the 
bridge. Return and talk to Jules.  Talk to Beasley; he sits against the wall 
almost directly across from the red Seeq's back from earlier.

Whichever group of people you talk to run back and talk to Jules to trigger a 
commotion on the town streets.  Jules will have moved from his current spot and 
will be sitting on the boxes before you get to the blue save crystal when you 
speak to him the final time.  The Imperial guards will rush forth to stop the 
fight and your party will automatically enter Archades during the cutscene that 
follows.

The Imperial City of Archades

Trant

Destination Quote: Gotta find some way to sneak inside the Drakor Laboratory.

Walk a little way to the west and Balthier will mention he has some business to 
attend to and will leave the party.  Well, he's still actually in the party, 
but you know... Anyway, check around the shops to find plenty of new items, 
equipment, and magicks.  Be sure to get the Aeroga spell!  Also, the item shop 
now stocks X-Potions.

Talk to the Cap Guide in the southwest portion of the city.  He will mention 
that only those with 9 chops may ride the cab.  Jules will break up the 
conversation and mention that Balthier is waiting in central.  You must once 
again pay Jules to find out information.  Pay him 2500 gil and he will tell 
your party about chops.  Basically, you must walk around town and perform good 
deeds by matching townspeople up with other townspeople to help them out.  They 
will repay you with a chop each time you find a matching pair where one helps 
the other.  Most people will be labeled the same next to the talk icon as you 
approach them.  You need to talk to them to have them labeled.  Each time you 
talk to a person they will mention a certain phrase that will be highlighted. 
You will have a choice to memorize the phrase the conversation.  After setting 
a person's words to memory, you must seek down a person with a matching phrase 
and they will give you a ++PINEWOOD CHOP++ for helping them.  All matching 
people can always be found in the same district.  You can only memorize one 
phrase at a time and you can override once phrase with another.  Below is a 
list of everyone that can be matched up per district.  There are altogether 28 
chops to be earned, but remember that you only have to earn 9 chops to use the 
cab.

Nilbasse

[ ] "Working up a Sweat"       ~ Gentleman Onlooker     --> Eager Crier
[ ] "Words of Encouragement    ~ Senior Reseacher       --> Failed Researcher
[ ] "Wages Halved"             ~ Worried Husband        --> Materialistic Woman
[ ] "A Grand Line of Gamesmen" ~ Athletic Woman         --> Avid Reader
[ ] "The Path to Stardom"      ~ Aspiring Starlet       --> Faded Star
[ ] "Time To Leave             ~ Determined Researcher  --> Ex-Researcher

Rienna

[ ] "A Revolutionary Dish"     ~ Philosopher of Cuisine --> Dangerous Chef
[ ] "A Gambit for the Market"  ~ Lazy Profiteer         --> Reseacher's Wife
[ ] "Out of Ears"              ~ Greenseller            --> Vegetable Seller
[ ] "What She Wants"           ~ Good Brother           --> Waiting Woman
[ ] "The Misfortune Teller "   ~ Tarot Reader           --> Happy Novelist
[ ] "An Epistle to Love"       ~ Lucky Man              --> Romantic Lady
[ ] "The Aerial Gardens"       ~ Tour Leader            --> Bhujerban Lady

Trant

[ ] "The Boutique"             ~ Boutiquere             --> Moneyed Gentleman
[ ] "A Ticket to the Farce"    ~ Farce-Goer             --> Girl on an Errand
[ ] "The Lutenist"             ~ Music Appreciator      --> Lutenist
[ ] "A History of Empire"      ~ Historian              --> Perceptive Man 
[ ] "The Artisan Architect"    ~ Builder                --> Artistan Architect
[ ] "The Client's Daughter"    ~ Smitten Man            --> Smitten Woman 

Molberry

[ ] "The Mummer"               ~ Reminiscing Lady       --> Family-minded Girl
[ ] "A Trinket From Giza"      ~ Daugher-in-Law         --> Man from Giza
[ ] "The Master of Disguises"  ~ Look-Alike             --> Look-Alike
[ ] "To be a Judge"            ~ Would-be Judge         --> Judge's Wife
[ ] "A Knack for Magick"       ~ Talented Woman         --> Akademician
[ ] "The Eight & Twenty Chops" ~ Ardent Woman           --> Ardent Man
[ ] "The Tutor"                ~ Proud Mother           --> Tutor
[ ] "The Anniversary"          ~ Poor Husband           --> Poor Wife
[ ] "The Traveler"             ~ Avid Traveler          --> Traveling Gentleman

To finish up each area quicker, I suggest that you run to each person and talk 
to them to get their talk icon to show their proper name, then go through and 
match them up.





(More coming soon!)


__  _____ ___                                                   __  _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
 \  / | | | | |                   SIDE QUESTS                  | \  / | | | |
 /  \ | | | | |                     [SQ00]                     | /  \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|

-- Zodiac Spear [SQ01]

In order for the Zodiac Spear to be available in the chest later in the game a 
few treasure chests must NOT be opened as you journey through the main story of 
the game.

[ ] Do not open the treasure chest directly across from Old Dalan's front door 
in the South Sprawl part of Lowtown. [SQ01-1]

[ ] Do not open either of the two chests in the Cellars area of the Royal 
Palace of Rabanastre.  This is the area where the red Seeq distracts the guard 
while Vaan sneaks by. [SQ01-2]

[ ] Do not open any of the chests in The Confiscatory of the Nalbina Dungeons. 
This is the room where the party gets their weapons back after being captured. 
[SQ01-3]

[ ] Do not open any of the 16 chest on the Phon Coast that are lined up along 
the beach of the Vaddu Strand area.  All of them contain gil, but you want that 
spear more than a one-time helping of gil right? [SQ01-4]

The Zodiac spear can be found inside of a treasure chest in the Necrohol of 
Nabudis if you do not open any of the above chests.

-- Ktjn the Viera [SQ02]

When available: After the fight with the Mimic Queen in Barheim Passage.
Location: Muthuu Bazaar (Rabanastre); look for a Viera (bunny ears) named Ktjn

Ktjn can actually be found at many other places throughout Rabanastre 
sometimes.  She will ask the party a series of four questions.  The reward will 
differ depending on how many questions you get "right".  She will be labeled as 
"Viera" until you talk with her the first time.  Keep talking to her until she 
starts to ask a question.  She will only ask a question after each major event 
in the game, so she should have a new question for you after each major boss 
fight.  If she doesn't have a question for you, she will keep repeating the 
same phrase.  You should be negative with all answers except for the fourth 
question.  Here is a list of questions:

1. Is the city not wonderful?  I still lose my way on occasion, but I have come 
to know some of her walks and alleyways.  But the land, I cannot hear it... 
Should this not trouble me as a Viera?

(Correct) Yes, you should be ashamed.
(Wrong)   No, don't be silly.

2. I knew my choice would bring hardship, yet...

(Correct) You should've thought it through.
(Wrong)   Things will get better.

3. I would be as she is.  Do you think it possible?

(Wrong)   Sure, if you put your mind to it.
(Neutral) I don't know your sister.
(Correct) It'll never happen.

4. Perhaps it would be better if I too became a warrior like my sister.  What 
do you think?

(Correct) I think it's a good idea.
(Wrong)   I'm not so sure.

The next time you meet Ktjn, after question 4, she will tell you that she has 
made up her mind and she walks away from her current sitting place in the 
Muthru Bazzar.  If you answered all the questions correctly, go to the Clan 
Hall to find her fighting with a Bangaa on the first floor.  Talk to her and 
she will give you a ++PLATINUM SWORD++.  Her location for this final meeting 
will differ depending on how many questions you answered correctly.  The prize 
will also differ depending on the questions answered as well.

** More on this side quest coming as I continue to figure it out **

-- Pilika's Diary [SQ03-1]

When available: After the party is attacked by Ba'Gamnan in the Lhusu mines, 
but you must complete the "The Cry of Its Power" Elite Mark Hunt.
Location: Khus Skygrounds (Bhujerba)

Talk to the moogle, Pilika, in the Khus Skygrounds area of Bhujerba after 
performing the "The Cry of Its Power" Hunt and she will ask your party to 
retrieve her diary from the second floor of Clio's Technicks.  She will give 
your party the ++MERCHANT'S ARMBAND++, which must be worn to enter the second 
floor of Clio's Technicks.  Clio's Technicks is in the Miner's End of Bhujerba. 
Go up the steps to the left and search the bookshelf with the ladder to get the 
icon for ++PILIKA'S DIARY++.  It doesn't matter whether you read it or not 
right now.  What matters is how you answer the question Pilika will ask when 
you go back to her and give her the diary.  You will receive a different item 
for each answer:

You...didn't read it, did you, kupo?

(++KILIMWEAVE SHIRT++)  Read it.
(++SHEPHERD'S BOLERO++) I've done nothing.

-- Sunstone Help [SQ04-1]

When available: When the party escapes from the Leviathan, this will be 
available after talking with Marquis Ondore again (aka. when the party starts 
out in the Dalmasca Westersand after the cutscenes).  This side quest cannot be 
performed while it is raining in the Giza Plains (after escaping from Shiva).
Location: Nomad Village (Giza Plains)

Return to the Nomad Village in Giza Plains and talk to Masyua beside the Dark 
Stone.  Choose "Can you tell me about the Sunstones?"  He will ask if you are 
interested in making some Sunstones.  Agree to make the Sunstone and Masyua 
will hand over a ++SHADESTONE++.  You need to travel around to all the lit up 
darkstones as shown on your map and hold the Shadestone up to them to charge it 
like before.  There are altogether four, but the map will only show two at a 
time.  They are in Starfall Field, Gizas North Bank, Gizas South Bank, and 
Warrior's Wash.  You must go to the ones that light up on your map, only they 
will be lit up - the others will stay dark.  Return the Sunstone to Masyua and 
sell the sunstone to her.  She will hand over ++200 GIL, 2 POTIONS, and a HOLY 
MOTE++.  Please note that you can repeat this side quest.

-- The Lost Cactoid [SQ05-1]

When available:  You must complete "Dalmasca's Desert Bloom".  This event will 
be available after collecting the Dusk Shard from Raithwall's Tomb.

Talk to Dantro at the Outpost of the Esterland and he will ask you to deliver 
the Cactus Flower, that you got from the Flowering Cactoid, to his wife in the 
South Bank Village.  South Bank Village is far to the north of the Outpost.  
His wife is the woman standing at the entrance of the house across from the 
campfire.  Talk to her and she will give you a ++BUNDLE OF NEEDLES++ for 
bringing her the Desert Flower.

Exit and reenter the village to find the Village Elder standing next to the boy 
at the dock out in the water.  Talk to the boy (Tchigri).  He will mention that 
his father has not come back yet and that he will go to the North Bank to find 
him.  Accept the Village Elder's request when she asks Vaan to go with Tchigri. 
Speak with Ruksel after the cutscene with the Catoids.  The Cactoids son, Dran, 
is missing.  Ruksel will want you to search the South Bank Village for Dran.  
Vaan will automatically return to the South Village after the cutscene.  Talk 
to Dantro's wife and then search the back of the house she is standing in front 
of. Approach the flower in the back and wait for the "Dran?" icon then examine 
the flower.  Allow Dran to follow you back to the dock then speak with Tchigri. 
Walk over to the Cactoids after crossing the river.  Dran will come back after 
the other Cactoids walk away and award Vaan with ++1000 GIL and WYRMFIRE 
SHOT++.  You can now use the boat to cross the river between North and South 
Bank Village any time you want by talking to Tchigri!

-- Bottles of Spirits [SQ06-1]

When available: After retrieving the Dawn Shard from Raithwall's Tomb.

Several bottles of Bhujerban Madhu are lying in different locations throughout 
Bhujerba.  These bottles can be sold to individuals for 1000 gil each.  There 
is one bottle in each area and one buyer in each area.  The bottles will be 
labeled as "Bottles of Spirits" as you approach each one.  Only 14 bottles can 
be sold.  You can actually enter an area, find the bottle, sell that bottle in 
that area, then reenter and sell the same bottle again until you get 14.

01 - Aerodrome

Bottle: On top of a pile of luggage.  Look to the left of the standing Seeq and 
to the left of the man sitting on the bench.
Buyer: The man sitting on the railing talking to an Imperial.

02 - Rithil's Protectives

Bottle: Inside of the cabinet next to the counter.
Buyer: Shop clerk, right next to the counter.

03 - Targe's Arms

Bottle: Walk up the stairs to the right upon entering and it is in between the 
two weapon cases past the rack of spears.
Buyer: The woman talking to the sitting man.

04 - Mait's Magicks

Bottle: Run up the stairs to the left and go straight to the back to find it 
lying among some bottles and vases.
Buyer: The Bhujerban Guru leaning against the wall right next to where you 
found the bottle.

05 - Travica Way

Bottle: To the left of the squatting man who is talking to the street kid on 
the southeast end.
Buyer: Man leaning against the wall across from Mait's Magicks.

06 - Khus Skygrounds

Bottle: To the left of the item vendor on a box behind a moogle.
Buyer: The woman leaning against the raised platform across the item vendor.

07 - Cloudborne Row

Bottle: On a box off to the left at the south dead end.
Buyer: The Cloudborne Patron next to his fallen friend.  This is outside the 
Cloudborne.

08 - The Cloudborne

Bottle: Lying on the table with a drunken woman closest to the bar.
Buyer: Magu, the Seeq directly across from the bar.

09 - The Staras Residence

Bottle: Turn to the right as you come in and look to the right of the dresser 
facing you to find it on a box
Buyer: Niray, but you must first complete the "Antlion Infestation" hunt for 
her to buy it.  Sell it to someone else if you haven't - no big deal.

10 - Miner's End

Bottle: To the right of the entrance to Bashketi's Gambits on a box.
Buyer: The Lhusu Miner in the south who is staring up and talking to a moogle 
on a building.

11 - Clio's Technicks

Bottle: To the left of the counter on a box near a desk.
Buyer: Front shop clerk moogle on the red carpet.

12 - Bashketi's Gambits

Bottle: Walk up the steps to the right and head toward the bookshelf on the 
back wall directly ahead to find it.
Buyer: The red shop clerk Seeq on the north end of the raised area.

13 - Kaff Terrace

Bottle: Behind the blue Seeq who is leaning against the railing on the right as 
you walk down the street.
Buyer: The woman staring off the north end of the terrace.

14 - Lhusu Square

Bottle: Directly in front of the entrance to the Lhusu Mines, lying on the 
railing around the fountain.
Buyer: The Lhusu Miner sitting on the box to the right of the red item vendor 
Seeq.

-- Patient in the Estersand [SQ07-1]

When available: After retrieving the Dawn Shard from Raithwall's Tomb.  You 
must have finished the "The Lost Cactoid" side quest and the "Marauder in the 
Mines" Hunt to fully complete this side quest.

Talk to Dantro's wife in the South Bank Village.  She will mention that she 
needs some Semclam shells to ease her patient's pain.  Check around the banks 
of the river for two "Mysterious Glints" shining in the water - this is ++2 
SEMCLAM SHELLS++.  Leave the village and head to the south Bank of Nebra area 
and check the banks to the west for ++3 SEMCLAM SHELLS++.  One is all that is 
needed but you will get a better reward for more.

Give the Semclam Shells to Dantro's Wife and she will ask for some Nebralim.  
She mentions that Dantro has some, so go all the way back to the Outpost and 
speak with him.  He will tell you to look by the crates to the side.  Check the 
large canisters to find a "Small Phial" that is actually the ++NEBRALIM++.  Go 
all the way back to the South Bank Village and give the Nebralim to Dantro's 
Wife.

Now she will want you to bring back some Valeblossom Dew to neutralize the 
patient's poison.  Use the boat to the side to cross the river and head for the 
Broken Sands area of the Estersand.  The Broken Sands area is to the North of 
the area to the west of the North Bank Village.  This area has some level 25 
enemies and an aggressive Wild Saurian, so run if you must.  Check the branches 
with the pink leaves extending out of the side of the cliffs in the Broken 
Sands are to find the Valeblossom Dew (labeled as "Mysterious Glint").  There 
are altogether ++3 VALEBLOSSOM DEWS++.  The first two are right near the 
beginning, but the last one will require you to move to the other side of the 
cliff in the middle to get one last drop of dew.

She will ask for a Great Serpentskin next.  The ++GREAT SERPENTSKIN++ is the 
reward for completing the "Marauder in the Mines" Hunt.  She will tell you that 
she respects a full recover from the traveler soon.  Come back to this area 
after the next major event of the game, whatever that may be for you, and the 
traveler will give you something special.  Talk to Dantro's wife upon returning 
and she will tell you to talk to the patient behind the house.  Talk to the 
recovering patient and she will give you the ++BARHEIM KEY++.  She will also 
hand over a pair of ++MAGICK GLOVES++ as a bonus if you brought every item to 
Dantro's Wife for her recovery.

-- July, the Archades Spy [SQ08-1]

When available: After retrieving the Dawn Shard.  This can't be finished until 
your party reaches Archades, BUT the first half MUST be done before you venture 
off to Nalbina in the main story or the first event will never trigger.

Use the Aerodrome airship to fly over to Nalbina BEFORE the main story causes 
your party to head for Nalbina.  Run over the portion of the city in the west 
(West Barbian) and walk over to the right path that leads out of the city to 
trigger a conversation between two Imperials as your party approaches them.  A 
woman named July will be spying on them from the side.  Deweg has sand in 
places sand has no right to be and he has had it with the smell of chocobos.  
Let's be an ass shall we?  Walk over to Gurdy and rent a chocobo then ride it 
in between Gibbs and Deweg.  Gibbs will run off from the fear of smelling like 
a chocobo.  July will thank you since she now has the information that she 
needs.  She will tell you that perhaps the two of you will meet in Archades 
someday.  Perhaps indeed.  Meet up with July in Charlotte's Magicks once you 
have gained access to Archades and speak with her.  She will be squatting near 
a table by the chopmaster and will hand over a ++SALAMAND HALCYON++.

Notice that the Imperial Soldiers' names are Gibbs and Deweg.  Their names are 
basically anagrams of both Biggs and Wedge from the past Final Fantasy games - 
the two reoccurring troublesome soldiers.

(Thanks to Lucifer from the Arctic Nightfall boards for the Biggs and Wedge 
reference)

-- Earth Tyrant [SQ09-1]

Available: After retrieving the Dawn Shard from the Tomb of Raithwall.

This event starts in Rabanastre.  Talk to Rimzat, the Green Bangaa near the 
exit to the Dalmasca Westersand of the West Gate.  Agree to help him.  He will 
ask you to meet with the man in Southern Plaza that is sitting inside the 
fountain.  Go to Southern Plaza and speak with Cotze in the middle of the area 
on the inside railing of the fountain.  He will ask you to go talk to his 
friend Northon, over by Storehouse 5 in Lowtown.  He's referring to the area 
near the Garamsythe Waterway.  Facing away from the entrance to Storehouse 
five, walk to the left, then make a right and you will find Northom squatting 
next to a red Bangaa.  Talk to him to learn of the Windvane.  The Windvane was 
split up into two pieces.  Northom's pice is in the west portion of the 
Westersand under one of the giant dynast-cactuses.  Go back to Cotze and he 
will tell you that the piece is hidden in the northwest of the Shimmering 
Horizons.

Head out to the Westersand and go west in the Galtea Downs then turn left and 
head south immediately when you enter the The Midfault.  This will take you to 
the Shimmering Horizons.  Now you need to stay along the north side and find a 
path that will lead you to a small section of the Windtrace Dunes in the 
northwest.  This area only contains a few enemies - some Alraunes and a Wolf.  
Check the Dynast-cactoid against the rock wall in the west portion of this area 
to unearth the ++WIND GLOBE++.  Take the Wind Globe back to Rabanastre.

Note about the Wind Globe location:

You must access the Windtrace Dunes from the Shimmering Horizons to find the 
correct Dynast-cactoid.  The Windtrace Dunes on the north side (accessible from 
The Midfault) has nothing and every time you check the Dynast-cactoids in the 
Shimmering Horizons south of the Galtea Downs and south of the Midfault you 
will find nothing.

Northon and Cotze will now be standing at the Westgate along with Rimzat.  
Speak with either of them to start a conversation.  They will speak of a 
mysterious egg then hand over a ++WINDVANE++ after Vann gives them the Wind 
Globe.  The Wyrm's Nest is in the northeast section of the Dalmasca Westersand. 
Head north in the Galtea Downs portion then the Wyrm's Nest will be in the 
northeast of the Corridor of Sand.

+---------------------------------------------------------------+
| Lv 30     | Earth Tyrant                                      |
|===============================================================|
| HP: 70982 | Weak: Wind           | Absorb: Earth              |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Hi-Potion, Tyrant Hide, Tyrant Bone        |
| LP: 21    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 27 - 30                                    |
+---------------------------------------------------------------+

This is a very tough battle at  +---------------------------------------------+
low levels mainly because       | Recommended Gambits                         |
Blind and Slow will miss the    |=============================================|
Earth Tyrant almost every time. | Ally: any                  (>) Phoenix Down |
This boss is just like a Wild   | Self                       (>) Haste        |
Saurian and will mainly attack  | Ally: strong character     (>) Decoy        |
physically and will take off    | Foe: party leader's target (>) Attack       |
around 500 HP per hit.  The     +---------------------------------------------+
main savior of this battle is 
to have a tough party member with good evasion and a good shield along with 
Decoy cast on them.  Decoy will help out tremendously.  Have the Decoyed party 
member with a Tourmaline Ring to avoid the Earth Tyrant's poison attacks.  He 
doesn't afflict poison that often, but this is much better than setting up an 
extra gambit just to cure a rare status effect.  The only other problem is the 
Earth Tyrant's Screwtail attack.  This is an extremely damaging move that will 
hit all close party members.  Be sure to have a Protect shield set up on 
everybody in the party - equip Shielded Armor from Mount Bur-Omisace.  Larsa 
will help out a bunch for this battle - in fact, cast Haste on Larsa at the 
beginning of this battle or before entering and keep it on him at all times 
along with Protect.  If you don't have Larsa, then I suggest you make your own 
Larsa out of a party member by placing Hi-Potion cure gambits on one person 
because you will need a quick healer - magic takes too long and you'll be too 
busy casting other spells.  Instead of having one person to cast Decoy, have 
two people (counting the Lured person) to cast Decoy on that one person.  This 
is going to be a long battle because of his tremendous HP, but if you have 
everything set properly and keep your magick up then you should be able to beat 
him.  Once he nears a little lower than half life, his defense will increase a 
bunch and the battle will get even longer.  If you have a good trigger finger 
then I would suggest performing a Quickening when he is at 75% life.  Have a 
person with a Quickening in your reserve party. No matter how much you plan for 
this battle, it can all go to hell very quickly because of his Screwtail 
attack.

-- A Group of Six Heroes, a Viera, and a Love Struck Man [SQ10-1]

When available: After talking with the Garif High-chief in Jahara.

In the Southgate section of Rabanastre, approach the Viera standing by the 
chocobo stables and speak with her.  She will mention that she came to 
Rabanastre to search for a soul mater.  She will walk off after talking.  Enter 
the Southern Plaza and talk with the "Lovestruck Man" by the fountain in the 
middle.  He will mention that he just saw a Viera head toward the East End of 
the city and that he wants to score with her.  Run through the East End and 
enter the North End.  Enter Yamoora's Gambits to find the Viera leaning against 
a column.  Speak with her again and she will mention that she needs a drink 
then leave.  Enter the Sandsea in East End to find her sitting on the second 
floor railing.  Spear with her once more.  She will ask if you know of a person 
that feels strongly for her.  Well, it just so happens we do!  Rush back to the 
East end and talk to the Lovestruck Man.  Agree to talk to the Viera for the 
Lovestruck Man then go back to the Sandsea.  Tell the Viera that "There's this 
man in the Southern Plaza..." and she will hurriedly rush off to meet him.  
Talk to them in the Southern Plaza (by the fountain) and the Viera will give 
over a ++LOXLEY BOW and 2 HI-POTIONS++.

-- Necrohol of Nabudis and the Nabreus Deadlands

The Necrohol of Nabudis is the home of the Zodiac Spear (if you didn't open 
those treasure chest that I listed throughout the walkthrough) and many extra 
bosses.  It is located in northwestern portion of The Salikawood.  Along the 
way, in the Grand Bower, your party will have to defeat an extra boss known as 
the King Bomb.

Grand Bower

++ B O S S  B A T T L E ++

+-----------------------------------+---+-----------------------------------+
| Lv 34    | King Bomb              |   | Lv 33    | Bomb                   |
|===================================|   |===================================|
| HP: 37596| Weak: Water | Ab: Fire |   | HP: 3233 | Weak: Water            |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal: Bomb Shell, Bomb|   | Exp: 137 | Steal: See enemy list  |
| LP: 22   | Fragment, Fire Crystal |   | LP: 1    |                        |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 32    | Bomb                   |   | Lv 32    | Bomb                   |
|===================================|   |===================================|
| HP: 3233 | Weak: Water            |   | HP: 3233 | Weak: Water            |
|-----------------------------------|   |-----------------------------------|
| Exp: 137 | Steal: See enemy list  |   | Exp: 137 | Steal: See enemy list  |
| LP: 1    |                        |   | LP: 1    |                        |
+-----------------------------------+---+-----------------------------------+
|                        Recommended Level: 33 - 36                         |
+---------------------------------------------------------------------------+

** Before entering the area of the King Bomb, stand near the save point and 
cast Haste, Regen, Protect, Shell, and Vanish on all party members then touch 
the save point to recharge your MP.  You can also save your game with the 
status enhancements.  This will help you start the battle with a bang - pardon 
the pun.

After a very aggressively natured   +-----------------------------------------+
entrance, the King Bomb and his     | Recommended Gambits                     |
trio of Bombs will challenge your   |=========================================|
party.  First of all, Dispel the    | Ally: any                  (>) Raise    |
King Bomb of his Haste status right | Ally: HP < 50%             (>) Curaga   |
at the beginning.  Have Aqua Shot   | Foe: party leader's target (>) Attack   |
ready with your gunner if you have  +-----------------------------------------+
it, equip Gillie Boots to each 
member of your party to avoid Oil and have some Adamant Hats, Adamant Vest, or 
Flame Shields equipped to reduce the Fire damage your party will sustain.  All 
attacks from the King Bomb are fire-based - even his normal attacks!  The most 
important equipment to have is the Gillie Boots; the Bombs will cast Oil on all 
your party members as the battle starts and any explosions from the Bombs are a 
date with death when Oiled.  What you want to do immediately after Dispeling 
him is to Silence him.  Either use Silent Shot with a gun or Silence him 
normally with magick.  Silencing him will keep him from performing his Cry for 
Help move to summon more bombs.  Quickly defeat the three bombs after silencing 
the King Bomb.

The King Bomb is at a major disadvantage when he is the only enemy left.  He 
will only attack physically.  The King Bomb will start to run from your party 
once he reaches half of his HP and will perform his Renew move that will boost 
him back to full health.  It is possible to use a Quickening to immediately 
stop the move, but make sure to kill him with that Quickening chain!  He will 
run and renew twice during the battle.  The second time he will start the move 
at 75% health.  Believe it or not, Belias will work very well for this battle 
if the enemies do not all gang up on the summoner.  Cast Decoy on Belias to 
help out the summoner.  Belias will only attack the enemies with his weapon and 
they will all heal him with their fire attacks.  The only thing that can go 
wrong is if Belias does his Hellfire attack he will cure the Bombs - make sure 
to dismiss him before he does his Hellfire move.  If all else fails, try 
equipping a single character with nothing but flame armor (adamant hat, adamant 
vest, fire shield) and cast Decoy on that person. The attacks should take off 
very minimal damage.

