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Final Fantasy Tactics A2: Grimoire of the Rift
FAQ/Walkthrough
By: Dark Vortex (Quan Jin)
[email protected]
Version 0.31
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This guide may be found on the following sites:
[
http://www.gamefaqs.com]--------------------------------------------[GameFAQs]
[
http://www.gamespot.com]--------------------------------------------[GameSpot]
[
http://faqs.ign.com]------------------------------------------------[IGN FAQs]
[
http://www.neoseeker.com]------------------------------------------[Neoseeker]
[
http://www.dlh.net]--------------------------------------[Dirty Little Helper]
[
http://www.cheats.de]----------------------------------------------[Cheats.de]
[
http://www.supercheats.com]--------------------------------------[SuperCheats]
[
http://www.honestgamers.com]------------------------------------[HonestGamers]
This guide is copyright (c)2008-2009 Quan Jin
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table of Contents ~~~~~~~~~~~~~~~~~~~~~~~~~~| |
|_|=========================================================================|_|
1. Introduction...............................................[1000]
2. FAQ........................................................[2000]
3. Basics.....................................................[3000]
3.1. Battle System.....................................[3100]
3.2. Ability Mastery...................................[3200]
3.3. Laws of Ivalice...................................[3300]
4. Walkthrough................................................[4000]
5. Missions...................................................[5000]
5.1. Quest Report......................................[5100]
5.2. Extra Missions....................................[5200]
5.3. Clan Trials.......................................[5300]
6. Races......................................................[6000]
7. Job Listing................................................[7000]
8. Your Clan..................................................[8000]
8.1. Clan Overview.....................................[8100]
8.2. Clan Privileges...................................[8200]
9. Equipment Listing..........................................[9000]
9.1. Helmets/Hats......................................[9100]
9.2. Armor/Clothes.....................................[9200]
9.3. Weaponry..........................................[9300]
9.3.1. Edged Weapons..........................[9310]
9.3.2. Bludgeons..............................[9320]
9.3.3. Ranged Weapons.........................[9330]
9.4. Shields...........................................[9400]
9.5. Accessories.......................................[9500]
10. Item Listing.............................................[10000]
11. Monster Listing..........................................[11000]
12. Miscellaneous............................................[12000]
12.1. The Bazaar......................................[12100]
12.2. The Auction House...............................[12200]
13. Version History..........................................[13000]
14. Legal Disclaimers........................................[14000]
15. Credits and Closing......................................[15000]
To find a section quickly, press Ctrl-F and type in either the name
of the section along with its content number (ie. 1., 2., 3., etc.)
OR you can use the codes on the far right. Simply type in the
brackets with the code number to get a jump.
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Introduction ~~~~~~~~~~~~~~~~~~~~[1000]~| |
|_|=========================================================================|_|
The original portable Final Fantasy Tactics Advance was an excellent game.
Sure, some may say that the game lacked depth and a solid storyline, but where
FFTA truly shined was in its capacity for customization. There's no rigidity.
Players could mold and shape their own clan to their heart's content through
its seamless job system. This is a feature I felt was a nice breath of fresh
air from the primarily inflexible systems of other RPGs.
For that reason, I was not all disappointed with Final Fantasy Tactics A2. The
same personalization of the original FFTA was retained, with a whole bunch of
new jobs, abilities, and other features thrown in. Many of the more irritating
characteristics of FFTA were changed for the better. For example, laws still
exist, but there's no longer any imprisonment - rather, penalties are
instilled on your party instead. Players of the original game should be able
to transition from FFTA to FFTA2 quite easily because many of the original
gameplay mechanics are still intact.
This guide is designed to walk players through the game. Included is a listing
of all 400 available missions, full appendices, and other sections relating to
various aspects of the game (although obviously not complete yet). I hope you
find it helpful!
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2. FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~[2000]~| |
|_|=========================================================================|_|
+-----------------------------------------------------------------------------+
[Q] How are dispatch missions different in FFTA2?
[A] In the original FFTA, dispatch missions were finished by simply
selecting a character to send off and going through the set time,
etc. In FFTA2, you have ability, but you can also choose to
complete the dispatch mission yourself.
+-----------------------------------------------------------------------------+
[Q] How do I unlock the Shadeholme area in Graszton?
[A] You must complete Mission E1-02: Bonga Bugle - Silversun in order
to unlock this region.
+-----------------------------------------------------------------------------+
[Q] When can I start resting in Lezaford's Hut?
[A] After you complete the Now That's a Fire! mission. You can rest
for 20, 60, or 200 days in his dwelling.
+-----------------------------------------------------------------------------+
[Q] What is MVP status?
[A] A unit can attain MVP status by dealing the most damage in
battles (among other ways, which would lead to that particular
units being the 'most valuable player', so to speak).
A unit with MVP status will have a higher chance of successfully
completing dispatch missions.
+-----------------------------------------------------------------------------+
[Q] What are Opportunity abilities?
[A] Opportunity abilities are random opportunities (for lack of better
term) given to one of your units in battle. They are random, but
you can increase the chance of getting one through Clan Privileges
that raise luck. When one of your units feels empowered (again,
for lack of better term), he/she will deliver a statement (usually
relates to how POWERFUL he/she feels all of a sudden).
After an Opportunity Turn has become available, you can freely
move the affected unit to manipulate some of the commands. These
abilities are determined by what units your affected unit is
adjacent too. The abilities are as follows:
- No one: Tough as Nails! (Casts Barrier on the user. Grants SHELL
and PROTECT.)
- No one, last unit remaining, Tough as Nails! (Casts RERAISE on
the user.)
- 1 Ally: Battle Shout! (Cast Force on the user and surrounding
allies. raises RESILIENCE.)
- 2 Allies: Fleet of Foot! (Casts Hastega on the user and two
adjacent allies.)
- 3 Allies: Shield of Steel! (Cast Astra on the user and three
adjacent units to protect them from debuffs.)
- 1 Enemy: Flurry! (Pummel an adjacent unit with two consecutive
blows.)
- 2 Enemies: Eye for an eye! (Let fly with a flurry of attacks!
Damages two surrounding units.)
+-----------------------------------------------------------------------------+
[Q] What is the punishment for breaking the law?
[A] 1. Judge leaves, meaning that dead units cannot be revived until
battle is over.
2. Clan Privilege annulled.
3. Reward at end of battle is removed.
4. BAWWW!
Honestly though, the punishment for breaking the law is nothing
too devastating. You may find that it's easier sometimes to just
ignore the law.
+-----------------------------------------------------------------------------+
[Q] How do I unlock Brightmoon Tor?
[A] First, you must complete A2-02: The Sun Seal to unlock the area in
Graszton where the tower spawns. You also have to read the notice
at the pub entitled "The Mysterious Tower."
Though you can unlock the tower fairly early in the game, it's
not recommended that you attempt it until much later unless you
are some sort of masochist.
+-----------------------------------------------------------------------------+
[Q] Are there law cards in this game?
[A] Unfortunately, no. You're forced to abide by the law or face the
punishment.
+-----------------------------------------------------------------------------+
[Q] What are some of the new features of Final Fantasy Tactics A2?
[A] Among the Seeqs and Grias, the two new races, a Bazaar feature has
been added. The Bazaar is essentially a center where you can trade
loot acquired from battles to add new equipment to the shops for
purchase. More information on this can be found in the Bazaar's
respective section.
Also, the Auction House has been added. Early on, you can auction
for territories. Once you've managed to acquire all territories,
you'll be allowed to auction for items. Most of these items are
quite rare, and the auction system allows you to attain them
earlier than you normally would. More information on this can be
found in the Auction House's respective section.
+-----------------------------------------------------------------------------+
[Q] I gained control of all regions in the Auction House, but I still
can't bid for items. What's going on?
[A] In order to become Champion for Life, you must EXPLORE all regions
under an Auction House. Perhaps there is an area you still have
not walked through yet? Make sure that you've fully explored all
the outlying areas in each region.
+-----------------------------------------------------------------------------+
[Q] How does the new MP system work?
[A] Instead of starting off each battle with a set amount of MP, all
units now begin battles with 0 MP. The MP gauge gradually
increases each turn by 10 MP. Therefore, spellcasters and MP-users
cannot present an immediate threat at the beginning of battles.
There are ways to get around this restriction though. The methods
include, but are not limited to, specific abilities that can
regenerate MP and the MP Boost ability, which regenerates 20
MP per turn as opposed to 10 MP.
+-----------------------------------------------------------------------------+
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3. Basics ~~~~~~~~~~~~~~~~~~~~~~~~~[3000]~| |
|_|=========================================================================|_|
Many of the basic aspects of Final Fantasy Tactics A2 are explained in the
game, along with the manual of course. The following sections are a brief
overview of the characteristics of the game, including the battle system and
laws.
()---------------------------------------------------------------------------()
|| 3.1. Battle System [3100] ||
()---------------------------------------------------------------------------()
If you are familiar with the battle system of FFT or FFTA (or even other
strategy RPGs), the system of Final Fantasy Tactics A2 should not be difficult
to pick up.
---
Battles typically begin with you having to select units to place on the
battlefield. The area where you begin is designated by green tiles. In most
cases, the number of units you can place on the field cannot exceed six.
Turns are determined by the SPEED stat - units with higher SPEED are granted
earlier turns. Note that speed-altering status changes such as Haste, Slow,
and Stop have an effect on turn order.
When a unit's turn comes up, three options become available. You can choose
to:
Move: This allows a character to move to a different location. Blue tiles
represent locations where the selected unit can move to. The distance
that a unit can move is determined by the MOVE stat. For example, a unit
with a MOVE stat of 4 can move a total of four steps. The height that a
unit can jump is determined by the JUMP stat. For example, a unit with a
JUMP stat of 4 can jump up to another location four height units above
or jump down to another location four height units below.
Action: This option allows the selected character to execute an action. An
action can be simply attacking an enemy with a physical attack through
the Attack command, using a special ability, or using an item through the
Item command.
Wait: Select this option to command the selected unit to stand without
doing anything. Wait can be selected after moving or before moving.
Units who wait will have an earlier turn the next round.
After a unit has finished his/her turn, you will be required to select a
facing, which is essentially which direction you want the selected unit to
be looking to. Facing is important to battle because it determines damage.
Attacks to the front will deal the least damage. Attacks to the side will deal
more damage than attacks to the front. Finally, attacks to the back will deal
the most damage.
Battles will progress, with each unit taking his/her turn until the fight is
finished.
And that's the general gist of it. It's not at all tough to pick up.
()---------------------------------------------------------------------------()
|| 3.2. Ability Mastery [3200] ||
()---------------------------------------------------------------------------()
An integral part of this game is the job system. There are a over 40 jobs
spread over the six available races in Final Fantasy Tactics A2. Each unique
job has its own set of abilities that can be mastered through wearing
equipment. This is exactly the same system used in the original FFTA, so
anyone familiar with that game shouldn't need an explanation.
---
How does this system work? Ability mastery relies on AP (ability points). Many
pieces of equipment come associated with particular abilities for different
classes. These abilities will be listed with the equipment when you view
them. Only the job attached to the ability is capable of learning that skill.
For example, a Soldier obviously cannot learn the Black Mage ability, Fira.
Alongside each ability is an AP requirement. In order to master a particular
ability (this means that you can use the ability without having to wear the
respective piece of equipment), you must fulfill this AP requirement. All
units will gain AP points from completing battles regardless of whether or not
they actually participated in the battle. Units who did not participate will
gain AP, but not EXP, mind.
There are three specific types of abilities:
- Action Ability: These are skills that you order a unit to carry out. They
will appear as commands on the battle menu. The majority of skills are
considered Action Abilities or A-Abilities. A unit can hold a total of
two sets of Action Abilities (therefore, a unit can use the A-Abilities
of up to two jobs).
- Reaction Ability: These are skills that are reactive (hence the name).
They require an impetus of some sort to activate. For example, Counter
is a common Reaction Ability (R-Ability). It is executed when a unit
with the ability is hit by another unit at melee range. The attacked
unit will counterattack with a physical attack of their own. The
commanding player has no control over his units' R-Abilities. The
player can't order a unit to execute a R-Ability. A unit can only have
one R-Ability at a time.
- Support (Passive) Ability: These are skills that are activated at all
times. They are often buffs or skills that add to specific resistances.
A unit can only have one S-Ability at a time.
()---------------------------------------------------------------------------()
|| 3.3. Laws of Ivalice [3300] ||
()---------------------------------------------------------------------------()
Laws dictate the forbidden action of a particular battle. Unlike the system
of FFTA though, laws are unchanging and are determined solely by what battle
you are fighting in.
Typically, when you enter battle, the law will be presented at the beginning
of the fight. The category is usually limited to things such as Fire, where
any fire-based ability or weapon is forbidden, and Ranged Weapons, where any
ranged weapon is forbidden. Sometimes, the laws can get pretty outrageous.
There are actually laws that forbids Missing, as in missing a target, and
Being Robbed.
Although laws are considerably tougher to follow at certain points in the
game, punishments are not that severe (at least in comparison to the whole
jail thing of FFTA). Upon breaking a law, the Judge leaves the battlefield,
meaning that any fallen party members cannot be revived until the end of the
battle. Also, any activated Clan Privileges will be annulled and the reward
for abiding by the law will be removed at the end.
In certain missions, however, abiding by the law is mandatory, meaning that if
you break the law, the mission is automatically forfeited. Clan Trials are
among some of the missions that require you to abide by the law.
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4. Walkthrough ~~~~~~~~~~~~~~~~~~~~~~[4000]~| |
|_|=========================================================================|_|
This walkthrough contains a step-by-step rundown of each story mission
critical to the progression of the game. For additional information on side-
quests and optional missions, consult the Missions section, which contains a
list of all 300 recorded missions in the game.
Note that this walkthrough is not spoiler-free. Read ahead at your own risk.
[-----------------------------------------------------------------------------]
Ah, it's summer vacation at last! At the very start, you'll be asked to write
down your name. Feel free to name him anything. For the record, I'll call the
main character Luso (that's his default name). Afterwards, you will be asked
to fill out a few quick questions as part of his summer journal assignment:
1. This summer I'm going to...
a) Hang out with my friends!
b) Play video games non-stop!
c) Study for next year!
2. As a personal goal, I want to...
a) Be able to swim half a mile!
b) Get my warrior to level 75!
c) Learn a foreign language!
3. Next year I promise not to...
a) Misbehave in class.
b) Oversleep in the morning.
c) Let my dog eat my homework.
Power Up 2: b, b, b
Evade Up 2: b, a, a
Speed Up 2: b, c, a
Luck 2: b, a, b
Bonus EXP 1: b, c, b
Bonus AP 1: b, c, c
Bonus Gil 1: b, a, c
Bonus CP 1: b, b, c
Smash Up 1: b, b, a
Depending on your selections, you'll be given a Clan Privilege bonus at the
very beginning. What does that mean? Clan Privileges are essentially buffs and
bonuses that you can activate at the beginning of battles. Only one can be
activated per battle. These will come into play later in the game. For now,
make your selections (I'd recommend Bonus AP 1 because it will help you master
abilities more quickly early) to carry on.
Because Luso Clemens has some behavior problems, he's forced to go to the
library after school to do some chores. Wow, what a crummy way to start off the
summer, huh?
Down at the library, Mr. Randell appears to be nowhere in sight (for those
who have played FFTA, you might recognize the teddy bear on the counter).
Watch the rest of the cutscene as it plays out, as poor Luso is transported to
a mysterious world through the book, the Gran Grimoire.
T A R G W O O D
O---------------O
Birdsong fills this peaceful forest.
A small village stands among the watchful trees.
The scene shifts to a forest, where Luso makes his rather unexpected
appearance in front of Cid and his clan. After a bit of persuasion from him,
Luso agrees to join the clan that he meets. Not soon thereafter, you'll be
thrust into your first battle. Hope you are ready for it!
=~=~=~=~=~=~=~=~=~=~=~=~=
- STRANGER IN THE WOODS -
=~=~=~=~=~=~=~=~=~=~=~=~=
"We hunters of the village tried to stop 'im, to no avail. Somebody do
somethin', please! You don't need to kill 'im, just drivin' 'im off will
do."
~ Heriward, Wood Village Hunter
Objective:
- Defeat Klesta!
Forbidden:
- Ranged Weapons: Attacks with bows, greatbows, guns, hand-cannons, and
cards are forbidden.
Enemies:
- Cockatrice x2
- Klesta (Crushatrice) x1 [target]
This first battle serves as a tutorial for those who are unfamiliar with
the mechanics of battle. If you've played FFTA before, then you should
already be familiar with the general battle system. However, if you have
absolutely no idea how to play, then I'd strongly suggest reading the
instructions carefully. It's really not hard to pick up once you understand
it.
You have control over Luso, the Viera White Mage and the Nu Mou Black Mage.
The other dude, Cid, will act on his own accord. As part of the tutorial,
you'll be forced to hit Klesta (which is a Crushatrice) with a Fire spell.
To finish the battle, all you have to do is defeat Klesta. Since Luso is a
new Soldier, he won't have any Art of War techniques available right now.
Rather, you will have to rely on physical attacks at the moment. Before
going straight for Klesta, you can target the two Cockatrice monsters, and
get rid of them first.
Once they are out of the way, you can focus your efforts on the big bird
himself, Klesta. He is fairly powerful, so be prepared to heal using your
White Mage (Cure). Watch out for his Territorial Marking and Peck attacks;
both are moves that deals damage over an area. Do not group your units
together to avoid taking unnecessary damage. You only need to bring Klesta
down to about a quarter HP before it flies off.
Congratulations, you've successfully completed your first battle. Granted,
there are more difficult fights to come, but it's a good start.
Afterwards, you'll be given a brief introduction to the workings of the world
map. With that, you will be requested to approach the area with the blue
balloon over it. However, you should save your game first. Do this by opening
up the system menu and selecting the save option. When you're ready, head into
the Wood Village.
W O O D V I L L A G E
O---------------------O
A small village where time seems to stand still.
The fresh mushroom stew is not to be missed.
In the local pub, you'll be introduced to your new clan... which doesn't quite
have a name yet. Of course, that's all up to you. However, I do not suggest
naming it Clan Gully. That's almost as bad as Clan Nutsy back in the original
FFTA.
There is really not much to do out here, so go to the pub in Wood Village. Cid
will introduce you to the concept of quests, which can be found listed at any
pub. Select the quest roster and check the list of quests. You should also get
used to checking the rumors as well, for they can unlock new quests later on.
Right now, I'd suggest reading the rumors if you're fairly new to the game,
for they hold important gameplay information.
The only quest available is A Paw Full of Feathers. Accept it (at a fee of
100 gil), and a blue bubble will appear over the Muskmallow Field. Cid
suggests checking out the local shop first before you leave. The selection
is pretty bad, so I wouldn't recommend purchasing anything at this point.
While leaving the shop, the shopkeeper suggests that you check out the bazaar,
a new feature that allows you to put up loot and get items in return. Loot is
essentially the leftovers picked up from fights. This loot can subsequently
be traded at the bazaar for varying items. The items you get in return depend
on how valuable the loot is. Better loot leads to more powerful equipment and
rare items. All unlocked items become available at the shop afterwards.
Give it a try! Select the Apprentice Weapons option and pick out Gikhet Lead
and Faren Pollen from your loot inventory. Both of these pieces of loot are
rated E, meaning, in terms of value, they're at the very bottom. Still, you
can attain the ability to purchase Broadswords as a trade. A Broadsword gives
a nice attack boost to Luso (and teaches the Soldier skill, First Aid), so
pick it up.
When you're ready to continue, make your way to Muskmallow Field for the next
mission.
=~=~=~=~=~=~=~=~=~=~=~=~=~
- A PAW FULL OF FEATHERS -
=~=~=~=~=~=~=~=~=~=~=~=~=~
"What's in the woods? Wolves, that's what! And my chocobos are so put out,
they're molting early. Somebody, rid us of these horrible howlers!"
~ Chocobo Corral "Sasasha"
Objective:
- Defeat all foes!
Forbidden:
- Fire: Weapons and abilities that use fire are forbidden.
Enemies:
- Wolf x2
- Baknamy x1
Oh no, wolves! If you are unfamiliar with laws, listen to Cid's
explanation before the battle begins. This time around, fire is banned,
meaning you can't use any fire-based ability in battle. Otherwise, you'll
suffer a stiff penalty. You will also be introduced to clan abilities,
which can be selected before each battle begins.
Select four extra units to bring into battle. This fight is not too
difficult, so there's no extensive strategy involved. After selecting
units, pick a clan privilege. For this fight, I'd suggest Power Up 1. When
you are ready to go, start the battle.
There are three targets you have to kill. The two Wolves are weak, so focus
on them first. At the moment, you probably do not have two many abilities
available. For now, just whack the monsters with your strongest units. If
you brought a Black Mage, use his Black Magick. Obviously, you can't cast
Fire because the law forbids it.
The Baknamy can use Goblin Attack, a special ability that inflicts damage
while ignoring defense. The Wolves can use Fang, which deals moderate
damage. If any of your units run low on HP, be sure to have a White Mage to
heal them. Eliminate all three targets to finish the mission.
After the battle, Luso will discover his journal, which appears to be magickal!
When you return to the world map, head back to the pub in Wood Village. Back
there, you'll overhear a conversation about bandits on the roads. Cid will
leave you for a bit, so you're on your own right now. Check the pubs for some
more missions. This time around, there's a bit more variety. Feel free to
take on some of the side missions before selecting the next storyline mission,
The Yellow Wings.
=~=~=~=~=~=~=~=~=~=~
- THE YELLOW WINGS -
=~=~=~=~=~=~=~=~=~=~
"Drive off those brigands, the Yellow Wings, before I lose what little
business I got left! They've been squatting the highroad, demanding gil
from all what pass by.
If I can't use that highroad, I can't get to Camoa; and if I can't get to
Camoa, I'm finished!"
~ Kagran, Merchant
Objective:
- Defeat all foes!
Forbidden:
- Ice: Weapons and abilities that use ice are forbidden.
Enemies:
- Thief x1
- White Monk x1
- Archer x1
- Animist x1
- Black Mage x1
Your party will quickly run into the Yellow Wings. They're just asking for
trouble. Bring in four extra units for the ensuing battle. I'd suggest
sending in a White Mage to heal. The rest of the party is up to you. Note
that the law forbids anything ice-based, so manage your party accordingly.
At this point in the game though, I doubt you have any ice-based weapons
that could potentially trigger it. Just avoid ice-based abilities.
The enemy party likely has the speed advantage over your team. Let them
move first. It's improbable that any of them will be able to strike you on
the first turn, so don't worry about that. The Animist will usually begin
the fight with 100% Wool, which puts Protect and Shell on the caster. For
that reason, you'll want to deal with him last because the Protect and
Shell wear off over time.
The Archer can cast Focus on herself, which increases the damage on her
next attack. The remaining units don't have any skills to really worry
about. The Black Mage is capable of casting the three basic elemental
spells though, so do not keep your units grouped together.
It is best to take out the Black Mage and White Monk first because they can
deal the most amount of damage. The White Monk will approach your party, so
meet him as he approaches. By concentrating your attacks, the two should
fall quickly. Next, go for the Thief. Lastly, eliminate the Archer and
Animist. When all enemy units have been knocked out, the mission will end.
Finishing the mission will unlock the region of Camoa. You can choose to
continue if you want, though there are more missions in the local pub that
you may want to check out. Clan Trials are unlocked as well. These entries
allow you to compete for better Clan Privileges and other rewards. I'd suggest
trying the ones available to you for some nice bonuses.
The Camoa Highroad leads to the Camoa region.
C A M O A
O-------O
Camoa is a famed gathering spot for adventurers.
The countryside surrounding the city is a verdant
patchwork of crops and pastureland.
Upon entering the Camoa region, make your way to the city of Camoa. It will be
clearly marked for you with a blue bubble. Camoa, I guess you can say, is more
of a full-fledged town in comparison to Wood Village. Watch the scene that
follows, and you will meet Ribs, who wants a tomato stalk. This will unlock
the next story mission, You Say Tomato, along with a number of other missions.
After accepting You Say Tomato, head over to the Adventurer's Rest in the
Camoa region.
=~=~=~=~=~=~=~=~=~
- YOU SAY TOMATO -
=~=~=~=~=~=~=~=~=~
"You say tomato, I say kill them all!
Why kill vegetables, you ask? Har!
Did I mention quivering stalks, or slavering fangs? I was out for a stroll
the other day and one bit clean through me britches! I doubt me or me
britches are the only victims here. Help!"
~ Gusah, Greengrocer
Objective:
- Defeat all foes!
Forbidden:
- Lightning: Weapons and abilities that use lightning are forbidden.
Enemies:
- Deadly Nightshade x4
- Alraune x1
In case you weren't already aware, tomatoes (Deadly Nightshades) are quite
vicious. While surveying the area, a new face shows up. Cid agrees to let
her join for a fraction of the reward. Much like Cid, Adelle is a guest who
you cannot control. However, she will prove to be an asset nonetheless.
Bring in five units of your own in addition to the two others. This fight
is ridiculously easy, so don't worry too much about who to bring in.
You should focus on the Deadly Nightshades first. They are speedy little
creatures, so keep your guard up to prevent them from swarming you. These
Deadly Nightshades can use Tomato Tackle, an attack that lowers speed,
and Tomato Fang, which knocks back. Two of them can use the Green Magick
spells, Blind and Raise, and the other two have some sort of Passive
Ability that raises attack or defense. Though irritating, their low HP
makes them easy to take down with a few strikes.
The Alraune, however, is a bit more formidable. Its Impale techniques
include Horn Blow, which deals moderate damage and knocks back, Horn
Venom, which inflicts poison status, and Horn Shot, which is a fairly
weak attack with an increased chance of hitting. Its defense stats are
slightly higher than the Deadly Nightshades, but it should not pose a
problem.
Be sure to grab the chest at the lower-right corner of the battlefield
before finishing off the last monster.
After the fight, Adelle will disappear with the alraune drill in her pocket.
Watch the humorous scene that follows. When you return to the world map, a
blue bubble will appear Camoa, which probably means you should head on over.
Back in town, Ribs will give you a bit of information regarding the history
of Ivalice and the great Lezaford. Meanwhile, a rather nonchalant Adelle
just so happens to walk by. With that, a new area becomes available: Baptiste
Hill.
B A P T I S T E H I L L
O-----------------------O
Green grasses cover the gently sloping hillside.
A refreshing wind eases the burdens of passing travelers.
There are no towns in Baptiste Hill, so you will have to rely on the Camoa or
Wood Village pub. Speaking of which, there are plenty of new missions. Give a
few of them a try before proceeding to activate the next storyline mission,
Wanted: Ugohr. If the mission isn't showing up, note that you must have
completed Wanted: The Cyanwolf in order to make it appear.
=~=~=~=~=~=~=~=~=
- WANTED: UGOHR -
=~=~=~=~=~=~=~=~=
"- WANTED! -
Wanted: Ugohr, a green-colored shelling, last spotted on Baptiste Hill.
One reported case of injury arising from contact with said beast. Payment
to be made by injured party."
~ Jylland Defenders of the Peace
Objective:
- Defeat Ugohr!
Forbidden:
- Restoring MP: Actions that restore MP are forbidden.
Enemies:
- Wolf x2
- Cockatrice x2
- Ugohr (Great Tortoise) x1
Your objective here is the big green thing, Ugohr. Bring in six units and
deploy them. The monsters in this battle are fairly weak, with the
exception of the mark, of course. You can choose to ignore the other
monsters and go straight for Ugohr if you're in a rush. Just bear in mind
that Ugohr is the mission's objective.
The Cockatrices can use Peck, which deals moderate damage. Otherwise, they
are not very dangerous at all, and they will only serve to get in the way.
They also have Critical: Quicken as their R-Ability, which automatically
gifts the Cockatrice the very next turn should it enter critical HP status.
The Wolves can use Fang and nothing else. Like the Cockatrices, they too
are not very threatening. Both the Cockatrices and Wolves are weak to
water-based attacks, so use those (if applicable) to dispatch them quickly.
Ugohr has got quite a few abilities at its disposal. Luckily for you, it's
very slow, so if you are quick, you should be able to eliminate it before
it can pose too much of a problem. Ugohr can use Rain of Stone, which
deals earth damage to an area, and Sonic Spin, which damages surrounding
units. Watch out especially for his Headbutt ability for it can inflict
Immobilize status on its target. Ugohr's defense is quite high, and it's
further augmented by his Defense Up P-Ability, so it may take a few turns
before it falls.
Following the battle, a familiar face shows up again to scavenge for some
treasure. She happens to fall right into Cid's cleverly laid trap.
Unfortunately, she's already sold off the stolen horn and spent all the gil.
Back on the world map, head over to Camoa. Here, the team will meet Adelle yet
again. It seems like that rat trap hadn't stopped her. Luso reluctantly
decides to let her join. Unfortunately, you have no say in it. It's not a bad
thing since Adelle is a pretty good Thief. Plus, she comes equipped with a
Khukuri!
Afterwards, the Bisga Highroad should become available. Finish whatever
business you have in Camoa and proceed over there.
T H E B I S G A G R E E N L A N D S
O-------------------------------------O
Thick vegetation grows across this broad plain.
Many travelers pass along its extensive network of roads.
From the Bisga Greenlands, you can travel further to the southwest to reach
Graszton along the Graszton Highroad.
G R A S Z T O N
O-------------O
This narrow stretch of land overlooks the Sea of Ewohl.
People and goods stream through the busy port city of Graszton.
Graszton is the biggest city you've encountered thus far. It's a port, so you
can expect plenty of business. Once you've entered the region, head to the
city of Graszton (as if the blue bubble didn't make it obvious enough).
A bit of shady business will be carried out, and a Ninja will shoot a gun at
Cid. He survives, though he won't be in your party for a little while. He
will divulge the location of Lezaford for you - he is in the Aldanna Range.
The Aldanna Range can be accessed through a highroad in the Baptiste Hill
region. It's the northwestern path out.
T H E A L D A N N A R A N G E
O-------------------------------O
Rugged highland with row upon row of soaring peaks.
Hardy mountain shrubs grow among its crags and clefts.
There's a single cabin here, but it's uninhabited for now. You can venture
into the Galerria Deep.
T H E G A L E R R I A D E E P
O-------------------------------O
Countless tunnels make up this vast underground cavern.
It's known in some circles as the Pit of the Larva.
The path loops back around to the Bisga Greenlands. And this ends our tour of
the new unlocked areas. Now, you can head back to any pub and do some more
missions. The next story mission in line is Wanted: Gilmunto.
=~=~=~=~=~=~=~=~=~=~
- WANTED: GILMUNTO -
=~=~=~=~=~=~=~=~=~=~
"- WANTED! -
Wanted: Gilmunto, possibly a variant strain of nidhogg, known to lurk in
the foothills of the Aldanna Range.
Vicious and violent, should be considered dangerous in the extreme!
Those without faith in their sword arm, give this one wide berth."
~ Jylland Defenders of the Peace
Objective:
- Defeat Gilmunto.
Forbidden:
- Fire: Weapons and abilities that use fire are forbidden.
Enemies:
- Worgen x2
- Yellow Jelly x1
- Thunder Drake x1
- Gilmunto (Asp) x1
Your team will come across Gilmunto and friends in the midst of a bunch of
mist! There are new monsters here, but none of them are particularly
challenging. Anyway, send in four more units in addition to Luso and
Adelle. Feel free to remove Adelle if you don't like her.
The two Worgens are capable of using Fang and nothing else. Their physical
attack is fairly powerful, so keep your guard up. However, don't prioritize
them because they aren't as dangerous as the other monsters here. The
Yellow Drake, for one, can use Shockbolt, which Confuses and Addles its
target! Thunder Breath is also a strong attack that deals damage to a "T"-
shaped area in front of it.
The Yellow Jelly can cast Thunder, and it is also fitted with Absorb
Damage, which replenishes 10% of HP damage taken. Since a few of the
monsters here are lightning-based, it will act as a healer by casting
Thunder on its allies. For that reason, kill the Yellow Jelly as early as
possible.
Defeating Gilmunto is the objective, but he's pretty tough to defeat. Try
to eliminate the other enemies first before going for him. All of the other
monsters are weak to water, so use water-based attacks if possible. As for
Gilmunto himself, be wary of Lightning and Thunder Breath. Both are very
powerful lightning-based attacks. Gilmunto can also use Dragon Force, which
raises attack and magick. He boasts a ton of HP, so you'll want to focus
all of your attacks on him. If you have holy-based attacks available, by
all means, use them!
Note that there's a treasure chest at the lower-left corner of the
battlefield.
Having defeated Gilmunto, that mage Lezaford will show up, and oh man he is a
freaky looking guy. He'll bring you back to his cabin.
There, he will ask to see your journal, which according to Lezaford, is the
key to returning to Ivalice. In order to do so, you must first fill all its
pages to release the powerful magick hidden within.
Return to Graszton to see Cid again. There, Adelle will bring up the auction,
which is a whole new aspect of the game in itself. It's essentially a bidding
system where you can bid for areas. Become region master and you will be given
the opportunity to auction for items - some of these items are very rare and
can be attained through this method much earlier. Needless to say, you should
look into it.
However, you won't be able to access the Auction House for now, so don't
worry about it. The Rupie Mountains have been unlocked. They can be accessed
from the Galerria Deep.
T H E R U P I E M O U N T A I N S
O-----------------------------------O
Said to have been raised in the age of myth,
these mountains have a stark, captivating beauty.
Also, The Zedlei Forest has been unlocked as well. You can access that from
the Aldanna Range or Baptiste Hill.
Z E D L E I F O R E S T
O-----------------------O
Warm light plays through the canopy of this beautiful forest.
The Silenia river runs through the heart of the wood
on its eastward journey to the sea.
Visit any pub for a wealth of new missions to do. When you are prepared to
continue with the storyline, select Now That's a Fire!
=~=~=~=~=~=~=~=~=~=~=~
- NOW THAT'S A FIRE! -
=~=~=~=~=~=~=~=~=~=~=~
"Zedlei Forest has been bombed!
Looking for a clan to rid our woods of an infestation of bombs!
With auction season upon us, who doesn't want a few more clan points in the
bank?"
~ Society for Woodland Preservation
Objective:
- Defeat all foes!
Forbidden:
- Restoring MP: Actions that restore MP are forbidden.
Enemies:
- Red Marshmallow x1
- Floating Eye x2
- Bomb x3
The party stumbles upon the Zedlei Forest absolutely teeming with Bombs and
other monsters. Consider sending in units with ice-based abilities because
the majority of monsters here are weak to that element. Equipment with
resistance to fire would be helpful as well.
Floating Eyes are the only neutral monsters on the field. Well, that's
actually a lie because they are weak to earth and holy-based attacks. These
monsters are capable of using Gnaw to inflict Poison status. Their other
ability, Death Dive, is a suicidal desperation attack that kills the user
and deals heavy damage to the target. The Floating Eyes typically use this
attack when they are low on HP. To avoid getting hit by it, try to kill the
Floating Eyes without leaving them in critical health.
The Bombs and the Red Marshmallow work hand in hand. All of them are fire-
based, so expect to be hit constantly by Fire and Flame Attack. The Red
Marshmallow has a skill called Unction which inflicts Oil status. This can
be devastating, considering the fact that most of the monsters here can hit
you with fire-based attacks. For that reason, focus first on the Red
Marshmallow before it can use Unction to coat your units with oil. Its
defense is fairly high, so use spells to deal more damage to it. Blizzard/
Blizzara/Blizzaga works very well against it.
When focusing on the Bombs, be wary of their Self-destruct ability, which
they use when they're in critical health. This ability deals heavy damage
to all units surrounding the Bomb. To lower the chances of a Bomb using it,
avoid putting it in critical health unless you're sure you can kill it
before its next turn comes. One of the Bombs, however, has Critical:
Quicken, which will automatically give it the next turn if its health gets
too low. Should this happen, you can count on it to use Self-destruct the
next turn. To avoid this, either kill the Bomb without putting it in
critical health status with a powerful attack or fight it from a distance.
Adelle will mention that auction season is starting soon. She will explain
some characteristics of the auctions before suggesting you head off for Camoa
or Graszton to try one for yourself. It doesn't matter if you win or lose -
this first auction is just an introductory auction.
The region of Moorabella will subsequently be unlocked. It can be access from
the Rupie Mountains or Zedlei Forest.
M O O R A B E L L A
O-----------------O
The magick city of Moorabella and its aerodrome
sit atop this high, forest-covered plateau.
From Moorabella, you can proceed into the Ruins of Delgantua.
T H E R U I N S O F D E L G A N T U A
O-----------------------------------------O
This sprawling ruin is thought to date back to the Galtean era.
The lost arts of that time are evident throughout.
When you are prepared to continue, accept the Pearls in the Deep mission at
the pub.
=~=~=~=~=~=~=~=~=~=~=~
- PEARLS IN THE DEEP -
=~=~=~=~=~=~=~=~=~=~=~
"Tis the season: zingu pearl season in the Galerria Deep!
All those who wish to go pearl hunting must register by accepting this
quest.
WARNING: Unregistered pearl hunters will be caught and tried as poachers."
~ Galerria Jewelers
Objective:
- Defeat the Lord of the Flowsand!
Forbidden:
- Actions by Nu Mou: Nu mou may only move and perform basic attacks.
Enemies:
- Antlion (spawns)
- Pit Beast (spawns)
- Flowsand Lord (Yowie) x1
Depending on your characters' levels, this battle may range from
excruciatingly difficult to only mild challenging. If your units are at
least level 25, I'd say you should be able to finish the mission
comfortably. You will want to bring a healer. Units capable of casting
Protect and buffing defenses are strongly recommended here as well.
The Lord of the Flowsand is essentially a huge mouth in the ground. It's
situated at the very lowest point in the cavern, so you'll have a lot of
walking to do in order to reach it. In addition, you will have to contend
with a few Antlions and Pit Beasts that will constantly spawn. The Antlions
can use a variety of attacks, including Bile, which lowers resilience, and
Mucus, which inflicts Slow. The Pit Beasts, on the other hand, can only use</pre><pre id="faqspan-2">
Sandstorm, which damages an area and inflicts Blind.
The Flowsand Lord will prove to be hard to take down, primarily due to his
excessively high HP. His abilities include Gravity Flux, an attack that hits
all units on the screen for moderate damage. Out of all his abilities, this
one is the least dangerous. Stun Crush is an attack that damages surrounding
units and Immobilizes them. This can put you in a bad spot because it'll
Immobilize you while your units are still surrounding it, giving it more
opportunities to Stun Crush repeatedly. Lastly, Draw In is a ranged attack
that picks up a unit and moves it next to the Flowsand Lord while dealing
moderate damage. This can be an issue for ranged units, but it can be
avoided by staying out of the attack's range. Note that the Flowsand Lord
is weak to wind-based attacks - take advantage of that.
There are numerous strategies you can use for this mission. First of all,
ignore the Antlions and Pit Beasts - instead, focus all of your units on
the Flowsand Lord. If possible, inflict Disable on or Stop the other
monsters to prevent them from causing too much trouble.
The first method would be to gather up all of your strongest physical units
and surround the Flowsand Lord with them. Then, move any healers and
buffers behind them, casting Protect and raising defenses as they go. It
would help if your physical units had Counter as an R-Ability to deal extra
damage. In this situation, the Flowsand Lord will probably mostly make use
of Stun Crush to damage surrounding units. It's a fairly powerful attack,
so make sure your healers are doing their job.
Alternatively, you can send in a team of ranged units with ranges OVER six
tiles. The Flowsand Lord's Draw In ability has a maximum range of six
tiles. If you position your units in such a way as to stay out of his
range, you can fire at it with impunity, only having to worry about
Antlions and Pit Beasts. This is a viable strategy, but it only works if
your units have the adequate range.
With the Flowsand Lord out of the way, Adelle and Luso (mostly just Luso...)
will search the glowing moss, along with Adelle's pearls. Eventually, they'll
find it. Return to Graszton, and Cid suggests that you travel to the Rupie
Mountains. Unfortunately, no new areas are available, but there are a ton of
new missions at the pub. The next actual story mission is Mountain Watch...
=~=~=~=~=~=~=~=~=~
- MOUNTAIN WATCH -
=~=~=~=~=~=~=~=~=~
"Kuknir Travel is looking for guards to escort touring groups headed for
the Rupie Mountains.
The Marsa Wayfarers Association has been gaining on them of late. Kuknir
want safety as a selling point, most like."
~ Shink, Pub Patron
Objective:
- Defeat Ewen!
Forbidden:
- Ice: Weapons and abilities that use ice are forbidden.
Enemies:
- Assassin x1
- Ninja x1
- Time Mage x1
- Sniper x1
- Nightfall (Ewen) x1
The Nightfall, at first, offers to purchase your judge for two million gil.
When Luso refuses, he brings in his team to force the judge from you. With
that, he incapacitates your judge. Your clan privilege is now negated along
with the ability to revive dead units. Essentially, you're fighting without
a judge here, so you will need to play more cautiously.
Ewen is the objective here. If you want to get this mission over with
quickly, then focus all of your attacks on him. He can use a variety of
Ninja abilities, including Throw, which tosses a weapon at a target, Earth
Veil, which deals earth damage and inflicts Slow, and Unspell, which
dispels a target. His attack stat overall is not too high, but his
Impervious P-Ability blocks from many debuffs.
The other enemies here include a Ninja, who boasts a more varied list of
Ninjutsu techniques than the Nightfall, Ewen. He can cast Fire Veil for
fire damage and Confuse status, Gold Veil for damage and Blind status, and
Water Veil for water damage and Silence status. His Dual Wield ability
makes him even more of a danger than Ewen is. You'll want to take him down
as quickly as possible. At least Silence him to prevent him from using his
"Veil" abilities.
Watch out for the Assassin's Ague ability, which can inflict Slow. Aphonia
inflicts Silence status and Leg Shot inflicts Immobilize status. If you're
susceptible to status ailments, then you'll want to maintain your distance
from her. The Time Mage acts as the healer for the enemy team - he can cast
Cure. His Time Magick includes Haste and Reflect. He often Hastes Ewen and
the other units, who are already speedy enough as they are. Silence him to
disable him completely.
Lastly, the Sniper can use Leg Shot and Beso Toxico, which inflicts Poison
status. Compared to the other units, she isn't nearly as dangerous, so feel
free to ignore her completely.
There's no need to really bother with the other units if you don't feel
like getting the loot and EXP. Eliminate Ewen and be done with it!
Ewen turns tail and runs following his defeat. That's to be expected of him.
After the fight, Luso stumbles upon an odd jewel, which he decides to take
back to Cid. The good news is that the judge is still okay - the effects of
Ewen's spell only disabled him temporarily.
Return to Graszton, and Cid will tell Luso to get it appraised. Cid also
brings up the Aerodrome in Moorabella, where you can take an airship. Now,
head over to Moorabella and go into town. Upon getting it appraised, Luso will
suggest heading over to the Aerodrome. Unfortunately, some streetears state
that the airships have been grounded due to hardware problems. Looks like you
are stuck...
The next storyline mission is Grounded! When you are prepared to continue,
accept it and head to the Aerodrome.
=~=~=~=~=~=~=
- GROUNDED! -
=~=~=~=~=~=~=
"Airship malfunction due to mechanical sabotage and inspections resulting
from same have grounded our regular flight to Fluorgis.
The party or parties responsible have yet to be apprehended. Calling all
clans to aid us!"
~ Moorabella Aerodrome Security
Objective:
- Defeat Genius Ed!
Forbidden:
- Harming the Weak: Actions that harm a lower level unit are forbidden.
Enemies:
- Berserker x1
- Time Mage x1
- White Mage x1
- Fusilier x1
- Genius Ed (Sage) x1
The perpetrator is Genius Ed, a Sage who's been modifying the airships.
