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Version 1.01

Final Fantasy XII

This FAQ/Walkthrough is copyright of Alan Quirino (grayfox2510 (at) gmail
(dot) com).

Ok, so let us go over a few basic things...

1) If you see anything that looks like my guide somewhere else, and you think
  it was stolen without my permission, please let me know. Thanks.

2) As of currently, I am not allowing any other sites besides GameFAQs to host
  my guides. IGN being a possible exception from time to time, but otherwise,
  I'm afraid I must decline your offers under most circumstances. You are,
  of course, still free to try. Who knows? Also, under the odds that you are
  granted permission, please check regularly the following link for updates.
  http://www.gamefaqs.com/features/recognition/8373.html
  Sites that have free permission to host my guides are:
   + GameFAQs.com (Remember kids, GameSpot is sort of an affiliate of
     GFAQs.com, so they link directly, and thus, they are ok with me)
   + IGN.com (Though they are from time to time)
   + NeoSeeker.com

3) If sending an inquiry about this game, be sure to put, at the very least,
  "Final Fantasy XII" in the title, just to help me sort my mail. Otherwise,
  it might get lost and you get no answer. Do note however, I have the right
  to answer you or not. That is, obvious questions or information you could
  easily reach in here might not be answered. I normally still answer almost
  every mail (Yeah, I'm a good person), though that's not 100% of all cases.
  Also, I know my English isn't perfect but at least I tried when writing
  this, please do the same when you mail in a question.
  My mail is at the top and bottom of this file.

4) Needless to say, this guide is copyrighted according to the DMCA and stuff.
  So, please don't steal anything (If you want to use something, a bit of
  information or whatever, go ahead, but give proper credit where due).
  Just don't take the whole thing.

5) Mails thanking me for the help and whatnot are always appreciated. ^^
  (Honestly, they alone are enough to make me keep going sometimes)
  Feel free to write in English or Spanish, whichever you prefer. ;p
  Technically, I can understand written French, but don't expect an answer in
  French.
_______________________________________________________________________________
-----------------------------------Contents------------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
BE SURE TO USE THE [] WHILE SEARCHING WITH THE KEY, OTHERWISE YOU MIGHT LAND IN
A DIFFERENT PLACE BEFORE YOU GET TO WHERE YOU WANTED.

+ Finished
~ Under Construction
- To do

##. Section                                                           [Key]

00. ToDo, Updates & Forewords.........................................[000]+
01. Game Introduction
01.01. Story.........................................................[011]+
01.02. Characters....................................................[012]+
 01.02.01. Extra Characters..........................................[121]+
01.03. Controls......................................................[013]+
02. Game System Information
02.01. Menu Explanation..............................................[021]+
02.02. Active Dimension Battle System................................[022]+
02.03. Gambit System.................................................[023]+
02.04. License System................................................[024]+
02.05. Mist: Espers & Quickenings....................................[025]+
02.06. Status Effects................................................[026]+
03. Walkthrough.......................................................[003]+
Please look inside for further details on how to find information.
04. License Section
04.01. License Board.................................................[041]+
04.02. Ability List..................................................[042]+
04.03. Esper Information.............................................[043]+
05. Item Section
05.01. Item List.....................................................[051]+
05.02. Weapon List...................................................[052]+
05.03. Armor List....................................................[053]+
05.04. Accessory List................................................[054]+
05.05. Grimoires.....................................................[055]+
05.06. Loot..........................................................[056]+
06. Gambit List.......................................................[006]+
07. Enemy Section
07.00. Enemy Traits..................................................[070]+
07.01. Bestiary......................................................[071]+
07.02. Mark Hunts....................................................[072]+
07.03. Espers........................................................[073]+
07.04. Bosses........................................................[074]+
07.05. Rare Games....................................................[075]+
07.06. Hunter Marks..................................................[076]+
08. Other
08.01. Sky Pirate's Den..............................................[081]+
08.02. Bazaar Goods..................................................[082]+
08.03. Clan Rank & Clan Shop.........................................[083]+
 08.03.01. Hunter Clan Shop..........................................[831]+
08.04. Sidequests
 08.04.01. Obtaining the Non-Story Espers............................[841]+
 08.04.02. Viera Lover...............................................[842]+
 08.04.03. Cockatrices...............................................[843]+
 08.04.04. Dalmasca Eastersand's Villages............................[844]+
 08.04.05. The Earth Tyrant..........................................[845]+
 08.04.06. Fishing...................................................[846]+
 08.04.07. Ann's Sisters.............................................[847]+
 08.04.08. Secrets of the Necrohol...................................[848]+
 08.04.09. Bhujerba Liquor...........................................[849]+
 08.04.10. Hell Wyrm: Prelude to Yiazmat.............................[84A]+
 08.04.11. Back to the Future: Omega mk. XII.........................[84B]+
08.05. Pharos at Ridorana - Subterra - How and Where?................[085]+
08.06. Hunt Catalogue................................................[086]+
09. FAQ...............................................................[009]+
10. Conclusion........................................................[010]+
_______________________________________________________________________________
[000]--------------------00. ToDo, Updates & Forewords-------------------------
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To Do:
- I don't think I'm missing a single enemy. Maybe a drop/steal/poach field
  though... I can pretty much assure you that.


Updates:
- Version 1.01 - Filesize: 1,704,189 Bytes (1.665 MBs)
    Date: February 26, 2007
    Just added some tidbits of information and what not. Nothing sock-blowing
    or stuff. Corrected some other things, etc.
- Version 1.0 - Filesize: 1,702,596 Bytes (1.663 MBs)
    Started: December 14, 2006.
    Finished: February 16, 2007. (Believe it!)
    Pain... Death... Blood... Shadows closing in... Ok, enough drama.
    Seriously, this is the first and last time I ever do a guide from zero to
    99% complete (I never say 100%, ever).
    Overall I offer...
    - Full walkthrough
    - Full bestiary (well, 99.5% full I say)
    - Full item list (including drops, steals, poach, locations to find, etc.
      and other details)
    - Complete stats about magicks and Espers.
    - Full hunt list and strategies on how to beat every boss, esper and hunt.
      As well as the hunt list as shown in the Primer for those who only want
      to know how to get somewhere and not strategy or big numbers.
    - Other random crap I can't think of.
    I honestly wasn't expecting the size of this thing to skyrocket like this,
    while I knew it was going to end BIG, I never expected I would cross the
    1.5 MB mark. Seriously, up to date my biggest file had been of like 500
    KBs at most... And it only took me a bit over two months, hurray for me.


Forewords:
Uhh... Look at the FAQ. Might answer something for you.
_______________________________________________________________________________
-----------------------------01. Game Introduction-----------------------------
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_______________________________________________________________________________
[011]----------------------------01.01. Story----------------------------------
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Taken directly from the manual.


A World Called Ivalice...
An age when magick was commonplace and airships plied the skies...

Our tale begins.

As war looms on the horizon, the mighty Archadian Empire begins a campaign to
subjugate its neighbors. The small kingdom of Dalmasca shares their fate.
Two years after its fall, in the capital city of Rabanastre, the people line
the streets to wait for the appointment of the new consul of Archadia.
To Vaan, a young man living on the streets of Rabanastre, the Empire is a
hated enemy who took the life of his brother, the only family he had left.
Vaan hatches a plot to break into the palace and take back the spoils of
conquest from Dalmasca's occupiers.
He gets more than he bargained for when he meets Princess Ashe, the sole
surviving heir to the Dalmascan throne, thought dead since the way.
Our story follows Ashe, Vaan and his friend Penelo, the sky pirate Balthier,
and his partner Fran. Accompanying them is Basch, a captain of the Dalmascan
army who turned traitor and slew his king.
Join them on an adventure spanning Ivalice that traces the mysteries behind
the Archadian Empire's invasion.

_______________________________________________________________________________
[012]--------------------------01.02. Characters-------------------------------
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The information is taken from the manual. The stats were obtained using the
Japanese 'Final Fantasy XII Battle Scenario Ultimania' guide. Max HP and Max MP
have two numbers because the exact amount they increase isn't set in stone, and
varies with every level.


Vaan
¯¯¯¯
Hume, 17 years old  ~A boy who sees freedom in the skies.~

Living in the Rabanastre slums, Vaan maintains an air of hope even under the
oppressive rule of the Empire. But he longs for more: a life without borders or
authority. He dreams of becoming a sky pirate, free to go where he will.

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
 01  |   82~84   |  25~27  |  23 |  20 |  24 |  24
 10  |  282~316  |  40~51  |  28 |  24 |  27 |  25
 20  |  645~742  |  62~89  |  33 |  28 |  31 |  26
 30  | 1111~1293 |  84~127 |  39 |  33 |  35 |  28
 40  | 1552~1814 | 111~176 |  44 |  37 |  39 |  29
 50  | 2257~2650 | 134~217 |  50 |  42 |  42 |  31
 60  | 2878~3387 | 156~255 |  55 |  46 |  46 |  32
 70  | 3230~3802 | 172~282 |  61 |  51 |  50 |  33
 80  | 3637~4281 | 188~309 |  66 |  55 |  54 |  35
 90  | 4192~4938 | 199~325 |  72 |  60 |  57 |  36
 99  | 4818~5681 | 204~330 |  77 |  64 |  61 |  37

Ashe
¯¯¯¯
Hume, 19 years old  ~A princess who had lost everything.~

The only child of King Raminas and sole heir to the Dalmascan throne. Ashe is
believed dead following the invasion. She meets Vaan and the others under the
most unlikely of circumstances.
Ashe knows all too well she lacks the power to right the wrongs committed
against her and her kingdom, but she will not allow herself to admit defeat.

Starting Level:
- Average of the two highest levels in your group + 1
Starting LP:
- Average of the two highest level members in your group - 100

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
 03  |  100~106  |  31~34  |  22 |  22 |  24 |  23
 10  |  253~284  |  43~54  |  26 |  25 |  26 |  24
 20  |  589~679  |  66~94  |  31 |  30 |  29 |  25
 30  | 1020~1189 |  89~135 |  36 |  35 |  33 |  26
 40  | 1428~1671 | 117~186 |  42 |  40 |  36 |  28
 50  | 2081~2445 | 142~230 |  47 |  45 |  40 |  29
 60  | 2656~3127 | 165~270 |  52 |  50 |  43 |  30
 70  | 2982~3511 | 182~298 |  58 |  55 |  47 |  32
 80  | 3359~3955 | 199~327 |  63 |  60 |  50 |  33
 90  | 3872~4563 | 210~344 |  68 |  65 |  53 |  34
 99  | 4452~5251 | 216~349 |  73 |  69 |  57 |  36


Basch
¯¯¯¯¯
Hume, 36 years old  ~A loyal knight branded as traitor.~

A captain in the Order of the Knights of Dalmasca, Basch achieved renown as a
gallant and brace hero credited with countless victories on the battlefield. He
is a man of justice who cannot abide inequity.
Unlike the other captains, who are chosen from the aristocracy. Basch is of
common blood and enjoys the love of the people, until he inexplicably murders
the King on the eve of the treaty-signing with Archadia. He is led away in
chains.
What could drive so loyal a man to slay his oathsworn liege?

Starting Level:
- Vaan's Level + 2
Starting LP:
- Vaan's Total LP (Used and Left) - 100

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
 03  |  138~145  |  19~22  |  26 |  21 |  20 |  23
 10  |  306~340  |  28~37  |  30 |  23 |  22 |  24
 20  |  673~772  |  46~68  |  35 |  27 |  25 |  25
 30  | 1146~1330 |  64~99  |  40 |  31 |  28 |  26
 40  | 1593~1858 |  86~139 |  46 |  35 |  31 |  28
 50  | 2307~2706 | 105~172 |  51 |  39 |  34 |  29
 60  | 2937~3453 | 122~203 |  56 |  43 |  36 |  30
 70  | 3294~3873 | 135~225 |  62 |  47 |  39 |  31
 80  | 3706~4359 | 149~247 |  67 |  51 |  42 |  33
 90  | 4269~5025 | 157~260 |  72 |  55 |  45 |  34
 99  | 4903~5778 | 161~264 |  77 |  58 |  47 |  35


Penelo
¯¯¯¯¯¯
Hume, 17 years old  ~Vaan's friend.~

Like Vaan, Penelo calls Rabanastre's Lowtown home. She watches over Vaan,
trying to keep him from getting into too much trouble.
Though she lost her family in the war with the Empire, Penelo is ever cheerful
making her way by doing odd jobs in and around the city.
She enjoys the lighter side of life, but Penelo is not altogether unfamiliar
with battle. While she remains untested in a true fight, her brothers, who
belonged to the Order, taught her the fundaments of combat.
Penelo believes that in perseverance, there is hope.

Starting Level:
- 1st Time: Vaan's Level
- 2nd Time: Average of the two highest levels
Starting LP:
- 1st Time: Vaan's Total LP (Used and Left) - 20
- 2nd Time: Average of the two highest levels + 20 (I think)

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
 01  |   65~66   |  36~37  |  20 |  18 |  23 |  24
 10  |  244~275  |  51~62  |  25 |  23 |  26 |  25
 20  |  570~658  |  73~100 |  30 |  28 |  30 |  26
 30  |  989~1153 |  95~140 |  35 |  33 |  34 |  27
 40  | 1385~1621 | 123~189 |  40 |  38 |  38 |  29
 50  | 2018~2372 | 146~231 |  45 |  43 |  41 |  30
 60  | 2577~3035 | 168~270 |  50 |  48 |  45 |  31
 70  | 2894~3407 | 185~297 |  55 |  54 |  49 |  32
 80  | 3259~3838 | 201~325 |  60 |  59 |  53 |  34
 90  | 3758~4428 | 212~341 |  65 |  64 |  56 |  35
 99  | 4321~5096 | 217~346 |  70 |  69 |  60 |  36


Balthier
¯¯¯¯¯¯¯¯
Hume, 22 years old  ~A dashing sky pirate.~

He would describe himself as a noble thief, stealing only from those who
deserve it. He goes where he pleases, swearing fealty to no one.
While roaming the skies of Ivalice with Fran, his viera partner, he still
makes time to charm the ladies with his silver tongue and put wrongs to right--
grinning all the while.

Starting Level:
- 1st: Vaan's Level +1
- 2nd: Level you left him at.
Starting LP:
- 1st: Vaan's Total LP (Used and Left) - 135
- 2nd: LP you left him with.

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
 02  |   99~103  |  20~22  |  25 |  17 |  24 |  24
 10  |  277~311  |  32~41  |  29 |  20 |  27 |  25
 20  |  630~725  |  51~75  |  34 |  24 |  31 |  26
 30  | 1084~1261 |  71~109 |  39 |  28 |  34 |  28
 40  | 1513~1768 |  95~153 |  44 |  32 |  38 |  29
 50  | 2198~2581 | 115~189 |  50 |  36 |  41 |  31
 60  | 2803~3299 | 134~223 |  55 |  40 |  45 |  32
 70  | 3146~3702 | 149~247 |  60 |  44 |  48 |  34
 80  | 3542~4168 | 163~271 |  65 |  48 |  52 |  35
 90  | 4082~4808 | 173~285 |  71 |  52 |  55 |  37
 99  | 4691~5531 | 177~289 |  75 |  56 |  58 |  38


Fran
¯¯¯¯
Viera, Age Unknown  ~A master of weapons.~

A viera warrior, Fran is as much at ease with a sword as she is her bare hands.
Her proficiency with a blade is matched only by her skill with a wrench, as she
also handles the maintenance of Balthier's airship, the Strahl.
The lifespan of the viera is far greater than that of humes, and many secrets
lie hidden in her long history. Yet, the divide of race does nothing to
diminish the bond of trust between her and Balthier.

Starting Level:
- 1st: Vaan's Level +1
- 2nd: Level you left her at.
Starting LP:
- 1st: Vaan's Total LP (Used and Left) - 120
- 2nd: LP you left her with.


Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
 02  |   85~89   |  25~27  |  23 |  18 |  20 |  23
 10  |  256~288  |  38~49  |  27 |  22 |  23 |  24
 20  |  594~685  |  60~88  |  32 |  26 |  26 |  25
 30  | 1029~1199 |  83~127 |  37 |  30 |  30 |  27
 40  | 1440~1684 | 110~177 |  42 |  34 |  33 |  28
 50  | 2097~2464 | 134~218 |  47 |  39 |  36 |  30
 60  | 2677~3151 | 156~257 |  52 |  43 |  40 |  31
 70  | 3005~3538 | 172~284 |  57 |  47 |  43 |  32
 80  | 3385~3985 | 189~312 |  62 |  51 |  46 |  34
 90  | 3902~4598 | 200~328 |  67 |  55 |  50 |  35
 99  | 4486~5290 | 205~333 |  71 |  59 |  53 |  36


Character Comparisons
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is merely for comparison. Ultimately, it's all the same if you ask me.
These were done by using the highest possible number in HP/MP at level 99
as well.

HP:                                     MP:
1. Basch (5778)                         1. Ashe (349)
2. Vaan (5681)                          2. Penelo (346)
3. Balthier (5531)                      3. Fran (333)
4. Fran (5290)                          4. Vaan (330)
5. Ashe (5251)                          5. Balthier (289)
6. Penelo (5096)                        6. Basch (264)

Strength                                Magic:
1. Vaan (77)                            1. Ashe (69)
1. Basch (77)                           1. Penelo (69)
3. Balthier (75)                        3. Vaan (64)
4. Ashe (73)                            4. Fran (59)
5. Fran (71)                            5. Basch (58)
6. Penelo (70)                          6. Balthier (56)

Vitality                                Speed:
1. Vaan (61)                            1. Balthier (38)
2. Penelo (60)                          2. Vaan (37)
3. Balthier (58)                        3. Ashe (36)
4. Ashe (57)                            3. Penelo (36)
5. Fran (53)                            3. Fran (36)
6. Basch (47)                           6. Basch (35)

Average according to merits:
1. Vaan
2. Ashe
3. Penelo
4. Balthier
5. Fran
6. Basch

I REPEAT! This is merely statistical. Play with whoever you feel better.
Example, I love Vieras ever since FFTA (among other), thus, I control Fran,
regardless of is she isn't the most powerful character ever. Besides her,
I use Vaan and Ashe mostly, but that's because I grew too used to Vaan at
first and Ashe was just cool in her own way. So just play with those you
like.
_______________________________________________________________________________
[121]----------------------01.02.01. Extra Characters--------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This section contains the information of every other character that you control
or joins you as a Guest during the course of the game, regardless of if later
it becomes a normal party member or not.

Reks
¯¯¯¯
Available: Nalbina Fortress (Beginning of the game)
Level: 3                               Weapon: Mythril Sword
LP: --- (Doesn't need)                 Off-hand: Buckler
Magicks: Cure, Thunder                 Head: Leather Cap
Technicks: None                        Body: Leather Vest
Items: Potion x8, Hi-Potion x5         Accessory: ---
Gambits: ---

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
  3   |  112~118  |  32~35  |  24 |  22 |  23 |  35
  4   |  129~139  |  34~39  |  25 |  22 |  24 |  35
  5   |  148~160  |  35~42  |  25 |  23 |  24 |  35
  6   |  168~183  |  37~45  |  26 |  23 |  24 |  35
 99   | 4401~5188 | 233~378 |  74 |  67 |  55 |  46


Amalia
¯¯¯¯¯¯
Available: Garamsythe Waterway (After escaping from the palace)
           Until the end of the Waterway.
Level: Average of your two highest level members + 1
Gambits: 1. Ally: HP < 40%                > Potion
         2. Ally: Status = KO             > Phoenix Down
         3. Foe: Dark-Weak                > Dark Mote
         4. Foe: Nearest Visible          > Attack

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
  3   |  100~106  |  31~34  |  22 |  22 |  24 |  23       Weapon:
 10   |  253~284  |  43~53  |  26 |  25 |  26 |  24         Longsword
 20   |  589~679  |  66~94  |  31 |  30 |  29 |  25       Off-hand:
 30   | 1020~1189 |  89~135 |  36 |  35 |  33 |  26         Escutcheon
 40   | 1428~1671 | 117~186 |  42 |  40 |  36 |  28       Head:
 50   | 2081~2445 | 142~230 |  47 |  45 |  40 |  29         Bronze Helm
 60   | 2656~3127 | 165~270 |  52 |  50 |  43 |  30       Body:
 70   | 2982~3511 | 182~298 |  58 |  55 |  47 |  32         Bronze Chestplate
 80   | 3359~3955 | 199~327 |  63 |  60 |  50 |  33       Accessory:
 90   | 3872~4563 | 210~344 |  68 |  65 |  53 |  34         Bangle
 99   | 4452~5251 | 216~349 |  73 |  69 |  57 |  36


Basch
¯¯¯¯¯
Available: Barheim Passage (After escaping from the Nalbina Dungeons)
Level: Average of your two highest level members + 2
Gambits: 1. Foe: Party Leader's Target     > Attack
         2. Foe: Nearest Visible           > Attack

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
  4   |  157~168  |  20~24  |  37 |  21 |  21 |  23       Weapon:
 10   |  306~340  |  28~37  |  30 |  23 |  22 |  24         Bare-handed
 20   |  673~772  |  46~68  |  35 |  27 |  25 |  25       Off-hand:
 30   | 1146~1330 |  64~99  |  40 |  31 |  28 |  26         ---
 40   | 1593~1858 |  86~139 |  46 |  35 |  31 |  28       Head:
 50   | 2307~2706 | 105~172 |  51 |  39 |  34 |  29         Bronze Helm
 60   | 2937~3453 | 122~203 |  56 |  43 |  36 |  30       Body:
 70   | 3294~3873 | 135~225 |  62 |  47 |  39 |  31         Bronze Chestplate
 80   | 3706~4359 | 149~247 |  67 |  51 |  41 |  33       Accessory:
 90   | 4269~5025 | 157~260 |  72 |  55 |  45 |  34         Tourmaline Ring
 99   | 4903~5778 | 161~264 |  77 |  58 |  47 |  35

Lamont
¯¯¯¯¯¯
Available: Bhujerba (During the Lhusu Mines)
Level: Average of your two highest level members
Gambits: 1. Ally: HP < 50%                 > Hi-Potion
         2. Ally: HP < 70%                 > Potion
         3. Foe: Flying                    > Telekinesis
         4. Foe: Party Leader's Target     > Attack
         5. Foe: Nearest Visible           > Attack
Traits: Focus, Last Stand, Parry.
Weapon: JyuWaYuuSu (??? - Found no NA Equivalent)
Off-hand: Sword Breaker (??? - Found no NA Equivalent)
Head: Topkapi Hat
Body: Kilimweave Shirt
Accessory: Tourmaline Ring


Vossler
¯¯¯¯¯¯¯
Available: Leviathan (While you are on it)
           Ogir-Yensa Sandsea
Level: Average of your two highest level members + 4
Gambits: 1. Ashe's Target: Flying          > Telekinesis
         2. Ashe's Target                  > Attack
         3. Self: Status = HP Critical     > Balance
         4. Foe: Flying                    > Attack
         5. Foe: Nearest Visible           > Attack

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
  6   |  211~228  |  28~36  |  29 |  22 |  21 |  24
 10   |  323~360  |  36~49  |  31 |  23 |  22 |  25
 20   |  715~820  |  62~95  |  36 |  27 |  25 |  26
 30   | 1219~1416 |  89~143 |  42 |  31 |  28 |  28
 40   | 1696~1979 | 122~202 |  47 |  35 |  31 |  29
 50   | 2457~2883 | 151~252 |  53 |  39 |  34 |  31
 60   | 3129~3680 | 177~298 |  58 |  43 |  36 |  32
 70   | 3510~4128 | 197~331 |  64 |  47 |  39 |  33
 80   | 3950~4646 | 217~364 |  69 |  51 |  42 |  35
 90   | 4550~5356 | 230~384 |  75 |  55 |  45 |  36
 99   | 5227~6160 | 236~390 |  80 |  58 |  47 |  37

Vossler has two sets of equipment, the first one is when you are on the
Leviathan, then while on the Ogir-Yensa Sandsea.

Weapon: Nightmare / Nightmare
Off-hand: --- / ---
Head: Sallet / Winged Helm
Body: Scale Armor / Chainmail
Accessory: Armguard / Armguard

Larsa
¯¯¯¯¯
Available: Land of the Jahara
Level: Average of your two highest level members +2
Gambits: 1. Ally: HP < 10%                 > X-Potion
         2. Ally: HP < 50%                 > Hi-Potion
         3. Foe: Flying                    > Telekinesis
         4. For: Party Leader's Target     > Attack
         5. Foe: Nearest Visible           > Attack
Traits: Focus, Last Stand, Parry

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
  2   |   83~87   |  37~40  |  21 |  22 |  23 |  24       Weapon:
 10   |  249~280  |  51~62  |  25 |  26 |  26 |  25        YuuWaYuuSu (???)
 20   |  577~665  |  73~100 |  30 |  31 |  30 |  26       Off-hand:
 30   |  999~1164 |  95~140 |  35 |  36 |  34 |  27        Sword Breaker (???)
 40   | 1398~1636 | 123~189 |  40 |  41 |  38 |  29       Head:
 50   | 2036~2393 | 146~231 |  45 |  46 |  41 |  30        Lambent Hat
 60   | 2599~3060 | 168~270 |  50 |  51 |  45 |  31       Body:
 70   | 2918~3435 | 185~297 |  55 |  57 |  49 |  32        Chanter's Djellaba
 80   | 3287~3869 | 201~325 |  60 |  62 |  53 |  34       Accessory:
 90   | 3789~4464 | 212~341 |  65 |  67 |  56 |  35        Tourmaline Ring
 99   | 4356~5137 | 217~346 |  70 |  72 |  60 |  36


Reddas
¯¯¯¯¯¯
Available: Balfonheim Port
Level: Average of your two highest level members +2
Gambits: 1. Foe: Flying                    > Telekinesis
         2. Foe: Targeting Self            > Attack
         3. Foe: Highest Level             > Attack
         4. Foe: Nearest Visible           > Attack
         5. Foe: Nearest Visible           > Telekinesis
          Reason for no. 5? Climb the Pharos at Ridorana, you'll see.
Traits: Ignore Evasion, Adrenaline, Last Stand, Parry

Level |   Max HP  |  Max MP | STR | MGC | VIT | SPD
------|-----------|---------|-----|-----|-----|----
  5   |  208~222  |  35~42  |  26 |  23 |  26 |  35       Weapon:
 10   |  342~378  |  45~57  |  29 |  25 |  28 |  36        ???
 20   |  726~830  |  70~101 |  34 |  30 |  31 |  37       Off-hand:
 30   | 1221~1414 |  95~145 |  39 |  35 |  34 |  39        ???
 40   | 1689~1967 | 126~201 |  44 |  39 |  38 |  40       Head:
 50   | 2436~2854 | 153~248 |  50 |  44 |  41 |  42        Dragon Helm
 60   | 3096~3636 | 177~292 |  55 |  49 |  44 |  43       Body:
 70   | 3469~4075 | 196~323 |  60 |  53 |  47 |  45        Dragon Armor
 80   | 3901~4584 | 215~354 |  65 |  58 |  51 |  46       Accessory:
 90   | 4490~5281 | 227~372 |  71 |  63 |  54 |  48        Battle Harness
 99   | 5154~6069 | 233~378 |  75 |  67 |  57 |  49
_______________________________________________________________________________
[013]---------------------------01.03. Controls--------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
GENERAL CONTROLS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

X Button............Confirm Selection
                   Talk with a nearby NPC (Check for the talk icon)
                   Inspect an object (Check for the action icon)
Circle Button.......Cancel
                   Return to the previous menu screen
Triangle Button.....Display the Party Menu
                   Display the Conversation Log
                   Scroll quickly through lists in Party Menu
Square Button.......Talk with a nearby NPC (Check for the talk icon)
Up/Down Arrows......Move the menu cursor
Left/Right Arrows...Target a foe or NPC
Left Analog Stick...Walk (When slightly tilted)
                   Run (When fully tilted)
Right Analot Stk....Move Camera
L1/R1 Button........Change pages
L2 Button...........Toggle Zoom
R2 Button...........Zoom in and out of the map and license board
R3 Button...........Return camera to default position, behind the player
Start Button........Pause the game
Select Button.......Display a map of your current location



BATTLE CONTROLS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
X Button............Displays the Battle Menu
                   Inspects an object (Check for the action icon)
Circle Button.......Cancel
                   Return to the previous menu screen
Triangle Button.....Display Party Menu
Square Button.......Display/Close the Battle Menu
Directional Pad.....Move the menu cursor
Up/Down Arrows......Change party leader (Only if Battle Menu is not open)
Left/Right Arrows...Target a foe, ally, or NPC
Left Analog Stick...Walk (When slightly tilted)
                   Run (When fully tilted)
Right Analog Stk....Move Camera
L1/R1 Button........Change target group (Allies, Foes, Reserve Allies)
L2 Button...........Lock on to a target with the camera
R2 Button...........Flee from battle (Hold and keep while 'Fleeing' appears)
R3 Button...........Return camera to default position, behind the player
Start Button........Pause the game
Select Button.......Display a map of your current location

_______________________________________________________________________________
--------------------------02. Game System Information--------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_______________________________________________________________________________
[021]-----------------------02.01. Menu Explanation----------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Party Menu
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Pressing the Triangle button while adventuring or in battle will call up the
Party Menu. Many different tasks can be performed within this menu, such as
viewing your characters' stats, equipping weapons and armor, and adjusting
game settings.