------
**EXTRA CUTSCENES in Necrohol of Nabudis**

The same cutscene will play whether you enter the Necrohol of Nabudis or the 
Nabreus Deadlands (once you reach the hill), but there is an extra cutscene 
involving Ashe that will play if you have not journeyed to Archades yet.
------

The Necrohol of Nabudis is to the west beyond the area where you fight the King 
Bomb.  It is the home of many extra bosses, but first you need to gain three 
medallions in order to open the doors to each of the boss rooms.

To start seaching for the three medallions, you will need to head back to 
Lowtown and go back to the residence in Lowtown where Deeg was hiding out 
during the "Waterway Haunting" Hunt.  Enter the residence and talk to Deeg.  He 
will mention a letter on the table next to him that someone left behind.  
Examine the ++DUSTY LETTER++ to find out about an item that was split into four 
pieces.

"Stop the water's flow, then loose it once more.  East Southeast East Southwest 
Southeast I pray that it rest there undisturbed."

Talk to Deeg again to find out that a moogle carries the key mentioned in the 
letter.  The key is actually the Sluice Gate Key that you will receive from the 
moogle Sorbet after performing the "Lost in the Pudding" hunt.

To start things off, go to the Garamsythe Waterway.  Enter the Central Waterway 
Control from the Overflow Cloaca area that you start out in.  Open all the 
gates by making sure that the light is off on all the controls.  Follow the 
directions below (or to the left):

Close Gate #11  (Light on)  [East on map]
Close Gate #4   (Light on)  [Southeast on map]
Open Gate  #11  (Light off) [East on map]
Close Gate #3   (Light on)  [Southwest on map]
Open Gate  #4   (Light off) [Southeast on map]

The far right column is to show you how this refers to the Dusty Letter.  After 
opening and closing the gates listed above a small noise will be heard as if 
something fell and a Shiny Object will appear in front of the middle southern 
gate.  Examine the Shiny Object to obtain the ++DULL FRAGEMENT++.

The ++BLACKENED FRAGMENT++ is received from Samal during the "Crime and 
Punishment" Hunt.

You also need to head to the Nabreus Deadlands.  The entrance is in the 
northwest portion of the Salikawood, past the Grand Bower where you fought the 
King Bomb.  Speak with Ma'kleou (Quiet Nu Mou) at the top of the hill in the 
Muted Scarp.  Ask him "Who he is" and "Why is he there".  Travel back to 
Lowtown and enter Old Dalan's Place.  Roh'kenmou will be inside talking with 
Old Dalan.  Speak with Roh'kenmou.  He will mention the four objects that you 
read about in the Dusty Letter and he will tell Vaan that he is in possession 
of one.  You already have two so there is only one more left.  He will tell you 
that he is looking for a piece that went on a medallion.  

1) Speak with Filo in the southeast corner of Lowtown.  She mentions that her 
group has checked everywhere but the city streets.

2) Go to the Southern Plaza of Rabanastre and speak with the Curious Woman by 
the fountain.  Listen to what she has to say.  She will mention a necklace that 
was given to her, but she can't remember where she got it from.

3) Enter Muthru Bazaar and speak the Bangaa Merchant (labeled as "Merchant").  
Ask about the necklace.  He will tell you that he sold a necklace to an 
Imperial.  The Imperial is supposedly hanging out at one of the shops around 
town.

4) Enter Yugri's Magicks.  Speak with the Sotted Imperial kneeling to the left. 
Ask about the necklace.  Tell him about the womand near the fountain.

5) The woman will not be near the fountain when you go back to Southern Plaza, 
so go back to the North Sprawl of Lowtown and talk to Kytes near Warehouse #5 
(Garamsythe Waterway entrance).  Hear both sets of news, doesn't matter which 
is first.

6) Speak with Filo again in the southeast corner of Lowtown.  Tell her you need 
to see the woman.  Agree to go with her and you will be taken straight to 
Yugri's Magicks.

7) Talk with the Sotted Imperial.  A conversation will commence then the girl 
(Curious Woman) will hand over the ++GRIMY FRAGMENT++.

8) Give all three fragement pieces to Roh'kenmou back in Old Dalan's Place.  He 
asks Vaan to visit Nabudis later.

9) Go to Archades and enter Charlotte's Magickery.  Speak with Roh'kenmu at the 
top of the stairs.  Inquire about the Moonsilver Medallion when he asks.  It 
turns out that he sold the Moonsilver Medallion to a person named Otto.

10) Enter Old Archades and talk to Otto (Proper Gent) in the northeast portion 
of the Alley of Muted Sighs.  After a brief conversation, Otto will hand over 
the ++MOONSILVER MEDALLION++.

11) Return to Charlotte's Magickery and hand over the Moonsilver Medallion to 
Roh'kenmu.

12) Return to the Nabreus Deadlands and speak with Ma'kleou once again at the 
top of the Muted Scarp.

All three of the Acolytes will now be grouped at the Muted Scarp.  He will 
mention three beasts: Humbaba, Fury, and Chaos.  He says that they were sealed 
away after a great battle.  He mentions that the final medallion, the Medallion 
of Might rest in a small shrine in the Overlooking Eternity portion of the 
Nabreus Deadlands.  They will then travel to the Overlooking Externity and 
await your party's entry.


-- Cockatrice Quest

To start this off you need to go to Giza Plains (The Raining).  There are six 
small withered trees around many of the areas of the Giza Plains now that will 
help you get to a new area if you happen to knock down all of them.  Approach 
each of the six trees and shoot them to make them float down the river.  They 
will all meet at the Gizas South Bank and form a bridge to an optional area.  
Here's a list of their locations:

Throne Road: Check near the path along the south that leads to the Nomad 
Village.

Nomad Village: In the southeast portion, to the right of the fenced area.

Toam Hills: In the southeast corner.  Some Ichthons should be near it.

Starfall Field: In the northeast corner.  Ichthons will be near this one too.

Gizas North Bank:  To the north, look along the east banks.

Crystal Glade: Directly across from the dark stone.

Once all six withered trees have been knocked down, they will form a bridge 
leading to the area on the east side of the Gizas South Bank.  The tree bridge 
will be on the east side right before you cross the middle bridge heading 
north.  There are no enemies here accept for Lv. 35 Silicon Tortoises.  Check 
the urn in the southeast portion to find a ++FEATHER OF THE FLOCK++.  This will 
be used for a side quest.

(rest coming soon)

-- Espers
                 _      _                          _        _    
                /_\  __| |_ _ __ _ _ __  _ __  ___| |___ __| |_  
               / _ \/ _` | '_/ _` | '  \| '  \/ -_) / -_) _| ' \ _
              /_/ \_\__,_|_| \__,_|_|_|_|_|_|_\___|_\___\__|_||_( )
                                                                 |/
                   ________         _      __         __  __ 
                  /_  __/ /  ___   | | /| / /______  / /_/ / 
                   / / / _ \/ -_)  | |/ |/ / __/ _ \/ __/ _ \
                  /_/ /_//_/\__/   |__/|__/_/  \___/\__/_//_/


Enter the Zertinan Caverns from any entrance found around the different areas: 
Dalmasca Westersand (Shimmering Horizons), Nam-Yensa Sandsea (Yellow Sands), 
Ogir-Yensa (East Junction), Ozmone Plains (The Switchback) and head to the 
center section of the caverns (Athroza Quicksands) to engage in a battle with 
this hidden Esper.  It is best to enter from the Ogir-Yensa Sandsea or the 
Dalmasca Westersand since you will run into a blue save crystal in the east 
section of the cave.  You'll find a few boulders that will need to be knocked 
into quicksand pools (tap X near them) in order to get by them.  The map to the 
side of the screen will jam up in this area when you make it to the Athroza 
Quicksands in the middle.

+---------------------------------------------------------------+
| Lv. 39    | Adrammelech                                       |
|===============================================================|
| HP: 39630 | Weak: Ice           | Absorb: Thunder             |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Capricorn Gem, High Arcana, Pebble         |
| LP: 42    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 40 - 43                                    |
+---------------------------------------------------------------+

Immediately Dispel his Haste   +----------------------------------------------+
or whatever other status       | Recommended Gambits                          |
enhancement he may have if you |==============================================|
have received Dispel by now.   | Ally: any                  (>) Raise         |
He is a flying enemy so you    | Ally: HP < 50%             (>) Curaga        |
will need some long distance   | Ally: any                  (>) Esuna         |
weapons or some gambits set up | Foe: undead                (>) Disable       |
to cast magick on flying       | Foe: flying                (>) Blizz-ara/aga |
enemies (whatever strong Ice   | Foe: party leader's target (>) Attack        |
attack you have).  Several     +----------------------------------------------+
Shambling Corpses will rise 
from the ground to accompany Adrammelech.  The Shambling Corpses will continue 
to rise from the ground after your party defeats them.  To deal with the 
Shambling Corpse underlings, set up a gambit to cast Disable on them to keep 
them from attacking.  The Disable casting will not stay in effect the whole 
fight, but it should last long enough to let you get in a few attacks without 
having to worry about constantly curing.  Disable will not hit them every time, 
but it will eventually.  Adrammelech will mainly cast Thundara and Bleed on 
your party from the beginning of the battle.  I would suggest equipping 
Quasimodo Boots to some of your party members to avoid constantly curing Sap.

He will soon perform his Thundaja attack that will take off a little over 1,000 
HP from each party member.  Have a Shell up on your party once his life reaches 
the halfway mark and you won't have to worry about Thundaja as bad.  He will 
also put up a Perfect Defense shield that will make him invulnerable to magicks 
for a while.  You just have to wait out the shield and attack him physically 
until it wears off.  Turn off any attacking magick gambits at that point.  
Quickenings will NOT work on him at while his shields is up so don't even try!  
The combat log at the top of the screen will mention when the Perfect Defense 
shield stops supporting him.  Do not be afraid to launch a Quickening chain as 
his life gets toward the 25% mark.  It really helps to have some reserve 
characters with a Quickening toward the end of this battle.  He will do 
Thundaja more frenquently when he is low in HP.

(Thanks to eonyx for the help with Adrammelech)

You will gain control of the esper ++ADRAMMELECH, THE WROTH++ after the battle.  
The Shambling Corpses will continue to rise from the ground even after the 
fight.  Be sure to save your game in the east portion of the cave after the 
battle.

The urn containing the ++MAP OF THE ZERTINAN CAVERNS++ is in the middle section 
to the north of where you fight the Esper.  The section is named The Balamka 
Fault.

It should be noted that the there is a secret area on the east side of the 
Zertinan Caverns to the side of the save point that will lead you to some extra 
chests and Grenade enemies.  Look for a path that will lead you though the 
falling sand.  This is not labeled on the map.

-- Hunts

Check a bulletin board inside of the pub in a city to be able to find different 
hunts posted up.  In order to engage in a hunt, you must:

(1) accept the hunt from the board
(2) find the petitioner and agree to perform the hunt
(3) find the mark and defeat it
(4) report back to the petitioner for your bounty reward.

Please note that Elite Marks (marked as such) can only be performed by talking 
to Montblanc in the Clan Centurio building of Rabanastre.  The Clan Centurio 
building is mentioned after the first hunt and can be found in the Northwestern 
part of Rabanastre.

The requirements that I listed for some of the marks will also require that you 
have performed enough hunts up to that point to have extra hunts available.  
For instance, you can't go through the main story of the game and expect to 
have every hunt available to you at the end.  You need to perform easier hunts 
to have harder hunts available to you.

01 - Red & Rotten in the Desert

Rank: I
Mark: Rogue Tomato
Petitioner: Tomaj (Rabanastre) - he'll give you an explanation of hunts for 
this first hunt so there is no need to track him down.
Mark Location: Dalmasca Estersand/The Stepping
Bounty: 300 gil, 2 Potions, 1 Teleport Stone

The Rogue Tomato hunt is part of the main game.  He is in the Dalmasca 
Estersand (East Gate) on the hill overlooking the valley next to the two trees 
with pink blossoms.  This is in The Stepping area of the Estersand (first 
area).

02 - Wolf in the Waste

Rank: I
Mark: Thextera
Requirement: Complete "Red & Rotten in the Desert"
Petitioner: Gatsly (Rabanastre) - Gatsly is lying down to the right of the 
bulletin board.
Mark Location: Dalmasca Westersand/Galtea Downs
Bounty: 500 gil, Headguard, Teleport Stone

+--------------------------------------------------------------+
| Lv. 6    | Thextera                                          |
|==============================================================|
| HP: 380  | Weak: Wind           | Absorb: N/A                |
|--------------------------------------------------------------|
| Exp: 0   | Steal: Pebble, Potion, Wolf Pelt                  |
| LP: 2    |                                                   |
|--------------------------------------------------------------|
| Recommended Level: 7 - 9                                     |
+--------------------------------------------------------------+

Head to the Westersand via the Westgate of Dalmasca and run over to the cliff 
wall on the left side of the area to find Thextera along with a few Wolves.  It 
would be a good idea to have at least two party members to perform this hunt.  
Thextera is fairly low level and doesn't take too much off, but he will use a 
"Cry for Help" move to call Wolves in the area over to your current location. 
His attacks take off about 15 HP per hit and his Fang attack will take nearly 
50 HP.  There will sometimes be three Wolf helpers as well, so make sure to 
have a Curing gambit of some sort.  Gatsly will ask that you visit his shop in 
the Bazaar area of Rabanastre after you complete this task and talk to him 
again.

03 - Dalmasca's Desert Bloom

Rank: I
Mark: Flowering Cactoid
Requirement: Complete "Wolf in the Waste"
Petitioner: Dantro (Dalmasca Estersand) - Dantro is north of The Stepping area 
of the Dalmasca Estersand.  Look next to the fire.
Mark Location: Dalmasca Estersand/Yardang Labyrinth
Bounty: 500 gil, 10 Potions
Special Item: Cactus Flower

+--------------------------------------------------------------+
| Lv. 4    | Flowering Cactoid                                 |
|==============================================================|
| HP: 755  | Weak: Wind           | Absorb: Earth              |
|--------------------------------------------------------------|
| Exp: 0   | Steal: Cactus Fruit, Earth Stone, Potion          |
| LP: 2    |                                                   |
|--------------------------------------------------------------|
| Recommended Level: 7 - 10                                    |
+--------------------------------------------------------------+

Go out the Eastgate and talk to Dantro in the Outpost portion of the Dalmasca 
Estersand.  The Yardang Labyrinth is north of the Outpost.  Enter the labyrinth 
and look for a Cactoid with a red flower on its head and that will be your 
mark.  He wanders around throughout the area so you'll have to hunt him down 
while killing the Wolves and Cockatrices.  Unlike the other Cactoids, he will 
immediately attack your party once you see him so his cover is blown rather 
easily.  He basically attacks like all the other Cactoids in the area and will 
even start to run once he is down to half of his life.  What seems like a super 
easy battle will suddenly take a turn for the worse as he unleashes his 1,000 
needle attack when his life is extremely low.  Kill him fast or one of your 
party members will instantly die if they are not over 1,000 HP!  Your party 
will take a ++CACTUS FLOWER++ as proof of victory.

04 - Waterway Haunting

Rank: I
Mark: Wraith
Requirement: Complete "Wolf in the Waste"
Petitioner: Milha (Rabanastre) - Milha is in the northeastern North Sprawl 
Lowtown area next to the Residence marker.
Mark Location: Garamsythe Waterway/Overflow Cloaca
Bounty: 500 gil, Ether, Gauntlets

+--------------------------------------------------------------+
| Lv. 9    | Wraith                                            |
|==============================================================|
| HP: 5146 | Weak: Thunder        | Absorb: Ice                |
|--------------------------------------------------------------|
| Exp: 0   | Steal: Dark Magacite, Glass Jewel, Hi-Potion      |
| LP: 5    |                                                   |
|--------------------------------------------------------------|
| Recommended Level: 9 - 11                                    |
+--------------------------------------------------------------+

Find the stairwell in the North End  +----------------------------------------+
of Rabanastre to be taken to the     | Recommended Gambits                    |
area right by Milha.  Go down the    |========================================|
path then take the first two rights  | Foe: party leader's target (>) Thunder |
to find Milha kneeling next to a     | Foe: party leader's target (>) Attack  |
door.  Run over to Storehouse 5      +----------------------------------------+
(labeled Garamsythe Waterway) and
enter the waterway through the right door.  Go down both sets of stairs up 
ahead and the Wraith will appear after a certain amount of time in the open 
area.  The Wraith will not attack, but will start the battle by casting Doom on 
each individual party member.  If Doom misses then he will cast it again on 
that same person.  Once every member of your party has a Doom countdown, the 
Wraith will start to attack by casting Blizzard, Dark, or by attacking 
normally.  He will also cast Blind sometimes.  It is very important that you 
spam him with Thunder as much as you can at the very beginning of this fight. 
Set gambits where your party will cast Thunder on him along with your leader 
(target him yourself with the leader) - if you have Thundera then you will 
obviously want to use that.  Switch out your MP exhausted party members with 
others to keep pounding on him.  Beat him quick and get out of the waterway 
before Doom kills you and you will be able to recover at a save crystal.  Keep 
in mind that the Doom status will count down from where it left off once you 
enter the field again if you don't touch a save crystal.  You can enter the 
Private Residence afterward and find a Dusty Letter that is actually a hint, 
which will lead to one of the game's many side quests.

05 - Marauder in the Mines

Rank: I
Mark: Nidhogg
Requirement: Complete the Lhusu Mines task of the main story.
Petitioner: Aekom (Bhujerba) - He is the blue Seeq in front of the Lhusu Mines.
Mark Location: Lhusu Mines/Transitway 1
Bounty: 600 gil, Rose Corsage, Balaclava
Special Item: Great Serpentskin

+--------------------------------------------------------------+
| Lv. 10   | Nidhogg                                           |
|==============================================================|
| HP: 6079 | Weak: Fire           | Absorb: Earth              |
|--------------------------------------------------------------|
| Exp: 0   | Steal: Antidote, Tanned Hide, Aries Gem           |
| LP: 5    |                                                   |
|--------------------------------------------------------------|
| Recommended Level: 13 - 15                                   |
+--------------------------------------------------------------+

Enter the mines and continue       +----------------------------------------+
through the areas until you find   | Recommended Gambits                    |
a path that splits into two at the |========================================|
beginning of the Transitway 1      | Foe: party leader's target (>) Slow    |
area.  The Nidhogg will be moving  | Ally: HP < 50%             (>) Potion  |
about in the intersection.  Make   | Foe: party leader's target (>) Fire    |
sure to have full HP and MP before | Foe: party leader's target (>) Attack  |
entering this area.  It is very    +----------------------------------------+
important to have Slow for this
battle since the Nidhogg will start out with Haste and Protect (and possibly 
Bravery).  If you have Dispel then Dispel him of both and cast Slow.  This 
enemy can sometimes attack about four times in a row and he is very quick even 
without Haste.  Cast Blind on him at the very beginning to decrease the 
accuracy of his attacks.  Spam him with Fire the entire battle to take his HP 
down quickly.  Make sure to get rid of any Steeling that happens to attack you 
during this battle.  If the Steeling uses Joyous Soundwave, it will heal the 
Nidhogg too.  The most important aspect of this battle is for the Needhog to 
have Slow cast on him at all times.

06 - Lost in the Pudding

Rank: V
Mark: White Mousse
Requirements: Meet the Garif-chief in Jahara.
Petitioner: Sorbet (Rabanastre)
Mark Location: Garamsythe Waterway/West Sluice Control
Bounty: 2800 gil, Yoichi Bow
Special Item: Sluice Gate Key

Make sure that you are on about level 30 for this hunt since the mark's level 
is deceiving and you will fight Lv.38 fiends on your way to him.  Run over to 
the Westgate of Rabanastre and speak with Sorbet.  Sorbet is the moogle that 
you normally use for teleportation on that side of Rabanastre.  Head to the 
Lowtown area and enter the Garamsythe Waterway area from the right gate.  Enter 
the Central Waterway Control area via the large gate then head west (look at 
your map).  Be sure to have some Esuna gambits set to your characters since you 
will fight some Lv 38+ Malboro Overkings down here.  Go through the northwest 
set of paths and keep looking at your map to find the way that will take you to 
the West Sluice Control to the southwest.  Facing all the pathways on the right 
side, the fourth path to the left is the one you will want to take then go 
through the fourth path on the left once again, which should lead you up some 
stairs.  Go across the bridge then fight or run through the Malboro Overkings 
and head south.  In the West Sluice Control area, you MUST defeat all four 
Malboros in the area or they will follow you down to where White Mousse it.  If 
there is an Ice Elemental among them then you will just have to beat him or 
exit the area from the way you came and reenter to hopefully make it disappear. 
White Mousse will drop from the ceiling as you walk into the area with water.  
DO NOT run to the save point in the east or you will only make things worse.  
If you enter the area after saving, Malboro Overkings will have respawned near 
the stairs and will join White Mousse in battle.

+---------------------------------------------------------------+
| Lv. 15    | White Mousse                                      |
|===============================================================|
| HP: 69469 | Weak: Fire           | Absorb: Water              |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Potion, Echo Herbs, Hi-Potion              |
| LP: 24    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 30 - 33                                    |
+---------------------------------------------------------------+

It really helps if you have Larsa +-------------------------------------------+
for this fight since you will     | Recommended Gambits                       |
need an item healer.  Have Argyle |===========================================|
Armlets equipped for this battle  | Ally: any                  (>) Raise      |
so White Mousse can't blind you   | Self                       (>) Reflect    |
with his Flash attack.  Make sure | Ally: HP < 50%             (>) Hi-Potion  |
everybody has Reflect on them     | Foe: party leader's target (>) Attack     |
before the battle starts          +-------------------------------------------+
(including Larsa) then cast Blind 
on White Mousse and summon Belias right at the beginning.  Cast Reflect on 
Belias to keep White Mousse from hitting him with Waterga and be sure to keep 
Reflect on yourself.  You'll need a few Hi-Potions to toss to either Belias or 
yourself since White Mousse will attack physically eventually.  Belias will 
constantly hit him with Painflare since White Mousse is weak against fire.  If 
you have enough magick to at least summon Belias twice then this battle won't 
be that tough at all.  Keep in mind that Waterga will kill Belias in one hit, 
so you must be quick to cast Reflect on him.  If a Lizard jumps up from the 
small section to the north then take him down immediately - he won't be much of 
a bother like the Malboro Overkings were.  White Mousee will gain life from a 
reflected Waterga attack but you will take off more from him.  Fira or more 
importantly, Firaga, will take more than physical attacks but don't set a fire 
spell as a gambit since you will need some MP for Reflect.  If you have the 
Flametounge Sword then equip that for this battle.

On his last 75% of life, White Mousse will only use Waterga every turn - cast 
Berserk on him at this point to stop him.  Have a Quickening ready for his last 
bit of life if Berserk starts to wear off.  You will receive a ++BROKEN KEY++ 
upon beating him.  Save your game at the East Sluice Control and go ahead and 
grab the ++GARAMSYTHE CANDLE++ from the urn to the side of the save point.  
This will show all the secret areas on the map of the Garamsythe Waterway.  
Give Sorbet the Broken Key and he will give your party the bounty plus a 
++SLUICE GATE KEY++.

(Thanks to Akagami No Steven, P P Panda, and FE_Papiroku from the Arctic 
Nightfall boards for their strategies)

07 - For Whom the Wyrm Tolls

Rank: III
Mark: Ring Wyrm
Requirements: Meet the Garif-chief in Jahara.
Petitioner: Balzac (Rabanastre)
Mark Location: Dalmasca Westersand/Windtrace Dunes (During a sandstorm)
Bounty: 200 gil, Moon Ring, Icebrand

Go to the Lowtown area of Rabanastre.  Facing away from the north item 
merchant, Balzac is in the southwest big area.  This is the same guy that you 
talked to when you first brought Basch back to Rabanastre.  The Ring Wyrm will 
only show up in the south portion of the Windtrace Dunes during a sandstorm.  
If the skies are dark in the Westerland then there will be a sandstorm when the 
Windtrace Dunes is entered.  If there is not a sandstorm there then you need to 
enter and exit from the Zertinan Caverns entrance of the Shimmering Horizones 
until the sky is full of dark clouds.  This zoning should also work from 
Rabanastre, the Westersand, and Giza Plains, but it seems to work better with 
the Zertinan Caverns for me.

+----------------------------------------------------------------+
| Lv. 32     | Ring Wyrm                                         |
|================================================================|
| HP: 128648 | Weak: Fire           | Absorb: Water              |
|----------------------------------------------------------------|
| Exp: 0     | Steal: Phoenix Down, Hi-Potion, Water Magicite    |
| LP: 16     |                                                   |
|----------------------------------------------------------------|
| Recommended Level: 29 - 32                                     |
+----------------------------------------------------------------+

Equip all three party members with some Jackboots to avoid the Ring Wyrm's 
Immobilizaga.  He will constantly perform this move nearly ever other turn.  
Set up a gambit for Esuna if you don't have enough Jackboots for everyone.  At 
the start of the battle begin casting Blind on the Ring Wyrm as much as you can 
until he is blinded - it will take a few castings but it will affect him 
eventually.  The Ring Wyrm will mainly try to hit your party physically and use 
his Breath command to breathe fire on the whole party.  His Breath will 
randomly inflict Sap so cast Regen or let an Esuna gambit handle it.  Have some 
Curaga gambits setup and manually cast Cura when all party members start to get 
low in life.  It's good to have Shielded Armors for this fight and if you still 
have Larsa then he will help out a bunch in the curing department as usual.  
The Ring Wyrm's extreme amount of HP will make the battle last quite long and 
he will even use Restore to give himself another HP boost.  He will only use 
Restore once.  He's weak against fire, so you can cast Fire spells or summon 
Belias.  Belias will constantly use Painflare for about 2000 HP damage and Ring 
Wyrm's Breath will actually heal    
Belias!  I would recommend saving   +-----------------------------------------+
most of your MP for healing, but    | Recommended Gambits                     |
two Belias summons would definitely |=========================================|
help out in this battle.  Equip     | Ally: any                  (>) Raise    |
Wyrmfire Shot with your guns or     | Ally: HP < 50%             (>) Curaga   |
Flametounge and to take off some    | Self                       (>) Protect  |
extra elemental damage from the     | Foe: party leader's target (>) Attack   |
Ring Wrym.  Haste can also speed up +-----------------------------------------+
the battle a bit.  Cast Haste on 
Belias to help him out a bit!

08 - A Scream from the Sky

Rank: II
Mark: Wyvern Lord
Requirements: Escape from Shiva in the main story.
Petitioner: Sherral (Rabanastre) - Sherral is inside of Amal's Weaponry.  Walk 
over to the Imperial on the left as you enter.
Mark Location: Nam-Yensa Sandsea/Simoon Bluff
Bounty: 1000 gil, Longbow, Shell Shield

It's best to teleport via an orange crystal, over to The Tomb of Raithwall.  
Run down the steps and enter the Nam-Yensa Sandsea.  Turn and enter the tunnel 
off to the left while in the Trail of Fading Warmth to enter the Simoon Bluff. 
Watch out for the traps in front of the bridge!  Fight through all the Bogalies 
and head all the way to the north.  The Wyvern Lord will appear next to the 
cliff, but don't fight him just yet.  I would recommend dealing with all the 
Bogalies to the northeast or they will most likely interrupt your battle with 
the Wyvern Lord.