A new face will show here. Yes, it's Vaan from Final Fantasy XII, ready to
claim the "treasure" on the airship for himself. As Luso and Vaan bicker
to each other, Genius Ed will call in his lackeys. After some more "painful"
dialogue, the battle will finally commence. Sheesh.
The primary objective is Genius Ed, but you may want to take on the other
units to make things a bit easier. Vaan will help out but won't really be
much assistance. First of all, the White Mage has to go because he can
cast Cure and Esuna. Afterwards, you should immediately target the Time
Mage, who can cast Quicken and Slow. Since both spellcasters don't have
very high defenses, you should be able to dispatch both quite easily. Just
try to avoid being Slowed.
Be wary of the Berserker. Smite of Rage deals damage while inflicting
various debuffs. His HP is quite high, so you will need to focus your
efforts to take him down quickly. The Moogle Fusilier will prove to be a
problem with his Blindshot and Silenceshot techniques, both capable of
inflicting their own eponymous status ailments. He otherwise isn't dangerous
at all, so considering inflicting Addle or Disable on him to save the
trouble of actually eliminating him.
And finally, Genius Ed the Sage is capable of casting Water, which deals
water damage, Aero, which deals wind damage, and Bio, which deals poison
damage with a chance of inflicting Poison. His Immunity renders him
resistant to certain debuffs, so don't count on Silencing him. Note that he
also has Critical: Quicken set as a R-Ability. By eliminating him in
without putting him in critical status, you can bypass it.
With Genius Ed defeated, another Final Fantasy XII veteran will show up. Yes,
it's Penelo! As the two leave, Vaan will mutter something about Tramdine Fens.
This location will prove to be important later on.
The Aerodrome is now open, meaning you can fly over to Fluorgis. Pay the one-
way ticket fee of 300 Gil to be off. Just as Luso and Adelle are about to
board the airship, Cid will show up. Prior, he had fought as a guest, but now
he will actually join your party! Anyway, off to Fluorgis!
F L U O R G I S
O-------------O
Quaint shops and age-old houses line the streets
of Fluorgis. Beyond the city, ruins of once might fortress
stand watch over the wilderness.
Many of the outlying areas are also available for travel. Feel free to explore
if you'd like. There are many new missions at the pub that you can choose to
do. Whatever the case, accept the Rumors Abroad mission when you are ready to
see just what Vaan was talking about when he mentioned Tramdine Fens.
=~=~=~=~=~=~=~=~=
- RUMORS ABOUND -
=~=~=~=~=~=~=~=~=
"Rumors whisper of an unimaginable treasure sleeping deep within Tramdine
Fens.
Some say it is the Dozen-and-One Knights of Aisen's hoard, others that it
is a cache of Rozarrian wealth... Whets the palate, does it not?
Well? In the mood for a treasure hunt?
~ Kanaq, Pub Regular
* No evidence has been found to support above rumors. ~ The Management"
Objective:
- Defeat all foes!
Forbidden:
- Copycat: Using the same action as the preceding unit is forbidden.
Enemies:
- Zombie x1
- Floating Eye x2
- Ghost x2
- Wraith x1
While out searching for the rumored treasure, the team encounters a group
of ghosts. For this mission, units with holy-based attacks are strongly
recommended. White Mages and Archers/White Monks/Paladins with Burial/
Exorcise/Sanctify would help here as well. Avoid bringing in Moogles or Nu
Mou because there is too much water here (Moogles and Nu Mou cannot cross
water).
The Zombie is not a threat in this mission - it can use Drain Touch to sap
HP from its target to replenish its own HP. You should leave the Zombie for
last. As for the two Floating Eyes, you will want to be wary of Death Dive,
a powerful, suicidal attack that they use when in critical HP (they both
have Critical: Quicken). Try to avoid putting these monsters in critical
status for that reason. Their other abilities are Supersonic Wave, which
can inflict Silence status, and Gnaw, which has a chance of inflicting
Poison.
The two Ghosts are capable of inflicting Sleep and Silence status with
Sleep Touch and Silence Touch. Lastly, the Wraith can use Flash to inflict
Blind status on surrounding units and Wake the Dead, which calls in more
undead monsters. In addition, it can cast Darkra on its undead brethren to
heal their HP. You should target the Wraith first because it's the most
dangerous monster overall. Avoid putting it in critical status though, for
Critical: Vanish will activate, preventing you from targeting it.
All monsters here are weak to holy-based attacks. The undead (Zombie, Ghost,
Wraith) are also damaged by curative spells. When you take down any of the
undead, a gravestone will remain. After about two turns, the undead monster
will revive itself. There are ways to deal with this. Exorcise and Burial
can both banish the gravestone, preventing the monster from reviving
itself. Also, using a Phoenix Down can work as well.
Something odd will happen after the battle. After swallowing an orb, Luso will
collapse, and you will witness a scene from the real world. Soon thereafter,
Luso wakes again in a hut in the Tramdine Fens.
Once you regain control, head to any town to rest. You will see a few more
flashbacks from Luso's past in the real world, along with some of the earlier
scenes in Ivalice. The last dream, however, is a nightmare, likely brought on
by that strange orb back in the Tramdine Fens. Cid remarks that someone with a
similar problem had posted a bill in the pub. Perhaps it could be some help?
Complete as many of the side missions as you'd like. When you are prepared to
continue, select Sleepless Nights and head to the Nazan Mines.
=~=~=~=~=~=~=~=~=~=~
- SLEEPLESS NIGHTS -
=~=~=~=~=~=~=~=~=~=~
"My dreams have been troubled of late.
It started the night after my visit to Nazan Mines. I cannot sleep, my arms
and legs are leaden, and even plump Bisga game-hen tastes like ash.
They say a creature within the mines weaves ill-omened dreams. I fear... I
fear I may be a victim. Please, stop it before I go mad."
~ Dabool, Geologist
Objective:
- Defeat the Oversoul!
Forbidden:
- Debuffs: Debuffs are forbidden.
Enemies:
- Zombie x1
- Wraith x2
- Bloody Orb x1
- Oversoul x1
The source of the nightmares appears to be an Oversoul. The monster will
call in a team of primarily undead foes. For that reason, you should send
in units with holy-based attacks. To banish the undead for good, consider
sending units with Burial, Sanctify, or Exorcise. Restorative spells deal
damage to undead monsters, so send in White Mages and the like as well. In
order to finish this mission, you must defeat the Oversoul.
The Zombie is capable of using Drain Touch to sap the target's HP to
replenish its own. Overall, it isn't very dangerous. If you're looking to
finish the mission quickly, it would be best to ignore the Zombie
completely, for your objective is only the Oversoul. The Bloody Orb is
similar in that its sole ability, Vampire, saps HP from the target to heal
itself. The Bloody Orb is the least threat because its attack power is very
low in comparison to the other enemies.
Be careful of the Wraiths' Flash ability. This move inflicts Blind status
on surrounding units. Their other ability, Wake the Dead, can summon more
undead monsters. The Wraiths will frequently use Dark to heal themselves
and the other monsters that absorb dark (the Zombie and Oversoul). Both
Wraiths have Blood Price, meaning HP is consumed instead of MP. Finally,
the Oversoul itself has a variety of malicious abilities. Deep Sleep
inflicts Stop and Sleep status, and Shackle inflicts Disable and Immobilize
status. Be prepared to use Esuna/Esunaga or Refresh to remove any debuffs
that it inflicts on you. In addition, the Oversoul can cast Darkga, a
powerful dark-based spell that deals heavy damage. Much like the Wraiths,
the Oversoul frequently uses it to heal itself and the other undead.
All of the monsters here are weak to holy-based attacks. The undead monsters
(which is all enemies sans Bloody Orb). Recall that when an undead monster
is killed, it can regenerate itself in a few turns. In order to prevent any
downed monsters from reviving, use Exorcise/Sanctify/Burial to banish the
monster forever. If you use those abilities on the tombstone of a downed
undead monster, you will have no chance at missing.
The sole objective here is the Oversoul. Feel free to completely ignore the
other monsters. Both the Zombie and Bloody Orb are too weak to pose any
significant threat in this battle, though you may find it easier to just
kill them off quickly. The Wraiths, with their Flash ability, can be a
nuisance, so you should eliminate them early on. When the Oversoul is
defeated, the mission will end.
Defeating the Oversoul successfully gets rid of the bad dreams, as the odd orb
that floated into Luso's body after the incident at the Tramdine Fens leaves.
You will witness a few flashback scenes, which involve Adelle, Cid, and
Lezaford. After that, go to any pub, and you'll encounter a Moogle bard by the
name of Hurdy. As he leaves, he will post up a bill. That bill, Making Music,
is the next storyline mission. When you are ready, select it and make your way
to Aisenfield.
=~=~=~=~=~=~=~=~
- MAKING MUSIC -
=~=~=~=~=~=~=~=~
"The timber of the strawood trees growing near Fluorgis makes the best
instruments, kupo!
You'll get some for me, won't you, kupo? Oh, thank you! Thank you!
* Oh, if you find some flutegrass too, that'd be awful nifty, kupo!
~ Hurdy, Itinerant Bard
Objective:
- Defeat the Alchemist!
Forbidden:
- Harming Females: Actions that harm viera and gria are forbidden.
Enemies:
- Raptor x1
- Ranger x1
- Golem x2
- Alchemist x1
Luso manages to find the strawood, but he also encounters a hostile
Alchemist with a bunch of monsters on his side. Just your luck, huh? Send
in units with high defense stats because the primary threat on the enemy
team are the formidable Golems - these monsters can pack a huge punch.
The law specifically states that harming female units is forbidden. For
that reason, you will have to ignore the Gria Raptor if you want to uphold
the law. She is a nuisance with her Raptor abilities, but overall, she is
not a significant threat. She has a tendency to use Power Crush, which is
bad news for your units since it lowers defense in the process. The Ranger
is irritating, since he can put down Sten Needle and Leech traps.
Additionally, he can use Mirror Items to inflict damage through items, but
that technique is rarely used.
The two Golems boast high attack stats, so they should be avoided as best
you can. Their abilities include Bone Shatter, which deals heavy damage and
delays the target's next turn, Sunder Earth, which deals earth damage in a
straight line, and Brute Strength, which raises the Golem's attack power in
the next round. Consider attacking the Golems with ranged units to avoid
getting knocked out by their high-power attacks. Use wind-based attacks
because the Golems are weak to that element.
Of course, the Alchemist is the target, but he is not very powerful himself.
His only Alchemy techniques include Astra, which grants Astra status to his
allies (makes unit impervious to all status ailments) and Rasp, which deals
MP damage. However, he can use the Beast Lore ability Headless to take
control of the Golems himself. Other than that, he is hardly a threat.
As Luso Leaves the strawood forest, he remembers that Hurdy wanted Flutegrass
too. This detail is important, as you will see later on. Return to any pub to
find Hurdy. He will gladly take the strawood, and he requests that you take it
to a Bazaar to turn it into an instrument. He will give you a Spiral Vine,
along with 2500 gil, to pay for it.
However, if you recall, Hurdy mentioned Flutegrass before. Hurdy's Request has
two possible instruments you can make. With the Spiral Vine, you can make the
Brilliant Theorbo instrument, which teaches the Bard skill, Soul Etude and
some Beastmaster techniques. However, you can also obtain the Flutegrass,
which can be used to make the Shining Lute.
How do you get the Flutegrass? Easy. Head over to the Sant D'alsa Bluff
without creating the Brilliant Theorbo, and you will come across a continuation
of the Making Music quest, in which you'll fight a group of Sprites,
Dreamhares, and Lamias. After defeating these monsters, you will obtain the
Flutegrass.
It is up to you which instrument you choose to create. Since only one Strawood
can be obtained in the entire game, you cannot possibly create both the
Shining Lute and the Brilliant Theorbo. However, both instruments can be
acquired later in the game. Personally, I would recommend the Shining Lute
since it teaches the Bard skill Magick Ballad, which restores MP to a unit,
along with the Animist ability, Friend. It is your choice. Regardless of
which instrument you make, Hurdy will ask to travel with you afterwards.
Return to Moorabella to meet with the appraiser at last. Adelle will go off by
herself to the pub, where a weird lady will approach and ask her to work for
her. Adelle refuses, and the lady leaves. Cid and Luso arrive shortly
thereafter. The magicite that Ewen dropped was apparently stolen, and there is
a bill at the pub seeking its rightful return. The next mission in line is
Seeking the Stone.
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5. Missions ~~~~~~~~~~~~~~~~~~~~~~~[5000]~| |
|_|=========================================================================|_|
In addition to the mandatory storyline missions, there is a plethora of extra
side-quests available as well. Because there are no random clan encounters,
you will have to rely on some of these extra missions to level up and gain
ability points.
Note that only 300 missions are recorded in the clan log. However, there are
about 100 more missions that are not recorded, which totals about 400
missions in all.
* NOTE: Obviously, each mission can be defeated in many ways. Most of the
strategies presented here are my personal methods of clearing the
missions. Therefore, don't assume you're under any obligation to follow
my exact directions, for there can be an infinite number of ways to
finish each mission.
()---------------------------------------------------------------------------()
|| 5.1. Quest Report [5100] ||
()---------------------------------------------------------------------------()
The mission report does not go in numerical order. Rather, it employs a chart
thingy (that really makes writing out this part of the guide more difficult
than it should be). On the report, you'll notice squares with letters a-e
running from left to right and numbers 1-5 running top to down. There are
25 of these squares in all (simple math would lead you to that). Inside each
of these squares are 16 more squares. Each individual mission takes up a spot
in each of these squares.
The mission list that follows will employ a numerical system for the smaller
squares inside each of the bigger squares.
___ ___ ___ ___
| 1 | 2 | 3 | 4 | For example A1-01 would refer to the mission in the
|___|___|___|___| upper-left box of the A1 box. This mission is Stranger
| 5 | 6 | 7 | 8 | in the Woods, which just so happens to be the first
|___|___|___|___| mission of the game. Not only does the mission report
| 9 | 10| 11| 12| log completed missions, but it also logs pending
|___|___|___|___| missions that have not yet been completed. Included
| 13| 14| 15| 16| is data relating to the loot collected from the mission
|___|___|___|___| and other information regarding rank.
* NOTE: I can't confirm that every mission appears exactly when I
specify (as they are purely based on when I encounter them). For that
reason, a few of them may be off the mark. If you have any corrections
relating to anything, please notify me. Of course, credit will be
given.
* NOTE: Note that certain missions vary depending on the month. If you
can't seem to get a mission to appear when it's supposed to appear,
try waiting through the months until it shows up.
* NOTE: All repeatable missions will be marked with [R].
* NOTE: All mission fees do not consider fee discounts from clan trials
and auctions.
And in case it becomes confusing, I'll use directions under this battlefield
orientation.
North (Upper)
West (Left) /
`. /
`./
/`.
/ `. East (Right)
/
South (Lower)
[-----------------------------------------------------------------------------]
A1-01: Stranger in the Woods ~
=--------------------------=
We hunters of the village tried to stop 'im, to no avail. Somebody
do somethin', please! You don't need to kill 'im, just drivin' 'im
off will do.
~ Heriward, Wood Village Hunter
Rank: 1
Fee: 100 Gil
Days: ---
Type: Defeat Mark
Location: Targ Wood
Appears: Beginning of game
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 250 Gil, Gikhet Lead x2, Faren Pollen x2
Forbidden:
- Ranged Weapons
Enemies:
- Cockatrice x2
- Klesta (Crushatrice) x1 [target]
This first battle serves as a tutorial for those who are unfamiliar
with the mechanics of battle. If you've played FFTA before, then you
should already be familiar with the general battle system. However,
if you have absolutely no idea how to play, then I'd strongly
suggest reading the instructions carefully. It's really not hard to
pick up once you understand it.
You have control over Luso, the Viera White Mage and the Nu Mou
Black Mage. The other dude, Cid, will act on his own accord. As part
of the tutorial, you'll be forced to hit Klesta (which is a
Crushatrice) with a Fire spell. To finish the battle, all you have
to do is defeat Klesta. Since Luso is a new Soldier, he won't have
any Art of War techniques available right now. Rather, you will have
to rely on physical attacks at the moment. Before going straight for
Klesta, you can target the two Cockatrice monsters, and get rid of
them first.
Once they are out of the way, you can focus your efforts on the big
bird himself, Klesta. He is fairly powerful, so be prepared to heal
using your White Mage (Cure). Watch out for his Territorial Marking
and Peck attacks; both are moves that deals damage over an area. Do
not group your units together to avoid taking unnecessary damage.
You only need to bring Klesta down to about a quarter HP before it
flies off.
A1-02 Reagent Run [R] ~
=-------------------=
The muskmallow, favored herb for treatment of ague, is again in
season. Seeking herbalists to venture into Targ Wood and procure a
supply. No previous experience required.
~ Jylland Apothecary's League
Rank: 8
Fee: 200 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Targ Wood
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 2
- Teamwork : 0
- Adaptability: 4
Recommended for Dispatch: N/A
Reward: 1580 Gil, Cactus Fruit x3, Nepenthis x1, Spruce x3
Forbidden:
- Knockback
Enemies:
- Wolf x2
- Dreamhare x2
- Baknamy x1
While looking to gather a muskmallow, your team runs into a group
of monsters. You know the drill. Bring in six units to engage the
enemy. The objective here is not to defeat all of the monsters, but
to find just one sample of muskmallow. See the sparkly things on the
ground? When you approach one, you can examine it. Only one of them
holds the muskmallow - all of the others contain nothing but gross
plants. When you find the muskmallow, the mission will end.
When the battle begins, be sure to snag the contents of the chest
right next to your starting position. There's also a pot along the
left side of the map that you should check as well.
The monsters won't pose a problem in this battle. You should still
try to defeat most of them because it will make searching for the
muskmallow much easier. Be wary of the Baknamy though, for he has a
skill called Magick Hammer, which deals damage to MP. If possible,
keep spellcasters away from it.
A1-03 The First Step ~
=------------------=
- Trade Requested -
I will trade my Ocktor Tome of Medicine for your cactus fruit! We
will do the deal in Targ Wood.
~ Mack, White Mage
Rank: 3
Fee: 100 Gil
Days: 20 Days
Type: Delivery
Location: Targ Wood
Appears: After completion of Mission A1-06: A Paw Full of Feathers
Req. Items: - Cactus Fruit x1
Req. Talents: - Negotiation : 3
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 340 Gil, Cruzle Brass x4, Crooked Fang x2, Zinconium x3,
(Ocktor Tome of Medicine)
This is a very simple delivery. Send over the Cactus Fruit to Targ
Wood, where Mack gladly accepts it. In return, you receive an Ocktor
Tome of Medicine.
A1-04 The Next Step ~
=-----------------=
I seek someone to deliver medicine to a small village in Targ Wood.
I would go myself, but there are those who would steal my secrets -
as the one who crafts potent potables - and it is deemed dangerous
for me to go out and about. Please, this one favor I beg of you.
~ Mack, Salve-maker
Rank: 16
Fee: 300 Gil
Days: 20 Days
Type: Delivery
Location: Moorabella / Targ Wood
Appears: After completion of Mission A1-03: The First Step;
After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1330 Gil, Foul Liquid x3, Divariwood x3
Stop in Moorabella first to pick up the Clear Sap. Your objective is
to deliver it to Targ Wood. However, Mack cautions you to potential
robbers on the journey. Set off for Targ Wood and deliver the
medicine to finish this mission engagement-free.
A1-06 A Paw Full of Feathers ~
=--------------------------=
What's in the woods? Wolves, that's what! And my chocobos are so put
out, they're molting early. Somebody, rid us of these horrible
howlers!
~ Chocobo Corral "Sasasha"
Rank: 2
Fee: 100 Gil
Days: ---
Type: Battle
Location: Targ Wood
Appears: After completion of Mission A1-01: Stranger in the Woods
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1050 Gil, Snake Skin x2, Tiny Mushrooms x2, Fresh Water x4
Forbidden:
- Fire
Enemies:
- Wolf x2
- Baknamy x1
Oh no, wolves! If you are unfamiliar with laws, listen to Cid's
explanation before the battle begins. This time around, fire is
banned, meaning you can't use any fire-based ability in battle.
Otherwise, you'll suffer a stiff penalty. You will also be
introduced to clan abilities, which can be selected before each
battle begins.
Select four extra units to bring into battle. This fight is not too
difficult, so there's no extensive strategy involved. After
selecting units, pick a clan privilege. For this fight, I'd suggest
Power Up 1. When you are ready to go, start the battle.
There are three targets you have to kill. The two Wolves are weak,
so focus on them first. At the moment, you probably do not have two
many abilities available. For now, just whack the monsters with your
strongest units. If you brought a Black Mage, use his Black Magick.
Obviously, you can't cast Fire because the law forbids it.
The Baknamy can use Goblin Attack, a special ability that inflicts
damage while ignoring defense. The Wolves can use Fang, which deals
moderate damage. If any of your units run low on HP, be sure to have
a White Mage to heal them. Eliminate all three targets to finish the
mission.
A1-07 The Perfect Gift ~
=--------------------=
It's nearly my mother's birthday, and I want to give her some
flowers as a gift, kupo. I need someone to gather some pretty, pink
flowers for the bouquet.
~ Genne, Devoted Son
Rank: 6
Fee: 200 Gil
Days: 20 Days
Type: Delivery (Dispatch)
Location: Camoa
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: Prima Petal x1
Req. Talents: - Negotiation : 1
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1050 Gil, Molting x2, Trusty Frying Pan x2, Water Stone x3
Deliver the Prima Petal to Genne over in Camoa. He will gladly take
it and give you your reward.
A1-08 Kids These Days ~
=-------------------=
Some of our younger clan members have been carrying on in the pub,
disturbing the peace, as it were. I reckon it's best to teach them
a good lesson now, and nip the problem in the bud. That's where you
come in. Give 'em a good thrashing for me.
~ Criek, Clan Criek Leader
Rank: 8
Fee: 200 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: Targ Wood
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 4
- Adaptability: 4
Recommended for Dispatch: N/A
Reward: 790 Gil, Waltwood x3, Xergis Tin x4, Gikhet Lead x4
Forbidden:
- Ice
Enemies:
- Fencer x1
- Thief x1
- Archer x1
- White Monk x1
- Soldier x1
- Warrior x1
Bring in six units for this fight. You are up against a few average
enemies here. For the most part, they shouldn't give you too much
trouble. Both the Soldier and Warrior have Rend Power and Rend
Magick, two debuffs that affect attack and magick power,
respectively. The Fencer has two basic abilities: Swarmstrike and
Featherblow. The Archer can use Blackout, which inflicts Blind
status. The Thief can use Steal: Gil, which should not be much of a
threat to your party, and lastly, the White Monk can use Roundhouse,
an attack that deals damage to surrounding units, and Air Render,
which is a ranged attack.
Focus on the White Monk first because he is closest to your starting
position. Take care not to surround him because he can use Roundhouse
to damage any units around him. Once he falls, move to the Archer
and Fencer. Be wary of the Archer, for he can use Blackout, which
inflicts Blind status.
You can take on the remaining units in any way you see fit. None of
them are particularly threatening, though you may want to save the
Thief for last because he won't do anything (except maybe steal your
gil). Finish off the remaining enemies to draw the mission to a
close.
A1-09 Watch Your Step ~
=-------------------=
Oh, fie on him!
I chased down a marked thief, and almost had him, too, when one of
his traps tripped me up! Someone please bring him in!
~ Finnes, Watch Chief
Rank: 33
Fee: 500 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Fluorgis
Appears: After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 15
Recommended for Dispatch: Ranger
Reward: 4830 Gil, Star Fragments x2
Forbidden:
- Not Moving 3 Tiles
Enemies:
- Berserker x2
- Viking x2
- Ranger x1
As you can see, there are many traps strewn across the ruins.
Luckily, they're all marked for you. However, the law requires that
you move EXACTLY three tiles every turn, so you may have trouble
avoiding traps.
The Berserker on the left is capable of using Hone Senses, which
increases his critical rate, Furore, which damages surrounding units,
and Smite of Rage, which is a high-power attack capable of inflicting
a random debuff. The Berserker on the right has Ground Shaker in
place of Smite of Rage. Ground Shaker deals damage in a line, similar
to the Earth Render ability of White Monks. Both Berserkers have
exceptionally high attack power, so deal with them quickly.
Both Vikings are capable of casting Thundara and using Strong-arm, a
stealing ability. Critical: Berserk is activated when they get in
critical status. Neither of them are very dangerous unless you have
any weaknesses against Thundara. Lastly, the Ranger is capable of
laying Sten Needle and Love Potion traps. Camouflage renders him
invisible, which can be annoying since you'll have to wait until he
acts again to be able to target him. When his HP is critical,
Critical: Vanish will activate, turning him invisible
automatically.
All of the Seeqs here have Avoid Traps set as a P-Ability, so you
won't be able to lure them into their own traps. Eliminate all of
them the conventional way. When they're down, set off the marked
traps to complete the mission. Yellow represents Silence traps.
Green represent Leech (MP damage) traps. Cyan represent Sten Needle
(HP damage) traps.
A1-10 The Trappings of Failure ~
=----------------------------=
In response to monster attacks in the regions outlying the city
proper, we set a number of traps to rid ourselves of the beasts once
and or all. Alas, the raps had no effect. Worse still, they now pose
a danger to our citizenry. Please destroy these traps before they
can do any real harm.
~ Camoa Ministry of Wildlife
Rank: 12
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Targ Wood
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 4
- Aptitude : 0
- Teamwork : 0
- Adaptability: 4
Recommended for Dispatch: Ranger
Reward: 390 Gil, Prima Petal x2, Mape Wood x3, Sturdy Vine x3
Forbidden:
- >50 Damage
Enemies:
- Sprite x4
- Banshee x1
Send in six units for this mission. The law forbids any damage over
50 HP, so don't bring in any units that are too strong. The monsters
here are fairly weak, so there's no need for strong units anyway.
The objective is to disarm the traps (indicated by the flashing
tiles). The only way to disarm them is to step on them yourself,
meaning you'll have to take damage in the process. For that reason,
it's best to eliminate the monsters first. Otherwise, you might have
problems (because the traps cut out half of your HP; minimum damage
is 10 HP) dealing with both the monsters and the traps.
The Sprites, for the most part, are mildly dangerous. One of them
can use Meteorite, which deals a heavy amount of damage to a
single target. The Banshee, too, can use Meteorite. It's best to
attack the Banshee first because she has Unscarred, a P-Ability that
boosts her stats when her HP is full. After taking her down, focus
on the Sprite with White Wind - taking her down will prevent the
monsters from healing each other.
There is a single treasure chest located at the lower-right corner
of the battlefield. Be sure to get to it before you disarm every
trap.
A1-11 The Yellow Wings ~
=--------------------=
Drive off those brigands, the Yellow Wings, before I lose what
little business I got left! They've been squatting the highroad,
demanding gil from all what pass by.
If I can't use that highroad, I can't get to Camoa; and if I can't
get to Camoa, I'm finished!
~ Kagran, Merchant
Rank: 3
Fee: 100 Gil
Days: ---
Type: Battle
Location: Targ Wood
Appears: After completion of Mission A1-06: A Paw Full of Feathers
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1750 Gil, Lamia Scale x2, Sanative Needle x3, Earth Stone x3
Forbidden:
- Ice
Enemies:
- Thief x1
- White Monk x1
- Archer x1
- Animist x1
- Black Mage x1
Your party will quickly run into the Yellow Wings. They're just
asking for trouble. Bring in four extra units for the ensuing
battle. I'd suggest sending in a White Mage to heal. The rest of the
party is up to you. The law forbids anything ice-based, so manage
your party accordingly. At this point in the game though, I doubt
you have any ice-based weapons that could potentially trigger it.
Just avoid ice-based abilities.
The enemy party likely has the speed advantage over your team. Let
them move first. It's unlikely that any of them will be able to
strike you on the first turn, so don't worry about that. The Animist
will usually begin the fight with 100% Wool, which puts Protect and
Shell on the caster. For that reason, you'll want to deal with him
last because the Protect and Shell wear off over time.
The Archer can cast Focus on herself, which increases the damage on
her next attack. The remaining units don't have any skills to really
worry about. The Black Mage is capable of casting the three basic
elemental spells though, so do not keep your units grouped together.
It is best to take out the Black Mage and White Monk first because
they can deal the most amount of damage. The White Monk will
approach your party, so meet him as he approaches. By concentrating
your attacks, the two should fall quickly. Next, go for the Thief.
Lastly, eliminate the Archer and Animist. When all enemy units have
been knocked out, the mission will end.
A1-14 A Voice from the Well ~
=-------------------------=
Every night I hear what sounds like a woman's voice calling to me
from the rear garden. I've just moved residences, and don't care to
move again - nor do I have the funds if I wanted to. It's rather
disturbing to say the least, and I'd appreciate it if someone would
look into this.
~ Lacado, Townsperson
Rank: 7
Fee: 200 Gil
Days: 20 Days
Type: Investigation (Dispatch)
Location: Camoa
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 4
- Aptitude : 4
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1160 Gil, Rat Tail x2, Bat Tail x2, Bomb Shell x4
Forbidden:
- Ranged Weapons
Enemies:
- Lamia x3
- Lilith x1
Bring in six units for this battle. Avoid sending in any ranged
characters because the law forbids that. If you have any accessories
available that can block Sleep status, I'd suggest equipping them -
the Lilith in this battle has a tendency to use Night, an ability
that puts all of your units to sleep. She also can use Kiss, which
Charms and Dooms a target.
Be sure to have someone grab the treasure that's next to the left-
most Lamia. There's also a pot at the upper-left corner of the map.
Before you focus on the Lilith, you'll want to eliminate the three
Lamias. Reason being that the Lilith has MP Shield, which allows
her to take damage in the form of MP instead of HP. At the end of
the battle, you'll want to surround her with all of your units to
swiftly take her down.
The other Lamias aren't much trouble. Only one of them has an
ability (Hand Slap), which in itself isn't remarkably powerful.
The Lamias do have fairly strong attacks, so be prepared to heal
should it become necessary. Defeat all enemies to draw the mission
to a close.
A1-15 The Star Seal ~
=-----------------=
Have you heard of the "Stone with No Name"? Those philistines at the
Akademy won't hear a word of it, but I think the Stone bears a
message from the distance past. According to legend, holding the
Star Seal to the Stone takes one to a hidden land, protected by
watchful guardians. I ask you to find the truth.
~ Mauri, No-name researcher
Rank: 8
Fee: 200 Gil
Days: 20 Days
Type: Investigation
Location: Targ Wood
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 4
- Aptitude : 4
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 440 Gil, Molting x2, Large Feather x1, Soul Ceffyl x5
Forbidden:
- Lightning
Enemies:
- Baknamy x1
After getting the Star Seal, you'll be thrust into battle right
away. Bring in six units here to face off against a single Baknamy.
This should be an easy task to accomplish. Be sure to get the
contents of the chest on the way! Finishing that, inspect the stone,
which will react to the Star Seal...
The odd stone will teleport your party to another area, where a
group of monsters are waiting. Luso, being the impetuous adventurer
he is, decides to stick around and fight.
Forbidden:
- Ice
Enemies:
- Baknamy x1
- Wolf x2
- Sprite x2
- Werewolf x1
Out of all the monsters, the two Sprites and the Baknamy are the
least dangerous. Either leave them for last or finish them off</pre><pre id="faqspan-3">
quickly (they start closest to you). The Wolves can use Fangs, which
can inflict moderate damage on the target. The Werewolf in the back
is capable of using Roar, which removes all buffs, and En Garde,
which causes the Werewolf to assume a defensive stance and counter
any attacks against it. Its defense will also rise.
Avoid attacking the Werewolf when it is in En Garde mode. Also note
that when its HP is critical, it'll enter Berserk status. You will
want to kill it quickly before it can get another chance to hit your
party. The remaining enemies should not be too difficult to kill. Be
sure to grab the contents of the chest at the lower-right corner, in
a little niche along the side of the battlefield.
A1-16 You Say Tomato ~
=------------------=
You say tomato, I say kill them all!
Why kill vegetables, you ask? Har!
Did I mention quivering stalks, or slavering fangs? I was out for a
stroll the other day and one bit clean through me britches! I doubt
me or me britches are the only victims here. Help!
~ Gusah, Greengrocer
Rank: 5
Fee: 100 Gil
Days: ---
Type: Battle
Location: Camoa
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 560 Gil, Fury Fragments x2, Silk Thread x2, Rabbit Pelt x2
Forbidden:
- Lightning
Enemies:
- Deadly Nightshade x4
- Alraune x1
In case you weren't already aware, tomatoes (Deadly Nightshades) are
quite vicious. While surveying the area, a new face shows up. Cid
agrees to let her join for a fraction of the reward. Much like Cid,
Adelle is a guest who you cannot control. However, she will prove to
be an asset nonetheless. Bring in five units of your own in addition
to the two others. This fight is ridiculously easy, so don't worry
too much about who to bring in.
You should focus on the Deadly Nightshades first. They are speedy
little creatures, so keep your guard up to prevent them from
swarming you. These Deadly Nightshades can use Tomato Tackle, an
attack that lowers speed, and Tomato Fang, which knocks back. Two of
them can use the Green Magick spells, Blind and Raise, and the other
two have some sort of Passive Ability that raises attack or defense.
Though irritating, their low HP makes them easy to take down with a
few strikes.
The Alraune, however, is a bit more formidable. Its Impale
techniques include Horn Blow, which deals moderate damage and knocks
back, Horn Venom, which inflicts poison status, and Horn Shot, which
is a fairly weak attack with an increased chance of hitting. Its
defense stats are slightly higher than the Deadly Nightshades, but
it should not pose a problem.
Be sure to grab the chest at the lower-right corner of the
battlefield before finishing off the last monster.
A2-01 Camoa Cup [R] ~
=-----------------=
Clan Tourneys are Under Way! The next tourney will be the Camoa Cup.
Rules are as follows:
- Maximum team size: 6
- Bouts to be won: 3
~ Tourney Guild - Camoa Branch
Rank: 19
Fee: 300 Gil
Days: 10 Days
Type: Battle (Dispatch)
Location: Camoa
Appears: After completion of Mission A1-11: The Yellow Wings;
Silversun; Camoa pub only
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 4
- Adaptability: 4
Recommended for Dispatch: Lanista
Reward: 2400 Gil, (Gigas Pendant)
Forbidden:
- Using MP
Enemies:
- Animist x1
- Thief x1
- White Monk x1
- Black Mage x1
- Archer x1
Your first battle is against the Yellow Wings. Unfortunately, the
law prevents you from using MP at any time, so you will need to
bring in six non-spellcasters. It's recommended that you send in
units with the abilities to inflict restrictive status ailments
such as Disable, Immobilize, etc.
Out of all the enemy units, you will want to watch out especially
for the White Monk. His Air Render ability can deal tons of damage.
Even worse, the attack is ranged, meaning he can deliver pain from
a distance. For that reason, you should focus all of your attacks on
him first. Once he's down, the rest of the battle should not be
very difficult at all.
The enemy Black Mage can use the three basic Black Magick spells.
They are pretty powerful, so you should prioritize the Black Mage
early on as well. The Archer can use Blackout, which inflicts Blind
status. If she manages to hit you with it, be prepared to use Esuna
or Eye Drops to get rid of the condition. As for the Animist, he'll
often use 100% Wool to up his defense and resistance and Sheep Count
to put your units to sleep. He is not otherwise dangerous, so leave
him for the end. The Thief won't do much either except attempt to
steal your gil. Defeat all five of the Yellow Wing members to
finish this segment of the Camoa Cup.
Forbidden:
- Using MP
Enemies:
- Black Mage x3
- Time Mage x1
- Green Mage x1
As you can see, the Edge of Magick is made up of mostly spellcasters.
Since the law doesn't apply to the opposite side, this battle may
prove to be difficult. Generally though, mages don't have very high
defense, so your own physical strength should shine through in this
battle.
Watch out especially for the Hume Black Mage - he can cast Fira. The
other Black Mages all have the three basic Black Magick spells in
addition to Geomancy. The Time Mage has Haste, and the Green Mage
can cast Sleep and Blind. I'd strongly suggest you prioritize the
Time Mage first, and then work on the three Black Mages, starting
with the Hume Black Mage with Fira.
You should do your best to avoid grouping your units together.
Therefore, the enemy mages won't be able to screw your entire party
over by dishing out damage over a group. Again, take advantage of
the enemy team's lower defenses and tear them apart with physical
attacks.
The most effective strategy here would be cast Reflect on all of
your party members. Doing so will basically negate all enemy attacks
against you. Berserking or Silencing the enemy team is also be a
good strategy.
Forbidden:
- Using MP
Enemies:
- Thief x2
- Warrior x1
- White Monk x1
- Black Mage x1
The Camoa Braves is a tough clan to bring down. Many of the enemy
units have double sets of abilities, making them even more of a
challenge. Couple that with the fact that many of your units are
probably hurting from the last two challenges, and you have quite a
difficult fight on your hands.
The heaviest hitter would be the White Monk, with his Air Render
(ranged damage) and Earth Render (damage in a straight line)
abilities. If possible, Disable him to prevent him from attacking.
You will also want to be wary of the Moogle Thief, who has two
Moogle Knight abilities at his disposal. Moogle Lance is a similar
skill to Air Render and Moogle Attack knocks back. He also has
Doublehand as his P-Ability, which increases his damage output.
The Hume Thief is fitted with two Archer abilities: Leg Shot, which
inflicts Immobilize, and Arm Shot, which inflicts Disable. He can
only use them at melee range because he's a Thief. The Thief is more
of a nuisance than anything else. Immobilize him if possible and let
him sit there.
The Warrior is fairly strong, capable of using Body Slam, which deals
heavy damage, and Greased Lightning, which ignores R-Abilities.
Finally, the enemy Black Mage is hardly a threat. He can only use
the three basic Black Magick spells. You should still avoid grouping
your units together. You can take down the Black Mage early on since
he's the weakest physically.
A2-02 The Sun Seal ~
=----------------=
I begin to grasp the message within the Stone, yet only dimly...
Perhaps I have erred, made some fundamental mistakes in my research.
I need you to try the Sun Seal to know if I am right or wrong.
~ Mauri, No-name researcher
Rank: 28
Fee: 400 Gil
Days: 20 Days
Type: Investigation
Location: Graszton
Appears: After completion of Mission A2-03 The Moon Seal;
After completion of Mission E1-02: Bonga Bugle - Silversun;
After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 13
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 3590 Gil, Dragon Bone x2, Onion x2
Forbidden:
- Items
Enemies:
- Baknamy x1
- Lilith x1
- Ghost x1
- Wraith x1
For this battle, you will have to contend with a number of undead
monsters, in addition to a Lilith and Baknamy. Send in six units.
A curative unit would be useful here, along with any character who
has Burial or Exorcise to get rid of the pesky Ghost and Wraith.
Make sure you bring in ranged units because the second half of this
mission has a law that forbids targeting adjacent units.
At this point in the game, the Baknamy should be not be a factor
whatsoever. It still retains its Magick Hammer and Goblin Attack
abilities. The Lilith should be prioritized due to its Kiss ability,
which Dooms and Charms the target. Eternal Oblivion, its other
attack, deals damage over an area with a chance of inducing Addle
status.
The two undead monsters here will constantly cast Dark between
themselves to restore each other's HP. You can deal damage to these
two by casting restorative magick on them. When they are taken down,
use Exorcise or Burial to put them down for good. You can't use a
Phoenix Down for this purpose unless you want to break the law
though. To finish this segment of the mission, inspect the Stone with
No Name.
Forbidden:
- Targeting Adjacent Units
Enemies:
- Baknamy x1
- Thunder Drake x2
- Headless x2
- Zaghnal x1
You are up against a pretty strong force of monsters in this battle.
This force is fronted by a Baknamy that, yet again, is no threat.
Save it for last. The Thunder Drakes can use Thunder Breath to deal
lightning-based damage in an area. The two Headless monsters behind
them can use Bone Shatter to deal damage and delay the target's next
turn, Sunder Earth to deal earth damage in a line, and Brute
Strength to raise its attack power for the next round. Lastly, the
Zaghnal is capable of using Roar, which removes the buffs of all
units on the screen, Howl, an MP-damaging attack with a chance of
inflicting Confuse, and Slug, a high-power attack that ignores
defense.
The only really dangerous monster here is the Zaghnal, which is at
the back of the pack. Work your way down the line, dropping the
monsters as you go. Be sure to heal when necessary and cleanse units
that get Confused. Alternatively, you can just attack the unit to
get rid of Confuse status.
A2-03 The Moon Seal ~
=-----------------=
The Stone with No Name was no mere stone! What wisdom did the
ancients leave for us to find? I'll need to know more in order to
decipher their message to us.
The legend tells of three seals. And I want you to try the second,
known as the Moon Seal.
~ Mauri, No-name researcher
Rank: 18
Fee: 300 Gil
Days: 20 Days
Type: Investigation
Location: Camoa
Appears: After completion of Mission A1-15: The Star Seal;
After completion of Mission B2-06: Wanted: Gilmunto
Req. Items: N/A
Req. Talents: - Negotiation : 8
- Aptitude : 8
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1160 Gil, Xergis Tin x2
Forbidden:
- Lightning
Enemies:
- Floating Eye x2
- Baknamy x1
Part one of this battle pits you against a team of monsters
protecting the Stone with No Name. Bring in six units for this
battle and begin. This segment of the mission is really easy.
The Floating Eyes have a couple of annoying abilities at their
disposal. Supersonic Wave can Silence the target and Gnaw can Poison
the target. Also note that when you get a Floating Eye to critical
health, it may use Death Dive, a very powerful attack that kills the
Floating Eye in the process. For that reason, eliminate the Floating
Eyes as quickly as possible when you reach them. They are weak to
earth and holy-based attacks.
The Baknamy is a joke. He can only use Magick Hammer, which deals MP
damage, and Goblin Attack, which ignores defense. At this point in
the game, you should have no trouble wiping the floor with it. After
defeating it, inspect the stone to be warped to an area reminiscent
of the temple encountered in the Star Seal mission.
Forbidden:
- Bludgeoning Weapons
Enemies:
- Baknamy x1
- Werewolf x2
- Lilith x2
- Lamashtu x1
The opposition in this segment of the battle are a bit tougher. The
Baknamy and Werewolves aren't much to worry about though. The
Werewolves can use Roar, which removes buffs, En Garde, which puts
the user in a counter stance, Slug, which is a powerful attack that
ignores defense, and Assault, which inflicts Immobilize status. The
two do have a fairly high attack stat, so don't let your guard down.
The Liliths and Lamashtu will be the biggest threat because of their
abilities that can inflict a number of status ailments on the
target. The only skill that the Liliths can use is Kiss, which
inflicts Doom and Charm status. To rid Charm status, simply knock
the affected unit over the head. The Lamashtu is capable of using
Night, which puts ALL units except the caster to sleep, and Poisonous
Frog, which inflicts Toad and Poison status. The former is quite
annoying, but it affects all units, so other monsters may be put to
sleep as well.
Target the Lamashtu first. It has a lot of HP, so you will need a
few hits to take it down. From there, just beat down the remainder.
Try to prioritize the Liliths to prevent them from constantly
kissing you. Out of all the monsters, the Baknamy is the least
dangerous, so leave it for last if you must.
A2-04 Wanted: The Cyanwolf ~
=------------------------=
- WANTED! -
Wanted: The Cyanwolf, a new strain of wolf cited for 17 counts of
pasture damage and 24 counts of disturbing the peace.
Known to travel with a pack, though the mark may be distinguished by
its unusual coloration.