Party
¯¯¯¯¯
Use this command to add and remove members from your current party. After
selecting a character, use the X button or the left/right directional buttons
to add or remove him from the party. Characters whose pictures are highlighted
and offset to the left are members of the active party. A party can include up
to three active members. The remaining reserve members can be called to action
at any time using the Party command.
Note that while attempting to adjust party composition during battle, members
who are targeted or performing an action cannot be removed from the party
until they are no longer targeted or the corresponding action is complete.

 Guest Members
 ¯¯¯¯¯¯¯¯¯¯¯¯¯
 As you proceed through the game, there will be times when other characters
 temporarily join your party. While these "guests" are considered party
 members, they will act according to their own will. Guest members do not gain
 experience, cannot be given orders, cannot be removed from the party, and
 cannot have their equipment adjusted.

Status
¯¯¯¯¯¯
Use this option to view the current stats and status effects of your
character. Press the L1 or R1 buttons to cycle through characters.

Level.............The character's current level.
HP................The character's current/maximum hit points. If a character's
                  HP reaches zero, the played is KO'd and unable to
                  participate in battle. Max HP increases as a character gains
                  levels or obtains certain licenses.
MP................The character's current/maximum Mist points. Mist points are
                  required to cast spells. Max MP increases as a character
                  gains levels.
LP................The number of license points a character currently has to
                  spend on acquiring new licenses. Defeat foes to earn LP.
EXP/NEXT..........The character's current number of experience points and the
                  number of points needed to reach the next level. Defeat
                  foes to earn EXP.
Attack Power......The character's attack power. The higher the number, the
                  more physical damage the character is capable of dealing to
                  an enemy. Attack power is based mainly on a character's
                  weapon.
Defense...........The character's defense rating. The higher the number, the
                  less damage the character will take from physical attacks.
                  Defense is based mainly on a character's armor.
Magick Resist.....The character's resistance to magick. The higher the number,
                  the less damage the character will take from magick-based
                  attacks. Magick resist is based mainly on a character's
                  helm.
Evade.............The character's ability to evade physical attacks. The
                  higher the number, the higher the probability an enemy's
                  attack will miss or the character will successfully parry
                  or block. Evased is based mainly on a character's shield.
Magick Evade......The character's ability to evade magick. The higher the
                  number, the higher the probability an enemy's magick will
                  not be effective on the character. Magick evade is based
                  mainly on a character's shield.
Strength..........Determines the power of most physical attacks. Strength
                  increases as a character gains levels or obtains certain
                  licenses.
Magick Power......Determines the potency of various magicks. Magick power
                  increases as a character gains levels or obtains certain
                  licenses. Magic power also affects the attack power of
                  some weapons.
Vitality..........Determines the character's resistance to various status
                  ailments as well as the time required for recovery. Vitality
                  increases as a character gains levels.
Speed.............Determines the amount of time required to perform various
                  actions. Speed also affects the attack power of some
                  weapons.

For more information on how these stats actually work, please refer to the
Game Mechanics FAQ in GameFAQs.com by Maltzsan.
http://db.gamefaqs.com/console/ps2/file/final_fantasy_xii_mech.txt


Equip
¯¯¯¯¯
Use this command to change the equipment of your party members.
You can manually remove or equip each character's weapon, off-hand item, helm,
armor, and accessory, or choose "optimize" to automatically equip a character
with the strongest equipment available.
 To equip items manually, first select "Equip" from the menu. Next, select
the type of item you wish to equip. When selecting weapons, you can cycle
through weapon categories using the left/right directional buttons or the
L1/R1 buttons.
 When a piece of equipment in the item list is highlighted, the item's effect
on a character's attributes is displayed. A number in red indicates that the
equipment will lower an attribute, while a number in blue indicates an
increase.
 Equipment listed in gray is either currently equipped by another character or
cannot be equipped due to a lack of the proper license. View the chart on the
far right of the screen to determine whether or not a character has acquired
the license necessary to equip a certain item.

Action List
¯¯¯¯¯¯¯¯¯¯¯
 When selecting a character in the Party Menu, pressing the Square button
 calls up that character's action list. The action list displays the magicks,
 technicks, Espers, and quickenings the character has obtained. Magicks, etc.,
 listed in gray have yet to be learned. Press the X or Circle button to
 advance through the list. Use the direction buttons to select and display
 a short summary of each action.

Licenses
¯¯¯¯¯¯¯¯
Use this command to spend license points and obtain new licenses. Character
development in Final Fantasy XII is based largely on the acquisition of
"licenses." Licenses are required to equip weapons and armor, learn magicks
and technicks, and enhance a character's abilities.

Please refer to 02.04. License System for a more thorough explanation.

Gambits
¯¯¯¯¯¯¯
Use this command to configure a character's gambits. Gambits are customizable
commands that determine how a character will fight during battle.

Please refer to 02.03. Gambit System for a more thorough explanation.

World Map
¯¯¯¯¯¯¯¯¯
Use this command to view the World Map, as well as any Location Maps you
possess.

Inventory
¯¯¯¯¯¯¯¯¯
Use this command to view the items you have obtained.
Do note you can NOT use items through here. If you wish to use an item,
regardless of the time, you need to bring up the Battle Menu and go from
there. The Inventory screen is merely for looking at what you have with you
and sort things out.

Clan Primer
¯¯¯¯¯¯¯¯¯¯¯
Use this option to view the Clan Primer, a comprehensive adventuring guide
used by adventurers across Ivalice. Useful information such as hunt records,
traveler's tips, and more can be found within its pages. You will obtain the
Clan Primer after completing a certain task. Once you have received it, it is
recommended that you check it often for hints on a variety of subjects.

There are four sections inside. All the information you can find in the next
sections:
 07.03. Mark Hunts
 07.01. Bestiary / 07.02. Rare Game
 08.01. Sky Pirate's Den
I don't include the tips section.

Config
¯¯¯¯¯¯
Use this command to adjust various battle and game settings.

I'm too lazy to write this. Just use the in-game help, it's fairly obvious.

_______________________________________________________________________________
[022]----------------02.02. Active Dimension Battle System---------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Final Fantasy XII's system, the Active Dimension Battle is, in simple words,
the mixture of a MMORPG into a console game, in a manner of speech. This is
especially true if you've played FF XI.

Nonetheless, while it's a good concept (in my opinion), there's one little
problem. Let an enemy or you throw a large spell (something that targets
multiple enemies, when there are multiple enemies) and no other spell can be
fired off at the same time, that even includes technicks. In other words,
the game is limited to one series of effects, which is the major flaw if you
ask me.

The Basics
¯¯¯¯¯¯¯¯¯¯
Active Dimension Battle
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 The ADB system removes the transition between exploration and battle. No
 longer are battles fought in a closed environment. Now, whole areas are your
 battlefield. Terrain, party member location, and obstacles all influence how
 a battle is fought. Also, because you can see foes before engaging them, you
 have the opporunity to avoid unwanted conflicts.
  Each type of monster has its own territory and behavioral patterns. Some foes
 will attack your party the moment they spot you, others will leave you alone
 unless provoked, while still others fight among themselves or prey on weaker
 monsters.

 As a general rule of thumb. If the enemy has a red bar of life, it's what
 we call "aggressive". Meaning it will rush towards you the moment you enter
 its range. Those with yellow bars are "passive" or "non-aggressive". The
 conditions for them to engage you change. For example, the little rabbits
 will only fight back if you attack them. However, Elements or Entites (Stuff
 you wanna avoid at early levels) will engage you if you cast a spell near
 them. They are "magic-aggressive" in terms of FF XI.(Yes, Eleven)

Battle Commands & Gambits
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 When a battle begings, simply selecting Attack command once for each
 character will order them to engage the specified target and continue
 fighting until the target has been defeated. It is not necessary to reselect
 the command after every hit. If you have gambits activated, your characters
 will automatically carry out those commands.
  Remember that even if gambits are activated, those orders can be overridden
 at any time by issuing a command from the Battle Menu. Also, all of an
 ally's gambits can be switches ON/OFF from the same menu.

Battle Modes
¯¯¯¯¯¯¯¯¯¯¯¯
 There are two battles modes available in Final Fantasy XII: Wait and Active.
 In Wait mode,t he action is paused whenever the Battle Menu is open, allowing
 youto organize your strategies without having to worry about an enemy's
 relentless attacks. In Active mode, the action continues regardless of
 whether or not the Battle Menu is open. This mode is recommended for skilled
 players who seek thrilling, fast-paced confrontations.
  The battle mode can be changed at any time from the Config screen found
 within the Party Menu.

 Honestly, the game is so much more fun in Active at the highest speed.
 Though if it's your first time playing, I suggest you keep it at half-speed
 if you decide for Active to get the feel of things. It's also a lot
 easier to manage once you have extra Gambits to work with.

Flow of Battle
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Ok, it's very simple.
 1. Find an enemy in sight.
 2. Open up the Battle Menu and issue commands or approach the target and
    let your Gambits work their magic.
 3. See the lines going from your character and foes to another? Those are
    target lines. That's just to see who is targetting who.
 4. The charge time gauge (CT Gauge) will fill up once you do an action. Once
    it's full, the action will be executed when possible.
 5. This keeps going until one side is defeated.

 Fleeing
 ¯¯¯¯¯¯¯
  If you wish to cancel all commands and flee from battle or simply avoid
  confrontation with aggressive targets, pressing and holding the R2 button
  will cancel all current ally actions and prevent the execution of any
  further actions (including gambits) until the button is released.

 Battle Chains
 ¯¯¯¯¯¯¯¯¯¯¯¯¯
  Defeating the same type of foe in succession results in a "battle chain."
  The current chain count is briefly displayed in the lower right-hand
  corner of the screen immediately after you defeat a foe, and continues to
  rise until you defeat a different type of foe, enter a town, or touch a
  save or gate crystal. The higher the battle chain, the better chance your
  party will have of obtaining items after defeating a foe. In addition, there
  are several levels of battle chain, with higher levels improving drop rates,
  and increasing the chances of finding rare items, as well as adding
  beneficial effects, such as Cure, to the items when you pick them up.

  For more details on how chains work and an explanation on loot, please
  refer to Maltzsan's Game Mechanics FAQ.
  http://db.gamefaqs.com/console/ps2/file/final_fantasy_xii_mech.txt
_______________________________________________________________________________
[023]------------------------02.03. Gambit System------------------------------
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Gambits are customizable commands that can direct characters to automatically
perform certain tasks during battle or while adventuring.

The Basics
¯¯¯¯¯¯¯¯¯¯
Gambits consist of two different components, one being the "Target" which
represents the character/foe an action will be carried out on, and the other
being the "action" to be performed on the selected target. Both must be
assigned a condition before the gambit can be activated.
 Assignable targets consists of party members and foes, as well as various
specialized cases, for example "Ally: MP < 40%" which targets allies with
less than 40% of their maximum MP. These targets must either be purchases at
a gambit shop or found in treasure chests. Once you have obtained a target,
your whole party will be able to use it.
 Assignable actions consist of commands such as Attack, Magicks, Technicks,
and Items. With the exception of Attack, your party must have obtained a
magick, item, etc. before you will be allowed to assign it as an action. An
action will appear in each character's gambit action list the moment it is
obtained. However, it will remain unusable (in grar) until the character
has obtained the corresponding license.
 You can increase a character's number of gambit slots by obtaining new ones
from the license board.


That's it for a simple explanation, however, there's more than that.

Examples:
Ally: HP < 70%       > Cure
 If an ally's HP falls below 70%, s/he will automatically start casting Cure
 on him/her.

Foe: flying          > Telekinesis
 If an enemy is flying (meaning you can't hit it with melee weapons), the
 character will use Telekinesis. A technick that allows you to hit flying
 enemies with your melee weapons.

There's something else however. Gambits are like boolean conditions, you should
know that by now (boolean = false/true conditions). They also have an order
of prioritization. The game will check for the first gambit. If the conditions
are met, it will be done. If not, it will check the next gambit.
Here's a BAD example of Gambit use.

1. Foe: nearest visible   > Attack
2. Ally: HP < 70%         > Cure

This says to attack any enemy in sight, but as long as you are in battle, the
character will never cure your allies. Technically, it can be done (if you
want the character to act as a reserve healer), but say you put this on the
character you've designed as your healer and you have trouble in battle.
If the character is a healer, you should switch them around.
_______________________________________________________________________________
[024]------------------------02.04. License System-----------------------------
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Character development in Final Fantasy XII is based largely on the acquisition
of "licenses." Licenses are required to equip weapons and armor, learn magicks
and technicks, and enhance a character's abilities.

The Basics
¯¯¯¯¯¯¯¯¯¯
In addition to enabling a character to equip various items or cast potent
magicks, there are also licenses to boost maximum HP or increase a character's
number of gambits. Licenses can be obtained in the "license board" by using
"license points" (LP) earned when defeating foes. Each character has a license
board; however, the layout of the board is the same for all characters.
 Simply obtaining a license for a magick or technick does not automatically
allow a character to use that ability. Before it can be used, the
corresponding magick or technick must be purchased or found. Once you have
acquired a magick or technick, any of your characters with the proper license
will be able to use it.
Licenses for ability enhancements do not require any items and are effective
immediately after being obtained.

There are seven "categories" of licenses.
1. Magicks, which are mostly found on the northern board, along the northwest
   region.
2. Accessories, which are on the northern board, along the northeast region.
3. Augments, northern board, southwest region.
4. Technicks, northern board, southeast region.
5. Armor, southern board, from center to northeast.
6. Weapons, southern board. The rest of it.
7. Mist, from Espers to Quickenings. Found all around both boards. More
   details in the next section.
_______________________________________________________________________________
[025]------------------02.05. Mist: Espers & Quickenings-----------------------
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Here's something to remember. There are 18 Quickenings on the board and each
character is limited to three, so there's one for everyone. However, once
a character licenses a Quickening in a certain spot, no one else can license
that same Quickening there.

Same for Espers. They are limited to one character each. Also, they will only
appear after the corresponding Esper has been bested in combat.

Mist
¯¯¯¯
When a character obtains an Esper or quickening license, the option "Mist"
will be added to the Battle Menu. By using "Mist Charges," the character
will be able to summon Espers or perform quickenings, special attacks capable
of dealing considerable damage to your foes.

Mist Charges
¯¯¯¯¯¯¯¯¯¯¯¯
 When a new Esper or quickening is obtained, a new MP gauge will be combined
 with the original one. This new gauge will posses the same maximum MP limit
 as the original. A character may obtain up to three of these gauges, called
 "Mist Charges." Mist Charges are required when summoning an Esper or
 performing quickenigs, with the number of Mist Charges required depending on
 the selected Esper or quickening's rank. Using a Mist Charge spends all
 the MP within a gauge.

Mist Chain
¯¯¯¯¯¯¯¯¯¯
 When a quickening is performed, the screen switches to quickening mode. While
 these attacks can be performed alone, chaining several together presents an
 opportunity to deal massive damage to a target.
  At the bottom of the quickening mode screen, a timer and a list of
 available quickenings is displayed. By pressing the proper button
 combinations within the allotted time, you will be able to perform multiple
 attacks. The quicker you are able to input the combinations, the more time
 you will have left to perform the next. When the timer runs out, your Mist
 Chain will end.
  Pressing the R2 button while in the quickening mode screen shuffles the
 quickening list. At times, a "charge" option will appear. Selecting this
 refills a Mist Charge, allowing continued use of quickenings.

 Also, after a chain ends, if you fulfill certain requirements, a
 "concurrence" will happen. These deal even more damage to the enemies.

 Here is the table to do them. Level refers to the level of the quickening,
 in other words, the number of Mist Charges they take to use.
 This was created using the FF XII: Battle Ultimania guide from SE themselves.

     Concurrence    | Power | Level 1 | Level 2 | Level 3
     ---------------|-------|---------|---------|---------
^    Black Hole     |  253  |  4 uses |  4 uses |  4 uses
|    Luminescence   |  215  |  3 uses |  3 uses |  3 uses
|    Ark Blast      |  205  |  2 uses |  2 uses |  2 uses
|    White Out      |  175  |         |         |  5 uses
|    Windburst      |  155  |         |  5 uses |
|    Torrent        |  130  |  2 uses |  3 uses |
|    Cataclysm      |  110  |  7 uses |         |
V    Inferno        |   90  |  2 uses |         |

 There's an order of priority, from top to bottom. In other words, if you
 fulfill the conditions for Black Hole, you will also fulfill the conditions
 for Luminescence, Ark Blast, etc. But only Black Hole will be done.

 The damage of this final blow is equivalent to the Power x the enemy LV.
 This last blow also hits an area, so if there are multiple enemies, they
 will be hit by this. But only the initial target will receive the quickenings
 damage.
_______________________________________________________________________________
[026]------------------------02.06. Status Effects-----------------------------
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Here's a list of all the status effects. A lot of this information (mostly
the numbers) was obtained from the FF XII: Battle Ultimania guide.

Berserk
- Doubles the CT Gauge speed and increases your physical attack output by 50%.
  The character can't receive commands and will attack random targets (foes
  only).
- Duration: 45 + (Vitality x 0.45) seconds.
- Dispel to erase it.

Blind
- The character will have his/her accuracy halved, having a harder time to hit
  enemies in combat.
- Duration: Until cured.
- Cure with magick Blindna or with an Eye Drops item. Esuna works as well.

Bravery
- Increases the physical damage dealt by the character by 30%, effectively
  hitting at 130% your normal output.
- Duration: 40 + (Vitality x 0.4) seconds.
- Dispel to erase it.

Bubble
- Doubles your Max HP for the duration of the effect.
- Duration: 60 + (Vitality x 0.6) seconds.
- Dispel to erase it.

Confuse
- The confused member will indiscriminately attack anything in sight, foe or
  ally.
- Duration: 80 - (Vitality x 0.4) seconds.
- Cure with Smelling Salts item or with a physical hit. Esuna works too.

Death
- The character can't take part in battle due to 0 HP remaining.
- Duration: Until cured.
- Cure with the Magick Raise or Arise. And the item Phoenix Down.

Disable
- The character can't take action in battle. Attack, Magick, Items, nothing.
- Duration: 40 - (Vitality x 0.2) seconds.
- Cure with Esuna.

Disease
- The character's current HP becomes his/her Max HP while the status is in
  effect. Also, if killed, the character will revive with 1 HP.
- Duration: Until cured.
- Use a Vaccine or the Magick Cleanse. Remedy with Remedy Lore 3 also works
  (Thanks to Tails3 for pointing out me leaving that out here).

Doom
- The character will have a countdown from 10 to zero. When it hits zero, the
  character will die on the spot.
- Duration: Until cured or death.
- A Remedy with Remedy Lore 3 is the only cure besides death.

Faith
- Increases the magical output of the character by 50%. It also makes it
  easier to stick status effects.
- Duration: 50 + (Vitality x 0.5) seconds.
- Dispel to erase it.

Float
- Float to avoid traps. I know there are other effects, but I don't know.
- Duration: 60 + (Vitality x 0.6) seconds.
- Dispel to erase it.

Haste
- Increases the CT Gauge speed by 50%.
- Duration: 40 + (Vitality x 0.4) seconds.
- Dispel to erase it, or Slow to counter it.

HP Critical
- The character has less than 20% of life. Not a real status, but is the
  trigger for several other things, such as Adrenaline and Last Stand.
- Duration: Until the character is healed.
- Throw any kind of Cure, use an item, Drain a LIVING enemy, etc.

Immobilize
- The character can't move from place.
- Duration: 100 - (Vitality x 0.5) seconds.
- Cure with Esuna.

Invisible
- Allows the character to avoid enemies that detect by "sight".
- Duration: 90 + (Vitality x 0.9) seconds.
- Dispel to erase it, or any action will cancel it.

Libra
- Allows the player to see the Life and weakness of an enemy.
- Duration: 240 + (Vitality x 2.4) seconds.
- Dispel to erase it.

Lure
- The character will be the target of all enemy attacks.
- Duration: 20 + (Vitality x 0.2) seconds.
- Cure with Dispel. If Stopped, the effect will also fade.

Oil
- The character will suffer triple damage from fire attacks.
- Duration: Until cured.
- Cure with Esuna or a Handkerchief.

Petrify
- The character will have a countdown from 10 to zero. When it hits zero, the
  character will turn into Stone.
- Duration: Until cured.
- Use the Magick Stona or the item Gold Needle to cure before time. Esuna
  works as well.

Poison
- The character will suffer damage every 12 seconds equivalent to 1/16 of
  their Max HP.
- Duration: 100 - (Vitality x 0.5) seconds.
- Use the Magick Poisona or Esuna. Or the item Antidote.

Protect
- Reduces the physical damage received by 25%. In essence, you will only
  receive 75% of physical damage aimed at you.
- Duration: 60 + (Vitality x 0.6) seconds.
- Dispel to erase it.

Reflect
- Magick cast on the character will be bounced back. This inclused support
  and healing magick. There are certain items to pierce through this.
- Duration: 60 + (Vitality x 0.6) seconds.
- Cast Dispel to cancel it. That's the only magick that won't be bounced.

Regen
- Every 1.5 seconds regen an amount between 1 and your current level.
- Duration: 90 + (Vitality x 0.9) seconds.
- Cast Dispel or Sap to counter it.

Reverse
- The numbers are switched so to speak. Attacks that hurt will actually heal,
  while healing numbers will actually hurt.
- Duration: 14 - (Vitality x 0.07) seconds.
- Cure with Esuna if needed.

Shell
- Reduces magical damage by 25%, similar to Protect.
- Duration: 60 + (Vitality x 0.6) seconds.
- Dispel to erase it.

Silence
- The character affected can't cast any kind of Magick or use Technicks.
- Duration: Until cured.
- Cure with the Magick Vox, Esuna, or the item Echo Herbs.

Sleep
- The character won't be able to take action because s/he is sleeping.
- Duration: 50 - (Vitality x 0.25) seconds.
- An Alarm Clock or a physical hit will cure it. Esuna as well.

Sap
- The character will suffer one point of damage ever .1 second. In other
  words, it's 10 HP less per second.
- Duration: Until cured.
- Cure with Esuna or counter with Regen.

Slow
- The CT Gauge of the charcter will fill up at 50% the usual speed.
- Duration: 120 - (Vitality x 0.6) seconds.
- Cure with Dispel or cast Haste to counter it.

Stone
- The character will remain as stone and won't take part in battle.
- Duration: Until cured.
- Use the Magick Stona or the item Gold Needle. Esuna works as well.

Stop
- The character will have his/her CT Gauge stopped and won't be able to move
  at all for the duration of the effect. Also, if the character had the Lure
  status, it will be void when Stopped.
- Duration: 60 - (Vitality x 0.3) seconds.
- Use a Chronos Tear. Dispel or a Remedy with the necessary Lore also works.
_______________________________________________________________________________
[003]---------------------------03. Walkthrough--------------------------------
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Ok, this is the good stuff, ready to begin?
So yeah, hit New Game on the title screen and you'll be presented to a series
of options. Refer to the Menu section up above for more details on them.

Do note at the change of every story important area, I give out the enemies
you can encounter, along with a few other numbers. Enemies that aren't
common will have a tag between []'s.
(Such tags include BOSS, ESPER, RARE, etc.)

To find a specific section, I suggest searching the name between #'s.
Like... "# NAME #" (Yes, leave a space on the sides, and no "'s)

Introduction videos and all that stuff. Eventually...

####################
# NALBINA FORTRESS #
##############################################################################
# ENEMIES                       #     HP          EXP       LP       CP      #
#                               #                                            #
# Imperial Magus                #   110~114      26~46       0       0~9     #
# Imperial Swordman             #   115~148      24~44       0        0      #
# Air Cutter Remora [BOSS]      #    2200          0         0        0      #
##############################################################################

[Aerial Gardens]

You get a small tutorial on how things work first.
1. Move the right analog stick to rotate the camera, check.
2. Use the left analog stick to walk or run. Check.
3. Use the smiley markers to know who to talk to with the X button. Check.
4. Approach the gate and learn about action markers. Check.

That's it for this zone.

[Inner Ward]

You can now use the Triangle Button to open up your inventory and check up all
your stuff. Either way, an Imperial Swordman will show up and attack you.
You get a small lesson in fighting notes, and then we fight.
The game starts in Wait mode, so hit X to bring up the Battle Menu and take
your time to select Attack and your target.
Don't worry however, the rest of the guards and Basch will show up and make
easy work of the guard anyway.

Keep moving up and you will get a small scene before the Air Cutter Remora
drops on you. This is a Boss fight in reality, but it's so simple I won't
bother with hard numbers or details, just smack it good and it should drop in
no time. Eventually, it takes off.

Move forward and three more Imperial Swordmans show up. Make short work of
them and up the stairs. Basch will give you some notes on the Minimap and the
actual map, which you can access by pressing the Select button. Handy stuff,
especially when making this guide.

[Lower Appartments]

Quick scene. Head directly to the North and Basch will tell you how to Flee.
I suppose you could consider this a spoiler, but...
You won't be controlling Reks again, EVAR. D:
So it's up to you if you want to fight to get used to the system or rush
through. Also, Imperial Magus enemies appear here, and since they can use
Magicks (targetting you from afar and doing normally more damage), I
suggest you focus on taking them out.

To the right of where the tutorial happened, there's a small alcove with an
urn inside. Inspect it to get a POTION.

See the guards (your allies) lining up by the stairs, near the zone? Ignore
them and keep going to another alcove on the noth portion of the zone to find
another POTION. Now, return and up the stairs.

[Upper Appartments]

Approach Basch to learn about Save crystals. Nothing else to do here, but as
a friendly reminder, be sure to use them. Head up.

[The Highhall]

Enemies come at you, and you are alone this time. You can fight them with
ease (just be sure to use your White Magick Cure to heal yourself or a
potion).

Once they are done with, follow the path to the center of the map to carry on
with the story. Event time and we are practically done here.


#######################
# GARAMSYTHE WATERWAR #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Dire Rat                      #    62~66         3         2        0       #
###############################################################################

[Overflow Cloaca]

We'll be controlling Vaan now. We gotta get rid of the three rats down here,
BUT!
Instead of downright dealing pain to them, I suggest you make use of Vaan's
Steal technick.
RULE NUMBER 1: Always (ALWAYS) steal. For the most part, it's your main
source of income.

Once you are done with the rats, you'll leave the place along with Kytes to
Rabanastre.

##############
# RABANASTRE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[East End]

Scene time first.

Ok, so after the talk with Penelo, seems we gotta go to this Migelo. He can
be found in the Bazaar (Promptly named after him). You get access to the World
Map after the event.

It's not too far away from our current position, so let's go there, shall we?
You can find Migelo right outside of the store, so approach him to trigger
a scene.

Seems we gotta go find Kytes. Weren't we with him a few moments ago? Oh well.
We need to go to the Sandsea, the local tavern of Rabanastre found right here
in the East End as well. Just head up, it's near the north exit. (Or you can
open up your map)

[The Sandsea]

Kytes is looking at the poster of a... Plant with a tomato-head with fangs?
Ok, no comments. The boy returns to Migelo and Vaan further inquires about the
bill on the board. It's a simple process really. You take up a mark (the
monsters in these bills are called marks), talk to the petitioner who gives
you further details on the mark, and then you go thrash it before returning to
the petitioner, who gives you your reward. Easy stuff.