+---------------------------------------------------------------+
| Lv. 18    | Wyvern Lord                                       |
|===============================================================|
| HP: 18669 | Weak: Earth           | Absorb: Wind              |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Crooked Fang, Yensa Scale, Wyvern Wing     |
| LP: 8     |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 20 - 23                                    |
+---------------------------------------------------------------+

A long-range weapon will work +-----------------------------------------------+
the best for this fight.  For | Recommended Gambits                           |
party members without a long- |===============================================|
range weapon, set a gambit    | Ally: HP < 70%             (>) Hi-Potion      |
for "Foe: flying (>) Dark"    | Foe: flying                (>) Powerful Magic |
and that will keep them       +-----------------------------------------------+
attacking him.  If you have a 
more powerful elemental spell such as Fira, Blizzara, etc. then use any of 
those - don't use Aero though since he will absorb it.  Be sure to Blind him at 
the beginning to limit his attacks greatly.  You will mainly only have to watch 
out for his Aero attack while he is blinded, but it takes about 250 so be ready 
to heal with Hi-Potions preferably.  Arrive into this battle with Shell cast on 
all party members to limit the damage of Aero.  If you don't have some high 
level magic for this fight then a Quickening will be your main savior.  Keep 
reserve characters with Quickenings so you can hopefully get lucky and get a 
mist charge for your MP exhausted characters.

09 - A Tingling Toast

Rank: V
Mark: Marilith
Requirements: Meet the Garif-chief in Jahara.
Petitioner: Tavernmaster (Rabanastre)
Mark Location: Zertinan Caverns/Invitation to Heresy
Bounty: 2200 gil, Serpent Eye, 3 Teleport Stones

Walk up to the bar in the Sandsea of Rabanastre and speak with the 
Tavernmaster.  Do just as the Tavernmaster says and enter the Zertinan Caverns 
from the Shimmering Horizons area of the Westersand.  The hardest part about 
this hunt is getting the Marilith to appear.  You need to go to the south 
portion of the middle area and defeat the Speartongues then wait for about 3 to 
5 minutes near the area where the sun is shinging.  Wait by the west wall.  
Walk over to the eastern wall where the sun is shining in, near the cactuses, 
to have the Marilith pop out of the ground after a near five minute wait.

+---------------------------------------------------------------+
| Lv. 38    | Marilith                                          |
|===============================================================|
| HP: 54921 | Weak: Water          | Absorb: Fire               |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Fire Crystal, Fire Stone, Prime Tanned     |
| LP: 22    |        Hide                                       |
|---------------------------------------------------------------|
| Recommended Level: 37 - 40                                    |
+---------------------------------------------------------------+

When the Marilith finally surfaces   +----------------------------------------+
from the sand in that area, Blind it | Recommended Gambits                    |
and use Slow on it.  Be sure to      |========================================|
Blind it or you will pay!  The       | Ally: any                  (>) Raise   |
Marilith can get many attacks in a   | Ally: HP < 50%             (>) Curaga  |
row and he takes off around 700 HP   | Ally: status = Slow        (>) Haste   |
per attack.  After Blinding him, it  | Foe: party leader's target (>) Blind   |
is simply a matter of wearing him    | Foe: party leader's target (>) Slow    |
down with physical attacks.  His     | Foe: party leader's target (>) Attack  |
Tail Spear attack can inflict Slow,  +----------------------------------------+
but it's not too much of a bother 
when he is blinded.  The Marilith will leave you with a cask of ++SERPENTWYNE 
MUST++.  Return the Serpentwyne Must to the Tavernmaster in Rabanastre to get 
your bounty.

10 - The Defense of Ozmone Plain

Rank: II
Mark: Enkelados
Requirements: Escape from Shiva in the main story.
Petitioner: Sugumu (Jahara, Land of the Garif) - Speak to Low-chief Sugumu in 
the north part of the Elderknoll in Jahara.
Mark Location: Ozmone Plain/The Shred
Bounty: 1100 gil, Ether, Golden Amulet
Special Item: Errmonea Leaf

** NOTE: Make sure to go the Ozmone Plain/The Shred area and defeat the Bull 
Croc and Aeros rare fiends in that area before starting this hunt.  If not, you 
will be kicking yourself when they show up during the battle with the 
Enkelados.

After talking with Low-chief Sugumu, speak to Warrior Hsemu to the left of the 
bridge as you exit from the Elderknoll.  Basically, you have to rid The Shred 
of all the Wu enemies.  The Shred is in the East part of Ozmone Plains.  It's a 
small area with only a few Wus.  After clearing them out, exit the area and 
reenter to find the Enkelados.

+---------------------------------------------------------------+
| Lv. 22    | Enkelados                                         |
|===============================================================|
| HP: 18709 | Weak: Water           | Absorb: Earth             |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Potion, Earth Magicite, Slaven Harness     |
| LP: 9     |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 23 - 25                                    |
+---------------------------------------------------------------+

This can be a very tough battle in more than ways than one.  First of all, this 
is an area where two rare game fiends will often spawn (Bull Croc and Aeros).  
You really need to defeat them before you fight the Enkelados.  If you don't 
beat them before killing all the Wus then they might be in this area when you 
come back to fight the Enkelados - both of them!  Fighting Enkelados can be bad 
enough, but fighting two rare game fiends at the same time is pretty insane.  

Enkelados will seem fairly tame at the beginning of the battle and will mainly 
rely on his spin kick that does about 150 damage to everyone in range.  Try to 
Blind him at the beginning of this battle to keep from suffering much damage.  
Just when the battle seems to be going fairly well, he cast a special "Restore" 
magick that will cause him to regain most of his health followed by a "Purify" 
magick that will remove any negative status effects and make him immune to all 
of them.  It is best to use a Quickening right when you see him preparing his 
restore move.  He will cast Berserk on himself along with Restore when you take 
his HP down low a second time.  A berserk Enkelados is truly a powerhouse with 
a move where he can hit your whole party in one swing.  If you have Vanish then 
be sure to use it so he won't be able to hit you as much.  Most of his attacks 
are close hits so distant weapons will help you to avoid damage.  Use Decoy on 
a close range party member along with Vanish and you can just stand back and 
heal them while they attack.  When the Enkelados is finally defeated, your 
party will receive a ++ERRMONEA LEAF++.  Go back and talk to Low-chief Sugumu 
and he will reward you then ask you to deliver the Errmonea Leaf to Lesina in 
the Giza Plains village (talk to him twice).  Visit Lesina during the Giza 
Plains dry weather and she will give you ++2 REMEDIES++ when the Errmonea Leaf 
is given to her.

11 - A Ring in the Rain

Rank: II
Mark: Croakadile
Requirements: Escape from Shiva in the main story.
Petitioner: Sadeen (Giza Plains, The Rains) - Head to the Nomad Village during 
the Raining and Sadeen will be in front of the fenced area.
Mark Location: Giza Plains (The Raining)/Starfall Field
Bounty: 1200 gil, Serpent Rod, Teleport Stone
Special Item: Ring of the Toad

Talk to Sadeen and he will tell you that the Croakadile is near a bridge.  He 
is talking about the bridge in the Starfall Field part of Giza Plains (The 
Raining).  The whole area of Starfall Field will be abandoned until your party 
crosses the bridge.  The Croakadile will leap directly in front of your party 
and attack.

+---------------------------------------------------------------+
| Lv. 24    | Croakadile                                        |
|===============================================================|
| HP: 19449 | Weak: Fire           | Absorb: Water              |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Horn, Pointed Horn, Aries Gem              |
| LP: 10    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 23 - 25                                    |
+---------------------------------------------------------------+

This battle is surprisingly easy considering his appearance.  He is much like a 
normal Gigantoad, but he will take off just a bit more per hit.  He will use 
Regen on himself at the beginning of the fight.  Hammer away with physical 
attacks throughout the battle and save your magic.  The only problem with the 
battle starts when he is low in HP.  He will perform a move that will double 
his current level and will unleash a powerful water attack that will hit 
multiple party members while his HP is low.  You should use a Quickening on him 
as soon as he doubles his level or take him down extremely quick.  He will 
cough up the ++RING OF THE TOAD++ after being defeated.  Sadeen will ask you to 
give the ring to his beloved.  Give the ring to Elder Brunoa in the Giza Plains 
Nomad Village during the Dry then go back to Sadeen during the Rain to finish 
this event.

12 - The Dead Ought Sleep Forever

Rank: II
Mark: Ixtab
Requirements: Complete the Henne Mines
Petitioner: High-chief Zayalu (Jahara, Land of the Garif)
Mark Location: Henne Mines/Phase 1 Shaft (east side)
Bounty: 1300 gil, Ether, Soul Powder

Teleport to Jahara and speak with High-chief Zayalu.  He's in the Elderknoll 
area standing next to the Great-chief by a fire in the middle of the area.  
It's best to rent a chocobo from Gurdy the moogle and use the chocobo parth 
(look for tall grass anc chocobo footprints) on the west side of the Haulo 
Green area to go straight to the Henne Mines.  You'll have to flip the Gate 
Switchboard to open the Junction then flip it again and fight off the Jellies 
to get to the east side of the Phase 1 Shaft.  He'll literally appear from 
nowhere and surprise your party while fighting the bats at the intersection.

+---------------------------------------------------------------+
| Lv. 24    | Ixtab                                             |
|===============================================================|
| HP: 22562 | Weak: Light          | Absorb: Dark               |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Dark Crystal, Book of Orgaine-Mille, Flame |
| LP: 12    |        Shield                                     |
|---------------------------------------------------------------|
| Recommended Level: 24 - 28                                    |
+---------------------------------------------------------------+

This boss can hit several times in  +-----------------------------------------+
a row, so you need to have Protect  | Recommended Gambits                     |
on everybody or at least a decoyed  |=========================================|
person if you cast Decoy.  Ixtab    | Ally: any                  (>) Raise    |
teleports around the area like      | Ally: HP < 50%             (>) Curaga   |
other spirit enemies so your hits   | Ally: powerful character   (>) Decoy    |
will occasionally miss him while he | Ally: powerful character   (>) Protect  |
is targeted.  He will cast Water on | Foe: party leader's target (>) Attack   |
the whole party eventually along    +-----------------------------------------+
with Death on one person.  Don't 
worry about Death that much since he will only use it once most likely.  Have a 
Gambit set to bring the doomed person back to life if they fall.  He will use 
Annul toward the end of the battle that will zap one party member of all their 
HP.  This really isn't too hard of a battle compared to what you have dealt 
with before.  If you have Larsa with you then just drop the cure gambit from 
the list - he will be a good enough healer for the battle.  Ride the Wayward 
Chocobo straight back through the chocobo trail leading to Jahara and talk to 
the High-chief to get your reward as usual.

13 - Befoulment of the Beast

Rank: III
Mark: Feral Retriever
Requirements: Arrive at Mount Bur-Omisace.
Petitioner: Hymms (Bur-Omisace)
Mark Location: Paramina Rift/Spine of the Ice Wyrm
Bounty: 1500 gil, Recurve Crossbow, 2 Teleport Stones

Hymms is found at the Sand-strewn Pass across from Gurdy at Mount Bur-Omisace. 
The mark is on the way to the Stilshrine of Miriam.  Go to the Frozen Brook in 
the south and take the path to the southwest that leads to the Path of the 
Firstfall.  There is a blue save crystal here.  Once you get to the Spine of 
the Icewyrm in the south the Feral Retriever will be walking around up ahead.

+---------------------------------------------------------------+
| Lv. 28    | Feral Retriever                                   |
|===============================================================|
| HP: 22559 | Weak: Earth          | Absorb: Wind               |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Pebble, Quality Pelt, Prime Pelt           |
| LP: 14    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 28 - 30                                    |
+---------------------------------------------------------------+

If you have Dispel then Dispel him  +-----------------------------------------+
of his status enhancements          | Recommended Gambits                     |
immediately.  Much like a Panther,  |=========================================|
the Feral Retriever uses Blaster to | Ally: any                  (>) Raise    |
possibly cause some status effects. | Ally: HP < 50%             (>) Curaga   |
Esuna is the most important Gambit  | Ally: any                  (>) Esuna    |
to have set for this battle.  Set   | Foe: party leader's target (>) Attack   |
it to all characters!  He will      +-----------------------------------------+
mainly use Rake, attack physically, 
or use Stone Gaze.  He can get quite happy with his physical attacks, chaining 
them like mad on one party member, so be sure to have Raise set up to revive 
any fallen party members.  Thankfully, only the mark will appear, so you don't 
have to worry about taking out any other obstacles to get to him.  Once again, 
Larsa is a godsend for this fight and this hunt will open right before he 
leaves the party, so take him out for one last hunt and this will ease the 
battle a bunch.  If you don't have Larsa, set up a curing gambit with Hi-
Potions or Curaga.

14 - A Chase Through the Woods

Rank: III
Mark: Vorpal Bunny
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: Nera (Eruyt Village)
Mark Location: Golmore Jungle/The Rustling Chapel
Bounty: 2000 gil, Lightning Arrows, Gillie Boots

Teleport to Eruyt Village and go to the big circular area in The Spiritwood to 
find Nera sitting on the outside railing.  She will tell you that the Vorpal 
Bunny is "Somewhere in the Golmore Jungle".  Nice.  What she really meant to 
say is that the Vorpal Bunny will appear around the southern Rustling Chapel 
area in the second big square portion.  You're going to have to fight through 
some Lv. 39 Hellhounds to get there though, so make sure to be at least a 
little past Lv. 30.  If you have Aqua Shot with Balthier then that would be a 
big help for the Hellhounds.  You'll enter an area with plenty of Coeurls and 
more Hellhounds.

+---------------------------------------------------------------+
| Lv. 31    | Vorpal Bunny                                      |
|===============================================================|
| HP: 20010 | Weak: Holy           | Absorb: Dark               |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Hi-Potion, Drab Wool, Blood Wool           |
| LP: 16    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 30 - 33                                    |
+---------------------------------------------------------------+

The Vorpal Bunny will appear on the west side of the square area.  You'll 
probably catch a glimpse of him before he runs away.  He will run throughout 
the paths of this section of the Golmore Jungle and lead you into fights with 
Hellhounds and Coeurls.  He will disappear and reappear often.  What you need 
to do is catch up with him and cast Berserk on him.  Have all three members of 
your party cast Berserk just in case the first casting misses.  This will make 
him come to you.  Have some Shielded armors equipped for instant protect and 
use Cura often to heal the whole party while you attack him.  His normal hits 
will inflict Sap at times so be ready to cast Regen or Esuna to cure it.  You 
can try to cast Slow and Blind on him, but that really isn't needed if you have 
Protect on your allies and use cure often.  Your party will gain a ++RABBIT'S 
TAIL++ after the fight.  Nera will approach your party once you enter The 
Spiritwood of Eruyt Village.

(thanks to FE_Papiroku for the Berserking technique against the bunny)

15 - The Mind Flayer

Rank: IV
Mark: Mindflayer
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: Goromu (Jahara, Land of the Garif)
Mark Location: Henne Mines/Phase 1 Dig
Bounty: 2200 gil, Carmagnole

Warrior Goromu will be off to the left on a hill as you enter the Lull of Land 
portion of Jahara.  He will tell you that the Mindflayer is drawn to mist and 
to look where the mist is densest.  He will tell you that it was last seen in 
the Phase 1 Dig area.  It would be best to take a chocobo to the Henne Mines.  
Go past the first junction then hang a right followed by another right to enter 
the Phase 1 Dig.  The mark is located at the southern most three-way 
intersection, right next to the dead end in the southeast.

+---------------------------------------------------------------+
| Lv. 35    | Mindflayer                                        |
|===============================================================|
| HP: 31161 | Weak: N/A            | Absorb: N/A                |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Pebble, Float Mote, Vanishga Mote          |
| LP: 18    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 32 - 35                                    |
+---------------------------------------------------------------+

He will be floating around the  +---------------------------------------------+
three-way intersection of the   | Recommended Gambits                         |
Phase 1 Dig as you approach so  |=============================================|
try to sneak up on him and cast | Ally: status = Stop        (>) Chronos Tear |
Berserk right at the beginning. | Ally: HP < 50%             (>) Curaga       |
Have all party members cast it  | Foe: party leader's target (>) Berserk      |
for three chances to hit him    | Foe: party leader's target (>) Attack       |
just in case the first misses.  +---------------------------------------------+
It really helps if you sneak a 
Berserk casting on him at the very beginning or else he will cast Stop on 
everybody on his first turn (Time Requiem) most likely.  He will stand back and 
hit physically and cast Blizzara or some other elemental spell on your stopped 
party.  In order to prevent this you need a Power Armlet accessory that will 
make your party immune to Stop or use some Chrono Tears to remove Stop.  It is 
possible to outlast the stop if you are leveled up enough.  Once he is 
berserked, kill him fast!

Have a Protect shield (use Shielded Armor) up and use Cura often to heal your 
members from his physical attacks.  Use a Quickening on him when he is almost 
dead.  You DO NOT want Berserk to wear off or he will automatically restore 
himself to full health and perform a move that will give him Faith, Bravery, 
Protect, and Shell.  This is one battle where it pays to have a backup person 
with a full MP gauge ready to start a Quickening chain.  Besides Stop, this 
boss has some other dangerous spells such as Invert (switches HP and MP of 
opponent), Drain, and, of course, the move that will replenish his full health 
bar.  He will also Berserk a party member sometimes.  He may seem overwhelming 
at first with his constant use of spells mixed with Stop, but the moment you 
Berserk him will be his last if you use Quickenings toward the end.  Keep in 
mind that his use of Invert can actually work in your favor - think of more 
Quickenings!

When you talk to Warrior Goromu after the battle, he will ask you to speak to 
Geomancer Yugelu - he's sitting crosslegged on the hill across from the current 
hill.  Speak with him to learn of great power at the bottom of the Henne Mines. 
He feels that you are not up to the task of vanquishing this great power in 
your current state.  He asks that you gather up the protection of many great 
beings and return to him.  What he actually means is that you must gather the 
power from 10 Espers in the game and return to him and he will then reveal the 
location of the great Esper, Zodiark.  Don't worry about this now however - 
we'll kick its ass later.

16 - Trouble in the Hills

Rank: III
Mark: Atomos
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: Burrough (Nalbina Fortress)
Mark Location: Mosphoran Highwaste
Bounty: 1800 gil, Gaia Rod, Diamond Shield

Burrough is located in the Jajim Bazzard of Nalbina.  He's the Bangaa sitting 
on the blue carpet to the left of Morning Star Gambits.  He doesn't give you a 
good location for the Atomos, but it is in the middle portion of the Northern 
Skirts of the Mosphoran Highwast.  This is right before you get to the area 
with the bridge that leads to the Salikawood.  Try to defeat the Vultures first 
by leading them away from Atomos then deal with him.

+---------------------------------------------------------------+
| Lv. 33    | Atomos                                            |
|===============================================================|
| HP: 40020 | Weak: Light          | Absorb: Dark               |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Gemini Gem, Potion, Tanned Giant Skin      |
| LP: 16    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 32 - 35                                    |
+---------------------------------------------------------------+

Use Dispel to remove his status enhancements if you have it.  He will 
constantly cast status enhancments on himself throughout the battle though that 
shouldn't be much of a problem.  Blind him immediately because he can take off 
quite a bit damage with his normal attacks. He can also be Disabled - use the 
Sledgehammer.  Pound on him with normal physical attacks, but beware his 
restoration move that will remove all negative status effects.  Protect may 
help, but you really need to concentrate on defeating as fast as possible once 
he has been blinded or disabled.

17 - Rodeo to the Death

Rank: IV
Mark: Braegh
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: Va'Kansa (Mosphoran Highwaste)
Mark Location: Salikawood/Corridor of Ages
Bounty: 1700 gil, Obelisk, Hi-Ether

Teleport out to the Babbling Vale of the Mosphoran Highwaste (the area with the 
orange save crystal) and talk to the Bangaa, Va'Kansa, by the item merchant.  
He will tell you that the Braegh is in the northwest of the Salikawood, right 
next to the Necrohol of Nabudis.  In order to find this mark, the King Bomb 
blocking the path to the northwest portion of the Salikawood must be defeated. 
Enter the area where the King Bomb was (Grand Bower) and turn left at the 
intersection.  Upon entering the Corridor of Ages, you can look off the wooden 
walkway and see Braegh below.  Head up the path ahead and make a left then go 
south toward the entrance to the Necrohol of Nabudis to fight him.

+---------------------------------------------------------------+
| Lv. 35    | Braegh                                            |
|===============================================================|
| HP: 43283 | Weak: Ice            | Absorb: Thunder            |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Grimoire Aidhed, Storm Crystal, Storm      |
| LP: 17    |        Magicite                                   |
|---------------------------------------------------------------|
| Recommended Level: 33 - 36                                    |
+---------------------------------------------------------------+

Braegh has some powerful physical   +-----------------------------------------+
attacks that will take a party      | Recommended Gambits                     |
member's HP rather quickly so you   |=========================================|
need all characters set with a      | Ally: any                  (>) Raise    |
Curaga gambit or Cura gambit.  He   | Ally: HP < 50%             (>) Curaga   |
can be silenced to prevent his      | Ally: any                  (>) Esuna    |
constant casting of Sap, Berserk,   | Foe: party leader's target (>) Attack   |
and Invert and, most importantly,   +-----------------------------------------+
he can also be disabled.  Equip a 
Sledgehammer and a gun with Silent Shot and your party will have him at their 
mercy in no time.  He's immune to every element except his weak and absorb 
elements so don't use elemental weapons unless they are the element of ice.  
Mateus works well for this battle, but Braegh will put up a barrier to all 
magick attacks once his HP falls to 25%, so Mateus won't be of much help at 
that time since she will keep casting Flash Freeze and missing.  I wouldn't 
worry much about hitting him an Ice spell unless your party members aren't 
taking off enough.  If you have Blizzaga then should help out a bunch, but 
Blizzara isn't really worth fooling with.  He will cast Thundara almost every 
turn and will sneak in an Immobilizega when he is almost dead so take him out 
quick before he engulfs the party in magick!

When you speak to Va'Kansa again he will give your party the bounty and will 
mention a partner of his that has gone missing.  You can go to the Phon Coast 
and talk with Hawker.  He is the Hume leaning against some crates by the 
Huntmaster's Building.  Talk with him and deliver the message back to Va'Kansa 
for a little bit of extra story.  Nothing else.

?? - Little Love on the Big Plains

Rank: I (ELITE MARK)
Mark: Cluckatrice
Requirements: Reach Hedge Knight rank.
Petitioner: Dania (Giza Plains) - she is standing in the area with all the 
herded Cockatrices of the Nomad Village.
Mark Location:  Giza Plains / Gizas North Bank (East of the village)
Bounty: 1000 gil, Jackboots, Rainbow Egg

Get to Giza Plains by heading out the Southgate of Rabanastre and go to the 
south to find the Nomad Village.  Talk to Dania and she will tell you to look 
in the Gizas North Bank.  She will also tell you that it is hard to find and 
that you should talk to some of the children in the village about this fiend. 
The girl leaning on the fence on the outside of the fenced area will mention 
the Cluckatrice, but she says that she only saw it when there were no other 
monsters in the area.

+----------------------------------+---+------------------------------------+
| Lv 15    | Cluckatrice           |   | Lv 13    | Chickatrice             |
|==================================|   |====================================|
| HP: 7509 | Weak: N/A | Abs: Wind |   | HP: 3067 | Weak: Earth | Abs: Wind |
|----------------------------------|   |------------------------------------|
| Exp: 0   | Steal: Small Feather  |   | Exp: 0   | Steal: Small Feather,   |
| LP: 6    | Wind Stone, Taurus Gem|   | LP: 1    | Potion, Large Feather   |
+----------------------------------+   +------------------------------------+
|                       Recommended Level: 15 - 18                          |
+---------------------------------------------------------------------------+

I would advise having a fourth    +----------------------------------------+
party member for this fight if    | Recommended Gambits                    |
you are low level.  Go to the     |========================================|
Gizas North Bank area of the Giza | Ally: HP < 50%             (>) Potion  |
Plains and defeat every enemy in  | Ally: Any                  (>) Stona   |
that area, even the neutral Giza  | Foe: party leader's target (>) Attack  |
Rabbits, then exit and reenter    +----------------------------------------+
that area.  A yellow Chickatrice
will be rolling around somewhere in the area, and as you approach it, the 
mother Cluckatrice will dart out from somewhere along the side.  The 
Cluckatrice and the Chickatrice will attack.  Soon more Chickatrices will join 
the fight.  Protect will really help out for this fight since they basically 
attack normally most of the time.  Have a gambit set up to cure stone since the 
Cluckatrice will cast stone on your entire party sometimes.  When Slow is cast 
on your party, remove it with a Remedy or Haste.  If you have a Quickening then 
use it on one and try to get at least a three hit chain to have the extra 
multiple hit attack at the end of the sequence.  A Quickening and a fourth 
party member's help will be the keys to winning this battle if your party is 
not that high of a level yet.

?? - The Cry of Its Power

Rank: I (ELITE MARK)
Mark: Rocktoise
Requirements: Reach Hedge Knight rank.
Petitioner: Pilika (Bhujerba) - go to the Khus Skyground area of Bhujerba and 
speak with the moogle on the south side.
Mark Location: Lhusu Mines/Site 2
Bounty: 1200 gil, Hi-Potion, Heavy Coat

Talk to the moogle, Pilika, in the Khus Skyground area of Bhujerba then head to 
Site 2 of the Lhusu Mines.  Site 2 is the area where your party ran into 
Ba'Gamnan and his crew.

+---------------------------------------------------------------+
| Lv. 16    | Rocktoise                                         |
|===============================================================|
| HP: 17548 | Weak: Wind           | Absorb: Earth              |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Potion, Turtle Shell, Aged Turtle Shell    |
| LP: 8     |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 17 - 20                                    |
+---------------------------------------------------------------+

What you REALLY need for this +-------------------------------------------+
battle will not be received   | Recommended Gambits                       |
until much later in the game, |===========================================|
when you can basically take   | Ally: HP < 70%             (>) Hi-Potion  |
him down through sheer levels | Foe: party leader's target (>) Aero       |
gained - Decoy and Vanish     | Foe: party leader's target (>) Attack     |
would work extremely well for +-------------------------------------------+
this battle if you received 
them earlier when this quest was first available.  He is weak against Aero, 
though not really weak enough, but still, it takes off the most.  Arrive at 
this battle with Protect cast on all party members, especially any short-range 
weapon members.  Cast Blind on him at the beginning of the battle.  This will 
decrease his accuracy, but he will still hit for big damage sometimes.  
Rocktoise relies on close attacks so the party members that must attack with a 
sword or mace will have to deal with most of the damage.  Long-range character 
will have a good advantage since they will not get hit most of the time.  You 
can literally take control of someone with a gun or bow and run around the cave 
while shooting at him without having to worry about getting hit.  The main 
problem of this battle besides his HP is the fact that Skull Defenders will 
attack while fighting the Rocktoise.  Try to take out the Skull Defenders as 
quickly as possible so you won't suffer extra damage from their attacks.  A 
Quickening will really help when the Skull Defenders start to rise up out of 
the ground if you can get one of the bonus attacks from a big Quickening chain. 
Quickenings and the latest powerful weapons are the main ways to win this 
battle unless you wait until you have Vanish and Decoy - you can then cast 
Vanish and Decoy on your most powerful close range fighter and have them be the 
Rocktoise main target.  Decoy may work well with a person who has a good shield 
with high attack evasion as well.  It's hard to have gambits set for this 
battle since you will have to deal Skull Defenders throughout the battle, so I 
would suggest doing most attacks manually or having a "Foe: party leader's 
target (>) Aero" set up, and just turn off gambits while dealing with a Skull 
Defender.