~ Jylland Defenders of the Peace
Rank: 3
Fee: 200 Gil
Days: 20 Days
Type: Headhunt (Dispatch)
Location: Camoa
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 1
- Adaptability: 1
Recommended for Dispatch: N/A
Reward: 2360 Gil, Wolf Pelt x3, Earth Stone x6, Tarkov Crystal x4
Forbidden:
- Ice
Enemies:
- Wolf x4
- Worgen x1
Your six units will start in the upper-left corner of the
battlefield. The field itself is shaped like a hollowed-out square,
so navigating will prove to be difficult. Fast units and those with
high move stats are best for this mission.
The objective is to defeat the Cyanwolf at the lower-right corner.
In order to reach it though, you will have to fight through the
other Wolves as well. Don't treat them as total pushovers though -
some of them are able to use Screech, a ranged attack that deals
damage with a chance of inflicting Confuse status.
Work your way either along the left side or upper side of the map,
depending on whichever side the Cyanwolf is closer to. When you
reach it, hit it with all you've got. Take caution, though, for it
is quite powerful. It is capable of using Chilling Blow, which deals
ice damage (unfortunately, monsters are not affected by laws) with a
chance of inflicting Immobilize status, and Fiery Blow, which deals
fire damage with a chance of inflicting Silence status. Defeat the
Cyanwolf quickly before it can cause too much trouble.
A2-05 Graszton Cup [R] ~
=--------------------=
Clan Tourneys are Under Way! The next tourney will be the Graszton
Cup.
Rules are as follows:
- Maximum team size: 4
- Bouts to be won: 3
~ Tourney Guild - Graszton Branch
Rank: 29
Fee: 400 Gil
Days: 10 Days
Type: Battle (Dispatch)
Location: Graszton
Appears: After completion of Mission B2-06: Wanted: Gilmunto;
Ashleaf; Graszton pub only
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 8
- Adaptability: 8
Recommended for Dispatch: Lanista
Reward: 4030 Gil, Ice Sigil x2, (Corsage of Corruption)
Forbidden:
- Opportunity Commands
Enemies:
- Black Mage x1
- White Mage x1
- Soldier x1
- Blue Mage x1
The first part of this cup puts you up against Humeism, a group
consisting solely of Humes (as their name suggests). You can only
send in four units for the battles to come, so make sure they're up
for the task. A well-rounded party is always best - a healer is a
necessity if you plan on finishing the three battles comfortably.
Go after the White Mage and Black Mage first. The Black Mage poses a
serious threat with his Fira spell, which can easily roast a group
of units clustered together. Since the battlefield doesn't allow
much room to maneuver, you'll want to get rid of the Black Mage
first to prevent any complications. The White Mage should also be
prioritized to prevent the enemy team from healing. Both mages don't
boast very high defense stats, so taking them down shouldn't be an
issue.
The Blue Mage can use Screech, which damages and inflicts Confuse,
Cornered, which inflicts 999 HP damage when his HP is in the single
digits, and Unction, which inflicts Oil status. In conjunction with
the Black Mage, Unction can be a real pain because it can
significantly increase the effectiveness of the Black Mage's Fira
spell. All the more reason to eliminate the Black Mage quickly!
You can choose to go for the Soldier or Blue Mage next. The Soldier
is fitted with various "Rend" abilities that can really hinder your
team's ability to fight effectively. Be wary of his Counter R-Ability
though. As for the Blue Mage, avoid putting him in the single digits
HP range. Cornered is devastating (999 HP damage), especially in a
mission where your units' survival is critical to the mission.
Forbidden:
- Opportunity Commands
Enemies:
- Archer x2
- Hunter x2
Houndforce is a group of ranged fighters. For that reason, none of
them are particularly powerful, but all have a variety of abilities
that can prove to be serious problems. Both of the Archers can use
Blackout to inflict Blind, with the Hume Archer also capable of
using Leg Shot, which inflicts Immobilize status. Both have Blink
Counter as their R-Ability. Their attack stats aren't high, but the
knockback from the Blink Counter can be irritating.
The Hume Hunter, in addition to his Hunter ability, Advice (raises
an ally's critical hit ratio), is capable of using Fighter techniques
Beat Down and Blitz. Blitz isn't much of an issue since it's so weak,
but Beat Down is problematic because it's a powerful attack. Its low
accuracy is fixed by Concentration, which raises the Hunter's
accuracy quite a bit. To prevent him from landing too many cheap
hits with Beat Down, try to inflict Blind status on him to decrease
his chance of effectively landing Beat Down. Either that or Disable
him altogether.
Avoid grouping your units together because the Gria Hunter can use
Sonic Boom to deal area damage. Her other ability, Vitals Shot, can
inflict a random status ailment. She also has the Raptor technique,
Speed Crush, which deals damage and lowers speed. This Gria should
be prioritized.
Try your best to inflict as many debuffs as possible on the enemy
team. Successfully Disabling some of the enemy units allows you to
focus more on taking out the other units. This is not a tough battle
because none of the opponents are very strong, but it can prove to
be irritating because of all the status ailments they are capable
of hitting you with.
Forbidden:
- Opportunity Commands
Enemies:
- Viking x2
- Thief x1
- Juggler x1
This final bout is quite challenging, especially since it is the
last fight. The problem lies mainly in the Juggler, who has a variety
of techniques. Weapon Toss is just a simple throwing attack,
Molotov Cocktail inflicts Berserk, Dagger Toss inflicts Disable, and
Ring Toss inflicts Stop. Your best bet would be to quickly eliminate
the Juggler before he can use his tricks to drag down your team.
Either that or Disable him right off the bat.
The Thief can be an issue, not for his standard Thievery techniques,
but for his Calling ability, Cuisine. This ability fully restores
HP. Again, try to inflict Disable to prevent him from using this
ability. If that's not possible, then prioritize the Thief, along
with the Juggler.
The two Vikings are not much to worry about in comparison to the
Moogles. The Viking who isn't Lord Grayrl has Doublehand, which
significantly increases his damage output. Grayrl can cast Thundara
whereas the other Viking can cast Thunder. Cast Shell to increase
resistance against these spells if they pose a problem. After
eliminating the Moogles, focus all of your attacks on these two
stragglers.
A2-08 An Unfamiliar Land ~
=----------------------=
I am itinerant merchant, and on my travels have seen much of this
world.
I wandered the Empire of Rozarria for a time, and upon coming to
Jylland found myself uncustomarily surprised. What are these "Judges"
that affix themselves to the clans in this land?
They are no doubt different from the keepers of the law that I know
- yet perhaps there is some connection?
~ Aega, Traveling Merchant
Rank: 15
Fee: 300 Gil
Days: 20 Days
Type: Investigation (Dispatch)
Location: The Aldanna Range
Appears: After completion of Mission B2-05: A Simple Question;
After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 15
- Adaptability: 15
Recommended for Dispatch: N/A
Reward: 1580 Gil, Ice Sigil x4
Head over to Lezaford's Cottage, where he will write and give to you
'Origin of the Judges'. And that should do it for this
straightforward quest.
A2-09 Moorabella Cup [R] ~
=----------------------=
Clan Tourneys are Under Way! The next tourney will be the Moorabella
Cup.
Rules are as follows:
- Maximum team size: 6
- Bouts to be won: 3
~ Tourney Guild - Moorabella Branch
Rank: 41
Fee: 500 Gil
Days: 10 Days
Type: Battle (Dispatch)
Location: Graszton
Appears: After completion of Mission B2-16: Pearls in the Deep;
Mistleaf; Moorabella pub only
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 11
- Adaptability: 11
Recommended for Dispatch: Lanista
Reward: 7760 Gil, (Raging Brooch)
Forbidden:
- Items
Enemies:
- Defender x1
- Cannoneer x1
- Warrior x1
- Gladiator x1
- Bishop x1
- Templar x1
The Bangaa Brotherhood is a clan consisting mostly of physical-based
units. Send in six units of your own that have fairly high defenses.
Since items are forbidden, a healer is recommended for this battle.
Also, any skill that raises KOed units can be very useful here.
All of the enemies here are dangerous in their own way. The Warrior
boasts a variety of "Rend" abilities that can really hinder your
attack, speed, and magick attack stats. His HP is really high, so
bringing it down will take a long time. For that reason, don't
attempt to fight the Warrior directly when the battle commences.
Instead, inflict a debuff on him (Disable, Stop, etc.) that can
prevent him from using his "Rend" abilities. Then, you can focus on
the other units without having to worry about him. The same can be
done for the Defender, who (naturally) boasts high defense stats.
His abilities include Hiberate, which removes debuffs and puts the
user to sleep, and Mow Down, which deals heavy damage to surrounding
units at the cost of evasion.
The Gladiator is quite powerful. He can use Fire Soul, Thunder
Assault, and Blizzard Tackle. All are elemental attacks that aren't
notably strong. However, if any of your units has an elemental
weakness, these attacks may cause problems. The Templar is
particularly troublesome, for he can use Piercing Cry to decrease
speed, Rasp to deal MP damage, and Silence.
You should first prioritize the weakest of the enemy units. The
Cannoneer and Bishop both have noticeably less HP than the others.
The former can use Target to raise the number of shots his the next
attack, Mortar to deal heavy damage, and Target to boost the damage
of his next shot. As for the Bishop, watch out especially for Break,
which can inflict Stone status. Water and Aero deal water and wind-
based damage, respectively. Prevent him from petrifying your entire
party by Silencing or inflicting Berserk on him.
Before finishing off the last enemy unit, take some time to heal
your party back to full health. Trust me, you'll need all the HP you
can get for the coming rounds.
Forbidden:
- Items
Enemies:
- Black Mage x1
- White Mage x1
- Time Mage x1
- Arcanist x1
- Alchemist x1
- Illusionist x1
The first bout pitted you against numerous physical units. This
fight is just the opposite. All of the Nu Mou Nobles are capable of
casting various spells.
Cast Shell on your party to reduce damage taken from magick spells.
You can choose to cast Reflect as well. This will deflect many
spells, including the Black Magick you'll be sure to face. However,
note that Reflect also prevents you from healing yourself with your
own magick. Since the entire enemy team is magick-based, Silence and
MP-damaging attacks work great here!
Go straight for the White Mage, who is capable of casting Cure, Cura,
and Esuna. Removing him will prevent the Nu Mou Nobles from healing
themselves. Next, you should focus on the Illusionist, who's various
spells can damage all of your units. Prominence deals fire damage,
Tempest deals lightning damage, and Freezeblink deals ice damage. He
has Blood Price, meaning his HP will suffer (Blood Price uses HP in
lieu of MP). For that reason, taking him down should not be an
arduous task.
The rest of the battle is up to you. The Time Mage isn't a high
priority because it can only cast Haste and Reflect. The Black Mage
is capable of casting the three basic Black Magick spells, along
with Blizzara. He also has Magick Counter, so don't hit him with any
spells! The Arcanist and Alchemist are among the most powerful
magick-casters, with the Arcanist capable of casting Death, which
instantly kills a target, Syphon, which saps MP and turns it into
HP, and Graviga, which reduces HP by 50%! The Alchemist, on the
other hand, can cast Protometeor, a devastating that damages an
area, Rasp, which deals MP damage, and Poison, which inflicts
Poison.
Silence and Berserk debuffs help tremendously in this battle, but any
debuff that can prevent the Nu Mou Nobles from casting their spells
can be effective. If applicable, use attacks that damage MP to
hinder their ability to cast magick. The thing with spellcasters is
that there are so many weaknesses you can take advantage of. When
fought strategically, they're almost powerless to stop you.
Forbidden:
- Items
Enemies:
- Sniper x1
- Sage x1
- Illusionist x1
- Dragoon x1
- Berserker x1
- Hunter x1
This final clan is a good mix of spellcasters, melee units, and
ranged units. Hopefully, you've healed yourself in the previous
battle. Otherwise, you may have some trouble surviving in the early
rounds of this final bout due to that pesky Illusionist.
Go straight for the Illusionist first - his Illusions can deal a lot
of damage to all units on-screen. He's physically weak, so you
should able to sweep him before he even has a chance to attack.
After eliminating the Illusionist, I'd suggest you take out the
Hunter. She can use Vitals Shot to inflict a random debuff, as well
as Raptor skills Power Crush and Mind Crush, which lower defense and
magick resistance stats, respectively.
Both the Dragoon and Berserker are heavy-hitters. The Berserker is
capable of using Scream, which removes all buffs, Furore, which deals
damage to surrounding units, and Smite of Rage, which deals damage
and inflicts a random debuff. That last skill can be particularly
problematic. As for the Dragoon, expect standard attacks and the
occasional elemental "Breath" attack. Apart from his high attack
stats, he's nothing really to worry about.
The Sniper can use Beso Toxico to inflict Poison, in addition to
Doubleshot. Her attack, too, is quite strong. And finally, the Sage
is capable of using Water and Aero, which deal water and wind-based
damage - both are fairly mild magick spells. Don't mind him too much
because he really is not very powerful in this battle.
A2-11 What Was Lost ~
=-----------------=
One of my house's products-in-development was stolen when bandits
intercepted a shipment. It contained special materials, and should
it be resold to another house, all the time and energy we spent
creating it will have been for naught. Seeking information as to its
whereabouts!
~ Margot, Executive Squire, House Camelot
Rank: 9
Fee: 200 Gil
Days: 20 Days
Type: Investigation (Dispatch)
Location: Targ Wood
Appears: After completion of Mission A2-12: The Way of the Meek
Req. Items: N/A
Req. Talents: - Negotiation : 8
- Aptitude : 8
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 840 Gil, Hedychium x2, Storm Stone x4
Head to the Wood Village to find Margot. Apparently, the cowardly
thief (Dayvis) you had protected was the culprit. Tell him Galerria
Deep when he asks you where Dayvis might be headed.
A2-12 The Way of the Meek ~
=-----------------------=
Someone's after me, I'm sure of it. But why? I haven't a clue. I'm
so very frightened.
Please, someone - protect me! If it's gil you want, I can pay!
~ Dayvis the Meek
Rank: 15
Fee: 300 Gil
Days: 20 Days
Type: Escort (Dispatch)
Location: The Bisga Greenlands
Appears: After completion of Mission B2-06: Wanted: Gilmunto
Req. Items: N/A
Req. Talents: - Negotiation : 8
- Aptitude : 0
- Teamwork : 8
- Adaptability: 0
Recommended for Dispatch: Defender
Reward: 3400 Gil, Superior Silk Thread x3, Earth Stone x3
Forbidden:
- Items
Enemies:
- Soldier x1
- White Mage x1
- Black Mage x1
- White Monk x1
- Warrior x1
- Archer x1
Send in five units for this quest. Your objective here is to defend
Dayvis the Meek (Thief) from the enemy bandits. The terrain,
unfortunately, is pretty tough to traverse. Units with good jump and
move stats are recommended here.
This is a mostly uphill battle against a generic enemy clan. None of
the enemies are particularly difficult, so this is an easy battle
overall. Attack the White Mage first because he can heal the party.
Then, focus on taking out the White Monk and Archer. The White Monk
can use Air Render, which deals moderate damage from a range. His
other abilities are not too effective in this battle. The Archer, on
the other hand, can prove to be a nuisance with her Leg Shot and
Blackout, which Immobilize and Blind, respectively.
The Soldier is fitted with a variety of Rend debuffs. Consider
prioritizing him as well to prevent him from using them. As for the
Black Mage, don't expect too much out of him. He can cast Fire,
Blizzard, and Thunder. Lastly, the Warrior can use Body Slam and
Greased Lightning, both somewhat powerful attacks, but nothing to
worry about.
You will need to make your way up the cliff in order to reach the
Archer and some of the other units. If possible, make your way up
along the west side of the battlefield. This path provides the best
way up to the enemy party. Be prepared to take a couple of hits as
they attack you from their higher position.
Defeat all enemies while protecting Dayvis to complete the mission.
There are also two treasures on the cliff you can snag.
A2-13 Fluorgis Cup [R] ~
=--------------------=
Clan Tourneys are Under Way!
The next tourney will be the Fluorgis Cup.
Rules are as follows:
- Maximum team size: 1
- Bouts to win: 3
~ Tourney Guild - Fluorgis Branch
Rank: 24
Fee: 400 Gil
Days: Battle (Dispatch)
Location: Fluorgis
Appears: After completion of Mission C3-06: Grounded!; Emberleaf;
Fluorgis pub only
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 15
- Adaptability: 15
Recommended for Dispatch: Gladiator
Reward: 2730 Gil, (Pin of Order)
Forbidden:
- Buffs
Enemies:
- Blue Mage x1
Just a quick note - even though the law forbids buffs in the first
round, the final round forbids R-Abilities, so make sure you remove
any R-Abilities now because you won't be able to once the tourney
begins.
The Fluorgis Cup is a one-on-one elimination tourney against three
clans. Since you are only allowed to send in one unit, make sure he
or she is fairly strong and can heal if need be. Like the other cups,
you don't have any time in between bouts to switch members or
restore HP.
You will first face a Blue Mage. His Blue Magick abilities include
Sandstorm, which deals earth damage with a chance of inflicting
Blind, Bad Breath, which can inflict Blind, Silence, and Poison
status, and Dragon Force, which raises attack and magick power.
Needless to say, resistances to status ailments would help
significantly here. Should he land any debuffs on you, use a ability
that removes them (Nurse, Esuna, etc.).
The Blue Mage isn't difficult. His defense is quite high, so you
will need to hit him hard though. Also, his MP Shield transfers the
the damage to MP, but you should easily be able to overpower his MP.
Forbidden:
- Fire, Ice, Lightning
Enemies:
- Red Mage x1
Bout number two pits you against a Red Mage. She is capable of using
Doublecast to cast either Fire or Silence twice in a row. Neither of
those spells are remarkably damaging though (unless you have a
spellcaster out, in which case you should get rid of Silence status
immediately).
You will, however, want to watch out for her Sniper technique
Doubleshot, which can attack twice in one turn. Her attack is quite
high, and it is further augmented by Attack Up. If your unit has low
defense, consider putting up a Protect barrier to reduce the damage,
though stronger units should be able to brave through it just fine.
The Red Mage is equipped with a Ribbon, so status ailments won't
affect her. Just hit her with your strongest attacks, and she should
go down easily. Eliminate the Red Mage to move on to the final bout.
Forbidden:
- Reaction Abilities
Enemies:
- Master Monk x1
This Master Monk can use a variety of attacks to deal heavy damage
to your unit. Dark Fist is an attack that sacrifices HP to deal
damage. Withering Strike deals more damage when the Master Monk is
at low HP, so watch out for that. Lastly, Cross-counter deals damage
if the target has Counter as an R-Ability. Since you should have
removed that at the beginning, this move should not be an issue.
With his Destroyer P-Ability, this White Monk will prove to be quite
difficult. His Orb of Minwu (which can be stolen) blocks most
debuffs (note that he can still be Stopped and Doomed). To win, you
must outdamage the Master Monk. Withering Strike, at lower HP, will
be his most dangerous attack, though it has horrid accuracy. Be
prepared to take heavy damage in this battle though. It is, after
all, the final bout.
A2-14 The Way of the Timid ~
=------------------------=
I've heard there are many robbers about these days, and I'd rather
not travel alone. Seeking an armed escort!
I've heard good things about Clan [Clan Name] - they'd really be
best. If you see this posting, please come to the Galerria Deep. We
will meet there.
~ Fayk the Somewhat Timid
Rank: 18
Fee: 300 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: The Galerria Deep
Appears: After completion of Mission A2-11: What Was Lost;
After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 9
- Adaptability: 9
Recommended for Dispatch: N/A
Reward: 3300 Gil, Spider Silk x1, Cod Scale x1
Forbidden:
- Targeting Self
Enemies:
- White Monk x1
- Warrior x1
- Archer x1
- Soldier x1
- Berserker x1
- Dayvis (Thief) x1
Your clan encounters a familiar face here. The "Meek" Dayvis is
actually not the coward you may have thought he was. It's time to
finish the fight against him. Select six units for the fight and
begin.
The terrain is difficult to traverse here, so do your best to move
along the west side of the cavern. The land there is the most flat
and therefore easiest to get across.
Dayvis's clan is not remarkably tough to take down. The White Monk
can use Roundhouse and Air Render, and the Warrior has three "Rend"
abilities. Take extra caution around the Archer, who can use Leg
Shot to inflict Immobilize status and Blackout to inflict Blind
status. Her only Sniper ability, Wallet Shot, steals gil. It would be
a good idea to Blind her to prevent her from effectively debuffing
your party.
The Soldier can use Provoke, which inflicts Berserk status. Prevent
your spellcasters from getting hit by this ability. As for the
Berserker, be wary of Furore, a powerful attack that affects
surrounding units. His Inner Calm ability raises his evasion, which
can be a nuisance in the middle of battle. It's best to leave him
for last, after taking down the rest of the enemy clan.
Dayvis, for all the trouble he's caused, is a joke. Unless you're
worried about losing your smash gauge and gil, you shouldn't pay
much attention to him. Eliminate all enemies to draw the mission to
a close. Note that there are two treasure chests on the map, but
they're in hard-to-reach spots. There is also an urn hidden near the
enemy clan's starting position.
A2-15 Pirate Attack ~
=-----------------=
We've received word that one of our merchant ships is being pursued
by pirates. They're likely after her cargo of gemstones. She's docked
in Graszton Port - someone go to her aid!
~ Galerria Jewelers
Rank: 13
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Graszton
Appears: After completion of Mission E1-02: Bonga Bugle - Silversun
After completion of Mission B2-01: Wanted Ugohr
Req. Items: N/A
Req. Talents: - Negotiation : 7
- Aptitude : 0
- Teamwork : 0
- Adaptability: 7
Recommended for Dispatch: N/A
Reward: 2450 Gil, Malboro Vine x2, Foul Liquid x4, Sturdy Bone x3
Forbidden:
- Harming Humes
Enemies:
- Archer x1
- Black Mage x1
- Moogle Knight x1
- Viking x2
- Lord Grayrl (Viking) x1
Send in six units for this battle. Unfortunately, the law forbids
you from harming Humes, meaning the Black Mage and Archer are off-
limits. Of course, you can always break the law, but there is really
no need to since your only target is the Seeq Viking, Lord Grayrl.
You don't need to attack the Humes, but be aware that the Archer can
use Blackout to inflict Blind. The Black Mage is not much of a
threat - he can only cast the three basic Black Magick spells. Also,
the Moogle Knight is not much of a threat either. He is only
capable of using Moogle Guard, which raises his defense and
resistance. His attack stat is fairly high, so keep units with lower
defense stats away.
Some of the Vikings can cast Thunder/Thundara, so use equipment with
resistance to lightning if you want to avoid taking damage. All of
them can use Pickpocket to steal gil, and a few can use Strong-arm
to potentially steal an item. Unless you don't like getting stolen
from, the only real threat to your team is Lord Grayrl's Thundara
spell, which can deal quite a bit of damage. It can easily be averted
by inflicting Silence on him (or again, wearing equipment resistant
to lightning).
You cannot allow Lord Grayrl to board the ship, so form a barrier</pre><pre id="faqspan-4">
along the docks. The ship is at the lower-left corner of the
battlefield, so Grayrl will have to get through your party in order
to reach it. When Grayrl approaches, move your party towards him to
mob him. He has a good amount of HP, so concentrate your attacks to
quickly and efficiently take him down.
A2-16 Wanted: Big Eyes ~
=--------------------=
- WANTED! -
Wanted: Big Eyes for 3 counts of the disruption of business and 25
counts of inducing shock.
Big Eyes possess a single large eyeball and generally travel in
packs.
~ Jylland Defenders of the Peace
Rank: 17
Fee: 300 Gil
Days: 20 Days
Type: Headhunt (Dispatch)
Location: The Aldanna Range
Appears: After completion of Mission B2-13: Wanted: The Lang Bros.;
After completion of Mission B2-11: Now That's a Fire!;
After reading 'The Hills are Alive' notice
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 9
- Adaptability: 9
Recommended for Dispatch: N/A
Reward: 2940 Gil, Prime Tanned Hide x1, Wyrm Carapace x1
Forbidden:
- Knockback
Enemies:
- Bloody Orb x3
- Plague x2
Bring in at least one unit with Esuna/Refresh to heal the status
ailments you'll be sure to encounter here. Also, equipment resistant
to debuffs wouldn't hurt either (especially Confuse, Stone, Charm,
and Slow).
Between the Bloody Orbs and the Plagues, the Bloody Orbs are the
lesser threat. All of them are able to use Vampire, which drains HP,
and Supersonic Wave, which inflicts Silence. For the most part, the
only units who should take caution around the Bloody Orbs are
spellcasters. The Bloody Orbs' attack isn't very remarkable either,
so don't hold them as a high priority.
The Plagues have three abilities you should watch out for: these
include Glare, which inflicts Stone, Demonic Gaze, which inflicts
Confuse, and Bewitching Glance, which inflicts Charm and Slow! It
would not be a bad idea to Disable or Stop these Plagues before they
can manage to significantly hinder your team. Another thing to note,
these abilities are all ranged, meaning the Plagues can debuff you
from a distance. They only work when your unit is looking at them.
A3-01 Goug Cup [R] ~
=----------------=
Clan Tourneys are Under Way! The next tourney will be the Goug Cup.
Rules are as follows:
- Maximum team size: 6
- Bouts to be won: 3
~ Tourney Guild - Goug Branch
Rank: 26
Fee: 400 Gil
Days: 10 Days
Type: Battle (Dispatch)
Location: Camoa
Appears: After completion of Mission A2-13: Fluorgis Cup;
After completion of Mission C3-16: Sleepless Nights;
Plumfrost; Goug pub only
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 20
- Adaptability: 20
Recommended for Dispatch: Lanista
Reward: 2630 Gil, (Ewer of Darkness)
Forbidden:
- Grouping
Enemies:
- Green Rider x1
- Black Rider x1
- Red Rider x1
- White Rider x1
- Brown Rider x1
- Chocobo Knight x1
You should know how these clan tournaments go by now. For these three
battles, send in a team that is well-rounded, with both physical
attackers and spellcasters. White Mages or any other unit who can
heal, cleanse, and revive fallen units are strongly recommended. You
will not have any time to heal in between bouts, so it is imperative
that you have a support unit who can do just that. Also pay
attention to the law. You do not have to follow it, but just keep
in mind that ending the turn next to any other unit is forbidden.
The first bout pits you against Wild Kupoon, a team of entirely
Chocobo Knights. One of them is unmounted, so feel free to ignore
him until you've eliminated the others. Out of all of them, the Red
Rider is the most dangerous. He can use Choco Meteor, which deals
heavy damage to a group of units. At the start of the battle, focus
all of your attacks on the Red Rider.
With the Red Rider gone, I would recommend that you aim for the
White Rider, who can cast Choco Recharge, which restores MP, and
Choco Barrier, which puts up a Protect and Shell barrier. The Brown
Rider can use Choco Guard, which grants Regen status and increases
defense and resilience, while the Green Rider can use Choco Esuna to
cleanse his allies. Lastly, the Black Rider can cast Choco Flame to
deal fire damage.
All of the enemies, except for the unmounted leader, are weak to
water, lightning, and holy-based attacks. If you take advantage of
their weaknesses, the battle will go by much more quickly. A good
idea would be to eliminate every rider until only the unmounted
Chocobo Knight remains. Before you take him down, use the time to
heal and restore your units back to full health. When you are ready
to proceed into the next bout, strike him down.
Forbidden:
- Grouping
Enemies:
- Green Mage x1
- Fencer x1
- White Mage x1
- Sniper x1
- Elementalist x1
- Spellblade x1
Violene is a group consisting entirely of Viera. At the start of the
battle, go straight for the White Mage. Defeating her will prevent
the enemy clan from healing themselves. The rest of the battle is up
to you, but I would personally prioritize the Sniper, who can use
Death Sickle to induce Doom status, along with Doubleshot, which can
really rack up damage.
The Spellblade is an issue, as she can use Sleep Blade, Slow Blade,
and Confusion Blade, which all have a chance to inflict their
respective status ailment. The Elementalist can cast Fire Whip,
which has a chance to inflict Disable, Boulder Crush, which has a
chance of inflicting Immobilize, and Sliprain, which may induce Slow
status. Consider casting Silence to prevent them from using their
abilities.
As for the Green Mage, keep in mind that she can cast Sleep. Again,
cast Silence if you can to prevent her from using any of her spells.
She can also use attack with Swallowtail and Nighthawk to dish out
damage. Lastly, the Fencer, with her high attack stats, can be a
threat to your weaker units. Her Swarmstrike ability may induce
Poison status.
This battle is not particularly challenging if you use debuffs to
your advantage. The enemy spellcasters can easily be disabled by
casting Silence on them. If you take out the White Mage early on,
Violene will lose their ability to heal themselves. Finish off this
clan to move into the third and final bout.
Forbidden:
- Grouping
Enemies:
- Fencer x1
- Spellblade x1
- Hunter x1
- Raptor x1
You are only up against four of Prima Donna's members, but they all
pack quite a punch, so don't take this as any easy fight. Valentyne,
the Spellblade is capable of attacking with Poison Blade and Stun
Blade, which can Poison and Immobilize, respectively. Additionally,
you will want to be careful of Death Sickle, which inflicts Doom
status. As for Aluette the Fencer, eliminate her early in the battle
to prevent the Prima Donna clan from healing. Aluette can use Earth
Heal to replenish HP.
The Hunter has a few Geomancy abilities that can only be used based
upon conditions. Shining Flare can only be used in sunlight and
Venom Squall can only be used in the rain. Her other two abilities
cannot be used since there is not grass or earth tiles on this tiny
battlefield. Keep in mind that Venom Squall can inflict Poison.
Finally, the arrogant Prima Donna leader, Mayhew, boasts a variety
of Raptor techniques. Soul Crush deals damage to both HP and MP, and
Shield Bash may inflict Disable. Cyclone deals wind damage to a group
of units. And that pretty much wraps it up for Prima Donna. Fight as
you have been fighting, and the Goug Cup will be yours! You'll
receive an Ewer of Darkness in addition.
A3-03 Wanted: The Mirage Bunny ~
=----------------------------=
- WANTED! -
Wanted: The Mirage Bunny, for 1,268 counts of footpadery and 4,232
counts of eating and running.
Small in size, adorable in aspect, and quick to flee the scene of
the crime.
~ Jylland Defenders of the Peace
Rank: 19
Fee: 300 Gil
Days: 20 Days
Type: Headhunt (Dispatch)
Location: The Galerria Deep
Appears: After completion of Mission A2-16: Wanted: Big Eyes;
After completion of Mission B2-16: Pearls in the Deep;
After reading 'Trouble in Jylland' notice
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 11
- Adaptability: 11
Recommended for Dispatch: N/A
Reward: 5710 Gil, Pagoda Wood x5
Forbidden:
- Instruments and Books
Enemies:
- Headless (spawns)
- Yellow Jelly (spawns)
- Red Marshmallow (spawns)
- Thunder Drake (spawns)
- Fire Drake (spawns)
- Mirage Bunny (Hoppy Bunny) x1
The Mirage Bunny is defended by a whole pack of monsters. Needless
to say, taking down this cute little bunny may prove to be more
difficult than originally thought.
There's no point in trying to kill all of the other monsters because
they will constantly respawn. Heed no attention to the Headless
monster because its speed is too slow to be any real threat. It'll
often use Brute Strength before attacking to power up. It is strong
but if you maintain your distance, the Headless shouldn't be an
issue.
The Yellow Jelly is capable of using Acid to inflict a random
debuff. Its weak to water-based attacks. The Red Marshmallow
frequently uses Unction before it casts Fire to boost its damage.
However, it should also remain a low priority because it isn't
remarkably powerful.
Be wary of the Thunder Drake, which can use Shockbolt to inflict
Confuse and Addle. The Fire Drake, on the other hand, can use
Mesmerize to inflict Charm and lower speed. Unfortunately, both
drakes have very high HP, so it may be better to simply Disable them
as opposed to fighting them.
The Mirage Bunny is not tough to kill, though it is capable of using
Illude to inflict Charm status. Notice its R-Ability, Critical:
Vanish. If you activate its R-Ability, it will go Invisible on you.
Invisible renders the Mirage Bunny impossible to target directly
until it acts and appears again.
A3-06 Wanted: Florah ~
=------------------=
- WANTED! -
Wanted: Florah, for various injuries inflicted on loggers, and for
escaping incarceration.
A young girl, Florah exhibits a strange talent for controlling
vegetative life.
~ Jylland Defenders of the Peace
Rank: 21
Fee: 400 Gil
Days: 20 Days
Type: Headhunt (Dispatch)
Location: Baptiste Hill
Appears: After completion of Mission A3-03: Wanted: The Mirage Bunny;
After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 13
- Adaptability: 13
Recommended for Dispatch: N/A
Reward: 4010 Gil, Rabbit Tail x4, Screamroot x1
Forbidden:
- >50 Damage
Enemies:
- Malboro x2
- Great Malboro x1
- Deadly Nightshade x1
- Florah (Geomancer) x1
Florah has a bunch of Malboros on her side, so status ailments will
prove to be an issue here. Send in units with resistances to debuffs
to best tackle this mission.
On her side are two Malboros, both capable of using Bad Breath,
which induces Blind, Silence, and Poison status, Eerie Sound Wave,
which neutralizes buffs, and Goo, which Immobilizes and lowers
speed. They both have Immunity, granting them resistance to certain
debuffs as well. The Great Malboro, on the other hand, can use
Malboro Song to raise the attack and cast Regen on units in a small
area, along with Putrid Breath, which inflicts Toad, Doom, and
Confuse status. Between all the Malboros, go straight for the Great
Malboro first because the prospect of getting Doomed or turned into
a frog is far more hindering than the status ailments of Bad Breath.
The Deadly Nightshade in this mission is a non-factor. Tomato Tackle,
which lowers speed, and Tomato Ketchup, which inflicts Berserk, may
pose a problem. Otherwise though, it isn't much of a threat at all.
As for Florah herself, she has abilities that are determined by the
weather and terrain. Depending on the weather, she can use one of
two abilities. Shining Flare only works in the sun - it deals fire
damage to a small area. Venom Squall conversely works only when it's
raining. This ability is more of a nuisance because it can inflict
Poison. Her last two abilities are Nature's Embrace, which deals
moderate damage, and Life's Embrace, which deals damage and has a
chance of Immobilize status. These two can only be used on natural
terrain, which clearly applies to the entire battlefield.
Your primary objective is Florah. When she is taken down, the
mission will end.
A3-08 Death March, II ~
=-------------------=
- The Game Is On! -
Wanted: Participants for the greatest game in Ivalice! This time,
it's the second Death March. To the victor go the spoils.
- Rules of the Game -
* Uphold the law
~ Bronkise Gamer's Guild
Rank: 28
Fee: 400 Gil
Days: 20 Days
Type: Uphold the Law (Dispatch)
Location: Graszton
Appears: After completion of Mission B3-01: Death March;
After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 15
- Adaptability: 15
Recommended for Dispatch: Sage, Scholar
Reward: 2770 Gil, Lightwing Crystal x1
Forbidden:
- Not Moving 1 Tile
Enemies:
- Juggler x1
- Fusilier x1
- Soldier x1
- Trickster x1
- Elementalist x1
- Parivir x1
This battle is frustrating because of that ridiculous law. Ranged
units are a necessity here even though the battlefield is small. The
enemy clan is not affected by the law, so they are free to roam as
they please.
Target the Juggler first. His abilities include Dagger Toss, which
damages with a chance of inflicting Disable, Weapon Toss, and Gil
Toss. He can also use Smile Toss to put Quicken status on an ally.
Once he is out of the way, the battle should go by much more easily.
All the while, inflict Silence on the Elementalist, for she can cast
Fire Whip, which has a chance of inflicting Disable, Shining Air,
which can Blind, and Sliprain, which can inflict Slow. Her attack is
pathetic, so she won't be an issue if you prevent her from casting
her Elemental Magick.
The Fusilier is capable of using Blindshot and Silenceshot. His
Concentration P-Ability ups the accuracy. He's not a significant
threat, but the debuffs can be quite annoying. As for the Trickster,
be wary of his various abilities that can induce status ailments.
Suggestion turns the target into a frog and Hypochondria inflicts
Poison. Traumatize actually deals more damage to units afflicted
with debuffs. Needless to say, the Trickster should be a high
priority. His defense is not very high, so attack him with physical
strikes.
The Soldier is capable of using Rend Power, Rend Magick, and Rend MP
to damage attack, magick power, and MP, respectively. He is otherwise
not a significant threat, but his HP can make him tough to take
down. For that reason, debuff him so that he cannot use his Soldier
techniques. As long as his "Rend" abilities are disabled, he will
cease to be a threat. Lastly, the Parivir is the primary damage
dealer on the enemy team. His attack is very high, and he can use
Wind Slash, a ranged wind-based attack, Hoarfrost Blade, which has a
chance of inflicting Slow, and Iai Blow, which has a very low chance
of inflicting an instant kill.
The restriction of the law can make this battle tough. Do your best
to use debuffs to your advantage. By Disabling a few of the units,
you can avert your focus to others. Also, do not allow any of the
enemy units to gang up on your characters. If they manage to back
you into a wall, they may prevent you from moving. Since the law
requires that you always MOVE one tile, the mission will be failed
if the unit can't move because enemies are in the way.
A3-10 Wanted: Tonberrion ~
=----------------------=
- WANTED! -
Wanted: Tonberrion, for possession of a deadly weapon (carving knife)
and rampant hatred.
Must be dealt with in four rounds of battle if further losses are to
be avoided.
~ Jylland Defenders of the Peace
Rank: 23
Fee: 400 Gil
Days: 20 Days
Type: Headhunt (Dispatch)
Location: Tramdine Fens
Appears: After completion of Mission A3-06: Wanted: Florah;
After completion of Mission C3-06: Grounded!; After reading
'Our Hate' notice
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 15
- Adaptability: 15
Recommended for Dispatch: N/A
Reward: 3190 Gil, Low Arcana x5
Forbidden:
- Copycat
Enemies:
- Tonberry x3
- Tonberry King x1
You have four rounds to finish off these knife-wielding monsters.
Units with high move stats are recommended here.
Tonberrion are deadly creatures. Their Knife ability brings HP down
to 10% and Butcher's Knife reduces HP to 1. Karma is a deadly attack
that deals damage determined by how many units the target has killed
(has the potential to deal 999 HP damage at 100% accuracy). These
Tonberrion often use Stalk to follow a specific target. Keep the
stalked unit safe to prevent the Tonberrion from reaching him or
her.
These monsters have very low move stats, so you can outpace them to
stay out of the range of their Knife and Butcher's Knife abilities.
If you brought in ranged units, you can maintain your distance to
stay safe. Keep in mind that each of the regular Tonberrion has
Critical: Quicken set as an R-Ability, so make an effort not to put
any of them in critical HP.
Four rounds should be more than enough time to eliminate the four
monsters here. Remember, the Tonberrion take half damage from all
elements (except for the King Tonberry in this case because it is
equipped with a Reaper's Robe, which absorbs dark). Therefore,
neutral attacks are recommended.
A3-14 Wanted: Gaitsnipe ~
=---------------------=
- WANTED! -
Wanted: Gaitsnipe, for poaching offenses, and the assassination of
notable personages.
These cold-blooded killers are highly skilled in the use of ranged-
weaponry.
~ Jylland Defenders of the Peace
Rank: 24
Fee: 400 Gil
Days: 20 Days
Type: Headhunt (Dispatch)
Location: Baptiste Hill
Appears: After completion of Mission A3-10: Wanted: Tonberrion;
After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 18
- Adaptability: 18
Recommended for Dispatch: N/A
Reward: 5410 Gil, Malboro Wine x2
Forbidden:
- Ranged Weapons
Enemies:
- Archer x1
- Gunner x1
- Hunter x1
- Sniper x1
- Flintlock x1
- Cannoneer x1
The Gaitsnipe clan is a group of ranged units. The law forbids you
from using ranged weapons, so you're at an immediate disadvantage
already! Since you're dealing with enemies that can hit from afar,
units with good move stats are recommended here to close the
distance between you and the enemy. Also, abilities that can target
enemies at a distance are allowed here as long as they don't require
the use of any ranged weapons.
Focus first on the Sniper. Her Death Sickle ability can inflict Doom
status, and Doubleshot deals double the damage of a regular attack.
Beso Toxico has a chance of inflicting Poison. Next, consider
targeting the Hunter, who can use Vitals Shot to inflict a random
debuff, in addition to Rend Power and Rend Magick. Like the Sniper,
his weapon attack stat is fairly high, so take him down before he
can fire off too many arrows.
The Gunner is capable of inflicting Confuse, Blind, and Silence
status with his various Gunmanship techniques. In addition, he can
use Moogle Attack, a Moogle Knight ability. The Gunner's range is
huge, but he isn't very fast, with a low move stat as well. You can
easily back him into a corner and finish him off that way. Take
caution around the Archer as well, who can use Leg Shot to inflict
Immobilize status and Arm Shot to inflict Disable status.
Both the Flintlock and Cannoneer aren't huge threats in this battle.
The Flintlock is required to Prime his cannon before he can attack.
He can heal his teammates with Cure Cannon and put Protect status on
his allies through Protect Cannon. The Cannoneer, on the other hand,
can dish out a lot of damage if you allow him to use Foresight, which
increases the number of volleys in his next attack, and Buckshot,
which makes it so that his next attack hits an area. Mortar is a
powerful attack, but it prevents the Cannoneer from moving the next
turn. I recommend that you leave these two units for last. If
possible, put a restrictive debuff (Disable, Stop, Sleep, etc.) on
them to prevent them from causing any trouble.
A3-15 Something's Dropped! ~
=------------------------=
One of the mooglewalkers we used for transporting goods has
overturned! It was full of valuable gemstones, kupo! If someone makes
off with the load, we're finished for sure! Bankruptcy, kupo!!!
Retrieve the load as soon as you can! Save our house, kupo!
~ Moogle Porters
Rank: 27
Fee: 400 Gil
Days: 20 Days
Type: Item Recovery (Dispatch)
Location: Nazan Mines
Appears: After completion of Mission C3-11: Rumors Abound; After
reading 'The Kthili Surveyors' notice
Req. Items: N/A
Req. Talents: - Negotiation : 18
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 4820 Gil, Tanned Beast Hide x3
Forbidden:
- Reaction Abilities
Enemies:
- Beastmaster (spawns)
- Thief (spawns)
- Yellow Jelly (spawns)
You must recover all of the gemstones in order to complete the
mission. Your enemies consist of a Hume and Moogle Thief, along with
a Beastmaster and two Yellow Jellies. More will spawn as the battle
carries on, so speed is of the essence here.
Both the Hume Thief and the Beastmaster will be no threat in this
mission. The Thief can use a number of steal commands, but unless
you're looking to unleash a Scion (he has Steal Limelight), there's
no need to bother with him. The Beastmaster can't really do anything
in this mission since there's no monsters to take control of. Ignore
him.
The Moogle Thief is capable of using Juggler techniques. Molotov
Cocktail inflicts fire damage with a chance of inducing Berserk.
Dagger Toss can inflict Disable status. If there's any enemy to kill
first, this Thief is it. It's best to take him down quickly so that
he cannot go around and Disable/Berserk all of your units. Be sure
to remove any status ailments that emerge.
Lastly, the two Yellow Jellies can use Acid, which inflicts a random
debuff, and cast Thundara. Protection against lightning can
effectively negate their attack. Acid can prove to be annoying, but
most of the debuffs that it can potentially inflict are easily be
remedied by Esuna or Refresh.
It's up to you whether or not to attack the enemies. The objective is
only to collect the gemstones. Either way, it's strongly recommended
that you eliminate the Moogle Thief early on. Finish the mission
with haste, for more enemies of the Kthili Surveyors clan will
appear as the battle carries on. These new spawns may or may not
retain the same abilities as the starting enemies. It should also be
noted that there are usually traps set near these gemstones. Step
with caution.