Tomaj will give you a Clan Primer (nifty item, constains a list of hunts, the
WHOLE bestiary [of course, you must unlock it as you play], the Sky Pirate's
Den, and a bunch of tips which might be a good read if this is your first
time playing). Then he hands you an Orrachea Armlet as a commemoration of your
first hunt.

BUT! We can't just go and equip it, it's not that simple.
Well, it's not that difficult for that matter either... Tomaj will give you a
lesson on Licenses and stuff. It's easy to learn, though what you want to buy
and learn is up to you.

Last, he'll give you a Writ of Transit so you can leave to the Desert.
Be sure to equip the Armlet on Vaan before you make your way to the Southern
Plaza, the exit is near Migelo's shop.

Also, when you are out on the field, be sure to steal some stuff. As your next
License, I STRONGLY suggest you get Libra, a Technick that allows you to see
the HP and Weakness of an enemy, and it costs 500 gil in the Technick shop back
in town.

[Southern Plaza]

Head down and directly to the East to trigger an event.

[Eastgate]

Be sure to save and out into the wild.

#######################
# DALMASCA EASTERSAND #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Cactite                       #    72~84        7~10       1      13~22     #
# Wolf                          #    94~134       9~13       1      15~47     #
# Rogue Tomato [MARK]           #     134          0         3      180       #
###############################################################################

[The Stepping]

Again, be sure to steal from enemies as you engage with them. Fight a couple of
Wolves and Cactites to level up, then head down the slope. You should be able
to spot the Rogue Tomato in the elevation along the slope.

Go up to him and start hitting the thing. Eventually (At half HP actually), it
will jump down the cliff. You might spot a Wild Saurian while you are down here
but don't worry, it's not aggressive (Red life bar = Aggressive,
Yellow life bar = Passive), so it won't attack you UNLESS you attack it first.

Finish taking care of the Rogue Tomato and Vaan will find some Galbana Lillies.
Return to town if you are done fighting.

##############
# RABANASTRE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[Eastgate]

Lots of people by the gate.
Talk to Kytes who is somewhere there and guess what? We are locked out of
Rabanastre because of the parade. Luckily, Migelo comes along and "persuades"
the guards to let the people through. Cutscene time~

Vaan wants to crash the party with his appearance, and with no ideas, Penelo
suggest you go see Old Dalan who lives in Rabanastre Lowtown.

[North End]

You can now enter the Lowtown and leave the town as you wish, but before we
actually head down... Go to the East End through the south-east exit.

[East End]

The shops are open now. Really, I still suggest you acquire Libra. And, if
you have the cash to spare, I also recommend getting Cure for later on.
Otherwise, return to the Sandsea and speak to Tomaj to complete the Rogue
Tomato hunt. You will also obtain 300 Gil, two POTIONs, and a TELEPORT STONE.
He also mentions a Bangaa along the North End who we should pay a visit.
While you are in the tavern, agree to the Thextera hunt, whose petitioner
is right here in the pub. Talk to him and put the hunt on rest. I'll leave it
to you when to get it done.

[North End]

The place we are looking for is on the west side of the zone, by the buildings
in the middle. Opposite to the shop with the orange romboid in other words
I suppose... Talk to the Bangaa there and go inside the...

[Clan Hall]

Love the music here. Remix of FFTA FTW. (For the Win)
Head up the stairs and speak to Montblanc, the Moogle. You will join Clan
Centurio and later on, be able to take on 'elite' hunts from him. Also,
if you speak to him again you can get 3 POTIONs.
Every time your rank goes up (refer to the Clan Rank & Clan Shop section),
Montblanc will give you some items, as well as when you do some other stuff.
Also, since you are now part of the Clan, you can go to the Clan Shop in
the Muthru Bazaar. The items in stock are also dependant on your rank.

Talk to the rest of the NPCs here if you wish, but head back to the Southern
Plaza.

[Southern Plaza]

Just a thing. In the northwest area of this zone, there's a Moogle that sells
you maps of the Dalmasca Eastersand, Dalmasca Westersand, and the Giza Plains.
Buy the first and third, and the second if you've got money.

Head south to the Southgate.

[Southgate]

See the orange crystal? These can act as teleporters, you can visit any other
orange crystal as long as you have Teleport Stones, though you can't really
use this one very well right now. Save if you wish.
You can enter the Lowtown from here, so, yeah...

[South Sprawl]

I know Lowtown is a separate general area, but meh...

########################## ZODIAC SPEAR ALERT ##########################
#                                                                      #
# There is a treasure right in front of Dalan's place, or right ahead  #
# of you as you come in from the Southgate...                          #
# FOR ALL THAT IS HOLY, DO NOT, I REPEAT, DO NOT TOUCH THIS CHEST!     #
# That is of course, unless you don't want the Zodiac Spear, the       #
# strongest weapon (in terms of brute force) in the whole game...      #
#                                                                      #
########################################################################

Anyway, enter Dalan's house, which is the icon in your minimap as you come in
to this place.

Watch. Seems we need to recharge his Crescent Stone in order to get inside
the castle. The Giza Plains nomads might know a way to make a Sunstone, the
item needed to recharge the Stone from Dalan, so that's our next destination.

Again, I suggest Libra and possibly the map of the Giza Plains.

Return up to Southgate and exit south.

###############
# GIZA PLAINS # (DRY)
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Giza Rabbit                   #    85~105       7~9        1      13~29     #
# Giza Rabbit                   #    70~90        7~9        1      23~29     #
# Hyena                         #    95~115       9~11       1      14~30     #
# Urstrix                       #   170~190      24~26       1      25~41     #
# Wildsnake                     #   210~250      16~20       1      27~59     #
# Slaven                        #   280~302      26~31       1      26~41     #
# Werewolf                      #  2526~2570   1201~1211     2     189~219    #
###############################################################################

[Throne Road]

Simply head directly to the south in order to reach the nomad camp. No trouble
or threats in this zone.

[Nomad Village]

There's a nomad merchant by the entrance, just for the record.

Head to the center of the village and speak with the Elder of the Nomads,
Brunoa. Apparently this guy named Masyua is in charge of sunstones.
Go behind the tent to the large stone to find a lone woman there, that's our
target. Seems a kid in charge of making sunstones is missing, and is up to
us to find him. You know, I don't think the Sunstone reward has anything to
do with our disposition to help...

Penelo will come and join you. She should have some left-over LP (unless you
haven't fought any enemies at all), so see if you can get something nice with
her. Also, she can cast Cure, so be sure to use that to soften your use of
Potions. Anyway, leave to the west. Oh! Save if you wish.

Penelo will give you 3 POTIONs and 2 PHOENIX DOWNs as you leave. Also, Gambits
have sort of been enabled. You can't modify them just yet, but at least they
will allow you to save up some time.

[Toam Hills]

Make your way south in this zone.
Though be careful of your footwork, otherwise you might end up with a couple
of Hyenas and Urstrixes chasing you. They aren't as bad as they look, but
having an angry mob of enemies on top of you is not always fun.
You might come across a Wildsnake here as well.

[Starfall Field]

Stick to the left wall, as there are Werewolves in here and they will make
short work of you. Just zone quickly into the Crystal Glade to the southeast.

[Crystal Glade]

Use the save crystal and talk to the kind, who is none other than Jinn.
Surprise? Anyway, seems his leg is hurt, so he can't go back...
Explain the situation to him and now he'll have you finish his Sunstone
quota... That wasn't in the terms of the woman from the village!
Oh well... It's easy at least. You just gotta waltz to any of those shiny
shining (Yes, shiny shining) rocks with sun-like colors and absorb the energy
into the stone just by pressing the X button.

There are four rocks along the Giza Plains.

- Gizas South Bank
- Gizas North Bank
- Starfall Field
- Warrior's Wash

We'll be doing a Starfall Field > Toam Hills > Nomad Village >
Gizas North Bank > Gizas South Bank > Crystal Glade sweep of the place.
Those three shiny shining rocks should be enough to charge up the stone to
100% (or at least it was for me). If you were unlucky enough to miss like 1 or
2% (happened once to me), you'll have to go ALL the way up to the Warrior's
Wash... x_X

Once the stone is charged to 100%, you'll return to Jinn automatically.
Sunstone GET! Now he races you back to the Nomad Village, so we return there
and speak to Masyua again, who'll give you 50 Gil, 2 POTIONs, and 2 TELEPORT
STONES.

You might want to do the Thextera hunt now that Penelo is with you. But that's
just a little tip, otherwise...

##############
# RABANASTRE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[South Sprawl]

Return to Lowtown (Again, ignore the chest) and head towards Dalan's house.
Penelo will leave the party as you approach the place. This is why I said the
Thextera thing up there.

Go inside and speak to Dalan, who will recharge the Crescent Stone and then
tell you how to crash into the palace.
The passage is in the Storehouse 5, by the same place we enter the Garamsythe
Waterway, Dalan will also give you a few words of wisdom: "The signet yearns
for sunstone's strength, to light the clouded way."
You'll get the CRESCENT STONE and be sent on your way.

As you leave his place, you get a small scene of some Imperial guards down
in the sewers, hmm... Head north into the [North Sprawl].

[North Sprawl]

Check your map if you don't remember where the Storehouse 5 is, it's marked
on your map right now with a big, red X. You'll find Kytes inside, who will
open the path to you. Not only that, but he'll also give you 2 POTIONs and
4 EYE DROPs. Now, enter the door and go down into the Garamsythe Waterway...

#######################
# GARAMSYTHE WATERWAY #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Dire Rat                      #    77~97       12~14       1      27~43     #
# Steeling                      #    94~110      18~22       1      32~45     #
# Ichton                        #   130~141      17~21       1      33~42     #
# Razorfin                      #   156~167      34~38       2      36~45     #
###############################################################################

[Central Spur Stairs]

Save if you wish, then take the stairs near the save crystal to the next zone.

[Northern Sluiceway]

Take any of the paths available to you as you move to the northeast to find a
walkway acting as a bridge between two structures. On the other side, keep
heading east to find the only way available, leading into a path that has
several streams of water running through.

On the other side of the waterway take the north path to find another bridge
along the north that ultimately leads to the next zone.

[North Spur Sluiceway]

You might find the Razorfin in this screen (10% chance to replace any of the
Ichtons that roam around), so if you see him, be sure to drop a few Lightning
spells on it.

Anyway, move to the west and take the first set of stairs going up you see.
Keep going west once you come down the other side and take the second path
going north, the one that doesn't end in a dead-end almost immediately.

Go up the stairs here and into the nearby zone. Disregard the warning, no
boss or anything coming up, just that you won't be able to go back out into
the Waterway if you want. So just head into the...

##############################
# ROYAL PALACE OF RABANASTRE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

You get a small scene first showing Fran and Balthier before you recover
control of Vaan.

[Cellar Stores]

Check the Urn here to obtain the map of the place, nifty.
Also, if you see the save crystal, it will give you a warning to save in a
second slot just in case. Do so if you wish, but in the long run, you'll see
it's not really necessary. If you need peace of mind however, do it.

Exit into the...

[Cellars]

Yay for FFTA Music again. XD
Anyway...

########################## ZODIAC SPEAR ALERT ##########################
#                                                                      #
# In the southeast section of this room, one or two chests might rest. #
# Don't touch either of these two, as one of them is one of the        #
# triggers for de-spawning the Zodia Spear. So yeah, just let them     #
# be there.                                                            #
#                                                                      #
########################################################################

Head to the far north to hear an Imperial saying no one is going through until
the fete is over. Of course, we can't really wait for that, now can we?

Approach the Imperial and speak to him. He tells you to wait for further
instructions and a Seeq notices your doing. Speak to him and he'll offer to
distract the guard for you to go up.

Simply press the Square button for the guard to come and move past him and up
the stairs, simple.

[Lower Halls]

Metal Gear Solid time!
Anyway, here's a map of the place to aid you.
         _         _
     ___| |_______| |
   X|___ 6          |     The numbers (Guards) are stationary, meaning, they
     ___| |¯¯¯¯¯¯¯| 5¯¯|  don't move, and if you call them, they will just
    |___ 1 ¯¯¯S¯¯¯  |¯¯   remain in their new place, if that makes sense.
     ___| |¯¯¯¯¯¯¯| 4¯¯|
   E|___   ¯¯¯¯¯¯¯ 3|¯¯   It's a simple game, really. Start by going east from
        | |¯¯¯¯¯¯¯| |     where you start and calling out to the "3" guards,
        |  ¯¯¯¯¯¯¯  2¯¯|  then use the time to move south and east.
#: Guards ¯¯¯¯¯¯¯¯¯| |¯¯
E: Entrance        | |     The guards on this side, 2, 4, and 5 won't bother
X: Exit            | |__   you unless you get near them, so head up to the S
S: Lion Signet     |____|  and activate the Signet thingy.

From there, go north and west to call the 6 guards, then south and call over
the 1 guards. Finally, call back the 3 guards and rush to the south, west and
north all the way to the X in the map. Approach the wall to find the secret
passageway.

[Secret Passage]

Door locks behind us, which leaves us with no choice but to keep going.
Head north into the dead-end to find a switch along the left wall, which
unlocks a nearby door to our east.

[Treasury]

Vaan starts sacking the place until he finds a glowing stone, just before a
Viera and a human (the ones we saw before) show up. Some yelling will be heard
and Vaan makes an escape for it. You get the GODDESS'S MAGICITE.

[The Garden Stairs]

Just follow the path, there's nothing else to this zone.
Eventually, a scene will take over where Fran comes in her bike and catches
Balthier along with Vaan as they try to escape, but with the ongoing battle,
you end up in the...

#######################
# GARAMSYTHE WATERWAY #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Dire Rat                      #    77~97       12~14       1      27~43     #
# Steeling                      #    94~110      18~22       1      32~45     #
# Steeling                      #   218~234      57~61       1      40~53     #
# Garchimacera                  #   287~317     125~137      1      44~102    #
# Ghost                         #   328~340     136~142      1      48~80     #
# Gigantoad                     #   341~361     131~133      1      46~62     #
# Imperial Swordman             #     210          0         2       76       #
# Imperial Swordman             #     170          0         2       76       #
# Imperial Swordman             #     180          0         2       76       #
# Imperial Swordman             #     190          0         2       76       #
# Flan [BOSS]                   #     420          0         2       190      #
# Firemane [BOSS]               #    3571          0         3       380      #
###############################################################################

[East Spur Stairs]

Proper introductions are done, Vaan now "officially" knowning Fran and
Balthier. Who happen to be sky pirates and, well, they'll be joining the group
for the time being.

They start one level higher than Vaan, and probably with some extra LP, so be
sure to check that out. Use the save crystal if you wish and go down the
stairs. Balthier will then give you a small tutorial on Gambits, and from here
on, you can temper with them. Several new places in the License Board have
opened now, the Gambit slots increase the max. number of Gambits you can set
to that character by 1. Useful indeed.

Exit into...

[East Waterway Control]

Turn left as soon as you can to find an urn with the map of the place.
Now, start heading down the path and ignore the stairs, taking the path
besides it. (You can go and check up the stairs to see if a treasure is
available though)

Cross the gratin bridge into the south side of the zone and follow any of the
paths available to you as you work your way down the slope into the southeast
which, after another journey into the water, leads to the next zone.

[No. 11 Channel]

The path to your right might contain a treasure, so check it if you wish.
Otherwise, venture south, following the only path is makes a square shape
before reaching the other side. The dead-end you get to if you ignore the path
down might contain another treasure.

Ultimately, you must go down into the water before going back up to find the
exit.

[East Sluice Control]

No enemies in sight. That's never a good sight, as odd as it sounds.
Follow the only path, crossing the bridges and what not until you find a
save crystal, use it if you wish and then go down the stairs.

You'll see a girl fighting against some Imperial Swordmen and Vaan rushes in,
telling her to jump down. For the time being, this girl will join your party
as a Guest while you thrash the Imperial Swordmen.

They all have close to 200~ life (a bit more or less, depending). And they
shouldn't be too much of a problem, especially since you have a 4-person
party.

Once they are down, the girl will introduce herself as Amalia. Take the only
available exit and get ready.

[Souther Sluiceway]

As you walk along the center of the platform here, several Flans will show up,
one even dropping from above you.

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS BATTLE: Flan x4 |
|______________________|______________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
|  5 |   420    | 100 |  10 |   7 |  20 |  11 |  11 | 10 |  6 |  0 |  2 | 190 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Weak  |        |        |        |     |        |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Flans have a natural resistance against Guns, so Balthier's weapon will only
deal 1/8 of the normal damage.
If you can, I suggest you use Fire on them, as they are weak to it, and their
Magick Resistance is lower than their Defense.

A Gambit for Fire spells might be handy, but that's up to you. Have Blindna or
Eye Drops ready for when they throw a Blind at you.

The battle isn't really that difficult.


Once they are done for, and after you get your first "Congratulations" screen,
follow the path west.

[West Sluice Control]

Up the nearby stairs and follow the path as it bends around into the north.
You'll find some Garchimaceras here, but they are no big deal.
The Ghosts on the other hand, well, they can cast Magicks, so they are ought
to deal a bit more of damage, but nothing out of hand.

[No. 10 Channel]

Check the west side to see if you find some treasure pots, but otherwise, you
can't head north into the [Central Spur Stairs], the path is broken.

That leaves us with no choice but to go east. Dispose of everything in your
way as you do so of course.

[Central Waterway Control]

There's a save point in the center, along with four rusted devices. Save
and then go into the north exit, get ready...

[Overflow Cloaca]

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS BATTLE: Firemane |
|_______________________|_____________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
|  7 |   3571   | 720 |  16 |  11 |  32 |  12 |  18 |  7 |  7 |  0 |  3 | 380 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
| Absorb |        |        |        |     |  Weak  |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This guy has a bit too much HP, and things might get messy if you don't play
it right.

First off, I suggest you set a "Ally: HP < 70%   > Cure" Gambit on anyone you
can just in case. Also, cast Protect on your allies if available, but don't
fret if you can't.

Besides it's normal attack and Fire spells, this guy has a Rush attack which
is just a stronger physical attack, and its Brushfire comes with an animation
of its own that not only deals moderate damage, but might also poison you.
It's up to you if you want to bother cleaning the poison or not.

You might have to toss a Phoenix Down or two if you aren't careful, but it's
not exactly the hardest fight ever.


Battle's over, lots and lots of Imperial Guards show up along with the consul
and we are all taken away to...
(On a sidenote, Vayne reminds me a LOT of Seymour from FF X for some reason.)

####################
# NALBINA DUNGEONS #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Gwitch [BOSS]                 #     142          0         2       205      #
# Galeedo [BOSS]                #     158          0         2       205      #
# Daguza [BOSS]                 #     232          0         2       205      #
# Imperial Magus                #   197~205      65~105      1      27~45     #
# Imperial Swordman             #   229~237      65~85       1      27~34     #
# Imperial Marksman             #     264         65         1       27       #
# Imperial Hoplite              #   275~283      72~92       1      30~37     #
###############################################################################

[Stockade]

Well well, isn't the Empire cheap? Using an old sealed fortress as a dungeon.
Oh well, doesn't matter, we don't have time to stay here.

Pay no heed to any of the prisoners here and just head North to where you can
find a save crystal. The prisoner here warns you not to go north, but who are
we to listen to those warnings. Also, the save crystal will once again give you
the saving warning.

[Arena]

As you pry around this place, Vaan will witness a Seeq deal a pounding to a
Bangaa. Of course, Vaan will try to intervene and you'll get dragged into a
fight against 3 Seeqs inside the Arena with Balthier at your side.

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS BATTLE: Daguza  |
|              Galeedo |
|              Gwitch  |
|______________________|______________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
|  8 |   232    |  90 |   7 |  6  |  20 |   9 |   7 |  2 |  8 |  4 |  2 | 205 |
|  6 |   158    |  80 |   6 |  8  |  23 |   8 |   7 |  3 |  7 |  2 |  2 | 205 |
|  7 |   142    |  70 |   6 |  7  |  20 |  10 |   8 |  3 |  7 |  3 |  2 | 205 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Weak  |        |        |        |     |        |        |        |        |
|  Weak  |        |        |        |     |        |        |        |        |
|  Weak  |        |        |        |     |        |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Sure, you are bare-handed, big deal.
A Fire spell is probably enough to fry Galeedo and Gwitch and leave Daguza
well-done but not dead yet.

There's really not much of a challenge here, just try to stick to a single
enemy at the same time to take it down quickly. Remember, one unit down is
better than three units near-death.


Lots of guards and a Judge will show up when you are done. Fran suddenly shows
up and hels you escape under one of the gates that had closed off moments
before. Time to make our big escape.

[The Confiscatory]

Move a bit, trying to reach the crystal and you will instead find your
equipment. Not a very thoughtful place to leave all this stuff lying around...

########################## ZODIAC SPEAR ALERT ##########################
#                                                                      #
# That's right, this is another of those place. Don't worry, after     #
# this there's only another place and way further ahead.               #
# Anyway, DO NOT TOUCH ANY OTHER CHEST in this zone.                   #
#                                                                      #
########################################################################

Save if you wish and exit East.

[The Black Watch]

While Balthier does say to tread lightly in the sense of avoiding battles, you
can pick them if you want, no problem.

Be sure to check around this place for treasure pots before you go into the
next area of this zone, which is the part that looks completely symmetrical.

Your destination here is along the top middle, to where the blinking zone
indicator is. Up to you if you want to dispatch the rest of the Imperials,
as there's no turning back once you get near that door.
Either way, you'll be following the Judges through as they leave the door
open.

Head down those stairs and watch the unfolding scenes. As Vaan tries to
interrogate the prisoner Basch once the Judges are gone, they hear you and
start to come back. So Fran hits the lever and we plummet down...

###################
# BARHEIM PASSAGE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Tiny Mimic                    #   211~217      54~57       1      36~41     #
# Flan                          #   280~294     200~207      1      54~76     #
# Zombie (Female)               #   277~283     123~126      1      47~63     #
# Zombie (Male)                 #   280~286     123~126      1      47~63     #
# Steeling                      #   282~298      88~92       1      47~60     #
# Skeleton                      #   312~318     212~215      1      50~66     #
# Bomb                          #   317~347     154~166      1      47~105    #
# Skull Defender                #   322~328     212~215      1      50~66     #
# Mimic                         #   334~340     135~138      1      41~46     #
# Suriander                     #   410~430     200~202      1      54~70     #
# Seeker                        #   535~551     132~136      1      69~82     #
# Battery Mimic                 #     520         165        2       41       #
# Tiny Battery                  #     120         76         1       19       #
# Mimic Queen [BOSS]            #    4073          0         5       410      #
###############################################################################

[The Lightworks]

Basch will join as a Guest right now.
Anyway, down the stairs we go and check the tunnel to your right, there might
be some treasure there.

Anyway, on the way down, before the crystal, you should be able to see a
Timeworn Device. Try activating it but the fuse is blown it seems. Save if you
wish and go down to find a Bangaa. Talk to him and you'll get a TUBE FUSE
in order to get the power running again.

He also runs a shop, so be sure to take a look in case you need something.
Go back up and save if you want then inspect the device to get it running this
time. We get a 'CHARGE' indicator this time that is fully charged, which lets
us activat the switch board by the Bangaa in order to open the gate, draining
our charge by 30%.

[Op Sector 29]

You will see a Battery Mimic draining the energy through the wiring in the
wall. As the energy drops down to 30%, you'll see a Zombie standing somewhere
off-screen. Balthier then warns you that it's worse in the dark here, but that
if you ask the Mimics nicely, they'll give it back. Or, if all fails, sticking
a sword to it might do the trick.

Here's a simple explanation. You see a Battery Mimic on a conduit and your
Charge drops. You kill it, and you recover what it stole and probably more.
HOWEVER, if the energy drops low, lots of stuff starts showing up, not to
mention you won't be able to open some gates. So from the enemy list up there,
if you play it right, you might not see like one-third of it.

Quickly run in and dispatch of everything in your way, specially the Battery
Mimic and take the hallway south as it rounds about into a flight of stairs
down. There's another Battery Mimic going this way which will probably get to
the wiring before you reach it, so make haste into dispatching it. Exit east
when you are done.

[Great Easter Conduit]

You should be able to see two of those pesky Mimics as you enter the screen.
Jump in on one and the other will probably run away to find another exposed
wiring to start festering on it.

As you take care of this first one, run south to find a fork. Take the
southwest path on your map first (the diagonal one in which you can clearly
see electricity on the far away) to find a Mimic. Deal with it and then go back
in order to take the south path.

In the next fork take the left one from where you come. You should be able to
find a Mimic at the end near another set of wiring along with a few other
enemies. Once they are done with, return and take the other path in the fork.
As you come out of that small hall, make a u-turn into the path to your
right going back north to find the Urn with the map of this place.

Go back and follow the path as it goes south and then curves into the southwest
and you should be able to find the last Mimic by the two zones you see here.
Take the west zone-line when you are done.

[Op Sector 36]

You can find two more Mimics here, one to your right as you enter and another
one on the bottom level. Dispatch them as usual and that's it for here.
Zone back into the [Great Easter Conduit] and exit south this time.

[Special Op Sector 3]

You should be able to see a Mimic walking by as you start heading south but it
will promptly run to feed of a wiring further to the south, so follow it and
get your energy back from it.

Head to the room to your west and two Flans will drop down on you. Remember
they are weak to Fire, so cast spells or fight it out and then keep moving
west. As you cross the arch into a room with another Battery Mimic, a third
Flan will drop on you, so quickly dispose of it and then take out that bunch of
scraps. Take the stairs up to find yet another Flan and then zone to your
north on the far-west side of this area.

[Op Sector 37]

There should be a Battery Mimic to your left as you enter the place, so you
know what to do with it. There's also another on the passage that connects the
two rooms on the far-east of this zone, and Flans will drop by in some places
around here as well.

From this second Mimic, head west and take the stairs up. Before you can reach
the switchboard another pain of Flans will drop down on you. Burn them if you
wish and then check the board to open the gate back in [Special Op Sector 3].

Return to the previous zone.

[Special Op Sector 3]

You might find a Bomb in the middle room. They are passive, but they "detect
by magic" in terms of Final Fantasy XI. Meaning, you cast a magic near them,
and they will come to you.

Also, if they grow too much, they will Self-Destruct and it hurts.
Either way, head to the far-east and go south through the now open gate into...

[North-South Junction]

Small scene here. As Vaan confronts Basch (who just got a sword), you will
learn part of the truth of what happened in the Nalbina Fortress at the
beginning of the game.

Save and then head south.

[Great Central Passage]

There's a single Battery Mimic here along the east side of the zone, feeding
of a conduit. Dispose of it and head south.
Also, you might happen to tumble into an actual Mimic here (the ones disguised
as treasure), but they aren't that bad.

[The Zeviah Subterrane]

There should be one of those Battery Mimics by where you start, so go 'round
the fencing and take care of it, along with anything else you see here.
Head south and as you leave the tracks to go to the east you should be able to
spot the second Mimic in this zone.

You might spot a Suriander in this screen. They aren't really difficult, so
take care of it as you go south before you can turn around the south into the
eastern path going up north and into the next zone. You should find the last
Mimic on the way.

[Terminus No. 4 Adjunct]

Rest zone. Save and adjust Gambits as you see fit. Be sure to have at least
one or two with a HP < 70% (or 60% if you got it)  > Cure or the like.
Also, see if someone can cast Slow (which I hope you bought), it's going to be
of help here.

[Terminus No. 4]

Oh, so that's why there were so many Mimics...

|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| BOSS BATTLE: Mimic Queen  |
|              Tiny Battery |
|___________________________|_________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 10 |   4073   | 315 |  17 |   6 |  40 |  16 |  19 | 10 |  6 |  0 |  5 | 410 |
|6~~7|    120   |  75 |  11 |   7 |  24 |  20 |  12 |  5 |  7 |  0 |  1 |  19 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        | Absorb |  Weak  |        |     |        |        |        |        |
|        | Absorb |  Weak  |        |     |        |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As a sidenote, while you can kill the Tiny Batteries to stop them from
bothering you, it will only make the Queen spawn more.
Instead, defeat them until only one remains and let it be, that way the Queen
won't spawn more of them.