?? - Crime and Punishment

Rank: V (ELITE MARK)
Mark: Orthros
Requirements: Reach Headhunter Rank?
Petitioner: Contrite Thief (Rabanastre)
Mark Location: Garamsythe Waterway/Southern Sluice Way
Bounty: 3800 gil, Horakhty's Flame, Unpurified Ether
Special Item: Blackened Fragment

Walk inside of Warehouse #5 (near Garamsythe Waterway entrance) in Lowtown and 
talk to the Contrite Theif.  She will be the Seeq lieing on the ground.  She 
will tell you that Orthros is particular about who he attacks.  Talk to Samal 
in the South Sprawl court to find out that it only attacks females.  Go down to 
the Garamsythe waterway and close Gate #10 as soon as you enter the Central 
Waterway Control by using the Sluice Gate Key that you got from the "Lost in 
the Pudding" Hunt if it is not already closed (lit up).  Just like in the "Lost 
in the Pudding" hunt, take the fourth path from the right on the west set of 
paths.  Make another right at the next fourth path on the left in the next area 
and go up the stairs.  Head to the Southern Sluiceway.  I would advise you to 
have a male in your party so he won't attack the first time through and save 
your game in the East Sluice Way.  You must ENTER the Southern Sluiceway (the 
middle) with Ashe, Fran, and Penelo in order to get him to attack.  You can 
switch back to whatever characters you're comfortable with once he attacks.

+---------------------------------------------------------------+
| Lv. 34    | Orthros                                           |
|===============================================================|
| HP: 87141 | Weak: Fire           | Absorb: Water              |
|---------------------------------------------------------------|
| Exp: 0    | Steal: Caramel, Phoenix Down, Slime Oil           |
| LP: 25    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 33 - 36                                    |
+---------------------------------------------------------------+

Orthros will inflict Confuse and   +----------------------------------------+
Sap on your party at the beginning | Recommended Gambits                    |
of the battle and by the end he    |========================================|
will start to cast Slowga and      | Ally: any                  (>) Raise   |
Break on all of your party         | Ally: HP < 50%             (>) Curaga  |
members.  His main attacks are his | Ally: any                  (>) Esuna   |
physical attacks and Darkra.  He's | Ally: status = Slow        (>) Haste   |
weak against fire so you can cast  | Foe: party leader's target (>) Attack  |
your strongest Fire spells         +----------------------------------------+
throughout the battle or summon 
Belias.  Use Decoy on Belias after summoning him and stay away from him to 
avoid Orthros' spells.  Most of the attacks will miss Belias.  Make sure to 
have some Esuna gambits setup for each character and have an "Ally: status = 
Slow (>) Haste" gambit set for his Slowga.  As long as you have some Cure 
gambits set up he shouldn't be much of a problem.  With his constant use of 
Darkra, a Bone Helmet and Bone Mail would help to reduce a good amount of 
damage for this fight.  Physical attacks take just as much as elemental attacks 
depending on the characters weapon, but hitting him with an elemental Fire 
attack will be a guaranteed heavy hit.  Make sure to be aware of his Mythril 
Bubble attack that he will do when his HP is extremely low.  He will hit any 
close party members with bubbles that will take off around 1000 HP and inflict 
Poison and Confuse.  I would advise using a Quickening to finish him off.  Try 
to keep your distance with at least one party member and cure the status 
effects quickly with Esuna.  Orthros will leave the party with a bundle of 
++STOLEN ARTICLES++ upon his defeat.  Go back up to the Contrite Thief and 
speak with her to get your reward.  Samal will also hand over a ++BLACKENED 
FRAGMENT++ which can be used later during a side quest.

?? - Paradise Risen

Rank: III (ELITE MARK)
Mark: Gil Snapper
Requirement: Reach Vanguard Rank?
Petitioner: Nanau (Giza, The Rains)
Mark Location: Giza Plains/Tracks of the Beast
Bounty: 3000 gil, Phobos Glaze

Bansat will hear your conversation with Montblanc about the hunt and will 
insist on helping the party after the hunt is accepted in the Clan Centurio 
Clan Hall.  Talk to Nanau in the Crystal Glade of Giza Plains during The Rains.  
The boy will give your party the ++SILENT URN++ upon accepting the hunt.  The 
urn must be pointed at the Gil Snapper when your party lands the finishing blow 
(this is automatic).  The Gil Snapper is located in the Tracks of the Beast 
area of the Giza Plains.  You must knock down all of the tree branches found 
around the areas in order to make a bridge over to it in the southeast area.  
Bansat will be waiting in the Tracks of the Beast are as your party arrives.  
Bansat mentions that the Gil Snapper favors a particular weather and will only 
come out at that time.  The truth is that you must enter the Tracks of the 
Beast area when the rain is heavy (with thunder and lightening).  Enter and 
exit the area until it storms heavy in that area.  Bansat will meet your party 
at the entrance and let you know when the Gil Snapper is around.

+---------------------------------------------------------------+
| Lv. 37    | Gil Snapper                                       |
|===============================================================|
| HP: 86956 | Weak: Thunder        | Absorb: Ice                |
|---------------------------------------------------------------|
| Exp: 0    | Steal: 1000 gil, 2000 gil, 4000 gil               |
| LP: 20    |                                                   |
|---------------------------------------------------------------|
| Recommended Level: 37 - 40                                    |
+---------------------------------------------------------------+

Gil Snapper has a reddish brown shell and will have Protect, Shell, and Haste 
casted on himself.  Use Dispel to get rid of his status enhancements then Blind 
and Slow him.  He will mainly cast Blizzara instead of using physical attacks 
so have a shell up on all party members.  Gil Snapper will sometimes perform a 
Flash move to Blind all party members so either have some Argyle Armlets 
equipped to have immunity or use Blindna to cure it.  Use Thundara or -daga to 
defeat him quicker.  If you by any chance have Adrammelech then summon him and 
he will really hurt Gil Snapper bad with his Flash Arc Thunder attacks (around 
5000 HP per zap).  Bansat will help your party out with support magick as well 
as attack Gil Snapper so he will be a valuable asset during the fight.  Be sure 
to steal from Gil Snapper before he dies for quite a bit of extra gil.  As 
already mentioned, the Gil Snapper will be automatically drawn into the urn 
once he is defeated.  Go back to the Crystal Glade to collect your bounty once 
the Gil Snapper is defeated and Nanua will give you...no, I'm sorry, leave 
behind a Soggy Letter!?  She will ask that you meet up with her in The Dry.  
She means that she will meet you in the Nomad Village during The Dry near the 
northern entrance.

Rank: V
Mark: Bloodwing
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: No. 381 (Dalmasca Estersand)
Mark Location: Barheim Passage/West Annex
Bounty:

Go to the South Bank Village in the Dalmasca Estersand and talk to No. 381 
(Bangaa by the shores).  In order to get back inside of Barheim, you will need 
to have collected the Barheim Key from the patient in the "Patient in the 
Estersand" side quest.  The door to Barheim is in the southeast area of the 
South Bank Village - go outside the village and head to the southeast.  In the 
Great Central Passage there are two path on the west side - take the path on 
the right.  You might as well pick up the map from the urn while you're here if 
you haven't been here yet.  The map is down the stairs to the right once you 
get on the bridge on The Zeviah Span.  At the end of Zeviah Span, you will need 
to approach a mine cart and hit it by tapping X to make it fall over and make a 
bridge to the other side.

** Hunt is on hault because of low level ;p **

Rank: VI
Mark: Roblon
Requirements: Fight Judge Bergan at Mount Bur-Omisace.
Petitioner: Morgen (Nalbina Fortress)
Mark Location:
Bounty:

Rank: V (ELITE MARK)
Mark: Trickster
Requirements: Arrive at Mount Bur-Omisace.
Petitioner: Gurdy (Mt Bur-Omisace)
Mark Location:
Bounty:

?? - Antlion Infestation

Rank V (ELITE MARK)
Mark: Antlion
Requirements: Arrive at Mount Bur-Omisace.
Petitioner: Niray (Bhujerba)
Mark Location: Lhusu Mines/Site 9
Bounty:

Find the Residence in Bhujerba.  It's in the middle of the map of Bhujerba (The 
Staras Residence).  Talk to Niray to learn of her children that have gone 
missing in the Lhusu Mines.  She will give you the ++SITE 3 KEY++.  The Site 3 
Key will open the gate in the cave where Ba'Gamnan and his crew once were at 
Site 2.  Enter the Lhusu Mines and travel to that cave in Site 2.  Your party 
will run into Yrlon on the first bridge, but he will run deeper into the mines. 
Use the key on the Wrought Iron Gate to open it and venture deeper into the 
Lhusu Mines.  It really helps if you have Aeroga at this point in the game 
since the Lv. 40 Headless that you find will be weak to Wind as well as the 
Antlion.  Site 9 is in the southwest portion of the Lhusu Mines.  Beware the 
Gazer fiends that will follow you to different areas if your party tries to 
run!  You'll fight many enemies between Level 40 - 45 along the way, but you 
will get an orange save crystal at Transitway 2 right before the Tasche Span 
that leads to the Site 9 entrance.  Kait will he huddled up against the side of 
the middle border next to the crystal.  Defeat any Killer Mantis's you find 
along the way just in case the mark leaves his area in the battle ahead!

The Antlion will be lurking at the end of the Site 9 tunnel along with tons of 
Killer Mantis's.  Use Aeroga on all the Killer Mantis and do not let up until 
they are ALL dead.  You must defeat all the Killer Mantis's quickly before the 
Antlion consumes them with Cannibalize.  If he consumes more than one, then I 
would suggest reloading your save and coming back to try again since he will be 
way too powerful then.

(postponed due to low level.  More like postPWNED actually. x_x)

Rank VII
Mark: Carrot
Requirements: Arrive at Mount Bur-Omisace. (Clan Rank: Brave Companion)
Petitioner: Zammadria (Nalbina Fortress)
Mark Location:
Bounty:

Rank IV
Mark: Darksteel
Requirements: Arrive at Archades
Petitioner: Homesick Man (Archades)
Mark Location:
Bounty:


__  _____ ___                                                   __  _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
 \  / | | | | |                     LISTS                      | \  / | | | |
 /  \ | | | | |                     [LI01]                     | /  \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|

-- Clan Ranks

Note: Talk to Ma'kenroh at the top of the stairs in The Clan Hall to find out 
how many more marks and clan points your party must earn for the next rank.

1. Moppet 
Requirements: Starting Rank

2. Hedge Knight
Requirements: Defeat two marks and obtain 700 clan points.

3. Rear Guard
Requirements: Defeat four marks and obtain 8000 clan points.

4. Vanguard
Requirements: Defeat eight marks and obtain 20000 clan points.

5. Headhunter
Requirements: Defeat ten marks and obtain 30000 clan points.

6. Ward of Justice
Requirements: Defeat twelve marks and obtain 40000 clan points.

7. Brave Companion
Requirements: Defeat fourteen marks and obtain 100000 clan points.

8. Riskbreaker
Requirements: Defeat sixteen marks and obtain 200,000 clan points.

-- Clan Provision Items

Potion (70 gil)           - Achieve "Moppet" rank and talk to Montblanc.
Hi-Potion (210 gil)       - Achieve "Hedge Knight" rank.
Gysahl Greens (108 gil)   - Achieve "Rear Guard" rank.
Teleport Stone (200 gil)  - Achieve "Vanguard" rank.
Nihopalaoa (30000 gil)    - Achieve "Headhunter" rank.
Reverse Magick (7600 gil)
Bubble Magick (3300 gil)  - Achieve "Ward of Justice" rank.
Faith Magick (5800 gil)   - Achieve "Brave Companion" rank.
Bubble Belt (19800 gil)   - Achieve "Riskbreaker" rank.
Bravery Magick (5800 gil)

-- Montblanc Gifts

Clan Rank

Achieve "Moppet" Clan Rank:                  3 Potions
Achieve "Hedge Knight" Clan Rank:            2 Warp Motes, 2 Teleport Stones
Achieve "Rear Guard" Clan Rank:              3 Remedies, 2 Teleport Stones
Achieve "Vanguard" Clan Rank:                3 Hi-Potions, 2 Teleport Stones
Achieve "Headhunter: Clan Rank:              2 Ethers, 2 Teleport Stones
Achieve "Ward of Justice" Rank:              2 X-Potions, 2 Teleport Stones
Achieve "Brave Companion" Rank:              2 Hi-Ethers, 3 Teleport Stones
Achieve "Riskbreaker" Rank:                  2 Elixers, 3 Teleport Stones

Bosses

Defeat the Flans in the Garamsythe Waterway: 150 gil
Defeat Firemane:                             200 gil
Defeat Mimic Queen:                          300 gil
Defeat Demon Wall 1:                         1200 gil, 1 Electrum
Defeat Demon Wall 2:                         600 gil, 1 Warp Mote
Defeat an Esper:                             2 Arcanae, 2 Teleport Stones
Defeat Tiamat:                               900 gil
Defeat Elder Wyrm:                           800 gil
Defeat Earth Tyrant:                         1200 gil
Defeat Vinuskar:                             1100 gil
Defeat King Bomb:                            1300 gil, Mallet
Defeat the Mandragoras:                      1600 gil
Defeat Ahriman:                              1600 gil

-- Enemy List

* This list is still missing a bunch of enemies at the moment.

Aerieel (rare game)

Lv 12
HP 3017
Weak: Light
Exp: 93 - 124
LP: 3
Steal: Bat Wing
Drop:
Location: Lhusu Mines/Oltam Span

Aeros (rare game)

Lv. 23 - 24
HP: 12497 - 12837
Weak: Thunder
Exp: 542
LP: 5
Steal: Wyvern Wing
Drop: Crooked Fang, Wyvern Fang
Location: Ozmone Plain/The Shred

Alpha Wolf

Lv 5
HP: 113
Weak: Earth
Exp: 5
LP: 1
Steal: Wolf Pelt
Drop: Wolf Pelt
Location: Dalmasca Estersand

Alraune

Lv 11 - 13
HP: 670 - 694
Weak: Wind
Exp: 85 - 87
LP: 1
Steal: Succulent Fruit
Drop: Succulent Fruit
Location: Ogir-Yensa Sandsea, Nam-Yensa Sandsea

Archaeoaevis

Lv. 39 - 40
HP: 1169 - 12605
Weak: Ice
Exp: 1482 - 1549
LP: 2
Steal: Battlewyrm Carapace
Drop: Battlewyrm Carapace, Storm Crystal
Location: Zertinan Caverns

Archesaur

Lv. 38
HP: 12591
Weak: Ice
Exp: 1527
LP: 2
Steal: Storm Magicite
Drop: Gold Needle
Location: Phon Coast

Axebeak

Lv. 13 - 15
HP: 922 - 954
Weak: Water
Exp: 93 - 95
LP: 1
Steal: Alarm Clock, Fire Stone
Drop: Small Feather
Location: Nam-Yensa Sandsea

Bagoly

Lv. 37 - 38
HP: 4610 - 4720
Weak: Earth
Exp: 714 - 745
LP: 1
Steal: 480 gil, Bundle of Feathers
Drop: Bundle of Feathers, Bent Staff, Wind Magicite
Location: Phon Coast

Balloon

Lv. 28 - 30
HP: 1878 - 1936
Weak: Water
Exp: 374 - 407
LP: 1
Steal: Chronos Tear, Handkerchief, Recurve Crossbow
Drop: Bomb Ashes, Eye Drops, Fire Magicite, Scorpio Gem
Location: Stilshrine of Miriam

Baritine Croc

Lv. 26
HP: 4448
Weak: Earth
Exp: 390
LP: 1
Steal: Wind Magicite
Drop: Broken Sword, Fine Wool
Location: Paramina Rift

Battery Mimic

Lv. 7
HP: 520
Weak: Ice
Exp: 34 - 41
LP: 2
Steal: Alarm Clock, Iron Scraps
Drop: Eye Drops
Location: Barheim Passage

Bellwyvern

Lv. 38
HP: 8267
Weak: Water
Exp: 1280
LP: 2
Steal: Spiral Incisor
Drop: Fire Crystal, Spiral Incisor
Location: Tchita Uplands

Black Chocobo

Lv. 23
HP: 1180
Weak: Thunder, Water, Light
Exp: 234
LP: 1
Steal: Dark Magacite
Drop: Chocobo Feather, Dark Magicite, Gysahl Greens
Location: Ozmone Plain

Blood Gigas

Lv. 27 - 29
HP: 2609 - 2849
Weak: Wind
Exp: 485 - 552
LP: 1
Steal: Earth Magicite
Drop: Antidote, Earth Magicite
Location: Stilshrine of Miriam

Bogaly

Lv. 14 - 15
HP: 1110 - 1120
Weak: Earth
Exp: 122 - 145
LP: 1
Steal: 480 gil, Echo Herbs, Large Feather
Drop: Large Feather, Wind Stone, Teleport Stone, Aries Gem
Location: Nam-Yensa Sandsea

Bomb

Lv. ?? / 32 - 33
HP: 317 / 3233
Weak: Water
Exp: 38 - 53 / 137
LP: 1
Steal: Fire Magicite, Gold Needle
Drop: Bomb Ashes
Location: Barheim Passage, The Salikawood

Brown Chocobo

Lv. 33 - 35
HP: 3786 - 3922
Weak: Thunder, Water, Light
Exp: 608 - 669
LP: 1
Steal: Chocobo Feather
Drop: Chocobo Feather, Gysahl Greens
Location: The Salikawood

Bogey

Lv. 38
HP: 3808
Weak: Light
Exp: 842
LP: 1
Steal: Gold Needle
Drop: Death Powder
Location: Zertinan Caverns

Buer

Lv. 37
HP: 5622
Weak: Thunder
Exp: 774
LP: 1
Steal: Ice Stone
Drop: Demon Tail, Ice Crystal
Location: Zertinan Caverns

Bull Croc (rare game)

Lv. 23 - 24
HP: 13968 - 14078
Weak: Earth
Exp: 542
LP: 5
Steal: Blood Wool
Drop: Braid Wool 
Location: Ozmone Plain/The Shred

Cactite

Lv. 1
HP: 72
Weak: Wind
Exp: 1
LP: 1
Steal: Earth Stone, Broadsword
Drop: Cactus Fruit, Earth Stone
Location: Dalmasca Estersand

Cactoid

Lv. 6
HP: 112
Weak: Wind
Exp: 8
LP: 1
Steal:
Drop:
Location: Dalmasca Estersand

Clay Golem

Lv. 31 - 32
HP: 6283 - 6393
Weak: Wind
Exp: 628 - 679
LP: 2
Steal: Earth Magicite, Gold Needle
Drop: Earth Magicite, Iron Pole, Solid Stone
Location: Mosphoran Highwaste

Cockatrice

Lv. 4 - 8
HP: 152
Weak: Water
Exp: 2 - 3
LP: 1
Steal: Fire Stone, tuft of Phoenix Down, Small Feather
Drop: Small Feather
Location: Dalmasca Estersand

Coeurl

Lv. 36 - 37
HP: 3944 - 4264
Weak: Blizzard
Exp: 477 - 535
LP: 1
Steal: Embroidered Tippet, Quality Pelt, Storm Stone
Drop: Coeurl Pelt, Pebble, Storm Crystal
Location: Tchita Uplands

Crystalbug (green, blue, orange)

Lv. 26 / 38 / 45
HP: 2326 / 3589 / 5457
Weak: N/A
Exp: 0
LP: 10
Steal: Ether, Feystone
Drop: N/A
Location: Stilshrine of Miriam (green), Sochen Cave Palace (blue)

Danbania

Lv. 11 - 14
HP: 966 - 999
Weak: Thunder
Exp: 72 - 75
LP: 1
Steal: Water Stone
Drop: Fish Scale, Water Stone
Location: Nam-Yensa Sandsea

Dark Skeleton

Lv. 26
HP: 1548
Weak: Light
Exp: 314
LP: 1
Steal: Sturdy Bone
Drop: Dark Stone
Location: Paramina Rift

Darkmare

Lv. 31
HP: 14098
Weak: Light
Exp: 761
LP: 1
Steal: Grimoire Togail
Drop: 
Location: Stilshrine of Miriam

Dead Bones

Lv. 38 - 39
HP: 6786 - 6966
Weak: Light
Exp: 887 - 940
LP: 1
Steal: Dark Crystal
Drop: Dark Crystal, Eye Drops
Location: Barheim Passage

Dire Rat

Lv. 2 - 5
HP: 77 - 232
Weak: Water
Exp: 5 - 18
LP: 1
Steal: 1 gil, Libra Gem, Fire Stone, Potion, Rat Pelt
Drop: Antidote, Fire Stone, Rat Pelt
Location: Garamsythe Waterway

Dragon Aevis

Lv. 30
HP: 
Weak: Ice
Exp: 891 - 933
LP: 1
Steal: 
Drop: Storm Magicite, Wyrm Carapace
Location: Stilshrine of Miriam

Dullahan

Lv. 40
HP: 9520
Weak: Water
Exp: 1034
LP: 1
Steal: Fire Magicite
Drop: Forbidden Flesh
Location: Lhusu Mines

Facer

Lv. 26
HP: 
Weak: Wind
Exp: 383
LP: 1
Steal: Aquarius Gem, Earth Magicite, Pirate Hat
Drop: Earth Magicite
Location: Stilshrine of Miriam

Feral Croc

Lv. 38
HP: 9393
Weak: Earth
Exp: 992
LP: 1
Steal: Blood Wool
Drop: 
Location: Tchita Uplands

Fire Elemental

Lv. 25
HP: 14830
Weak: Water
Exp: 
LP: 1
Steal: 
Drop: 
Location: Mosphoran Highwaste

Flan

Lv. 7
HP: 294
Weak: Fire
Exp: 50 - 51
LP: 1
Steal: Gold Needle, Water Stone
Drop: Green Liquid, Topkapi Hat, Water Stone
Location: Barheim Passage

Focalor

Lv. 36
HP: 4513
Weak: Ice
Exp: 711
LP: 1
Steal: Ichthon Scale
Drop: Ichthon Scale
Location: Sochen Cave Palace

Garchimacera

Lv. 4 - 7
HP: 287 - 317
Weak: Water
Exp: 31 - 34
LP: 1
Steal: 10 gil, Demon Eyeball
Drop: Demon Eyeball
Location: Garamsythe Waterway

Gargoyle

Lv. 24
HP: 1436 - 1494
Weak: Ice
Exp: 223 - 248
LP: 1
Steal: Demon Eyeball, Storm Magicite
Drop: Demon Eyeball, Storm Magicite, Gilt Measure
Location: Golmore Jungle

Garuda-Egi

Lv. 26 - 27
HP: 2997 - 3056
Weak: Dark
Exp: 
LP: 1
Steal: Holy Stone
Drop: Holy Magicite, Large Feather
Location: Paramina Rift

Ghast

Lv. 29
HP: 1826
Weak: Light
Exp: 359
LP: 1
Steal: Festering Flesh, Paramina Crossbow
Drop: Festering Flesh, Teleport Stone
Location: Stilshrine of Miriam

Ghost

Lv. 6
HP: 334
Weak: Holy
Exp: 34
LP: 1
Steal: Glass Jewel
Drop: Dark Stone
Location: Garamsythe Waterway

Ghoul

Lv. 29
HP: 2104
Weak: Light
Exp: 359
LP: 1
Steal: Dark Magicite
Drop: Dark Magicite, Festering Flesh, Hi-Potion
Location: Stilshrine of Miriam

Gigantoad

Lv. 5 - 6 / 20
HP: 341 - 361 / 1489
Weak: Fire
Exp: 33 - 44 / 282 - 283
LP: 1
Steal: Horn, 50 gil
Drop: Horn, Potion, Water Stone
Location: Garamsythe Waterway

Giza Rabbit

Lv. 2
HP: 105
Weak: Fire
Exp: 7 - 9
LP: 1
Steal: Drab Wool, Water Stone
Drop: Drab Wool
Location: Giza Plains

Gorgimera

Lv. 38 / 36 - 37
HP: 4266 / 5385
Weak: Water
Exp: 569 / 626
LP: 1
Steal: Fire Magicite, Gold Needle, Taurus Gem
Drop: Bundle of Feathers, Fire Magicite
Location: Sochen Cave Palace, Zertinan Caverns

Great Malboro

Lv. 22
HP: 1630
Weak: Wind
Exp: 285
LP: 1
Steal: Earth Magicite
Drop: Earth Magicite, Malboro Vine
Location: Golmore Jungle

Great Tortoise

Lv. 21
HP: 3838
Weak: Fire
Exp:
LP: 1
Steal: Water Stone
Drop: Turtle Shell, Water Stone
Location: Giza Plains (The Rains)

Grenade

Lv. 37 - 38
HP: 5139 - 5299
Weak: Water
Exp: 
LP: 1
Steal: Fire Crystal
Drop: 
Location: Zertinan Caverns

Headless

Lv. 39 - 40
HP: 9287
Weak: Wind
Exp: 979 - 1034
LP: 1
Steal: Foul Flesh
Drop: Earth Crystal, Festering Flesh
Location: Lhusu Mines

Humbaba

Lv. 32 - 33
HP: 5403 - 5523
Weak: Ice
Exp: 763 - 796
LP: 2
Steal: Storm Magicite, Teleport Stone
Drop: Echo Herbs, Storm Magicite, Tanned Giantskin
Location: Mosphoran Highwaste

Hybrid Gator

Lv. 23
HP: 2273
Weak: Water
Exp: 283
LP: 1
Steal: Bacchus's Wine
Drop: Gold Needle, Fire Magicite
Location: Ozmone Plane

Hyena

Lv. 2 - 3 / 19
HP: 95 - 115 / 960
Weak: Water
Exp: 4 - 11 / 147 - 148
LP: 1
Steal: Fire Stone, Potion, Wolf Pelt
Drop: Fire Stone, Wolf Pelt, Green Beret
Location: Giza Plains

Ice Elemental

Lv. 25
HP: 14830
Weak: Thunder
Exp: 
LP: 
Steal: 
Drop: 
Location: Paramina Rift

Ichthon

Lv. 3 - 4 / 20
HP: 130 - 141 /1315
Weak: Thunder
Exp: 17 - 21
LP: 1
Steal: Eye Drops, Fish Scale
Drop: Fish Scale, Water Stone
Location: Garamsythe Waterway, Giza Plains (The Raining)

Iguion

Lv. 35 - 36 / 36 - 38
HP: 4892 - 5002 / 5129 - 5349
Weak: Thunder
Exp: 455 - 486 / 776 - 838
LP: 1
Steal: Aries Gem, Phoenix Down, Survival Vest
Drop: Frogspawn, Ice Magicite, Pointed Horn
Location: Phon Coast, Sochen Cave Palace

Imp

Lv. 37 - 39
HP: 4390 - 4710
Weak: Ice
Exp: 743 - 861
LP: 1
Steal: 130 gil, Antidote, Storm Crystal
Drop: Blue Fang, Storm Magicite
Location: Sochen Cave Palace

Imperial Gunner

Lv. 9
HP: 647
Weak: N/A
Exp: 41
LP: 1
Steal: Potion
Drop: 6 gil
Location: Dreadnought Leviathan

Imperial Hoplite

Lv. 8 - 11
HP: 275 - 682
Weak: N/A
Exp: 24 - 42
LP: 1
Steal: 8 gil, 180 gil, Phoenix Down, Potion
Drop: 10 gil, 11 gil, 13 gil, Potion
Location: Nalbina Dungeons, Dreadnought Leviathan