A4-02 Wanted: Icicle Ark ~
=----------------------=
- WANTED! -
Wanted: Icicle Ark, for encasing both a manor and its lord in solid
ice.
These masters of ice manipulation are currently confined to the
Kthili Sands area.
~ Jylland Defenders of the Peace
Rank: 26
Fee: 400 Gil
Days: 20 Days
Type: Headhunt (Dispatch)
Location: Kthili Sands
Appears: After completion of Mission A3-14: Wanted: Gaitsnipe; After
reading 'House on Ice' notice
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 20
- Adaptability: 20
Recommended for Dispatch: N/A
Reward: 3150 Gil, Cockatrice Skin x2, Mysidia Alloy x5
Forbidden:
- Fire
Enemies:
- Gladiator x1
- Scholar x1
- Parivir x1
- Illusionist x1
- Summoner x1
- Black Mage x1
It's just typical that a battle against a clan specializing in ice
has fire forbidden. Anyway, your objective is to defeat this clan of
odd ice-based clan. Try to bring in units that are resistant to ice-
based attacks.
Needless to say, all of the units here specialize in ice-based
attacks. The Gladiator is capable of using Blizzard Tackle and Ice
Breath, and the Black Mage is able to cast Blizzard and Blizzara.
The Parivir, in addition to Hoarfrost Blade, which can Slow the
target (and deals ice damage, surprise surprise), can attack with
Wind Slash, a ranged attack. He can also use Water Veil to inflict
Silence status and Unspell, which dispels the target.
The Scholar is a real pain, with his Rime Bolt Tome ability. This
spell inflicts ice damage on every unit on the screen. He can also
cast Water and Aero, which deal water-based damage and wind-based
damage, in that order. The Summoner can cast Shiva, along with
Elementalist abilities Shining Air, which deals wind damage and
Blinds, and Sliprain, which deals water damage and Slows. Her Blood
Price ability allows her to cast magick using her HP as MP. Lastly,
the Illusionist can cast Freezeblink and Deluge. Both deal damage to
every unit on your team. He also has Blood Price set as a P-Ability,
meaning he doesn't need to wait in order to cast magick spells.
Because there are so many spellcasters on the enemy team, try to
Silence as many of them as you can to prevent them from casting
spells. I would suggest that you go after the weakest units first.
That would be the Black Mage and the Illusionist. Once they are down
for the count, begin to focus on the other units. Prioritize the
Parivir, whose Hoarfrost Blade can deal considerable damage. The
Summoner should also be eliminated quickly. The rest of the mission
is up to you, since none of the other units really are that
threatening. Defeat all enemies to finish the mission.
A4-11 Red King of Cinquleur ~
=-------------------------=
We of Cinquleur seek battle with the strongest of warriors! Defeat
me if you can, and you shall be rewarded!
~ Red King Ruuj of Cinquleur
Rank: 44
Fee: 500 Gil
Days: 20 Days
Type: Defeat Mark
Location: Baptiste Hill
Appears: After completion of Mission A1-16: You Say Tomato
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 6
- Adaptability: 6
Recommended for Dispatch: N/A
Reward: 8110 Gil, Chocobo Skin x1, Coeurl Pelt x1, (Sequencer)
Forbidden:
- Fire, Ice, Lightning
Enemies:
- Ruuj (Red Mage) x1
Even though Ruuj is stacked 1:6, this fight can still prove to be
quite difficult. When this mission first appears, the level gap
between your party and Ruuj (level 44) will render many of your
attacks useless. Fight commands may do as little as 2 HP damage!
Be sure to have a unit with an Item command or ability to heal
status ailments available. A White Mage is strongly recommended.
At the very start, Ruuj will likely approach your party and cast a
spell right off the bat. She likes to use Silence the most, so your
spellcasters will suffer. Ruuj can also use a variety of Elemental
Magick: Fire Whip deals fire damage with a chance of inflicting
Disable, Boulder Crush deals earth damage with a chance of
inflicting Immobilize, and Sliprain deals water damage with a chance
of inflicting Slow. All of these debuffs can be annoying because
Ruuj can easily prevent many of your units from even getting close
to her. Her Doublecast allows her to use two spells in one turn,
making her even more formidable. Use restorative items to return
your affected units to normal health. Esuna and other similar
abilities work as well. Be sure to heal when your units are in
critical health!
Because she's equipped with a Ribbon, you won't be able to weaken
her through debuffs. Bring your strongest units up and surround her.
Just trade blows until you've depleted her HP. Certain abilities
work wonders in this battle, especially early in the game when they
are readily available. If you're having trouble, Gil Toss (Juggler
ability; learned through Jackknife) and Air Render (White Monk
ability; learned through Kaiser Knuckles) are both effective
abilities that can deal a good amount of damage.
A4-12 Wanted: Tutor! ~
=------------------=
I seek a talented home tutor for my son, for seven days during the
summer holidays. The successful applicant will have a good attitude,
and be willing to live in our home for the duration.
~ Marianne, House Havemille Head Maid
Rank: 16
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Moorabella
Appears: After completion of Mission C3-11: Rumors Abound; Goldsun
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 0
- Teamwork : 0
- Adaptability: 13
Recommended for Dispatch: N/A
Reward: 2520 Gil, Mysidia Alloy x3, White Thread x2
Upon reaching Moorabella, you'll be asked to dispatch a single unit
for the job. Naturally, a Scholar would be best for the job. The
selected unit will be gone for seven days.
A4-15 Blue King of Cinquleur ~
=--------------------------=
We of Cinquleur seek battle with the strongest of warriors! Defeat
me if you can, and you shall be rewarded!
~ Blue King Bliu of Cinquleur
Rank: 55
Fee: 500 Gil
Days: 20 Days
Type: Defeat Mark
Location: The Bisga Greenlands
Appears: After completion of Mission A4-11: Red King of Cinquleur;
After completion of Mission B2-01: Wanted: Ugohr
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 7
- Adaptability: 7
Recommended for Dispatch: N/A
Reward: 7810 Gil, Platinum x2, Lamia Scale x2, Divariwood x1,
(Peytral)
Forbidden:
- Using MP
Enemies:
- Bliu (Blue Mage) x1
Although this mission shows up fairly early in the game, I do not
suggest you attempt it until you actually have confidence in your
party's ability. Bliu, at level 55, can be tough even with a full
team available at your disposal. Combine that with the fact that
using MP is forbidden and you have a very difficult fight on your
hands. Of course, you can always ignore the law.
The entire battlefield has traps scattered throughout. In a mission
where you'll need all the HP you can maintain, it's strongly
suggested that you use Libra to reveal them.
You need strong non-magick units for this fight. The battlefield
allows you to spread out your units. Take advantage of this and
split your party into three groups of two. Bliu has a lot of HP, and
his defense isn't shabby, so make sure your units are physically
powerful enough to scratch him. Bliu has a very strong Blue Magick
spell called Quake, which deals heavy earth damage to units in an
area. Do your best to avoid grouping your units together to avoid
taking excessive damage. His other Blue Magick spell, Expose
Weakness, lowers defense and resistance. He will often use this
debuff first before going on the offensive.
Bliu also has the Seer ability, Magick Frenzy. This devastating
attack dishes out both magick and physical damage and is all in all
a huge pain. Be wary of his Counter R-Ability, which can have
significant consequences considering the fact that he is dual
wielding two Light Sabers.
The bottom line is: do not attempt this mission until your units are
at a level where they can hold their own against a level 55 Blue
Mage. The prerequisite should be that they could at least survive
ONE Magick Frenzy attack. Honestly though, this fight isn't tough
when you're closer to Bliu's level.
If you're intent on beating the Blue King early on, I find that the
Ninja's Throw command is very useful. Toss a Zweihander at Bliu for
a good 50+ HP damage. With a team of Ninjas, you can easily
overpower him by simply throwing weapons.
A4-16 Wanted: Woodworker ~
=----------------------=
My roof's about to collapse under the weight of all this snow. If I
don't shore it up soon, that'll be the end of the whole thing! But
the job is bigger than I can manage on my own, so I'm gonna need a
second pair of hands to finish it up. I figure she'll take about
five days to get squared away.
~ Bique, Retired Woodworker
Rank: 16
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Moorabella
Appears: After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 0
- Teamwork : 0
- Adaptability: 13
Recommended for Dispatch: N/A
Reward: 2520 Gil, Rose Branch x4, Quality Hide x3
Head to the designated location. The criteria calls for anyone
capable of wielding hammers. This includes Green Mages, Vikings, and
Chocobo Knights. Dispatch the right person for the job and wait five
days.
A5-03 Green King of Cinquleur ~
=---------------------------=
We of Cinquleur seek battle with the strongest of warriors! Defeat
me if you can, and you shall be rewarded!
~ Green King Verre of Cinquleur
Rank: 66
Fee: 500 Gil
Days: 20 Days
Type: Defeat Mark
Location: Zedlei Forest
Appears: After completion of Mission A4-15: Blue King of Cinquleur;
After completion of Mission B2-06: Wanted: Gilmunto
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 8
- Adaptability: 8
Recommended for Dispatch: N/A
Reward: 13090 Gil, Strange Liquid x2, Great Serpent's Fang x2
(Save the Queen)
Forbidden:
- Restoring HP
Enemies:
- Verre (Green Mage) x1
The third of the Five Kings is a tough one to take down. I do not
recommend you attempt to do this mission until at least past level
30 unless you're prepared for a beating. The six units you bring in
here should all be powerful with a wealth of abilities at their
disposal. Try to bring in units with resistances to status ailments
such as KO, Sleep, and Slow.
Verre is a Green Mage, but only has one actual Green Magick ability.
Tranq will up her accuracy to make her deadly Assassination
techniques that much more dangerous. She will constantly use Last
Breath to instantly kill her targets. Along with Last Breath, she
can use Nightmare, which inflicts Doom and sleep, and Ague, which
inflicts Slow. Out of all her abilities, Ague is the clearly the
most forgiving. If you don't have any equipment that blocks KO and
other status ailments, pray that she'll use Ague often.
There is really not much strategy involved in this battle. Verre is
not affected by most (if not all) status ailments, so there's no
point trying to Disable or Silence her. However, you can damage her
MP to hinder her ability to use Assassination techniques.
Don't bother trying to cast offensive magick on Verre. Her Mirror
Mail effectively reflects all magick back to the caster. The key to
this battle is to swarm her quickly and beat her down before she can
even fight back. For that reason, it's recommended that you wait
until your level is closer to Verre's before attempting to take her
down. Trust me, it will save a lot of frustration.
A5-07 Black King of Cinquleur ~
=---------------------------=
We of Cinquleur seek battle with the strongest of warriors! Defeat
me if you can, and you shall be rewarded!
~ Black King Nware of Cinquleur
Rank: 77
Fee: 500 Gil
Days: 20 Days
Type: Defeat Mark
Location: The Galerria Deep
Appears: After completion of Mission A5-03: Green King of Cinquleur;
After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 9
- Adaptability: 9
Recommended for Dispatch: N/A
Reward: 9820 Gil, Wind Sigil x3, (Crown Scepter)
Forbidden:
- Debuffs
Enemies:
- Nware (Black Mage) x1
In my opinion, the Black King is the easiest of them all. He's a
Black Mage, meaning he'll deal primarily elemental damage. By
equipping armor that is resistant to any one of these elements, you
can easily make things much easier for your own party. Send in units
that do not rely on fight commands only (Nware has Reflex). Ranged
units (that can actually deal damage) are good here because they can
outrange Nware's Black Magick.
Since Nware requires one turn to gain enough MP to begin using his
magick, you should take the opportunity to get closer. Nware is
capable of casting Firaga, Thundaga, and Blizzaga. In addition, he
can use the Animist ability, Toadsong, which inflicts Toad status.
That can easily be remedied through a Maiden's Kiss, so the primary
threat is his extremely powerful Black Magick. Cast Shell on your
party to reduce damage, but be prepared to heal and revive should
your units fall.
Avoid grouping your units together. Also, DO NOT attempt to surround
Nware. Since he absorbs fire, lightning, and ice, he can cast his
Black Magick on himself to heal. If you have units surrounding him,
all of them will be toasted/zapped/frozen. Patience is key here; you
don't want to fight recklessly. If viable, use MP-damaging attacks
to hinder his ability to use his spells.
Another great strategy to use here would be to take advantage of the
traps. However, this is only viable if you have the Libra clan
privilege. By revealing all of the traps, you can attempt to lure
Nware into the various traps. For some reason, he seems to be
completely oblivious to their location. If you manage to lure him
into one trap, that's over 200 HP damage right there. It's an
excellent, albeit cheap, way to hurt him.
Also, unlike the other Kings, the Black King is not resistant to all
debuffs. Although the law expressly forbids them, you can ignore it
without much consequence (unless you need to revive fallen units).
A5-11 White King of Cinquleur ~
=---------------------------=
We of Cinquleur seek battle with the strongest of warriors! Defeat
me if you can, and you shall be rewarded!
~ White King Blanch of Cinquleur
Rank: 88
Fee: 500 Gil
Days: 20 Days
Type: Defeat Mark
Location: The Rupie Mountains
Appears: After completion of Mission A5-07: Black King of Cinquleur;
After completion of Mission B2-16: Pearls in the Deep
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 11
- Adaptability: 11
Recommended for Dispatch: N/A
Reward: 13720 Gil, Clock Gear x8, (Cheer Staff)
Forbidden:
- Missing
Enemies:
- Blanch (White Mage) x1
Blanch is a White Mage, but don't let that fool you! He has a
variety of deadly Sagacity techniques. He is also level 88, meaning
if you're anywhere under level 40, you're bound to have serious
trouble with this heavy hitter. Bring in units with high HP for this
battle. A healer is strongly recommended.
Blanch is capable of healing himself constantly, which means this
battle can turn into a long drawn-out war of attrition, assuming he
doesn't just blast you away with Scathe first. In addition to
Scathe, which deals excessively heavy damage, he can cast Bio for
poison damage (with a chance of inflicting Poison) and Gigaflare, a
devastating spell that affects units in an area. Shell can
effectively negate some damage, but don't rely on it to save your
party.
Blanch has a very notable weakness in his P-Ability, Blood Price.
This ability allows him to substitute HP for MP, meaning he can cast
powerful spells nearly every turn. However, this is also his
weakness. Since Sagacity skills take a load of MP to cast, his HP
is going to go down pretty rapidly as a result. His MP Shield
transfers some damage to MP, but that's negligible when you consider
he only gains 10 MP a turn.
There are multiple ways to defeat this mission, but a good strategy
would be to inflict a debuff on Blanch. Though the law forbids
missing, you can take your chances by inflicting Doom or Stop on
him. In fact, he isn't even immune to Last Breath, so you can kill
him instantly if you get lucky! If the law isn't important to you,
then just chase him around attempting to debuff him as often as
possible. Once you get lucky with Stop, you can essentially hit him
with impunity. If you manage to land Doom on him, just sit back and</pre><pre id="faqspan-5">
wait. To expedite the process, cast Haste when he's Doomed. I don't
think there's any explanation needed should Last Breath hit him.
I don't usually mention traps, but note that the traps on this
battlefield are capable of inflicting Charm.
B1-03 Sun-ripened Mayhem [R] ~
=--------------------------=
My fields are overrun with cockatrices! I need someone to save my
tomatoes!
I can't offer much in the way of a reward, but I'm desperate - those
tomatoes are special!
Oh, and cockatrices spook real easy, so don't bring a whole bunch of
folk, or they'll just run off and hide.
~ Farmer Colt
Rank: 7
Fee: 200 Gil
Days: 20 Days
Type: Escort (Dispatch)
Location: Camoa
Appears: After completion of Mission B2-01: Wanted: Ugohr
Req. Items: N/A
Req. Talents: - Negotiation : 7
- Aptitude : 0
- Teamwork : 7
- Adaptability: 0
Recommended for Dispatch: Defender
Reward: 910 Gil, Tomato Stalk x2, Iron Carapace x3, Bitter Sap x4
Forbidden:
- Targeting All Units
Enemies:
- Cockatrice x4
Because the Cockatrices "scare easily," you can only bring in four
units. The key here is to protect the three Deadly Nightshades from
the Cockatrices. There are four scattered around the map, and they
are looking to make a meal of those tomatoes.
The Cockatrices are fairly slow, so you have time to move your units
into a position where they can better defend the Deadly Nightshades.
The best way to go about doing this would be to plug up the paths
leading to your side of the battlefield. Since the field is set up
as a hollowed out square, you can easily do this.
All of the Cockatrices can use Peck, which deals moderate damage.
A few of them are capable of using Scurry as well, which casts Haste.
This is a fairly easy battle, but be wary of your Deadly Nightshades.
The tomatoes will attempt to fight themselves and can easily get
themselves stuck in a sticky situation. Keep an eye on your Deadly
Nightshades while clearing the map of Cockatrices. The mission will
end when all are defeated.
B1-05 Beetle in a Haystack ~
=------------------------=
I was out walking my pet scarab beetle, Nero, and I lost him! I only
took my eyes off him for a second, but he managed to scamper off
somewhere. A friend of mine gave him to me before he moved away, and
Nero's all I have to remember him by now.
Please help me get him back! I polish him real good every day, so
his shell really shines. Just look for something shiny on the ground
and you should find him in no time!
~ Letty
Rank: 7
Fee: 200 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Camoa
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 4
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 440 Gil, Ball Moss x1, Wind Stone x3, Pointed Horn x1
Forbidden:
- Lightning
Enemies:
- Axebeak x2
- Wolf x2
Send in six units for this battle. Your objective is to find the
scarab beetle, which can be hidden in any one of the sparkling dots
on the ground. Unfortunately, most of the sparklings dots are on the
other side of the bridge, where a number of monsters are waiting for
you.
The monsters are not too tough to get through. The Axebeaks can use
Peck, which deals damage over an area. It's not a very powerful
attack, so don't worry about it too much.
To quickly get through this mission, try to cross the bridges before
the enemy monsters can block the path. Doing so will make the
mission go much easier. If the monsters form a bottleneck at the
bridge, then you'll have to remove the monster one way or another,
which can get pretty painstaking.
B1-06 Wayward Drake ~
=-----------------=
I awoke one morning to find my drake, Goud, missing without a trace.
I haven't the slightest notion where he might have gone.
Well, that's not entirely true. I've heard rumor that a drake was
recently sighted in the Aldanna Range. I need someone to venture
there and discover whether or not it is my dear Goud.
~ Mr. Grann
Rank: 15
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: The Aldanna Range
Appears: After completion of Mission B1-06: Beetle in a Haystack
After completion of Mission B2-06: Wanted: Gilmunto;
Req. Items: N/A
Req. Talents: - Negotiation : 8
- Aptitude : 0
- Teamwork : 0
- Adaptability: 8
Recommended for Dispatch: Arcanist
Reward: 1330 Gil, Pointed Horn x2, Dark Stone x5, Dragon Bone x2
Forbidden:
- Ice
Enemies:
- Thunder Drake x2
- Werewolf x1
- Goud (Fire Drake) x1
Send in six units for this fight. The enemy team consists of Goud
and his monster buddies. Take careful note of the objective - you
must weaken Goud to critical health and eliminate all other
monsters. DO NOT kill Goud or else you will fail the mission.
Goud is accompanied by a Werewolf with a few irritating abilities.
Roar removes buffs, En Garde puts the user in a counter status, and
Assault deals damage and inflicts Immobilize. Among the other
monsters, the Werewolf is the most dangerous, so eliminate it first.
The Thunder Drakes are only fitted with Thunder Breath, which deals
moderate damage. Be aware that the two can heal each other because
both absorb lightning-based attacks. Take advantage of their
weakness to water to quickly bring them down.
Goug's only ability is Dragon Force, which buffs attack and magick.
He will probably cast it on himself before going on the offensive.
Other than that, he's really nothing to worry about. His attack stat
is fairly high though, so keep your guard up. Bring him down to low
HP to finish the mission.
B1-07 The White of Its Eye ~
=------------------------=
My pet's gone and run away again. How many times does this make? I've
lost count! Her name's Chari, and I saved her from the other bloody
orbs that picked on her because she was a different color. You'd
think she'd be a little more grateful, but she just keeps running
away. Someone help me find her! She has a beautiful white... coat?
It should make her easy to tell apart.
~ Fes
Rank: 21
Fee: 400 Gil
Days: 20 Days
Type: Escort (Dispatch)
Location: The Rupie Mountains
Appears: After completion of Mission B1-06: Wayward Drake;
After completion of Mission B2-16: Pearls in the Deep
Req. Items: N/A
Req. Talents: - Negotiation : 11
- Aptitude : 0
- Teamwork : 11
- Adaptability: 0
Recommended for Dispatch: Defender
Reward: 4920 Gil, Crusite Alloy x3
Forbidden:
- Fire, Ice, Lightning
Enemies:
The objective here is to protect Chari, the white Bloody Orb. I
don't think it's very difficult to find her. Send in six units for
this battle and begin.
Immediately make your way towards Chari's position to fend off the
three Floating Eyes. Travel down the southern of the two bridges
because the upper bridge is blocked by a Floating Eye. Then, form a
protective barrier around Chari to defend her from the three
Floating Eyes. Defeating these monsters shouldn't be tough, though
you should watch out for their Gnaw attack, which can inflict Poison
status. Supersonic Wave can inflict Silence, so keep spellcasters
protected. To finish the mission, just eliminate the three Floating
Eyes.
B1-08 Flown the Coop ~
=------------------=
I was taking one of the cockatrices for a walk in the Menagerie
grounds when it flew into a frenzy and lashed out at me with its
beak. Before I knew what had happened, it had fluttered over the pen
fence and run away. This is the second time one of our monsters has
gotten away from me in recent days, and if Mr. Grann finds out, I
won't hear the end of it! I need someone to recover the cockatrice
before anyone notices it's missing. It answers to the name of Okta.
~ Keeper Lloyd, Grann's Menagerie
Rank: 25
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Fluorgis
Appears: After completion of Mission B2-07: The White of Its Eye;
After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 15
Recommended for Dispatch: Arcanist
Reward: 4500 Gil, Mind Ceffyl x6
Forbidden:
- Bladed Weapons
Enemies:
- Cockatrice x5
- Okta (Cockatrice) x1
Well, it's a whole party of fowls. Send in any units with access to
water-based attacks, the element that Cockatrices are weak against.
Your objective is to bring Okta to critical HP (read: do not kill!)
and kill off the remainder of the Cockatrice pack (how nice).
You can check which of the Cockatrices Okta is by looking at the
name. Every other Cockatrice is to be eliminated. All of these birds
are capable of using Peck, an attack that deals moderate damage.
Many of them are also capable of using Scurry to cast Haste on the
user, along with Wake-Up Call, which Quickens a target. To prevent
the Cockatrices from continually using Scurry, consider Addling
or Disabling them.
Overall, this should be an easy fight. Cockatrices have never been
very tough monsters to face; this battle is no different. Bring Okta
down to critical health and dispatch the other Cockatrices from the
battle to draw the mission to a close.
B1-09 Prepared with Love ~
=----------------------=
My husband's forgotten his lunch again! After all the work I put
into making it... I need someone to take it to him while it's still
fresh.
~ Chermie
Rank: 6
Fee: 200 Gil
Days: 20 Days
Type: Delivery
Location: Targ Wood / Camoa
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 4
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 350 Gil, Cruzle Brass x6, Coral Fragments x1, Water Stone x4
Head to Targ Wood first. You can find Chermie waiting at the pub in
Wood Village. Get the Chocobo Skin from her to deliver to her
husband in Camoa. Then, head to the other destination and deliver
the lunch to her husband, the soldier.
B1-10 Foodstuffs: Texture ~
=-----------------------=
Foodstuffs needed. You will be required to catch specific monsters
at a specific location. The details are as follows:
- Must have fluffy white fur.
- Enough to feed two.
- To be used as an appetizer, one per serving.
Too many is no good. Too few is also no good.
~ Poison Tasters Guild "The Iron Stomach"
Rank: 8
Fee: 200 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Targ Wood
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 4
- Aptitude : 0
- Teamwork : 0
- Adaptability: 4
Recommended for Dispatch: N/A
Reward: 620 Gil, Animal Bone x3, Chocobo Skin x1, Rat Pelt x2
Forbidden:
- Fire
Enemies:
- Dreamhare (spawns)
- Hoppy Bunny (spawns)
Select six units for this fight. This is an Iron Stomach mission,
meaning the objective is different from your typical engagement.
If you have no idea what you're doing, this battle can go on forever
because the monsters will keep spawning. Your objective is to take
down exactly TWO Dreamhares, no more and no less.
The other Hoppy Bunnies have no bearing on the mission itself. You
can kill as many of them as you want. They'll often get in the way,
so feel free to take them down at your leisure. All of the Hoppy
Bunnies have the ability to use Hip Attack, along with a few Green
Magick skills. A few of them may be able to use Go-Go Dance, which
casts Haste. The Dreamhares, on the other hand, can use War Dance,
which raises attack.
Before you begin, be sure to open the treasure chest by your
starting position. Then, work on hunting the Dreamhares. Once you
have killed two Dreamhares, speak to the Bishop to end the mission.
To do so, simply move a unit next to him and select the command. In
the battle itself, do not worry about protecting the Bishop because
he can't die. Also note that monsters will keep coming in as you
kill their brethren, so you have an unending supply of enemies.
B1-11 Foodstuffs: Aroma ~
=---------------------=
Foodstuffs needed. You will be required to catch specific monsters
at a specific location. The details are as follows:
- Green and uniquely aromatic.
- Enough to feed two.
- Boil down considerably, so two per serving.
Too many is no good. Too few is also no good.
~ Poison Tasters Guild "The Iron Stomach"
Rank: 19
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Zedlei Forest
Appears: After completion of Mission B1-10: Foodstuffs: Texture
After completion of Mission B2-06: Wanted: Gilmunto
Req. Items: N/A
Req. Talents: - Negotiation : 8
- Aptitude : 0
- Teamwork : 0
- Adaptability: 8
Recommended for Dispatch: N/A
Reward: 2800 Gil, Crusader Tonic x2, Waltwood x3, Kempas x2
Forbidden:
- Knockback
Enemies:
- Malboro (spawns)
- Deadly Nightshade (spawns)
- Alraune (spawns)
This mission plays out like the first Foodstuffs mission. Your
objective here to kill four Malboros. Bring in six units of your
choosing for the battle. Units with abilities to heal status and
status ailment resistance are recommended here.
You should notice that at the start, there are not enough Malboros
to satisfy the objective. In order to get more to spawn, you will
have to eliminate the Deadly Nightshades and Alraunes to make room
for more Malboros to spawn.
All of the monsters are capable of inflicting status ailments on
your party. The Alraunes can use Horn Venom to inflict Poison, in
addition to their other attacks, Horn Blow, which knocks back, and
Horn Shot, a ranged attack. Be wary of the Deadly Nightshades and
their Tomato Ketchup, which can Berserk a unit. Their other abilities
include Tomato Fang and Tomato Tackle. The latter ability also lowers
speed.
The Malboros boast their signature Bad Breath, a move that you want
to avoid as best you can. It affects an area in front of the Malboro
and can inflict Blind status, Poison status, and Silence status.
Needless to say, you will want to do your best to avoid this attack.
In the event that you are affected, be ready to cleanse the unit
with Esuna or similar abilities. Also watch out for Goo, which
inflicts Immobilize status and lowers speed.
Since you have to keep fighting off the other monsters to cause more
Malboros to appear, it's easy to lose track of exactly how many
Malboros you've killed. Remember, in order to successfully complete
the mission, you must take down exactly four Malboros, no less and
no more.
There are two treasures. Both are near the upper-right area of the
battlefield. Pick them up if you'd like. When you are finished with
the mission, talk to the Bishop.
B1-12 Foodstuffs: Appearance ~
=--------------------------=
Foodstuffs needed. You will be required to catch specific monsters
at a specific location. The details are as follows:
- Must be yellow and lustrous.
- Enough to feed nine.
- One is enough for three servings.
Too many is no good. Too few is also no good.
~ Poison Tasters Guild "The Iron Stomach"
Rank: 29
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: The Bisga Greenlands
Appears: After completion of Mission B1-11: Foodstuffs: Aroma;
After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 18
- Aptitude : 0
- Teamwork : 0
- Adaptability: 18
Recommended for Dispatch: N/A
Reward: 5920 Gil, Waterwyrd Crystal x1
Forbidden:
- Fire, Ice, Lightning
Enemies:
- Yellow Jelly (spawns)
- Red Marshmallows (spawns)
- Ice Flan (spawns)
It's just typical that a fight against nothing but flans has a law
that forbids their only weaknesses. Anyway, the description required
something yellow and lustrous, meaning the Yellow Jellies are your
targets here. You need to kill three Yellow Jellies to finish the
mission. Killing more than three will fail the mission, so make sure
you keep track.
You are also up against Red Marshmallows and Ice Flans as well. There
is no restriction on how many you choose to kill of these. You will
have to eliminate a few of them to force more Yellow Jellies to
spawn. The Red Marshmallows are capable of using Unction, which
inflicts Oil status, and Merge, which sacrifices the user to heal the
target back to full health. They can also cast Fira, which can be a
problem if they managed to get Oil status on your units.
The Ice Flans can use Merge as well, in addition to Acid, which
inflicts a random debuff. The Ice Flans can cast Blizzara. Lastly,
the Yellow Jellies (mission critical) can use Acid and Thundara.
Some of the enemy monsters have Magick Up or Geomancy set as their
P-Ability, so their spells will deal more damage to you. Deal with
this by casting Shell on your units. Reflect status works too, but
it's not recommended because the reflected magick will only heal the
original caster.
Once you've killed exactly three Yellow Jellies, speak to the Bishop
at the bottom of the map.
B1-14 Our Playground ~
=------------------=
Some old creeps moved in on our playground! The place with the cool
old well! Now my old woman's sayin' it's a good opportunity for me
to study and stuff. Can you believe it!? Someone drive those creeps
away!
~ Obuta, Camoa Kids Leader
Rank: 7
Fee: 200 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: Camoa
Appears: After completion of Mission A1-16: You Say Tomato; Rosefire
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 4
- Adaptability: 4
Recommended for Dispatch: N/A
Reward: 700 Gil, Insect Husk x2, Sanative Needle x6, Wind Stone x9
Forbidden:
- Ice
Enemies:
- Grenade x1
- Yellow Jelly x1
- Malboro x1
- Ranger x2
- Berserker x1
Bring in six units for this battle. You are up against a few tough
monsters here. The Yellow Jelly is capable of using Acid, which
inflicts a random status ailment. It is lightning-based, so it's
weak to Blizzard and other ice-based attacks. Unfortunately, the law
forbids anything relating to ice, so you won't be able to take
advantage of its weakness.
The Grenade is relatively unthreatening. It will use Flame Attack,
which deals moderate fire damage. Take caution around the Malboro
though - it can use Bad Breath, which inflicts Blind status, Silence
status, and Poison status on a target (usually not all at once
though). It is fairly slow, so try to eliminate it before it can get
too many turns in. Be prepared to cast Esuna should any of your
units get hit with Bad Breath.
Two of the Rangers can place Leech, which saps MP, and Silence Gas,
which inflict Silence status, traps. These are only really an issue
for your spellcasters. The Berserker leader is fitted with mostly
buffs and debuffs. Overall, he's really not much of a threat because
he rarely gets a chance to attack. You should focus first on the
Rangers before going for the Berserker.
You can tackle the enemies in any order. However, I'd recommend
eliminating the Malboro and Yellow Jelly first because of their
ability to inflict varying status ailments on your party. Then,
dispatch the Rangers before finally killing off the Berserker and
Grenade. Also, there are two treasures in the area: one at the
upper-left corner and the other at the lower-right corner.
B1-15 Mushroom Chef ~
=-----------------=
I am a mushroom chef by trade. Know any dish with fungi in it? I
cook it. So you can imagine why I'd want one of those fabled Baptiste
mushrooms. Careful, though, there are poisonous mushrooms growing
in the same place. I'm sure you'll be fine, of course. Just try them
when you're out there and you'll know the difference.
~ Sawah, Mushroom Chef
Rank: 11
Fee: 300 Gil
Days: 20 Days
Type: Item Recovery (Dispatch)
Location: Baptiste Hill
Appears: After completion of Mission A1-16: You Say Tomato
Req. Items: N/A
Req. Talents: - Negotiation : 6
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 980 Gil, Aged Linen Thread x3, Cottonflue x4, Coeurl Pelt x3
Forbidden:
- Back Attack
Enemies:
- Dreamhare x1
- Sprite x1
- Lamia x1
- Lilith x1
Send in six units for this battle - preferably units that have
resistance to Sleep, Charm, and Doom status. Back attacks are
forbidden in this mission, meaning under NO circumstances can you
attack an enemy from the rear.
You are up against a few monsters in this battle. Your objective is
to find the correct mushroom, but it's better to just eliminate all
of the enemies first. The monster that is closest to your starting
position is a Sprite, which you should work to quickly take down
before it can cast Meteorite.
Next, focus on the Lamia and Lilith. Leave the Dreamhare for last
because it won't do too much. Be prepared, though, for it can cast
Sleep. Out of the two remaining monsters, the Lilith is more
dangerous because it can use Kiss, which inflicts Charm and Doom
status, and Twister, which knocks off 50% of the target's HP. The
Lamia, on the other hand, can use Night. This ability can put all
units into a deep slumber. Neither of them are tough to kill though,
so focus your attacks on them and finish them off quickly.
There are two treasures on the battlefield you may want to gather
before tasting the mushrooms. Only one of the mushrooms will be the
correct one. Taste your way through until you find it.
B1-16 Showdown ~
=------------=
Clan [Clan Name],
I beg your assistance! No sooner had we succeeded in tracking down
Klesta's demesne than Bowen disappeared!
I fear he has gone to deal with the beast himself. We make haste to
intercept him before it is too late, but I would ask that you secure
for us some cloudy sap... it is a vital piece of our strategy for
dealing with our flighty foe once and for all.
~ Tweigel of House Bowen
Rank: 14
Fee: 400 Gil
Days: 20 Days
Type: Defeat Mark
Location: Targ Wood
Appears: After completion of Mission B2-03: Throw Down;
After completion of Mission C4-01: Veis, Assassin;
After completion of Mission B2-16: Pearls in the Deep
Req. Items: Cloudy Sap
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 11
- Adaptability: 11
Recommended for Dispatch: N/A
Reward: 3030 Gil, Cursed Coin x5, Skull x2, Vampyr Fang x2, (Demon
Feather)
Forbidden:
- Back Attack
Enemies:
- Klesta (Crushatrice) x1
This is the final fight against Klesta, so send in your strongest
units to join with Bowen. I really love the dialogue in this whole
scene.
Klesta has over 900 HP this time, so taking it down will take some
time. The first turn, it will mostly like use Fortify to raise
attack. Klesta boasts two powerful attacks, Devour, which damages
units in a wide area, and Piston Drop, which deals damage to
EVERYONE on-screen. Be prepared to heal whenever it uses Piston Drop
because it can hurt quite a bit. Casting Protect on your clan and
Clan Bowen can help to negate some of the damage.
Unlike the previous missions, you can't just sit back and let Bowen
do all the work. Have your physical units surround Klesta alongside
Bowen and let the blades fly. Klesta has Absorb Damage, but at this
point in the game, the HP it recovers is very minor. When you get it
down to about half HP, Klesta will attempt to flee as it always
does, but by using the Cloudy Sap, Klesta is forced back down.
The remainder of the mission is exactly the same. Throw your
most powerful attacks against Klesta. Eventually, it will fall. At
long last, the beast is defeated. Stay tuned after the battle for a
rather humorous scene (You, Tweigel! Your lips flap too loosely!).
B2-01 Wanted: Ugohr ~
=-----------------=
- WANTED! -
Wanted: Ugohr, a green-colored shelling, last spotted on Baptiste
Hill.
One reported case of injury arising from contact with said beast.
Payment to be made by injured party.
~ Jylland Defenders of the Peace
Rank: 8
Fee: 200 Gil
Days: ---
Type: Headhunt
Location: Baptiste Hill
Appears: After completion of Mission A1-16: You Say Tomato
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1650 Gil, Healing Water x4, Holy Stone x3, Moonwood x3
Forbidden:
- Restoring MP
Enemies:
- Wolf x2
- Cockatrice x2
- Ugohr (Great Tortoise) x1
Your objective here is the big green thing, Ugohr. Bring in six
units and deploy them. The monsters in this battle are fairly weak,
with the exception of the mark, of course. You can choose to ignore
the other monsters and go straight for Ugohr if you're in a rush.
Just bear in mind that Ugohr is the mission's objective.
The Cockatrices can use Peck, which deals moderate damage.
Otherwise, they are not very dangerous at all, and they will only
serve to get in the way. They also have Critical: Quicken as their
R-Ability, which automatically gifts the Cockatrice the very next
turn should it enter critical HP status. The Wolves can use Fang
and nothing else. Like the Cockatrices, they too are not very
threatening. Both the Cockatrices and Wolves are weak to water-based
attacks, so use those (if applicable) to dispatch them quickly.
Ugohr has got quite a few abilities at its disposal. Luckily for
you, it's very slow, so if you are quick, you should be able to
eliminate it before it can pose too much of a problem. Ugohr can
use Rain of Stone, which deals earth damage to an area, and Sonic
Spin, which damages surrounding units. Watch out especially for his
Headbutt ability for it can inflict Immobilize status on its target.
Ugohr's defense is quite high, and it's further augmented by his
Defense Up P-Ability, so it may take a few turns before it falls.
B2-03 Throw Down ~
=--------------=
Clan [Clan Name],
We are in pursuit of an infamous monster that promises to be quite a
handful... Would you aid us in driving this menace away?
~ Bowen of House Bowen
Rank: 14
Fee: 300 Gil
Days: 20 Days
Type: Defeat Mark (Dispatch)
Location: Baptiste Hill
Appears: After completion of Mission A1-16: You Say Tomato; After
reading 'House Bowen' notice
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 6
- Adaptability: 6
Recommended for Dispatch: N/A
Reward: 2870 Gil, Zingu Pearl Shell x3, Adamant Alloy x8, Green
Liquid x4
Forbidden:
- Harming the Weak
Enemies:
- Klesta (Crushatrice) x1
Ah, it's that Klesta again! You can only bring in three units for
this battle. Make sure that they are under Klesta's level because
the law forbids anyone from harming a unit that's a lower level than
them.
Don't worry about following House Bowen's orders - you can go
straight for Klesta. You will have to climb up the hill in order to
reach it. The big bird won't move, so you will have to do all of the
walking.
Klesta isn't easy to defeat, so let House Bowen take most of the
blows. The main guy, Bowen, can't die. Klesta is fitted with a huge
amount of HP - whittling it down will take a really long time.
Just keep at it until it depletes. Be wary of his Territorial
Marking, which deals moderate damage over an area. It's ranged, so
Klesta can attack you with impunity while he is perched on top of
the cliff. Devour is another strong ranged attack you should be wary
of as well.
Klesta's Absorb Damage R-Ability allows it to regain 10% in HP of
the amount of damage it takes. Even so, Klesta is not a very
formidable opponent. With House Bowen's help, you should have little
trouble.
B2-04 A Fatal Mistake ~
=-------------------=
A local watch hired us to set traps to help them deal with their
monster problem. Unfortunately, I set my traps in the wrong place.
If word of my mistake gets out, I'll be in serious trouble. That's
why I need someone to destroy the traps for me without causing a big
stir.
~ Esther, New Hire
Rank: 33
Fee: 500 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: The Galerria Deep
Appears: After completion of Mission B2-08: It's a Trap!;
After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 15
Recommended for Dispatch: Ranger
Reward: 4830 Gil, Kalos x4
Forbidden:
- Targeting All Units
Enemies:
- Baknamy x3
- Luchorpan x1
- Tonberry x1
This mission requires you to activate all of the traps within the
time limit of three rounds. There are many of them, so units with
high speed and movement stats are mandatory here. Use the Move Up
clan privilege if you have, and send in anyone with access to the
Green Magick spell Leap.
Unfortunately, you'll have to contend with the monsters as well. The
focus of the battle, however, should remain on stepping over all of
the traps. Yellow signifies Silence traps. Green signifies Leech
traps (MP damage). Cyan signifies Sten Needle traps (HP damage), and
Purple signify Love Potion traps. For the Charm traps, either use
units with immunity to Charm or just attack the affected unit to get
rid of the status.
At the start of the mission, begin disarming all of the traps near
your starting position. Let the enemies slowly make their way
towards your party. This way, by the time they reach your position,
they'd have cleared off of the traps on their side of the cavern.
Then, quickly rush past the monsters to the other side. None of the
monsters here are remarkably tough except for the Tonberry - it
should be avoided at all costs! Getting hit with Knife or Butcher's
Knife can be devastating (Knife reduces HP by 90%, Butcher's Knife
reduces HP to 1).
Disarm all the traps within the round limit to complete the mission.
If you have every one of your units contributing to the process,
then you should be able to finish well before the round limit is
met.
B2-05 A Simple Question ~
=---------------------=
What are the Judges, really? My beau - he's in an adjudged clan -
saw the ceremony of the pact when they were initiating him. They say
if you swear, you will never die. But isn't that strange? I mean,
it's unnatural. I don't trust it.
Someone please explain to me what this is all about!
~ Millemaila, Concerned for her beau
Rank: 10
Fee: 200 Gil
Days: 20 Days
Type: Investigation (Dispatch)
Location: The Aldanna Range
Appears: After completion of Mission B2-06: Wanted: Gilmunto
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 7
- Adaptability: 7
Recommended for Dispatch: N/A
Reward: 790 Gil, Kuraisle Boxwood x2
Head over to Lezaford's Cottage, and the old mage will give you the
'Concerning Judges' notice.
B2-06 Wanted: Gilmunto ~
=--------------------=
- WANTED! -
Wanted: Gilmunto, possibly a variant strain of nidhogg, known to
lurk in the foothills of the Aldanna Range.
Vicious and violent, should be considered dangerous in the extreme!
Those without faith in their sword arm, give this one wide berth.
~ Jylland Defenders of the Peace
Rank: 12
Fee: 300 Gil
Days: ---
Type: Headhunt
Location: The Aldanna Range
Appears: After completion of Mission B2-01: Wanted: Ugohr
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1330 Gil, Succulent Fruit x3, Storm Stone x5, Quality Pelt x2
Forbidden:
- Fire
Enemies:
- Worgen x2
- Yellow Jelly x1
- Thunder Drake x1
- Gilmunto (Asp) x1
Your team will come across Gilmunto and friends in the midst of a
bunch of mist! There are new monsters here, but none of them are
particularly challenging. Anyway, send in four more units in
addition to Luso and Adelle. Feel free to remove Adelle if you don't
like her.
The two Worgens are capable of using Fang and nothing else. Their
physical attack is fairly powerful, so keep your guard up. However,
don't prioritize them because they aren't as dangerous as the other
monsters here. The Yellow Drake, for one, can use Shockbolt, which
Confuses and Addles its target! Thunder Breath is also a strong
attack that deals damage to a "T"-shaped area in front of it.
The Yellow Jelly can cast Thunder, and it is also fitted with Absorb
Damage, which replenishes 10% of HP damage taken. Since a few of the
monsters here are lightning-based, it will act as a healer by casting
Thunder on its allies. For that reason, kill the Yellow Jelly as
early as possible.
Defeating Gilmunto is the objective, but he's pretty tough to
defeat. Try to eliminate the other enemies first before going for
him. All of the other monsters are weak to water, so use water-based
attacks if possible. As for Gilmunto himself, be wary of Lightning
and Thunder Breath. Both are very powerful lightning-based attacks.
Gilmunto can also use Dragon Force, which raises attack and magick.
He boasts a ton of HP, so you'll want to focus all of your attacks
on him. If you have holy-based attacks available, by all means, use
them!
Note that there's a treasure chest at the lower-left corner of the
battlefield.