If you got a Mage's Habit from one of the Mimics, you can equip it, AND that
character knows Slow, perfect. Otherwise, you can still do this, but it might
take a bit more work.
Try casting Slow on the Queen. Oh, and Blind if you can, it will make your
life easier as the giant piece of scraps starts missing and attacking at a
slower rate.

She has two large attacks that deal moderate, but not killer damage. Though
if you can keep Slow on her and have Gambits set to healing, you should be
fine.


Once the Queen collapses so does the Passage and you make a run for it, ending
in the...

#######################
# DALMASCA EASTERSAND #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Wolf                          #    94~134       9~13       1      15~47     #
# Cactoid                       #   100~136      31~40       1      33~60     #
# Cockatrice                    #   136~152      11~15       1      18~31     #
# Ichton                        #   387~398     184~188      1      50~59     #
###############################################################################

[Passage Entrance]

If you have a map of this place (you could buy it in Rabanstre) then you
shouldn't have much trouble finding your way back. Otherwise, read along.
Do note no enemies you find here should give you any trouble right now.

Leave this place through the only exit.

[Sand-swept Maze]

Walk straight to your west and you should eventually see a path going up into
a curve to the east. Follow the ramp up and you should eventually reach the
zone into the south.

As a sidenote, if you defeat every Cockatrice in this zone, you have a 20%
chance of spawning Nekhbet. The thing has over 2500 HP but it's up to you
if you want to give it a shot.

[Yardang Labyrinth]

Simply hug the wall to your right in this zone in order to quickly reach the
exit into the southwest.

[Outpost]

Not much of interest here, so move along.

[The Stepping]

You should partially know this place already.
Either way, just head south at first then start going southwest until you can
see Rabanastre.

##############
# RABANASTRE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[Eastgate]

As you arrive, the group decides to split, so it's Vaan alone again.
He suggests you show the stone to Penelo before we get rid of it, so...

Before you leave the zone, look for a strange spiraling object near the save
crystal. You should find a Moogle named Hurdy nearby who offers the Moogling
service to you. It's basically a quick way to move around Rabanastre, so
use the Moogling to go to the Sandsea.

[East End]

Enter Migelo's Sundries to find Kytes. Seems Migelo and Penelo are out and
Dalan has something to tell Vaan, so...

[Dalan's House]

As you enter his place and talk to him, he'll ask you to bring this sword to
a guy named Azalas and you obtain the SWORD OF THE ORDER. Leave the place and
into the North Sprawl.

[North Sprawl]

Make your way to the far southwest section of the zone to find a guy named
Balzac atop a crate. Speak to him and you will be granted permission to go
inside where the Resistance meets up.

After the scene, Basch will officially join the party (remember to check his
licenses). Basch asks Vaan to take him to Balthier.
Where to find him you say?

[The Sandsea]

Easy. In the local tavern of town. Just go inside the Sandsea and up the stairs
you see there to find him along with Fran.
Migelo is here, and it seems someone has taken Penelo and wants to see
Balthier. According to Fran, it's Ba'Gamnan; Vaan wants to go to Bhujerba where
they want to see Balthier and Basch will come along.

We are ready to leave at anytime. However, before we go to Westgate and blast
off to Bhujerba, I suggest you take a look at all the shops and upgrade your
gear and get new Magicks/Technicks as you see fit.
The Flowering Cactoid and Wraith marks should be available as well if you want
to do them.

[Westgate]

Go inside the Aerodrome by the save crystal and find Balthier inside and say
you are ready to move out. You will be treated to a small scene (with mechanic
Moogles no less <3) and you are off in the Strahl.

############
# BHUJERBA #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[Aerodrome]

Seems we can't use this crystal to teleport right now due to the effects of
the Mist, but save if you wish. Exit whenever you wish.

[Travica Way]

As Balthier mentions the location of the Lhusu Mines, this other guy named
Lamont shows up, asking if he can join us in our adventure into the mines for
whatever reason. Seems there's no problem with that, and nothing wrong with an
extra sword arm in our group.

Head west up the stairs and you will find one of those cartographer Moogles,
so be sure to get the maps of Bhujerba and the Lhusu Mines if you can afford
them.

Take a look at the stores and then exit south,

[Miner's End]

Take a look at the Technicks store if you want then move to the northeast, past
the Gambit Shop.

[Lhusu Square]

Stock up on healing items and save if you want once more before going down to
where the Mines are. A small scene first then we go inside.

###############
# LHUSU MINES #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Steeling                      #   446~461     120~124      1      63~76     #
# Skull Defender                #   510~516     290~293      1      66~82     #
# Skull Defender                #   702~708     389~392      1      83~99     #
# Skeleton                      #   557~563     290~293      1      66~82     #
# Skeleton                      #   798~804     370~373      1      83~89     #
# Slaven                        #   780~802     263~268      1      69~84     #
# Gijuk [BOSS]                  #    1593          0         5       109      #
# Bwaki [BOSS]                  #    1650          0         5       109      #
# Rinok [BOSS]                  #    1745          0         5       109      #
# Ba'Gamnan [BOSS]              #    3983          0         7       99       #
###############################################################################

[Shaft Entry]

Take the stairs down on either side from where you start and the party will
quickly hide on the sides in order to avoid a Judge, Marquis Ondore and the
rest of their guards coming through.

Here's a small tip before we begin, be sure to have Libra on at all times. You
will start finding several traps in here and you don't want to be caught in
them, now do you?

Once you regain control of your party, follow the tunnel to the north as it
opens into a tunnel with a pair of tracks along the ground. Follow them to your
west to find two hallways into the south.

Take either of them as you snake your way further south into another pair of
tunnels, both heading further south. Take the western one ti exit into another
set of tracks. The exit is to the west.

[Oltam Span]

There's a main track running along the center and two sidetracks that you can
reach by taking the north or south stairs if you want to avoid the enemies
on the center, as a few Skull Defenders will pop as you walk through.
Also, Aerieel, a Rare Game monster, has a 20% chance of spawning when you
enter this zone, so be careful of that bat.

There are also a couple of traps here, so be careful.

[Transitway 1]

While the zone looks big on your map, you can only explore close to 20% of it.
So don't bother and just take the northern path at the fork into the next zone.

[Shunia Twinspan]

Lots of Skull Defenders and Skeltons will spawn here (you are free to chain to
your heart's content for items here ^^). Which is both good or bad, depending
on how many of them you get on top of you. Just play it safe and head north
when you feel like it.

[Site 2]

Follow the tracks as the curve to the east and ignore the path to your north,
we can't go there yet.

Take the southern tunnel and follow it around as it curves around back into
the north and then east, to an open space inside the mines. Lamont will find
this manufactured nethicite in here before Ba'Gamnan comes in to spoil our
fun. While technically this guy and his allies count as a boss, I won't list
them as such in here because, well... There's no Boss HP bar up there. XD
Also, Lamont will go without a word, so you are back to three allies here.

You can fight them if you want (in the end, you only get 22 LP and like 30 Gil
from defeating all four of them) but unless you are over-leveled, you probably
won't be able to hold your ground, so just tap and hold R2 and run away.

[Shunia Twinspawn]

If you are running away, the enemy will still be on your toes, so don't let
go of that button and run south through the skeletal hordes that might pop
unless you cleared this room before going to [Site 2].

[Transitway 1]

Follow the tracks south and then east as you avoid the enemies on your tails.

[Oltam Span]

Either take the north sidepath (the one below the stairs) if you want to avoid
the enemies in the tracks, not to mention an Aerieel might drop on you if you
go through the middle.

I say the north path because there's a trap in the south one, and taking more
damage is probably far back in your wish list.

[Shaft Entry]

Don't ask me how, but seems Ba'Gamnan and his other 3 Bangaas got tired of
chasing you through the mines (or the skellies got to them, but don't count
on that). Simply exit the mines.

############
# BHUJERBA #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[Lhusu Square]

As you exit, we find the Marquis and the Judge we saw before who seem to have
found Penelo. In a spur of the moment, we find out Lamont is actually the son
of the Emperor Gramis, AND Vayne's brother. Surprise, surprise. He takes Penelo
with him in what seems an attempt to protect her and to later return the favor
to Vaan and the rest if you wish.

Go up the steps to the save crystal. The party thinks of a way to spread that
Basch is still alive in order to get the attention of the Emperor. Vaan offers
himself and you are now given a somewhat bothersome minigame (at least to me)
in which we gotta go around town shouting the same, what? 3 lines or so over
and over again until our little bar hits 100%.

As quick notes, if you shout were Sainikahs can hear you, your gauge will take
a hit downwards. However, shouting close to Parijanahs will raise your gauge
considerably. Also, do note only NPCs you could normally talk to are elligible
to pay attention to you. Have fun.

When you hit 100%, Vaan will be cornered by several fellas from here and taken
to the local tavern.

[The Cloudborne]

Everyone jumps in into the back of the tavern where the Resistance is before
Basch shows up.

The scene suddenly changes to Penelo and Larsa, both speaking in the Marquis'
palace where he further explains his wish to keep her out of harm, at least
until he can get Penelo back together with Vaan. We learn of the other
intentions of Larsa before we switch back to our party.

A meeting is arranged between Basch and the Marquis Ondore and we are left on
our way. Do note the Nidhogg mark is now available and it involves the Lhusu
Mines, so you might want to consider doing it since we are here already.

[Travica Way]

Go to the northern side of the zone to find two Sainikahs who say His
Excellency awaits. Agree to go in and they'll take you to...

[Ondore's Manor]

The Marquis and Basch will promptly discuss Amalia's rescue while we learn
that Penelo is with Larsa's cortege on its way to meet with the Imperial Army.
Suddenly, a large ship appears in the sky along with lots of smaller ships.
We eventually find ourselves aboard the...

#############
# LEVIATHAN #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Imperial Magus                #   481~489     137~177      1      42~60     #
# Imperial Magus                #     384         137        1       42       #
# Imperial Gunner               #     647         164        1       50       #
# Imperial Hoplite              #   674~682     151~191      1      46~64     #
# Imperial Swordsman            #   562~570     137~157      1      42~49     #
# Imperial Swordsman            #   674~682     151~171      1      46~53     #
# Imperial Swordsman            #     615         285        1       53       #
# Mastiff                       #   535~555     160~162      1      60~76     #
# Judge                         # 2245 / 2445      0         7       53       #
# Judge Ghis [BOSS]             #    4120          0        22       530      #
###############################################################################

Surprise! Amalia is actually (not surprisingly) found to be Ashe, the dead
(not anymore I guess) princess of Dalmasca. Vaan then gives the Dusk Shard to
the Judges and we are taken elsewhere.
Suddenly, the guards are taken care of by the hand of Vossler, a member of the
Resistance we met back in Dalmasca. He joins your party as a guest and comes
with the map of the ship to boot.

[Port Launch]

Save the game if you wish (again with that warning thingy...) and then exit
east.

[Port Section]

Vossler warns you not to set the alarms off by walking through the red beams,
though in all honesty, it's free Exp/LP if you do as all the guards come your
way, so use them to your advantage if you want. XD

Anyway, take the middle of the three paths going south and turn west to avoid
a web of beams on the east path. Head south into a square-like room and then
take the eastern path as it rounds up into another square room, then take the
east path into a corridor branching north and south.

Both paths eventually lead to the next zone so take either one you want.

[Large Freight Stores]

Go around the edge of the upper floor to find the stairs going down into the
center. Defeat the enemies as they come and look around for a couple of
treasures.

We have two paths to take here. You can enter take the center path to head
directly to the [Airship Berth Access] or take the right-side stairs into the
[Starboard Section]. I will just go ahead and ignore the Starboard route.
There's nothing really important there, just take it if you want more EXP/LP.

[Airship Berth Access]

Take either path to your left or right as you go around the perimeter of the
zone into the northern side, where there's a hallway going south into the
middle, leading to the next zone.

[Central Brig Access]

There's a forced fight here, and even though the game sort of calls it a Boss
battle, I refuse to.
You'll be fighting 2 Judges, an Imperial Magus, and 3 Imperial Swordsman.
Nothing that should give you trouble, but remember to "silence" the Magus
first to make things smoother.
You will obtain the NO. 1 BRIG KEY here. Then enter the so called [Brig No. 1]
to the south.

[Brig No. 1]

See the cell with the save crystal? Open it and check the urn to find the
SYSTEM ACCESS KEY. Don't save just yet, check the cell opposite of our
current one to find two Moogles who run a shop. If you plan on using Ashe, I
suggest you wait to upgrade since we are about to get her.

She's on one of the southern cells, so unlock it and have her join your group
as a regular party member. If you plan on using her, be sure to check her LP
to obtain licenses and then upgrade your equipment. Be sure to save on your way
out!

[Central Brig Access]

It's time to backtrack. Of course, it won't be so easy (well, it is easy) as we
will have a large flock of Imperials behind us, spawning on every corner and
every turn we take until we reach our destination.
We need a Metal Gear Solid remix going on here if you ask me.

[Airship Berth Access]

Again, you can go to the [Sub-control Room] from here or just back to the
[Large Freight Stores]. I'll be taking the LFS route, so go 'round the
perimeter and exit south.

[Large Freight Stores]

Dispatch the enemies and take either of the northern exits on the upper floor
into the next zone.

[Port Section]

Head west into the square room for an event.
Larsa is here with Penelo and we are finally reunited. Larsa advices you on
your escape as Vossler leaves to secure an airship. You will obtain the
MANUFACTURED NETHICITE from Larsa and Penelo joins your party.

Be sure to tweak her licenses if you plan on using her, otherwise, find your
way north into the last zone, where a battle awaits.

[Port Launch]

Seems we are trapped between Judge Ghis and some Imperials. The former judge
fires off a large ball of some magic but is easily absorbed by the Nethicite
we were just given, handy. BOSS BATTLE!
_________________________
|                         |
| BOSS BATTLE: Judge Ghis |
|_________________________|___________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 14 |   4120   | 330 |  17 |  12 |  47 |  16 |  22 |  9 |  6 |  3 | 22 | 530 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Besides the Judge we have 3 Imperial Swordsmans fighting by his side, so be
sure to get rid of those first before we get to the main course.

You might want to consider the option of casting Protect on yourself,
especially since this guy can do a multiple-hit attack which might get to you
if done too many times quickly.

Also, at some point he will do a Great Barrier, which is a Protect/Shell combo
basically, but he's almost dead it doesn't matter much.
You can try Slowing and Blinding him if you wish.


Look who's behind the mask, hmm...
Vossler will suddenly show up and tell you they've secured a ship and we make a
hasty retreat back into Bhujerba.

############
# BHUJERBA #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[Aerodrome]

Back in Bhujerba Penelo gives Balthier back his handkerchief and Basch suggests
that Ashe should speak with the Marquis, saying it would be beneficial for
their cause, to which Vossler agrees.
Back to the Ondore Manor, though you are now free to use the teleport crystal
if you have some unfinished business somewhere.

[Travica Way]

Remember where the Manor was? Well, go there and speak to the Sainikah to see
the Marquis. Meeting past, Ashe will attempt to steal the Strahl in order to
go to the Tomb of Raithwall but is caught by Vaan and then Balthier.
After talking a bit, Balthier has no other option to, umm... "Kidnap" the
princess I suppose you could say. Off we go.

#######################
# DALMASCA WESTERSAND #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[The Western Divide]

Everyone on the ground, and the airship having a very handy optical camouflage
device going on, we are ready to move. Save (and tag) in the nearby crystal and
then move west into...

Oh yeah, feel free to return to Rabanastre and do some more hunts if you are
missing some. Remember Montblanc also offers some of his own.

######################
# OGIR-YENSA SANDSEA #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Alraune                       #   670~694     256~262      1      75~93     #
# Urutan-Yensa    (Bare-handed) #   702~718     345~385      1      68~82     #
# Urutan-Yensa    (Katana)      #   702~718     345~385      1      68~82     #
# Urutan-Yensa    (Crossbow)    #   702~718     345~385      1      68~82     #
# Danbania                      #   966~999     290~302      1      83~110    #
# Wyvern                        #  1493~1713    683~709      2     120~328    #
# Salamand Entite               #    48042       12627       7      1320      #
###############################################################################

[Platform 1 - East Tanks]

As you enter the zone, move west a bit to get the standard introduction of the
general area. No wonder they call this place a sandsea... The sand definitely
behaves like a sea.

However, in order to reach the Tomb of Raithwall, our current destination, this
sandsea isn't enough. We have to cross ANOTHER sandsea, called the Nam-Yensa
Sandsea as explained by Basch. Are you ready?

First things first, Libra. There are a few traps here and there, and you don't
want to be caught by surprise in them. From where you regain control, start
moving south to find a metallic ramp going up into the tanker-like structure.

Be careful of the Alraunes here, they can sometimes combo a lot and might put
a dent in your HP.

Once you are in the platform above-ground, go 'round the edge to the southwest
and take that path into the next platform. You want the west path this time
into the next one and west again into the next zone.

[Platform 1 - Refinery]

Video scene as we enter the zone. Vossler will suddenly show up, who will join
us once more. Off-scene, Fran says we should leave this place, for something
worse than even a sandstorm approaches and then Balthier tells us this is
Urutan-Yensa territory before we promptly get to see them surfing with style
in the sand atop some weird fish.

The path to the southwest leads to a dead-end, so instead take the ramp down
the west path into ground-level where you'll meet up with some of those
Urutan-Yensa. There are three kind of them, some use swords, other crossbows,
and the third are bare-handed. They can all have Haste off the bat and the ones
that use swords can use a mildly strong attack called "Tri-Attack" which hurts
AND might even Slow you.

Down in ground-level, head west up the ramp into another oil tower. Head
clockwise around the perimeter of the tower to find the urn containing the map
of the area in the southern ledge, then open up the map.
You'll notice several area change icons along the map, but our target is the
south-western one. You are free to look around the other zones I don't cruise
through in the walkthrough, but do note the [Primary Tank Complex] might have
a Salamand Entite. If you see it, RUN LIKE HELL.

Anyway, head back to ground level and go northeast to find another ramp going
up into this other structure. Take the west bridge and then the southwest
one. In this tower you can find the exit into the next zone at the southwest.

[Platform 1 - South Tanks]

From the tower we start, west is the way to go. Though you can deviate into the
southwest to find two platforms that might hold an item or two.

Anyway, in the second tower go west again and in the third tower simply zone
along the southern border.

[South Tank Approach]

You can go down into ground-level from the west side, from which you can then
zone west into the last zone of this area.

[Yensa Border Tunnel]

The reason why I say you should come this way even though the middle path also
leads to the Nam-Yensa Sandsea, is because you can find a teleport crystal
here along with a merchant. Be sure to get the Magicks you are missing.
Don't zone west yet, read the intro paragraph below the table to find what to
do next.

#####################
# NAM-YENSA SANDSEA #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Alraune                       #   670~694     256~262      1      75~93     #
# Urutan-Yensa    (Bare-handed) #   702~718     345~385      1      68~82     #
# Urutan-Yensa    (Katana)      #   702~718     345~385      1      68~82     #
# Urutan-Yensa    (Crossbow)    #   702~718     345~385      1      68~82     #
# Axebeak                       #   922~954     375~383      1      83~109    #
# Danbania                      #   966~999     290~302      1      83~110    #
# Bull Danbania                 #  1159~1192    327~339      1      91~118    #
# Bagoly                        #  1010~1230    490~676      1      86~248    #
# Yensa                         #  1010~1032    448~456      1      79~97     #
# Bull Yensa                    #  1212~1234    492~500      1      87~105    #
# Wyvern                        #  1493~1713    683~709      2     120~328    #
# Urutan Eater                  #    8015          0         8        0       #
###############################################################################

Ok, while I insisted on saying you should take the southern exit, I suggest
you go back to the Ogir-Yensa Sandsea, through the [South Bank Approach],
up to [Platform 1 - South Bank], northwest into [Platform 2 - Refinery] and
then west into this Sandsea.

Reason? In [The Sandscale Bank] you will find a Moogle speaking to an Urutan
who will run away as you get close. Seems he needed help in fighting this
Urutan Eater in the [Withering Shores] zone. To get there head west into
[The Urutan-Yensa Sea] and then follow the only path you have to get to
the [Withering Shores].

Several Urutan Yensa will aid you on fighting it, so focus your attacks on the
giant turtle. Once it's down, go back to [The Sandscale Bank] and speak to the
Moogle. Return to the Ogir-Yensa Sandsea, in the [Platform 2 - Refinery] zone
and you should find the Urutan by the ramp going up into the platform, though
he will just run back into the Nam-Yensa.

Back in [The Sandscale Bank] you'll find a bunch of Urutan-Yensa gathered up to
execute the Urutan that was speaking with the Moogle. Apparently they have some
code or something on not asking for outside help and he broke it so... Check
where he was to find some EKSIR BERRIES. They'll be useful in a bit, trust me.
Now, either return to the [Withering Shores] and zone through the east or go
back to the [Yensa Border Tunnel] in the Ogir-Yensa. Both paths lead to the
zone below.

[Augur Hill]

If you come from the [Withering Shores], simply head down a bit and take the
bridge west into a small island.

If you come from the [Yensa Border Tunnel], head down the hills as you go
southwest into a wide area of sand. The path will split in two and you should
take the northern route, leading into a bridge on your west to a small island.

In this little island you can find the map of the area, huzzah!
Anyway, take the next bridge into the south and move west to the next zone.

[Yellow Hills]

You'll find lots of Bagolys in here. I suggest you try fighting them one or two
at a time, but don't let them swarm you up to be safe.

Start by going west and you should see (from your map) the path dividing into
north and west, the former our destination as you cross a bridge. Go up the
ramp into the oil tower and zone southwest.

If you wonder, the area change on the south leads to the Zertinan Caverns, but
we don't have any business there, so you are free to ignore it.

[Demesne of the Sandqueen]

For the record, you might be able to find Megabomb in here, a Rare monster.
In order to make him spawn, you need to make a chain of 21 with any enemy (not
necessarily in this zone). Be careful, as he can self-destruct and that skill
is never fun.

Anyway, go 'round the oil rig and down the other side from where you start into
ground level. Ignore the path going north and focus on the west one. You should
be able to see a bridge to your north, which by the way, has like three traps
by the entrance. There are a few treasure at the end if you are interested, but
otherwise, zone to the west.

[Trail of Fading Warmth]

Follow the path as it goes south, west and then curves back to the north.
There's a zoneline on the right side of this path leading to the [Simoon Bluff]
but there's nothing of interest there, so you are free to ignore it at your
leisure as you keep going north.

You will find the same merchant from before here, who now has weapons in stock
(As to how he got them in such little time and got here before us, I don't
know), so be sure to check them and buy any Magicks you are missing.

As you change areas you will be given the option to save. Do so. A boss battle
is coming up (but not the moment you zone, don't worry, you can still go back
and do everything you want).

#####################
# TOMB OF RAITHWALL #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Lich                          #                                             #
# Ragoh                         #                                             #
# Seeker                        #                                             #
# Zombie                        #                                             #
# Lost Soul                     #                                             #
# Zombie Mage                   #                                             #
# Skull Warrior                 #                                             #
# Lesser Chimera                #                                             #
# Tallow                        #                                             #
# Garuda [BOSS]                 #                                             #
# Demon Wall (First) [BOSS]     #    22187         0        30      1350      #
# Demon Wall (Second) [BOSS]    #    10332         0         9      1350      #
# Belias [BOSS]                 #                                             #
###############################################################################

Move north and Garuda will drop down to face you.
_____________________
|                     |
| BOSS BATTLE: Garuda |
|_____________________|_______________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 16 |   6764   | 360 |  26 |  14 |  55 |  20 |  32 | 10 |  6 |  0 | 11 | 1310|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |  Weak  | Absorb |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
There's not much to this guy. Since you can't use Slow on it, I suggest
Blind to at least put a dent on its frenzied attacking. Also, throwing Protect
on all your allies is a nice option to further minimize the damage you
receive.

On a general note, the boss is Flying, so you either need to hit it with
Magick or use ranged weapons. Oh oh, did I mention the boss might Sleep
on-hit? Well, the Alarm Clock gambit is merely a suggestion, since odds
dictate it will keep attacking the slept ally.

If you can use Quickenings, I suggest using them to quickly dispose of this
guy. The battle shouldn't be that hard.

Oh, if you got the Eksir Berries in the Sandseas, be sure to use them.


Once he's down, you have clear access to the temple, along with a shop opening
up by the base of the temple. We are about to face two bosses (both can cast
Blindga but the first one is optional) and the final boss will put Oil on you
and you really, really want to keep Oil away from you while fighting him, so
invest on items to keep those two statuses down if you wish.

Tag the teleport crystal and save, then touch the Waystone to dive in.

[Hall of the Destroyer]

See the other Waystone here? It's useless right now. So ignore it and go down
the stairs into the bridge. Soon as you start to move, the wall behind you
comes to life and charges (slowly charges) you.
_________________________________
|                                 |
| BOSS BATTLE: Demon Wall (First) |
|_________________________________|___________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 18 |   22187  | 450 |  31 |  17 |  44 |  10 |  36 | 20 | 14 |  0 | 30 | 1350|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |  Weak  |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This wall is strong. And unless you've been leveling a bit more than you
should or have several Quickenings at your disposal, then I suggest you take
the alternative available to you: Run away. Simply run down the bridge and
enter the next zone (where another, weaker, Demon Wall awaits).

If you do decide to fight this wall, you better be prepared. First off, Slow
and Blind it. This thing can Sap all your allies, put up Reflect, put you to
Sleep and many other nasty stuff that will make things go against you. Do
remember if the wall pushes you all the way back, it's game over for you.

Easy way, start a Quickening chain and if you don't kill it (which is the most
probable outcome), switch a character (or several) and do another Quickening
chain. That's really all I can say if you try to take it at this point.


Your reward? For defeating this thing you open up a path on the sides. Nothing
of interest besides of a chest (with a 70% chance of appearing) that migth hold
a Demonsbane (22.5% chance - +59 Atk sword). That's it.

[Hall of the Sentinel]

Soon as you come in, a second wall comes to life on the other side of the
bridge. However, this one is far weaker than the first one, so if you managed
to defeat the former, this should be a piece of cake.
__________________________________
|                                  |
| BOSS BATTLE: Demon Wall (Second) |
|__________________________________|__________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 16 |   10332  | 450 |  26 |  17 |  44 |  10 |  32 | 17 | 12 |  0 |  9 | 1350|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |  Weak  |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Same rules apply. The wall pushes you all the way back, it's game over for
you.

See the torches on the side? Check the red flames to stop the attacks of the
wall momentarily, but leave the blue ones alone as they will just hasten its
movement.

Otherwise, it's the same from before, take care of its Blindga and use
Quickenings if possible to crumble it down to pieces.


And we are done with this guy. Simply go past the now crumbled wall and exit
through the large door.

[Royal Passage]

Take the stairs down and you'll find a Waystone... Well, three of 'em. The
center working one will whisk you back to the entrance, and the other two are
out of order right now.

Raid the nearby urn for the map of the place and get ready. See the two sets of
stairs to your north and south? In each side we must find a switch. So,
shall we begin with the south side?

Take the north stairs and you will eventually come to a flight of stairs going
further down and a path in the same level you currently are. Both have chests
in the end, but I suggest you take the lower door here.
While we can reach our target a lot faster using the top door, we can
nail a lot more EXP and LP using the lower door. Also, the next screen is
based on you taking the lower door, so... XD

[Northfall Passage]

Lots of rooms connected with little hallways, all full of enemies and what
not. You know, your standard dungeon stuff. Fairly straightforward, however,
open up your map and you should notice a lone room right in the middle of the
whole zone. That's our destination.

You'll see a Waystone in there along with this red light thingy on a wall,
called the Northfall Pedestal. Touch the jewel and as the Mystic Altar goes
all the way down, three Zombie Mages pop up. Dispose of them.

Teleport yourself out with the Waystone here.

[Royal Passage]

Back in the Royal Passage, take the south route this time and enter the
[Southfall Passage], preferably from the top level if you want all of the
EXP and LP possible.