Imperial Magus

Lv. 7 - 9
HP: 201 - 485
Weak: N/A
Exp: 28 - 39
LP: 1
Steal: Antidote, Water Mote
Drop: 7 gil, 9 gil, 10 gil, Potion
Location: Nalbina Dungeons, Dreadnought Leviathan

Imperial Marksman

Lv. 7
HP: 264
Weak: N/A
Exp: 21 - 32
LP: 1
Steal: Potion
Drop: 6 gil, Potion
Location: Nalbina Dungeons, Dreadnought Leviathan

Imperial Swordsman

Lv. 8 - 9
HP: 229 - 570
Weak: N/A
Exp: 21 - 39
LP: 1
Steal: Potion, Phoenix Down
Drop: 8 gil, 11 gil, 150 gil, 300 gil, Potion, Phoenix Down, Hi-Potion
Location: Nalbina Dungeons, Dreadnought Leviathan

Jelly

Lv. 24
HP: 1913
Weak: Fire
Exp: 276 - 303
LP: 1
Steal: Water Magicite
Drop: Water Magicite, Yellow Liquid
Location: Henne Mines

Killer Mantis

Lv. 43 - 44
HP: 11703 - 11943
Weak: Wind
Exp: 1021 - 1073
LP: 1
Steal: Earth Crystal
Drop: Earth Crystal, Echo Herbs, Insect Husk
Location: Lhusu Mines

Lesser Chimera

Lv. 15 - 18
HP: 1014 - 1062
Weak: Water
Exp: 124 - 127
LP: 1
Steal: Fire Stone
Drop: Fire Stone, Handkerchief
Location: The Tomb of Raithwall

Lich

Lv. 18 - 19
HP: 1158 - 1164
Weak: Light
Exp: 176
LP: 1
Steal: Dark Stone
Drop:
Location: The Tomb of Raithwall

Lizard

Lv. 26 / 39
HP: 2562 / 7069
Weak: Water
Exp: 339 / 841
LP: 1
Steal: Fire Crystal, Fire Magicite, Pointed Horn
Drop: Fire Magicite, Horn, Pebble, Pointed Horn
Location: Paramina Rift, Garamsythe Waterway, Tchita Uplands

Lost Soul

Lv. 18
HP: 972
Weak: Light
Exp: 179
LP: 1
Steal: 
Drop: Bone Fragment, Dark Stone
Location: The Tomb of Raithwall

Malboro

Lv. 22
HP: 1573
Weak: Wind
Exp: 268
LP: 1
Steal: Earth Magicite
Drop: Earth Magicite, Smelling Salts, Malboro Vine, Bacchus's Wine
Location: Golmore Jungle

Malboro King

Lv. 34 - 36
HP: 4501 - 4621
Weak: Light
Exp: 820 - 855
LP: 1
Steal: Dark Magicite, Malboro Fruit, Virgo Gem
Drop: Dark Magicite, Malboro Fruit, Thorned Mace
Location: The Salikawood

Malboro Overking

Lv. 38 - 39
HP: 6503 - 6743
Weak: Light
Exp: 967 - 1029
LP: 1
Steal: Adamant Hat, Dark Magicite, Virgo Gem, Malboro Flower, Malboro Fruit
Drop: Dark Crystal, Dark Magicite, Malboro Fruit
Location: Garamsythe Waterway, Tchita Uplands

Mallicant

Lv. 37 - 38
HP: 6158 - 6318
Weak: Wind
Exp: 808 - 867
LP: 1
Steal: Grimoire Aidhed, Phoenix Down, Scorpio Gem
Drop: Earth Crystal, Eye Drops
Location: Zertinan Caverns

Mandrogora

Lv. 34 - 37
HP: 2739 - 3099
Weak: Fire
Exp: 202 - 306
LP: 1
Steal: Water Magicite
Drop: Succulent Fruit, Water Magicite
Location: Phon Coast

Mastiff

Lv. 11
HP: 535
Weak: N/A
Exp: 40
LP: 1
Steal: Potion
Drop:
Location: Dreadnought Leviathan

Mesmenir

Lv. 20
HP: 1528
Weak: Ice
Exp: 284
LP: 1
Steal: Storm Magacite
Drop: Destrier Mane, Echo Herbs, Iron Carapace, Storm Magacite
Location: Ozmone Plain

Mimic

Lv. 7 - 8
HP: 
Weak: Ice
Exp:
LP: 1
Steal: Earth Stone, Eye Drops, Iron Scraps
Drop: 20 gil, Earth Stone, Iron Scraps
Location: Barheim Passage

Mimeo

Lv. 39
HP: 6446
Weak: Light
Exp: 631
LP: 1
Steal: 500 gil
Drop: Dark Crystal
Location: Barheim Passage

Miriam Facer

Lv. 29
HP: 5540
Weak: Wind
Exp: 502
LP: 1
Steal: N/A
Drop: 
Location: Stilshrine of Miriam

Miriam Guardian

Lv. 28
HP: 6827
Weak: Wind
Exp: 534
LP: 1
Steal: N/A
Drop: 
Location: Stilshrine of Miriam

Nekhbet (rare game)

Lv. 5
HP: 3963
Weak: Water
Exp: 156
LP: 3
Steal: Fire Stone
Drop: Small Feather
Location: Dalmasca Estersand

Nightmare

Lv. 24
HP: 1630
Weak: Light
Exp: 276
LP: 1
Steal: Dark Magicite, Grimoire Togail
Drop: Dark Magicite, Grimoire Togail, Smelling Salts
Location: Henne Mines

Ozmone Hair

Lv. 20
HP: 843
Weak: Fire
Exp: 113
LP: 1
Steal: Water Magacite
Drop: 
Location: Ozmone Plain

Panther

Lv. 23
HP: 1519
Weak: Ice
Exp: 225 - 248
LP: 1
Steal: Coeurl Pelt, Storm Magicite
Drop: Coeurl Pelt, Storm Magicite, Pebble, Warp Mote
Location: Golmore Jungle

Pineapple (rare game)

Lv. 16
HP: 4668
Weak: Water
Exp:
LP:
Steal: 
Drop: Bomb Ashes
Location: Ogir-Yensa Sandsea/Platform 1 - Refinery

Pirahna

Lv. 35 - 37
HP: 4305 - 4469
Weak: Thunder
Exp: 653 - 719
LP: 1
Steal: Antidote, Chronos Tear
Drop: Eye Drops, Ichthon Scale, Water Magicite
Location: Phon Coast

Pit Fiend

Lv. 37 - 39
HP: 4390 - 4710
Weak: Ice
Exp: 743 - 861
LP: 1
Steal: Eye Drops
Drop: Blue Fang
Location: Sochen Cave Palace

Pumpkin Head

Lv. 32 - 33
HP: 2739 - 2859
Weak: Ice
Exp: 356 - 391
LP: 1
Steal: Black Garb, Screamroot, Storm Magicite
Drop: Succulent Fruit
Location: The Salikawood

Pyrolisk

Lv. 25 - 37
HP: 3241 - 6330
Weak: Ice
Exp: 861 - 892
LP: 2
Steal: Bundle of Feathers, Gold Needle
Drop: Bundle of Feathers, Pebble, Storm Magicite, White Fang
Location: Phon Coast

Python

Lv. 29 - 31
HP: 3016 - 3236
Weak: Earth
Exp: 583 - 676
LP: 1
Steal: 400 gil, Wind Magicite
Drop: Great Serpent's Fang, Tanned Hide, Wind Magicite
Location: Mosphoran Highwaste

Ragoh

Lv. 17 - 18
HP: 1420 - 1440
Weak: Wind
Exp: 132 - 133
LP: 1
Steal: 90 gil, Earth Stone
Drop: Earth Stone, Solid Stone
Location: The Tomb of Raithwall

Rain Dancer (rare game)

Lv. 23 - 24
HP: 8084 - 8166
Weak: Thunder
Exp:
LP: 5
Steal: Miter
Drop: Fish Scale, Ichthon Scale
Location: Giza Plains (The Raining)/Toam Hills

Red Chocobo

Lv. 22
HP: 1443
Weak: Thunder, Water, Light
Exp: 171 - 174
LP: 1
Steal: Feathered Cap, Taurus Gem
Drop: Chocobo Feather, Fire Magacite
Location: Ozmone Plain

Redmaw

Lv. 23 / 26 - 27
HP: 1134 / 1670 - 1738
Weak: Earth
Exp: 194 - 218 / 212 - 243
LP: 1
Steal: Crooked Fang
Drop: Bloodsword, Crooked Fang, Pebble, Red Fang, Wind Magicite
Location: Henne Mines, Stilshrine of Miriam

Rogue Tomato

Lv. 2
HP: 134
Weak: Water
Exp: 0
LP: 3
Steal: Pebble
Drop: 300 gil
Location: Dalmasca Estersand

Scythe Mantis

Lv. 36 - 39
HP: 8835 - 9315
Weak: Water
Exp: 779 - 894
LP: 1
Steal: Fire Crystal
Drop: Fire Crystal, Insect Husk
Location: Zertinan Caverns

Seeker

Lv. 15 - 16 / 23
HP: 773 - 789 / 1134
Weak: Earth
Exp: 74 - 75 / 188
LP: 1
Steal: Taurus Gem, Wind Stone
Drop: Antidote, Bat Wing, Crooked Fang, Wind Stone
Location: The Tomb of Raithwall, Henne Mines

Seeq Cateran

Lv. 32 - 34
HP: 3770 - 3920
Weak: Fire
Exp: 593
LP: 1
Steal: 
Drop: 128 gil, Water Stone
Location: Mosphoran Highwaste

Serpent

Lv. 35 - 36
HP: 4982 - 5302
Weak: Earth
Exp: 769 - 827
LP: 1
Steal: Aries Gem, Quality Hide, Wind Magicite
Drop: Pebble, Wind Magicite
Location: Tchita Uplands

Shambling Corpse

Lv. 38
HP: 4518
Weak: Light
Exp: 202
LP: 1
Steal: Foul Flesh 
Drop: Blood-stained Necklace, Foul Flesh, 
Location: Zertinana Caverns

Silicon Tortoise

Lv. 36 - 37
HP: 12852 - 13923
Weak: Fire
Exp: 1145
LP: 2
Steal: 100 gil, Aged Turtle Shell
Drop: Aged Turtle Shell, Pebble, Water Crystal
Location: Giza Plains (The Raining), Zertinan Caverns

Silver Lobo

Lv. 34 - 35
HP: 3131 - 3241
Weak: Earth
Exp: 416 - 447
LP: 1
Steal: Eye Drops, Libra Gem, Sorcerer's Habit
Drop: Pebble, Quality Pelt, Wind Magicite
Location: Phon Coast

Skeleton

Lv. 7 - 10
HP: 312 - 798
Weak: Light
Exp: 53 - 93
LP: 1
Steal: 20 gil, Bone Fragment
Drop: Antidote, Bone Fragment, Dark Stone
Location: Barheim Passage, Lhusu Mines

Skull Defender

Lv. 7 - 11
HP: 510 - 798
Weak: Light
Exp: 72 - 98
LP: 1
Steal: Bone Fragment
Drop: Bone Fragment, Dark Stone, Iron Helmet
Location: Barheim Passage, Lhusu Mines

Skull Knight

Lv. 26
HP: 1933
Weak: Light
Exp: 332
LP: 1
Steal: Capricorn Gem, Sturdy Bone
Drop: Dark Magicite, Sturdy Bone
Location: Paramina Rift

Skull Warrior

Lv. 18
HP: 882
Weak: Light
Exp: 178
LP: 1
Steal: Dark Stone
Drop: Bone Fragment
Location: The Tomb of Raithwall

Skulwyrm

Lv. 38 - 40
HP: 14895 - 16255
Weak: Light
Exp: 1714 - 1850
LP: 2
Steal: Dark Crystal
Drop: Battlewyrm Carapace, Dark Crystal
Location: Zertinan Caverns

Slaven

Lv. 5 - 11
HP: 302 - 802
Weak: Wind
Exp: 15 - 89
LP: 1
Steal: Earth Stone, Tanned Hide
Drop: Earth Stone, Shortbow
Location: Giza Plains, Lhusu Mines

Slaven Warder

Lv. 27
HP: 2623
Weak: Water
Exp: 281
LP: 1
Steal: Headband
Drop: Tanned Giantskin
Location: Paramina Rift

Slaven Wilder

Lv. 31
HP: 3638
Weak: Wind
Exp: 549
LP: 1
Steal: Gemini Gem, Tanned Giantskin, White Fang
Drop: Earth Magicite, Tanned Giantskin
Location: Mosphoran Highwaste

Slime

Lv. 15 - 17
HP: 1659 - 2119
Weak: Earth
Exp: 225 - 339
LP: 1
Steal: Green Liquid, Wind Stone
Drop: Green Liquid, Pebble, Wind Stone
Location: Zertinan Caverns

Speartounge

Lv. 16
HP: 1792
Weak: Fire
Exp: 225
LP: 1
Steal: Potion, Water Stone
Drop: Frog Oil, Water Stone
Location: Zertinan Caverns

Specter

Lv. 8
HP: 402
Weak: Light
Exp:
LP: 1
Steal: Dark Mote
Drop:
Location: Barheim Passage

Sprinter

Lv. 33 - 34
HP: 4070 - 4198
Weak: Water
Exp: 523 - 553
LP: 1
Steal: Bundle of Feathers, Taurus Gem
Drop: Bundle of Feathers, Pebble
Location: The Salikawood

Steeling

Lv. 2 - 5 / 6
HP: 94 - 462
Weak: Earth
Exp: 6 - 41
LP: 1
Steal: Bat Fang, Teleport Stone (Lv 6), Wind Stone (Lv 6)
Drop: Antidote, Eye Drops, Wind Stone (Lv 6)
Location: Garamsythe Waterway, Barheim Passage, Lhusu Mines

Storm Elemental

Lv. 25
HP: 14380
Weak: Ice
Exp:
LP:
Steal:
Drop:
Location: Giza Plains (The Raining)

Striker

Lv. 37 - 38
HP: 5129 - 5549
Weak: Ice
Exp: 776 - 830
LP: 1
Steal: Earth Magicite, Gemini Gem, Maggoty Flesh
Drop: Maggoty Flesh, Kagenui, Teleport Stone
Location: Sochen Cave Palace

Suriander

Lv. 8 - 9
HP: 410 - 430
Weak: Ice
Exp: 50
LP: 1
Steal: Antidote, Horn, Storm Stone
Drop: Storm Stone, Pebble
Location: Barheim Passage

Tallow

Lv. 17
HP: 1317
Weak: Water
Exp: 168 - 170
LP: 1
Steal: Fire Stone
Drop: Green Liquid
Location: Tomb of Raithwall

Thunderbugs

Lv. 24 - 25
HP: 2193 - 2303
Weak: Ice
Exp: 208 - 230
LP: 1
Steal: Storm Magicite
Drop: Iron Scraps
Location: Henne Mines

Tiny Battery

Lv. 6 - 7
HP: 120
Weak: Ice
Exp: 19
LP: 1
Steal: Pebble
Drop: 
Location: Barheim Passage

Tiny Mimic

Lv. 7 - 8
HP: 211 - 217
Weak: Wind
Exp: 13 - 14
LP: 1
Steal: 1 gil, Earth Stone
Drop: Earth Stone, Iron Scraps, Potion
Location: Barheim Passage

Treant

Lv. 23
HP: 4764
Weak: Wind
Exp: 272
LP: 2
Steal: Earth Magicite
Drop: Earth Magicite, Lumber
Location: Golmore Jungle

Twintania

Lv. 27 - 28
HP: 4917 - 5257
Weak: Thunder
Exp: 725
LP: 2
Steal: 
Drop: Wyrm Carapace
Location: Paramina Rift

Tyranorox

Lv. 27
HP: 4190
Weak: Wind
Exp: 443 - 475
LP: 2
Steal: Earth Magacite
Drop: Earth Magacite
Location: Henne Mines

Urutan-Yensa

Lv. 13 - 14
HP: 710 - 718
Weak: Wind
Exp: 86 - 96
LP: 1
Steal: 29 gil, Echo Herbs, Pebble, Potion, Yensa Fin
Drop: 23 gil, 26 gil, 27 gil, Earth Stone, Potion, Teleport Stone
Location: Ogir-Yensa Sandsea, Nam-Yensa Sandsea

Urstrix

Lv. 4
HP: 190
Weak: Wind
Exp: 12 - 13
LP: 1
Steal: Large Feather, Earth Stone
Drop: Large Feather, Earth Stone, Potion
Location: Giza Plains

Vampyr

Lv. 43 - 44
HP: 5795 - 5915
Weak: Light
Exp: 485 - 542
LP: 1
Steal: Dark Crystal
Drop: Dark Crystal, Spiral Incisor
Location: Lhusu Mines

Viper

Lv. 20
HP: 1138
Weak: Light
Exp: 306 - 307
LP: 1
Steal: Alarm Clock
Drop: Dark Magacite, Quality Hide, Tanned Hide
Location: Ozmone Plain

Vulture

Lv. 31
HP: 4090
Weak: Earth
Exp: 650 - 712
LP: 2
Steal: Bundle of Feathers, Red Fang, Wind Magicite
Drop: Giant Feather, Wind Magicite
Location: Mosphoran Highwaste

Wary Wolf (rare game)

Lv. 34
HP: 14227
Weak: Earth
Exp: 847
LP: 8
Steal: Prime Pelt
Drop: Wolf Pelt
Location: Mosphoran Highwaste / Summit Path

Wendigo

Lv. 38
HP: 5878
Weak: Thunder
Exp: 830
LP: 1
Steal: Forbidden Flesh, Ice Magicite
Drop: Ice Magicite
Location: Sochen Cave Palace

White Wolf

Lv. 24 - 25
HP: 1498 - 1608
Weak: Thunder
Exp: 223 - 246
LP: 1
Steal: Crossbow, Ice Stone
Drop: Phoenix Down, Ice Magicite, Pebble, Quality Pelt, Tanned Hide
Location: Paramina Rift

Wild Onion

Lv. 27
HP: 1736
Weak: Earth
Exp: 226
LP: 1
Steal: Phoenix Down, Wind Magicite
Drop: Succulent Fruit
Location: Paramina Rift

Wild Saurian

Lv. 30
HP: 6111
Weak: Wind
Exp:
LP:
Steal:
Drop:
Location: Dalmasca Estersand

Wildsnake

Lv. 3
HP: 210
Weak: Earth
Exp:
LP: 1
Steal:
Drop: Snake Skin
Location: Giza Plains

Wolf

Lv. 1 - 7
HP: 94 - 135
Weak: Earth
Exp: 2 - 6
LP: 1
Steal: Wind Stone, Wolf Pelt
Drop: Antidote, Wind Stone, Wolf Pelt
Location: Dalmasca Estersand

Worgen

Lv. 29 - 31
HP: 2011 - 2231
Weak: Water
Exp: 214 - 376
LP: 1
Steal: Fire Magicite, Hi-Potion, Steel Poleyns
Drop: Fire Magicite, Smelling Salts, Throat Wolf Blood
Location: Mosphoran Highwaste

Wooly Gator

Lv. 21
HP: 2233
Weak: Earth
Exp: 377
LP: 1
Steal: Braid Wool
Drop: Braid Wool
Location: Giza Plains (The Raining)

Wu

Lv. 21
HP: 1709
Weak: Wind
Exp: 203
LP: 1
Steal: 10 gil
Drop: Earth Magicite, Large Feather, Eye Drops
Location: Ozmone Plain

Wyrdhare

Lv. 33 - 34
HP: 2739 - 2849
Weak: Fire
Exp: 285 - 316
LP: 1
Steal: Aries Gem, Echo Herbs, Water Magicite
Drop: 
Location: The Salikawood

Yensa

Lv. 15
HP: 1010
Weak: Wind
Exp: 112 - 113
LP: 1
Steal: Yensa Scale
Drop: Earth Stone, Gold Needle
Location: Nam-Yensa Sandsea

Yeti

Lv. 29
HP: 4477
Weak: Thunder
Exp: 465 - 620
LP: 2
Steal: Tanned Giantskin
Drop: Teleport Stone
Location: Paramina Rift

Zaghnal

Lv. 24
HP: 3179
Weak: Wind
Exp: 300 - 301
LP: 2
Steal: Earth Magicite
Drop: Earth Magicite, Quality Hide
Location: Ozmone Plain

Zombie

Lv. 7 / 16 / 27 - 28
HP: 277 / 784 / 2254 - 2260
Weak: Light
Exp: 30 - 42 / 103 - 104 / 1
LP: 1 / 0
Steal: Alarm Clock, Foul Flesh, Dark Stone / Dark Magicite, 2 gil, 50 gil
Drop: Dark Stone, Teleport Stone / Dark Stone, Foul Flesh 
Location: Barheim Passage, Tomb of Raithwall, Stilshrine of Miriam

Zombie Knight

Lv. 36 - 38
HP: 3693 - 4053
Weak: Light
Exp: 475 - 582
LP: 1
Steal: 80 gil, Maggoty Flesh, Vanishga Mote
Drop: Dark Magicite, Maggoty Flesh
Location: Sochen Cave Palace

Zombie Mage

Lv. 16
HP: 960
Weak: Light
Exp: 103 - 105
LP: 1
Steal: Dark Stone
Drop:
Location: Tomb of Raithwall

Zombie Warrior

Lv. 27 - 29
HP: 1878 - 1998
Weak: Light
Exp: 297 - 359
LP: 1
Steal: 16 gil, Dark Magicite, Blue Fang, Handkerchief, Red Fang
Drop: Dark Magicite, Festering Flesh
Location: Stilshrine of Miriam

Zu

Lv. 22
HP: 1896
Weak: Earth
Exp: 
LP: 1
Steal: Wind Magicite
Drop:
Location: Ozmone Plain


-- Store List

Rabanastre

-- Migelo's Sundries

Items

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
AFTER RETRIEVING SUNSTONE
Phoenix Down  None       250
AFTER FIGHTING MIMIC QUEEN
Echo Herbs    None        50
Gold Needle   None       100

Ammunition

Name           Element     AP    Price
Onion Arrows   None        1      100

-- Batahn's Technicks

Name      Price
Steal      1600
Libra       500
AFTER RETRIEVING SUNSTONE
First Aid   700
AFTER FIGHTING MIMIC QUEEN
Poach      7000
Charge     1700
AFTER VISITING BHUJERBA
Horology   2000
???????????????????????
Souleater  6400
Traveler   6700
Numerology 2049
AFTER ESCAPING SHIVA
Shear      3600
Achilles   8800
???????????????????????
Gil Toss   2000
Charm      5000
Sight      6800
Unseeing
Infuse     2000
Addle      3500
Bone        700
crusher


-- Yugri's Magicks

Name        MP Cost    Element      Price
Cure           8        None         200
Fire           8        Fire         200
Thunder        8       Thunder       200
Blizzard       8        Ice          200
AFTER RETRIEVING SUNSTONE
Blinda         8        None         200
Poisona        8        None         200
Slow           8        None         200
Blind         10        None         200
Protect        8        None         200
AFTER FIGHTING MIMIC QUEEN
Immobilize    16        None         600
Disable       16        None         600
Poison        10        None         500
Shell          8        None         300
Silence        8        None         400
Dark          10        None         500
AFTER LHUSU MINES TASK
Stona         12        None         800
Water         12        Water        800
Break         14        None         900
Reflect       12        None         800
AFTER VISITING OGIR-YENSA
Raise         22        None        1900
Cura          32        None        1500
Sleep         10        None         700
Oil            8        None         600
Warp          18        None        1700
Bleed         12        None        1100
Berserk       10        None        1000
AFTER ESCAPING SHIVA
Regen         16        None        1900
Esuna         24        None        2800
Confuse       10        None        1400
Gravity       20        None        2800
?????????????
Curaga        28        None        3200
Dispel        16        None        4500
Fira          18        Fire        3000
Thundara      18       Thunder      3000
Blizzara      18        Ice         3000
Bio           24        None        4900
Float         20        None        2800
Haste         20        None        3400
Countdown      8        None        3100
Stop          20        None        3700
Toxify        26        None        4100
Decoy         10        None        2500
Drain         18        None        3200
AFTER FIGHT WITH JUDGE BERGAN
Vanish        24        None        4900
Death         30        None        5200
Vanishga      60        None        8700

-- Panamis's Protectives

Armor

Name            Defense  Element  M Resist  Price
Leather Cap          0      None       4       100
Leather Clothing     4      None       0       100
Cotton Cap           0      None       4       100
Cotton Shirt         4      None       0       100
AFTER RETRIEVING SUNSTONE
Headgear             0      None       5       200
Chromed Leathers     5      None       0       200
Magic Curch          0      None       5       200
Light Woven Shirt    5      None       0       200
Leather Helm         0      None       5       500
Leather Armor        6      None       0       500
AFTER FIGHTING MIMIC QUEEN
Headgear             0      None       5       200
Chromed Leathers     5      None       0       200
Magic Curch          0      None       5       200
Light Woven Shirt    5      None       0       200
Leather Helm         0      None       5       500
Leather Armor        6      None       0       500
Headguard            0      None       6       300
Leather Breastplate  6      None       0       300
Pointy Hat           0      None       6       300
Silken Shirt         6      None       0       300
Bronze Helmet        0      None       6       700
Bronze Armor         7      None       0       700
Leather Headgear     0      None       8       500
Bronze Chestplate    8      None       0       500
Topkapi Hat          0      None       8       500
Kilimweave Shirt     8      None       0       500
Sallet               0      None       7      1000
Scale Armor          9      None       0      1000
AFTER DREADNOUGHT
Horned Hat           0      None      10       700
Ringmail            10      None       0       700
Calot Hat            0      None      10       700
Shepherd's Bolero   10      None       0       700
AFTER VISITING OGIR-YENSA?
Iron Helm            0      None       9      1400
Iron Armor          11      None       0      1400
Balaclava            0      None      12      1000
Windbreaker         12    Half Wind    0      1000
                           Damage
Wizard's Hat         0      None      12      1000
Wizard's Robes      12      None       0      1000
Barbut               0      None      11      1900
Linen Cuirass       13      None       0      1900
AFTER VISITING TOMB OF RAITHWALL?
Soldier's Cap        0      None      14      1400
Heavy Coat          14      None       0      1400
Lambent Hat          0      None      15      1400
Chanter's Djellaba  14      None       0      1400
Winged Helmet        0      None      13      2500
Chainmail           16      None       0      2500
Green Beret          0      None      16      1900
Survival Vest       16      None       0      1900
Feathered Cap        0      None      18      1900
Traveler's Vestment 16      None       0      1900
Golden Helmet        0      None      15      3200
Golden Armor        20      None       0      3200
?????????????
Red Cap              0      None      18      2500
Brigandine          18      None       0      2500
Mage's Hat           0      None      21      2500
Mage's Habit        18      None       0      2500
Burgonet             0      None      17      4000
Shielded Armor      24    Protect      0      4000
Headband             0      None      20      3200
Jujitsu Gi          20      None       0      3200
Lamia's Tear         0      None      25      3200
Enchanter's Habit   21      None       0      3200
AFTER FIGHT WITH JUDGE BERGAN
Pirate Hat           0      None      23      4000
Viking Coat         23  Immune Water   0      4000
Sorcerer's Hat       0      None      29      4000
Sorcerer's Habit    24      None       0      4000
Close Helmet         0      None      19      4900
Demon Mail          29      None       0      4900
Goggle Mask          0  Immune Blind  26      4900
Metal Jerkin        26      None       0      4900
Black Cowl           0      None      35      4900
Black Garb          27      None       0      4900
Bone Helm            0   Half Dark    22      5900
                         Weak Light
Bone Mail           34   Half Dark     0      5900
                         Weak Light