B2-08 It's a Trap! ~
=----------------=
While traveling through the Aldanna Range I mistakenly dropped
several traps meant for sale. I'm afraid the shock of the drop has
likely released their safety mechanisms, making them quite dangerous!
Deactivating them would be hazardous at this point, so I just need
someone to destroy them. It's the only way to be sure.
~ Esther, New Hire
Rank: 23
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: The Aldanna Range
Appears: After completion of Mission B2-06: Wanted: Gilmunto
Req. Items: N/A
Req. Talents: - Negotiation : 8
- Aptitude : 0
- Teamwork : 0
- Adaptability: 8
Recommended for Dispatch: Ranger
Reward: 2730 Gil, Red Geeps x1, Wyrm Carapace x1, Zincatite x5
Forbidden:
- Targeting All Units
Enemies:
- Baknamy x3
- Luchorpan x1
Your objective here is pretty simple. Disarm all the traps by
stepping on them. As expected, some monsters have come to get in
your way. The opposition isn't tough, so feel free to bring in six
units of your choice.
The Baknamies are not to be worried about. They can use Goblin
Attack and nothing else. They're so weak that you could probably get
this mission done without even having to deal with them at all. On
the other hand, the Luchorpan is a bit tougher. It can use Mutilate,
which saps damage to replenish its own HP. Magick Hammer deals MP
damage.
Go around and get rid of the Luchorpan first of all. Then, you can
either choose to kill off the remaining Baknamies or start disarming
the traps right away. Assuming you are at an adequate level, the
Baknamies should pose no threat whatsoever. Disarm every single trap,
picking up the treasure in the middle as you go along, to draw the
mission to a close.
B2-09 Wanted: Lang Bros. ~
=----------------------=
- WANTED! -
Wanted: The Lang Brothers, for the injury of 28 members of the
Arbiters of Death, a clan to which they formerly belonged.
The eldest is a fierce warrior; the second, a skilled knife-fighter;
the third, a famed archer; and the youngest brother, a wielder of
magicks.
~ Jylland Defenders of the Peace
Rank: 15
Fee: 130 Gil
Days: 20 Days
Type: Headhunt (Dispatch)
Location: The Bisga Greenlands
Appears: After completion of Mission B2-06: Wanted: Gilmunto; After
reading 'Lang Means Trouble' notice
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 8
- Adaptability: 8
Recommended for Dispatch: N/A
Reward: 3380 Gil, Leestone x5, Silk Bloom x2, Fine Wool x2
Forbidden:
- Actions by Nu Mou
Enemies:
- Fighter x1
- Archer x1
- Thief x1
- Black Mage x1
The Lang Bros. is an eccentric group consisting of four units. None
of them are remarkably difficult to take down. Send in six units for
the fight and begin!
You should focus first on the Fighter. With his Air Render ability,
he poses the biggest threat to your party. His other abilities
include Rush and Wild Swing, an attack that deals damage to all
surrounding units. The Archer is annoying because he can Blind your
units with Blackout. His other attack, Take Aim, is a weak, high-
accuracy attack.
As for the Thief, you don't have to worry too much about him. The
only thing he will really do is walk around and steal your gil.
Either leave him for last or deal with him swiftly. Lastly, the
Black Mage is only capable of casting the three basic Black Magick
spells. He isn't powerful, but try to avoid grouping your units
together anyway to avoid taking extra damage.
All of the enemies can use the Soldier technique, Provoke, which
inflicts Berserk. And apart from that, there's not much else to say
about this group of brothers. Finish all of them off, and put them
in their place!
B2-10 Books of Magick ~
=-------------------=
I'm going to fail this year, I know it. I can't fail! Please, could
someone explain about grimoires to me in really simple terms?
After that, if they could tell me about the Four Great Spirits, and
the... (amended for length)
~ Parore, Akademy Student
Rank: 15
Fee: 300 Gil
Days: 20 Days
Type: Investigation (Dispatch)
Location: The Aldanna Range
Appears: After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 9
- Adaptability: 9
Recommended for Dispatch: N/A
Reward: 2370 Gil, Storm Sigil x2, Water Sigil x2
Make your way to Lezaford's Hut, where the archmage will write down
a detailed essay, "Concerning Grimoires." It's not a very interesting
read, but whatever!
B2-11 Now That's a Fire ~
=---------------------=
Zedlei Forest has been bombed!
Looking for a clan to rid our woods of an infestation of bombs!
With auction season upon us, who doesn't want a few more clan points
in the bank?
~ Society for Woodland Preservation
Rank: 14
Fee: 300 Gil
Days: ---
Type: Battle
Location: Zedlei Forest
Appears: After completion of Mission B2-06: Wanted: Gilmunto
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2870 Gil, Platinum x5, Agathis x3, Suspect Mushroom x1
Forbidden:
- Restoring MP
Enemies:
- Red Marshmallow x1
- Floating Eye x2
- Bomb x3
The party stumbles upon the Zedlei Forest absolutely teeming with
Bombs and other monsters. Consider sending in units with ice-based
abilities because the majority of monsters here are weak to that
element. Equipment with resistance to fire would be helpful as well.
Floating Eyes are the only neutral monsters on the field. Well,
that's actually a lie because they are weak to earth and holy-based
attacks. These monsters are capable of using Gnaw to inflict Poison
status. Their other ability, Death Dive, is a suicidal desperation
attack that kills the user and deals heavy damage to the target. The
Floating Eyes typically use this attack when they are low on HP. To
avoid getting hit by it, try to kill the Floating Eyes without
leaving them in critical health.
The Bombs and the Red Marshmallow work hand in hand. All of them are</pre><pre id="faqspan-6">
fire-based, so expect to be hit constantly by Fire and Flame Attack.
The Red Marshmallow has a skill called Unction which inflicts Oil
status. This can be dangerous, considering the fact that most of
the monsters here can hit you with fire-based attacks. For that
reason, focus first on the Red Marshmallow before it can use Unction
to coat your units with oil. Its defense is fairly high, so use
spells to deal more damage to it. Blizzard/Blizzara/Blizzaga works
very well against it.
When focusing on the Bombs, be wary of their Self-destruct ability,
which they use when they're in critical health. This ability deals
heavy damage to all units surrounding the Bomb. To lower the chances
of a Bomb using it, avoid putting it in critical health unless
you're sure you can kill it before its next turn comes. One of the
Bombs, however, has Critical: Quicken, which will automatically give
it the next turn if its health gets too low. Should this happen, you
can count on it to use Self-destruct the next turn. To avoid this,
either kill the Bomb without putting it in critical health status
with a powerful attack or fight it from a distance.
B2-14 Clan Mates [R] ~
=------------------=
Looking for a new clan member to round out your roster? Your search
is ended! The more the merrier, to be sure, but we go one further,
providing you with a companion chosen to suit your clan's needs.
Seek us out in Targ Wood.
~ Clan Mates Adventurer's Guild
Rank: 1
Fee: 100 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Targ Wood
Appears: After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: N/A
Head to Targ Wood to meet a Nu Mou who will ask you some questions.
Potential recruits are determined by the month. Your answers to his
questions will determine which job the prospective clan mate will be.
You can always choose to turn down any new recruits.
B2-15 For the Cause [R] ~
=---------------------=
Salutations from Carm Mercantile.
We would like to share with you our experiences protecting
endangered monsters. While monsters can be dangerous in their own
right, they can also be used for food and the making of medicines.
Please make a donation to help us prevent the overhunting of
monsters, and ensure a prosperous future for all.
~ "From Shipwrighting to Foodstuffs - We're
Carm Mercantile."
Rank: 5
Fee: 100 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Graszton
Appears: After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 7
- Adaptability: 7
Recommended for Dispatch: N/A
Reward: N/A
When you meet up with the Carm Merchantile, they'll ask you for a
donation. Choose to give 100 Gil, 1000 Gil, or nothing. It's your
choice.
B2-16 Pearls in the Deep ~
=----------------------=
Tis the season: zingu pearl season in the Galerria Deep!
All those who wish to go pearl hunting must register by accepting
this quest.
WARNING: Unregistered pearl hunters will be caught and tried as
poachers.
~ Galerria Jewelers
Rank: 17
Fee: 300 Gil
Days: ---
Type: Defeat Mark
Location: The Galerria Deep
Appears: After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 3490 Gil, Zingu Pearl x8
Forbidden:
- Actions by Nu Mou
Enemies:
- Antlion (spawns)
- Pit Beast (spawns)
- Flowsand Lord (Yowie) x1
Depending on your characters' levels, this battle may range from
excruciatingly difficult to only mild challenging. If your units are
at least level 25, I'd say you should be able to finish the mission
comfortably. You will want to bring a healer. Units capable of
casting Protect and buffing defenses are strongly recommended here
as well.
The Lord of the Flowsand is essentially a huge mouth in the ground.
It's situated at the very lowest point in the cavern, so you'll have
a lot of walking to do in order to reach it. In addition, you will
have to contend with a few Antlions and Pit Beasts that will
constantly spawn. The Antlions can use a variety of attacks,
including Bile, which lowers resilience, and Mucus, which inflicts
Slow. The Pit Beasts, on the other hand, can only use Sandstorm,
which damages an area and inflicts Blind.
The Flowsand Lord will prove to be hard to take down, primarily due
to his excessively high HP. His abilities include Gravity Flux, an
attack that hits all units on the screen for moderate damage. Out of
all his abilities, this one is the least dangerous. Stun Crush is an
attack that damages surrounding units and Immobilizes them. This can
put you in a bad spot because it'll Immobilize you while your units
are still surrounding it, giving it more chances to Stun Crush
repeatedly. Lastly, Draw In is a ranged attack that picks up a unit
and moves it next to the Flowsand Lord while dealing moderate
damage. This can be an issue for ranged units, but it can be avoided
by staying out of the attack's range. Note that the Flowsand Lord is
weak to wind-based attacks - take advantage of that.
There are numerous strategies you can use for this mission. First of
all, ignore the Antlions and Pit Beasts - instead, focus all of your
units on the Flowsand Lord. If possible, inflict Disable on or Stop
the other monsters to prevent them from causing too much trouble.
The first method would be to gather up all of your strongest
physical units and surround the Flowsand Lord with them. Then, move
any healers and buffers behind them, casting Protect and raising
defenses as they go. It would help if your physical units had
Counter as an R-Ability to deal extra damage. In this situation, the
Flowsand Lord will probably mostly make use of Stun Crush to damage
surrounding units. It's a fairly powerful attack, so make sure your
healers are doing their job.
Alternatively, you can send in a team of ranged units with ranges
OVER six tiles. The Flowsand Lord's Draw In ability has a maximum
range of six tiles. If you position your units in such a way as to
stay out of his range, you can fire at it with impunity, only having
to worry about Antlions and Pit Beasts. This is a viable strategy,
but it only works if your units have the adequate range.
B3-01 Death March ~
=---------------=
- The Game Is On! -
Wanted: Participants for the greatest game in Ivalice! This time,
it's the Death March. To the victor go the spoils.
- Rules of the Game -
* Uphold the law
~ Bronkise Gamer's Guild
Rank: 23
Fee: 400 Gil
Days: 20 Days
Type: Uphold the Law (Dispatch)
Location: Graszton
Appears: After completion of Mission E1-02: Bonga Bugle - Silversun;
After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 9
- Adaptability: 9
Recommended for Dispatch: Sage, Scholar
Reward: 2440 Gil, Dipraeu Bronze x3
Forbidden:
- Not Moving
Enemies:
- Soldier x1
- White Monk x1
- White Mage x1
- Black Mage x1
- Fencer x1
- Thief x1
There's something about these games that seem... kinda shady. Send
in a team of six units for this battle. You are up against a generic
clan of six units.
The White Monk is capable of using Roundhouse, which damages
surrounding units, and Air Render, which inflicts ranged damage. The
Soldier can use Rend Speed and Mug Gil, and the Thief can use Steal
Items and Steal Gil. The last physical unit, the Fencer, is a bit
more dangerous than the others with her Swarmstrike ability, which
has a chance of inflicting Poison. Featherblow deals light damage and
Piercing Blow deals damage two tiles out.
As for the spellcasters, be wary of the Black Mage, who can cast
the three basic Black Magick spells in addition to Blizzara. If you
Silence him, he'll be rendered useless. Lastly, the White Mage can
cast Cure and Esuna, which dispels some debuffs. Unless you can
effectively Silence both of them, it's best to focus on these mages
first.
Note that the law MUST be upheld in order to complete the mission.
Not moving is illegal, meaning you have to move at least one tile
every turn. It seems easy enough, but you may get stuck if the enemy
happens to surround one of your units. The battlefield is small, so
you will have to take cautious steps, making sure the enemy cannot
mob any of your characters. Try not to back any of your units up
against the edges or corners to avoid getting stuck.
B3-03 A Lady's Proposition ~
=------------------------=
I want to fight against a monster and know the thrill of battle for
myself. Father tells me to put such thoughts from my mind, but I
will have none of it. Will you fight alongside me? I wait in the
Rupie Mountains.
~ Syrenead Sie Hyskaris
Rank: 25
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: The Rupie Mountains
Appears: After completion of Mission B2-16: Pearls in the Deep
Req. Items: N/A
Req. Talents: - Negotiation : 11
- Aptitude : 0
- Teamwork : 0
- Adaptability: 11
Recommended for Dispatch: Defender, Arcanist
Reward: 4500 Gil, Zodiac Ore x8, Orichalcum x1
Forbidden:
- Harming the Weak
Enemies:
- Ivory Wyrm (Nagaraja) x1
Here, you are to defend Syrenead from getting herself hurt. The only
monster is an Ivory Wyrm, who is level 23-25. Note the law. If you
are under its level, you cannot attack the Ivory Wyrm without
breaking the law. Send in units accordingly and begin the battle.
You must protect Syrenead in order to finish the mission. The
Nagaraja has a lot of HP and it attack stat is very high, so you
will have to approach it cautiously. It can use Ice Orb and Ice
Breath, both ice-based attacks that don't have any debuffs attached
to them luckily. However, it can use the Wyrmcraft ability Sleet,
which inflicts Doom and Sleep. Equipment resistant to Doom would
help here.
The Nagaraja is weak to holy-based attacks, so take advantage of
that. Paladins are very effective here because they can both Cover
Syrenead and inflict holy damage through Holy Blade or Saint Cross.
Syrenead is actually helpful in this battle - she can cast Leap to
increase the movement of your units.
B3-04 On the Rampage ~
=------------------=
There's a monster on a nearby hill and, well, it's completely out of
control! They say it lost its children, and being a mother I can
understand how it must feel, but it's causing landslides right and
left... I'm sorry, but could someone deal with it?
~ Concerned Mother
Rank: 22
Fee: 400 Gil
Days: 20 Days
Type: Defeat Mark (Dispatch)
Location: Moorabella
Appears: After completion of Mission B2-15: For the Cause;
After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 9
- Adaptability: 9
Recommended for Dispatch: N/A
Reward: 2700 Gil, Fiend's Blood x4
Forbidden:
- >100 Damage
Enemies:
- Mamatrice x1
Out in the snowfields, you will encounter the Mamatrice. Perhaps the
"lost" child was actually Klesta? Whatever the case, the Mamatrice
is pretty angry. Send in six units for this battle and begin.
The Mamatrice is incapable of moving or changing her facing. Only
one of her attacks, Peck, actually requires a unit to be next to her
though. Devour (hits a huge area) and Territorial Marking (hits an
area) can both hit units at a distance. Both attacks deal heavy
damage, so be prepared to heal if necessary. Note that the Mamatrice
is weak to earth and wind-based attacks.
A great strategy to use here would be to have all of your units with
Counter set as a Reaction Ability stand next to the Mamatrice. Since
she can't move, those units will always counter whenever they are
damaged.
Unfortunately, the law is pretty restricting, considering the fact
that the Mamatrice has over 800 HP! It's up to you whether or not to
follow it. The battle will obviously go much more quickly if you
just break it. When you've reduced the bird's HP, she will fly away.
B3-06 A Lady's Persistence ~
=------------------------=
Father didn't believe I defeated a wyrm in my first battle. Perhaps
if I capture it and show it to him he will not find it so easy a
claim to dismiss. Will you assist me? I wait in the Rupie Mountains.
~ Syrenead Sie Hyskaris
Rank: 31
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: The Rupie Mountains
Appears: After completion of Mission B3-03: A Lady's Proposition;
After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 18
- Aptitude : 0
- Teamwork : 0
- Adaptability: 18
Recommended for Dispatch: Defender, Arcanist
Reward: 5740 Gil, Mind Ceffyl x2
Forbidden:
- Harming the Weak
Enemies:
- Ivory Wyrm (Nagaraja)
The Ivory Wyrm is in the range of level 32-34, meaning you need to
use units that are under or at its level to avoid breaking the law.
If that's not possible, then just go through with breaking the law -
the punishment isn't very severe. Since the map itself is very tough
to traverse, send in units with high jump and move stats. Grias work
well here because their movement ignores height. Any unit equipped
with Galmia Shoes or Faerie Shoes should too be sent in.
Syrenead must be protected in this battle, so make sure she is always
out of harm's way. Cast Protect and Shell on her. If possible, put
Reraise status on her as well. Paladins can use Cover to take the
damage for her. Her abilities are not too bad. She can help you out
significantly by casting Leap on your party, which improves movement.
Blind, unfortunately, won't be too useful here. Also, her
Regeneration R-Ability will help her stay alive.
As for the Ivory Wyrm itself, expect to be hit with Ice Orb and Ice
Breath, both ice-based attacks obviously. Ice Orb deals higher
damage, but it can't damage in a cone area like Ice Breath. The Ivory
Wyrm's most dangerous attack, however, is its Sleet ability, which
can Dooms and inflicts Sleep on the target.
The Ivory Wyrm is weak to holy-based attacks. It also takes half
damage from fire, ice, and lightning. Don't use dark-based attacks
because it will just absorb those. In order to successfully finish
the mission, you MUST put the Ivory Wyrm in critical HP status. If
you accidentally kill it, the mission will end in a failure.
B3-08 Unfamiliar Folk ~
=-------------------=
I saw some unfamiliar folk in the Ruins of Delgantua. It's just a
feeling, but I don't think they're from around here. I don't think
they're even from Jylland!
They looked like they were planning something... Maybe someone aught
inquire further.
~ Perna, Professor Archaeology
Rank: 24
Fee: 400 Gil
Days: 20 Days
Type: Investigation (Dispatch)
Location: The Ruins of Delgantua
Appears: After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 9
- Aptitude : 9
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2940 Gil, Four-leaf Clover x2, Platinum x3
Forbidden:
- Action by Humes
Enemies:
- Archer x2
- Animist x1
- Black Mage x1
- Warrior x1
- Soldier x1
This is your first encounter with the Duelhorn group, a team that
will be sure to cause more trouble in the future. Count on that!
This battle, anyway, is not remarkably difficult. Send in six units,
preferably with someone who can heal status ailments, and start the
fight.
The enemy Soldier is capable of using Provoke to inflict Berserk
status. In addition, he bears some Paladin skills as well, including
Cover, which allows him to protect another unit, and War Cry, which
raises the resilience of surrounding units. He is wielding a strong
sword, so try to avoid activating his Counter with any of your
weaker units or else you may take more damage than you'd like. The
Bangaa Warrior can use Rend Power and Rend Magick to lower attack
and magick power, respectively. He is also capable of inflicting
Berserk through the Trickster ability Snigger. It should also be
noted that his Blood Sword allows him to drain HP from his targets,
but his attack is so low (even with Doublehand) that it won't make a
difference.
Both Archers are capable of using Blackout to inflict Blind status.
The Viera also has Fencing skills Swarmstrike, which can inflict
Poison, and Shadowstick, which can lower speed. The Hume Archer, on
the other hand, can use Rend Power and Rend Magick. Lastly, the
Black Mage can cast Blizzard and Blizzara, which both deal moderate
ice damage. To avoid taking heavy damage, avoid grouping your units
together.
Be wary of the Animist, who can use Sheep Count to put a group of
units to sleep. He's annoying in this battle primarily for Cuisine,
which replenishes HP by 100%! Needless to say, the Moogle needs to go
first. Do your best to debuff the other more dangerous enemies with
Disable, Stop, Silence (for the Black Mage) while you focus your
attacks on the Animist. When the Animist down, you can freely move
on to the rest of the party, taking them down any way you'd like.
B3-11 Duelhorn ~
=------------=
There's a forest not too far from where I live, and at night I see,
well, shapes flitting through the trees... or something. I've gone
during the day, but no one's there.
Could someone go and look into it? I get this feeling there're more
of them every day...
~ Mooshe the Timid
Rank: 26
Fee: 400 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: Baptiste Hill
Appears: After completion of Mission B3-08: Unfamiliar Folk;
After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 11
- Adaptability: 11
Recommended for Dispatch: N/A
Reward: 4800 Gil, Wyrmtwig x2
Forbidden:
- Restoring MP
Enemies:
- Fencer x1
- Thief x1
- White Mage x1
- Time Mage x1
- Hunter x1
- Warrior x1
The Duelhorn group is causing trouble yet again. It seems like there
is a much bigger scheme here than originally expected. Of course,
leave it to Luso to just dive into battle without a second thought.
It should be noted that the enemies here have various resistances to
certain elements. Be sure to check first.
The Duelhorn Fencer can use Featherblow and Piercing Blow, which
deals damage two tiles out. In addition, she can also use the
Precision ability Cupid to inflict Charm status. Avoid that the best
you can. Should any of your units get Charmed, attack the affected
unit to knock it off. The Moogle Thief is capable of using Moogle
Attack and Moogle Lance, a ranged attack. Most of the time though,
he'll just be running around stealing gil, so he is not much of a
threat here.
As for the Hunter, be wary of Vitals Shot, which inflicts a random
status ailment. She can also use Full Assault, a very strong attack
that ends up leaving her in Sleep status, and Sneak Attack, a move
that deals varying damage depending on the target's facing. If
Sneak Attack hits a target from behind, it inflicts a ton of damage.
Do your best to avoid leaving your back open.
The Warrior has only one ability that may be problematic - Lifetap
reduces a target's HP by 50%, which can hurt your high-HP units
quite a bit. In addition, he can also use Body Slam, which deals
moderate damage, and Bangaa Cry, which has a chance of inflicting
Confuse status in an area similar to Dragoon "Breath" attacks (a
cone in front of the user). Since he has a ton of HP, consider
putting Disable, Stop, or Sleep on him so you can leave him for
last.
Prioritize the Time Mage because he will constantly use Haste. He
also has the Water and Aero spells, which deal moderate damage: they
can be issues for any units that have weaknesses to water and wind.
Finally, the White Mage is the primary healer - he is able to cast
Cura and Esuna, along with the Blue Magick technique Magick Hammer.
Focus your attacks on the White Mage as well to prevent the Duelhorn
group from healing themselves.
B3-13 Wanted: Barmaid! [R] ~
=------------------------=
To assist with the Great Land Festival in Camoa, we are currently on
the look out for attractive barmaids. During the month of the
festival, you will be provided with lodging at the pub. Let's see
these applicants!
~ Targ Barman
Rank: 2
Fee: 100 Gil
Days: 10 Days
Type: Satisfy Petitioner
Location: Targ Wood
Appears: After completion of Mission A1-11: The Yellow Wings; Goldsun
Req. Items: N/A
Req. Talents: - Negotiation : 3
- Aptitude : 0
- Teamwork : 0
- Adaptability: 3
Recommended for Dispatch: N/A
Reward: 880 Gil, Knot of Rust x6, Ether x3, Phoenix Down x3
You need to dispatch the right person for the job. The only eligible
members are Viera or Gria because the other races won't make quite
as good barmaids. The dispatched member will be gone for 14 days.
B3-14 Making Port ~
=---------------=
There's a ship coming in to port soon I got a bad feeling about. The
chief says the paperwork checks out - no problem. No problem with
the paperwork? That's suspicious right there! You show me a seaman's
shipping writ, and I'll show you a document not fit for feeding to a
goat. Someone look into this, would you?
~ Anonymous, Graszton Port Authority
Rank: 25
Fee: 400 Gil
Days: 20 Days
Type: Investigation (Dispatch)
Location: Graszton
Appears: After completion of Mission B3-11: Duelhorn;
After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 13
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 4380 Gil, Crusite Alloy x4
Forbidden:
- Harming the Opposite Sex
Enemies:
- Summoner x1
- Arcanist x1
- Trickster x1
- Ninja x1
Ah, looks like Duelhorn is up to no good here. The four here are the
Four Bosses of Duelhorn, an organization with the sole intention of
full domination of Jylland! Send in six units for the battle, making
sure that you heed attention to the law (the Summoner is female, the
rest are males).
Maquis (Ninja) can use Earth Veil, which inflicts earth damage and
Slow status, and Oblivion, which inflicts Addle status. He can also
cast Magick Frenzy for heavy damage. Alys the Ensorceled (Summoner)
is capable of casting a variety of Summoning Magick, including
Shiva, Kirin, and Maduin. Shiva and Maduin deal ice and holy-based
damage respectively, whereas Kirin grants Regen status to allies in
a group. The Night Dancer (Trickster) can use Charisma, which
inflicts Charm status, and Traumatize, which deals greater damage to
targets afflicted with debuffs. Lastly, Duke Snakeheart (Arcanist)
can cast Death, in addition to Sagacity techniques Scathe and
Gigaflare, both of which deal extremely heavy damage.
The objective says to defeat all foes, but you actually have to
eliminate only one of the bosses. For that reason, you should focus
on the enemy closest to you, whoever that may be. More often than
not, it will be Maquis because his speed and move stats far exceeds
those of his allies. When facing Maquis though, be wary of his Blink
Counter R-Ability, which can easily be avoided by using ranged
attacks against him. Should you attempt to take down any of the
others, note that Alys the Ensorceled has Magick Counter and the
Night Dancer has MP Shield.
Even though the Four Bosses is a pretty dangerous group, you should
have little trouble just focusing your strongest attacks on a single
unit. As soon as the first is fallen, a Soldier will rush in with
bad news for the Duelhorn leaders. With that, they'll leave the
fight.
B3-16 Knowing the Beast ~
=---------------------=
Never become attached. The rules on this are clear. But it is not so
easy to leave one who has fought so long at your side. A dreamhare
I had ensorceled lamed its leg and lies wounded in the mountains
near Camoa. Will you help me rescue the poor creature?
~ Ceva, Beastmaster
Rank: 6
Fee: 200 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Camoa
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 4
- Aptitude : 0
- Teamwork : 0
- Adaptability: 4
Recommended for Dispatch: N/A
Reward: 830 Gil, Danbukwood x4, Skull x3, Clock Gear x5
Forbidden:
- Reaction Abilities
Enemies:
- Wolf (continually spawns)
- Baknamy (continually spawns)
Bring in six units for this battle. The objective here is to prevent
the enemy beasts from reaching your side of the bridge (the right
side) for four whole rounds.
Luckily for you, the bridges are only a tile thick. Position a
strong unit at the left edge of each bridge to plug up the path, for
the enemy won't be able to cross with a unit in the way. Any ranged
characters can support the blockade by attacking from behind. Don't
worry if the Wolves and Baknamies manage to step on to the bridge.
As long as they don't cross it, you'll be fine.
Avoid crossing over to the enemy's side even if you have managed to
push the monsters away because more monsters will continue to come
in. It's best to keep your units on the bridge just in case an enemy
happens to slip by. Note that monsters will keep coming in as you
kill them, so don't expect to be able to eliminate all of the
monsters.
Completing this mission will unlock the Beastmaster job for the Nu
Mou.
B4-01 Great Land Festival [R] ~
=---------------------------=
It will be Silversun soon, and in Camoa Silversun means the Great
Land Festival! We're looking for people to join in the festivities
and help decorate our town! the work will last for ten days, with
lodging and board provided! Come one, come all!
~ Camoa Great Land Festival Committee
Rank: 7
Fee: 200 Gil
Days: 10 Days
Type: Satisfy Petitioner
Location: Camoa
Appears: After completion of Mission A1-11: The Yellow Wings; Goldsun
Req. Items: N/A
Req. Talents: - Negotiation : 3
- Aptitude : 0
- Teamwork : 0
- Adaptability: 3
Recommended for Dispatch: N/A
Reward: 320 Gil, Knot of Rust x8, Ether x4, Phoenix Down x4
Head over to Camoa. You will need to dispatch a Juggler for ten days
in order to accomplish this mission.
B4-02 Strong Lady ~
=---------------=
That old man dressed up as a lady was fighting, oh, and he was
strong. Real strong! And the clan that lost got dragged off
somewheres. I cried a little then, and he gave me a sweet. But I
thought I should tell someone anyway.
~ Crybaby Kocott
Rank: 30
Fee: 400 Gil
Days: 20 Days
Type: Defeat Mark (Dispatch)
Location: Camoa
Appears: After completion of Mission B3-14: Making Port;
After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 15
- Adaptability: 15
Recommended for Dispatch: N/A
Reward: 5320 Gil, Windgod Crystal x1, Mythril x4
Forbidden:
- Harming the Weak
Enemies:
- White Monk x3
- Templar x1
- Master Monk x1
- Trickster x1
You will meet the Night Dancer here, the androgynous Bangaa
Trickster. Accompanying him are various other Bangaa units that are
not remarkably dangerous. Send in six units to combat the Duelhorn
clan.
The Three White Monks are blocking the bridges, so you will want to
take care of them first. They all have exactly the same skill sets,
with White Monk ability Earth Render, which deals damage in a
straight line. Additionally, they can use Snigger to induce Berserk
status and Hypochondria to inflict Poison. Keep spellcasters away to
prevent the White Monks from Berserking them.
Target the Templar next, for he can cast Haste, Cura, and Dispel.
His attack stat is fairly high as well. Keep in mind that he has a
Cachusha equipped, meaning you won't be able to land most status
ailments on him. The Gladiator is a very strong damage-dealer. He
has two Dragoon abilities in addition to his Fire Soul attack, which
deals fire-based damage obviously. Lancet saps HP from the target,
and Bangaa Cry deals damage in a cone-shaped area with a chance of
confusing the targets. Like the Templar, the Gladiator is also
equipped with a Cachusha.
The Night Dancer can use Charisma, which induces Charm status. His
other ability, Traumatize, deals more damage to units with more
debuffs. He also can use Lancet to sap HP. Keep in mind that the
Night Dancer is equipped with a Ribbon, so status ailments will not
work in this case. Just focus your attacks on him until he falls.
Once he's down, the mission will end.
B4-04 The Goug Consortium ~
=-----------------------=
Kupo! Some members of our department went to field-test our latest
prototype, but they haven't returned, kupo! We need someone to see
if they're all right. If that gun were to fall into the wrong
hands... well, let's not think of that!
~ Goug Consortium
Department of Ranged Mutilation
Rank: 17
Fee: 300 Gil
Days: 20 Days
Type: Battle
Location: Zedlei Forest
Appears: After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 9
- Adaptability: 9
Recommended for Dispatch: N/A
Reward: 2890 Gil, Silver Liquid x2
Forbidden:
- Targeting All Units
Enemies:
- Fusilier x6
This mission can make your want to pull your hair out. All of the
Fusiliers are able to attack you from a distance, with a few capable
of inflicting varying status ailments on your party. Couple that
with the fact that one of them is in an extremely hard to reach spot,
and you have quite an annoying mission on your hands. I'd suggest
bringing in units with resistances to debuffs. You need at least ONE
ranged unit for this battle.
Let's see, where should I begin? The Fusilier that talked can use
Confushot and Charmshot to inflict Confuse and Charm status.
Unfortunately, his Barette (Moogles can wear Barettes now?) blocks
many status ailments from affecting him. I strongly recommend you go
after this Fusilier first before taking on the others.
The Fusilier standing near him, on the stump, can only use Silenshot.
This will only be a problem for your spellcasters, but other than
that, he's a low priority. As for the three Fusiliers along the
right side of the battlefield, the two to the upper-right can use
Iceshot and Fireshot, respectively. The other one to the lower-right
can use Boltshot. I doubt elemental weaknesses apply significantly
to your team, so leave these three for last.
Lastly, the one standing WAY on top of the ledge can use Blindshot.
Prioritize this fellow with your spellcasters and ranged units. Melee
units must climb up along the right side of the map to reach him,
which can take way too much time.
Once you defeat this group of Fusiliers, you will attain access to
the Fusilier job for Moogles.
B4-05 Wanted: Sidekick ~
=--------------------=
By the archmage Lezaford and all those great men and women who
followed him into the annals of history was our world shaped.
Surely, such potential must exist today no less than it did in ages
of old! Two months is all I ask! Lend me your aid on my journey to
find these great people of our time!
~ Marcol, Researcher of Future History
Rank: 14
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Graszton
Appears: After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 7
- Aptitude : 0
- Teamwork : 0
- Adaptability: 7
Recommended for Dispatch: N/A
Reward: 1110 Gil, Marriom Heather x2
Head to Graszton to find Marcol. You need to dispatch a Ranger for
15 days. Only Seeqs can be Rangers, so if you don't have one in your
party, you're out of luck.
B4-07 Under the Weather ~
=---------------------=
I'm... not feeling well of late. A bit under the weather, you might
say. Could someone bring a potion... and a hi-potion to Tramdine
Fens for me? Many thanks.
~ Lotice, Friend to no physician
Rank: 11
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Tramdine Fens
Appears: After completion of Mission C3-11: Rumors Abound
Req. Items: Potion, Hi-Potion
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 18
- Adaptability: 18
Recommended for Dispatch: N/A
Reward: 7800 Gil, Silver Liquid
You'll find Lotice in the Tramdine Fens region. Much to everyone's
surprise, Lotice actually turns out to be a walking zombie. Since he
is undead, the Potion ends up hurting him. Tell Lotice that he's...
actually dead to finish the mission.
B4-08 The Eastwatch ~
=-----------------=
Clan [Clan Name]!
The might of your clan is renowned throughout Jylland. We have
traveled from a land beyond where the sun rises in hopes of testing
that might against our will. Will you face us in battle?
~ Zengen, The Eastwatch
Rank: 25
Fee: 400 Gil
Days: 20 Days
Type: Battle
Location: Moorabella
Appears: After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 15
- Adaptability: 15
Recommended for Dispatch: N/A
Reward: 3910 Gil, Moon Ring x5
Forbidden:
- Summoning Scions
Enemies:
- Ninja x2
- Assassin x1
- Parivir x3
The Eastwatch clan consists of Ninjas, Assassins, and Parivirs. Send
in six units for this battle against the warriors from the East.
The enemy Assassin is the quickest unit on the team, so keep an eye
on her. Her abilities are particularly malicious. They include
Shadowbind, which inflicts Stop status, Aphonia, which inflicts
Silence, and Ague, which inflicts Slow. However, she can easily be
disabled by Silencing her or inflicting some other debuff that
prevents her from using her abilities. Her attack isn't very
powerful, rather it is just her Assassination techniques that are
any threat.
One Ninja can only use Throw, whereas the other Ninja can cast Fire
Veil, which deals fire damage with a chance of Confuse status, Gold
Veil, which deals neutral damage with a chance of Blind status, and
Water Veil, which deals water damage with a chance of Silence status.
This Ninja can be prevented from casting his "Veils" by Silencing
him. As for the other Ninja, you really only have to watch out for
Throw, which has the potential to deal heavy damage depending on
what he chooses to toss. He is capable of using Items as well.
Lastly, the three Parivirs all can use Iai Blow, which rarely
delivers instant death. The Parivir in the back also can use Wind
Slash, which deals wind damage. The one second from the rear can
attack with Shimmering Blade, which deals fire damage and can
potentially induce Confuse status. Lastly, the final Parivir can
use Blade Bash, which has a chance of inflicting Immobilize status.
This is not a very tough battle. Some of the enemy units (especially
the Ninjas) have fairly high evade statistics, so you may have
trouble hitting them. If possible, inflict Stop, Sleep, or similar
status ailments on them to effectively prevent them from being able
to evade your attacks.
Once you've defeated the opposition, the Parivir job for Humes will
be unlocked.
B4-09 Wanted: Shiny Maces ~
=-----------------------=
Ngaaa!
I'm short-handed! Don't have anyone to polish up these maces! You
interested? If you can so much as hold a mace, you're the right one
for the job! Ten days or so ought to help me clear out the backlog.
~ Chita, Chita's Weaponers
Rank: 5
Fee: 100 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: The Bisga Greenlands
Appears: After completion of Mission B2-01: Wanted: Ugohr
Req. Items: N/A
Req. Talents: - Negotiation : 7
- Aptitude : 0
- Teamwork : 0
- Adaptability: 7
Recommended for Dispatch: N/A
Reward: 1110 Gil, Aged Turtle Shell x1, Soft Cotton x1, Bone Chips x1
Go to the Vieg Northroad in the Bisga Greenlands. There, choose to
dispatch any mace-wielder. These include the classes: Green Mage,
Sage, and Alchemists. Either of those three will work. Wait ten days
for the unit to finish.
B4-12 To Be a Spellblade ~
=----------------------=
Magick and steel: two paths seemingly at odds. Yet both heed the
spellblade and her will. One may not undertake the trial to become a
spellblade alone, and I would have you fight at my side.
~ Hana, Red Mage
Rank: 28
Fee: 400 Gil
Days: 20 Days
Type: Escort
Location: Moorabella
Appears: After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 18
- Aptitude : 0
- Teamwork : 18
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 8190 Gil, Unpurified Ether x2
Forbidden:
- Actions by Gria
Enemies:
- Fencer x1
- Assassin x1
- Green Mage x1
- Various Viera (spawns)
Your objective here is to protect Hana while taking down the various
Viera units that oppose her. Although there are only three enemy
Viera on the battlefield at the start, more will spawn. You need to
defeat ten in all. A White Mage (or any other healing unit) is
strongly recommended here in order to keep Hana alive.
You are up against a number of Viera. None of them have any
secondary Action Ability sets, Reaction Abilities, or Passive
Abilities, so they aren't remarkably challenging. Hana, the Red Mage,
is actually quite well-versed in the skills of the Red Mage - she
can use Doublecast. Her spells include Fire, Thunder, Blizzard, and
Cure. In addition, she can attack with Fencer skills Swarmstrike and
Piercing Blow. Her Magick Up P-Ability really boosts her magick
damage, making her a fairly strong offensive unit.
None of the enemy units will really prove to be difficult to defeat.
However, most of them have high speed stats, far exceeding Hana's
speed stat. For that reason, you will need to keep Hana protected.
Consider casting Shell and Protect on her. If you have a Paladin
available, Cover works well. Your healing unit should be ready to
replenish HP whenever necessary. Consider putting Reraise status on
Hana for extra security.
Among all of the Viera you'll face in this mission, you should be
especially careful of the Assassins, who are capable of using Ague
(Slow status) and Aphonia (Silence status). The final unit to enter
will be a Spellblade. She can use Poison Blade, Sleep Blade, and
Confusion Blade. These abilities are all capable of inflicting status
ailments as their names suggest. In addition, her Blood Price
P-Ability allows her to bypass any MP costs by using HP instead.
Overall though, she isn't very strong. Take her down to finish the
mission.
With the defeat of the Spellblade, the Spellblade job for the Viera
will become available.
B4-13 Wanted: Artillery ~
=---------------------=
We seek someone to supplement our ranks for a short time and aid us
in our fight against a powerful foe. Our strength is in melee, so
we need a recruit to provide artillery support.
Once the barrage has broken their ranks, we'll move in and mop up
what's left. Ten days should be enough to finish the campaign.
~ Bedeviled, Daemons of Battle
Rank: 12
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Fluorgis
Appears: After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 15
Recommended for Dispatch: N/A
Reward: 2680 Gil, Gemsteel x5
Head to Fluorgis to find Bedeviled. In order to successfully complete
this mission, you must dispatch either a Bangaa Cannoneer or Moogle</pre><pre id="faqspan-7">
Flintlock. No other job will do the trick. Ten days is the dispatch
time here.
C1-05 Foodstuffs: Nutrition ~
=-------------------------=
Foodstuffs needed. You will be required to catch specific monsters
at a specific location. The details are as follows:
- Blue, round, feathered, long of tail.
- Enough to feed sixteen.
- One eyeball is enough to make soup for four.
Too many is no good. Too few is also no good.
~ Poison Tasters Guild "The Iron Stomach"
Rank: 30
Fee: 400 Gil
Days: 20 Days
Type: Meet Objectives (Dispatch)
Location: The Galerria Deep
Appears: After completion of Mission B1-12: Foodstuffs: Appearance;
After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 20
- Aptitude : 0
- Teamwork : 0
- Adaptability: 30
Recommended for Dispatch: N/A
Reward: 3780 Gil, Demon Feather x2, Adamantite x2
Forbidden:
- Copycat
Enemies:
- Ahriman (spawns)
- Floating Eye (spawns)
The monsters you will encounter in this mission are Floating Eyes
and Ahrimans. The objective is to kill exactly four Floating Eyes,
so Ahrimans are not critical to the mission. Even so, you will
probably be required to kill a few Ahrimans to force more Floating
Eyes to spawn.
Your primary focus, again, are the Floating Eyes. These monsters are
frail, but they have fairly high evade and speed stats. Floating
Eyes can use two abilities that can inflict status ailments.
Supersonic Wave can induce Silence and Gnaw can inflict Poison
status. Apart from that, the Floating Eyes are almost no threat at
all.
On the other hand, the Ahrimans, the bigger eyeballs that are not
critical to the mission, are much more formidable. Their abilities
in this mission include Glare, which turns the target to Stone. In
addition, be careful of Demonic Gaze, which can Confuse, and
Bewitching Glance, which Charms and Slows. A common strategy to use
against these Ahrimans would be to prevent them from making eye
contact with your units. If an Ahriman attempts to use any of its
Enthrallment abilities on a unit that IS NOT facing the Ahriman,
then the ability has success rate 0%. Unfortunately, turning their
backs allows the Ahrimans to get in for a back attack, but it's a
worthy sacrifice if you're not looking to get Charmed or petrified.
You need to kill exactly four Floating Eyes. If you kill any more or
any less, the mission will be a failure. Should you run out of
Floating Eyes to kill, eliminate some Ahrimans to make room for more
Floating Eyes to spawn. When you are ready, speak to the Bishop at
the corner, and tell him that you have attained the requested
ingredients.
C1-07 An Earnest Quandary ~
=-----------------------=
I seek the love of my life! My search has led me through city
streets and far abroad. I have even taken up the pen, and met three
charming ladies in my correspondence. Ah, but I've made a mess of
things by scheduling a rendezvous with each of them on the same day!
I need someone to meet two of the lucky damsels in my stead. Only
the dashing need apply - I've a reputation to consider!
~ Marnot, Pride of Fluorgis
Rank: 14
Fee: 300 Gil
Days: 6 Days
Type: Satisfy Petitioner (Dispatch)
Location: Camoa / Graszton
Appears: After completion of Mission C1-11: An Earnest Search;
After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 15
Recommended for Dispatch: N/A
Reward: 1750 Gil, Aged Turtle Shell x4
The first girl in Camoa will ask you to dance for her. Here, the
first choice is the only one that'll succeed, even if Luso makes a
fool of himself in the process. As for the girl in Graszton, just
pick the same choice.
C1-09 House Bowen's Challenge ~
=---------------------------=
Clan [Clan Name],
You've kept yourself busy since our last meeting. Care to test your
sword arm against us in a speed battle? Or have you lost your edge?
~ Bowen of House Bowen
Rank: 30
Fee: 400 Gil
Days: 20 Days
Type: Meet Objectives (Dispatch)
Location: Targ Wood
Appears: After completion of Mission B1-16: Showdown;
After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 15
Recommended for Dispatch: N/A
Reward: 4590 Gil, Water Sigil x3
Forbidden:
- Targeting Self
Enemies:
- Rafflesia x1
This is a speed battle against House Bowen. The target is a huge
plant called a Rafflesia. It actually has so much HP that it shows
up as ???. It has a little over 1000 HP, which means you will have
to reduce it to under 1000 HP in order for the actual HP value to
replace the ???.