[Southfall Passage]

Twisty and with several rooms. There's no real way to get lost here, trust
me. Basically, you just wanna waltz through them dealing a world of hurt to
anything that crosses your path as you make your way into the middle room.

You'll know which one because it has a Waystone in it along with the
Southfall Pedestal, a glittering jewel like thing you must touch. Which will
in order spawn three Liches. The nearby passage should be open now, take it
down and enter the door here.

[Cloister of Flame]

If you followed the guide above, you should have entered from the South side
in this room, but it's the same if you came from the north. Head to the west
side and take any set of stairs down.

Do note there are some treasure in the small alcoves right as you leave the
stairs in the lower floor, on each side of course. So be sure to get them all
before taking the middle stairs along the east side of this level further down.

See if you can recognize which other FF title this coming boss is from. ;p
_____________________
|                     |
| BOSS BATTLE: Belias |
|_____________________|_______________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 20 |   15943  | 999 |  28 |  17 |  58 |  16 |  35 | 14 |  9 |  0 | 15 | 1350|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
| Absorb |  Half  |  Half  |  Half  |     |  Weak  |  Half  |  Half  |  Half  |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Do note that once below 50% of HP he gains the traits of Ignore Evasion,
Attack Up and MP Consumption 0. Then Instant Cast when he plummets below 20%.

Protect if you can and Shell if you wish. The latter is a bit more important
actually. If you can, try to setup a Gambit to cure Oil with Handkerchiefs.

Reason? Need I really say this guy depends on fire to attack? Worse yet, his
special skill (the ones that kind of freeze the action due to the animation)
is Firaja, which can deal over 300 quite easily of damage and if you have Oil
when that goes off, it won't be pretty, quote me on that one.

If you can, kick off a Quickening chain when he has low HP (or as much as you
think you can take off in a chain -- If you are good and can use up to lv2
Quickenings with all your three active characters, you might even be able to
finish him in a long chain with luck). That's about it.

Done? You'll obtain the Esper Belias after this, who will appear in your
License Board. Remember that only one person may license an Esper. While it
doesn't really matter much who gets it, I suggest (obviously) it's someone
you actually use. Move forward through the now available doorway.

[Chamber of First Light]

Follow the path straight to the west where, at the end, Ashe will nab the
DAWN SHARD to prove her royal heritage. The Waystone you no doubt saw will
whisk you back to the entrance, so be sure to take it to shorten the time you
spend here. Then leave the temple.

[Valley of the Dead]

Check the crystal and... Guess what that no teleportation means?
Yep, save if you wish (maybe on a different slot? Up to you) and then walk down
the stairs. As you move east you'll see several battleships flying over you.
Among them, the Shiva.

*Sigh* Back into the sky we go against our will.

#########
# SHIVA #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Imperial Swordman             #     845         338        1       63       #
# Vossler [BOSS]                #    9318          0        30      1260      #
###############################################################################

Judge Ghis is our captor, who demans the Dawn Shard in exchange for the rebirth
of the Dalmascan Empire, which means Ashe will get the throne.

However, as they are examining the Dawn Shard inside the ship, shit hits the
ceiling and we make our escape. However...

Fran will eventually start to lose it as the testing of the nethicite starts.
Eventually she snaps and goes into feral mode and beats the hell out of her
captors. Eventually, it's battle time.
________________________________
|                                |
| BOSS BATTLE: Vossler           |
|              Imperial Swordman |
|________________________________|____________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 20 |   9318   | 693 |  23 |  16 |  49 |  22 |  26 | 13 | 10 |  4 | 30 | 1260|
|  * |    845   | 180 |  19 |  12 |  34 |  16 |  21 | 10 |  8 |  3 |  1 |  63 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |        |        |
|        |        |        |        |     |        |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
*The Imperial Swordmen are level 17~19.

As a note, Vossler will receive the traits of Ignore Evasion and Attack Up
when he goes below 50% of HP.

Do note that if Fran is in your party, she will begin with Berserk on (which
isn't that bad actually -- extra attack power and speed). Anyway, start by
taking care of the Imperial Swordmen that make company to Vossler himself
before engaging that guy.

Vossler is like any other Imperial enemy, except he will kick in Enrage when
in critical health which raises his speed and attack. Counter it by quickly
throwing a Quickening chain in his face or by taking out your new Esper for
a test drive if you wish.

Due to some problem that arose during the examination of the Dawn Shard, the
Leviathan starts losing altitude. As the group pulls a hasty retreat the
Leviathan explodes into a series of weird "live" fireworks, swallowing the
whole fleet with it.

The party recovers the Dawn Shard as it floats in the air before they arrive
at Rabanastre...

##############
# RABANASTRE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

Seems it's been four days since the whole Leviathan blowing up incident. Ashe
brings up the idea to fight the empire using the power of the Dawn Shard.
Fran mentions the people of the Garif, a tribe in the Ozmone Plains which might
know more of the nethicite and how to work it.

Before we move out however, be sure to browse the shops. Buy new Magicks,
Technicks that fancy your eye, but over all, upgrade your gear and all that
stuff. Be sure to check for new marks to hunt if you feel like it. You should
have the Wyvern Lord, Enkelados and Croakadile hunts right now (they are all
regular hunts).

When you are ready, jump down to the Giza Plains, which is now in its rainy
season.

###############
# GIZA PLAINS # (Rain)
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Hyena                         #   940~960     442~444      1     105~121    #
# Ichton                        #  1293~1326    777~789      1     116~143    #
# Gigantoad                     #  1469~1489    848~850      1     126~142    #
# Wooly Gator                   #  2233~2253   1131~1133     1     189~205    #
# Great Tortoise                #  3811~3838   1201~1203     2     179~195    #
# Silicon Tortoise              # 12852~13172  3165~3339     2     383~610    #
# Storm Elemental               #    14830        5583       4       675      #
# Martu Entite                  #    48042       12627       7      1320      #
###############################################################################

As a note, during the rain season, there are some withered trees around the
place you can chop down (needed for the Gilsnapper mark as well) that leads to
a zone called [Tracks of the Beast], home of the Great and Silicon Tortoises.
You can go there if you wish, as there's a key item called FEATHER OF THE FLOCK
in there that you'll need for a sidequest later on. Up to you if you want to
go for it right now. The trees you can chop down are in: [Crystal Glade],
[Throne Road], [Gizas North Bank], [Nomad Village], [Toam Hills], and the
[Starfall Field]. The zoneline is on the [Gizas South Bank].

[Throne Road]

With the note above out of the way, let's move. First off, some of the basic
terrain will be different this time around. Nothing THAT MUCH different, more
like a few bits of a zone are unavailable because they are filled with water.

Not to mention the enemies are now stronger, though nothing out of your league.
Head south around the curve into the [Nomad Village].

[Nomad Village]

Not much to do here. If you took the Croakadile mark, be sure to talk to the
client while you are here and might as well complete what you can of it since
we are already here.

Otherwise, take a west.

[Toam Hills]

Take the bridge and then make your way southwards into the next zone. Careful
with the gators if you play with them.

As a note, from where you enter the screen, if you hug the wall directly to
your left (assuming the camera is positioned behind you), you can find a lone
pot of treasure. You might be able to nail a Main Gauche here.

[Starfall Field]

If you signed up for the Croakadile mark and talked to the client, you can find
it here. Asides from that, work your way south, past the now dark stone as you
leave the whole area into...

#################
# OZMONE PLAINS #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Ozmone Hare                   #   823~843     339~341      1      84~100    #
# Black Chocobo                 #  1116~1180    687~703      1     113~165    #
# Red Chocobo                   #  1116~1180    687~703      1     113~165    #
# Viper                         #  1410~1430    919~921      1     137~153    #
# Mesmenir                      #  1528~1568    848~852      1     126~158    #
# Wu                            #  1689~1729    813~817      1     121~153    #
# Zu                            #  1880~1896   1025~1029     1     152~165    #
# Hybrid Gator                  #  2233~2273   1131~1135     1     189~221    #
# Zaghnal                       #  3157~3179   1201~1206     2     189~204    #
###############################################################################

[Field of Fallen Wings]

As a note, you can fetch some nice gil (for this part of the game at least)
from the Iron Carapaces of the Mesmenirs. Otherwise, use standard stealing
procedures to get your daily dose of Gil.

Head south through this zone, careful with the Zus. They are flying, so you
will have to switch to ranged attacks or magick to dispose of them.

[The Switchback]

Ignore the path winding deeper into the ground at the center and veer to the
east side of the zone. In this part of the zone you have three exits: one to
the north, east and south. Take the southern one.

In case you wonder, the center area change leads to the Zertinan Caverns.

[Haulo Green]

Start by going south as far as you can and then turn to the west. You should
find some Chocobos around this point (along with a Viper or two). Dispose of
them as you walk through the field, eventually seeing the area change into...

##########
# JAHARA #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

Well, it's actually called Jahara: Land of the Garif, but meh.

[Banks of the Sogoht]

First of, be sure to tag the teleport crystal and talk to the cartographer
Moogle for the maps of this place and the Ozmone Plains.

Speak to the Garif Warrior blocking the bridge further into the town to almost
be turned away, as we are saved by this other Garif that shows up (you should
have seen him in the previous screen giving a piece of his thoughts to a Black
Chocobo -- And I wonder what happens if you kill it...).

He vouches for you and lets you in. Supinelu then tells you to go seek the
elders and speak with them about the Nethicite.

[Lull of the Land]

Do note there's a shop in the middle of the zone, so you might want to pay it
a visit.

From the shop, head east and a bit north up the slope to where three Garif
are. One of them is High-chief Zayalu, who gives you a JAVA STICK to give to
Supinelu for him. He's on your way to the next zone anyway, which is northwest
of your current position.

Agree to meet with the Great-chief, for we have no other option at all.

[The Elderknoll]

If you took the Enkelados hunt, do note Low-chief Sugumu is on this screen.

Back to our objective, simply head straight to the east up the hill into the
open hut-like structure to find the High-chief. Watch the events.

Seems the nethicite is now powerless, for the mist built up inside has been
used. Larsa suddenly shows up, making a suggestion to make a trip to Mt.
Bur-Omisace to obtain the blessings of the Gran Kiltias about restoring
Dalmasca to its former being, Larsa himself comes with you as a guest.

Afterwards, you'll either get a BOWGUN or a KILLER BOW and a set of ONION
ARROWS or ONION BOLTS depending on what you did with the Java Stick.
Head back to the [Banks of the Sogoht].

[Banks of the Sogoht]

You have an offer of a free Chocobo ride from Gurdy. I suggest you take it,
if only for kicks. He'll also explain how to ride one if you've never done so
before.

I'll be assuming you took one (if not, you'll be fighting along the way --
which isn't such a bad thing altogether). Either way...

Go out to [Haulo Green] and exit through the north. Back in [The Switchback]
take the northeast exit and then run northeast through [The Greensnake] zone
into the [Field of Light Winds], then take the eastern exit into...

[Sunlit Path]

Leave your Chocobo, save if you wish, then leave east into...

##################
# GOLMORE JUNGLE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Panther                       #  1299~1519    900~1068     1     132~294    #
# Gargoyle                      #  1436~1494    894~995      1     138~227    #
# Malboro                       #  1573~1693   1073~1177     1     132~217    #
# Hellhound                     #  3570~3790   1591~1777     1     270~432    #
# Treant                        #  4274~4384   1089~1242     1     168~265    #
# Diresaur                      #  5281~5621   2891~3017     2     413~692    #
###############################################################################

[Paths of Chained Light]

Note on Panthers... Learn to hate their Blaster skill.

Head southeast into the square platform where some Panthers await, dipose of
them. I suggest you take the path going northwest and then take the first route
heading southeast which quickly bounces back southwest, where you'll find the
map of the area.

After acquiring it, head east through either path and zone to the south.

[The Needlebrake]

If you came in from the eastern exit of [Paths of Chained Light] then head
directly to the east and you'll eventually spot this glowing blue wall
(Which reminds me a lot of the Assault seals of FF XI), approach it for an
event where Fran mentions the forest is denying us passage.

Seems there's a Viera dwell nearby, though Fran appears to be unwelcomed in
there. Follow the path she makes and walk into...

#################
# ERUYT VILLAGE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[Road of Verdant Praise]

Fran, who stays at the entrance, asks that you bring someone named Mjrn to her.
You'll also notice the Moogles who you saved back at the Leviathan are here
(Of course, if you didn't...). Be sure to purchase anything that fancies your
eye, Curaga being probably one of the most important things.

Tag the teleport crystal and save if you wish then go inside.

[The Spiritwood]

Here's a question... What's up with Vieras and those (Generally) sexy outfits
of them? Have I already mentioned how much I love them to begin with?

I digress however. Follow the path around the trunk, past the bridge, then
roll under the flame jets and jump through the pillars as you avoid the
arrows flying from the sides... I mean, past the bridge and up the stairs you
see on the other side.

From the plaza, take the only other route available to us at the southwest and
south at the fork, heading up the stairs to the next zone.

[Fane of the Path]

Go around to your right and approach the nearby bridge.

Seems Mjrn isn't here, then suddenly Fran shows up. Seems Fran has lost some of
her Viera natural powers to listen to the nature, so she can't sense where Mjrn
is.

We learn from Jote that Mjrn has gone to a place where people hide under
clothes of cold iron. Imperials maybe?
And did she say something about hearing the same words from Fran 50 years
ago?

Head all the way back to the entrance.

[Road of Verdant Praise]

Larsa has an idea, that the place Mjrn is in the Henne Mines, south of the
Ozmone Plains. So yes, we are going back there.
But before you leave, watch Vaan put his foot on his mouth as he messes up
trying to ask Fran's age. *Sigh* -- I mean, I wonder of her age again, but
I'm not that tactless...

Teleport back to the Jahara and fetch a Chocobo or waltz back through the
Jungle (I suggest the latter - small path and extra EXP/LP, plus we can get a
free Chocobo ride this way).

I'll pretend you walked back.

#################
# OZMONE PLAINS #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Ozmone Hare                   #   823~843     339~341      1      84~100    #
# Black Chocobo                 #  1116~1180    687~703      1     113~165    #
# Red Chocobo                   #  1116~1180    687~703      1     113~165    #
# Viper                         #  1410~1430    919~921      1     137~153    #
# Mesmenir                      #  1528~1568    848~852      1     126~158    #
# Wu                            #  1689~1729    813~817      1     121~153    #
# Zu                            #  1880~1896   1025~1029     1     152~165    #
# Hybrid Gator                  #  2233~2273   1131~1135     1     189~221    #
# Zaghnal                       #  3157~3179   1201~1206     2     189~204    #
###############################################################################

[Sunlit Path]

Save, then speak to the Imperials on the ground at the south edge.
One of them asks for a Potion to save his friend, which you should go ahead and
provide with.

In exchange, you learn that you need a Chocobo to access the area that has the
zoneline to the Henne Mines, and he gladly lends you his Chocobo.
As a tip from the Imperial himself, paths that are accessible to Chocobos only
are marked by Chocobo footprints.

[Field of the Light Winds]

Soon as you enter, look to your left (in other words, to the south) to find
some Chobocos posted along the ledge of the zone (that you can't attack. I.e.,
they are part of the decour of the scene) and you should be able to spot some
Chocobo footprints on the ground.

Travel south through the high grass of this Chocobo-only path.

[The Shred]

Head south to find the entrance of the Henne Mines. If you head west, you
should be able to find another Chocobo-only path into the Haulo Green, but
that's not of interest right now.

Dismount the Chocobo and enter the mines.

###############
# HENNE MINES #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Seeker                        #  1094~1110    754~758      1     126~139    #
# Redmaw                        #  1134~1202    783~875      1     142~192    #
# Nightmare                     #  1630~1688   1104~1205     1     162~251    #
# Jelly                         #  1913~2018   1104~1213     1     162~256    #
# Thunderbug                    #  2083~2303    744~922      1     122~270    #
# Tyranorox                     #  4073~4413   1775~1901     2     338~617    #
# Tiamat [BOSS]                 #    49993         0        15      4730      #
###############################################################################

[North Entrance]

Follow the path into a pair of tracks along the ground then start heading
south. See that small off-shot going north as the path starts curving
southeast? You should be able to find a Gate Switchboard close to it, which
you should examine and activate to open a path in the south so we can go
through.

There's an advice on the gate operating near the zoneline, which you might
want to read. Of course, I'll be walking you through the whole thing anyway.

[Pithead Junction A]

There's an Imperial here, but serves no purpose at all.

As soon as you hit the Gate Switchboard, lots and lots of Jellys will drop on
you. You can take them if you wish, but do note they can divide (the new
"offspring" sporting full health by the way), so you might want to haul tail.

Either way, head south or east first (both lead to the same place).

[Phase Shaft 1]

It's a simple circular path stocked to the brim with fanged pests. Make your
way through the hordes of bats in order to find the map of the Henne Mines,
then return to the previous zone through enter zoneline.

[Pithead Junction A]

Flip the switchboard once more and take the west exit out this time.
If you ran from the Jellies before, make sure you pull the stunt quickly.

[Phase Shaft 1]

Straight path as it goes south. You should have a steady chain of bat killing
by this point already. XD

Exit west into the next zone.

[Phase 1 Dig]

Twisty zone. Follow the tunnel to exit into the mine portion of the place (or
a cave, whichever fits best). Put up Libra if you don't have it. There are a
few traps around here.

From the '+' shaped junction, the east leads to a dead end which might have
some loot for you to plunder. The west path leads to the same place as if
you headed straight south, just with more enemies.

Whatever the case, take either the west or south path all the way to the bottom
of the zone and into the dead end to your right where you might hopefully be
able to nail a Golden Amulet (it doesn't always spawn).

Otherwise, return to the previous junction, go north a bit and then head east.
The next path to the north is a dead end, and est is the route to follow
as it heads up eventually into the next zone.

[Crossover A]

Start by heading north to find yourself in a triple fork, where you'll probably
spot a Tyranorox to your east, which is an easy foe by the way. Slaughter it if
you wish but exit through the north, as the east zoneline is blocked with a
gate.

[Crossover B]

You'll come to notice that you can't reach the northern exit at all.
Being careful with the two fake chests (Read: Thunderbugs) to the south of
where you enter, make your way to the far east and follow the tunnel south.

[Pithead Junction B]

Yep, you guessed it. As soon as you flip that lil' switch over there, it's
Jelly-time!

It's almost slaughter to remain here (too many of them drop) so you might
want to run away to your west. If you want to drop them all, you can try
making a Quickening chain. An Inferno should put them all below 10% of HP
or kill them, though anything higher will outright melt them. There's a save
crystal in the Staging Shaft, so it's feasible.

[Crossover A]

Simply walk back to the north, once again entering [Crossover B].

[Crossover B]

Take the south path (as if you were going to where the Thunderbugs were) and
walk through the now open gate here. Go around the center back up to the north
so you can now go into the next zone.

[Staging Shaft]

Larsa mentions that the Draklor Laboratory must be searching for new sources
of the ore because if the Resistance moves and Bhujerba goes under their
control, the empire loses control of the Lhusu Mines.

Suddenly, Mjrn shows up before promply running away in a very strange
fashion. Tag the teleport crystal and be sure to save before moving north.

[Ore Separation]

Get ready~
_____________________
|                     |
| BOSS BATTLE: Tiamat |
|_____________________|_______________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 25 |   49993  | 999 |  34 |  24 |  74 |  12 |  40 | 16 | 14 |  0 | 15 | 4730|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Half  |  Half  |  Half  |  Weak  |     |  Half  | Absorb |  Half  |  Half  |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
He usually casts Reflect on itself when nearing 80% of its HP and below.
As a priority, try to stick a Slow on it, which is the only thing you can
(Besides Confuse, but what do we need that for?).
Remind you he has Last Stand, so get ready for when he hits critical and
either unleash a Quickening Chain or summon Belias.

Your main concern is his Disablega, so hope you can cast Esuna if someone
isn't affected, or start shelling out the Remedies if you have the necessary
lores. Aside from that, try keeping Larsa alive, for he can give you a good
bonus to the HP you can heal since his stock of Hi-Potions is seemingly
infinite.

Keep your HP counts high to avoid deaths from his Aero and Breath attacks as
you pound him into the ground.


You'll find Mjrn after the battle. During the unfolding events you will end
up back in Eruyt Village as you get the LENTE'S TEAR, which you can use to
pass through those barries in the Golmore Jungle.

For the record, the Moogle here in the Woods now sells Golden Amulets
(x2 LP obtained, Accessory). Feel free to invest in some of them.
Plus, he also has new Magicks, Haste among them. Exit when you are ready.

##################
# GOLMORE JUNGLE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Panther                       #  1299~1519    900~1068     1     132~294    #
# Gargoyle                      #  1436~1494    894~995      1     138~227    #
# Malboro                       #  1573~1693   1073~1177     1     132~217    #
# Great Malboro                 #  1630~1750   1141~1245     1     149~234    #
# Hellhound                     #  3570~3790   1591~1777     1     270~432    #
# Treant                        #  4274~4384   1089~1242     1     168~265    #
# Treant                        #  4765~4875    327~480      1      50~147    #
# Diresaur                      #  5281~5621   2891~3017     2     413~692    #
# Diresaur                      #  6601~6941   2891~3017     2     413~692    #
# Elder Wyrm [BOSS]             #    71692         0        14      4200      #
###############################################################################

[The Needlebrake]

If you just want to move on, as you go up the stairs, head east and through
the first blue gate you see. Otherwise you can go around the zone and kill
stuff before heading there.

[Whisperleaf Way]

It's a straight (well, windy but straight) path to the east in a route with
Great Malboros. Excert caution, for their breath attacks are still as fun as
ever...

[The Parting Glade]

Heal up with the crystal and save (while tagging it for teleport), then get
ready. Boss coming up in the next screen.

[Dell of the Dreamer]
_________________________
|                         |
| BOSS BATTLE: Elder Wyrm |
|              Treants    |
|_________________________|___________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 27 |   71692  | 999 |  33 |  22 |  74 |   9 |  40 | 16 | 14 |  0 | 14 | 4200|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |  Weak  |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I'm too lazy to list the stats of the Treants here because they vary a lot
and that format up there doesn't allow for that...

First of, dispose of the Treants that show up with this guy. You don't want
them bothering you during the fight now do you?
Second of all, Silence this guy. He can several magicks, and well, why let
him do so if we can shut him up. ^^

Similar to the Tiamat, his physical attack isn't that great. So you
shouldn't have much trouble taking care of that. Keep Larsa alive and you
should do fine thanks to his excess of Hi-Potions.

Your main concern is his Sporefall. AoE skill that can inflict Confuse,
Silence, Slow, Blind, Poison and Sap. x_X
An Esuna can take care of everything but the Slow, counter that with Haste.
(You did buy Haste when leaving Eruyt Village, right?)

BahamutZERO adds: Sporefall also inflicts with Oil, and most often than you'd
like, the Elder Wyrm will follow up with a Fireball, which might very well
hurt you quite a bit, so beware. (Especially if you are setting a tank with
Decoy).


Once you are done fighting the wyrm, exit to the east.

[The Branchway]

There are two paths here, and both lead to the same next zone and both meet up
at the end, so it's the same.

Phyllo, a rare game monster, can appear along the southern path though (20%
chance of spawning when you zone in), so you might want to take the southern
path. Otherwise, it's the same.

[The Greenswathe]

Continue east along the path you chose and they will eventually meet up near
the area change into...

#################
# PARAMINA RIFT #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Dark Skeleton                 #  1488~1548   1164~1257     1     149~207    #
# Wild Onion                    #  1496~1736    699~907      1     150~320    #
# White Wolf                    #  1498~1608    894~987      1     150~231    #
# Skull Knight                  #  1873~1933   1235~1328     1     165~223    #
# Lizard                        #  2342~2562   1172~1358     1     180~342    #
# Slaven Warder                 #  2623~2743   1124~1225     1     173~252    #
# Garuda-Egi                    #  2997~3065   1416~1508     2     218~268    #
# Yeti                          #  4237~4477   1660~1862     2     270~428    #
# Baritine Croc                 #  4448~4668   1562~1748     1     270~432    #
# Twintania                     #  4917~5257   2051~2177     2     315~594    #
# Emperor Aevis                 #  5900~6240   2255~2381     2     347~626    #
# Ice Elemental                 #    14830       5583        4       675      #
# Leshach Entite                #    48042       12627       7      1320      #
###############################################################################

[Fading Vale]

Save if you wish and then head northwest.
Feel free to make small talk, though it shouldn't be of much use.

[Head of the Silverflow]

If you just want to move forward, stick to the east/northern route. With some
luck, if you go south you might run into a Leshach Entite, and you do not
want to engage that.

Exit from the northeast into the [Freezing Gorge].

[Freezing Gorge]

Keep going east and then stick to the northern route in order to reach our
next destination. Don't worry, you'll be able to explore the Paramina Rift
to your heart's content in a moment.

###################
# MT. BUR-OMISACE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[Sand-strewn Pass]

Save and tag the crystal, then look at the shops around this place. Upgrade
armor and weapons as you see fit and the move north.

[Temple Approach]

Simply follow the path into the next zone, not much to do here.

[Temple Grounds]

Head east up and down the stairs as you make your way into the temple.
Look at your mini-map to find the way to the blinking exit.

[Hall of the Light]

The Gran Kiltias, who is called Anastasis, is here. Watch the scenes.
As the newcomer, "Al-Cid" shows up and brings news of airship fleets from the
Empire being organized, the Gran Kiltias suggests we venture into the
Stilshrine of Miriam to obtain another of the Dynast-King's powers.

Larsa will leave our party however, so climb back down to the entrance and
look at your stock of items a second time. Save, buy maps from the nearby
Moogle if you wish, then thread south back into the Rift.

#################
# PARAMINA RIFT #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Dark Skeleton                 #  1488~1548   1164~1257     1     149~207    #
# Wild Onion                    #  1496~1736    699~907      1     150~320    #
# White Wolf                    #  1498~1608    894~987      1     150~231    #
# Skull Knight                  #  1873~1933   1235~1328     1     165~223    #
# Lizard                        #  2342~2562   1172~1358     1     180~342    #
# Slaven Warder                 #  2623~2743   1124~1225     1     173~252    #
# Garuda-Egi                    #  2997~3065   1416~1508     2     218~268    #
# Yeti                          #  4237~4477   1660~1862     2     270~428    #
# Baritine Croc                 #  4448~4668   1562~1748     1     270~432    #
# Twintania                     #  4917~5257   2051~2177     2     315~594    #
# Emperor Aevis                 #  5900~6240   2255~2381     2     347~626    #
# Ice Elemental                 #    14830       5583        4       675      #
# Leshach Entite                #    48042       12627       7      1320      #
###############################################################################

[Freezing Gorge]

From where you start, head south to the next zone. You'll probably have some
undead stuff pop as you walk by the way, though they are small fry.

[Frozen Brook]

You should see an exit directly west from where you enter, ignore that one and
start walking south. At around the middle of the screen, start moving west to
find another exit on the western wall.

[Path of the Firstfall]

Just a regular save point here, use it and exit through the other side.

[Spine of the Icewyrm]

Careful of the Twintanias and Garuda-Egis here. Though they aren't really
that troublesome, the Garuda-Egis are flying, so switch into ranged mode
to take them down.

[Silverflow's End]

You might come across some Emperor Aevis here, but as the previous two beasts,
they are easy to nail without too much effort. Look around for the southern
exit into...

########################
# STILSHRINE OF MIRIAM #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Redmaw                        #  1670~1738    637~729      1     173~223    #
# Ghast                         #  1706~1826    891~1077     1     173~289    #
# Balloon                       #  1878~1936   1122~1223     1     173~262    #
# Zombie Warrior                #  1878~1998    891~1077     1     173~289    #
# Ghoul                         #  1984~2104    891~1077     1     173~289    #
# Ghast                         #  2348~2468    891~1077     1     173~289    #
# Zombie                        #  2254~2260      0~3        0       0~16     #
# Blood Gigas                   #  2609~2849   1456~1658     1     198~356    #
# Oiling                        #  2818~2923   1456~1565     1     198~292    #
# Facer                         #  3026~3356   1151~1610     1     186~477    #
# Darkmare                      #  4680~4738   1456~1557     1     198~287    #
# Dragon Aevis                  #  5479~6159   2549~2801     2     347~905    #
# Crystalbug (Green)            #    2326          0        10      1650      #
# Ice Azer                      #    2708        1675        1       203      #
# Miriam Facer                  #    5540        1508        1       205      #
# Miriam Guardian               #    6827        1602        1       218      #
# Vinuskar [BOSS]               #   15138          0        19      2480      #
# Mateus [BOSS]                 #   34259          0        27      2480      #
###############################################################################

[Walk of Sky]

Long-ass path to the south. That's it.
Honest.