Shields

Name             Element  Evade  M Evade  Price
Escutcheon        None     6       0      300
AFTER FIGHTING MIMIC QUEEN
Leather Shield    None     8       0      600
Buckler           None    10       0     1000
AFTER VISITING OGIR-YENSA?
Bronze Shield     None    12       0     1200
Round Shield      None    14       0     1600
AFTER ESCAPING SHIVA
Golden Shield     None    16       0     2100
?????????????
Ice Shield      Half Ice  16       0     2500
AFTER FIGHT WITH JUDGE BERGAN
Flame Shield    Half Fire 16       0     3200
Diamond Shield    None    18       0     3900


-- Amal's Weaponry

Name         AP  Element     Type     Extra Effect    Price
Broadsword   15   None    Sword (1H)      N/A          400
Dagger       14   None   Dagger (1H)      N/A          200
AFTER FIGHTING MIMIC QUEEN
Shortbow     17   None      Bow (2H)      N/A          500
Altair        6   None      Gun (2H)      N/A          500
Longsword    19   None    Sword (1H)      N/A          700
Mage Masher  19   None   Dagger (1H)    Silence        700
Silver Bow   22   None      Bow (2H)      N/A         1000
Iron Sword   24   None    Sword (1H)      N/A         1200
Oak Staff    18   None    Staff (2H)      N/A          400
Javelin      30   None    Spear (2H)      N/A         1400
Assassin's
Dagger       25   None   Dagger (1H)      KO          1400
Capella      10   None      Gun (2H)      N/A         1400
Oaken Pole   27   None     Pole (2H)      N/A         1300
AFTER VISITING BHUJERBA
Aevis Killer 27   None      Bow (1H)      N/A         1500
Zwill Blade  29   None    Sword (1H)      N/A         1700
Cherry Staff 24   None    Staff (1H)      N/A          800
AFTER VISITING OGIR-YENSA?
Killer Bow   33   None      Bow (1H)      N/A         2000
Spear        36   None    Spear (2H)      N/A         2200
Handaxe      47   None      Axe (1H)      N/A         2200
Chopper      31   None   Dagger (1H)      Sap         2200
Cypress Pole 33   Earth    Pole (2H)      N/A         2000
Mace         24   None     Mace (1H)      N/A         1800
Ancient Sword35   None    Sword (1H)    Petrify       2400
Vega         14   None      Gun (2H)      N/A         2400
AFTER ESCAPING SHIVA
Longbow      39   None      Bow (1H)      N/A         3000
Wizard's     30   None    Staff (2H)      N/A         1500
Staff
Rod          30   None      Rod (2H)      N/A         1500
Iron Hammer  53   None   Hammer (1H)      N/A         3300
Bronze Mace  30   None     Mace (1H)      N/A         3000
Blood Sword  41   None    Sword (1H)      Sap         5000
Partisan     42   None    Spear (2H)      N/A         3500
Main Gauche  38   None   Dagger (1H)      N/A         3500
Battle       39   None     Pole (2H)      N/A         3200
Bamboo
Kotetsu      50   None   Katana (2H)      N/A         3800
Bowgun       40   None Crossbow (2H)      N/A         3800
Sirius       18   None      Gun (2H)      N/A         4000
Elfin Bow    45   None      Bow (2H)      N/A         4200
???????????
Broadaxe     59   None      Axe (1H)      N/A         4200
Serpent Rod  34   Ice       Rod (2H)      N/A         2100
Lohengrin    47   None    Sword (1H)      N/A         4500
Heavy Lance  48   None    Sword (1H)      Slow        4800
Osafune      54   None   Katana (2H)      N/A         4800
Gladius      45   Wind   Dagger (1H)      N/A         4800
Musk Stick   45   None     Pole (2H)      N/A         4300
Gilt Measure  5   None  Measure (1H)    Protect       4000
Bhuj         36   None     Mace (1H)      N/A         4100
Flame Staff  33   None    Staff (2H)      N/A         2400
Storm Staff  33   None    Staff (2H)      N/A         2400
Glacial Staff33   None    Staff (2H)      N/A         2400
Flametounge  53   Fire    Sword (1H)      N/A         5200
Loxley Bow   51   None      Bow (2H)      N/A         5200
War Hammer   65   None   Hammer (1H)      N/A         5200
Crossbow     46   None Crossbow (2H)      N/A         5200
Healing Rod  13   None      Rod (2H)     Regen        3000
Betelgeuse   22   None      Gun (2H)      N/A         5400
Kogarasumaru 22   None   Katana (2H)      N/A         5600
Ashura       51   Dark N. Sword (2H)      N/A         5600
Miter        42   Water    Mace (1H)      N/A         5000
Storm Spear  54  Thunder  Spear (2H)      N/A         5800
Iron Pole    51   None     Pole (2H)     Slow         5300
Hornito      50   None   H-Bomb (2H)      N/A         5800
Arc Scale    10   None  Measure (1H)     Shell        5500
AFTER FIGHT WITH JUDGE BERGAN
Demonsbane   59   None    Sword (1H)      N/A         6000
Giant Stone  57   None      Bow (2H)      N/A         6000
bow
Slasher      71   None      Axe (1H)      N/A         6000
Avenger      52   None   Dagger (1H)    Berserk       6000
Magoroku     62   None   Katana (2H)      N/A         6600
Paramina     52   None Crossbow (2H)      N/A         6600
Crossbow
Gaia Rod     38   Earth     Rod (2H)      N/A         3300
Icebrand     65    Ice    Sword (1H)      N/A         7000
Ras Algethi  26   None      Gun (2H)      N/A         7000
Sakura-      56   Dark N. Sword (2H)      N/A         7000
saezuri
Golden Staff 38   None    Staff (2H)      N/A         3500

-- Yamoora's Gambits, Bashketi's Gambits

Name                                       Price
IN NALBINA DUNGEON
Ally: HP < 50%                               50
Ally: HP < 30%                               50
AFTER FIGHTING MIMIC QUEEN
Ally: any                                    50
Ally: party leader                           50
Ally: HP < 80%                               50
Ally: HP < 70%                               50
Ally: HP < 60%                               50
Ally: HP < 40%                               50
Ally: HP < 20%                               50
Ally: MP < 80%                               50
Ally: MP < 70%                               50
Ally: MP < 60%                               50
Ally: MP < 50%                               50
Ally: MP < 40%                               50
Ally: MP < 30%                               50
Ally: MP < 20%                               50
Ally: status = Sleep                         50
Ally: status = Confuse                       50
Ally: status = HP Critical                   50
Foe: any                                     50
Foe: targeting leader                       100
Foe: targeting self                         100
Foe: targeting ally                         100
Foe: HP = 100%                               50
Foe: HP >= 70%                               50
Foe: HP >= 50%                               50
Foe: HP >= 30%                               50
Foe: status = Sleep                          50
Foe: status = Oil                            50
Foe: status = Disable                        50
Foe: status = Immobilize                     50
Foe: status = Reflect                        50
Foe: status = HP Critical                    50
Foe: flying                                 100
Self                                         50
????????????????????
Ally: HP < 100%                              50
Ally: HP < 90%                               50
Ally: HP < 10%                               50
Ally: MP < 100%                              50
Ally: MP < 90%                               50
Ally: MP < 10%                               50
Ally: status = Stop                          50
Ally: status = Reverse                       50
Ally: status = Slow                          50
Ally: status = Lure                          50
Ally: status = Reflect                       50
Ally: status = Berserk                       50
Ally: item AMT >= 10                        100
Foe: furthest                                50
Foe: nearest                                 50
Foe: HP >= 1,000                             50
Foe: HP >= 500                               50
Foe: HP < 1,000                              50
Foe: HP < 500                                50
Foe: status = Blind                          50
Foe: status = Silence                        50
Foe: status = Reverse                        50
Foe: undead                                 100
Foe: character HP = 100%                    100
Foe: item AMT >= 10                         100
AFTER FIGHT WITH JUDGE BERGAN
Ally: lowest HP                              50
Ally: strongest weapon                       50
Ally: lowest defense                         50
Ally: lowest magick resist                   50
Foe: highest HP                              50
Foe: lowest HP                               50
Foe: highest max HP                          50
Foe: lowest max HP                           50
Foe: highest MP                              50
Foe: lowest MP                               50
Foe: highest max MP                          50
Foe: lowest max MP                           50
Foe: highest level                           50
Foe: lowest level                            50
Foe: highest strength                        50
Foe: lowest strength                         50
Foe: highest magick power                    50
Foe: lowest magick power                     50
Foe: highest speed                           50
Foe: lowest speed                            50
Foe: highest defense                         50
Foe: highest magick resist                   50
Foe: HP >= 3,000                             50
Foe: HP >= 2,000                             50
Foe: HP < 3,000                              50
Foe: HP < 2,000                              50
Foe: status = Protect                        50
Foe: status = Shell                          50
Foe: status = Haste                          50
Foe: status = Bravery                        50
Foe: status = Faith                          50
Foe: character status = Blind               100
Foe: character status = Silence             100
Foe: character status = HP Critical         100
Foe: character MP >= 90%                    100
Foe: character MP >= 70%                    100
Foe: character MP >= 50%                    100
Foe: character MP >= 30%                    100
Foe: character MP >= 10%                    100
Foe: character MP < 90%                     100
Foe: character MP < 70%                     100
Foe: character MP < 50%                     100
Foe: character MP < 30%                     100
Foe: character MP < 10%                     100
Foe: character HP >= 90%                    100
Foe: character HP >= 70%                    100
Foe: character HP >= 50%                    100
Foe: character HP >= 30%                    100
Foe: character HP >= 10%                    100
Foe: character HP < 90%                     100
Foe: character HP < 70%                     100
Foe: character HP < 50%                     100
Foe: character HP < 30%                     100
Foe: character HP < 10%                     100



-- Nomad Village

Weapons
Name         AP  Element     Type       Price
Broadsword   15   None    Sword (1H)     400
Dagger       14   None   Dagger (1H)     200

Accessories
Name             Effect
Orrachea Armlet  Slightly raises max HP.
Bangle           Equip: Libra

-- South Bank Village - Dalmasca Estersand (Unlucky Merchant)

Items

Name            Price
Potion            70
Antidote          50
Eye Drops         50
Phoenix Down     250
Echo Herbs        50

Accessories

Name             Effect                                           Price
Bangle           Equip: Libra                                      500
Steel Gorget     Raises strength when HP Critical.                1500
Armguard         Reduces physical damage taken when HP Critical.   800
Tourmaline Ring  Immune: Poison                                    300
Gauntlets        Improves chance to block with a shield.          1200
Battle Harness   When attacked, automatically counter with        1000
                 weapon in hand.

Barheim Passage

-- Burrogh

Weapons
Name         AP  Element     Type     Extra Effect    Price
Broadsword   15   None    Sword (1H)      N/A          400
Dagger       14   None   Dagger (1H)      N/A          200
Shortbow     17   None      Bow (2H)      N/A          500
Altair        6   None      Gun (2H)      N/A          500
Longsword    19   None    Sword (1H)      N/A          700
Mage Masher  19   None   Dagger (1H)    Silence        700

Armor
Name              Defense  Element  M Resist  Price
Headgear             0      None       5       200
Chromed Leathers     5      None       0       200
Magic Curch          0      None       5       200
Light Woven Shirt    5      None       0       200
Leather Helm         0      None       5       500
Leather Armor        6      None       0       500
Headguard            0      None       6       300
Leather Breastplate  6      None       0       300
Pointy Hat           0      None       6       300
Silken Shirt         6      None       0       300
Bronze Helmet        0      None       6       700
Bronze Armor         7      None       0       700

Accessories

Name             Effect                              Price
Bangle           Equip: Libra                         500
Steel Gorget     Raises strength when                1500
                 HP Critical.
Armguard         Reduces physical damage              800
                 taken when HP Critical.

Shields
                  Element  Evade  M Evade  Price
Escutcheon         None      6       0      300
Leather Shield     None      8       0      600

Items

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
Phoenix Down  None       250

Magicks

Name        MP Cost    Element      Price
Thunder        8       Thunder       200
Blizzard       8        Ice          200
Blinda         8        None         200
Poisona        8        None         200
Slow           8        None         200
Blind         10        None         200
Protect        8        None         200

Gambits

Name                 Price
Ally: HP < 50%        50
Ally: HP < 30%        50

Bhujerba

-- Rithil's Protectives

Name              Defense  Element  M Resist  Price
Leather Headgear     0      None       8       500
Bronze Chestplate    8      None       0       500
Topkapi Hat          0      None       8       500
Kilimweave Shirt     8      None       0       500
Sallet               0      None       7      1000
Scale Armor          9      None       0      1000
Headguard            0      None       6       300
Leather Breastplate  6      None       0       300
Pointy Hat           0      None       6       300
Silken Shirt         6      None       0       300
Bronze Helmet        0      None       6       700
Bronze Armor         7      None       0       700
AFTER DREADNOUGHT
Horned Hat           0      None      10       700
Ringmail            10      None       0       700
Calot Hat            0      None      10       700
Shepherd's Bolero   10      None       0       700

Shields
                  Element  Evade  M Evade  Price
Buckler            None     10       0     1000
Leather Shield     None      8       0      600

-- Targe's Arms

Name         AP  Element     Type     Extra Effect    Price
Iron Sword   24   None    Sword (1H)      N/A         1200
Oak Staff    18   None    Staff (2H)      N/A          400
Javelin      30   None    Spear (2H)      N/A         1400
Assassin's
Dagger       25   None   Dagger (1H)      KO          1400
Capella      10   None      Gun (2H)      N/A         1400
Oaken Pole   27   None     Pole (2H)      N/A         1300
Broadsword   15   None    Sword (1H)      N/A          400
Dagger       14   None   Dagger (1H)      N/A          200
Shortbow     17   None      Bow (2H)      N/A          500
Altair        6   None      Gun (2H)      N/A          500
Longsword    19   None    Sword (1H)      N/A          700
Mage Masher  19   None   Dagger (1H)    Silence        700
Silver Bow   22   None      Bow (2H)      N/A         1000
AFTER LHUSU MINES TASK
Aevis Killer 27   None      Bow (1H)      N/A         1500
Zwill Blade  29   None    Sword (1H)      N/A         1700
Cherry Staff 24   None    Staff (1H)      N/A          800

-- Mait's Magicks

Name        MP Cost    Element      Price
Vox            8        None         300
Immobilize    16        None         600
Disable       16        None         600
Blind         10        None         200
Protect        8        None         200
Poison        10        None         500
Shell          8        None         300
Silence        8        None         400
Dark          10        Dark         500
AFTER LHUSU MINES TASK
Stona         12        None         800
Water         12        Water        800
Break         14        None         900
Reflect       12        None         800

-- Clio's Technicks

Name       Price
Poach      7000
Charge     1700
Horology   2000

Tetran (Dreadnought Leviathan) & Desert Merchant (Dalmasca Westersand)

Weapons

Name         AP  Element     Type     Extra Effect    Price
Iron Sword   24   None    Sword (1H)      N/A         1200
Oak Staff    18   None    Staff (2H)      N/A          400
Javelin      30   None    Spear (2H)      N/A         1400
Assassin's
Dagger       25   None   Dagger (1H)      KO          1400
Capella      10   None      Gun (2H)      N/A         1400
Oaken Pole   27   None     Pole (2H)      N/A         1300
Aevis Killer 27   None      Bow (1H)      N/A         1500
Zwill Blade  29   None    Sword (1H)      N/A         1700
Cherry Staff 24   None    Staff (1H)      N/A          800
Broadsword   15   None    Sword (1H)      N/A          400
Dagger       14   None   Dagger (1H)      N/A          200
Shortbow     17   None      Bow (2H)      N/A          500
Altair        6   None      Gun (2H)      N/A          500
Longsword    19   None    Sword (1H)      N/A          700
Mage Masher  19   None   Dagger (1H)    Silence        700
Silver Bow   22   None      Bow (2H)      N/A         1000

Armor

Name              Defense  Element  M Resist  Price
Leather Headgear     0      None       8       500
Bronze Chestplate    8      None       0       500
Topkapi Hat          0      None       8       500
Kilimweave Shirt     8      None       0       500
Sallet               0      None       7      1000
Scale Armor          9      None       0      1000
Horned Hat           0      None      10       700
Ringmail            10      None       0       700
Calot Hat            0      None      10       700
Shepherd's Bolero   10      None       0       700
Headguard            0      None       6       300
Leather Breastplate  6      None       0       300
Pointy Hat           0      None       6       300
Silken Shirt         6      None       0       300
Bronze Helmet        0      None       6       700
Bronze Armor         7      None       0       700

Shields
                  Element  Evade  M Evade  Price
Buckler            None     10       0     1000
Leather Shield     None      8       0      600

Accessories

Name             Effect                              Price
Steel Gorget     Raises strength when                1500
                 HP Critical.
Armguard         Reduces physical damage              800
                 taken when HP Critical.
Tourmaline Ring  Immune: Poison                       300
Gauntlets        Improves chance to block            1200
                 with shield.
Battle Harness   When attacked, automatically        1000
                 counter with weapon in hand.
Leather Gorget   Raises magick power when HP         1500
                 Critical.
DESERT MERCHANT ONLY
Rose Corasage    Immune: Silence                      800

Items

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
Phoenix Down  None       250
Echo Herbs    None        50
Gold Needle   None       100
Alarm Clock   None        50
Handkerchief  None        50

Magicks

Name        MP Cost    Element      Price
Vox            8        None         300
Stona         12        None         800
Water         12        Water        800
Immobilize    16        None         600
Disable       16        None         600
Break         14        None         900
Reflect       12        None         800
Blind         10        None         200
Protect        8        None         200
Poison        10        None         500
Shell          8        None         300
Silence        8        None         400
Dark          10        Dark         500

Gambits

same

Ogir-Yensa Merchant

Magicks

Name        MP Cost    Element      Price
Raise         22        None        1900
Cura          32        None        1500
Vox            8        None         300
Stona         12        None         800
Water         12        Water        800
Immobilize    16        None         600
Disable       16        None         600
Break         14        None         900
Reflect       12        None         800
Blind         10        None         200
Protect        8        None         200
Poison        10        None         500
Shell          8        None         300
Sleep         10        None         700
Oil            8        None         600
Silence        8        None         400
Dark          10        Dark         500
THIRD MEETING
Aero          16        Wind        1200
Balance       18        None        1500

Accessories

Name             Effect                    Cost
Leather Gorget   Raises magick power when  1500
                 HP Critical.
Rose Corsage     Immune: Silence           800
Amber Armlet     Increases physical damage 6600
                 Dealt while empty-handed
Sash             Immune: Slow              500
THIRD MEETING
Argyle Armlet    Immune: Blind             600
Blazer Gloves    Raises strength when     3200
                 Character has full HP

Items

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
Phoenix Down  None       250
Echo Herbs    None        50
Gold Needle   None       100
Alarm Clock   None        50
Handkerchief  None        50
SECOND MEETING
Hi-Potion     None       210
THIRD MEETING
Bacchus's     None       120
Wine

Weapons (Second Meeting Only!)

Name         AP  Element     Type     Extra Effect    Price
Capella      10   None      Gun (2H)      N/A         1400
Aevis Killer 27   None      Bow (1H)      N/A         1500
THIRD MEETING
Zwill Blade  29   None    Sword (1H)      N/A         1700
Cherry Staff 24   None    Staff (1H)      N/A          800
Killer Bow   33   None      Bow (1H)      N/A         2000
Spear        36   None    Spear (2H)      N/A         2200
Handaxe      47   None      Axe (1H)      N/A         2200
Chopper      31   None   Dagger (1H)      Sap         2200
Cypress Pole 33   Earth    Pole (2H)      N/A         2000
Mace         24   None     Mace (1H)      N/A         1800
Ancient Sword35   None    Sword (1H)    Petrify       2400
Vega         14   None      Gun (2H)      N/A         2400
Longbow      39   None      Bow (1H)      N/A         3000
Wizard's     30   None    Staff (2H)      N/A         1500
Staff
Rod          30   None      Rod (2H)      N/A         1500
Iron Hammer  53   None   Hammer (1H)      N/A         3300
Bronze Mace  30   None     Mace (1H)      N/A         3000

Ammunition (Second Meeting Only!)

Name          AP   Element Price
Onion Arrows   1    None    100
Onion Bolts    1    None    100
Onion Shot     1    None    100
Onion Bombs    1    None    100

Armor (Third Meeting Only!)

Name              Defense  Element  M Resist  Price
Horned Hat           0      None      10       700
Ringmail            10      None       0       700
Calot Hat            0      None      10       700
Shepherd's Bolero   10      None       0       700
Iron Helm            0      None       9      1400
Iron Armor          11      None       0      1400
Balaclava            0      None      12      1000
Windbreaker         12    Half Wind    0      1000
                           Damage
Wizard's Hat         0      None      12      1000    
Wizard's Robes      12      None       0      1000
Barbut               0      None      11      1900
Linen Cuirass       13      None       0      1900
Soldier's Cap        0      None      14      1400
Heavy Coat          14      None       0      1400
Lambent Hat          0      None      15      1400
Chanter's Djellaba  14      None       0      1400

Shields (Third Meeting Only!)

Name             Element  Evade  M Evade  Price
Bronze Shield     None    12       0     1200
Round Shield      None    14       0     1600

Garif Trader

Weapons

Name         AP  Element     Type     Extra Effect    Price
Partisan     42   None    Spear (2H)      N/A         3500
Main Gauche  38   None   Dagger (1H)      N/A         3500
Battle       39   None     Pole (2H)      N/A         3200
Bamboo
Kotetsu      50   None   Katana (2H)      N/A         3800
Bowgun       40   None Crossbow (2H)      N/A         3800
Sirius       18   None      Gun (2H)      N/A         4000
Elfin Bow    45   None      Bow (2H)      N/A         4200
Broadaxe     59   None      Axe (1H)      N/A         4200
Serpent Rod  34   Ice       Rod (2H)      N/A         2100
Lohengrin    47   None    Sword (1H)      N/A         4500
Heavy Lance  48   None    Sword (1H)      Slow        4800
Osafune      54   None   Katana (2H)      N/A         4800
Gladius      45   Wind   Dagger (1H)      N/A         4800
Musk Stick   45   None     Pole (2H)      N/A         4300
Gilt Measure  5   None  Measure (1H)    Protect       4000
Bhuj         36   None     Mace (1H)      N/A         4100
Flame Staff  33   None    Staff (2H)      N/A         2400
Storm Staff  33   None    Staff (2H)      N/A         2400
Glacial Staff33   None    Staff (2H)      N/A         2400

Armor

Name              Defense  Element  M Resist  Price
Soldier's Cap        0      None      14      1400
Heavy Coat          14      None       0      1400
Lambent Hat          0      None      15      1400
Chanter's Djellaba  14      None       0      1400
Winged Helmet        0      None      13      2500
Chainmail           16      None       0      2500
Green Beret          0      None      16      1900
Survival Vest       16      None       0      1900
Feathered Cap        0      None      18      1900
Traveler's Vestment 16      None       0      1900
Golden Helmet        0      None      15      3200
Golden Armor        20      None       0      3200
Red Cap              0      None      18      2500
Brigandine          18      None       0      2500

Name             Element  Evade  M Evade  Price
Golden Shield     None     16       0     2100

Ammunition

Name          AP   Element Price
Onion Arrows   1    None    100
Onion Bolts    1    None    100
Onion Shot     1    None    100
Onion Bombs    1    None    100

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
Phoenix Down  None       250
Echo Herbs    None        50
Gold Needle   None       100
Alarm Clock   None        50
Handkerchief  None        50
Hi-Potion     None       210
Bacchus's     None       120
Wine
Smelling      None        50
Salts

Technicks

Name       Price
Shear      3600
Achilles   8800
Gil Toss   2000
Charm      5000

Tetran (Eruyt Village)

Items

Accessories

Name             Effect                    Cost
Amber Armlet     Increases physical damage 6600
                 Dealt while empty-handed
Sash             Immune: Slow               500
THIRD MEETING
Argyle Armlet    Immune: Blind              600
Blazer Gloves    Raises strength when      3200
                 Character has full HP
Jade Collar      Improves chance of        3300
                 Avoiding attacks.
Jackboots        Immune: Immobilize         600
Black Belt       Immune: Disable            600
Magick Gloves    Increases magick power    3200
                 when HP is full.
AFTER HENNE MINES
Golden Amulet    Doubles license points    4500
                 earned.