Ranged units are best here because it's necessary to maintain your
distance. Rafflesia is capable of using Nectar Volley, which can
inflict Poison and Silence, Vine Lash, which inflicts Slow and
delays the targets' next turns, and Blinding Cloud, which inflicts
Blind. Soporific Cloud puts units to sleep, and Bewildering Cloud
inflicts Confuse status. The "Cloud" abilities only affect units
surrounding the Rafflesia, meaning ranged characters should not be
affected if they are far enough away.
The Rafflesia is weak to fire-based attacks. Use Firaga and other
fire-based spells to deal heavy damage. Hunters with Sidewinder are
also very effective here. Remember, the victor is the party that
deals the killing blow to the Rafflesia. You can use some cheap
strategies here to guarantee your win, such as inflicting Stop or
Disable on Bowen's clan to prevent them from attacking. Beat House
Bowen in this challenge to complete the mission.
C1-11 An Earnest Search ~
=---------------------=
I seek the love of my life! My search has led me through city streets
and far abroad. I have even taken up the pen, and met two charming
ladies in my correspondence. Ah, but I've made a mess of things by
scheduling a rendezvous with each of them on the same day! I need
someone to meet one of the lucky damsels in my stead. Only the
dashing need apply - I've a reputation to consider!
~ Marnot, Pride of Fluorgis
Rank: 9
Fee: 100 Gil
Days: 6 Days
Type: Satisfy Petitioner (Dispatch)
Location: Targ Wood
Appears: After completion of Mission B2-06: Wanted: Gilmunto
Req. Items: N/A
Req. Talents: - Negotiation : 8
- Aptitude : 0
- Teamwork : 0
- Adaptability: 8
Recommended for Dispatch: N/A
Reward: 1050 Gil, Damascus x4, Birch x1, Quality Lumber x5
When you meet up with the Gria, you will have to recite a love poem
for her. Pick the first choice to end this awkward mission.
C1-12 The Nu Mou Nobles ~
=---------------------=
I am called Madreth, clan leader of the Nu Mou Nobles. I seek a kind
soul to fetch a phial of healing water and a sheaf of recall grass.
We wait beneath the lone tree on Baptiste Hill.
~ Madreth, Nu Mou Nobles
Rank: 12
Fee: 300 Gil
Days: 20 Days
Type: Delivery
Location: Baptiste Hill
Appears: After completion of Mission B2-11: Now That's Fire!; After
reading 'Rivalry of the Rupies' notice
Req. Items: Recall Grass, Healing Water
Req. Talents: - Negotiation : 9
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1680 Gil, Body Ceffyl x3, Soul Ceffyl x3
Go to Baptiste Hill with the necessary items. This is a simple enough
delivery task.
Your reward, in addition to the posted loot, is access the Arcanist
job for the Nu Mou.
C1-13 Seeding the Harvest [R] ~
=---------------------------=
***** Help Wanted! *****
It's seeding time again, and each year we lose crops to raiding
monsters. We seek hardened adventurers to stand between our
livelihood and their fiendish claws!
~ T.K. Corral
Rank: 21
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Camoa
Appears: After completion of Mission B2-06: Wanted: Gilmunto;
Coppersun
Req. Items: N/A
Req. Talents: - Negotiation : 8
- Aptitude : 0
- Teamwork : 0
- Adaptability: 8
Recommended for Dispatch: N/A
Reward: 9240 Gil, Tiny Mushrooms x2
Forbidden:
- Knockback
Enemies:
- Lamia (spawns)
- Pit Beast (spawns)
- Malboro (spawns)
- Hoppy Bunny (spawns)
- Antlion (spawns)
- Chocobo (spawns)
- Alraune (spawns)
- Various Monsters (spawns)
Send in six strong units for this battle. It is not an easy fight,
so consider sending in a White Mage or any other unit for curative
purposes. Esuna or other status-healing abilities are very useful
here.
The objective here is to defeat ten monsters. They will spawn nearly
every turn, so you will need to swiftly take down the monsters before
they can overwhelm you. Monsters seemingly rush in at random, so
there is no set pattern as to what monsters may appear.
Many of the monsters are fitted with malicious abilities that allow
them to serious hinder your party. The Lamias can all use Night to
put all units to sleep (even enemy monsters). Twister is an area
attack that knocks off 50% of a unit's remaining HP. Prioritize
these dangerous creatures.
Antlions and Pit Beasts both have a variety of abilities you should
avoid. Antlions are capable of using Bile, which lowers defense and
resilience, Mucus, which inflicts Slow status, and Saliva, which
lowers speed. Pit Beasts, on the other hand, can use Sandstorm,
which can inflict Blind on a group of units. Subsidence deals earth
damage but does not otherwise have any adverse effects.
Malboros are just overall nuisances due to their Bad Breath ability,
which inflicts Blind, Silence, and Poison. Also watch out for Goo,
which can lower speed. They can use Eerie Sound Wave to neutralize
buffs as well. The Hoppy Bunnies are the primary buffers of the
monsters. Go-Go Dance casts Haste on a group of units and War Dance
raises the attack of a group of units.
Needless to say, any unit with status-healing abilities would be
extremely useful in this battle. Cleanse any negative status
ailments to prevent them from hindering your team too much. At the
same time, it's recommended that you use debuffs on the monsters to
give you a bit more breathing room. Monsters will spawn very quickly,
making it very easy to get overwhelmed in this battle. By inflicting
Disable or putting monsters to sleep, you can easily prevent some of
the monsters from posing a threat temporarily.
Also, try to keep your units in the same vicinity. If you scatter
them, you're only providing the enemy an opportunity to swarm that
one unit. By grouping your units together, you can effectively focus
all of your attacks on one monster at a time. Keep in mind, however,
that grouping your units TOO closely can leave you susceptible to
area attacks such as Sandstorm and Bad Breath. Keep units in the
same vicinity, but maintain some semblance of distance.
I am aware that other monsters can possibly come in. I've only
detailed what I believe to be the most dangerous monsters that can
appear. Anyway, finish off ten monsters to complete the mission.
C1-14 A Harvest Hand [R] ~
=----------------------=
I've been thinking of getting a gift for my employer. A little treat
of sorts - but something healthy. They say succulent fruit has a
number of benefits. But not too many, I hope. If he were any
healthier, he would work me to death!
~ Tagore, Aspiring Apprentice
Rank: 25
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Camoa
Appears: After completion of Mission C1-13: Seeding the Harvest;
After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 9
- Aptitude : 0
- Teamwork : 0
- Adaptability: 9
Recommended for Dispatch: N/A
Reward: 12830 Gil, Healing Water x2, Insect Husk x1
Forbidden:
- Harming the Weak
Enemies:
- Ahriman (spawns)
- Baknamy (spawns)
- Werewolf (spawns)
- Bloody Orb (spawns)
- Various Monsters (spawns)
Before you begin the fight, scan the field and check the monsters'
levels. The law expressly forbids you from attacking enemies at a
lower level than you. Bring out your units accordingly.
You have four rounds to go to all six orchard trees and gather fruit
from them. Of course, there are monsters here to get in the way. Do
not attempt to kill them all, for more monsters will simply spawn to
take their places. Although you should ignore the Baknamies and
Werewolves, be wary of Bloody Orbs and Ahrimans, which are capable
of inflicting a variety of status ailments.
The Ahrimans, in particular, are the biggest nuisance primarily due
to their Roulette ability. When it is used, a random unit on the
field will be selected and KOed instantly. If you get lucky, it'll
kill one of the enemy monsters. Their other abilities are quite
unforgiving as well. Glare inflicts Stone status, Demonic Gaze
inflicts Confuse status, and Bewitching Glance inflicts Charm and
Slow status.
Be on the lookout for incoming monsters. Lamias and Liliths may show
up, and we should all know how much trouble they can cause. The
Liliths in this mission can use Eternal Sleep, a move that Dooms and
puts ALL targets to sleep. This should be ample reason to target any
Liliths that show themselves.
Depending on how much you gather, the prize will differ. The more
you collect, the better the prize.
C1-15 The Bangaa Brotherhood ~
=--------------------------=
Mocedad's the name, leader of the Bangaa Brotherhood. We're looking
to get our hands on a fire stone and a piece of zinconium.
If anyone happens on any they'd be willing to part with, they can
find us camped along the highroad in the Bisga Greenlands for a time.
~ Mocedad, Bangaa Brotherhood
Rank: 19
Fee: 300 Gil
Days: 20 Days
Type: Delivery
Location: The Bisga Greenlands
Appears: After completion of Mission C1-12: The Nu Mou Nobles;
After completion of Mission B2-16: Pearls in the Deep
Req. Items: Fire Stone, Zinconium
Req. Talents: - Negotiation : 11
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2020 Gil, Sweet Sap x5, Rat Pelt x1
Deliver the goods to Mocedad on the Vieg Northroad in the Bisga
Greenlands.
As a reward, you will be given access to the Cannoneer job for the
Bangaa.
C1-16 It's the Thought ~
=--------------------=
I've been thinking of getting a gift for my employer. A little treat
of sorts - but something healthy. They say succulent fruit has a
number of benefits. But not too many, I hope. If he were any
healthier, he would work me to death!
~ Tagore, Aspiring Apprentice
Rank: 7
Fee: 200 Gil
Days: 20 Days
Type: Delivery (Dispatch)
Location: Graszton
Appears: After completion of Mission B2-01: Wanted: Ugohr
Req. Items: Succulent Fruit
Req. Talents: - Negotiation : 7
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1120 Gil, Fire Stone x5, Whisperweed x1, Gun Gear x2
Deliver the Succulent Fruit to Tagore at the Balbold Lowlands in
Graszton. There's not much else to it.
C2-02 Komodo Search ~
=-----------------=
There was an... incident the other day while I was out making a
delivery, and the load of potions I was meant to deliver ended up
scattered along the ground. Will you help me collect them?
Oh, and... let's keep this between you and me. The fewer people that
know about this, the better.
~ Trader for a certain potion manufactory
Rank: 20
Fee: 300 Gil
Days: 20 Days
Type: Delivery
Location: The Galerria Deep
Appears: After completion of Mission C2-05: Komodo Departure;
After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 9
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 3660 Gil, Silk Thread x2
Forbidden:
- Restoring HP
Enemies:
- Ice Flan x2
- Ice Drake x2
- Wendigo x1
The potions are scattered all over the field. They are represented
by the shining marks in the ground. Once again, you will have to
protect the Komodo Trader from the monsters. Select six units for
the battle and begin.
All of the monsters on the field are ice-based, so ice attacks will
heal them. They'll often use their own offensive ice attacks against
themselves to do just that. The two Ice Drakes can use Ice Breath
and the Ice Flans can cast Blizzard and Blizzara. The Ice Flans are
also capable of using Acid, which inflicts a random status ailment.
You can easily take down the Ice Drakes and Ice Flans by using fire-
based attacks.
The Wendigo also absorbs ice, but it is weak to lightning. This
headless monster has high attack stats, so keep units with lower
defenses far away. It'll often use Bone Shatter, which not only deals
heavy damage but also delays the target's next turn. Brute Strength
will raise the damage of its next attack, and Sunder Earth deals
damage in a straight line, similar to the White Monk's Earth Render
attack.
The monsters are not the objective. In order to finish the mission,
you need to pick up all of the potions that the clumsy Komodo Trader
dropped.
C2-03 Komodo Arrival ~
=------------------=
Finally! We've arrived in Moorabella! I've done it, Celestine!
Except... now there's a problem. Can someone come and help me,
please?
~ Komodo Trader
Rank: 25
Fee: 400 Gil
Days: 20 Days
Type: Investigation (Dispatch)
Location: Moorabella
Appears: After completion of Mission C2-02: Komodo Search;
After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 13
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 3330 Gil, Holy Stone x3, Yellow Liquid x3, (Wyrmtwig)
Forbidden:
- Targeting All Units
Enemies:
- Black Mage x1
- Archer x1
- Time Mage x1
- Illusionist x1
- Geomancer x1
Looks like the Komodo Trader has run himself into more trouble. This
time, it's a rival potion company that just can't let Komodo Potion
continue it's "good" business. It's time to fight for free market!
Equipment resistant to ice-based attacks are STRONGLY recommended
here.
This time around, the Komodo Trader is invincible, meaning there's
no need to protect him. Therefore, you can go ahead and do your job
without having to worry about him. Start off first for the Moogle
Black Mage. His skills are not really noteworthy, though his
Geomancy can power up Blizzard and Blizzara significantly. When
approaching him, avoid grouping your units together. Just behind him,
the Archer can use Cupid, which inflicts Charm, and Blackout, which
inflicts Blind. Avoid getting hit with Cupid as best you can, but be
sure to thwack teammates out of Charm status should they be affected.
You should Addle or Disable her to prevent her from using her
abilities.
The Time Mage will prove to be an issue - he is capable of casting
Slow and Stop. In addition, he may use Rime Bolt Tome, which deals
ice damage to all units on-screen (including foes). The Illusionist
in the very corner can use Freezeblink, which deals ice damage to
only your units. He'll be a non-factor if you took my advice and
equipped ice-based equipment. If not, then you should eliminate him
as quickly as possible, though he can only cast Freezeblink every
three turns due to MP.
You can expect the Geomancer to focus mostly on the Komodo Trader
for the majority of this mission. Leave her for last. Her list of
spells include Shining Flare, which deals fire damage only in
direct sunlight, Avalanche, which deals ice damage with a chance of
inflicting Sleep only when it's snowing, Nature's Embrace, which
deals moderate damage only on natural terrain, and Artifice's
Embrace, which deals damage and inflicts Slow only on artificial
terrain. Prevent her from casting her abilities by inducing Silence
on her if possible. The debuffs attached with her spells can be
hindering but are certainly not devastating.
For all the help you've been, the Komodo Trader will gift you a
Wyrmtwig as a token of his appreciation.
C2-04 Shipping Out ~
=----------------=
We're up to our ears in shipping orders. It's getting so bad, I've
even thought about taking on baknamy! As it is, the freight keeps
piling up, and we don't have enough hands to keep it moving. if you
aren't afraid of a little hard work, we've got a job for you.
~ Noy, Long-ear Freight
Rank: 11
Fee: 300 Gil
Days: 20 Days
Type: Delivery
Location: Targ Wood / Graszton
Appears: After completion of Mission B2-01: Wanted: Ugohr
Req. Items: N/A
Req. Talents: - Negotiation : 7
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 700 Gil, Recall Grass x2, Wool x1, Velvet x2
First, make your way to Targ Wood and pick up the package from the
Wood Village. Then, return to Graszton and deliver it.
C2-05 Komodo Departure ~
=--------------------=
I have to deliver some merchandise, and the road promises to be
treacherous. Guards needed!
Pay: 2200 gil
The successful applicant will have confidence in their sword arm, be
passionate about their work, and love to quaff potions.
~ Komodo Potions
Rank: 16
Fee: 300 Gil
Days: 20 Days
Type: Escort (Dispatch)
Location: The Bisga Greenlands
Appears: After completion of Mission B2-01: Wanted: Ugohr
Req. Items: N/A
Req. Talents: - Negotiation : 7
- Aptitude : 0
- Teamwork : 7
- Adaptability: 0
Recommended for Dispatch: Defender
Reward: 2200 Gil, Zodiac Ore x5, Cruzle Brass x3, Rabbit Tail x1
Forbidden:
- Targeting an Area
Enemies:
- Warrior x2
- Moogle Knight x1
- Archer x1
- Fusilier x1
This is a fairly tough mission, especially if you select it early in
the game. Your objective is to protect the Komodo Trader - if he
falls, then you'd have failed the mission. It doesn't help that the
battlefield is a huge pain in the neck to navigate either. Bring in
six fairly strong units. Units such as Paladins are strongly
recommended. Black Mages and similar units are discouraged because
the law expressly forbids any ability that targets an area. On that
same note, White Mages cannot be used because their healing spells
cover an area.
As soon as the mission begins, move your units up in front of
Komodo, the Soldier. Komodo is a full-fledged coward, so don't expect
him to do too much on his own. If you brought in a Paladin with
Cover, have him use it on Komodo for the entirety of the mission. If
not, then you'll have to surround Komodo with your stronger units.
However, you will still have to seek out the ranged enemies, which
include a Fusilier and Archer at the upper-left corner of the
battlefield.
Whereas your defending units should be able to fend off the Warriors
and Mog Knight, you will have to actively seek out the Archer and
Fusilier first. The Fusilier has Concentration, which boosts his
accuracy, but his elemental abilities are not threatening. The
Archer has Blackout, which can inflict Blind status. A good strategy
to use here would be to send your fastest units up the cliff face
along the western edge of the battlefield. This way, they'll be able
to climb up without running into the melee units along the upper-
right side of the battlefield. By doing this, you can push the enemy
ranged units down the north end of the field and hopefully lure them
into your defending party.
Out of the physical units, the Moogle Knight is the most dangerous.
He can use Moogle Lance, a ranged physical attack that can get past
your defending units. He also comes with Moogle Attack, which knocks
back, and Moogle Rush, a high-powered attack that comes at the
expense of lowered accuracy. The Warriors are not much of an issue,
but one of them is capable of using Body Slam. Assuming your
defensive line remains, neither of them should be allowed to get
close enough to even lay a finger on Komodo.
There are two treasures on this battlefield, but they're more
trouble to attain than they're worth. Eliminate all members of the
Graszton Seaways to complete the mission.
C2-06 The Forests of Loar ~
=-----------------------=
- Annual Wayfarer's Expedition! -
Visit all the below areas within 6 days and receive a stamp in your
wayfarer's log to win valuable prizes!
~ Marsa Wayfarers Association
List of Destinations:
- Targ Wood
- The Bisga Greenlands
- Zedlei Forest
Rank: 15
Fee: 300 Gil
Days: 6 Days
Type: Meet Objectives (Dispatch)
Location: Targ Wood / The Bisga Greenlands / Zedlei Forest
Appears: After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 9
Recommended for Dispatch: N/A
Reward: 1750 Gil, Faerie Wing x3
You need to visit Targ Wood, The Bisga Greenlands, and Zedlei Forest
within the course of six days. It's not a difficult task - just make
sure you don't wander off the course or time may run out.
C2-07 The Lands of Loar ~
=---------------------=
- Annual Wayfarer's Expedition! -
Visit all the below areas within 5 days and receive a stamp in your
wayfarer's log to win valuable prizes!
~ Marsa Wayfarers Association
List of Destinations:
- Baptiste Hill
- The Bisga Greenlands
- The Aldanna Range
Rank: 16
Fee: 300 Gil
Days: 5 Days
Type: Meet Objectives (Dispatch)
Location: Baptiste Hill / The Bisga Greenlands / The Aldanna Range
Appears: After completion of Mission C2-06: The Forests of Loar;
After completion of Mission B2-16: Pearls in the Deep
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 11
Recommended for Dispatch: N/A
Reward: 1750 Gil, Fire Stone x2, Mape Wood x1
The objective here is to visit Baptiste Hill, The Bisga Greenlands,
and the Aldanna Range within five days. Don't take any detours
while traveling between them and you should be able to make the time
easily.
C2-08 The Towns of Loar ~
=---------------------=
- Annual Wayfarer's Expedition! -
Visit all the below areas within 7 days and receive a stamp in your
wayfarer's log to win valuable prizes!
~ Marsa Wayfarers Association
List of Destinations:
- Camoa
- Graszton
- Moorabella
Rank: 16
Fee: 300 Gil
Days: 5 Days
Type: Meet Objectives (Dispatch)
Location: Camoa / Graszton / Moorabella
Appears: After completion of Mission C2-07: The Lands of Loar;
After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 15
Recommended for Dispatch: N/A
Reward: 1750 Gil, Large Feather x1, Small Feather x1
Travel to Camoa, Graszton, and Moorabella within the course of seven
days. You only need to visit each area for the stamp to be put in
your wayfarer's log.
C2-09 The Genuine Article ~
=-----------------------=
Even among wares as fine as Galmia Pepe's there are distinctions. Of
late, a large number of counterfeit De'vine Ribbons - one of our
finest products - have made their way to market.
The counterfeiters are trying to pass off ribbons from the cassie
variant of malboro - a vastly inferior specimen. We must act quickly
if we are to protect the reputation of our house. Look into the
matter with all haste.
~ Galmia Pepe, Office of Quality Assurance
Rank: 17
Fee: 300 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: Graszton
Appears: After completion of Mission B2-11: Now That's a Fire!;
Plumfrost
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 9
- Adaptability: 9
Recommended for Dispatch: N/A
Reward: 2170 Gil, Moon Bloom x2
Forbidden:
- Buffs
Enemies:
- Thief x4
The odds are with you in this battle - it's stacked four versus six.
This is a simple mission, with your opposition consisting solely of
four Thieves.
Be wary of the Hume Thief in the front, for he has Dual Wield. Even
so, his attack power isn't exceptional (knives aren't exactly the
strongest weapons out there). The Moogle Thief also has a few
Moogle Knight techniques. Moogle Attack is a blow that knocks back
and Moogle Lance is a ranged attack. He doesn't use these techniques
too often, opting more often than not to just attempt to steal your
gil.
The remaining two Thieves are no threat at all. They will probably
spend the entire battle attempting to steal your gil. Take down all
four to finish the mission.
C2-10 The Root of the Problem ~
=---------------------------=
The counterfeiters recently remanded to our custody have divulged
the source of the fake De'vine Ribbons. We'll find no lasting
solution to the problem until we've stopped it at the source. Please
follow up on this information and take such action as you deem
appropriate.
~ Galmia Pepe, Office of Administration
Rank: 21
Fee: 400 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: The Galerria Deep
Appears: After completion of Mission C2-09: The Genuine Article;
After completion of Mission B2-16: Pearls in the Deep;
Skyfrost
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 11
- Adaptability: 11
Recommended for Dispatch: N/A
Reward: 2980 Gil, Black Thread x2, Battlewyrm Carapace x5
Forbidden:
- >100 Damage
Enemies:
- Ninja x1
- Fighter x1
- White Monk x1
- Viking x1
- Thief x2
The counterfeiters have been tracked to the Galerria Deep. Bring in
six units for the fight and begin.
Be careful around the enemy White Monk. He can use both Air Render
and Aurablast, which can deal excessive damage to your party if your
units are grouped together. The Viking is not very dangerous - he
can cast Thundara and use Pickpocket to steal some gil, nothing
else. The Fighter is capable of using Rush, which knocks back, and
Wild Swing, which damages surrounding units. Overall though, his
attack stat isn't remarkably high, so he shouldn't be much of a
threat in this battle.
The Ninja, the fastest unit on the enemy side, has just one Ninjutsu
"Veil" ability at his disposal. Fire Veil deals light fire damage
with a chance of inflicting Confuse. You can prevent him from using
it by inflicting Silence status on him. Finally, the two remaining
Thieves are fitted with standard Thievery abilities. Needless to
say, there's no need to worry about them.
You should go straight for the Ninja and White Monk first, for those
two can prove to be the biggest threat. Next, consider going after
the Fighter and Viking. Leave the two useless Thieves for last. Once
the enemy team is down for the count, the mission will end.
C2-11 The Whole Truth ~
=-------------------=
We've exhausted our supply of materials needed to make De'vine
Ribbons, and we need someone to bring in the latest harvest.
~ Galmia Pepe, Office of Procurement
Rank: 22
Fee: 400 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: Zedlei Forest
Appears: After completion of Mission C2-10: The Root of the Problem;
After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 13
- Adaptability: 13
Recommended for Dispatch: N/A
Reward: 3430 Gil, Pearl Moss x3, Prime Pelt x1
Forbidden:
- Buffs and Debuffs
Enemies:
- Cassie x6
The Cassie variant of the Malboro is a deadly thing to behold. These
Cassies are capable of inflicting numerous status ailments on your
party. Therefore, units with resistances to debuffs would do well in
this battle. If that's not applicable, then send in some ranged
units. Hunters are particularly effective with Sidewinder.
All the Cassies can use Honeyed Breath, which inflicts Charm, and
Cloying Breath, which inflicts Sleep and Slow. These breath attacks
always affect an area in a cone, so avoid grouping units together.
A few of the Cassies can use Love Song, which not only heals HP, but
also grants Regen and raises defense. Unfortunately, the ones with
Love Song start in the back of the pack, so it's impossible to reach
them immediately. As the battle carries on though, prioritize your
efforts and defeat the Cassies with Love Song.
Resistances to debuffs are important here. You can clear both Charm
and Sleep with a thwack on the head should you be affected. If your
units don't have the adequate debuff resistance, then keep your
distance! Getting mobbed by a group of Cassies is not fun. Be sure
to grab the treasures on the map while fighting off these Cassies.
When all have been defeated, the mission will end.
C2-12 Chita on Weapons - Adepts ~
=-----------------------------=
Ngaaa!
I teach the youths one thing, they forget ten others! Teach 'em to
focus, and then they can't focus on anything else!
Nothing for it but to keep teaching 'em what I can. If it means
breaking every bad habit they have one by one, so be it!
~ Chita, Chita's Weaponers
Rank: 39
Fee: 500 Gil
Days: 20 Days
Type: Meet Objectives (Dispatch)
Location: The Rupie Mountains
Appears: After completion of Mission C2-15: Chita on Weapons -
Novices; After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 20
Recommended for Dispatch: N/A
Reward: 5900 Gil, Beastlord Horn x3
Forbidden:
- Bludgeoning Weapons
Enemies:
- Golem x1
Listen to Chita's worthless rambling about determination and whatnot.
This speed battle is against a Golem, a fearsome headless monster
with very high attack and defense stats. Keep in mind that it has a
Mirror Mail equipped so magick spells are useless here unless you
have Pierce set as a P-Ability.
To make it easier on yourself, just let Chita's Weaponers do most of
the work. The only thing you need to do is deal the killing blow.
The Golem is a dangerous monster, with very high stats in nearly
every respect (except speed and evade). Its Destroyer P-Ability
gives it an even greater boost. The Golem can damage you with
various earth-based attacks, so wearing equipment resistant to said
element can help out.
The Golem is weak to wind-based attacks, so use those if you can.
Simply eliminate the mark before Chita's Weaponers get the chance
to, and the mission will be complete. It's not as if you've actually
learned anything from Chita though. Whatever!
C2-15 Chita on Weapons - Novices ~
=------------------------------=
Ngaaa!
The youths these days can't wield a weapon to save their lives!
... Feh! Nothing for it but to teach 'em myself.
~ Chita, Chita's Weaponers
Rank: 33
Fee: 500 Gil
Days: 20 Days
Type: Meet Objectives (Dispatch)
Location: The Galerria Deep
Appears: After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 13
Recommended for Dispatch: N/A
Reward: 4920 Gil, Damascus x4, Coral Fragments x3
Forbidden:
- Ranged Weapons
Enemies:
- Deathscythe x1
Upon encountering Chita in the Galerria Deep, you will be thrust
into a speed battle against a Deathscythe. Bring in four units,
preferably those with holy-based attacks because your enemy is
undead. Speed is important here as well seeing that this is a "speed"
battle after all.
You can choose to let Chita's Weaponers take all the punishment
while your team sits back. In order to win, you must deal the killing
blow to the Deathscythe. The Deathscythe itself holds some fairly
strong attacks, including Darkga which deals heavy dark damage. It
will often use this spell to heal itself. Its other abilities
include Doom, Deep Sleep, which inflicts Stop and Sleep status, and
Shackle, which Immobilizes and Disables.
Chita is a powerful Gladiator. His Doublehand P-Ability boosts his
damage quite a bit, so you will want to make sure he doesn't land
the killing blow here. His two Warrior lackeys are jokes though -
they should not pose any problem here because they're so weak.
Overall, this is a straightforward speed battle that's pretty easy
to finish.
C2-16 Kupoppy Flower ~
=------------------=
The time has come, kupo, to propose to the one I love! Oh, she's
very cultured and ladylike, so I must be a gentleman, kupo.
I've heard that eating the kupoppy flower makes one more refined and
elegant, kupo! Could you get one for me?
~ Kolulu, Moogle in love
Rank: 25
Fee: 400 Gil
Days: 20 Days
Type: Item Recovery (Dispatch)
Location: The Rupie Mountains
Appears: After completion of Mission B2-16: Pearls in the Deep
Req. Items: N/A
Req. Talents: - Negotiation : 11
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 3400 Gil, Tarkov Crystal x6
Forbidden:
- Knockback
Enemies:
- Wolf x2
- Worgen x1
- Werewolf x2
While out in the mountains searching for a kupoppy flower, your
party encounters a pack of monsters. Send in six units for this
battle and start.
The monster here consists solely of wolves and their kin. The most
dangerous of them all is the red Worgen, which has the highest raw
attack power out of all the monsters here. It is capable of using
Shadowy Blow, which has a chance of inflicting Blind. Its other
ability, Screech, can inflict Confuse status. Try to prioritize the
Worgen first, eliminating this threat before moving on to the rest
of the monsters. The Worgen has Critical: Quicken, so try to kill it
without placing it in critical health.
The Wolves can attack with Fiery Blow, a fire-based attack that has
a chance of inflicting Silence, and Chilling Bow, an ice-based
attack with a chance of inflicting Immobilize status. As for the two
Werewolves, do your best to avoid Slug, which lowers defense. Roar
removes buffs and En Garde places the user in a counter status. One
of the Werewolves can use Assault, which inflicts Immobilize status.
Since the objective is not to defeat the monsters, rather to find
the kupoppy flower, all you have to do is examine the sparkling dots
on the ground. One of them will hide the kupoppy flower.
C3-01 Mountain Watch ~
=------------------=
Kuknir Travel is looking for guards to escort touring groups headed
for the Rupie Mountains.
The Marsa Wayfarers Association has been gaining on them of late.
Kuknir want safety as a selling point, most like.
~ Shink, Pub Patron
Rank: 20
Fee: 300 Gil
Days: ---
Type: Defeat Mark
Location: The Rupie Mountains
Appears: After completion of Mission B2-16: Pearls in the Deep
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2450 Gil, Gemsteel x3, Spiral Incisor x3
Forbidden:
- Ice
Enemies:
- Assassin x1
- Ninja x1
- Time Mage x1
- Sniper x1
- Nightfall (Ewen) x1
The Nightfall, at first, offers to purchase your judge for two
million gil. When Luso refuses, he brings in his party to force the
judge from you. With that, he incapacitates your judge. Your clan
privilege is now negated along with the ability to revive dead
units. Essentially, you're fighting without a judge here, so you
will need to play more cautiously.
Ewen is the objective here. If you want to get this mission over with</pre><pre id="faqspan-8">
quickly, then focus all of your attacks on him. He can use a variety
of Ninja abilities, including Throw, which tosses a weapon at a
target, Earth Veil, which deals earth damage and inflicts Slow, and
Unspell, which dispels a target. His attack stat overall is not too
high, but his Impervious P-Ability blocks from many debuffs.
The other enemies here include a Ninja, who boasts a more varied
list of Ninjutsu techniques than the Nightfall, Ewen. He can cast
Fire Veil for fire damage and Confuse status, Gold Veil for damage
and Blind status, and Water Veil for water damage and Silence
status. His Dual Wield ability makes him even more of a danger than
Ewen is. You'll want to take him down as quickly as possible. At
least Silence him to prevent him from using his "Veil" abilities.
Watch out for the Assassin's Ague ability, which can inflict Slow.
Aphonia inflicts Silence status and Leg Shot inflicts Immobilize
status. If you're susceptible to status ailments, then you'll want
to maintain your distance from her. The Time Mage acts as the healer
for the enemy team - he can cast Cure. His Time Magick includes
Haste and Reflect. He often Hastes Ewen and the other units, who are
already speedy enough as they are. Silence him to disable him
completely.
Lastly, the Sniper can use Leg Shot and Beso Toxico, which inflicts
Poison status. Compared to the other units, she isn't nearly as
dangerous, so feel free to ignore her completely.
There's no need to really bother with the other units if you don't
feel like getting the loot and EXP. Eliminate Ewen and be done with
it!
C3-03 Speed Battle, Kupo! [R] ~
=---------------------------=
We're looking for a clan to face us in a fearsome speed battle,
kupo! We'll find a suitably vicious beast - all you need to do is
arrive at the appointed point. To battle, kupo!
~ Scarface, Lord of the Speed Battle
Rank: 22
Fee: 400 Gil
Days: 20 Days
Type: Meet Objectives (Dispatch)
Location: The Galerria Deep
Appears: After completion of Mission B2-16: Pearls in the Deep
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 20
- Adaptability: 20
Recommended for Dispatch: Templar
Reward: 12830 Gil, Giant's Tanned Hide x5, Tanned Tyrant Hide x5
Forbidden:
- Not Moving
Enemies:
- Random
This is a randomized battle. The party members of Scarface's clan
will always differ with the exception of Scarface himself (Juggler).
Send in four units of your own for this battle. Speed is of the
essence here since your objective is to deal the killing blow to the
mark. (And in case you were wondering, the mark is randomized as
well.)
The mark is always a very strong monster with deadly skills. Needless
to say, you'll need to approach it with caution. The only permanent
member in the opposing clan is Scarface, who has a variety of
Juggler techniques. He seems to use Smile Toss most often to Quicken
his teammates, though he can also use Molotov Cocktail to inflict
Berserk and Dagger Toss to inflict Disable status.
Approach this mission any way you choose. The best way would be to
have your own units stand on the edge of the battle while the other
clan dukes it out with the mark. Then, when the mark hits critical
HP, launch an all-out attack on it to quickly eliminate it before
Scarface can.
If you want to be really cheap, you can actually inflict status
ailments on the other clan to hinder their ability to fight. That's
always fun!
C3-04 For My Love ~
=---------------=
The most charming man visits my shop each morning. I think he's
interested in me, and I want to bake him a special cookie to show
him how I feel. Please bring me a bat tail so I can bake him a treat
he'll never forget.
~ Millie, Love-struck Maiden
Rank: 16
Fee: 300 Gil
Days: 20 Days
Type: Delivery (Dispatch)
Location: Moorabella
Appears: After completion of Mission C3-01: Mountain Watch
Req. Items: Bat Tail
Req. Talents: - Negotiation : 13
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2140 Gil, Gurnat x3, Gimble Stalk x2
What kind of cookie needs a bat tail? Just deliver the ingredients
to Millie in Moorabella and be done with it.
C3-06 Grounded! ~
=-------------=
Airship malfunction due to mechanical sabotage and inspections
resulting from same have grounded our regular flight to Fluorgis.
The party or parties responsible have yet to be apprehended. Calling
all clans to aid us!
~ Moorabella Aerodrome Security
Rank: 21
Fee: 400 Gil
Days: ---
Type: Defeat Mark
Location: Moorabella
Appears: After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 4780 Gil, Aqua Galac x2, Red Geeps x2
Forbidden:
- Harming the Weak
Enemies:
- Berserker x1
- Time Mage x1
- White Mage x1
- Fusilier x1
- Genius Ed (Sage) x1
The perpetrator is Genius Ed, a Sage who's been modifying the
airships. A new face will show here. Yes, it's Vaan from Final
Fantasy XII, ready to claim the "treasure" on the airship for
himself. As Luso and Vaan bicker to each other, Genius Ed will call
in his lackeys. After some more "painful" dialogue, the battle will
finally commence. Sheesh.
The primary objective is Genius Ed, but you may want to take on the
other units to make things a bit easier. Vaan will help out but
won't really be much assistance. First of all, the White Mage has to
go because he can cast Cure and Esuna. Afterwards, you should
immediately target the Time Mage, who can cast Quicken and Slow.
Since both spellcasters don't have very high defenses, you should be
able to dispatch both quite easily. Just try to avoid being Slowed.
Be wary of the Berserker. Smite of Rage deals damage while inflicting
various debuffs. His HP is quite high, so you will need to focus your
efforts to take him down quickly. The Moogle Fusilier will prove to
be a problem with his Blindshot and Silenceshot techniques, both
capable of inflicting their own eponymous status ailments. He
otherwise isn't dangerous at all, so considering inflicting Addle or
Disable on him to save the trouble of actually eliminating him.
And finally, Genius Ed the Sage is capable of casting Water, which
deals water damage, Aero, which deals wind damage, and Bio, which
deals poison damage with a chance of inflicting Poison. His Immunity
renders him resistant to certain debuffs, so don't count on
Silencing him. Note that he also has Critical: Quicken set as a
R-Ability. By eliminating him in without putting him in critical
status, you can bypass it.
C3-08 Cleaning to Ordalia [R] ~
=---------------------------=
Looking for helpers to swab an airship. We haven't had the crew to
properly clean her for some time now. It would be a shame to put her
out of service, so we'll have you cleaning her midflight. Oh, and
watch out for the rats.
~ Jylland Airship Inspection Board
Rank: 22
Fee: 400 Gil
Days: 4 Days
Type: Satisfy Petitioner
Location: Moorabella
Appears: After completion of Mission C3-06: Grounded!; Moorabella pub
only
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 1
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 180 Gil, Fine Wool x3
Forbidden:
- Fire
Enemies:
- Mimic x6
Your job here is to clean up the six sparkling dots strewn across
the airship. There is a round limit, but it's randomized (I usually
end up getting 2-5 rounds). Units with high move stats are required
here. Enact the Move Up clan privilege if applicable. If possible,
send in a unit with the Green Magick spell Leap, which raises
movement.
Unfortunately, the monsters here will get in the way. Don't waste
turns attempting to kill them because they'll just slow you down.
Since there are so many of them, some of them may block your
progress, in which case they must be dealt with swiftly to clear a
path to each mark. These hand things have ridiculously high speeds
as well.
The closest dot is on the right front wing. Have your unit with the
lowest move stat go straight for that one. There are three more
along the airship body that can easily be attained. However, the two
toughest marks are on the back wings. There is one dot on each of
the back wings - in order to reach them, you will need high move
stats to quickly bring a unit back there before the round limit runs
out.
Assign one dot to each unit. Have the units with the highest move
stats go for the dots on the back wings. When a unit has swabbed his
or her assigned dot, have him or her attempt to kill off some
monsters to facilitate the whole cleaning process.
C3-09 Stuck in the Muck ~
=---------------------=
Ever since my husband passed away, I've been having this recurring
dream in which he tells me he wants to come home.
My husband met his end in Tramdine Fens, but his wedding ring was
never found. Perhaps this is why he cannot find his way? Someone,
please recover it!
~ Widow Maleen
Rank: 26
Fee: 400 Gil
Days: 20 Days
Type: Item Recovery (Dispatch)
Location: Tramdine Fens
Appears: After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 4610 Gil, Mythril x2, Spiral Incisor x3
Forbidden:
- Ranged Weapons
Enemies:
- Sprite x1
- Yellow Chocobo x1
- Green Chocobo x1
- Brown Chocobo x1
- Great Tortoise x2
The law expressly forbids ranged weapons, and since Nu Mou and
Moogles can't cross water, bring in only melee units with the
exception of the aforementioned races. The objective is to find the
lost wedding ring, which can be any one of the sparkling dots strewn
across the fens.
Although the Sprite starts off the furthest away, you'll want to
prioritize it first because of its White Wind spell, which heals all
allies. It can also cast Time Magick spells Quicken and Extend. If
it's impossible to kill it early on, inflict Silence on it to
prevent it from using its spells. Dark-based attacks are particularly
effective against it.
The Chocobo pack consists of three Chocobos. The Yellow Chocobo can
only use Choco Beak, which isn't remarkably damaging, so leave it
for last. The Green Chocobo, in addition to Choco Beak, can use
Choco Cure to replenish the HP of surrounding units and Choco Esuna
to remove debuffs from surrounding units. Lastly, the Brown Chocobo,
in addition to Choco Beak and Choco Cure, can use Choco Guard to
buff defense and resistance and grant Regen status.
The two Great Tortoises have identical abilities, though one of them
has Regeneration as a R-Ability, whereas the other has Counter.
Headbutt is dangerous because it has a chance of inflicting
Immobilize status. Their other ability, Sonic Spin, deals damage to
surrounding units. Great Tortoises boast great defense stats, but
their magick resistance is subpar. For that reason, magick would be
better suited for them. Note that they are weak to wind-based
attacks.
Examine the dots until you come across the wedding ring. It's your
choice whether or not to defeat the monsters. However, getting them
out of the way can make scouring the area for the ring make easier.
There's also treasure chest here that you can open if you'd like.
C3-11 Rumors Abound ~
=-----------------=
Rumors whisper of an unimaginable treasure sleeping deep within
Tramdine Fens.
Some say it is the Dozen-and-One Knights of Aisen's hoard, others
that it is a cache of Rozarrian wealth... Whets the palate, does it
not?
Well? In the mood for a treasure hunt?
~ Kanaq, Pub Regular
* No evidence has been found to support above rumors. ~ The
Management
Rank: 22
Fee: 400 Gil
Days: ---
Type: Battle
Location: Tramdine Fens
Appears: After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2770 Gil, Rainbow Thread x1, Pink Tail x2
Forbidden:
- Copycat
Enemies:
- Zombie x1
- Floating Eye x2
- Ghost x2
- Wraith x1
While out searching for the rumored treasure, the team encounters a
group of ghosts. For this mission, units with holy-based attacks are
strongly recommended. White Mages and Archers/White Monks with
Burial/Exorcise would help here as well. Avoid bringing in Moogles
or Nu Mou because there is too much water here (Moogles and Nu Mou
cannot cross water).
The Zombie is not a threat in this mission - it can use Drain Touch
to sap HP from its target to replenish its own HP. You should leave
the Zombie for last. As for the two Floating Eyes, you will want to
be wary of Death Dive, a powerful, suicidal attack that they use
when in critical HP (they both have Critical: Quicken). Try to avoid
putting these monsters in critical status for that reason. Their
other abilities are Supersonic Wave, which can inflict Silence
status, and Gnaw, which has a chance of inflicting Poison.
The two Ghosts are capable of inflicting Sleep and Silence status
with Sleep Touch and Silence Touch. Lastly, the Wraith can use Flash
to inflict Blind status on surrounding units and Wake the Dead,
which calls in more undead monsters. In addition, it can cast Darkra
on its undead brethren to heal their HP. You should target the
Wraith first because it's the most dangerous monster overall. Avoid
putting it in critical status though, for Critical: Vanish will
activate, preventing you from targeting it.
All monsters here are weak to holy-based attacks. The undead
(Zombie, Ghost, Wraith) are also damaged by curative spells. When
you take down any of the undead, a gravestone will remain. After
about two turns, the undead monster will revive itself. There are
ways to deal with this. Exorcise and Burial can both banish the
gravestone, preventing the monster from reviving itself. Also, using
a Phoenix Down can work as well.
C3-13 Kyrra, Dragoon ~
=------------------=
There's trouble brewing in Targ Wood!
Came across a young bangaa run afoul of a band of ne'er-do-wells.
Thinking I'd be little good against so many, I ran, hoping to find
some as might defend him well and proper.
~ Ksava, Woodcutter
Rank: 7
Fee: 200 Gil
Days: 20 Days
Type: Escort
Location: Targ Wood
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: N/A
Req. Talents: - Negotiation : 4
- Aptitude : 0
- Teamwork : 4
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 690 Gil, Xergis Tin x3, Wool x1, Animal Bone x3
Forbidden:
- Targeting an Area
Enemies:
- Warrior x2
- White Monk x3
In this mission, you will have to protect Kyrra, the Dragoon, from
a group of five Bangaas. Bring in six units and start the battle.
Kyrra needs to be kept alive for the entire mission, so quickly
move your units down to him to protect him.
There's no area attacks allowed, meaning you'll have to rely on
abilities that only affect a single tile.