[Walk of Mind]

Heal up and tag the teleport crystal, and save if you wish.
Move south to the large door by the Kiltias and go inside.

[Ward of Measure]

There's not much you can do in this zone right now. The doors to the sides are
locked and the waystone at the other end of the room isn't working either...

That leaves us with the pedestal close to the entrance. If you just trigger
it, it will probably raise a couple of Zombies for you to have fun with, though
they give no EXP/LP, so there's no point to staying there long enough.

To proceed, equip someone with the Dawn Shard, and switch him/her to Leader of
the group, then activate the pedestal. You will be warped away.

[Ward of Velitation]

Without time to even get your bearings, you will be attacked by a Miriam
Guardian from behind. Quickly dispose of it (and unequip or switch out whoever
you used for the Dawn Shard) and move west.

After crossing the arch, you will be in a room with three Dragon Aevis.
They can really give you a hard time, but you can fight them if you wish. Blind
and/or Disable them if you want to have an easier time, otherwise run through
them to the other side where two Miriam Facers will try to stop you.

[Walk of Torn Illusion]

Run up the stairs ahead of you and take either of the paths to the sides.

You should find another pedestal similar to the one at the entrance which
requires the use of the same procedure: Equip the Dawn Shard on someone, make
it your Leader then activate it. This will create a set of paths in the
previous room.

[Ward of Velitation]

If you let the enemies live, quickly run to the sides from where you enter and
take either of the descending set of stairs into the next zone.

[Walk of Revelation]

Walk down the stairs and... A green crystal? Bet you don't know what that one
does, now do you?

It attacks you. Yeah, it's actually a Crystalbug, so be careful of its magicks
as you deal with it, which in turn spawns an actual (legit) save crystal of the
blue variety. Use it and proceed down the stairs.

[Ward of the Sword-King]

Ah yes, the home of Negalmuur... A rare game if you wonder or don't know it.
To make it spawn, you must have spent over 30 minutes (Real time of course)
inside the Stilshrine and defeat the Darkmare in here.

But I digress, at the T-junction take the south path. Defeat the enemies on
your way and inspect the large statue (or rather the sword of the statue)
blocking your way. The door to the north will then open, granting you access
to a Waystone. Use it.

[Ward of Measure]

Remember I told you about two doors on the side of this room? Well, the west
one is now open for business.

[Cold Distance]

You stand in a hallway inside the ancient structure, from where you can clearly
see a large statue in the middle of the room. Your current position limits your
options on how to move since the pathways aren't connected.
There are exits to your south and west.
> exit west
(In case you don't get it, I was crappily trying to mimic a MUD (If you don't
know what a MUD is, nevermind then)).

[Walk of Prescience]

The path that goes straight to the west from where you enter and the one to the
south are connected at the end, creating a loop that serves us no purpose. You
can fight the enemies though.

From the zoneline, walk north a bit and take this passage west to a room with
a statue in the middle, which you can rotate. Rotate it so that it's looking
to the east (If you check the map by pressing the Select button, you can see
which direction it's facing).

Exit south, down the stairs.

[Walk of Reason]

Follow the path taking care of the undead that pops up and open the Ancient
Door at the end. You'll be facing some more undead in this room, but watch out
for a trap right in the middle.

Open the next door on the other side of the room to reach a long hallway
spanning from north to south. Your objective is up the stairs, but I suggest
you first go south, ignoring the stairs as you follow that path until the end,
where you can find three chests, not to mention lots more of undead to chain
with.

When you return to the stairs, ignore them again and from where you reached
this hallway, go north to find a few more undead if you want to chain them,
then go upstairs.

If you wanna keep chaining undead, take the north path, ignore the next flight
of stairs going up to the south. Both paths eventually take you to another
statue anyway, which you must rotate until it points to the north (again,
refer to the overhead map to see which direction it's looking at).

Head east from it and up, taking either path (or clearing both) before zoning
out in the north.

[Cold Distance]

We are back in this zone, just on the right side this time. You have an exit
to the east, but there's a boss in wait there. I suggest you instead head north
to find the door that leads into the [Ward of Measure] to unlock it (so that
you can now use it freely) and out of the Temple to save, then return here and
head east.

[Ward of Steel]

Head down the stairs and open the Ancient Door...
_______________________
|                       |
| BOSS BATTLE: Vinuskar |
|_______________________|_____________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 27 |   15138  | 999 |  32 |  17 |  60 |  14 |  34 | 23 | 26 |  0 | 19 | 2480|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You will notice right away from the message that shows up as the battle
starts that metallic equipment grows heavy due to a magnetic field. Meaning,
anyone using Heavy Armor will be under the effect of Slow (you can somewhat
counter it with Haste, but you will still suffer a pentalty), but the effect
isn't THAT great.

Same procedure as always, Slow + Blind then jump it. Be sure to steal from it
before you kill it, as you can (with luck) fetch a Damascus Steel from it,
among others (if you have a pair of Thief Cuffs, try equipping those).
If not, you might actually end up nailing a pair of them from him. XD


After he's down, head east and open the door there to find another of those
statues which, if you are understanding the pattern, you know you should rotate
so that if faces west. Unless you rotated one statue wrong (I.e., the three of
them must be looking in the direction of the [Cold Measure] zone), then you
should get a message about the colossus undergoing some change.

You can also find the map of the place here... >_>
Not that it's of much use now anyway... Exit the zone.

[Cold Distance]

You should see the Colossus raising its sword, clearing for us the path below
it. So head north into the [Ward of Measure].

[Ward of Measure]

Head to the south and trigger the Waystone.

[Ward of the Sword-King]

Head south under the sword of the colossus and get ready. Before you open
the doors, I suggest you Shell yourself up.

[Hall of Worth]
__________________________
|                          |
| BOSS BATTLE: Mateus      |
|              Ice Azer x5 |
|__________________________|__________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 30 |   34259  | 999 |  36 |  32 |  69 |  20 |  46 | 21 | 21 |  0 | 27 | 2480|
| 25 |   2708   | 999 |  25 |  26 |  34 |  16 |  45 | 30 | 36 |  0 |  1 |  203|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Half  |  Weak  | Absorb |  Half  |     |  Half  |  Half  |  Half  |  Half  |
| Immune |  Weak  | Absorb | Immune |     | Immune | Immune | Immune | Immune |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Shell up if you haven't for she (I will refer to Mateus as a she) will start
with Reflect and quickly summon five Ice Azers. The Ice Azers can sleep you
and cast some other magicks to bother you, so they should be dealt with first.
Though you can try stealing from them, for they hold Feystones which are kind
of valuable...

Anyway, you have to take Mateus down by brute force, for magick is a bit
risky since she depends too much on Reflect. Be careful of Blizzaja, as not
only does it deal moderate ice damage, it will also Sap you. So equip Ice
Shields if you have them, otherwise grit your teeth and cast a Cura
afterwards.

Alternatively, you can just summon Belias at let him deal with her, or at
least a good chunk of her life. You can also finish her with a Quickening
chain, as there isn't much fighting after this one in this area.


Yep, you get Mateus, the Corrupt after this. Take the south exit to move on.

[Vault of the Champion]

Approach the large contraption and Ashe will obtain the SWORD OF KINGS. While
it's a key item, it can also be equipped as a two-handed sword, but it's not
that good, so don't worry about that.

You can now leave the Stilshrine of Miriam.
Soon as you get out, you should see the Alexander moving through the sky and
smoke is pouring in the direction of Mt. Bur-Omisace...

###################
# MT. BUR-OMISACE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Judge                         #    3179         273        1       44       #
# Judge Bergan [BOSS]           #   17200          0        19      1980      #
###############################################################################

[Sand-strewn Pass]

Hmm, the Empire must really hate refugees, the whole place has been wrecked!
Use the shops if you wish and then save before heading up to...

[Hall of the Light]

Soon as you enter, it's boss battle time!
___________________________
|                           |
| BOSS BATTLE: Judge Bergan |
|              Judge x3     |
|___________________________|_________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 30 |   17200  | 999 |  37 |  23 |  60 |  25 |  49 | 26 | 22 |  4 | 19 | 1980|
|28~29   3179   | 277 |  28 |  14 |  52 |  18 |  36 | 22 | 21 |  4 |  1 |  44 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |        |        |
|  Half  |  Half  |  Half  |  Half  |     |  Half  |  Half  |  Half  |  Half  |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Easy battle. First of, take care of the Judges. Immobilize them if you wish
and pick them off with ranged attacks, but otherwise, they should fall fast.

When you turn to the Judge himself, start with the usual, Blind + Slow.
Then it's just the same as usual. Normally, he sticks to physical attacks,
but he parries a lot. Otherwise, he can start casting Aero, Watera,
Immobilizega, and Darkga. Also, his normal attack has a 5% chance to Blind.

See if you can steal a Ruby Ring from him.


Al-Cid is here, and it seems Larsa has been taken away by Gabranth. Al-Cid
wants Ashe to go with him to Rosarria, but the party prefers to chase the
Dusk Shard which might be in Archades, inside the Draklor Laboratory.
As you exit the Temple, speak to a nearby Nu Mou to receive the STONE OF THE
CONDEMNER. We'll use that later...

Next stop is the Nalbina Fortress. Read the paragraph after the divider below
to find how to get there if you don't know how.

####################
# NALBINA FORTRESS #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

Return to Dalmasca* and out into the Dalmasca Eastersand. Run to the [Yardang
Labyrinth] and take the northeast exit to find yourself at Nalbina Fortress.

* Since it's probably been a while since you last reached a city with a
tavern, you should have LOADS of hunts piled up to fulfill. x_X

[West Barbican]

Go inside the fortress and upgrade gear and buy Magicks if you need. This is
technically just a pit stop before we venture into the Mosphoran Highwaste.

#######################
# MOSPHORAN HIGHWASTE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Worgen                        #  2011~2231    943~1129     1     180~342    #
# Alpha Worgen                  #  2413~2633   1036~1222     1     198~360    #
# Python                        #  3016~3346   1749~2028     1     234~477    #
# Slaven Wilder                 #  3518~3638   1548~1649     1     207~286    #
# Vulture                       #  4022~4158   1952~2136     2     261~361    #
# Humbaba                       #  5403~5523   2289~2390     2     324~403    #
# Clay Golem                    #  6283~6393   1884~2037     2     252~349    #
# Fire Elemental                #    14830       5583        4      675       #
###############################################################################

[Southern Skirts]

Nothing to worry about here, really.
The enemies you can find here aren't too troublesome (Though the Worgens with
Berserk should be your first targets).
There are two exits in this zone, at the far west and at the north, but both
lead to the next zone anyway.

[Summit Path]

As a note, if you want the map of this place, look for an area change along the
southern border, leading into the Dalmasca Eastersand, then travel south along
the zones until you reach the [North Bank Village], from where you can
purchase the map.

Anyway, you have a 7% chance that the Wary Wolf (rare game) will replace any
Worgen in this zone. He's a tad stronger than your average Worgen, but no
big deal. Take the northwest exit.

[Babbling Vale]

Rest zone. Upgrade gear and stuff, then save. If you took Braegh hunt, the
client is in this zone by the way. The zones to the side only have enemies and
what not, so visit them if you want, but take the northwest exit here when you
are ready to move on.

[Trail of Sky-Flung Stone]

You pretty much only see flying enemies here, so make a run for it if you want
or take them out. You might also find yourself face to face with a Fire
Elemental, so be careful with the casting of spells around it.

[Northern Skirts]

Start by heading west then to the north, past a large arch of stone into a wide
open area. You'll probably face lots of Humbabas, Pyhtons and Vultures here,
but the zoneline is not too far to the north.

[Halny Crossing]

Simply take the bridge into the next area...

##############
# SALIKAWOOD #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Pumpkin Head                  #  2739~2859   1070~1174     1     210~295    #
# Wyrdhare                      #  2739~2959    856~1042     1     168~330    #
# Brown Chocobo                 #  3718~3922   1733~2009     1     277~377    #
# Green Chocobo                 #  3718~3922   1733~2009     1     277~377    #
# Sprinter                      #  4070~4138   1569~1661     1     231~281    #
# Malboro King                  #  4501~4621   2461~2565     1     231~316    #
# Antares                       #  6458~6568   2228~2317     1     263~337    #
# Bomb                          #    3233         412        1       62       #
# King Bomb [BOSS]              #   37596          0        22      2050      #
###############################################################################

[The Omen-Spur]

Careful of Pumpkin Heads. Their normal attack can Confuse you.
Asides from that, it's a no-way-to-get-lost path to the north into the next
zone.

[Path of Hours]

Save your game if you wish. Also, if you talk to the Bangaa traveler here,
you'll learn he dropped his map, which of course, is now ours to plunder if
we can find it.

Feel free to speak with the lazy-ass Moogles you can find in this zone before
heading further north.

[Trunkwall Road]

Head north and take the east path at the fork, then south at the next fork.
At the large crossroads, you should be able to spot the urn with the map in
the small off-shoot to the south, get the map.

Return to the first fork and head north this time to find the zoneline to
the west, in a bridge.

[Sun-dappled Path]

The path starts going south before going 'round to the west and then north
again, into the next zone.

[Garden of Decay]

Make your way to the northeast without too much trouble. You might also spot
some Moogles resting in here as well, but don't mind them. We'll be coming back
to them later though.

[Quietened Trace]

Save point~
If you speak to this Moogle, he'll mention a bomb in the eastern path. That's
the Bomb King, a boss that under no circumstances is needed for the completion
of the story, but I'll just cover it here for the heck of it.

If you do decide to fight him, you might want to invest in some Fire Shields,
or a Nihopalaoa from the Clan Shop to put Disease on it (which is really
helpful).

[Grand Bower]
________________________
|                        |
| BOSS BATTLE: King Bomb |
|________________________|____________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 34 |   37596  | 999 |  35 |  26 |  77 |  18 |  53 | 19 | 23 |  4 | 22 | 2050|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
| Absorb |  Half  |  Half  |  Half  |     |  Weak  |  Half  |  Half  |  Half  |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
For the record, he gets Damage Cut when below 40% of HP.

Remember, this battle is completely optional, so you can do it anytime. If
the first time you face him he's too strong, you can run away and come back
at a later date.

As soon as the battle begins, you'll notice you have company. Try to focus a
character (preferably your highest Magick character, and having Faith on
helps) to Silence the boss, and possibly Slow him, then try to get rid of the
smaller Bombs QUICK! The King will continously call for more to show up, so
it's imperative you can deal with the little ones ASAP.

Otherwise, the battle won't hold too many difficulties, except for one detail.
He can cast Renew on itself. For those of you not familiar with the Renew
spell (one you will get to use later), it restores your HP to full. In the
case of bosses, it has no cap on healing, so yes, he can heal all his 37k HP
just like that.

Try to bring him down and when he's about to cast Renew (he usually does when
near 20%), throw a Quickening Chain at him and hope you get good luck and
pull off a big one to finish him off.

Alternatively, put Disease on him through the use of the Nihopalaoa accessory
and a Remedy. That will completely nullify your worry of the Renew magick.


When he's defeated, just go back. Unless you need to keep going west for the
Braegh hunt. Head east from [Quitened Trace], though be sure to heal up and
save with the crystal.

[Diverging Way]

If you entered from [Quietened Trace], head east as the path goes to the south,
then make a sharp turn west and south as you can, trying to head east along
the southern edge of the zone.

If you came from [Trunkwall Road], just head east and stick to the southern
path.

[Living Chasm]

Speak to the Moogle Boss here. He says once the gate's fixed, everyone will be
able to go to the Phon Coast... If his nine apprentices ever return.

Yep, you guessed it, they are the Moogles we saw back in the Woods. You can
find them in the next zones:
- Path of Hours (Found in the huts inside the zone)
- Trunkwall Road (Found along the middle of the eastern side)
- Garden of Decay (Two sets of Moogles, both along the north side)
Once you find them, return with them if you wish or walk all the way back.

Either way, the gate will be repaired and you'll be granted access.
Speak to the Moogle Boss on the other side to get a pair of QUASIMODO BOOTS
then move forward into...

##############
# PHON COAST #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Bagoly                        #  4500~4720   2051~2237     1     242~404    #
# Iguion                        #  4892~5002   1367~1460     1     252~333    #
# Pirahna                       #  4305~4469   1961~2157     1     231~349    #
# Pyrolisk                      #  6262~6330   2585~2677     2     305~355    #
# Mandragora                    #  2739~3099    607~919      1     210~465    #
# Archaeosaur                   # 12251~12591  4457~4583     2     525~804    #
# Silver Lobo                   #  3131~3241   1248~1341     1     210~291    #
###############################################################################

[Kaukula Pass]

Watch the scenes that play before we regain control.
Save here and then head to the next zone.

[The Reseta Strand]

Kill stuff that crosses your path and head towards the exit on the southeast
of the zone.

[Pora-Pora Sands]

Straight to the southeast again. I suggest you actually engage the Pyrolisks,
the Bundle of Feathers you can steal from them (as well as drop) are worth
quite a few gil.

If you want to hunt some more, you can enter [The Mauleia Strand] from the
east side, which leads to the [Cape Tialan]. You can take either route
into the zone listed below.

[Cape Uahuk]

From whichever side you come, start moving east and you will come across a
ledge above you. Follow it to the north to find the opening and then stick
to the northern wall to find the zone into the rest area.

[Hunters' Camp]

As you approach the camp, you'll get to learn a bit about Balthier, along with
some reminiscing from Ashe.
When are you free to explore, check the hunts board if you want, then upgrade
your gear, buy new Magicks, etc., the usual.

Tag the crystal in the middle of the zone and save.

As a note, if you've completed the Antlion hunt, be sure to speak to
"The Man Who Fell" (AKA Fallen Bhujerban) in this zone then check besides him
to get the SITE 11 KEY. We won't use it at all for now, but it's necessary for
the Gilgamesh hunt.

Exit to the north.

########################## ZODIAC SPEAR ALERT ##########################
#                                                                      #
# The last chest you should not touch is in [The Vaddu Strand], which  #
# you won't even get close to unless you decide to explore, as you can #
# see from the zones I travel through below.                           #
#                                                                      #
# In that zone, along the southern border there can be up to 16 jars,  #
# all full of gil. The one you shouldn't touch is among these.         #
#                                                                      #
# Of course, by this point you could have already gotten the spear as  #
# well, if you know how to travel and move swiftly through the         #
# Necrohol at this level.                                              #
#                                                                      #
########################################################################


[Caima Hills]

Not much of importance here, just head northeast from where you start and you
should be able to fine the zoneline without too much trouble.
If you find a Diresaur, be sure to Blind it if it's giving you trouble.

[Limatra Hills]

Follow the ledge to the east and then stick to the northern wall as you keep
going east to find the zoneline.

If you decide to follow the other side of the ledge, you can find a secret
zoneline into [The Vaddu Strand], the zone with the 4th and last despawn
trigger for the Zodiac Spear, see the warning above.

[Rava's Pass]

Save at the crystal, have a chat with the lovely Vieras if you wish, but head
north into...

##################
# TCHITA UPLANDS #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Coeurl                        #  3944~4264   1433~1607     1     248~475    #
# Malboro Overking              #  4775~5255   2568~2936     1     248~638    #
# Serpent                       #  4982~5302   2309~2483     1     293~520    #
# Lizard                        #  5191~5411   2233~2419     1     270~432    #
# Bellwyvern                    #  7587~8267   3637~3840     2     432~952    #
# Feral Croc                    #  9393~9713   2978~3152     1     405~632    #
# Earth Elemental               #    14830       5583        4       675      #
###############################################################################

[Realm of the Elder Dream]

Ah yes, more kitties... I suppose you still remember the effects of their
Blaster skill. Also, do note you can Steal (lowest probability) Embroidered
Tippers from the Coeurls here. Accessories that double the Exp earned for that
character.

Anyway, our target is southeast of our current position.

[Oliphzak Rise]

Simple zone. From the start, the path to your west is a cliff with a dead-end
and a pair of Serpents. If you follow the rising ledge south, you'll end up
among a swarm of those ever-so-friendly Malboros Overking. That of course
leaves us with going straight east through the Lizards and what not to the
next zone.

[The Nameless Spring]

Save crystal here, use it if you wish and then speak to the Archadian Wayfarer,
which by the way, I always want to choke to death for some reason...

But I digress, he needs to find his kid and also hands you a... bill?
Well, a very BADLY drawn bill, I mean, come on, not even I can draw that
horribly and I suck at drawing...

Do note you must agree to this hunt in order to progress, as doing so will
let you receive the SOUL WARD KEY from him, which we need in the Sochen
Cave Palace. Exit south.

[Garden of Life's Circle]

Our objective is to the north (that means the zoneline), so head there.
All the zones to the east will ultimately lead into the inaccessible area
change of the Cerobi Steppe, so feel free to explore if you wish.

[The Highlands]

From where you enter, if you head directly north you can find the zone into
the zone below. However, if you run along the western border, you can find the
zoneline into [The Chosen Path], where a teleport crystal rests, so be sure to
tag it.

[Field of Eternity]

Start by heading north then west a bit. At the pseudo T-junction, head north
to find the opening of the cave into the next area.

######################
# SOCHEN CAVE PALACE #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Zombie Knight                 #  3693~4053   1427~1747     1     252~538    #
# Gorgimera                     #  4266~4386   1707~1878     1     264~351    #
# Pit Fiend                     #  4390~4710   2231~2583     1     276~678    #
# Imp                           #  4390~4710   2231~2583     1     276~678    #
# Focalor                       #  4513~4687   2135~2308     1     264~397    #
# Iguion                        #  5129~5349   2329~2515     1     288~450    #
# Striker                       #  5129~5549   2329~2492     1     288~564    #
# Wendigo                       #  5458~5878   2329~2492     1     288~564    #
# Abysteel                      #  6778~7138   1924~2437     1     378~639    #
# Zombie Warlock                #  7625~7985   2693~3013     1     378~664    #
# Crystalbug (Blue)             #    3589          0        10      2400      #
# Mandragora Prince [BOSS]      #    9069          0         5      1200      #
# Alraune King [BOSS]           #    9069          0         5      1200      #
# Onion Queen [BOSS]            #    9069          0         5      1200      #
# Pumpkin Star [BOSS]           #    9069          0         5      1200      #
# Topstalk [BOSS]               #    9069          0         5      1200      #
# Ahriman [BOSS]                #     700          0         0       10       #
# Ahriman [BOSS]                #   62149          0        28      3000      #
###############################################################################

[Doubt Abandoned]

There are several traps along this zone, so be sure to keep Libra on for
precaution.

To the far north is the only exit of this place, and it requires the Soul Ward
Key which you can obtain by agreeing to the ??? hunt of the man in
[The Nameless Spring] back in the Tchita Uplands. So I hope you did agree to
it...

Before you walk in, I suggest Protect and Haste on you, and maybe Shell if you
wish.

[Hall of Lambent Darkness]

Here is... ARE more likely, the ??? marks, five mandragora-type enemies, in
the form of a boss battle.
________________________________
|                                |
| BOSS BATTLE: Mandragora Prince | (Their stats are in that order below)
|              Alraune King      |
|              Onion Queen       |
|              Pumpkin Star      |
|              Topstalk          |
|________________________________|____________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 37 |   9069   | 999 |  33 |  25 |  73 |  30 |  54 | 26 | 22 |  8 |  5 | 1200|
| 37 |   9069   | 999 |  32 |  26 |  72 |  30 |  53 | 25 | 22 |  9 |  5 | 1200|
| 37 |   9069   | 999 |  32 |  26 |  73 |  30 |  53 | 25 | 23 |  8 |  5 | 1200|
| 37 |   9069   | 999 |  33 |  25 |  72 |  31 |  52 | 26 | 22 |  8 |  5 | 1200|
| 37 |   9069   | 999 |  32 |  25 |  72 |  31 |  53 | 25 | 23 |  9 |  5 | 1200|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Weak  |        |        |        |     |        |        |        |        |
|        |        |        |        |     |        |  Weak  |        |        |
|        |        |        |  Weak  |     |        |        |        |        |
|        |        |  Weak  |        |     |        |        |        |        |
|        |        |        |        |     |  Weak  |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
They all have the same HP, so it doesn't matter which one you go after
first. Just, focus on one at a time. Also, at intervals, they will all run
to all  sides making you chase them. Though you can use that time to re-buff
yourself or chase them.

Just be careful with their Pollen attack, which inflicts Poison, Sleep and
Slow on a single target. So an Esuna gambit might prove useful just in case.

Honestly, just go for the one closest to you and chase it, I don't see the
need to pursue a specific order.


And up they go to... Uhh... A giant garden up in the sky?
Whatev, take either exit to the sides and pretend this fight never happened.

[The Acolyte's Burden]

Follow the corridor to the north and then down the stairs in the middle.
At the further end of this room sits a save crystal... Or is it?

Yep, another Crystalbug. Deal with it to get the real crystal to spawn, which
you should use, if only for the heck of it. Then take the east path and open
the door into the next zone.

[Mirror of the Soul]

Open the door that sits in front of you to enter a circular room with several
Zombie Knights, then open the next door to the north.

Follow the path as it opens into a cave, where you should hug the eastern
wall, and you'll eventually find the map of the area in the usual urn.
You can notice in the map that there are four available exits from this zone
into the next (I say four because the fifth is from a small strip of land
you can't get to from here), but take the east-most exit (In other words, the
one north from your current position).

[Falls of Time]

Ok, here's where it gets fun...
While you can just waltz north and be done with this room, I suggest you follow
the steps below to unlock the middle room, which will be of use later on.

Let us label all the zonelines in this room. For the top side, we'll start with
the left one as N1, then N2 to its right, etc. With the northern, right-most
one being N5.
Same for the south line, S1 at the left, and S5 at the far right.

If you entered from where I told you in the [Mirror of the Soul], you should
be just in front of S5. Ready?

1. Exit the room from S5.
2. Go all the way west in [Mirror of the Soul] and enter from S1.
3. Head directly north, leaving the room through N1.
4. Head east, ignore two entrances and take N4 back into [Falls of Time].
5. Exit through S4, almost directly to your south.
6. Enter through S2, the only other exit here you are missing besides the
  inaccessible S3.
7. Go through N2, directly north of you.
8. Return to [Falls of Time] from N3.
9. Finally, head straight south through S3.

You should be getting messages along the way that the course of the water
is changing, which is our objective. If you ever mess up, the flow resets and
you must start all the way from step 1. After you are done, you will never have
to do this crap ever again...

When you enter through N3, you should get the message about a door opening in
the distance, which you can reach through S3. Might as well go there, you can
find a treasure in the middle of this room. (Koga Blade or Iga Blade)
Plus, you can now open the other Pilgrim's door in [Mirror of the Soul] for
easy traveling... Whenever you are done, head up to [Destiny's March].

[Destiny's March]

Another thing to unlock here, if you are up for it. First of, be sure to enter
this room through either of the eastern entrances of [Falls of Time].

See the circle in the map? You'll notice there are four diamond-shaped rooms
on each cardinal point. As you enter the zone, head to the far east (but DO NOT
go through the southern diamond room) and enter the eastern room from the east.

Once you are there, you must use the southwestern door to enter the southern
diamond room, then use the northwestern door here to arrive at the western
diamond, and then use the northeastern door to reach the north diamond.
Finally, use the southeastern door to return to our point of start, the
eastern diamond.

You should get a message about a door opening up in the distance, which is
the door on the far west of this zone. You can go there, but you'll be facing
some tougher enemies and there's not much to do there yet, so I suggest you
just put it on hold for later.

Whenever you are done here, head to the far north. Before you open the door
and go in however, see if you can get some Immune: Confuse items on or the
like.