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
Phoenix Down  None       250
Echo Herbs    None        50
Gold Needle   None       100
Alarm Clock   None        50
Handkerchief  None        50
Hi-Potion     None       210
Bacchus's     None       120
Wine
Smelling      None        50
Salts

Magicks

Name        MP Cost    Element      Price
Raise         22        None        1900
Cura          32        None        1500
Warp          18        None        1700
Bleed         12        None        1100
Berserk       10        None        1000
Aero          16        Wind        1200
Balance       18        None        1500
Confuse       10        None        1400
Regen         16        None        1900
Esuna         24        None        2800
Gravity       20        None        2800
Float         20        None        2800
Decoy         10        None        2500
Drain         18        None        3200
Curaga        28        None        3200
HENNE MINES COMPLETED
Fira          18        Fire        3000
Thundara      18       Thunder      3000
Blizzara      18        Ice         3000
Haste         20        None        3400
Toxify        26        None        4100
Countdown      8        None        3100

Mount Bur-Omisace (Traveling Merchant)

Weapons

Name         AP  Element     Type     Extra Effect    Price
Serpent Rod  34   Ice       Rod (2H)      N/A         2100
Lohengrin    47   None    Sword (1H)      N/A         4500
Heavy Lance  48   None    Sword (1H)      Slow        4800
Osafune      54   None   Katana (2H)      N/A         4800
Gladius      45   Wind   Dagger (1H)      N/A         4800
Musk Stick   45   None     Pole (2H)      N/A         4300
Gilt Measure  5   None  Measure (1H)    Protect       4000
Bhuj         36   None     Mace (1H)      N/A         4100
Flame Staff  33   None    Staff (2H)      N/A         2400
Storm Staff  33   None    Staff (2H)      N/A         2400
Glacial Staff33   None    Staff (2H)      N/A         2400
Flametounge  53   Fire    Sword (1H)      N/A         5200
Loxley Bow   51   None      Bow (2H)      N/A         5200
War Hammer   65   None   Hammer (1H)      N/A         5200
Crossbow     46   None Crossbow (2H)      N/A         5200
Healing Rod  13   None      Rod (2H)     Regen        3000
Betelgeuse   22   None      Gun (2H)      N/A         5400
Kogarasumaru 22   None   Katana (2H)      N/A         5600
Ashura       51   Dark N. Sword (2H)      N/A         5600
Miter        42   Water    Mace (1H)      N/A         5000
Storm Spear  54  Thunder  Spear (2H)      N/A         5800
Iron Pole    51   None     Pole (2H)     Slow         5300
Hornito      50   None   H-Bomb (2H)      N/A         5800
Arc Scale    10   None  Measure (1H)     Shell        5500
AFTER FIGHT WITH JUDGE BERGAN
Demonsbane   59   None    Sword (1H)      N/A         6000
Giant Stone  57   None      Bow (2H)      N/A         6000
bow
Slasher      71   None      Axe (1H)      N/A         6000
Avenger      52   None   Dagger (1H)    Berserk       6000
Magoroku     62   None   Katana (2H)      N/A         6600
Paramina     52   None Crossbow (2H)      N/A         6600
Crossbow
Gaia Rod     38   Earth     Rod (2H)      N/A         3300

Armor

Name              Defense  Element  M Resist  Price
Golden Helmet        0      None      15      3200
Golden Armor        20      None       0      3200
Red Cap              0      None      18      2500
Brigandine          18      None       0      2500
Mage's Hat           0      None      21      2500
Mage's Habit        18      None       0      2500
Burgonet             0      None      17      4000
Shielded Armor      24    Protect      0      4000
Headband             0      None      20      3200
Jujitsu Gi          20      None       0      3200
Lamia's Tear         0      None      25      3200
Enchanter's Habit   21      None       0      3200
AFTER FIGHT WITH JUDGE BERGAN
Pirate Hat           0      None      23      4000
Viking Coat         23  Immune Water   0      4000
Sorcerer's Hat       0      None      29      4000
Sorcerer's Habit    24      None       0      4000
Close Helmet         0      None      19      4900
Demon Mail          29      None       0      4900

Shields

Name             Element Evade  M Evade Price
Golden Shield     None    16       0     2100
Ice Shield      Half Ice  16       0     2500

Items

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
Phoenix Down  None       250
Echo Herbs    None        50
Gold Needle   None       100
Alarm Clock   None        50
Handkerchief  None        50
Hi-Potion     None       210
Bacchus's     None       120
Wine
Smelling      None        50
Salts
AFTER FIGHT WITH JUDGE BERGAN
Remedy        None       400

Accessories

Name             Effect                    Cost
Jackboots        Immune: Immobilize         600
Black Belt       Immune: Disable            600
Magick Gloves    Increases magick power    3200
                 when HP is full.
Golden Amulet    Doubles license points    4500
                 earned.
Magick Gloves    Increases magick power    3200
                 when HP is full.
Nishijin Belt    Immune: Sleep              800
Thief's Cuffs    Enables the theft of      3000
                 superior items.
Gillie Boots     Immune: Oil                700
AFTER FIGHT WITH JUDGE BERGAN
Quasimodo Boots  Immune: Sap                800
Ruby Ring        Equip: Reflect            8500

Ammunition

Name          AP   Element Price
Onion Arrows   1    None    100
Onion Bolts    1    None    100
Onion Shot     1    None    100
Onion Bombs    1    None    100

Magicks

Name        MP Cost    Element      Price
Regen         16        None        1900
Esuna         24        None        2800
Gravity       20        None        2800
Float         20        None        2800
Decoy         10        None        2500
Drain         18        None        3200
Curaga        28        None        3200
Fira          18        Fire        3000
Thundara      18       Thunder      3000
Blizzara      18        Ice         3000
Haste         20        None        3400
Toxify        26        None        4100
Countdown      8        None        3100
Stop          20        None        3700
AFTER FIGHTING JUDGE BERGAN
Vanish        24        None        4900

Nalbina

Antiqued Armors

Name              Defense  Element  M Resist  Price
Headguard            0      None       6       300
Leather Breastplate  6      None       0       300
Pointy Hat           0      None       6       300
Silken Shirt         6      None       0       300
Bronze Helmet        0      None       6       700
Bronze Armor         7      None       0       700
Leather Headgear     0      None       8       500
Bronze Chestplate    8      None       0       500
Topkapi Hat          0      None       8       500
Kilimweave Shirt     8      None       0       500
Pirate Hat           0      None      23      4000
Viking Coat         23  Immune Water   0      4000
Sorcerer's Hat       0      None      29      4000
Sorcerer's Habit    24      None       0      4000
Close Helmet         0      None      19      4900
Demon Mail          29      None       0      4900
Goggle Mask          0  Immune Blind  26      4900
Metal Jerkin        26      None       0      4900
Black Cowl           0      None      35      4900
Black Garb          27      None       0      4900
Bone Helm            0   Half Dark    22      5900
                         Weak Light
Bone Mail           34   Half Dark     0      5900
                         Weak Light

Shields

Name             Element  Evade  M Evade  Price
Leather Shield    None     8       0       600
Flame Shield    Half Fire 16       0      3200
Diamond Shield    None    18       0      3900

Weapons of War

Name         AP  Element     Type     Extra Effect    Price
Altair        6   None      Gun (2H)      N/A          500
Longsword    19   None    Sword (1H)      N/A          700
Mage Masher  19   None   Dagger (1H)    Silence        700
Silver Bow   22   None      Bow (2H)      N/A         1000
Iron Sword   24   None    Sword (1H)      N/A         1200
Oak Staff    18   None    Staff (2H)      N/A          400
Flame Staff  33   None    Staff (2H)      N/A         2400
Storm Staff  33   None    Staff (2H)      N/A         2400
Glacial Staff33   None    Staff (2H)      N/A         2400
Flametounge  53   Fire    Sword (1H)      N/A         5200
Loxley Bow   51   None      Bow (2H)      N/A         5200
War Hammer   65   None   Hammer (1H)      N/A         5200
Crossbow     46   None Crossbow (2H)      N/A         5200
Healing Rod  13   None      Rod (2H)     Regen        3000
Betelgeuse   22   None      Gun (2H)      N/A         5400
Kogarasumaru 22   None   Katana (2H)      N/A         5600
Ashura       51   Dark N. Sword (2H)      N/A         5600
Miter        42   Water    Mace (1H)      N/A         5000
Storm Spear  54  Thunder  Spear (2H)      N/A         5800
Iron Pole    51   None     Pole (2H)     Slow         5300
Hornito      50   None   H-Bomb (2H)      N/A         5800
Arc Scale    10   None  Measure (1H)     Shell        5500
Demonsbane   59   None    Sword (1H)      N/A         6000
Giant Stone  57   None      Bow (2H)      N/A         6000
bow
Slasher      71   None      Axe (1H)      N/A         6000
Avenger      52   None   Dagger (1H)    Berserk       6000
Magoroku     62   None   Katana (2H)      N/A         6600
Paramina     52   None Crossbow (2H)      N/A         6600
Crossbow
Gaia Rod     38   Earth     Rod (2H)      N/A         3300
Icebrand     65    Ice    Sword (1H)      N/A         7000
Ras Algethi  26   None      Gun (2H)      N/A         7000
Sakura-      56   Dark N. Sword (2H)      N/A         7000
saezuri
Golden Staff 38   None    Staff (2H)      N/A         3500

Troublesome Technicks

Name      Price
First Aid   700
Poach      7000
Charge     1700
Horology   2000
Souleater  6400
Traveler   6700
Numerology 2049
Shear      3600
Achilles   8800
Gil Toss   2000
Charm      5000
Sight      6800
Unseeing
Infuse     2000

Mysterious Magicks

Name        MP Cost    Element      Price
Cure           8        None         200
Fire           8        Fire         200
Thunder        8       Thunder       200
Blizzard       8        Ice          200
Blinda         8        None         200
Poisona        8        None         200
Slow           8        None         200
Blind         10        None         200
Protect        8        None         200
Curaga        28        None        3200
Dispel        16        None        4500
Fira          18        Fire        3000
Thundara      18       Thunder      3000
Blizzara      18        Ice         3000
Bio           24        None        4900
Haste         20        None        3400
Countdown      8        None        3100
Stop          20        None        3700
Toxify        26        None        4100
Decoy         10        None        2500
Vanish        24        None        4900
Death         30        None        5200
Vanishga      60        None        8700

Mosphoran Highwaste (Caravaner)

Name         AP  Element     Type     Extra Effect    Price
Icebrand     65    Ice    Sword (1H)      N/A         7000
Ras Algethi  26   None      Gun (2H)      N/A         7000
Sakura-      56   Dark N. Sword (2H)      N/A         7000
saezuri
Golden Staff 38   None    Staff (2H)      N/A         3500
Burning Bow  63   None      Bow (2H)      N/A         7500
Obelisk      60   None    Spear (2H)      N/A         7500
Sledgehammer 77   None   Hammer (1H)    Disable       7500
Six-fluted   57   None     Pole (2H)      N/A         6800
Pole
Thorned Mace 48   None     Mace (1H)    Poison        6500
Multiscale   15   None  Measure (1H)    Bravery       8000

Armor

Name              Defense  Element  M Resist  Price
Adamant Hat          0    Half Fire   29      5900
                          Weak Ice
Adamant Vest        29    Half Fire    0      5900
                          Weak Ice
Astrakhan Hat        0      None      37      5900
Carmagnole          29      None       0      5900
Diamond Helm         0      None      25      7000
Diamond Armor       39      None       0      7000

Shields

Name             Element  Evade  M Evade  Price
Platinum Shield   None     20       0      5300

Accesories

Name             Effect                    Cost
Golden Amulet    Doubles license points    4500
                 earned.
Magick Gloves    Increases magick power    3200
                 when HP is full.
Nishijin Belt    Immune: Sleep              800
Thief's Cuffs    Enables the theft of      3000
                 superior items.
Gillie Boots     Immune: Oil                700
Quasimodo Boots  Immune: Sap                800
Ruby Ring        Equip: Reflect            8500

Items

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
Phoenix Down  None       250
Echo Herbs    None        50
Gold Needle   None       100
Alarm Clock   None        50
Handkerchief  None        50
Hi-Potion     None       210
Bacchus's     None       120
Wine
Smelling      None        50
Salts
Remedy        None       400
Chronos Tear  None        50

Technicks

Name      Price
1000       7000
Needles

Phon Coast Merchant

Weapons

Name         AP  Element     Type     Extra Effect    Price
Burning Bow  63   None      Bow (2H)      N/A         7500
Obelisk      60   None    Spear (2H)      N/A         7500
Sledgehammer 77   None   Hammer (1H)    Disable       7500
Six-fluted   57   None     Pole (2H)      N/A         6800
Pole
Thorned Mace 48   None     Mace (1H)    Poison        6500
Multiscale   15   None  Measure (1H)    Bravery       8000
Murasame     66  Water   Katana (2H)      N/A         8500
Orichalcum   59   None   Dagger (1H)      Slow        8500
Dirk
Fumarole     58   None  H. Bomb (2H)      N/A         8500
Platinum     70   None    Sword (1H)      N/A         9000
Sword
Power Rod    44   None      Rod (2H)      N/A         4000
Hammerhead   83   None      Axe (1H)      N/A         9500
Recurve      58   None Crossbow (2H)      N/A         9500
Crossbow
Traitor's    69   None      Bow (2H)      N/A        10000
Bow
Halberd      66   None    Spear (2H)      N/A        10000
Aldebaran    30   None      Gun (2H)      N/A        10000
Gokuu Pole   63   None     Pole (2H)      N/A         9000
Kagenui      62   Dark N. Sword (2H)     Slow        10000

Armor

Name              Defense  Element  M Resist  Price
Adamant Hat          0    Half Fire   29      5900
                          Weak Ice
Adamant Vest        29    Half Fire    0      5900
                          Weak Ice
Astrakhan Hat        0      None      37      5900
Carmagnole          29      None       0      5900
Diamond Helm         0      None      25      7000
Diamond Armor       39      None       0      7000
Officer's Hat        0      None      32      7000
Barrel Coat         32      None       0      7000
Gaia Hat             0      None      41      7000
Maduin Gear         31      None       0      7000
Steel Mask           0      None      28      8100
Mirror Mail         43    Reflect      0      8100

Shields

Name             Element  Evade  M Evade  Price
Platinum Shield   None     20       0      5300
Dragon Shield     Earth    23       0      6000

Accessories

Name             Effect                    Cost
Thief's Cuffs    Enables the theft of      3000
                 superior items.
Gillie Boots     Immune: Oil                700
Quasimodo Boots  Immune: Sap                800
Ruby Ring        Equip: Reflect            8500
Firefly          Reduces EXP earned to 0.  5000
                 (Raise STR by 2)
Steel Poleyns    Move safely past traps.   1000

Items

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
Phoenix Down  None       250
Echo Herbs    None        50
Gold Needle   None       100
Alarm Clock   None        50
Handkerchief  None        50
Hi-Potion     None       210
Bacchus's     None       120
Wine
Smelling      None        50
Salts
Remedy        None       400
Chronos Tear  None        50

Magicks

Name        MP Cost    Element      Price
Vanish        24        None        4900
Bio           24        None        4900
Dispel        16        None        4500
Death         30        None        5200
Vanishga      60        None        8700
Darkga        20        None        5800
Cleanse       20        None        5800
Reverse       50        None        7600

Old Archades (Stranded Merchant)

Accessories

Name             Effect                    Cost
Steel Poleyns    Move safely past traps.   1000
Fuzzy Miter      Immune: Petrify           1200
Bowline Sash     Immune: Confuse           1000
Winged Boots     Equip: Float               500
Pheasant Netsuke Improves potency of       4000 
                 restorative items such
                 as Potions.
Embroidered      Doubles EXP earned.       5000
Tippet

Items

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
Phoenix Down  None       250
Echo Herbs    None        50
Gold Needle   None       100
Alarm Clock   None        50
Handkerchief  None        50
Hi-Potion     None       210
Bacchus's     None       120
Wine
Smelling      None        50
Salts
Remedy        None       400
Chronos Tear  None        50

Archades

Charlotte's Magickery

Name        MP Cost    Element      Price
Aeroga        38        Wind        6800
Reflectga     24        None        6800
Silenga       22        None        6800
Blindga       20        None        6800
Graviga       36        None        6800

Bulward's Technicks

Name      Price
Infuse     2000
Addle      3500
Bone        700
crusher
Shades of  5000
Black
Stamp      4500

Vint's Armaments

Armor

Name              Defense  Element  M Resist  Price
Diamond Helm         0      None      25      7000
Diamond Armor       39      None       0      7000
Officer's Hat        0      None      32      7000
Barrel Coat         32      None       0      7000
Gaia Hat             0      None      41      7000
Maduin Gear         31      None       0      7000
Steel Mask           0      None      28      8100
Mirror Mail         43    Reflect      0      8100
Chakra Band          0      None      34      8100
Power Vest          34      None       0      8100
Hypnocrown           0      None      44      8100
Jade Gown           33      None       0      8100
Platinum Helm        0      None      31      9300
Platinum Armor      47      None       0      9300

Shields

Name             Element  Evade  M Evade  Price
Platinum Shield   None     20       0      5300
Dragon Shield     Earth    23       0      6000
Crystal Shield    None     25      10      7200

Weapons

Name         AP  Element     Type     Extra Effect    Price
Platinum     70   None    Sword (1H)      N/A         9000
Sword
Power Rod    44   None      Rod (2H)      N/A         4000
Hammerhead   83   None      Axe (1H)      N/A         9500
Recurve      58   None Crossbow (2H)      N/A         9500
Crossbow
Traitor's    69   None      Bow (2H)      N/A        10000
Bow
Halberd      66   None    Spear (2H)      N/A        10000
Aldebaran    30   None      Gun (2H)      N/A        10000
Gokuu Pole   63   None     Pole (2H)      N/A         9000
Kagenui      62   Dark N. Sword (2H)     Slow        10000
Kiku-        70   None   Katana (2H)      N/A        10500
ichimonji
Claymore     82   None    Sword (2H)      N/A        10500
Chaos Mace   54   None     Mace (1H)    Confuse       8800
Bastard      75   None    Sword (1H)      N/A        11000
Sword
Cross Scale  20   None  Measure (2H)   Invisible     11000
Francisca    89   None      Axe (1H)      N/A        11500
Platinum     66   None   Dagger (1H)   Immobilize    11500
Dagger
Tumulus      66   None  H. Bomb (2H)      N/A        12000
Judicer's    43   None    Staff (2H)      Stop        5700
Staff

Granch's Requisites

Name         Element     Price
Potion        None        70
Antidote      None        50
Eye Drops     None        50
Phoenix Down  None       250
Echo Herbs    None        50
Gold Needle   None       100
Alarm Clock   None        50
Handkerchief  None        50
Hi-Potion     None       210
Bacchus's     None       120
Wine
Smelling      None        50
Salts
Remedy        None       400
Chronos Tear  None        50
X-Potion      None       630


-- Item List

Weapons

Name         AP  Element     Type      Effect   Location
Broadsword   15   None    Sword (1H)    N/A        Rabanastre, Nomad Village
                                                   Bhujerba, Dreadnought,
                                                   Westersand
Dagger       14   None   Dagger (1H)    N/A        Rabanastre, Nomad Village
                                                   Bhujerba, Dreadnought,
                                                   Westersand
Shortbow     17   None      Bow (2H)    N/A        Barheim Passage, Rabanastre
                                                   Bhujerba, Dreadnought,
                                                   Westersand
Altair        6   None      Gun (2H)    N/A        Barheim Passage, Rabanastre
                                                   Bhujerba, Dreadnought,
                                                   Westersand, Nalbina
Longsword    19   None    Sword (1H)    N/A        Barheim Passage, Rabanastre
                                                   Bhujerba, Dreadnought,
                                                   Westersand, Nalbina
Mage Masher  19   None   Dagger (1H)  Silence      Barheim Passage, Rabanastre
                                                   Bhujerba, Dreadnought,
                                                   Westersand, Nalbina
Silver Bow   22   None      Bow (2H)    N/A        Rabanstre, Bhujerba,
                                                   Dreadnought, Westersand
                                                   Nalbina
Iron Sword   24   None    Sword (1H)    N/A        Rabanstre, Bhujerba,
                                                   Dreadnought, Westersand
                                                   Nalbina
Oak Staff    18   None    Staff (2H)    N/A        Rabanstre, Bhujerba,
                                                   Dreadnought, Westersand
                                                   Nalbina
Javelin      30   None    Spear (2H)    N/A        Rabanstre, Bhujerba,
Assassin's                                         Dreadnought, Westersand
Dagger       25   None   Dagger (1H)    KO         Rabanstre, Bhujerba
                                                   Dreadnought, Westersand
Capella      10   None      Gun (2H)    N/A        Rabanstre, Bhujerba
                                                   Dreadnought, Westersand
                                                   Ogir-Yensa Merchant
Oaken Pole   27   None     Pole (2H)    N/A        Rabanstre, Bhujerba
                                                   Dreadnought, Westersand
Aevis Killer 27   None      Bow (1H)    N/A        Bhujerba, Dreadnought,
                                                   Westersand
                                                   Ogir-Yensa Merchant
Zwill Blade  29   None    Sword (1H)    N/A        Bhujerba, Dreadnought,
                                                   Westersand
                                                   Ogir-Yensa Merchant
Cherry Staff 24   None    Staff (1H)    N/A        Bhujerba, Dreadnought,
                                                   Westersand
                                                   Ogir-Yensa Merchant
Killer Bow   33   None      Bow (1H)    N/A        Rabanastre, Ogir-Yensa
                                                   Merchant
Spear        36   None    Spear (2H)    N/A        Rabanastre, Ogir-Yensa
                                                   Merchant
Handaxe      47   None      Axe (1H)    N/A        Rabanastre, Ogir-Yensa
                                                   Merchant
Chopper      31   None   Dagger (1H)    Sap        Rabanastre, Ogir-Yensa
                                                   Merchant
Cypress Pole 33   Earth    Pole (2H)    N/A        Rabanastre, Ogir-Yensa
                                                   Merchant
Mace         24   None     Mace (1H)    N/A        Rabanastre, Ogir-Yensa
                                                   Merchant
Ancient      35   None    Sword (1H)  Petrify      Rabanastre, Ogir-Yensa
Sword                                              Merchant
Vega         14   None      Gun (2H)    N/A        Rabanastre, Ogir-Yensa
                                                   Merchant
Longbow      39   None      Bow (1H)    N/A        Ogir-Yensa Merchant,
                                                   Rabanastre
Wizard's     30   None    Staff (2H)    N/A        Ogir-Yensa Merchant,
Staff                                              Rabanastre
Rod          30   None      Rod (2H)    N/A        Ogir-Yensa Merchant,
                                                   Rabanastre
Iron Hammer  53   None   Hammer (1H)    N/A        Ogir-Yensa Merchant,
                                                   Rabanastre
Bronze Mace  30   None     Mace (1H)    N/A        Ogir-Yensa Merchant,
                                                   Rabanastre
Blood Sword  41   None    Sword (1H)    Sap        Rabanastre
Partisan     42   None    Spear (2H)    N/A        Rabanastre, Garif Trader
Main Gauche  38   None   Dagger (1H)    N/A        Rabanastre, Garif Trader
Battle       39   None     Pole (2H)    N/A        Rabanastre, Garif Trader
Bamboo
Kotetsu      50   None   Katana (2H)    N/A        Rabanastre, Garif Trader
Bowgun       40   None Crossbow (2H)    N/A        Rabanastre, Garif Trader
Sirius       18   None      Gun (2H)    N/A        Rabanastre, Garif Trader
Elfin Bow    45   None      Bow (2H)    N/A        Rabanastre, Garif Trader
Broadaxe     59   None      Axe (1H)    N/A        Rabanastre, Garif Trader
Serpent Rod  34   Ice       Rod (2H)    N/A        Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace
Lohengrin    47   None    Sword (1H)    N/A        Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace
Heavy Lance  48   None    Sword (1H)    Slow       Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace
Osafune      54   None   Katana (2H)    N/A        Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace
Gladius      45   Wind   Dagger (1H)    N/A        Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace
Musk Stick   45   None     Pole (2H)    N/A        Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace
Gilt Measure  5   None  Measure (1H)  Protect      Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace
Bhuj         36   None     Mace (1H)    N/A        Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace
Flame Staff  33   None    Staff (2H)    N/A        Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace, Nalbina
Storm Staff  33   None    Staff (2H)    N/A        Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace, Nalbina
Glacial Staff33   None    Staff (2H)    N/A        Rabanastre, Garif Trader,
                                                   Mount Bur-Omisace, Nalbina
Flametounge  53   Fire    Sword (1H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Loxley Bow   51   None      Bow (2H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
War Hammer   65   None   Hammer (1H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Crossbow     46   None Crossbow (2H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Healing Rod  13   None      Rod (2H)   Regen       Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Betelgeuse   22   None      Gun (2H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Kogarasumaru 22   None   Katana (2H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Ashura       51   Dark N. Sword (2H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Miter        42   Water    Mace (1H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Storm Spear  54  Thunder  Spear (2H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Iron Pole    51   None     Pole (2H)   Slow        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Hornito      50   None   H-Bomb (2H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Arc Scale    10   None  Measure (1H)   Shell       Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Demonsbane   59   None    Sword (1H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Giant Stone  57   None      Bow (2H)    N/A        Rabanastre
bow                                                Mount Bur-Omisace, Nalbina
Slasher      71   None      Axe (1H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Avenger      52   None   Dagger (1H)  Berserk      Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Magoroku     62   None   Katana (2H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Paramina     52   None Crossbow (2H)    N/A        Rabanastre
Crossbow                                           Mount Bur-Omisace, Nalbina
Gaia Rod     38   Earth     Rod (2H)    N/A        Rabanastre
                                                   Mount Bur-Omisace, Nalbina
Icebrand     65    Ice    Sword (1H)    N/A        Rabanastre, Nalbina,
                                                   Mosphoran Highwaste
Ras Algethi  26   None      Gun (2H)    N/A        Rabanastre, Nalbina,
                                                   Mosphoran Highwaste
Sakura-      56   Dark N. Sword (2H)    N/A        Rabanastre, Nalbina,
Saezuri                                            Mosphoran Highwaste
Golden Staff 38   None    Staff (2H)    N/A        Rabanastre, Nalbina,
                                                   Mosphoran Highwaste
Burning Bow  63   None      Bow (2H)    N/A        Mosphoran Highwaste,
                                                   Phon Coast
Obelisk      60   None    Spear (2H)    N/A        Mosphoran Highwaste,
                                                   Phon Coast
Sledgehammer 77   None   Hammer (1H)  Disable      Mosphoran Highwaste,
                                                   Phon Coast
Six-fluted   57   None     Pole (2H)    N/A        Mosphoran Highwaste,
Pole                                               Phon Coast
Thorned Mace 48   None     Mace (1H)  Poison       Mosphoran Highwaste,
                                                   Phon Coast
Multiscale   15   None  Measure (1H)  Bravery      Mosphoran Highwaste,
                                                   Phon Coast
Murasame     66  Water   Katana (2H)    N/A        Phon Coast
Orichalcum   59   None   Dagger (1H)    Slow       Phon Coast
Dirk
Fumarole     58   None  H. Bomb (2H)    N/A        Phon Coast
Platinum     70   None    Sword (1H)    N/A        Phon Coast, Archades
Sword
Power Rod    44   None      Rod (2H)    N/A        Phon Coast, Archades
Hammerhead   83   None      Axe (1H)    N/A        Phon Coast, Archades
Recurve      58   None Crossbow (2H)    N/A        Phon Coast, Archades
Crossbow
Traitor's    69   None      Bow (2H)    N/A        Phon Coast, Archades
Bow
Halberd      66   None    Spear (2H)    N/A        Phon Coast, Archades
Aldebaran    30   None      Gun (2H)    N/A        Phon Coast, Archades
Gokuu Pole   63   None     Pole (2H)    N/A        Phon Coast, Archades
Kagenui      62   Dark N. Sword (2H)   Slow        Phon Coast, Archades
Kiku-        70   None   Katana (2H)    N/A        Archades
ichimonji
Claymore     82   None    Sword (2H)    N/A        Archades
Chaos Mace   54   None     Mace (1H)  Confuse      Archades
Bastard      75   None    Sword (1H)    N/A        Archades
Sword
Cross Scale  20   None  Measure (2H) Invisible     Archades
Francisca    89   None      Axe (1H)    N/A        Archades
Platinum     66   None   Dagger (1H) Immobilize    Archades
Dagger
Tumulus      66   None  H. Bomb (2H)    N/A        Archades
Judicer's    43   None    Staff (2H)    Stop       Archades
Staff