Really, the primary threat in this mission is the White Monk with
the Air Render ability. This ranged attack is pretty powerful and
can pose a problem. Go straight for the White Monk who has this
ability first to remove the threat. The remaining Bangaas aren't
very tough. One of the Warriors has Rend Power and Rend Magick,
which can become an issue for your attackers. Eliminate him as early
on as possible as well.
As long as you keep Kyrra protected, this battle should go pretty
quickly. Be sure to get the treasure chest at the lower-right corner
of the battlefield.
Completing this mission will unlock the Dragoon job for the Bangaa.
C3-14 Green Dominion ~
=------------------=
There's talk of a strange group gathering in Targ Wood. They stand
in a circle chanting of a "green dominion" and something call a
"Njrg." Look into this, and see what they're about.
~ Domis Streetears
Rank: 2
Fee: 100 Gil
Days: 20 Days
Type: Battle
Location: Targ Wood
Appears: After completion of Mission A1-06: A Paw Full of Feathers
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 3
- Adaptability: 3
Recommended for Dispatch: N/A
Reward: 370 Gil, Xergis Tin x4, Gikhet Lead x3, Birch x2
Forbidden:
- Reaction Abilities
Enemies:
- Green Mage x4
The team stumbles upon the strange group in the forest, clearly in
the middle of one of their rituals.
You are up against four Green Mages in this battle. However, only
the Green Mage at the back of the party knows any magick spells.
The others have no abilities and no weapons, so they're pretty much
dead in the water already. You should have no trouble taking down
the three enemies closest to you. None of them will put up much of a
fight. Defeat all four to complete the battle.
There are two treasures on the map. One chest is located at the
upper-right corner of the battlefield.
Completing this mission will unlock the Green Mage job for the
Viera.
C3-16 Sleepless Nights ~
=--------------------=
My dreams have been troubling of late.
It started the night after my visit to Nazan Mines. I cannot sleep,
my arms and legs are leaden, and even plump Bisga game-hen tastes
like ash.
They say a creature within the mines weaves ill-omened dreams. I
fear... I fear I may be a victim. Please, stop it before I go mad.
~ Dabool, Geologist
Rank: 24
Fee: 400 Gil
Days: ---
Type: Defeat Mark
Location: Nazan Mines
Appears: After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 3780 Gil, Crusader Tonic x3
Forbidden:
- Debuffs
Enemies:
- Zombie x1
- Wraith x2
- Bloody Orb x1
- Oversoul x1
The source of the nightmares appears to be an Oversoul. The monster
will call in a team of primarily undead foes. For that reason, you
should send in units with holy-based attacks. To banish the undead
for good, consider sending units with Burial, Sanctify, or Exorcise.
Restorative spells deal damage to undead monsters, so send in White
Mages and the like as well. In order to finish this mission, you
must defeat the Oversoul.
The Zombie is capable of using Drain Touch to sap the target's HP to
replenish its own. Overall, it isn't very dangerous. If you're
looking to finish the mission quickly, it would be best to ignore
the Zombie completely, for your objective is only the Oversoul. The
Bloody Orb is similar in that its sole ability, Vampire, saps HP
from the target to heal itself. The Bloody Orb is the least threat
because its attack power is very low in comparison to the other
enemies.
Be careful of the Wraiths' Flash ability. This move inflicts Blind
status on surrounding units. Their other ability, Wake the Dead, can
summon more undead monsters. The Wraiths will frequently use Dark to
heal themselves and the other monsters that absorb dark (the Zombie
and Oversoul). Both Wraiths have Blood Price, meaning HP is consumed
instead of MP. Finally, the Oversoul itself has a variety of
malicious abilities. Deep Sleep inflicts Stop and Sleep status, and
Shackle inflicts Disable and Immobilize status. Be prepared to use
Esuna/Esunaga or Refresh to remove any debuffs that it inflicts on
you. In addition, the Oversoul can cast Darkga, a powerful dark-based
spell that deals heavy damage. Much like the Wraiths, the Oversoul
frequently uses it to heal itself and the other undead.
All of the monsters here are weak to holy-based attacks. The undead
monsters (which is all enemies sans Bloody Orb). Recall that when an
undead monster is killed, it can regenerate itself in a few turns.
In order to prevent any downed monsters from reviving, use Exorcise/
Sanctify/Burial to banish the monster forever. If you use those
abilities on the tombstone of a downed undead monster, you will have
no chance at missing.
The sole objective here is the Oversoul. Feel free to completely
ignore the other monsters. Both the Zombie and Bloody Orb are too
weak to pose any significant threat in this battle, though you may
find it easier to just kill them off quickly. The Wraiths, with
their Flash ability, can be a nuisance, so you should eliminate them
early on. When the Oversoul is defeated, the mission will end.
C4-01 Veis, Assassin ~
=------------------=
I am Veis, a warrior pilgrim traveling the world and taking such
wisdom as she gives.
I have come to Jylland to train for a time with House Bowen, a hunter
clan of some renown. I request a guide to show me to them.
~ Seeker Veis, Assassin
Rank: 13
Fee: 300 Gil
Days: 20 Days
Type: Meet Objectives
Location: The Rupie Mountains
Appears: After completion of Mission B2-06: Wanted: Gilmunto
Req. Items: N/A
Req. Talents: - Negotiation : 8
- Aptitude : 0
- Teamwork : 0
- Adaptability: 8
Recommended for Dispatch: N/A
Reward: 2280 Gil, Bomb Shell x2, Giant Feather x1, Fire Stone x5
Forbidden:
- Action by Moogles
Enemies:
- Marlboro King x1
The objective in this battle is to deal the last blow to the Marlboro
King to prove Veis's valor. Bring in four units for this fight. They
should be at least somewhat speedy to outdo Clan Bowen.
The King Marlboro can use Eerie Sound Waves, which removes buffs,
Putrid Breath, which inflicts Toad, Doom, and Confuse, and Cloying
Breath, which inflicts Sleep and Slow. You don't have to risk your
units though - just let Clan Bowen take all the punishment while
your team sits back. As soon as you notice the Marlboro King's HP
dwindling, quickly move your units and deal the killing blow to
finish the mission. If you want, you can put the other clan to sleep
or inflict Stop on them.
Feel free to collect the treasure while you're waiting on the other
clan.
Completing this mission will unlock the Assassin job for the Viera.
C4-02 To Be a Fighter ~
=-------------------=
Who will you find at the front line of any army worth its salt?
Fighters, and plenty of 'em.
Prove yourself worthy. Best us in combat, and we'll teach you the
ways of the sword and fist.
~ Jeorge, Mailed Fist Regular
Rank: 14
Fee: 300 Gil
Days: 20 Days
Type: Battle
Location: Moorabella
Appears: After completion of Mission B2-11: Now That's a Fire!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 8
- Adaptability: 8
Recommended for Dispatch: N/A
Reward: 1600 Gil, Tiger Hide x3, Peppergrass x1, Ice Stone x5
Forbidden:
- Restoring MP
Enemies:
- Fighter x3
- Thief x1
- Soldier x1
- Warrior x1
As you can see from the three Fighters, this enemy team is mostly
physical. Take units that have adequate defense because you may have
trouble otherwise.
The Warrior and Soldier are not remarkably dangerous - both have
Rend Power and Rend Magick, which pose more as a nuisance than
anything else. I'd recommend inflicting Disable or Stop on them to
prevent them from using their abilities to hinder your team. It's
easier to do that because both of them have exceptionally high
defense. Afterwards, when everyone else is down, you can focus on
these last two without much trouble.
Ignore the Thief because the only thing he can do is steal your gil
and stuff. As for the Fighters, only one of them (Jeorge) is
dangerous. The other two "lackeys" are fitted with Blitz, which deals
light damage, Beat Down, which deals heavy damage with low accuracy,
and Rush, which knocks back a unit. Both have Doublehand as their
P-Ability, so damage will be boosted. Jeorge can use Wild Swing,
which damages surrounding units, Air Render, and Aurablast, a ranged
attack that deals damage over an area. His R-Ability, Bonecrusher,
is quite damaging, so try to deal damage from far away to avoid
activating it.
Completing this job will unlock the Fighter job for the Hume.
C4-05 Popocho's Chocobos ~
=----------------------=
Kupo! My precious chocobos have all run off! Every last one of them!
It looks like they've headed for the mountains in the Aldanna Range.
I need someone to find them before the monsters do, kupo!
~ Popocho, Chocobo Knight
Rank: 27
Fee: 400 Gil
Days: 20 Days
Type: Escort
Location: The Aldanna Range
Appears: After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 0
- Teamwork : 13
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 4360 Gil, Blood-darkened Bone x4, Adamantite x3
There are three distinct battles for this mission that you must
complete in order to accomplish the mission.
Forbidden:
- >50 Damage
Enemies:
- Wolf x1
- Werewolf x2
- Zaghnal x1
This battle in the Aldanna Range region of the Aldanna Range
(redundant, much?) pits you against a Wolf, two Werewolves, and a
Zaghnal. The objective is to defend the Yellow Chocobo that is
situated at the opposite corner of your starting position, perilously
positioned right next to a Werewolf! Bring in at least one
restorative unit (White Mage) in addition to a Paladin (with Cover)
if applicable. Speed is important here, so the other two units
should be quick enough to outrun the other monsters. I'd also
recommend that you activate a Move Up clan privilege to facilitate
the battle.
Heed no attention to the Zaghnal at first because it's too far away
to be an immediate threat to the Chocobo. Instead, go straight for
the Werewolf. Remember that waiting allows the next turn to come
around more quickly, so avoid doing any actions on the approach.
The Chocobo luckily outspeeds the Werewolf next to it, so it should
be able to fend for itself during the first turn.
Don't waste time. Have your Paladin use Cover on the Chocobo
immediately. If you don't have a Paladin available, then cast
Protect on it. Have your other units begin working away at the
monsters. The Wolf can use Screech, which has a chance of inflicting
Confuse. The Werewolves can use En Garde, which puts them in counter
status, and Assault, which has a chance of inflicting Immobilize
status. If possible, Stop, Disable, or put some of the monsters to
Sleep to effectively prevent the enemies from attacking the Chocobo.
Early in the mission, the Zaghnal will not be a factor because it's
so slow. However, as this battle carries on, don't let that green
abomination approach! Its Slug ability can deal significant damage.
Its other abilities include Roar, which dispels all units on the
field, and Howl, which is an area MP-damaging that inflicts Confuse.
It may be tough to take down, so focus all of your attacks on it to
kill it before it can cause any problems.
Forbidden:
- Action by Moogles
Enemies:
- Ice Flan x2
- Wendigo x2
This second battle occurs in the Whitesnow Pass of the Aldanna Range.
The strategy here remains the same as the previous fight. The only
difference here is that there are now two Green Chocobos you must
rescue. It doesn't help that both of them are surrounded by monsters.
Again, bring in Paladins with Cover, along with curative units.
Speed is also very important here.
Send your slower two units to deal with the Ice Flan and Wendigo
nearest your starting position. Either use Cover on the Green Chocobo
or cast Protect on it. These Green Chocobos can actually use Choco
Barrier to put Protect and Shell on themselves, which helps quite a
bit. Send your speedier units to deal with the Green Chocobo at the
far corner.
The Wendigos should be the primary priority here because they can
use Bone Shatter, which deals heavy damage and delays the target's
turn, along with Sunder Earth which deals damage in a line in front
of the monster. Brute Strength raises the power of the next physical
attack, which can prove to be deadly to these fragile Chocobos. If
possible, use debuffs to prevent these Wendigos from attacking.
Unfortunately, the Chocobos may sometimes attack these Wendigos
directly only to be hit with Bonecrusher. Be sure to heal to maintain
their HP.
The Ice Flans are much less of a problem here, but they can use Acid
to inflict a random status ailment. Be sure to have someone on hand
to cleanse a unit should they be affected. The Green Chocobos may
lend a helping hand (or wing?) as well by using Choco Esuna. Anyway,
eliminate the four monsters here to save these two Chocobos. Be sure
to grab the treasure sitting in the middle of the field.
Forbidden:
- Action by Humes
Enemies:
- Ghost x1
- Ice Drake x2
- Zahak x1
This final fight takes place in the Orchid Snowfields. This is a
challenging fight, not only because you have to protect Popocho (the
Chocobo Knight with a severe speech impediment) and his two other
Chocobos, but because the monsters here have abilities that can be
deadly. And remember, you cannot allow Popocho or his Chocobos to be
taken down.
Clearly, the Zahak is the biggest threat here. However, it's too far
away to be an immediate threat, so begin focusing on the Ghost and
Ice Drakes. Recall that Ghosts are undead, so they can be damaged
by using curative spells. Holy attacks are very effective as well.
It can inflict Sleep and Silence, so eliminate it quickly. When it
is brought to 0 HP, use a Phoenix Down or Exorcise (Hume skills are
banned here, but if you ignore laws, then Burial works as well) on
the tombstone to banish it forever.
The Ice Drakes are a bit more dangerous. Their Sleet ability can
inflict Doom and Sleep status. This can be bad news for the two
Chocobos and Popocho because they're susceptible to Doom. Induce
Disable, Stop, or Addle status on the Ice Drakes to prevent them
from using Sleet. Should either of the three mission critical units
be Doomed, cast Refresh or Esunaga on them immediately. The Ice
Drakes' other ability is Ice Breath, which deals area ice damage.
Ice Drakes are weak to fire-based attacks, so use those for extra
damage.
What you should do with the Zahak is surround it with your fighters
to prevent it from approaching the Chocobos. The Zahak has a ton of
HP, so killing it will take some time. It's very powerful, and can
cast Mighty Guard on itself to raise defense and resistance. It can
also use Expose Weakness to lower the defense and resistance of its
target. Ice Orb and Ice Breath are both ice attacks that deal
moderate damage. Use holy-based attacks because the Zahak is weak to
that element, but stay away from ice, fire, lightning, and dark-based
attacks.
Once Popocho and his Chocobos are safe, he will reward you with the
Chocobo Knight job for the Moogle.
C4-06 Of Kupos and Cannons ~
=------------------------=
Strange noises punctuate the night. There's naught but trees and the
occasional abandoned well for many leagues, yet the din of "kupo"s
and firearms is quite overwhelming.
I can scarcely focus, never mind study, and so I find myself turning
to frivolous fictions.
Predictably, my schoolwork has begun to suffer and my very future is
now in peril. Please find the cause of the nuisance and put a stop
to it!
~ Orposi, Sophomore (again)
Rank: 22
Fee: 400 Gil
Days: 20 Days
Type: Investigation
Location: Camoa
Appears: After completion of Mission B2-12: Pearls in the Deep;
After reading 'Wielders of the Cannon' notice
Req. Items: N/A
Req. Talents: - Negotiation : 11
- Aptitude : 11
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2870 Gil, Tyrant Hide x4, Alraune Drill x2
Forbidden:
- Debuffs
Enemies:
- Flintlock (spawns)
In the middle of the night, your party encounters a group of
Flintlocks. Of course, they get pretty hostile once you arrive. Send
in six units for the battle and commence!
In case you are not familiar with Flintlocks, know that Flintlocks
must take an extra turn to Prime their cannons. This free turn can
give you an opportunity to close the distance and start doing some
damage. All of the Flintlocks can use either Ether Boost, which
deals damage, or Protect Cannon, which puts Protect and Regen status
on one of their allies. There's no limit to the amount of Flintlocks
- they will all spawn from the wells (???). The objective is to
survive for four rounds, which shouldn't be remarkably tough.
The best way to deal with this mission would be to position a unit
at each well. First of all, take out the Flintlock at each of the
wells. Then, keep your unit there to guard the well, quickly
eliminating any Flintlocks that come in. As stated before, Flintlocks
must Prime their weapons, so you should have plenty of time to
severely hurt each Flintlock before they can even act.
You may have trouble as the Flintlocks begin appearing more quickly.
Just hold your positions, knocking down the Flintlocks as you wait.
When four rounds are up, the mission will end.
Completing the mission will get you the Flintlock job for the Moogle.
C4-07 Instrument of Inspiration ~
=-----------------------------=
This is terrible! A tragedy! A travesty!
My concertina is nowhere to be found! How can I possibly perform
without it? I can't!
I need someone to help me find it! Come with all haste!
~ Mayhew, Prima Donna
Rank: 19
Fee: 300 Gil
Days: 20 Days
Type: Item Recovery
Location: Moorabella
Appears: After completion of Mission B2-12: Pearls in the Deep
Req. Items: N/A
Req. Talents: - Negotiation : 11
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2350 Gil, Hedychium x4, Leucojem x3
Forbidden:
- Copycat
Enemies:
- Bloody Orb x1
- Lamia x1
- Ice Drake x2
Send in four units here to assist Mayhew of Prima Donna in finding
the lost concertina. Her devotees haven't been of much use, so it is
to you now. As luck would have it, monsters are here to make things
difficult.
The monsters here aren't remarkably tough to take down. The two Ice
Drakes are both capable of using Ice Breath, and one of them has
Counter. You can quickly eliminate these two by using fire-based
attacks, which the Ice Drakes are weak to. The Lamia here doesn't
have any dangerous abilities. Hand Slap only delays a unit's turn.
Just be grateful you don't have to deal with Night or Twister. Ugh.
Lastly, the Bloody Orb may give you complications with Supersonic
Wave, which inflicts Silence, but it isn't much of a threat either.
Its Vampire ability saps HP - watch out for this attack. Once you've
defeated all monsters one way or another, inspect each of the
sparkling dots on the ground until you find the concertina.
Mayhew will unlock the Raptor job for the Gria following the
completion of the mission.
C4-08 Loar Airships Grounded ~
=--------------------------=
The skies along the shipping lanes to Loar have been teeming with
floating eyes. They've even infested the aerodrome. If something
isn't done, they'll wreck the airships, and could even spill out
into the town. Stop them before it's too late!
~ Jaq, Airship Pilot
Rank: 24
Fee: 400 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: Moorabella
Appears: After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 13
- Adaptability: 13
Recommended for Dispatch: N/A
Reward: 3750 Gil, Earthwyrm Crystal x2, Bundle of Needles x2
Forbidden:
- Opportunity Commands
Enemies:
- Bloody Orb x2
- Floating Eye x2
- Ahriman x2
Against these eyeball monsters, you will want to send in units with
resistances to status ailments. Apart from their debuff skills,
these monsters are not remarkably difficult to defeat.
The Bloody Orbs are capable of using Supersonic Wave to inflict
Silence status. Spellcasters should do their best to avoid getting
hit by this attack. Vampire saps HP from the target to replenish the
Bloody Orb's own. The Floating Eyes can also use Supersonic Wave, in
addition to Gnaw, which can inflict Poison status.
Ahrimans are the most dangerous because of their Enthrallment
abilities. Demonic Gaze can inflict Confuse and Bewitching Glance
can induce Charm and Slow status. These abilities can be avoided by
simply not looking at the Ahriman. If a unit is facing the opposite
direction, Demonic Gaze and Bewitching Glance will have a 0% success
rate.
Always have your units face the opposite direction from the Ahrimans
to avoid getting hit by their abilities. Units that already have
resistances to the aforementioned debuffs obviously should not need
to worry about turning their backs. Clear the airship of the
infestation to finish the mission.
C4-09 Treasured Tomes ~
=-------------------=
I'm always seeking to broaden my collection of books, and with it,
my knowledge.
Should you come into possession of the following volumes, please
contact me. I promise to make it worth your while:
- Urutan Annals
- The Arnath Glyphs
~ Otach, Scholar
Rank: 18
Fee: 300 Gil
Days: 20 Days
Type: Delivery
Location: Aisenfield
Appears: After completion of Mission C3-11: Rumors Abound
Req. Items: Urutan Annals, The Arnath Glyphs
Req. Talents: - Negotiation : 18
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2350 Gil, Quince x4
In case you weren't aware, the two required items for this mission
are actually books, a type of weapon. The two required here can be
unlocked under the Bazaar entry 'Moldy Tomes' (D-Items).
Head to Aisenfield to find Otach the Scholar. After he shows off his
ridiculously fast reading speed, he'll teach you the ways of the
Scholar as a token of his appreciation.
The Scholar job for the Nu Mou will subsequently be unlocked.
C4-11 Kidnapping!? ~
=----------------=
I can't get word to Prima Donna, and I've tried everything! We've
got a concert coming up, too... Surely they haven't been kidnapped...
have they? Oh, gods, they have! Someone look into this, please!
~ Manager, Prima Donna
Rank: 30
Fee: 400 Gil
Days: 20 Days
Type: Investigation (Dispatch)
Location: Sant D'alsa Bluff
Appears: After completion of Mission C4-07: Instrument of
Inspiration;
After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 20
- Aptitude : 20
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 3030 Gil, Prime Pelt x3
Forbidden:
- Back Attack
Enemies:
- Spellblade x1
- Fencer x1
- Hunter x1
- Lanista x1
- Time Mage x1
- Raptor x1
After a misunderstanding, the Prima Donna clan decides to engage you
for attempting to peek on them bathing. Your objective is to prevent
all of them from entering the water (for reasons unknown?). Send in
units with the ability to inflict status ailments such as Immobilize
to prevent the enemy from moving towards the water.
Don't put too much effort in defeating the two Devotees to the east
side of the battlefield. They are easily eliminated because of their
low HP and level. The Lanista can use Souleater and Sword of Darkness
to inflict dark-based damage, and the Time Mage can cast Haste and
Slow. It is recommended that you knock out these two Devotees early
on in the mission to prevent them from becoming a nuisance as the
battle progresses.
The Spellblade may prove to be an issue with her Poison Blade and
Stun Blade abilities, which can inflict Poison status and Immobilize
status, respectively. In addition, she can also use Death Sickle,
which inflicts Doom status. Consider Addling her to prevent her from
using her abilities. Her attack is quite powerful as well, so keep
weaker units away from her. The Fencer, on the other hand, is Prima
Donna's primary healer, as she can cast Earth Heal. Her other
ability, Nighthawk, is a ranged attack. Out of all of the enemies,</pre><pre id="faqspan-9">
this Fencer has the highest attack stat, and her Charged Attack
P-Ability further increases her damage output.
The Hunter has Geomancy abilities Shining Flare, which deals fire
damage only in sunlight, Venom Squall, which deals damage with a
chance of inflicting Poison only in rain, Life's Embrace, which has
a chance of inflicting Immobilize status only on grassy terrain, and
Earth's Embrace, which can inflict Disable status only on barren
land. Since the abilities she can use is determined by the
conditions, she isn't remarkably dangerous. Lastly, the Raptor can
be a dangerous enemy. She can use Soul Crush to deal both HP and MP
damage, along with Shield Bash, which can inflict Disable.
Try to Immobilize the enemies as they approach to prevent them from
being able to move closer to the pool of water. Leave a wall of your
strongest units along the edge of the water to stop any Prima Donna
members from reaching it. Note that the Gria can fly over your
units, so you need to take active measures to eliminate them before
they get close to the water's edge.
C4-13 Banbanga! ~
=-------------=
The Tri-Bangaa Temple welcomes novices seeking guidance in the
martial arts.
Handed down over many hundred years, the martial arts are considered
by many the pinnacle of melee combat. Temper body and mind as we
share with you the secrets of these arts.
~ Monks of the Tri-Bangaa Temple
Rank: 29
Fee: 400 Gil
Days: 20 Days
Type: Battle
Location: Nazan Mines
Appears: After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 22
- Adaptability: 22
Recommended for Dispatch: N/A
Reward: 5340 Gil, Body Ceffyl x4
Forbidden:
- Targeting Self
Enemies:
- White Monk x2
- Master Monk x3
The Tri-Bangaa Temple team consists primarily of Master Monks and
White Monks. Send in six for this battle.
Both White Monks are capable of using Roundhouse, which damages all
surrounding units. Their attack is not very high, so these White
Monks won't be a significant threat in this battle. The Master Monks,
on the other hand, are a bit more dangerous. Their defense far
exceeds the White Monks, meaning you'll need to focus your attacks
on them to eliminate them quickly. Their abilities include Pummel,
which attacks with two consecutive punches, and Dark Fist, which
sacrifices HP to pierce its target (can hit two tiles out). Lifebane
has a chance of inflicting Doom, and Withering Strike deals heavy
damage when the user is at low HP. Some of the Master Monks can also
use the White Monk ability, Air Render, which deals ranged damage.
This is a straightforward fight. Keep an eye on the left-most Master
Monk because he can use Withering Strike and Lifebane. Do not ever
leave him in critical health unless you want to take heavy damage
from Withering Strike. All have Unscarred as their P-Ability, so you
will want to attack them to get rid of the attached bonuses.
When you finish the mission, the Master Monk job for the Bangaa will
be unlocked.
C4-14 The Cat's Meow ~
=------------------=
I saw it with me own eyes! A white cat as big as a man if it was a
foot, it was. Leastwise, I think it were a cat. Prowling about the
Rupie Mountains plain as day. Well, strutting about in a place with
monsters like that will get it eaten alive in no time flat. Will you
go and save it?
~ Maerwynn, Cat Lover
Rank: 28
Fee: 400 Gil
Days: 20 Days
Type: Escort
Location: The Rupie Mountains
Appears: After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 20
- Aptitude : 0
- Teamwork : 20
- Adaptability: 0
Recommended for Dispatch:
Reward: 6150 Gil, Einherjarium x3, Orichalcum x2
Forbidden:
- Ranged Weapons
Enemies:
- Wolf x2
- Wendigo x2
- Zaghnal x1
Your objective is to protect the Seer Roye. He starts so far away
that you will need quick units to close the distance. Send in
characters with high movement stats for this mission.
Unfortunately, the monsters like to cheat here. Some of them will
move first even if they have the lower speed stats. No matter.
Quickly move your units towards the monsters to take some of the
attention from Roye. When you've established a defensive barrier
around Roye, begin taking down the monsters one by one. Prioritize
the Wendigos and Zaghnals due to their high attack power. Be wary
of the Wendigos though! Their Bone Shatter ability can delay the
target's next turn. Brute Strength increases the power of its next
attack, and Helmsplitter has a chance of destroying a helm! Also, do
not hit either of the Wendigos with standard physical melee attacks
because you'll end up taking a nasty hit back from either Bonecrusher
or Strikeback.
The Zaghnal, in addition to his high attack power, can use Roar to
remove buffs from all units, along with Slug and Assault, which can
Immobilize its target. As for the two Wolves, don't expect much
trouble of out of them. Fangs deals moderate damage, but it's nothing
in comparison to the other three heavy-hitters.
If you have any trouble with this mission, you are probably not
getting to Roye quickly enough. Again, units with high movement stats
are instrumental here. Also note that Roye's defense isn't
exceptional, so considering casting Protect on him. Reraise status
will guarantee that he survives to live another turn. For the most
part, he should be able to fend for himself for a while because he
can use Magick Frenzy, in addition to Cura.
Complete the mission and Roye will teach you the secrets of the Seer
job for the Humes. The Seer job will subsequently be unlocked. Zap!
D1-09 Tree Hugging ~
=----------------=
Monsters are chewing on the tree where my brother and I used to
compare heights as children. I fear it will soon die if nothing is
done. Could someone drive off the monsters for me?
~ Celestine, A Good Sister
Rank: 15
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Graszton
Appears: After completion of Mission B2-01: Wanted: Ugohr
Req. Items: N/A
Req. Talents: - Negotiation : 7
- Aptitude : 0
- Teamwork : 0
- Adaptability: 7
Recommended for Dispatch: N/A
Reward: 3280 Gil, Power Fruit x2, Telaq Flower x1, Dirty Wool x1
Forbidden:
- Restoring MP
Enemies:
- Antlion
- Pit Beast
The objective here is to defend the tree while killing off 10 enemy
monsters. Since you're dealing with so many, considering sending in
a Hunter with Sidewinder or Oust. The critical objective to this
mission is preventing any monster from reaching the big tree. This
means you can't allow a single monster to reach any tile next to the
tree.
Really, the smartest thing to do would be to just pile your units
around the tree so no enemies can get past. Put ranged units right
next to the tree and stack stronger melee units outside. This way,
your ranged units can attack from behind the barrier while your
physical units dish out pain on the edges.
This isn't a difficult mission. The Antlions can use Mucus and
Saliva, which both reduce speed one way or another (Mucus inflicts
Slow status). In this battle though, speed is not really much of an
issue. Still, be wary of Bile, which lowers defense and resilience.
Be sure to heal whenever necessary.
As the mission progresses, more and more monsters will emerge. Take
care around the Pit Beasts, which are essentially stronger versions
of Antlions. These monsters are fitted with more deadly abilities.
Sandstorm deals damage to an area with a chance of inflicting Blind
status and Suffocate delays a target's turn. Blind status can be
irritating, but that can be rid of through Eye Drops or any status-
healing ability.
Finish off 10 monsters without letting any of them touch the tree to
complete the mission. If you find that some of the monsters are just
wandering around aimlessly, then you should break out of defense
mode and approach them, but do not allow them anywhere near the
tree.
Also, there's a treasure chest near the tree, but I personally
wouldn't go through the trouble of getting it.
D1-13 Memories [R] ~
=----------------=
Ayeee! I've lost my precious wayfarer's log, the one I used in my
youth. It's gone! Gone! How can I go to my grave with this hanging
over me?
Would someone care to give me their wayfarer's log? It might serve
well enough to bring back the memories...
~ Old Man Boiboi
Rank: 15
Fee: 300 Gil
Days: 20 Days
Type: Delivery
Location: Targ Wood
Appears: After completion of Mission C2-06: The Forests of Loar;
After completion of Mission B2-11: Now That's a Fire!;
Mistleaf
Req. Items: N/A
Req. Talents: - Negotiation : 1
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 140 Gil
Interestingly enough, the reward is less than the quest fee! However,
there are more rewards inside the mission. Head to Targ Wood.
Depending on how many "Loar" quests you completed (Forests of Loar,
Lands of Loar, etc.), you'll get varying prizes.
D2-06 Bug Hunt ~
=------------=
I need someone to catch these really rare antlions for me. They're
supposed to be different colors from the other antlions. I never
seen them myself, but they're supposed to live in the forest, or
grasslands, or something like that. Oh, and I heard of one being
seen near Moorabella once, too.
~ Eckt, Bug Collector
Rank: 30
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Zedlei Forest / The Bisga Greenlands / Moorabella
Appears: After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 15
Recommended for Dispatch: N/A
Reward: 2650 Gil, Fire Sigil x4, Wind Sigil x3
This is a three-part battle in which you must travel to three
locations. All of these areas are located on the Moorabella
continent.
Forbidden:
- Ice
Enemies:
- Yellow Chocobo x1
- Antlion x2
- Pit Beast x1
- Great Tortoise x1
In the Zedlei Forest, your objective is to kill off every monster
EXCEPT for the blue Pit Beast. Send in six units and begin the
fight.
The two Antlions will make things difficult in this battle. Bile
lowers defense and resilience, Mucus inflicts Slow, and Saliva
lowers speed. Units with resistances to any of these debuffs can
tread without worry, for the Antlions themselves have very weak
attacks. Try to Disable them to prevent them from using any of their
abilities.
The Great Tortoise is very slow, so it won't be much of a factor
here. It can use Headbutt, which can potentially inflict Immobilize
status, and Sonic Spin, which damages surrounding units. Avoid
putting it in critical health due to Critical: Quicken. As for the
Yellow Chocobo, kill it off quickly. It can use Choco Cure to heal
allies, along with Choco Beak, which deals moderate damage. Lastly,
the blue Pit Beast (which you are not supposed to kill) can use
Suffocate, which delays the target's next turn. It also has the R-
Ability, Bonecrusher, which should be a non-factor since you are not
supposed to kill it.
Forbidden:
- Fire
Enemies:
- Antlion x4
- Pit Beast x1
At the Bisga Greenlands, you'll encounter a green Pit Beast among a
pack of red Antlions. Again, the objective is to capture the unique
one by killing off the defending Antlions.
Each Antlion can use Mucus, which inflicts Slow, and Saliva, which
lowers speed. A few of them can in addition use Bile, which lowers
defense and resilience, and Suffocate, which delays the target's
next turn. Since debuffs are the primary threat here, units with
debuff resistance should be able to finish this mission easily. If
not, then you should contend with the Antlions by debuffing them
first in order to prevent them from using their abilities.
Antlions aren't very tough monsters to kill. Eliminate the four
Antlions guarding the green Pit Beast to finish this segment of the
mission. There is a treasure chest in the middle of the field - steal
the contents if you'd like.
Forbidden:
- Lightning
Enemies:
- Sprite x1
- Lamia x2
- Werewolf x2
- Pit Beast x1
The white Pit Beast is the objective here. Kill off every single
monster except for the objective. You will want to bring in units
resistant to status ailments in this battle, considering that you're
facing two Lamias.
The Sprite will usually start the battle off by casting Reflect,
which reflects any magick casted on it back at the caster. That's no
problem, since physical units can do just fine. The Sprite can also
cast Meteorite for moderate damage. The two Werewolves are not very
threatening. One of them can only use En Garde to put itself in a
counter status - it can also use Items to cleanse debuffs from its
teammates with Remedies. The other Werewolf is capable of using Roar,
which removes all debuffs from every unit, Slug, which is a powerful
attack that ignores defense, and Assault, which deals damage with a
chance of inflicting Immobilize status. Both the Werewolves boast
high defenses and HP, so it's recommended that you save them for
last.
The Lamias are particularly annoying in this battle. The one on the
left can use Poisonous Frog to inflict Poison and Toad status, along
with Hand Slap, which delays the target's next turn. The other can
cast Night to put every unit on the battlefield to sleep, along with
Twister, which cuts 50% HP of units in an area.
Prioritize the Lamias and Sprite first. Be sure to cleanse units of
any debuffs they get hit with. Once those are down for the count,
start focusing your attacks on the Werewolves. When all the monsters
(except for the white Pit Beast of course) have been eliminated, the
mission will end.
D2-07 The Show's Not Over... ~
=--------------------------=
I am a songstress. My voice is my livelihood. I have a series of
performances scheduled, but I've come down with a terrible sore
throat. I can't possibly perform in this condition. I've heard sweet
sap can soothe the pain. Would you bring me some?
~ Teis, Songstress
Rank: 17
Fee: 300 Gil
Days: 20 Days
Type: Delivery (Dispatch)
Location: Fluorgis
Appears: After completion of Mission C3-06: Grounded!
Req. Items: Sweet Sap
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2240 Gil, Body Ceffyl x2
Deliver the Sweet Sap to Teis at the Fluorgis Aerodrome. The Show
Must Go On!! </Freddy Mercury>
D2-09 Cake: The Recipe ~
=--------------------=
I had a fight with my father the other day, and we haven't spoken a
word since. I wanted to make up with him by baking one of my special
carrot cakes for his birthday... but a monster took all six pages of
my recipe! Please, someone, get them back for me!
~ Lea, Who is in truth fond of her father
Rank: 27
Fee: 400 Gil
Days: 20 Days
Type: Item Recovery (Dispatch)
Location: Fluorgis
Appears: After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2590 Gil, Windslicer Pinion x4
Forbidden:
- Lightning
Enemies:
- Lamia x1
- Bloody Orb x1
- Cockatrice x2
- Adamantitan x1
- Axebeak x1
The pages of the recipe are scattered all over the place. There are
six pages total, and you have to collect all of them. Unfortunately,
some monsters are here to make things tough.
If you have spellcasters at hand, have them target the Adamantitan
on the ledge. If not, then you will have to save it for later. Be
very careful around this gold-shelled monster, for it can use Munch
to destroy equipment! For that reason, it's best to deal with it
from far away in order to prevent it from getting close enough to
eat your equipment. Take advantage of its weakness to wind.
The Lamia, at the base of the first set of steps, can use Night,
which inflicts Sleep status on all units, Hand Slap, which delays
the target's next turn, and Twister, which affects an area, lowering
HP by 50%. The last attack is the most devastating, so make sure you
do not group your units together. The Bloody Orb is no threat at all
- it can only use Vampire to drain HP. Focus on the Lamia first
before moving further up the path.
The two Cockatrices and Axebeak sitting at the top of the ruins
won't be much of a threat until you approach their position. They
will mostly cast Scurry and Wake-Up Call among themselves to grant
Haste and Quicken. None of them are hard to defeat, though the
Axebeak has comparatively higher attack. Once the monsters are dead
or incapacitated, gather up the papers to complete the mission.
D2-12 One Red Phial ~
=-----------------=
Ever heard the story of the "one red phial of antidote"? Where that
guy traded one phial of antidote for something, and then traded that
and so on until he had a chocobo? Well, I decided to give it a go,
too!
I'm up to a bottle of silver liquid now, and I want to trade it for
a chunk of adamantite. C'mon, you know you want it!
~ Aerning the Lazy
Rank: 17
Fee: 300 Gil
Days: 20 Days
Type: Delivery (Dispatch)
Location: Tramdine Fens
Appears: After completion of Mission C3-06: Grounded!
Req. Items: Adamantite
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2240 Gil, Clear Sap x2
Here's a little bit of useless trivia for you! This mission is a
clear nod to the story of Kyle MacDonald, a man who, through a
series of trades, went from one red paperclip to a two-story house!
Deliver the Adamantite to Aerning. The trade doesn't really seem to
be all that much worth it, but who knows? This could be history in
the making.
D2-13 My Secret Shame ~
=-------------------=
That Killan has done it again! He's thrown my final exam papers out
the window. If anyone learns the mark I received, I'll never be able
to show my face in the Akademy again.
I think the papers are still in the forest behind the school. Gather
them and return them with all haste.
~ Udite, Second Year Akademy Student
Rank: 25
Fee: 400 Gil
Days: 20 Days
Type: Item Recovery (Dispatch)
Location: Moorabella
Appears: After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2720 Gil, Bat Wing x5, Wyvern Wing x1
Forbidden:
- Back Attack
Enemies:
- Deadly Nightshade x2
- Dreamhare x1
- Hoppy Bunny x1
- Sprite x1
This team of monsters is capable of inflicting various debuffs on
your party, so considering sending in units with debuff resistances
and/or units who can cleanse debuffs. Refresh and Esuna can be
useful here.
The two Deadly Nightshades should be the least concern. That said,
you will still want to avoid Tomato Ketchup because it inflicts
Berserk. Tomato Tackle lowers speed, which can also be a problem.
The Dreamhare is capable of using Hip Attack, along with Blind and
Silence, whereas the Hoppy Bunny can use Illude, which inflicts
Charm, Go-Go Dance, which Hastes a group, and the Green Magick spell
Sleep. Lastly, the Sprite can cast Meteorite for moderate damage, in
addition to Slow and Stop.
You can easily disable most of the monsters here by simply casting
Silence on them. This would effectively prevent them from using any
of their magick (the Deadly Nightshades aren't affected by Silence
because their techniques don't cast MP, mind). Since none of the
monsters here have particularly high defense stats, killing them
shouldn't pose any difficulty. You should focus first on the Hoppy
Bunny because it likes to use Go-Go Dance constantly to Haste its
allies.
Search the grounds, inspecting each sparkling dot on the ground
until you've collected all of Udite's papers. Once that's done, the
mission will end.
D2-14 Maintaining the Balance ~
=---------------------------=
The creatures of Tramdine Fens are on the brink of a catastrophe! A
swell in the number of antlions has driven the native cockatrices
into decline. If something isn't done, they'll disappear from the
fens altogether. Please travel to Tramdine Fens and thin the antlion
population.
~ Baran, Society for the Protection of
Monsters
Rank: 27
Fee: 400 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: Tramdine Fens
Appears: After completion of Mission C3-11: Rumors Abound; Coppersun
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 18
- Adaptability: 18
Recommended for Dispatch: N/A
Reward: 4970 Gil, Skull x2, Giant Feather x1
Forbidden:
- Reaction Abilities
Enemies:
- Antlion x5
This is a nondescript engagement against five Antlions. At this point
in the game, you've probably fought enough Antlions to know that
they aren't much trouble to defeat. Bring in six units of your own
and begin the fight.
Antlion techniques usually come attached with some status debuff.
Sandstorm damages units in an area with a chance of inflicting Blind.
Mucus can inflict Slow status, and Saliva lowers speed. Bile can
lower defense and resilience, and Suffocate delays a target's next
turn. Blind and Slow can easily be remedied through Esuna (Esunaga
too) or Refresh, and the speed issue can be fixed through Haste.
If you can prevent the Antlions from using their abilities through
Addling them or some other method, this battle should go by much more
quickly. Of course, units with resistance to status ailments should
have little trouble in this mission.
D2-16 Cilawa the Gluttonous ~
=-------------------------=
I've thought up a new formula I'm eager to put to the test. I'll
need someone to bring me a fresh rat tail for the mixture.
~ Cilawa the Gluttonous
Rank: 5
Fee: 100 Gil
Days: 20 Days
Type: Delivery (Dispatch)
Location: Camoa
Appears: After completion of Mission A1-11: The Yellow Wings
Req. Items: Rat Tail x1
Req. Talents: - Negotiation : 4
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 560 Gil, Tanned Hide x3, Ladies' Tresses x2, Cloudy Sap x3
Find Cilawa in the Adventurer's Rest and deliver the Rat Tail.
Unfortunately, he's far too hungry to let the Rat Tail go towards
anything productive.
D3-01 Gripped by Fear ~
=-------------------=
You have flown aboard an airship? Seen the world from above the
clouds and felt the cool wind on your face? I too wish to know what
it is to feel this, but heights terrify me. I seek a companion to
accompany me aboard an airship and help keep my fears at bay.
~ Arna the Superstitious
Rank: 15
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: Moorabella
Appears: After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 13
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1330 Gil, Spider Silk x3
Find Arna at the Moorabella Aerodrome. When it is prompted, select
the first option to be done with the mission. For some reason, you
still end up back in Moorabella even though you were supposed to
be accompanying Arna on the airship.
D3-05 Rude Awakening ~
=------------------=
I'm not what you would call a morning person. I'm always oversleeping
and missing my classes. I've heard that malboro draught might be help
me wake up on time. It's made from malboro vine and foul liquid, and
the Witch of the Fens is said to know how to prepare it. Once you
have the draught, bring it to me in Fluorgis.
~ Geldran the Drowsy
Rank: 18
Fee: 300 Gil
Days: 20 Days
Type: Delivery
Location: Fluorgis
Appears: After completion of Mission C3-11: Rumors Abound
Req. Items: Malboro Vine, Foul Liquid
Req. Talents: - Negotiation : 18
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2350 Gil
Visit the hut in the Tramdine Fens, which is the dwelling of the
Witch of the Fens. There, she'll concoct the malboro draught for
you at no charge. With the draught, head to Fluorgis and deliver it
to Geldran on the Cannol Keep.
D3-06 Drowsy Draught ~
=------------------=
I once had trouble oversleeping and missing my classes, but a
certain draught I'd rather not recall put an end to that. Oh how I
miss those mornings spent drowsing in bed! I wish to return to my
layabout ways, and prim draught is said to be just the thing I need.
Please bring a succulent fruit and some sweep sap to the Witch of
the Fens and have her prepare the draught for me!
~ Geldran the Once Drowsy
Rank: 20
Fee: 300 Gil
Days: 20 Days
Type: Delivery
Location: Fluorgis
Appears: After completion of Mission D3-05: Rude Awakening;
After completion of Mission C3-16: Sleepless Nights
Req. Items: Succulent Fruit, Sweet Sap
Req. Talents: - Negotiation : 20
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2580 Gil
In order to obtain the prim draught, you need to visit the Witch of
the Fens in the Tramdine Fens. She will quickly fulfill this
"trifling" request at no charge. Deliver the solution Geldran over
in Fluorgis to get this mission done.
D3-09 Cleaning to Loar [R] ~
=------------------------=
Looking for helpers to swab an airship. We haven't had the crew to
properly clean her for some time now. It would be a shame to put her
out of service, so we'll have you cleaning her midflight. On, and
watch out for the rats.