[Hall of Shadowlight]

______________________
|                      | (First one is the good one, second one are the copies
| BOSS BATTLE: Ahriman |  he constantly pulls during the battle.)
|              Ahriman |
|______________________|______________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 38 |   62149  | 999 |  36 |  30 |  69 |  18 |  56 | 23 | 22 |  3 | 28 | 3000|
| 38 |    700   | 999 |  33 |  30 |  69 |  16 |  53 | 20 | 18 |  2 |  0 |  10 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |  Weak  | Absorb |
|        |        |        |        |     |        |        |  Weak  | Absorb |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
For the record, he gets Ignore Evasion, Ignore Weather/Terrain, Ignore VIT
and Damage Cut all when he gets below 60% of HP...

Shell is your friend here, and dark-based weapons are your enemies.
Your main concern is probably his Phantasmal Gaze, which can confuse you,
so if you can't nullify it through accessories, be sure to keep Esuna gambits
ready. Asides from that, you probably need to blow off Remedies to counter
his Doom with the proper licenses.

Around half HP (or maybe more), he starts to split, creating several copies.
So yes, you must start to randomly whack at them until you hit the original
and that's how the rest of the battle will go. Of course, you still have to
cope with his casting and what not, which includes Immobilizega.

If you keep Slow on it, which is about one of the few statuses you can get
on it, you should be able to recognize the real one far easier.


When you are done, grab the pots on the sides of the battlefield and head
east.

[Temptation Eluded]

Don't move an inch. If you have Libra on, you should be able to see the
trap right in front of you. Heal up if you are weak or avoid it if you can,
but follow the tunnel as it opens into a T-junction of paths.

To the east you might find some items, but north is the way to go.

[Chamber of the Chosen]

Follow the path as it goes up in a counter-clockwise fashion and check the
Disused Pedestal near the elevator thingy to activate it. You will
automatically board it up.

[Skybent Chamber]

Tag the teleport crystal, heal up, and save if you wish. Then leave into...

################
# OLD ARCHADES #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[Alley of Low Whispers]

Scene as you walk in. Otherwise, you can get some Embroidered Tippets (Among
others) from the merchant here, as well as sell all your loot.

Look around and find someone called "Ex-Broker" and talk to him, he's along
the northern dead-end, near the cockatrice.
Exit through the northwest bridge and get ready to start hating this city...

[Alley of Muted Sighs]

Head to far east and south, where the area change to Archades City itself
would be, but seems we can't go up, lacking papes and all.

Go back down the stairs to find an old... acquaintance of Balthier, who
requires 1500 gil up front before giving us the information we need. If you
talked to the Ex-Broker in the previous zone, Vaan will mention hearing about
that rumor. If not, go find that guy and return to Jules here.

He mentions a fresh guy come from Archades City, who is in the [Alley of Low
Whispers].

[Alley of Low Whispers]

The guy is named Fresh Ardent, which you can find in the stairs around the
middle of the zone (he's sitting in them). Return to the other zone.

[Alley of Muted Sighs]

Open up your map. From the save crystal, go north a bit to the fork and take
the eastern path. As you bend the corners you should be able to spot Jules
sitting atop a pair of crates, speak to him to be done with this and rush up
to...

#################
# ARCHADES CITY #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

The things you'll be doing here are far worse (Should you decide to pursue the
whole thing at least)...

[Trant]

Scene as you come in. Follow the path and as you approach the stairs, Balthier
will leave you for the time being. Use this time to check up on all the shops
here and do the usual.

From this zone, if you head south you'll arrive at [Rienna], or [Molberry] if
you head west instead. Whichever the case, go to [Rienna] and then west, or
to [Molberry] and then south.

Also, I suggest you talk to every single NPC you can in these four zones
(don't worry about buildings), the next thing will be easier, trust me...

[Nilbasse]

Speak to the Cab Guide along the southwest to find out you need 9 or more
chops (whatever the heck those things are) to be able to ride the cab, which
we must of course.

Jules shows up and asks 2500 gil now for information. Seems we can these...
Chops by doing good deeds and what not. We only need 9, but there are 28
available (and since we are here, might as well get them all)...

See how all NPCs come up with a special name of their own (after you've talked
to them at least once anyway)? Well, you must "pair them up" by talking to
someone, commiting to memory what they say, and they relay the story to someone
else that is sort of connected to them in one way or another...

So yes, you'll be running around the place looking for NPCs, have fun.

I'll start with this zone...

1. Find the Worried Husband (usually along the middle-west side) and listen
  to his worries about his Halved Wages. The Materialistic Woman, usually
  along the western side as well is your target.
2. Talk to the Gentleman Onlooker near the Armory about Working up a Sweat.
  Then find the nearby Eager Crier and relay the story to him.
3. The Senior Researcher lurks around the western half of the zone. Tell the
  Failed Researcher the Words of Encouragement. He's usually near the stairs
  along the middle of the zone.
4. The Aspiring Starlet talks about the ardous Path to Stardom, which is a
  perfect topic for the nearby Faded Star to reminisce about.
5. The Determined Researched near the eastern zoneline thinks it's Time to
  Leave, but he hasn't had the time to tell his father yet. You can find the
  Ex-Researcher patrolling the middle of the area.
6. The Athletic Woman who wanders around the middle of the screen talks about
  the Grand Line of Gamesmen from her family. There's an Avid Reader along
  the far west who might be interested in her tale.

Let's thread east for now.

[Rienna]

Seven this time around.

1. The Lucky Man usually found along the northern zoneline who has received an
  Epistle to Love. Find the Romantic Lady along the corridor leading to the
  aerodrome to find out it was her who sent it.
2. The Philosopher of Cuisine near the western zoneline is looking for an
  elusive Revolutionary Dish, to which the Dangerous Chef near the Gambit shop
  might just have an idea for.
3. The Tarot Reader near the Gambit shop who believes her readings are always
  befallen with Misfortune. To your east is the Happy Novelist, which might
  just find the topic interesting for a novel.
4. You can find a running Greenseller along the eastern side who seems to have
  run Out of Ears of corn. The Vegetable Seller along the western side, who
  remembers there's still a bin full of it in the warehouse for her.
5. The Lazy Profiteer around the eastern half has an idea about a Gambit for
  the Market. The Researcher's Wife on the far west seems to be a test
  subject already though.
6. On the far east there's a Tour Leader, who had to turn down someone from
  a tour of the Aerial Gardens, as it was already full, but it was cancelled!
  The Bhujerban Lady nearby to your west would like to hear that.
7. The Good Brother along the western half mentions the Requisites shop had
  just What she Wants. Run over to the eastern side and find the Waiting
  Woman.

Fancy going north for more?

[Trant]

Six here.

1. A Music Appreciator often roams the upper level along the western flight of
  stairs. She seeks a Lutenist to fulfill the favor of someone, which you can
  find along the lower western zoneline.
2. There's a Historian along the lower eastern side who talks about how youths
  today know nothing about Her History, then head ALL the way west on the
  lower floor to find a Perceptive Man.
3. You can find a Builder strolling around the lower middle of the zone, who is
  in need of an Artisan Architect, which you can conveniently find along the
  western zonelines of the lower level.
4. The Smitten Man along the west border who is madly in love with a Client's
  Daughter, who just so happens to be near the south-eastern zoneline, the
  Smitten Woman.
5. The Farce-Goer just atop the western stairs seems to have asked her daughter
  to buy a less Tickets to the Farce that needed. And of course, it's up to us
  to relay this information to the Girl on an Errand along the eastern side of
  the lower level to avoid being worried.
6. At the upper level, near the western zoneline you can find a Boutiquere who
  can't seem to open her Boutique just yet. Seems like she needs a Moneyed
  Gentlemen, which is along the eastern border, just down the stairs of the
  corner up there.

One more, exit west this time.

[Molberry]

Nine here. x_X

1. The Daughter-in-Law along the west dead-end seems to need a Trinket from
  Giza for her husband's mother. The Man from Giza is usually pretty near.
2. A Talented Woman roaming the middle-to-east side of the upper level has
  a Knack for Magicks, but she doesn't have enough for them. Find the
  Akademician by the Technick Shop.
3. An Avid Traveller in the lower level by the eastern zoneline enjoys
  traveling as her name says, but dislikes wearing heavy armor for living
  plants or animals with ulterior motives. You can relay this information to
  a Traveling Gentleman in the far, far west who fancies a meeting with her.
4. A Proud Mother in the upper level by the eastern zoneline is quite shocked
  after the way her son's Tutor just up and left. You can find a Tutor like
  right next to her who is unemployed and might use the information.
5. The Would-be Judge running along the span of the whole western side has
  an inquire on how To Be a Judge. The Judge's Wife by the Magick shop has a
  few words for him however.
6. The Look-Alike a bit northeast of the Mummer in the west side has a tale of
  a Master of Disguise. Truth be told, there is another Look-alike right by
  the Magick shop. o.o -- Uhh...
7. The Reminiscing Lady at the west dead-end thinks The Mummer's act was
  quite splendid. You can find the Family-minded Girl along the center of the
  zone in the lower level, who seems to despise Mummers for a reason...
8. There's an Ardent Woman by the Magick shop who has Eight-and-Twenty chops,
  and is excited about telling her beau, the Ardent Man. You can find to the
  far west, near the stairs by the Mummer.
9. The Poor Husband running along the center of the lower level barely managed
  to make enough gil to buy her wife a pretty necklace for their Anniversary.
  Of course, the Poor Wife east of him has already found it, and unaware
  that that was her present, she sold it to buy something for her husband!

Finally... I don't know you, but I hate this part of the game. Go to any shop
and get your chops (all 28 of them) exchanged into a SANDALWOOD CHOP, whic
classifies you as an Ardent. Either way, if you got that or just went for nine,
return to the cab driver to move...

[Tsenoble]

Balthier will meet up with you here. Tag and save at the teleport crystal and
then go north and east towards the laboratory. After the Imperial squad goes
and comes, return to where the cab is and watch the scene.

After Jules leaves, speak to the Cab Guide and say "You know where to go." to
move out into...

######################
# DRAKLOR LABORATORY #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Imperial Swordsman            #  3589~3929   1164~1439     1     168~350    #
# Lab-Rat                       #  3627~3647   1023~1025     1     243~259    #
# Imperial Pilot                #  4127~4367   1222~1497     1     176~358    #
# Imperial Hoplite              #  4308~4788   1281~1831     1     185~549    #
# Mastiff                       #  4464~5104   1591~1939     1     270~725    #
# Judge                         #  4846~5086   1455~1730     1     210~392    #
# Hecteyes                      #  8285~8515   2728~2900     1     324~519    #
# Rook                          #     9859        784        5       93       #
# Doctor Cid [BOSS]             #    72989         0        29      3240      #
###############################################################################

[66th Floor]

Head west as the east path is blocked. See all the dead guards and move up
past them, to the east when you can then quickly turn north again.

You should find the North Lift on, well, the north side of the zone. Check
the Terminal and up to the 67th (Yes, six-seven) floor.

[67th Floor]

Go east and then north to the C.D.B. You'll get a scene here, get the LAB
ASCESS CARD along with the map of the area. Exit the room back into the 67th
floor.

With our newly obtained card, we can check the two rooms you can find along the
western wall of this corridor. The closest one to you, RM 6704 East has a save
crystal, which will warn you as per usual once more.

Leave this room and enter the next one, RM 6703 East to find the bulkhead
controls. Manipulate them to open the blue gates, closing the red ones.

You can now get back to the elevator. Though if you feel like it, you can go to
the far west, operate the bulkhead controls there to open the red gates again
and explore the southern regions of the floor to possibly get some treasure.

Anyway, up to floor 68...

[68th Floor]

Head east and enter RM 6803 East, where you can turn on the red bulkheads.
Exit the room and head north, west and south in a counter-clockwise fashion to
reach RM 6804 West, where you can switch around the bulkheads.

Head south and find RM 6811 West to turn on the red bulkheads again. Exit the
room and take the passage to your east going north to find the other elevator
of this floor, which you can take up to the 70th floor.

[70th Floor]

Watch. If you go along the southern corridor, you might be lucky enough to
find a Pheasant Netsuke along the rooms there.

Either way, buff up and then save (you know, to have max MP as you go up, it's
boss time immediately), theng go up and face your destiny... Ok, maybe I
exaggerate a bit...

[Energy Transitarium]
___________________
|                   |
| BOSS BATTLE: Cid  |
|              Rook |
|___________________|_________________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 40 |   72989  | 999 |  36 |  21 |  72 |  30 |  22 | 83 | 94 |  7 | 29 | 3240|
| 38 |   9859   | 441 |  33 |  24 |  47 |  24 |  55 | 33 | 26 |  0 |  5 |  93 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Half  |  Half  |  Half  |  Half  |     |  Half  |  Half  |  Weak  | Absorb |
|  Half  |  Half  |  Half  |  Half  |     |  Half  |  Half  |  Half  |  Half  |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
While the Rooks are out, he has a Magick Barrier and a Paling on. When they
are down (the rooks), he gets Ignore Evasion and Instant Cast.

While the Rooks while try to keep themselves Reflected, you can do away with
them by the use of simpler methods... brute force. Otherwise, you must deal
with those things before you can even attempt to damage the good ol' doctor
himself.

When they are down, Cid will cast Haste on himself, so Silence him if you
wish (as no other status works) and deal with him. Aside from his special
attack, the S-27 Tomahawk which isn't THAT bad, you don't really have to
worry much about him.


After the battle, Cid kind of dares the group to head for Giruvegan, where they
might find a new stone. Reddas, the sky pirate who almost attacked us,
introduces himself and then we appear in Balfonheim after another of those
history lessons.

##############
# BALFONHEIM #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[Saccio Lane]

Rikken, the man here tells the party of the Feywood, a... well, forest south
of the Golmore Jungle (though also accessible from the Paramina Rift). A path
to this Giruvegan lies hidden there.

Exit to the north when you can.

[Quayside Court]

Check out the shops or check on hunts if you wish. Move east.

[Gallerina Marketplace]

Be sure to buy Gambits. You can finally set characters to use Charge when
below a certain % of their MP by the use of the Self gambits you can buy here.
Otherwise, be sure to buy Magicks and the like.

Take the north path.

[Sea Breeze Lane]

Tag the teleport crystal. You can exit into the Cerobi Steppe from here, and
while we have no business there (at least story-wise), you can go there to
hunt for items and exp, etc.

Whichever the case might be, you can reach the Feywood from the Golmore
Jungle's [The Rustling Chapel] or the Paramina Rift's [Icebound Flow].
Both area changes lead to the same zone in the woods.

###############
# THE FEYWOOD #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Mu                            #  3167~3487   1010~1184     1     228~455    #
# Deadly Nightshade             #  3167~3647   1262~1630     1     285~675    #
# Tartarus                      #  3619~4259   1473~1821     1     285~739    #
# Cerberus                      #  4419~5059   1473~1821     1     285~739    #
# Mirrorknight                  #  5202~5842   2419~2767     1     328~782    #
# Basilisk                      #  5429~5749   2734~2908     1     371~598    #
# Preying Mantis                #  7465~7705   2629~2786     1     356~516    #
# Behemoth                      # 10026~11286  3576~4065     2     513~1341   #
# Golem                         # 11310~11550  2945~3193     2     399~594    #
# Holy Elemental                #    14830       5583        4       675      #
# Rafflesia [BOSS]              #    73393         0        31      4280      #
###############################################################################

[Walk of Flitting Rifts]

Careful if you come from the Golmore Jungle. A trap is sitting right at the
entrance which you might set off, and get hurt.
As a note, you'll be dealing with lots of Confusing in here (or at least,
many enemies can Confuse you), so be prepared to put up with that.

You have two exits to your south, one on the west and another on the east.
Take the eastern exit.

[Walk of Stolen Truths]

The map here is messed up, but meh. From where you enter, head directly to
your east, hugging the wall as it goes north a bit, east again and then south.
You should be able to see the urn with the map on a dead-end to your east.

On the western sides there are two exits that lead to [Walk of Dancing Shadow]
which is an awesome zone. You can go in, kill Mirrorknights (and only those),
move two zones away through [Antiquity's End] (The zone south of where we
are) and return to chain some more. In 20~30 minutes you can get over 200k
Gil with some luck. (Do note this method was originally by Kairi, I just
mention it here for the heck of it)

Either way, head south.

[Antiquity's End]

Heal up and head south where a large screen of mist blocks you... Though it
quickly fades away. o.o

Buff up as you wish and then save, then head south to the next zone.

[Redolent Glade]

Gardening, anyone?
________________________
|                        |
| BOSS BATTLE: Rafflesia |
|________________________|____________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 43 |   73393  | 999 |  37 |  26 |  87 |  34 |  66 | 28 | 22 |  0 | 31 | 4280|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Half  |  Half  |  Half  | Absorb |     |  Half  |  Weak  |  Half  |  Half  |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Rafflesia gets Instant Cast and MP Consumption 0 when below 50%, which you
might just want to counter with a good ol' Silence.

The first thing you'll notice (Well, besides the giant plant attacking you)
is that your MP is being drained. Kind of like Sap but with your MP. So
unless you move fast, things might get out of hand and make you burn items.
Though honestly, your main problem is the thing's Curse, which is a Sap,
Disease, Poison and Confuse combo extravaganza for you to have fun with.

Disease can't be cured with Esuna, only the Magick Cleanse, the item Vaccine
or a Remedy with Remedy Lore 3 will do the trick. If you revive with that
thing on, you revive with a single 1 point of HP (which is also your max,
as I assume you know how Disease works).

Its Pollen Dance besides damaging you will also attempt to Confuse you, so
it's up to you if you want to equip Confuse-proof items. Otherwise, beat
its... uhh... Flowery behind?

(Thanks to Tails3 for pointing out the fact that I had said Remedies couldn't
cure Disease. XD)
You might want to go back and use the save crystal to heal up, but that's
just me...
Head south when you are ready.

[White Magick's Embrace]

Here comes a new challenger!
I mean, Mantises (Preying Mantises to be precise) will now bother you as you
tour through this lovely place... Ahem.

From the entrance of the zone, if you stick to the wall east of you and follow
it as it goes south, you will come across the Feywood Candle inside an urn,
which adds several areas to your previously obsolete map of the place.

Go round the wall to your west and exit south.

[Ice Field of Clearsight]

Open up your map. See how on four places of the map there are these six
small lines pointing at each other making some sort of crappy snowflake?

Walk to the one nearest you, the northeastern one and examine the glyph you
see there. Now, while standing atop this glyph, rotate your camera around and
look between the arches of the structure. You should eventually come across
one that looks like a glade or something like that (It's not just snow in
the distance, period).

Walk in that direction until you reach the next "shrine", in which you
should do the same. Repeat this until you walk out of the zone.
(Yes, you have to do it this way)

[The Edge of Reason]

More fun like the previous screen. Open up your map once more.
There are five snowflake thingies this time, and you should walk into the
one by the center of the zone and start doing all that looking stuff again.

When you reach the Gigas Gate, you'll notice you can't open it.
Hope you licensed Belias to someone, because you gotta summon it and then
try opening the gate so you can go through into the next area...

By the way, along the middle of the screen (Well, a bit south) you can find
a trap which might have a treasure lying atop it. I suggest you wait to open
it, as there's a save point right inside the next zone. You might be able to
get an Ensanguined Shield here (Which is meh, but if you are collectionist...).

#############
# GIRUVEGAN # (The Ancient City of)
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Gargoyle Baron                #  6071~6231   2817~2993     1     345~546    #
# Vivian                        #  6526~7006   3380~3748     1     330~720    #
# Behemoth                      # 12199~12619  3834~3997     2     540~816    #
# Mythril Golem                 # 17733~17973  3430~3678     2     420~615    #
# Daedalus [BOSS]               #    65644         0        33      3600      #
# Tyrant [BOSS]                 #   180428         0        33      6300      #
###############################################################################

[Gate of Earth]

Small scene as you come in. You can really only head west, so do so and you
will eventually see a teleport crystal. Tag it and save in it (and warp out
if you need to sell or restock), then keep heading west.

Touch the waystone to reach...

[Gate of Water]

Walk the only path you have until you reach the other side before we get
attacked by a headless giant...
_______________________
|                       |
| BOSS BATTLE: Daedalus |
|_______________________|_____________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 42 |   64644  | 999 |  40 |  20 |  77 |  24 |  65 | 28 | 26 |  0 | 33 | 3600|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Half  |  Half  |  Half  |  Half  |     |  Half  |  Half  |  Weak  | Absorb |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Daedaules starts to Ignore Evasion when below 60% of HP and then when below
20% he gets Haste Squared, though it isn't of much use at that time...

First thing he does is throw a Haste on himself, so have Dispel ready.
It's up to you if you want to Silence him afterwards or not, I found it
unnecessary. His attacks are simple, and you can take care of his
troublesome attacks by flinging a Shell on yourself.

Aside from the attacks he gains when low on HP which don't really deal much
damage (and if you feel you have to little HP you can just Bubble yourself),
he will go down fast. In less than half a minute I already had him down to
less than 10% and I'm by no means overleveled and using shop-bought gear...


Touch the waystone that appears to move forward.

[The Trimahla Water-Steps]

As a note, careful of the Cassies. I think you already know what to look
out for with Malboro-type enemies... >_>

Head down the ramp, past the Behemoths and dodge the flame jets, then...
Err, I mean, kill the beasts then look at that weird device, the Avrio
Gate Stone and activate it.

Take the ramp down the path you just opened and in the next platform take the
path heading further south to find two Mythril Golems guarding the Chthes Gate
Stone. Activate that one too.

Go back up the previous ramp and start making your way down the levels. At the
very bottom you should find yourself in a platform with two more Mythril Golems
by the edge. Dispose of them and walk between where they were (as if you wanted
to walk out into the air) to make a path appear.

[The Addha Water-Steps]

Have I mentioned I utterly hate this area? As in Giruvegan in general...?
Though the sound that plays when you walk on those green paths really remind
me of a certain structure up in Sky in FF XI...

Anyway, head south into the platform and down the ramp. You should find the
Paron Gate Stone between the two Mythril Golems here, which you should
activate after dealing with those constructs.

Take the northern ramp down (No, the switch wasn't for the gate right there)
and after a while you will eventually see another pair of Golems guarding the
Parelthon Gate Stone. Activate it and proceed down the other ramp here and up
the next, as the other path is blocked by a gate.

Follow this route and start heading up the ramps on the other side to find the
last switch, the Tychi Gate Stone. Activate it and go down to where the path
blocked by the gate thingy was, which you can now go through.

Follow the path all the way down where you can find the next green path going
off-screen.

[The Haalmikah Water-Steps]

Scene as you walk in. Head down and straight to the Bulwark Chronos. Open it
to find a save crystal, which you might like to use. Head through the Bulwark
Hemera on the other side.

[Gate of Fire]

No enemies here (for now anyway).
From where you enter, go to your left (southwest on map) to see a pair of
ramps going up. Take either of them and when you reach the hallway going from
southeast to northwest, follow it northwest.

Along the middle you should notice there is no fence (or whatever) along the
right side (northeast on map). Try walking there to make one of those hidden
paths appear into the distance.

Before you walk into the large platform that also appears out of nowhere,
throw a bunch of positive statuses on you.
_____________________
|                     |
| BOSS BATTLE: Tyrant |
|_____________________|_______________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 43 |  180428  | 999 |  42 |  30 |  87 |  28 |  68 | 28 | 28 |  0 | 33 | 6300|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Half  | Absorb |  Weak  |  Half  |     |  Half  |  Half  |  Half  |  Half  |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Get ready to deal with his Instant Cast when you bring him below 50% of HP.

Tyrant is mostly a big creep with lots of HP but all talk and no action.
First off, do note you can NOT use Technicks in this battle, so Charge is
out of the question, so I hope you don't depend too much on that thing. And
two, about the only status you can put on this guy is Confuse, so...

He can cast lots of spells, so you might want to throw a Shell on yourself
to mitigate the damage so you don't have to heal as much. If you can, throw
your tank a Bubble (and a Decoy of course) to minimize the damage on the
rest of your group.

And of course, Dispel this guy as the battle begins.


Take the Waystone that appears into...

#####################
# THE GREAT CRYSTAL #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Ose                           #  6739~7056   1887~2061     1     330~557    #
# Reaper                        #  9931~10111  3185~3345     1     390~533    #
# Mythril Golem                 # 17733~18453  3430~4174     2     420~1005   #
###############################################################################

[A Prama Vikaari]

No map, PLUS! Weird zone names, huzzah...
You'll see three paths, the middle one being blocked by the Gate Scorpio. If
you are looking straight at the gate (with the Waystone behind you), head left
and walk into the air to make a path appear. Do note this path should be going
down (as the one opposite of it goes up, that's not the way).

[Kabonii Jilaam Pratii'vaa]

Yay, more kitty kats... I like how the Coeurl-family looks, but I hate them
otherwise. Be really careful with their Hell Blaster, I lost track of all the
damn statuses that thing hits you with... x_X

Anyway, after dealing with the two angry felines, take the only other path
available from you further down.

[Kabonii Jilaam Avaa]

More cats and another platform. Take the other path here to go even further
down...

[Dha Vikaari Bhrum]

Head down to the platform and use the Waystone VII.

[A Vikaari Kabonii]

There are three paths here, the two at the sides going down and the middle one
going up. With the Waystone behind you (facing the path going up), head left.
Just check the zone name below, if you aren't there, return and take the other
one. XD

[Sthaana Cancer]

Head down and activate the Cancer Gate Stone. Feel free to come back the way
we just came or head to the next zone called [Bhrum Pis Avaa] which will
ultimately lead back to [A Vikaari Kabonii], the zone with the Waystone.

[A Vikaari Kabonii]

Remember the other path going downwards? Take that one now.

[Bhrum Pis Pratii]

Head down the green path and take the other path across the platform.

[Dha Vikaari Trahk]

Who came up with these names anyway?
Kill whatever crosses your path here and take the Waystone V.

[A Vikaari Bhrum]

Our objective is through the Pisces Gate here, but well, it's blocked.
You have two other paths, one going up and another one going down, take
the latter.

[Trahk Pis Praa]

Down the platform, get rid of the cats and take the other path available
to you.

[Sthaana Pisces]

Switch off the Pisces Gate Stone and ignore the Aries Gate while you backtrack
to the zone listed below.

[A Vikaari Bhrum]

You can now go through where the Pisces Gate was, which is to your left as you
come up. (It's the path between those two weird floating things)

[Dha Vikaari Jula]

Head down and take the Waystone III.

[Crystal Core]

Watch the scene that plays before you regain control. Head down to find a
save crystal. Use it, buff up and save, then use the Waystone I...

#############
# GIRUVEGAN #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Shemhazai [BOSS]              #    91136         0        47      4500      #
###############################################################################

[Gate of Wind]

Walk through the Bulwark Minas and into the boss' lair...
________________________
|                        |
| BOSS BATTLE: Shemhazai |
|________________________|____________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 45 |   91136  | 999 |  43 |  34 |  82 |  29 |  68 | 30 | 30 |  0 | 47 | 4500|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Shumy (Yes, Shumy) can change her weakness when hit by that element.
Otherwise, Shumy gets Damage Cut when below 60% of HP.

Dispel whatever Shumy has on and jump her. She likes to use Syphon every now
and then, which is like Drain but for your MP. Couple that with her use of
Shock (strong thunder magick) and Flare (strong fire magick) and you have
a girl who likes to cast a lot on you.

Asides from dealing damage, this girl can Silencega so you can't complain,
or cure up, whatever you want to do first, so either counter it with
silence-proof equipment or have Echo Hearbs ready. Otherwise, she's the
same as almost every other boss: Hack and slash at her and she will fall.


She shouldn't give you too much trouble. Best of it, you will now have the
ability to summon Shumihaza (I like that name better than the NA one) from now
on.

Continue heading south through the Bulwark Aeon, then down the ramps on the
other side. Touch the Empyrean Waystone. First read the inscription then
warp away to, well... somewhere, though it really reminds me of the opening of
Chrono Cross...

Anyway, watch. Ashe will obtain the TREATY-BLADE, which can destroy Venat,
the weird thing that is around Cid in case you don't remember. Some more stuff
happens and you will then be able to take the Tellurian Waystone, do so.

[Gate of Earth]

Teleport yourself back to Balfonheim.