Armor

Name              Defense  Element  M Resist  Location
Leather Cap          0      None       4      Rabanastre
Leather Clothing     4      None       0      Rabanastre
Cotton Cap           0      None       4      Rabanastre
Cotton Shirt         4      None       0      Rabanastre
Headgear             0      None       5      Rabanastre, Barheim Passage
Chromed Leathers     5      None       0      Rabanastre, Barheim Passage
Magic Curch          0      None       5      Rabanastre, Barheim Passage
Light Woven Shirt    5      None       0      Rabanastre, Barheim Passage
Leather Helm         0      None       5      Rabanastre, Barheim Passage
Leather Armor        6      None       0      Rabanastre, Barheim Passage
Headguard            0      None       6      Barheim Passage, Rabanastre,
                                              Bhujerba, Dreadnought, Westersand
                                              Nalbina
Leather Breastplate  6      None       0      Barheim Passage, Rabanastre,
                                              Bhujerba, Dreadnought, Westersand
                                              Nalbina
Pointy Hat           0      None       6      Barheim Passage, Rabanastre,
                                              Bhujerba, Dreadnought, Westersand
                                              Merchant
                                              Nalbina
Silken Shirt         6      None       0      Barheim Passage, Rabanastre,
                                              Bhujerba, Dreadnought, Westersand
                                              Nalbina
Bronze Helmet        0      None       6      Barheim Passage, Rabanastre,
                                              Bhujerba, Dreadnought, Westersand
                                              Nalbina
Bronze Armor         7      None       0      Barheim Passage, Rabanastre,
                                              Bhujerba, Dreadnought, Westersand
                                              Nalbina
Leather Headgear     0      None       8      Rabanastre, Bhujerba, Dreadnought
                                              Desert Merchant
                                              Nalbina
Bronze Chestplate    8      None       0      Rabanastre, Bhujerba, Dreadnought
                                              Westersand
                                              Nalbina
Topkapi Hat          0      None       8      Rabanastre, Bhujerba, Dreadnought
                                              Westersand
                                              Nalbina
Kilimweave Shirt     8      None       0      Rabanastre, Bhujerba, Dreadnought
                                              Westersand
                                              Nalbina
Sallet               0      None       7      Rabanastre, Bhujerba, Dreadnought
                                              Westersand
Scale Armor          9      None       0      Rabanastre, Bhujerba, Dreadnought
                                              Westersand
Horned Hat           0      None      10      Dreadnought, Westersand
                                              Ogir-Yensa Merchant
Ringmail            10      None       0      Dreadnought, Westersand
                                              Ogir-Yensa Merchant
Calot Hat            0      None      10      Dreadnought, Westersand
                                              Ogir-Yensa Merchant
Shepherd's Bolero   10      None       0      Dreadnought, Westersand
                                              Ogir-Yensa Merchant
Iron Helm            0      None       9      Rabanastre, Ogir-Yensa Merchant
Iron Armor          11      None       0      Rabanastre, Ogir-Yensa Merchant
Balaclava            0      None      12      Rabanastre, Ogir-Yensa Merchant
Windbreaker         12    Half Wind    0      Rabanastre, Ogir-Yensa Merchant
                           Damage
Wizard's Hat         0      None      12      Rabanastre, Ogir-Yensa Merchant
Wizard's Robes      12      None       0      Rabanastre, Ogir-Yensa Merchant
Barbut               0      None      11      Rabanastre, Ogir-Yensa Merchant
Linen Cuirass       13      None       0      Rabanastre, Ogir-Yensa Merchant
Soldier's Cap        0      None      14      Ogir-Yensa Merchant, Rabanastre
                                              Garif Trader
Heavy Coat          14      None       0      Ogir-Yensa Merchant, Rabanastre
                                              Garif Trader
Lambent Hat          0      None      15      Ogir-Yensa Merchant, Rabanastre
                                              Garif Trader
Chanter's Djellaba  14      None       0      Ogir-Yensa Merchant, Rabanastre
                                              Garif Trader
Winged Helmet        0      None      13      Rabanastre, Garif Trader
Chainmail           16      None       0      Rabanastre, Garif Trader
Green Beret          0      None      16      Rabanastre, Garif Trader
Survival Vest       16      None       0      Rabanastre, Garif Trader
Feathered Cap        0      None      18      Rabanastre, Garif Trader
Traveler's Vestment 16      None       0      Rabanastre, Garif Trader
Golden Helmet        0      None      15      Rabanastre, Garif Trader
                                              Mount Bur-Omisace
Golden Armor        20      None       0      Rabanastre, Garif Trader
                                              Mount Bur-Omisace
Red Cap              0      None      18      Rabanastre, Garif Trader
                                              Mount Bur-Omisace
Brigandine          18      None       0      Rabanastre, Garif Trader
                                              Mount Bur-Omisace
Mage's Hat           0      None      21      Rabanastre, Mount Bur-Omisace
Mage's Habit        18      None       0      Rabanastre, Mount Bur-Omisace
Burgonet             0      None      17      Rabanastre, Mount Bur-Omisace
Shielded Armor      24    Protect      0      Rabanastre, Mount Bur-Omisace
Headband             0      None      20      Rabanastre, Mount Bur-Omisace
Jujitsu Gi          20      None       0      Rabanastre, Mount Bur-Omisace
Lamia's Tear         0      None      25      Rabanastre, Mount Bur-Omisace
Enchanter's Habit   21      None       0      Rabanastre, Mount Bur-Omisace
Pirate Hat           0      None      23      Rabanastre, Mount Bur-Omisace,
                                              Nalbina
Viking Coat         23  Immune Water   0      Rabanastre, Mount Bur-Omisace,
                                              Nalbina
Sorcerer's Hat       0      None      29      Rabanastre, Mount Bur-Omisace,
                                              Nalbina
Sorcerer's Habit    24      None       0      Rabanastre, Mount Bur-Omisace,
                                              Nalbina
Close Helmet         0      None      19      Rabanastre, Mount Bur-Omisace,
                                              Nalbina
Demon Mail          29      None       0      Rabanastre, Mount Bur-Omisace,
                                              Nalbina
Goggle Mask          0  Immune Blind  26      Rabanastre, Nalbina
Metal Jerkin        26      None       0      Rabanastre, Nalbina
Black Cowl           0      None      35      Rabanastre, Nalbina
Black Garb          27      None       0      Rabanastre, Nalbina
Bone Helm            0   Half Dark    22      Rabanastre, Nalbina
                         Weak Light
Bone Mail           34   Half Dark     0      Rabanastre, Nalbina
                         Weak Light
Adamant Hat          0    Half Fire   29      Mosphoran Highwaste, Phon Coast
                          Weak Ice
Adamant Vest        29    Half Fire    0      Mosphoran Highwaste, Phon Coast
                          Weak Ice
Astrakhan Hat        0      None      37      Mosphoran Highwaste, Phon Coast
Carmagnole          29      None       0      Mosphoran Highwaste, Phon Coast
Diamond Helm         0      None      25      Mosphoran Highwaste, Phon Coast,
                                              Archades
Diamond Armor       39      None       0      Mosphoran Highwaste, Phon Coast,
                                              Archades
Officer's Hat        0      None      32      Phon Coast, Archades
Barrel Coat         32      None       0      Phon Coast, Archades
Gaia Hat             0      None      41      Phon Coast, Archades
Maduin Gear         31      None       0      Phon Coast, Archades
Steel Mask           0      None      28      Phon Coast, Archades
Mirror Mail         43    Reflect      0      Phon Coast, Archades
Chakra Band          0      None      34      Archades
Power Vest          34      None       0      Archades
Hypnocrown           0      None      44      Archades
Jade Gown           33      None       0      Archades
Platinum Helm        0      None      31      Archades
Platinum Armor      47      None       0      Archades

Shields

Name             Element   Evade  M Evade   Location
Escutcheon        None       6       0      Rabanastre, Barheim Passage
Leather Shield    None       8       0      Barheim Passage, Rabanastre,
                                            Bhujerba, Dreadnought, Westersand,
                                            Nalbina
Buckler           None      10       0      Rabanastre, Bhujerba, Dreadnought
                                            Westersand
Bronze Shield     None      12       0      Rabanastre, Ogir-Yensa Merchant
Round Shield      None      14       0      Rabanastre, Ogir-Yensa Merchant
Golden Shield     None      16       0      Rabanastre, Garif Trader
                                            Mount Bur-Omisace
Ice Shield      Half Ice    16       0      Rabanastre, Mount Bur-Omisace
Flame Shield    Half Fire   16       0      Rabanastre, Nalbina
Diamond Shield    None      18       0      Rabanastre, Nalbina,
                                            Mosphoran Highwaste
Platinum Shield   None      20       0      Mosphoran Highwaste, Phon Coast,
                                            Archades
Dragon Shield     Earth     23       0      Phon Coast, Archades
Crystal Shield    None      25      10      Archades

Magicks

Black

Name        MP Cost    Element      Location
Aero         16        Wind         Ogir-Yensa Merchant, Eruyt Village
Aeroga       38        Wind         Archades
Bio          24        None         Rabanastre, Nalbina
Blizzard      8        Ice          Rabanastre, Barheim Passage, Nalbina
Blizzara     18        Ice          Rabanastre, Eruyt Village
                                    Mount Bur-Omisace, Nalbina
Fire          8        Fire         Rabanastre, Nalbina
Fira         18        Fire         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace, Nalbina
Thunder       8       Thunder       Rabanastre, Barheim Passage, Nalbina
Thundara     18       Thunder       Rabanastre, Eruyt Village
                                    Mount Bur-Omisace, Nalbina
Water        12        Water        Bhujerba, Dreadnought, Westersand
                                    Ogir-Yensa Merchant

White

Blinda        8        None         Rabanastre, Barheim Passage, Nalbina
Cleanse      20        None         Phon Coast
Cure          8        None         Rabanastre, Nalbina, Nalbina
Cura         32        None         Ogir-Yensa Merchant, Eruyt Village
Curaga       28        None         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace, Nalbina
Dispel       16        None         Rabanastre, Nalbina, Phon Coast
Esuna        24        None         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace
Poisona       8        None         Rabanastre, Barheim Passage, Nalbina
Raise        22        None         Ogir-Yensa Merchant, Eruyt Village
Regen        16        None         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace
Stona        12        None         Bhujerba, Dreadnought, Westersand
                                    Ogir-Yensa Merchant
Vox           8        None         Bhujerba, Dreadnought, Westersand
                                    Ogir-Yensa Merchant

Time

Balance      18        None         Ogir-Yensa Merchant, Eruyt Village
Break        14        None         Bhujerba, Dreadnought, Ogir-Yensa Merchant
Bleed        12        None         Rabanastre, Ogir-Yensa Merchant
                                    Eruyt Village
Countdown     8        None         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace, Nalbina
Disable      16        None         Rabanastre, Bhujerba, Dreadnought
                                    Westersand, Ogir-Yensa Merchant
Float        20        None         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace
Haste        20        None         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace, Nalbina
Immobilize   16        None         Rabanastre, Bhujerba, Dreadnought
                                    Westersand, Ogir-Yensa Merchant
Reflect      12        None         Rabanastre, Bhujerba, Dreadnought, 
                                    Westersand, Ogir-Yensa Merchant
Reflectga    24        None         Archades
Slow          8        None         Rabanastre, Barheim Passage, Nalbina
Stop         20        None         Rabanastre, Mount Bur-Omisace, Nalbina

Green

Blind        10        None         Rabanastre, Barheim Passage, Bhujerba,
                                    Dreadnought, Westersand
                                    Ogir-Yensa Merchant, Nalbina
Blindga      20        None         Archades
Bravery      24        None         Clan Provisioner (Riskbreaker Rank)
Faith        24        None         Clan Provisioner (Brave Companion Rank)
Poison       10        None         Rabanastre, Bhujerba, Dreadnought
                                    Westersand, Ogir-Yensa Merchant, Nalbina
Protect       8        None         Rabanastre, Barheim Passage, Bhujerba,
                                    Dreadnought, Westersand
                                    Ogir-Yensa Merchant, Nalbina
Shell         8        None         Rabanastre, Bhujerba, Dreadnought
                                    Westersand, Ogir-Yensa Merchant
Silence       8        None         Bhujerba, Dreadnought, Westersand
                                    Rabanastre, Ogir-Yensa Merchant
Silenga      22        None         Archades
Sleep        10        None         Ogir-Yensa Merchant, Rabanastre
Toxify       26        None         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace, Nalbina
Oil           8        None         Ogir-Yensa Merchant, Rabanastre

Arcane

Berserk      10        None         Rabanastre, Eruyt Village
Bubble       32        None         Clan Provisioner (Ward of Justice Rank)
Confuse      10        None         Rabanastre, Eruyt Village
Dark         10        Dark         Rabanastre, Dreadnought, Westersand,
                                    Ogir-Yensa Merchant
Darkga       20        None         Phon Coast
Death        30        None         Rabanastre, Nalbina, Phon Coast
Decoy        10        None         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace
Drain        18        None         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace
Gravity      20        None         Rabanastre, Eruyt Village
                                    Mount Bur-Omisace
Graviga      36        None         Archades
Reverse      50        None         Clan Provisioner (Headhunter Rank),
                                    Phon Coast
Vanish       24        None         Rabanastre, Mount Bur-Omisace, Nalbina,
                                    Phon Coast
Vanishga     60        None         Rabanastre, Nalbina


Accessories

Name             Effect                    Location
Orrachea Armlet  Slightly raises max HP.   Nomad Village
Bangle           Equip: Libra              Nomad Village, South Bank Village,
                                           Barheim Passage, Westersand
Steel Gorget     Raises strength when      South Bank Village, Barheim Passage,
                 HP Critical.              Dreadnought, Westersand
Armguard         Reduces physical damage   South Bank Village, Barheim Passage,
                 taken when HP Critical.   Dreadnought, Westersand
Tourmaline Ring  Immune: Poison            South Bank Village, Dreadnought,
                                           Westersand
Gauntlets        Improves chance to        South Bank Village, Dreadnought,
                 block with a shield.      Westersand
Battle Harness   When attacked,            South Bank Village, Dreadnought,
                 automatically counter     Westersand
                 with weapon in hand.
Leather Gorget   Raises magick power when  Dreadnought, Westersand
                 HP Critical.              Ogir-Yensa Merchant
Rose Corsage     Immune: Silence           Westersand, Ogir-Yensa Merchant
Amber Armlet     Increases physical damage Ogir-Yensa Merchant, Eruyt Village
                 Dealt while empty-handed
Sash             Immune: Slow              Ogir-Yensa Merchant, Eruyt Village
Argyle Armlet    Immune: Blind             Ogir-Yensa Merchant, Eruyt Village
Blazer Gloves    Raises strength when      Ogir-Yensa Merchant, Eruyt Village
                 Character has full HP
Jade Collar      Improves chance of        Eruyt Village
                 Avoiding attacks.
Jackboots        Immune: Immobilize        Eruyt Village, Mount Bur-Omisace
Black Belt       Immune: Disable           Eruyt Village, Mount Bur-Omisace
Magick Gloves    Increases magick power    Eruyt Village, Mount Bur-Omisace
                 when HP is full.
Golden Amulet    Doubles license points    Eruyt Village, Mount Bur-Omisace
                 earned.                   Mosphoran Highwaste
Magick Gloves    Increases magick power    Mount Bur-Omisace,
                 when HP is full.          Mosphoran Highwaste
Nishijin Belt    Immune: Sleep             Mount Bur-Omisace,
                                           Mosphoran Highwaste
Thief's Cuffs    Enables the theft of      Mount Bur-Omisace,
                 superior items.           Mosphoran Highwaste, Phon Coast
Gillie Boots     Immune: Oil               Mount Bur-Omisace,
                                           Mosphoran Highwaste, Phon Coast
Quasimodo Boots  Immune: Sap               Mount Bur-Omisace,
                                           Mosphoran Highwaste, Phon Coast
Ruby Ring        Equip: Reflect            Mount Bur-Omisace,
                                           Mosphoran Highwaste, Phon Coast
Firefly          Reduces EXP earned to 0.  Phon Coast
                 (Raise STR by 2)
Steel Poleyns    Move safely past traps.   Phon Coast, Old Archades
Fuzzy Miter      Immune: Petrify           Old Archades
Bowline Sash     Immune: Confuse           Old Archades
Winged Boots     Equip: Float              Old Archades
Pheasant Netsuke Improves potency of       Old Archades 
                 restorative items such
                 as Potions.
Embroidered      Doubles EXP earned.       Old Archades
Tippet

Technicks

Name       Location
Steal      Rabanastre
Libra      Rabanastre
First Aid  Rabanastre
Poach      Rabanastre, Bhujerba
Charge     Rabanastre, Bhujerba
Horology   Bhujerba
Souleater  Rabanastre
Traveler   Rabanastre
Numerology Rabanastre
Shear      Rabanastre, Garif Trader
Achilles   Rabanastre, Garif Trader
Gil Toss   Rabanastre, Garif Trader
Charm      Rabanastre, Garif Trader
Sight      Rabanastre
Unseeing
Infuse     Rabanastre, Archades
Addle      Rabanastre, Archades
Bone       Rabanastre, Archades
crusher
1000       Mosphoran Highwaste
Needles
Shades of  Archades
Black
Stamp      Archades

Gambits

Ally: any
Ally: party leader
Ally: lowest HP
Ally: strongest weapon
Ally: lowest defense
Ally: lowest magick resist
Ally: HP < 100%
Ally: HP < 90%
Ally: HP < 80%
Ally: HP < 70%
Ally: HP < 60%
Ally: HP < 50%
Ally: HP < 40%
Ally: HP < 30%
Ally: HP < 20%
Ally: HP < 10%
Ally: MP < 100%
Ally: MP < 90%
Ally: MP < 80%
Ally: MP < 70%
Ally: MP < 60%
Ally: MP < 50%
Ally: MP < 40%
Ally: MP < 30%
Ally: MP < 20%
Ally: MP < 10%
Ally: status = Stop
Ally: status = Sleep
Ally: status = Confuse
Ally: status = Reverse
Ally: status = Slow
Ally: status = Lure
Ally: status = Reflect
Ally: status = Berserk
Ally: status = HP Critical
Ally: item AMT >= 10
Foe: any
Foe: targeting leader
Foe: targeting self
Foe: targeting ally
Foe: furthest
Foe: nearest
Foe: highest HP
Foe: lowest HP
Foe: highest max HP
Foe: lowest max HP
Foe: highest MP
Foe: lowest MP
Foe: highest max MP
Foe: lowest max MP
Foe: highest level
Foe: lowest level
Foe: highest strength
Foe: lowest strength
Foe: highest magick power
Foe: lowest magick power
Foe: highest speed
Foe: lowest speed
Foe: highest defense
Foe: highest magick resist
Foe: HP >= 3,000
Foe: HP >= 2,000
Foe: HP >= 1,000
Foe: HP >= 500
Foe: HP < 3,000
Foe: HP < 2,000
Foe: HP < 1,000
Foe: HP < 500
Foe: HP = 100%
Foe: HP >= 70%
Foe: HP >= 50%
Foe: HP >= 30%
Foe: status = Sleep
Foe: status = Blind
Foe: status = Silence
Foe: status = Oil
Foe: status = Reverse
Foe: status = Disable
Foe: status = Immobilize
Foe: status = Protect
Foe: status = Shell
Foe: status = Haste
Foe: status = Bravery
Foe: status = Faith
Foe: status = Reflect
Foe: status = HP Critical
Foe: undead
Foe: flying
Foe: character HP = 100%
Foe: item AMT >= 10
Foe: character status = Blind
Foe: character status = Silence
Foe: character status = HP Critical
Foe: character MP >= 90%
Foe: character MP >= 70%
Foe: character MP >= 50%
Foe: character MP >= 30%
Foe: character MP >= 10%
Foe: character MP < 90%
Foe: character MP < 70%
Foe: character MP < 50%
Foe: character MP < 30%
Foe: character MP < 10%
Foe: character HP >= 90%
Foe: character HP >= 70%
Foe: character HP >= 50%
Foe: character HP >= 30%
Foe: character HP >= 10%
Foe: character HP < 90%
Foe: character HP < 70%
Foe: character HP < 50%
Foe: character HP < 30%
Foe: character HP < 10%
Self








Loot

Name                 Sell Price   Drop     Steal     Poach
Arcana                   10
Aries Gem               150
Bat Fang                105
Bat Wing                647
Bone Fragment           193
Braid Wool              465
Bundle of Needles        92
Cactus Fruit             59
Caramel                 276
Capricorn Gem           150
Chocobo Feather         480
Coeurl Pelt             454
Crooked Fang            287
Dark Magicite            80
Dark Stone               35
Demon Eyeball           123
Drab Wool                63
Earth Stone              35
Earth Magicite           80
Electrum               3563
Fire Magicite            80
Fire Stone               35
Fish Scale              151
Foul Flesh              143
Glass Jewel             115
Great Serpentskin        70
Green Liquid            206
Grimoire Togail         475
Gysahl Greens            54
Horn                    120
Ice Magicite             80
Ice Stone                35
Iron Carapace           413
Iron Scraps             185
Large Feather            71
Libra Gem               150
Malboro Vine            433
Molting                  74
Pebble                    2
Quality Hide            384
Rainbow Egg             538
Rat Pelt                 35
Small Feather            49
Snake Skin               53
Solid Stone             358
Storm Stone              35
Storm Magicite           80
Sturdy Bone             428
Succulent Fruit         363
Tanned Hide              77
Taurus Gem              150
Teleport Stone          100
Turtle Shell            447
Water Magicite           80
Water Stone              35
Wind Magicite            80
Wind Stone               35
Wolf Pelt                41
Yellow Liquid           531
Yensa Fin               409
Yensa Scale             319


Bazaar Items

(COMING SOON...Almost done!...For real!)

__  _____ ___                                                   __  _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
 \  / | | | | |                 EVERYTHING ELSE                | \  / | | | |
 /  \ | | | | |                     [EE00]                     | /  \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|

-- Copyright

This document Copyright 2006 Kevin Hall (Berserker)

Final Fantasy XII copyright © 2006 Square-Enix.

This document is for private and personal use only.  Do not try to sell this 
document for profit.  This is a free document and should remain free.  Do not 
try to reproduce this document in any way, shape, or form.  Do not alter this 
FAQ in any way.  Use of this guide on any other web site, besides the sites 
that have contacted me, or as a part of any public display is strictly 
prohibited, and a violation of copyright.

If you want to use this FAQ on your site, then contact me for permission first.

This FAQ can only be found on a few sites as of now and I am keeping a list of 
those sites.  Contact me if you want to use it.

-- Special Thanks

- my parents.

- Final Fantasy fans at the Arctic Nightfall forums.

- all the sites that host this guide.

- BradyGames for some of the monster stats that are impossible to find without 
  the use of their guide due to some of the monster's immunity to Libra.  Brady 
  did a good job with FFXII as they do with all their FF games, so it is a 
  worthy pickup.

-- Version History

Version 0.2 - (November 21, 2006) - Finished up to the Dreadnought Leviathan of 
the main walkthrough.

Version 0.25 - (November 22, 2006) - The Tomb of Raithwall section of the main 
walkthrough is now finished.

Version 0.27 - (November 23, 2006) - The side quests "Pilika's Diary" and 
"Sunstone Help" are now in the side quest section along with notes in the 
walkthrough for them.   The "Ktjn the Viera" side quest has a new question and 
"The Cry of Its Power" Elite Mark Hunt and "A Scream from the Sky" Hunt are 
finished.  The list section was updated with new items also.

Version 0.3 - (November 24, 2006) - The side quests "The Lost Cactoid", "Bottle 
of Spirits" and "Patient in the Esterland" have now been added and the 
walkthrough is now up to the meeting in Jahara.  Keep in mind that the 
formatting for this guide will look much better once I finish up everything.  I 
apologize for how hard to read some of the sections are at this point with 
little formatting and very little in the way of any proofread paragraphs. :\

Version 0.35 - (November 27, 2006) - Two more side quests added: "July, the 
Archadia Spy" and "Six Heroes, a Viera, and a Lovestruck Man".  "The Defense of 
Ozmone Plain" and "A Ring in the Rain" hunts are now up - still working on the 
Earth Tyrant side quest at the moment.  Walkthrough is finished up to Mount 
Bur-Omisace.

Version 0.36 - (November 28, 2006) - "The Dead Ought Sleep Forever" and 
"Befoulment of the Beast" are now up in the Hunts section and the final 
question for the Viera side quest has been added - I'm still not finished with 
that side quest yet though.

Version 0.37 - (November 29, 2006) - Finished the "Lost in the Pudding" hunt 
and continued some more with the walkthrough.  Begun the Ring Wyrm hunt, but 
haven't finished it yet.

Version 0.38 - (November 30, 2006) - Walkthrough is now up to the arrival at 
Nalbina.  The Viera sidequest is now complete...most of the way.

Version 0.40 - (December 01, 2006) - "A Chase Through the Woods" and "The Mine 
Flayer" hunts are now up.  The walkthrough was continued slightly - the items 
and enemies section for the new areas took the majority of my time.

Version 0.45 - (December 04, 2006) - "Trouble in the Hills", "Rodeo to the 
Death", and "Crime and Punishment" hunts are now up.  Necrohol of Nabudis side 
quest started.  The walkthrough is complete up to the Mandragora fight in the 
Sochen Cave Palace.

Version 0.46 - (December 05, 2006) - Waterfall Puzzle added to the Sochen Cave 
walkthrough.  Very minor update this time. :(

Version 0.47 - (December 07, 2006) - Walkthrough is now up to Archades.  An 
explanation of getting all the chops in Archades has been added along with a 
bit more for the Necrohol of Nabudis (and Nabreus Deadlands) side quest - the 
quest for the Nabreus Medals has been started.

Version 0.48 - (December 08, 2006 - "A Tingling Toast" and "Paradise Risen" are 
now up in the Hunts section.  Adrammelech, the Wroth was added and I started an 
Espers section under side quests.  "Antlion Infestation" hunt was started but 
postponed because he is owning me at the moment.

-- Contact Info

I can be reached at my email address, which is > [email protected] <, so 
please contact me if you have any questions, comments, etc.  I don't mind 
receiving emails at all.  All I ask is for you to try to make the email decent. 
I realize that some people do not speak perfect English or cannot type that 
well, so that doesn't really matter to me, but all that I ask is that you try 
to make it readable.  If you found this walkthrough helpful, an email would be 
most appreciated.

I would prefer you not to add me to your messenger, but if you do, at least 
tell me a bit about yourself and why, or if I know you, tell me who you are.  
One of my pet peeves is when people just add me to their messenger without 
saying anything.  I usually just deny their request.

-- About Me

Well, my name is Kevin.  I'm 26 years old and reside in the US (Mississippi).  
I've been an avid player of video games ever since I first got an Atari 2600 
back when I was 6 years old.  I've tried to escape into many other hobbies but 
always wind up back to square one with video games.  My favorite gaming series 
is Resident Evil by far, then second would be Castlevania.  Playing just about 
any survival horror is a major high point in my gaming experience.  A few of my 
other interests include horror movies, anime, and I'm a complete message board 
junkie.  You can find me at Artic Nightfall (Berserker) or the Resident Evil or 
Castlevania IGN message boards (berserker_kev).  I'm also a big fan of viewing 
artwork, though I can't draw myself.  Even though I can't draw, I try to be a 
creative person through writing, and hopefully that reflects in my guides.  My 
dream is to be a professional walkthrough writer, but until then I will 
continue to publish guides for free on GameFAQs and the various other gaming 
sites.

For any other info about me, please see my FAQ Writer of the Month interview at 
IGN:

http://faqs.ign.com/articles/637/637797p1.html

-- My other work can be found at both IGN and GameFAQs.

http://users.ign.com/about/berserker_kev (IGN)

http://www.gamefaqs.com/features/recognition/21400.html (GameFAQs)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
             _-_ Cheat Happens Guides (www.cheathappens.com) _-_
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

This is a list of HTML guides with pics that I have done for Cheat Happens.  If 
you like my work in my FAQs found around the various gaming sites then you will 
find that these are similar.

--> God Hand

Have Fist Will Travel!

http://www.cheathappens.com/features/god_hand/gh_index.asp

--> Dead Rising

Freelance photojournalist Frank West + a mall of full of zombies + tons of 
stores where anything and everything is a weapon = the scoop of a lifetime!

http://www.cheathappens.com/features/dead_rising/dr_index.asp

--> Tomb Raider: Legend

Lady Croft's next big adventure crosses multiple platforms and delivers on all!

http://www.cheathappens.com/features/tomb_raider_legend/trl_index.asp

--> Prince of Persia: The Two Thrones

"Come, and I will tell you a tale like none you have ever heard..."

http://www.cheathappens.com/features/two_thrones/poptt_index.asp

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                              ^^^             ^^^
                             |    \         /    |
                             |     \       /     |
                             |      \     /      |
                             |     (*\   /*)     |
                              --------   --------
                            ^^                   ^^
                           /  \                 /  \
                           \ |  ---------------  | /
                            \| | | | | | | | | | |/
                             \ | | | | | | | | | /
                               -----------------
                   ___    __  __  __    __  __          __  __ 
                  / __\  /__\/__\/ _\  /__\/__\  /\ /\ /__\/__\
                 /__\// /_\ / \//\ \  /_\ / \// / //_//_\ / \//
                / \/  \//__/ _  \_\ \//__/ _  \/ __ \//__/ _  \
                \_____/\__/\/ \_/\__/\__/\/ \_/\/  \/\__/\/ \_/

                            Thank you for reading!

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