##############
# BALFONHEIM #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

[Saccio Lane]

Talk to the Manse Watch in order to see Reddas. Seems the Sun-cryst the
Occurian mentioned is in the Naldoan Sea, in a lighthouse there. Reddas will
come along with you and thanks to Nono the Moogle, the Strahl can now fly
over Jagds.

Before you set out, here is a suggestion...Buy the new Magicks you have here.
Arise, Protectga and Shellga are good starters. But be sure to have Cleanse,
preferably with all characters.

Upgrade your gear if you wish and think about doing some hunts. See if you can
do the Gilgamesh one to get the Masamune. Whenever you are ready, head to the
aerodrome and board the Strahl, making way to the Ridorana Cataract.

Prepare for the second-to-last (And large) area of the game.

#####################
# RIDORANA CATARACT #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Cassie                        #  8840~9080   4357~4541     1     363~558    #
# Deathclaw                     # 12682~13162  3947~4161     1     413~733    #
###############################################################################

[Footfalls of the Past]

The ship will remain here (Well, you can see the anchor-thingy), so you can
return to the rest of Ivalice at any time you wish. Use the save crystal, then
exit east.

[Echoes from Time's Garden]

More oversized plants, joy...
Also, the Deathclaws can inflict Disable on you with their Pulsar Wave, so be
careful. There's not much here otherwise, but take the southeast exit.

[Colosseum]

Ah yes... If you plan on doing all the hunts, be sure to get familiar with this
place, you'll fight the toughest boss in this place...

Anyway, be careful of all the traps in the open section of the Colosseum. Go
north and in the tunnels, head west at the first junction, down the stairs at
the end and find the map in this small section. Go back up and head north into
the next zone.

[City of Other Days]

Start by heading north until you can take the path going east and south into
the next zone.

[Path of Hidden Blessing]

First of, if you don't have Libra, put it on. As you walk up and get near the
save crystal, you'll notice a long chain of traps leading to it which you
might trigger without Libra.

Otherwise, keep climbing until you reach...

#####################################
# PHAROS AT RIDORANA - FIRST ASCENT #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Chimera Brain                 #  9992~10112  2917~3088     1     363~450    #
# Mimeo                         # 10061~10541  3115~3429     1     324~644    #
# Mistmare                      # 12810~12500  4615~4967     1     432~834    #
# Aeronite                      # 18004~18684  6156~6359     2     576~1096   #
# Brainpan                      #    15358        3574       1       407      #
# Deidar                        #    15358        3574       1       407      #
# Undin Entite                  #    48042       12627       7      1320      #
# Sylt [BOSS]                   #    92661         0        36      3780      #
# Pandaemonium [BOSS]           #   116678         0        36      6120      #
# Hydro [BOSS]                  #   203800         0        35      6930      #
###############################################################################

[They Who Thirst Not]

Hope you are ready. There'll be a teleport crystal in the next zone and that's
it, it'll be a long trip up that thing.
Make sure you have all magicks you can (Curaja, Protectga and Shellga being
priorities. Cleanse and possibly Esunaga will help you) and whatever else you
want. Getting the Zodiac Spear and Masamune is good as well, or the Tournesol
if you wish to and have the time.

Anyway, walk east and you will eventually see an arch leading into an open
area. Of course, I don't think I need to tell you how blatantly obvious this is
for a boss arena...

Cast the usual stuff, Protect/Shell-ga, Hasten yourself up and all that stuff
then walk in.
____________________
|                    |
| BOSS BATTLE: Hydro |
|____________________|________________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 47 |  203800  | 999 |  45 |  30 |  90 |  23 |  78 | 28 | 29 |  0 | 35 | 6930|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Half  |  Half  |  Half  |  Half  |     |  Half  |  Half  |  Weak  | Absorb |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You'll be dealing with Ignore Evasion and Attack Up when below 60% before he
gets the Haste Squared + Instant Cast combo when below 30% of HP.

Too bad the standard Phoenix Down to kill something undead doesn't work here,
and he's lucky we don't have Renew yet. Dispel its Haste if it has it and
counter it with a Slow of your own. Blind doesn't work this time around, so
after you bring him 40% down, switch to an all-offensive mode as he ignores
Evasion and without Blind, there's not much use for Shields.

Your main concern I suppose is his Curse, which you might know already from
some hunts or what not that it puts Confuse, Disease, Poison and Sap on you.
Everything but Disease can be done with an Esuna, but Disease must be cured
with a Vaccine item or Cleanse (Or a Remedy with Remedy Lore 3). You should
probably know that if someone dies and is revived with Disease on, s/he
revives with 1 HP as current AND max HP, so get that thing off ASAP.

He also has Fear, which is similar to Annul but targets everyone in range and
won't take all your MP away (well, it might). If you want to take it heads on,
be my guest, that's always fun. Otherwise you can put a Reflect on you and
bounce Curajas into his boney behind to purify it or something like that.


Once that's done, head up the stairs and into the large doors. Scene first,
then we go in.

[The Wellspring] [01F]

You should notice I mark the floors here, similar to the counter in the game
screen as well. We'll be going like a hundred floors up, though it's a bit
faster than it sounds.

Tag and save in the teleport crystal and inspect the Altar of Night if you
wish to the south. See the two sets of stairs near the crystal? Take the
northern flight.

[Wellspring Labyrinth] [01F]

Sometimes, enemies will drop these Black Orbs after battle.
Be sure to pick them up, as we will use them shortly. You might notice this
room is actually going around the previous zone, so if you came from the
north, head in a clockwise fashion around this room and at the very south in
one of the many dead ends you will be able to find the map of the First Ascent.

But that's not what we really came here from. There are three Altars of Night
in the previous zone, and two of them you reach through the other exits from
this zone. Each altar requires you to 'spend' one (1) black orb on it, and
you must activate all three of them. Do so to break the Seal of Night that
shuts close the door on the eastern side of this labyrinth.

Don't sell the excess orbs by the way, they will come in handy for when you
want to venture into the Pharos - Subterra.

Do note there's a boss coming, so you might want to save. Otherwise, step into
the door...

[Dunes of Profaning Wind] [??F]

Hey! The map lied to us! It said it would lead us into the [Blackrock Vault].
Oh well. Start by heading up the hill close to you, and don't get close to
those weird heads or they will whisk you back to the beginning. As you go up
you should be able to see another of those rock thingies far from you. Approach
it but be sure to buff up, as it will stand and attack you in the form of a
turtle. Oh noes!
___________________________
|                           |
| BOSS BATTLE: Pandaemonium |
|___________________________|_________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 45 |  116678  | 999 |  46 |  29 |  92 |  20 |  83 | 33 | 31 |  0 | 36 | 6120|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
| Immune | Immune | Immune | Absorb |     | Immune |  Weak  | Immune | Immune |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Soul Eater active between 80 and 50% of its HP and he can also pull a
Magick Barrier or Paling at any time I believe. Also, he seems to get
Damage Cut and Ignore Evasion after using them.

Dispel it and counter with Silence to snuff him out. At least the lack of
magick should help you a bit. Your main concern is Flash and Stone Gaze,
Blind and Petrify in a cone AoE in front of the turtle.

He can still hit mildly hard, so be sure to keep healing ready at any
moment.


After it's down, you will be whisked away to...

[Blackrock Vault] [01F]

That's better. With the powers of the Waystone recovered, we gotta run back to
the entrance.

[The Wellspring] [01F]

Save if you wish, then take the Waystone up.

[Wellspring Ravel - 1st Flight] [10F]

Your targets from here on are the Deipar enemies. Every time you defeat one,
this sonar-like sound will play as a ghostly "brick" falls into place somewhere
in the zone. When there are enough to make a bridge between two places, you
can walk into them to make the bridge rock hard so you can walk through, but
only if there are enough "bricks".

So leave through the door and search this area for two of them, so you can walk
east into the middle section of this zone. Along the way you should find some
more Brainpans to make another bridge into the easternmost section, from which
you can zone north. The last you'll need are in the rooms to the south of where
the bridge is being made.

You will probably also notice the floor counter rising as you move forward.

[Wellspring Ravel - 2nd Flight] [17F]

You'll need to kill the Brainpans along the way to make a bridge in the
northwest part of the map. Follow the path as it snakes to the west into the
north, then check inside the rooms and finish by running east.

Along the northern walkway you can destroy the walls on the small ledges to the
south, these walls are called Fool's Facade and at least on this floor, they
serve no practical purpose if you ask me.

[Wellspring Ravel - 3rd Flight] [28F]

Kill the Brainpans as you make your way to the east, to the junction. Check the
north and south sides first. You will come across some Deidar enemies in this
zone. For the time being, they won't be of much use to you anyway, as they
only take away one green block from you.

After the first green bridge, on the far east of the zone you should be in a
square-like loop where Brainpans will constantly respawn. Keep killing them
until you can cross north and up the stairs.

Don't worry about the passage to the north right now, not much you can do about
it.

[Wellspring Ravel - 4th Flight] [36F]

As a note, if you kill over 10 Deidars in this zone (with or without chain),
you can spawn Vishno, a rare game in this zone. Vishno has a 1% chance (without
chain) to drop a Ribbon. Though there are easier ways to get a ribbon if you
ask me...

Anyway, the bridge to make here is on the faaar west, and it's not that long,
so you can probably make due with the Brainpan and Deidar killing here without
too much trouble, allowing you to have the bridge AND the Vishno spawn.

In 46F, in the rooms on the northwest, you can enter a hidden room by searching
for a Fool's Facade in the southern room. You might find some treasure inside
here. Otherwise, head up and through the Ancient Door.

[Horizon's Break] [48F]

Save point here, if you are into that kind of stuff.
The stairways into the next zone are along the south side, in the
triangular-like room.

[Horizon's Cusp] [49F]

Walk through the passage into the large set of doors...

[Marsh of Profaning Wind] [??F]

Well, another weird zone. No traveling this time, well, just move around a bit
and the big fish will eventually come to us.
___________________
|                   |
| BOSS BATTLE: Slyt |
|___________________|_________________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 47 |   92661  | 999 |  45 |  23 |  92 |  25 |  84 | 28 | 28 |  3 | 36 | 3780|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Weak  | Immune | Immune | Immune |     | Absorb | Immune | Immune | Immune |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When he uses Enrage (Second Ascent fight only) he receives Ignore Evasion,
Parry, and Damage Cut.

Nothing too special to this guy either. Dispel whatever it might have at
start and Slow it for the heck of it. He will probably use Enrage several
times throught the battle (I think he can only do that before physically
attacking), so be careful of its ever-increasing attack power.

Otherwise, it's standard pounding-into-the-ground procedure.


After the fight, back in [Horizon's Cusp], keep following the path and find a
Waystone waiting for us, which takes us up into...

######################################
# PHAROS AT RIDORANA - SECOND ASCENT #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Zombie Warlock                #  7598~7958   3838~4158     1     378~664    #
# Crusader                      # 10592~10772  4868~5028     1     396~539    #
# Necrofiend                    # 12709~13249  4809~5289     1     450~879    #
# Bune                          # 13239~13659  4615~4778     1     432~708    #
# Abaddon                       # 13239~13879  4615~4963     1     432~886    #
# Dragon Lich                   # 22241~23601  8078~8484     2     756~1796   #
# Reaver                        # 22771~23191  6539~6702     2     648~924    #
# Fenrir [BOSS]                 #   189992         0        36      6480      #
###############################################################################

[The Reach] [60F]

On the northwest side of this room you can find a save crystal, but let's get
to the important stuff...

There are four altars in this room, for almost all of the Second Ascent a
command will be blocked of your choice, that is to say, you can block the
Attack command, the Magick command, the Item command, or disable the on-screen
Minimap.
- Northeastern Side: Altar of Wealth    = Yellow = Blocks Item Command
- Southeastern Side: Altar of Knowledge = Purple = Blocks Mini-Map
- Northwestern Side: Altar of Steel     = Aqua   = Blocks Attack Command
- Southwestern Side: Altar of Magicks   = Cyan   = Blocks Magick Command

I honestly suggest the Mini-Map one. You can depend on the Select Button map
anyway. I'll go with that one, but whichever one you choose, remember the
color and name.

After you seal whichever thing you want to seal, the door by that altar will
open, go inside and find the stairs going up.

[Station of Banishment] [61F]

Lots of Crusaders here, which by the way, love to spam Slowga sometimes, so be
ready to deal with that or set Haste gambits or Slow-proof stuff.

There are two stairways going up into the next zone, one at the northeast and
another in the southwest. Go for any of them.

[Station of Suffering] [62F]

First of, you can find the map of this area in the northwest section of this
zone, so be sure to get it (Especially if you sealed off the mini-map).

This time, the stairway to heave-- erm, the next floor is located at the
southeast. Yes, only one flight going up.

[Station of Ascension] [63F]

The exit in this zone is on the northwest. However, you have to go to the
northeast first and waltz your way west through the enemies in order to
actually reach the stairs.

You should be able to handle everything here without trouble.

[Reach of the Damned] [64F]

Save crystal here. Our destination is through the southwestern rooms, where
the stairs going up are.

[The Bounds of Truth] [65F]

I think you know well enough what this zone holds for you... Walk and open the
door to appear in...

[Cleft of Profaning Wind] [??F]

I honestly have no idea how big Fenrir should be in reality (THE Norse
Mythology Fenrir), but he's nowhere near this small... I can go with small,
so long as he looks cute like the FF XI version... Fenry~ <3

Erm, right...
_____________________
|                     |
| BOSS BATTLE: Fenrir |
|_____________________|_______________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 49 |  189992  | 999 |  49 |  23 |  87 |  24 |  85 | 27 | 28 |  0 | 36 | 6480|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
| Immune | Immune | Immune |  Weak  |     | Immune | Absorb | Immune | Immune |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When below 20% HP, Fenrir gets Haste Squared.

Dispel and buff yourself. Or better yet, buff yourself before you even
get to him. He can hit hard, but you might want to be more careful with his
Wail attack which can Silence you all, so keep Esuna or Echo Herbs ready.
Well, you can ignore Reddas, Berserk/Haste and let him be.

At low health, he will also Bravery himself. Quickly take that off and keep
hitting on the big kitten until he bites the dust.


After he's down keep going further until another of those circular rooms with
the waterfalls. You will find four altars here as well, and they correspond
to the ones a couple of floors below.

You must trigger the one you chose below, just in case...
- Northeastern Side: Altar of Wealth    = Yellow = Blocks Item Command
- Southeastern Side: Altar of Knowledge = Purple = Blocks Mini-Map
- Northwestern Side: Altar of Steel     = Aqua   = Blocks Attack Command
- Southwestern Side: Altar of Magicks   = Cyan   = Blocks Magick Command

If you choose right, the seal thingy will come floating up and the nearby door
will open, and you recover whatever it is you had sealed. Take the elevator
thingy up to the 67th Floor.

[Reach of the Occult] [67F]

Save crystal and a Waystone. Need I say more?

#####################################
# PHAROS AT RIDORANA - THIRD ASCENT #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Zombie Warlock                #  7598~7958   3838~4158     1     378~664    #
# Purobolos                     #  9351~9691   3554~3730     1     378~579    #
# Dead Bones                    # 11122~11302  4233~4393     1     396~539    #
# Necrofiend                    # 12709~13249  4809~5289     1     450~879    #
# Aeronite                      # 18004~18684  6156~6359     2     576~1096   #
# Cataract Aevis                # 23241~23921  8078~8281     2     756~1276   #
# Gabranth [BOSS]               #    64049         0        18      3600      #
# Doctor Cid [BOSS]             #    82093         0        18      3960      #
# Famfrit [BOSS]                #   149060         0        52      5400      #
# Hashmal [BOSS]                #   209060         0        52      5400      #
###############################################################################

[Spire Ravel - 1st Flight] [80F]

If for some God forsaken reason you wanna go back down to the very beginning,
touch the Waystone in the center where we appear. Though I doubt you are that
crazy...

Anyway, back to business. You have two chances to do this "puzzle" right,
otherwise you will be whisked away to a room with lots of spawning Zombie
Warlocks and you gotta defeat an X number of them to open the door so you
can move forward.

Let's avoid that and just follow me, 'kay?
Slightly north from where you come out of the Waystone should be a Black
Sigil, use that Waystone.

In the 81F, head east. When standing in front of a room, head south to what
seems like a dead end, only to find a Fool's Facade to your east. Break it.
Inside you should probably find a RUBBER SUIT. Careful of the trap in your
way and touch the green sigil on the other side.

[Spire Ravel - 2nd Flight] [83F]

There are traps along the way in the walkways, which are kind of reduced,
so just Float yourself and take either of them, they both lead to a Fool's
Facade which leads into the open.

Up the stairs to find four Sigils, take the red one.

You should probably find a CIRCLET in here below the two Aeronites, so defeat
them and claim your spoils. This time however, I believe you have to take the
Sigil with the color corresponding to the altar you activated in the Second
Ascent, and for it was the pink-ish one on the southwest, since I killed the
mini-map.

You are now in the 86F. To your north is another Fool's Facade which conceals
a White waystone, our target.

In the 88F you should go to the elevator thingy up to trigger the chain of
bosses and be done with this. However, I suggest you detour a bit first.
See that White waystone in here? Take it and open the door here, then head
south to find the map of the area. XD

Anyway, if you went for the map, take the white waystone again to end up back
in the 88F.

Before you activate the Dais of Ascendance, buff yourself up, then take the
elevator to 90F.

[Heaven's Challenge]
______________________
|                      |
| BOSS BATTLE: Hashmal |
|______________________|______________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 50 |  209060  | 999 |  46 |  35 |  85 |  23 |  86 | 29 | 31 |  0 | 52 | 5400|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
| Immune | Immune | Immune | Absorb |     | Immune |  Weak  | Immune | Immune |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
It's Attack Up and MP Consumption 0 when below 50% of HP.

Dispel it and stuff. Don't bother trying to hit him with a status effect,
only Oil works. Keep the healing ready and try to decoy someone, Hashmal
doesn't ignore Evasion, so you are fine with a good tank.

Try to keep yourself Float'd during the battle in order to avoid his
Quakeja and chuckle/giggle a bit when he uses his Roxxor attack (Seriously,
WTF?) which isn't so bad anyway.

His normal attack can Disease you with a 4% chance and his Quakeja can Slow
you, so keep Dispel/Cleanse ready.


You get Hashmal and can keep going forward.

[Empyrean Ravel] [90F]

Just keep moving forward and going up the floors. At the 92F some events will
happen. No enemies will bother you here anyway, so after that you can just
run up to the 98F to find a save point. Buff up and save then use the Waystone
up into...

[Womb of the Sun-Cryst]

Stuff happens and you end up fighting...
_______________________
|                       |
| BOSS BATTLE: Gabranth |
|_______________________|_____________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 47 |   64049  | 999 |  45 |  24 |  74 |  24 |  80 | 33 | 31 |  7 | 18 | 3600|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
At half of his HP a scene will play and he will pull up a Magick Barrier
along with a Haste.

Dispel him at the start and jump him. Be sure to Protectga yourself at least
to mitigate some damage. His other attacks are negligible even without
Protect, so just keep Cura ready to deal with it (I mean, I doubt you'll
need Curaja).

Seriously, he's a wuss...


Stuff happens and we fight again.
_________________________
|                         |
| BOSS BATTLE: Doctor Cid |
|              Famfrit    |
|_________________________|___________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 50 |   82093  | 999 |  38 |  26 |  77 |  31 |  28 | 29 | 32 |  8 | 18 | 3960|
| 52 |  149060  | 999 |  45 |  28 |  85 |  22 |  77 | 30 | 31 |  0 | 52 | 5400|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Half  |  Half  |  Half  |  Half  |     |  Half  |  Half  |  Weak  | Absorb |
|  Weak  | Immune | Immune | Immune |     | Absorb | Immune | Immune | Immune |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Famfrit gets Ignore Evasion, Damage Cut and MP Consumption 0 when below 50%.
Cid however, while Famfrit is alive, Cid has a Paling and Magick Barrier on.
After the Esper falls he gets Safety, Knockacb Immunity, Gun/Measure
Resistance, Ignore VIT, Ignore Weather/Terrain, Penetrate Reflect, Ignore
Evasion, Spellbreaker, Last Stand, Attack Up, Parry, Counter, Damage Return
and MP Consumption 1/2. x_X

At first you only have Cid to attack, so Dispel him and start pounding his
ass down. Besides his guns and the same tricks up his sleeves, he will
summon Famfrit on you when he's at half or so of his HP, at which point he
raises a Paling and Magick Barrier.

Shellga yourself if you haven't and Dispel Famfrit. Do note his Waterja can
Silence you, so have Echo Herbs or Rose Corsages ready. You can probably Oil
Famfrit and toast him with Fire (Toasted water... Yummy). When he's down,
Cid will get all those traits up there, but he should be half-dead anyway,
so keep pounding him. His attacks aren't the greatest ever, so you shouldn't
have much trouble with Protect on.


Famfrit will be yours and more scenes, then we have the chance to save and
we end up back in...

##############
# BALFONHEIM #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# NONE                          #                                             #
###############################################################################

Event time.
The Strahl is now able to go to the Sky Fortress Bahamut. Be sure to check the
shops in here for new stuff.
Head over to the Dalmasca Westersand through the crystal teleport and buy
Renew there, then head to the South Bank Village in the Dalmasca Eastersand
to buy Hastega.. Scathe, possibly the stronger Black Magick is on sale in
the secret shop inside the Necrohol of Nabudis.

The Bahamut is near Rabanastre. However, do note that after you set foot in
there you won't be coming back. While there is no savepoint up there, so your
data isn't jeopardized in anyway, going up there means you are taking the
final plunge of the story.

You can finish the game now if you are eager to see the ending and then reload
your data and do everything else you are missing (Recommended), or you can
just go ahead and finish all the hunts, complete your bestiary, etc.

If you are going to the Bahamut, save first, then blow off all your Gil on
items and stuff. Since you aren't saving, might as well have as much of
everything as possible, right?

###########
# BAHAMUT #
###############################################################################
# ENEMIES                       #     HP          EXP       LP       CP       #
#                               #                                             #
# Imperial Beastmaster          #  3458~3698   1307~1582     1     266~448    #
# Imperial Swordsman            #  3669~4149   1137~1687     1     231~595    #
# Imperial Gunner               #  4219~4459   1363~1638     1     277~459    #
# Imperial Pilot                #  4219~4939   1193~2018     1     243~789    #
# Judge                         #  4953~5193   1421~1696     1     289~471    #
# Mastiff                       #  6987~7627   2209~2557     1     330~785    #
# Sphere Rook                   #    10286        3631       1       380      #
# Sephira                       #    12121         0         0        0       #
# Helm Rook                     #    12286        3631       1       380      #
# Spinner Rook                  #    13286        3631       1       380      #
# Gabranth [BOSS]               #    70719         0        25      4140      #
# Vayne [BOSS]                  #    76755         0         0        0       #
# Vayne Novus [BOSS]            #   104210         0         0        0       #
# The Undying [BOSS]            #   228299         0         0        0       #
###############################################################################

[Antechamber]

There's no large map, so you'll have to rely on my instructions. Though there's
not really much traveling to be done if you ask me.

Take either of the bulkheads to your sides.

[Periphery]

There will be no limit to how many enemies can jump on you, so you better make
haste. In this zone you will only find Imperials, and of many kinds.

Regardless of where you come from, you will find a T-junction along the middle
of the zone. Take the center path going up to exit into...

[Catwalk]

MOVE FAST here. All kinds of Rooks will come towards you along Imperials and
the Rooks carry some heavy magicks, enough to make things get ugly if you are
caught unprepared.

The place is a circular room, with three catwalks into the center. You should
be able to find a zoneling along the middle center of the zone.

[Central Lift]

No enemies here. Before you operate the lift, be sure to heal up, buff up and
what not. Soon as you hit that level (or try to), an ol' friend will come to
play again. Though it's funny seeing him wobble a bit at first.
_______________________
|                       |
| BOSS BATTLE: Gabranth |
|_______________________|_____________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 49 |   70719  | 999 |  45 |  24 |  77 |  25 |  82 | 29 | 31 | 10 | 25 | 4140|
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
After the scene midway through the battle, Gabranth gets Instant Cast,
Ignore Evasion and Damage Cut.

Dispel him as per usual and Blind him (Slow works too if you want).
At around half HP a cut scene will play and he gets the above traits, not
to mention probably having full HP from Renew and be Haste'd.

Eventually he uses Enrage to deal a bit more damage, the usual stuff. If
you've done some late-game hunts you've probably faced tougher creeps.


Engage the lift after the battle and wait. Rebuff on the way up.

[Central Shaft]

Scenes happen and, if I may quote Dante from Devil May Cry...
"This party's getting crazy.... Let's rock!"
____________________
|                    |
| BOSS BATTLE: Vayne |
|____________________|________________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 50 |   76775  | 999 |  47 |  26 |  79 |  26 |  83 | 30 | 34 | 10 |  0 |   0 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |        |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Below 50% Vayne gets Ignore Evasion, Parry and Damage Cut.

You'll have Larsa with you, who by the way, still likes to use Potions on
you, so you can breathe a bit when it comes to healing.

Be sure to Blind the madman from the start and then pound him. Employ
standard strategies, Protect + Decoy on your tank and all the necessary
commodities (Bubble? Haste?). After the mid-battle cutscene, Vayne will
recover his status (if he ever had something negative on), so Dispel and
reapply Blind on him. This is the first fight of a three-stage chain, so
be careful with your items/MP.


Vayne would've been a Monk in FF XI. His Force of Will reminds me of a weird
combination between the Dragon Kick and Azuran Fists Weapon Skills...
Also, having been playing DragonBall Z Budokai Tenkaichi 2 before this for
a while doesn't help much, I was chuckling a bit when Vayne transformed. XD
__________________________
|                          |
| BOSS BATTLE: Vayne Novus |
|              Sephira x5  |
|__________________________|__________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 53 |  104210  | 999 |  48 |  30 |  82 |  23 |  85 | 34 | 32 |  0 |  0 |   0 |
| 50 |   12121  | 613 |  33 |  23 |  55 |  17 |  71 | 33 | 35 |  0 |  0 |   0 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |        |  Half  |
|   *    |   *    |   *    | Immune |     |   *    | Immune |   *    |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Sephiras Absorb whatever element of the color they are. They also get
Haste Squared when below 20% of HP.
Vayne Novus gets Attack Up and Parry after the cutscene that plays midbattle.

Larsa is replaced by Gabranth this battle, but he doesn't heal you at all,
so keep an eye on yourself for the duration of the battle.

Dispel the guy and be done with it. You can Slow him if you want, but
whatever. The Sephiras around him have varying weaknesses, so just focus on
standard melee to bring them down. They aren't too resistant anyway.
After the cutscene Vayne will get some statuses back, so Dispel them
again and keep pounding him. While he can't use Palings, he does have Magick
Barriers, but you can keep fighting in melee-mode.

Aside from some spellcasting, he shouldn't be too hard. Remember you still
have one more fight to go, so keep your HP and MP up!


[Cannon Superstructure]

The last dance of the ball is here, so let's make it count.
__________________________
|                          |
| BOSS BATTLE: The Undying |
|__________________________|__________________________________________________
| LV |    HP    |  MP | STR | MAG | VIT | SPD | ATK | DF | MR | EV | LP |  CP |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|
| 55 |  228299  | 999 |  51 |  35 |  87 |  23 |  90 | 38 | 33 |  0 |  0 |   0 |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|  Fire  | Thunder|   Ice  |  Earth |     |  Water |  Wind  |  Holy  |  Dark  |
|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|     |¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯|
|        |        |        |        |     |        |        |  Half  |        |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I don't believe this thing gets any new traits at all...

Dispel as per usual. Be sure to keep Protect and Shell on ALWAYS. Hastening
yourself works too for all practical purposes. His attacks can hurt over
1000s but a quick Curaja or Renew will solve everything.

He has several Piercing magicks, which will go right through your Reflect
if you even try putting that up, so instead use Aegis Shields with whoever
doesn't use two-handed weapons.

Dispel whatever he puts on himself as he can pull Palings and Magick
Barriers, especially at low health when he uses Perfect Defense which is a
combo of both, and you can't do anything but wait until it wears down.

Use whatever you have, Megalixirs, Elixirs, etc. Go wild and let it all go
as you beat this guy into the ground.


That's it! Sit back, snap open a bottle of Coke and enjoy the ending.