~ Jylland Airship Inspection Board
Rank: 22
Fee: 400 Gil
Days: 4 Days
Type: Satisfy Petitioner
Location: Fluorgis
Appears: After completion of Mission C3-06: Grounded!; Fluorgis pub
only
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 1
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 180 Gil, Great Serpent's Fang x2
Forbidden:
- Lightning
Enemies:
- None
You need to clean all of the sparkling dots off of the airship
within a set round limit. The limit is randomized (although in my
experience, it ranges from 2-5) every time. Units with high move
stats are necessary here. If possible, activate the Move Up clan
privilege to facilitate the cleaning process. The Green Mage's Leap
skill would help here as well.
There are six points in the all. The first is on the front right
wing. This one can easily be accessed by one of your units with
lower move stats. There are three more along the body of the
airship, and there is one on each of the back wings. Assign one
cleaning mark per unit, making sure to distribute the farthest dots
on the front wings to your units with the highest move and speed
stats.
D3-15 Rancher's Request - Yellow ~
=------------------------------=
I'm big on chocobos. So big, I decided to build a chocobo ranch. All
well and good, right? Wrong! I spent so much on the ranch, I didn't
have anything left to buy chocobos!
That's why I need you to go out and catch me a wild one. Yellow
should do just fine.
~ Yew, Chocobo Rancher
Rank: 21
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Targ Wood
Appears: After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 180 Gil, Spiral Vine x3, Kempas x3
What you need for this mission is a Chocobo Knight mounted on a
Yellow Chocobo. Deliver the Chocobo over to Yew in Targ Wood to
complete this straightforward mission. Keep in mind that you will
end up losing the Chocobo in the process.
Fey Mischief, which appears in Targ Wood in Greenfire, has a Yellow
Chocobo among its ranks. Also, you can keep fighting in the Seeding
the Harvest mission until you come across one.
D3-16 Rancher's Request - Black ~
=-----------------------------=
My ranch is up and running, but with only one chocobo, it seems even
emptier than before! That's why I'm asking you to catch another wild
chocobo for me! A black chocobo should do nicely.
~ Yew, Chocobo Rancher
Rank: 25
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Targ Wood
Appears: After completion of Mission D3-15: Rancher's Request -
Yellow;
After completion of Mission C3-06: Grounded!
Req. Items: N/A
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1750 Gil, Kuraisle Boxwood x2
This time, you will need a Chocobo Knight mounted on a Black Chocobo.
Meet Yew in Targ Wood and select the Chocobo Knight. After the
mission, you will lose the Black Chocobo.
There are numerous ways to attain a Black Chocobo. The One-Eyed
Evil encounter in the Galerria Deep, for one, appears in Greenfire.
Check the Rupie Mountains as well during the month of Plumfrost.
Also, you can encounter them in the Seeding the Harvest mission.
D4-01 Making Music ~
=----------------=
The timber of the strawood trees growing near Fluorgis makes the
best instruments, kupo!
You'll get some for me, won't you, kupo? Oh thank you! Thank you!
* Oh, if you find some flutegrass too, that'd be awful nifty, kupo!
~ Hurdy, Itinerant Bard
Rank: 27
Fee: 400 Gil
Days: ---
Type: Defeat Mark
Location: Aisenfield
Appears: After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 4730 Gil, Emperor Scale x2, Star Fragments x3
Forbidden:
- Harming Females
Enemies:
- Raptor x1
- Ranger x1
- Golem x2
- Alchemist x1
Luso manages to find the strawood, but he also encounters a hostile
Alchemist with a bunch of monsters on his side. Just your luck, huh?
Send in units with high defense stats because the primary threat on
the enemy team are the formidable Golems - these monsters can pack a
huge punch.
The law specifically states that harming female units is forbidden.
For that reason, you will have to ignore the Gria Raptor if you want
to uphold the law. She is a nuisance with her Raptor abilities, but
overall, she is not a significant threat. She has a tendency to use
Power Crush, which is bad news for your units since it lowers
defense in the process. The Ranger is irritating, since he can put
down Sten Needle and Leech traps. Additionally, he can use Mirror
Items to inflict damage through items, but that technique is rarely
used.
The two Golems boast high attack stats, so they should be avoided as
best you can. Their abilities include Bone Shatter, which deals
heavy damage and delays the target's next turn, Sunder Earth, which
deals earth damage in a straight line, and Brute Strength, which
raises the Golem's attack power in the next round. Consider
attacking the Golems with ranged units to avoid getting knocked out
by their high-power attacks. Use wind-based attacks because the
Golems are weak to that element.
Of course, the Alchemist is the target, but he is not very powerful
himself. His only Alchemy techniques include Astra, which grants
Astra status to his allies (makes unit impervious to all status
ailments) and Rasp, which deals MP damage. However, he can use the
Beast Lore ability Headless to take control of the Golems himself.
Other than that, he is hardly a threat.
E1-01 Bonga Bugle - Goldsun [R] ~
=-----------------------------=
Greetings! Bugle Head Editor here!
This month: the Field of Hidden Treasures! A place where treasures
are said to spring into being beneath the ground... all by
themselves!
Reporting assistants wanted.
~ Head Editor, Bonga Bugle
Rank: 22
Fee: 400 Gil
Days: 8 Days
Type: Meet Objectives
Location: Baptiste Hill
Appears: After completion of Mission B2-11: Now That's a Fire!;
Goldsun
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 9
Recommended for Dispatch: N/A
Reward: 1750 Gil, Recall Grass x1
Forbidden:
- Attack
Enemies:
- None
Your objective this month is to find three treasures. With the help
of the Editor's Treasure Detector, it should be a breeze. This is a
great mission that you should repeat every year because the items
can be pretty nice.
When you walk over a treasure, a 'Check Detector' command will
appear. This means you've found something. Sometimes, you will find
a small treasure. It's usually best to pass these up for the large
treasures, which are typically more valuable. You can choose not to
dig at any spot. To finish the mission, dig up three treasures.
E1-02 Bonga Bugle - Silversun [R] ~
=-------------------------------=
Greetings! Bugle Head Editor here!
This month, we're taking a look at haunted spots, starting with that
most forbidding of places, Shadeholme!
... Um, someone go with me, please!
Note: The actual location of our report will be top secret!
~ Head Editor, Bonga Bugle
Rank: 18
Fee: 300 Gil
Days: 8 Days
Type: Escort
Location: Graszton
Appears: After completion of Mission B2-01: Wanted: Ugohr; Silversun
Req. Items: N/A
Req. Talents: - Negotiation : 7
- Aptitude : 0
- Teamwork : 7
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 3030 Gil, Trusty Frying Pan x4, Turtle Shell x2, Dipraeu
Bronze x7
Forbidden:
- Copycat
Enemies:
- Ghost (spawns)
- Deathscythe (spawns)
Off to Shadeholme, a supposedly haunted location. Of course, what do
you find there but ghosts? Your job is to defend the Head Editor
from the ghosts. He won't really do much to fend for himself, so it
is all up to you. Bring in six units for the ensuing battle. A White
Mage with Esuna or any other unit with an ability that heals status
ailments is strongly suggested. Resistances to status ailments would
help significantly as well. Also, curative magick will actually
damage the undead, so White Mages are very useful here.
Undead units will automatically resurrect themselves after some
time. There are methods you can use to put them down permanently.
if you have a White Mage on hand, you can deal damage by using
curative spells. Avoid using Exorcise, Burial, or other similar
skills (that vanquish undead) because more monsters will spawn to
replace the dead ones.
The Ghosts are capable of using Flash, which inflicts Blind, Sleep
Touch, which inflicts Sleep, Silence Touch, which inflicts Silence,
and Wake the Dead, which summons more undead. A few of them can cast
Dark, which deals dark damage. Ghosts are dark-based, so take
advantage of their weakness to holy-based attacks if possible. Since
these Ghosts like to inflict various status ailments on your party,
be prepared to use items or cast Esuna to cleanse your units.
Darkscythes are much more dangerous. Doom is self-explanatory, Deep
Sleep puts a unit to sleep AND inflicts Stop status at the same time,
and Shackle Immobilizes and Disables. Their Darkra spell is an
improved version of the Dark spell.
The key here is the Head Editor. Unfortunately, the bumbling idiot
won't stay still and you'll have to follow him around. Defend him
from the onslaught of undead as you kill them all off. To prevent
them from using their annoying abilities, consider Berserking or
Disabling them. The Ghosts and Deathscythes don't have very strong
defense, so you can take them down quickly. Just don't let them
resurrect themselves or you'll have to deal with them all over
again.
A good strategy would be to reduce every enemy's HP on the field
until all of them are in a critical or near-critical state. Then,
when you are sure you can kill each and every one of them within a
single strike, systematically have all of your units take a ghost
and kill it in one swift turn.
There are two treasure chests in the middle of the battlefield. Pick
them up whenever you have a free turn.
E1-03 Bonga Bugle - Ashleaf [R] ~
=-----------------------------=
Greetings! Bugle Head Editor here!
This month, I'll be reporting on Galmia Pepe, fashion mavens known
for their novel designs and commitment to quality.
We'll be conducting some stealth interviews to get to the bottom of
their unparalleled popularity!
~ Head Editor, Bonga Bugle
Rank: 22
Fee: 400 Gil
Days: 8 Days
Type: Satisfy Petitioner
Location: Camoa
Appears: After completion of Mission B2-16: Pearls in the Deep;
Ashleaf
Req. Items: N/A
Req. Talents: - Negotiation : 11
- Aptitude : 0
- Teamwork : 0
- Adaptability: 11
Recommended for Dispatch: N/A
Reward: 3890 Gil, Zinconium x2, Cloudy Sap x2
Forbidden:
- Ranged Weapons
Enemies:
- Geomancer x1
- Green Mage x1
- Time Mage x1
- Ninja x1
This is an interesting mission. While out helping the Head Editor
get his scoop, you're interrupted by reporters of the Jylland Free
Press. You know what happens when journalists collide? Why, they
duke it out of course! Send in six units, preferably those with
higher speed and move stats.
The objective here is to reach the Galmia Pepe P.R. first. You only
need to send one of your units to stand next to him in order to
complete the objective. Move your fastest unit towards the P.R.
while the remainder of your party stalls the Jylland Free Press.
Prioritize the Time Mage first because he can cast Haste and Quicken
to speed up his own allies. Be wary of the Ninja as well, whose
high speed stats makes him a potential contender for the scoop.
Either take him down or Immobilize him to prevent him from going
anywhere. He can cast Water Veil to inflict Silence, so have
spellcasters maintain their distance.
The remaining two units should hardly be a problem in this battle.
The Geomancer can only use Shining Flare, which deals fire damage
over a small area (only usable in sunny weather), and Nature's
Embrace, which is an attack that deals moderate damage but can only
hit if the target is standing on natural terrain (ie. grass). And
lastly, the Green Mage can cast Shell and Leap. The latter spell
increases movement.
To finish the mission, have one unit stand next to the P.R. at the
upper-left. There's no command - you just have to wait.
E1-05 Bonga Bugle - Coppersun [R] ~
=-------------------------------=
Greetings from the Bonga Bugle!
This month we're taking a very long, very close look at Prima Donna!
Is there anyone who doesn't know the incredibly popular and talented
ladies of this singing group? There won't be after this month's
issue of the Bonga Bugle! Assistants wanted.
~ Head Editor, Bonga Bugle
Rank: 30
Fee: 400 Gil
Days: 4 Days
Type: Satisfy Petitioner
Location: Moorabella
Appears: After completion of Mission C3-16: Sleepless Nights;
Coppersun
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2 Gil, (4590 Gil), (Holy Stone x4), (Damascus x2), (Faerie
Wing x2)
Go to Moorabella to find the Bonga Bugle Head Editor again. He will
conduct a short interview, in which you have to express your love
for Prima Donna (last option) or get out. Your objective is Fluorgis
- head over there now.
Forbidden:
- Harming Seeq
Enemies:
- Thief x1
- Blue Mage x1</pre><pre id="faqspan-10">
- Hunter x1
- Archer x1
You can only bring three units into this relatively easy battle. A
group of kidnappers have set their sights on Prima Donna, and it's
up to you to fend them off. It's not as if Prima Donna really need
the extra help since they can really just manage on their own. You
are fighting alongside Prima Donna this time around, and they will
prove to be a huge asset.
The Head Editor needs to be protected, so make sure you keep him
safe. The enemy Thief is fairly quick, but his attack stat is
laughably low. Unless you are afraid of him stealing some gil, you
need not prioritize him. He can additionally use Rend MP to damage
MP and Rend Speed to lower speed. The Blue Mage, on the other hand
is more a nuisance than anything. White Wind is a curative spell,
Bad Breath inflicts Blind, Silence, and Poison, and Quake deals
earth damage to a group of units. Focus on the Blue Mage to prevent
the Jyrtas Pirata clan from healing themselves.
The Hunter is equipped with an Arbalest, so her attack power is a
bit stronger than the others. She can use Sonic Boom to target a
group of units. Additionally, she can attack with Power Crush and
Mind Crush, which lower defense and magick resistance respectively.
Lastly, the Archer is capable of using Cupid to induce Charm status.
Make sure you eliminate her as quickly as possible. If you can Addle
or Disable her, that'd be even better.
Prima Donna can mostly fend for themselves, so focus on protecting
the Head Editor. This mission is a cakewalk.
E1-09 Bonga Bugle - Rosefire [R] ~
=------------------------------=
Greetings! Bugle Head Editor here!
This month's special: The Master Potter. I'll be photographing a pot
on loan from master potsmith Master Lepot the 3rd.
Reporting assistants wanted.
~ Head Editor, Bonga Bugle
Rank: 15
Fee: 300 Gil
Days: 8 Days
Type: Satisfy Petitioner
Location: Zedlei Forest
Appears: After completion of Mission B2-06: Wanted: Gilmunto;
Rosefire
Req. Items: N/A
Req. Talents: - Negotiation : 8
- Aptitude : 0
- Teamwork : 0
- Adaptability: 8
Recommended for Dispatch: N/A
Reward: 2730 Gil, Gun Gear x3
Forbidden:
- Piercing Weapons
Enemies:
- Baknamy (spawns)
- Sprite (spawns)
- Wolf (spawns)
- Worgen (spawns)
The objective here is to place five pots on the five stumps. Do this
by moving a unit next to a stump. The option should come up. However,
the monsters in the area won't let you by too easily. They will prove
to be quite irritating in this battle. I'd recommend sending in
units with high move and speed stats for this battle.
Do not worry about the Baknamies - they are far too slow to really
be any threat in this mission. The other monsters, however, may
cause problems. The Sprites will likely spam Meteorite often. They
can also cast White Wind to heal allies, along with the Time Magick
skill, Slow. If you don't feel like taking them down, you can
Silence them to effectively prevent them from using any magick, thus
forcing them to rely on physical attacks.
The Wolves can use Fangs and nothing else. As for the Worgens, be
wary of Chilling Blow and Fiery Blow. The former skill can Immobilize
a group of units, whereas the latter skill can inflict Silence a
group of units. Worgens are fairly strong, so you might find it
more efficient to Disable or Addle them as opposed to killing them.
Since your objective doesn't concern the monsters, do your best to
get the urns on the stumps as quickly as possible. Place all five
pots to finish this easy mission. Be careful though, for the
monsters can steal the pots away if you leave them undefended. If
that happens, you will need to replace the pot.
E1-13 Bonga Bugle - Bloodfire [R] ~
=-------------------------------=
Greetings! Bugle Head Editor here!
This month's special: the Working People! We're taking a look at
daily life in a shop that's part -our- daily life.
Reporting assistants wanted.
~ Head Editor, Bonga Bugle
Rank: 12
Fee: 300 Gil
Days: 8 Days
Type: Meet Objectives
Location: Targ Wood
Appears: After completion of Mission A1-16: You Say Tomato; After
reading 'Bonga Bugle' notice; Bloodfire
Req. Items: N/A
Req. Talents: - Negotiation : 6
- Aptitude : 0
- Teamwork : 0
- Adaptability: 6
Recommended for Dispatch: N/A
Reward: 1230 Gil, Zonconium x9, Malboro Wine x3
This is a fairly simple mission. Since the store employee's aren't
around, it's up to you act as store clerk. The tasks are simple
enough - customers will come in asking for various items. You will
be given a request and asked to select one of three different
choices that meet the criteria. Most of the requests are pretty
simple, but here's a list of possible requests anyway:
+ I'd like to learn how to Counter --> Headband/Chainmail
+ Need something to fix Disable --> Bandage
+ A weapon that can handle my moves --> Katana
+ Could you pick out glasses for me? --> Stage star glasses
+ What cures Oil? --> Handkerchief
+ I want a garment. Something perfect --> Green one-piece dress
+ I need something to cure Silence! --> Echo Herbs
+ I want a gun, but don't want to pick --> Silver Cannon
+ Got anything to cure Stone? --> Gold Needle
+ I'd like to learn Critical: Haste --> Golden Armor
+ What armor to learn Archer's Bane? --> Green Beret
+ To hit people a long ways away? --> Huntsman's Bow/Malbow
+ I'd like to learn how to Blur --> Fortune Ring
+ Gotta have something to cure Toad --> Maiden's Kiss
+ Here for weapon. A two-handed weapon! --> Sledgehammer/Xankbras/
Iron Hammer
+ Pick out some glasses for me? --> Stage star glasses
+ I want something that packs a punch --> Flame Rod
+ I want to learn how to use Halve MP --> Luminous Robe
+ And I want an instrument to make it! --> Faerie Harp
+ Turbo MP's where it's at! --> White Robe
+ Pick me a shirt, any shirt --> The frilly shirt
+ Bonecrusher! Gotta learn it! --> Dragon Mail
+ Weapon named after monster? --> Malbow/Bomb Arm/Lilith
Rod
+ Weapon you can equip with a shield --> Javelin/Murasame
+ Spear! I want a spear! Got a spear? --> Gae Bolg
+ Want to learn Defense Up --> Diamond Armor
+ Teach me how to Magick Counter --> Samite Coat
+ E-E-Elixir... please! --> Elixir
+ Kweeeeeeeeeeeeh! --> (Middle choice)
+ Kweh! Kweh! Kweh! --> (Middle choice)
+ Erm... undies. The perfect boxers! --> Prima Donna boxers
Sometimes, you'll get repeats, which really make your job easier.
Anyway, satisfy ten customers to finish the mission favorably.
E1-14 Bonga Bugle - Greenfire [R] ~
=-------------------------------=
Greetings from the Bonga Bugle!
This month we'll be looking at rare and unusual laws! All laws are
equal, but it turns out that some laws -are- more equal than others!
I'll need assistants, of course.
*Selection by interview. The secret password is "simply lovely"!
~ Head Editor, Bonga Bugle
Rank: 29
Fee: 400 Gil
Days: 4 Days
Type: Meet Objectives
Location: Moorabella
Appears: After completion of Mission C3-11: Rumors Abound; Greenfire
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2 Gil, (3030 Gil), (Onion x1), (Agathis x1), (Dipraeu Bronze
x1)
Oh wow, Animal Farm reference anyone? Head to Moorabella, where you
will encounter the bumbling Head Editor. When he puts you on the
spot, select the "Simply lovely" option to appease him. The venue
are the streets of Fluorgis, where you will be examining unusual
laws. Head on over there right now and ready yourself for one of the
most frustrating missions you will ever have to deal with.
Forbidden:
- Getting Robbed
Enemies:
- Thief x3
- Viking x1
- Soldier x1
The law forbids you from getting robbed. That would prove to be an
issue because you are up against three Thieves, a Viking capable
of using Pickpocket to steal gil, and a Soldier with Mug Gil. Send
in units that can inflict status ailments to prevent the enemy from
being able to steal from you. That is imperative to the mission.
The Hume Thief is capable of using Steal Gil, along with Focus and
Leg Shot, which inflicts Immobilize. He also has Dual Wield set as a
P-Ability, but his attack power is so low that it should not be a
threat. As for the Moogle Thief at the top of the waterfall, be wary
of Molotov Cocktail, which deals fire damage and can inflict Berserk,
and Dagger Toss, which has a chance of inflicting Disable. The other
Moogle Thief can use Moogle Knight abilities Moogle Attack and
Moogle Rush.
Be wary of the Viking and Soldier as well because they can steal gil
from you. The Soldier can also use Provoke, which inflicts Berserk.
The Viking can cast a weak Thunder spell that can deal almost
negligible damage due to his low magick stats.
From the start, start on preventing each of the enemy units from
using any of their abilities. Disable, Addle, Sleep, etc. will work
here. Anything that can prevent the enemy from stealing from you is
perfectly viable here. Make sure that you do not get robbed or else
the mission is lost. Alternatively, you can simply rely on ranged
units to defeat the opposition from a distance or just knock out the
enemy team before they can even act. A team of Assassins running
around with Last Breath works, as always.
E1-15 Bonga Bugle - Skyfrost [R] ~
=------------------------------=
Greetings from the Bonga Bugle!
This month we'll be taking a look at special places, traveling far
and wide across Jylland to find the best and the most beautiful! And
I'll need assistants!
~ Head Editor, Bonga Bugle
Rank: 31
Fee: 400 Gil
Days: 4 Days
Type: Meet Objectives
Location: Moorabella
Appears: After completion of Mission C3-01: Mountain Watch; Skyfrost
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2 Gil, (4940 Gil), (Hedychium x1), (Black Thread x1)
Go to the location in Moorabella to meet the Head Editor. He will
interview you with a very controversial question. Choose the last
option to satisfy him (all cool and collected applicants have to be
able to smirk), and he'll dispatch you to the Ruins of Delgantua.
Head over there right now.
Forbidden:
- Buffs
Enemies:
- White Mage x1
- Elementalist x1
- Green Mage x1
- Sniper x1
- Assassin x1
As expected, the Head Editor manages to create trouble for everyone.
This fight is against a team of Vieras, and you must protect the
Head Editor in the process. Bring in six units for this engagement.
The Assassin is the fastest unit on the enemy team - she has a very
high speed stat, so it would certainly help to inflict Slow on her.
Her abilities are particularly malicious: Shadowbind can inflict
Stop, Nightmare inflicts Doom and Sleep, and Ague inflicts Slow.
Unless you can effective Silence her or disable in some way, you
will want to prioritize her first.
Also try to take down the Sniper early on as well. Although she is
not as fast as the Assassin, she can still be a huge threat with her
Death Sickle (Doom status) ability. Beso Toxico inflicts poison
damage, and Marksman's Spite deals damage equal to the user's lost
HP. Marksman's Spite can be dangerous when she's in critical health,
so try to eliminate her quickly without leaving her with low HP when
her next turn comes up.
Next, focus on the White Mage, who can heal her teammates by using
Cure and Esuna. Her Turbo MP increases her healing power, but it
also prevents her from using Cure every single turn (because Turbo
MP doubles MP cost). Be careful around the Elementalist, whose
various Elemental Magicks can inflict debuffs. Evil Gaze can induce
Confuse status, Boulder Crush has a chance of inflicting Immobilize
status, and Sliprain can induce Slow. Lastly, the Green Mage can use
Blind, Silence, and Sleep. None of those are very dangerous debuffs,
so consider leaving her for last.
Most of the Viera here rely on MP to use their techniques. Therefore,
casting Silence on them can help significantly by effectively
disabling their ability to use magick. Remember, the Head Editor is
the mission objective - he has to stay alive. Unfortunately, he is
not the sharpest Seeq out there so he may run himself into trouble
more often than you'd like. Keep an eye on him, making sure that no
harm comes his way.
E1-16 Bonga Bugle - Blackfrost [R] ~
=--------------------------------=
Happy New Year from the Bonga Bugle!
We're doing a special on New Year's resolutions, and what better
place to conduct a survey than where all the people are: in
Moorabella!
Calling all those willing to assist this noblest of causes.
~ Head Editor, Bonga Bugle
Rank: 19
Fee: 300 Gil
Days: 8 Days
Type: Meet Objectives
Location: Moorabella
Appears: After completion of Mission C3-01: Mountain Watch;
Blackfrost
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 0
- Teamwork : 0
- Adaptability: 13
Recommended for Dispatch: N/A
Reward: 8750 Gil, Adamant Alloy x3, Hedychium x1
This mission requires you to survey people on their New Year's
resolution. There are people on the streets and in the houses, whom
you can inquire by standing next to their doors. You will get a
variety of answers, each of which can fit into a specific category.
After talking to everyone in town, speak with the Head Editor and
tell him what the most popular resolution was between making money,
keeping healthy, pursuing hobbies, or working hard.
You should be able to get it on your first try, assuming you actually
listened to the townsfolk. If not, then try again next year (or
keep reloading if you saved previously). Actually, you could
probably pass by picking random answers (there are only four of them)
until one of them turns out to be right. The resolutions, as you
might've expected, are randomized.
E2-05 Survey No. 258 ~
=------------------=
Wanted: Researchers to assist with geological survey of the Galerria
Deep.
Please survey the area assigned and report your findings.
~ Jylland Geological Survey Committee
Rank: 24
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner (Dispatch)
Location: The Galerria Deep
Appears: After completion of Mission C3-01: Mountain Watch
Req. Items: N/A
Req. Talents: - Negotiation : 13
- Aptitude : 0
- Teamwork : 0
- Adaptability: 13
Recommended for Dispatch: N/A
Reward: 5000 Gil, Leestone x7, Quality Pelt x1
Forbidden:
- Bludgeoning Weapons
Enemies:
- Ahriman x2
- Zombie x3
- Black Chocobo x1
Here in Galerria Deep, you must survey the points of interest in the
cavern. Your intrusion has disturbed some of the caverns residents
though, so prepare for battle.
The Zombies are undead, meaning they can't be completely eliminated
without using a Phoenix Down, the Archer ability Burial, etc. The
focus of the mission is not to take down all enemies though, rather
it is to survey the area. The Zombies are capable of using Miasma to
inflict Poison and Drain Touch to sap HP. They are also capable of
casting Dark to heal themselves and the Ahrimans. Note that Zombies
are particularly susceptible to holy-based attacks, so utilize that
if you must. White Mage restorative abilities deal damage to them.
The Ahrimans pose the biggest threat primarily because of Glare,
which can turn a target into Stone, Demonic Gaze, which inflicts
Confuse, and the ever popular Roulette, which selects a random unit
in the battle to die. You can avoid getting afflicted by its gazes
by simply not looking at the Ahriman. Roulette, unfortunately,
relies mainly on luck. Try to rid the cavern of the Ahrimans first,
using holy-based attacks for extra damage.
Lastly, the Black Chocobo is not a factor at all. It can only use
Choco Flame, which inflicts fire-based damage, and Choco Beak, a
weak physical attack. Heed no attention to it unless you're looking
to mount it with a Chocobo Knight.
Inspect all of the shining dots in the cavern to draw this mission
to a close.
E2-10 A Charm for Luck ~
=--------------------=
Lyze, my beloved, has left to travel the world seeking riches. He
says he'll return when he's wealthy enough for us to be married. But
it's not wealth I want, it's him! My only wish is that he return
safely. I seek someone to bring him a charm to keep him safe.
~ Remie, Waiting anxiously
Rank: 15
Fee: 300 Gil
Days: 20 Days
Type: Delivery
Location: Tramdine Fens / Nazan Mines
Appears: After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 18
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1470 Gil, Magick Fruit x5
First, go to Tramdine Fens and pick up the charm from Remie. She
will direct you to the Nazan Mines, where you'll find her husband,
who has actually been receiving these "charms" every day since he
left.
E2-11 Gimme That! ~
=---------------=
Nyeh heh heh heh!
Know what I want? A darklord crystal! It's valuable, oh, it's
valuable... but I'll pay the price! The drop off will go down in the
Zedlei Forest. Nyeh heh heh! I'll be waiting!
~ Zedlei Consortium
Rank: 28
Fee: 400 Gil
Days: 20 Days
Type: Delivery (Dispatch)
Location: Zedlei Forest
Appears: After completion of Mission C3-16: Sleepless Nights
Req. Items: Darklord Crystal
Req. Talents: - Negotiation : 20
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: Blood-darkened Bone x4, (5000 Gil)
Forbidden:
- Non-elemental Effects
Enemies:
- Yellow Jelly x1
- Ice Flan x1
- Red Marshmallow x1
- Berserker x1
- Ranger x2
Deliver the Darklord Crystal to the Zedlei Consortium in the Zedlei
Forest, and the Seeq will offer you 50 Gil. Tell him that that is
nowhere near enough, and you will enter battle. Remember to heed the
law! Every ability and weapon that you use must have an elemental
affiliation. Send in units with ice andfire-based attacks preferably
to deal with the monsters.
You are up against a group of Seeqs accompanied by some flans. The
monsters are all capable of casting their respective elemental
magick, in addition to Acid, which inflicts a random status ailment,
and Unction, which inflicts Oil status. These monsters are easily
eliminated by taking advantage of their elemental weaknesses. The Ice
Flan is weak to fire; the Yellow Jelly is weak to water, and the
Red Marshmallow is weak to ice.
The two Rangers are more of a nuisance than anything. One of them
can lay Silence Gas and Leech traps all over the place, and the other
is capable of putting down Sten Needle (deals 1/2 total HP damage,
minimum damage = 10 HP) and Love Potion, which Charms the unfortunate
unit that steps on it. Prioritize these two Seeqs first to prevent
them from laying the entire battlefield with traps.
Lastly, the Berserker is the primary damage output on the enemy team.
Be wary of Smite of Rage, which deals devastating damage with a
chance of inflicting a random status ailment. Scream dispels
surrounding units. Since his HP is really high, you are better off
just Disabling the Berserker while you work on the other enemies.
To finish the mission, just defeat all foes. The Seeq will even pay
you 5000 Gil, a more reasonable price.
E2-13 Plea for Help ~
=-----------------=
We were digging a shaft in the Nazan Mines when it collapsed,
trapping me and my friends in the darkness. Up until a few days ago
I could hear my friends' voices, but now I hear only the cries of
spirits. I'm placing this note in a bottle and casting it in one of
the underground rivers that runs through the mine in the slim hope
it will be found in time.
~ Rasgow, Nazan Miner
Rank: 25
Fee: 400 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: Nazan Mines
Appears: After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 18
- Adaptability: 18
Recommended for Dispatch: White Monk
Reward: 4260 Gil, Suspect Mushroom x2, Cod Scale x2
Forbidden:
- Targeting an Area
Enemies:
- Ghost x5
- Wraith x1
While searching for the trapped mine workers, your clan encounters a
group of spirits. Units with holy-based attacks are recommended
here. To make things easier, send in a unit with Archer ability
Burial or White Monk ability Exorcise. If those are unavailable,
then any character with Item command (to use Phoenix Downs) will
suffice.
All of the Ghosts can use Sleep Touch and Silence Touch, which
induce Sleep and Silence obviously. A few of them can also attack
with Flash, which has a chance of inflicting Blind status. Each
Ghost has Blood Price set as their P-Ability - Blood Price causes
spells to cost HP rather than MP. The Wraith is capable of using
Wake the Dead, which summons more undead monsters, along with Darkga,
a powerful dark-based magick spell that it can use to not only deal
damage but also to heal itself and its allies.
Focus on the Wraith first, for its Darkga spell is very powerful.
Once it is down, begin eliminating the remaining Ghosts. Do your
best to avoid getting afflicted the various status ailments.
Remember, sleeping units can be woken up by attacking them. As soon
as you take an undead monster, use Exorcise/Burial on the gravestone
to banish it forever. Phoenix Down works the same way.
E2-14 A Treasured Heirloom ~
=------------------------=
My most treasured family heirloom - a gil snapper shell - has broken
clean in two! That shell has been handed down for generations as a
charm to bring good fortune to our family business. That it's broken
is an affront to my ancestors, and I fear it may bring ill luck on
my trade.
I seek someone to catch a gil snapper and replace the broken shell!
Money's no object - I don't need gil, I need a gil snapper!
~ Maat, Dealer of Antiquities
Rank: 28
Fee: 400 Gil
Days: 20 Days
Type: Defeat Mark (Dispatch)
Location: Sant D'alsa Bluff
Appears: After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 20
- Adaptability: 20
Recommended for Dispatch: N/A
Reward: 5170 Gil, Spiral Vine x3
Forbidden:
- Fire, Ice, Lightning
Enemies:
- Banshee x2
- Great Tortoise x2
- Gil Snapper (Adamantitan) x1
Your objective is the gil snapper, am Adamantitan. Accompanying it
are two Banshees and two Great Tortoises. It is not necessary to
defeat the other monsters, but I would strongly suggest you
eliminate the two Banshees, as they can use Petrifying Rattle to
turn a target into stone. The Great Tortoises are more trouble than
they're worth to defeat, but you will still want to be wary of
Headbutt, which can inflict Immobilize status. Sonic Spin is an
attack that damages surrounding units.
When engaging the mark, be careful of Matra Magick, which switches
the target's HP and MP. Early in the battle, when your MP is still
low, this can devastate your units, especially your strong physical
attackers who rely more on HP than your weaker spellcasters. Its
other abilities are not very dangerous. It can use Sonic Spin and
Rain of Stone, which inflicts earth-based damage on a group of
units.
The Adamantitan has extremely high defense stats, but its magick
resistance stats are nothing remarkable. If possible, use spells to
dish out more damage. However, make sure you heed the law, which
expressly forbids fire, ice, and lightning-based attacks. The gil
snapper is weak to wind-based attacks, so use those to expedite its
death.
E2-15 Picnic Pleasure ~
=-------------------=
I'll be taking the children in my class on a picnic soon, but now I
hear monsters have been sighted near our picnic spot, and frankly
I'm a little concerned. Could someone go ahead and make sure it's
safe?
~ Thil, Child Warder-in-Training
Rank: 26
Fee: 400 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: Nazan Mines
Appears: After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 18
- Adaptability: 18
Recommended for Dispatch: N/A
Reward: 4800 Gil, Storm Sigil x3
Forbidden:
- Fire, Ice, Lightning
Enemies:
- Grenade x1
- Headless x2
- Ice Flan x1
- Yellow Jelly x1
- Red Marshmallow x1
A picnic in the Nazan Mines, huh? It sounds like fun. Anyway, there
are a few monsters here for you to eliminate. Send in six units for
the battle and begin.
Both the Headless monsters are capable of using Bone Shatter, which
delays a target's next turn, Brute Strength, which raises the damage
of its next attack, and Sunder Earth, an earth-based attack that
deals damage in a line. Their speed is very low, meaning you can
probably overpower them before they even get a chance to move. Be
care though, for their attack is quite high. It would not be a bad
idea to debuff them to prevent them from attacking. Use wind-based
abilities to take these monsters down.
The Grenade inflicts fire damage primarily. Its Flame Attack is a
basic fire-based move that deals moderate damage. Spark can be an
issue because it damages surrounding units and restores the Grenade's
HP. Even so, the Grenade is fairly weak, and its speed is quite low.
Grenades are weak to water-based attacks.
The three flans are helped by the law, which forbids fire, ice, and
lightning. Ergo, you can't use the flans' elemental weaknesses
against them. The Red Marshmallow is capable of using Unction, in
addition to Fire and Fira. Unction, which inflicts Oil status, may
be dangerous because both the Red Marshmallow and the Grenade can
use fire-based attacks. The remaining two flans are capable of using
Acid, in addition to their respective Black Magick spells (Blizzard/
Blizzara for Ice Flan, Thunder/Thundara for Yellow Jelly).
Since you can't take advantage of elemental weaknesses, just use
conventional means to eliminate the flans. Should you be affected by
Oil status, quickly kill off the Grenade and Red Marshmallow to
remove those threats. Other than that, the remainder of the battle
should be fairly straightforward.
E3-05 Shaved Ice ~
=--------------=
I need someone to bring me an ice stone. You see, my daughter Coryn
has taken ill, and wants to eat shaved ice. True, ice from places
such as the Rupie Mountains would do, but I want only the best for
my daughter.
~ Matieu
Rank: 20
Fee: 300 Gil
Days: 20 Days
Type: Delivery (Dispatch)
Location: Fluorgis
Appears: After completion of Mission C3-06: Grounded!
Req. Items: Ice Stone
Req. Talents: - Negotiation : 15
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 2240 Gil, Storm Sigil x2
Deliver the Ice Stone to Matieu in Fluorgis. This is a very
straightforward delivery quest.
E3-06 Meeting the Quota ~
=---------------------=
I've always been weak - ill suited for physical labor. As my luck
would have it, I was chosen to join an expedition to dig for licra
ore. I really don't think I'm up to the task, and so I seek a group
of hunters to go in my place.
~ Cain the Frail
Rank: 30
Fee: 400 Gil
Days: 20 Days
Type: Item Recovery (Dispatch)
Location: Nazan Mines
Appears: After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 18
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: White Monk
Reward: 4990 Gil, High Arcana x2
Forbidden:
- Targeting an Area
Enemies:
- Ghost x3
- Zombie x2
- Ghoul x1
The objective in this mission is to gather up all of the licra ores
in the mines. A number of undead monsters, however, have stepped in
your way. Send in six units, preferably those with the ability to
banish undead monsters (Archer's Burial, White Monk's Exorcise,
Paladin's Sanctify).
The Ghosts are capable of inflicting various status ailments through
using Sleep Touch, Silence Touch, and Flash. In addition, Wake the
Dead summons an undead monster. This ability is rarely used though,
so don't worry about it. The Zombies and Ghoul can use Miasma, which
has a chance of inflicting Poison status, and Drain Touch, which
drains HP from the target to heal the user. The Ghoul has high
attack, so you should deal him first.
Remember, undead monsters are weak to holy-based attacks. Restorative
spells damage them as well. In order to banish an undead monster for
good, you must use Burial, Exorcise, Sanctify, or a Phoenix Down on
it. To ensure 100% accuracy, do just that on the tombstone of any
fallen undead.
There is no need to defeat all of the monsters, though it's
recommended that you at least eliminate the Ghosts to prevent them
from putting your party to Sleep. You must examine all of the
sparkling dots on the ground to complete the mission.
E3-07 Wish Upon A Star ~
=--------------------=
This past night I saw another falling star in thet direction of
Sant D'alsa Bluff. There had been another the night before last, and
the night before that, too! I can't rest with the sky falling down
around me. All I want is a good night's sleep! Would someone travel
to Sant D'alsa Bluff and see if there's anything that can be done?
~ Manuela, Insomniac
Rank: 27
Fee: 400 Gil
Days: 20 Days
Type: Defeat Mark (Dispatch)
Location: Sant D'alsa Bluff
Appears: After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 20
- Adaptability: 20
Recommended for Dispatch: N/A
Reward: 5740 Gil, Darklord Crystal x2, Mahbeny x2
Forbidden:
- Elemental Effects
Enemies:
- Zombie x2
- Ghoul x1
- Great Tortoise x2
- Entz (Alchemist) x1
The cause of the falling meteors would be Entz, the Alchemist. For
this battle, units with holy-based attacks are recommended. Also,
bring in units that can banish undead (with abilities like Exorcise
and Burial) if you want to facilitate the battle.
Your main target is Entz. Feel free to eliminate his other monsters,
but know that they are not the objective. The Great Tortoises, with
their high attack stats, can be an issue. Headbutt deals damage with
a chance of inflicting Immobilize status, Sonic Spin damages all
units surrounding the Great Tortoise, and Limit Glove is a
devastating attack that can only be used when the Great Tortoise is
with single-digit HP. Killing the two Great Tortoises is optional,
but you might just be better off inflicting Disable or putting them
to Sleep.
The Zombies are hardly a threat. They can use Miasma, which damages
with a chance of inflicting Poison, and Drain Touch, which saps HP
from the target. The Ghoul, on the other hand, is a much bigger
threat. Its attack power is very high, and it can also cast Darkra
to heal its undead comrades. Note that defeating these undead
monsters does not put them down for good. If you leave their
tombstone alone for too long, they will regenerate. Skills such as
Burial and Exorcise can banish the tombstone permanently, so use
them to oust the Zombies and Ghoul from the battlefield.
Entz himself can cast only Protometeor, a powerful spell that sends
a gigantic meteor crashing down on a group of units. If you can
manage to Silence him or inflict a debuff that prevents him from
casting spells, then he will pretty much cease to be a threat. Entz
will fall quickly if you focus your attacks on him. Defeat him to
get the mission done.
E3-10 Wanted: Hatchery Worker ~
=---------------------------=
My precious chocobos will begin laying eggs soon, and I want to take
on an additional hand to work in the hatchery.
- No experience necessary
- All applicants welcome
- Room and board to be provided
- Duration: 15 days
~ Yew, Chocobo Rancher
Rank: 18
Fee: 300 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Targ Wood
Appears: After completion of Mission E1-13: Rancher's Request -
Green; After completion of Mission C3-11: Rumors Abound;
Greenfire
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 18
- Adaptability: 18
Recommended for Dispatch: N/A
Reward: 2560 Gil, Platinum x1
You will need to dispatch a clan member to help Yew with his
hatchery. A Chocobo Knight (who isn't mounted) or Beastmaster would
do just fine. The dispatched unit will be gone for 15 days.
E3-11 Abducted! ~
=-------------=
My girl was taken from my arms last night! Maybe they spotted her in
that beauty contest she won, and... Oh! The horror! Were they just
jealous of her victory? Someone save my beauty for me!
~ Bunbassa
Rank: 30
Fee: 400 Gil
Days: 20 Days
Type: Battle (Dispatch)
Location: Aisenfield
Appears: After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 20
- Adaptability: 20
Recommended for Dispatch: N/A
Reward: 4970 Gil, Godwood x3
Forbidden:
- Actions by Seeq
Enemies:
- Archer x1
- Ninja x1
- Blue Mage x1
- Seer x1
Your party outnumbers the kidnappers, so this battle is relatively
easy. Send in any six units, paying attention to the law (no Seeqs
allowed), and initiate the battle.
The Seer should be dealt with first because he is the weakest of the
bunch. His spell library is laughable, so don't expect to face much
resistance from him. His Magick Up ability does increase the damage
output of his Fira spell, but it should not be a significant threat.
He can also cast Esuna and use Magick Counter. As for the Blue Mage,
you will want to be wary of Sandstorm, which can inflict Blind status
on a group of units. Bad Breath has a chance of inducing Blind,
Silence, and Poison status, and Unction can inflict Oil status. If
possible, Addle or Disable him to effectively prevent him from using
any of his techniques.
The Archer can be a nuisance with his Leg Shot and Arm Shot
abilities. The former can inflict Immobilize status and the latter
can Disable. Other than that, he is not very dangerous - his attack
stat is too low to really be a threat. Finally, the Ninja, in
addition to Throw, is capable of casting Fire Veil, which deals
light fire damage with a chance to Confuse, and Water Veil, which
inflicts light water damage with a chance to Silence. He is not very
tough, but his evade stat is fairly high.
Overall, this is a very easy battle. None of your enemies are
particularly difficult to defeat. Eliminate them all to save the
girl. (Is it a girl?)
E3-13 Rancher's Request - Green ~
=-----------------------------=
I'd like to have a green chocobo at my ranch to raise along with the
others, but they're so fast, all of my own attempts to catch one
have failed. Seek fleet-footed hunters to find and catch a green
chocobo for me!
~ Yew, Chocobo Rancher
Rank: 29
Fee: 400 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Targ Wood
Appears: After completion of Mission D3-16: Rancher's Request -
Black; After completion of Mission C3-11: Rumors Abound
Req. Items: N/A
Req. Talents: - Negotiation : 18
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1750 Gil, Gold Chalice x3
Yew's request this time around is a Green Chocobo. The easiest way
to get one would be to bring a Chocobo Knight to Zedlei Forest
in the month of Greenfire. The Open Wide encounter there has a Green
Chocobo. Alternatively, you can just keep doing the Seeding the
Harvest mission until a Green Chocobo shows up.
Deliver the Chocobo Knight mounted on the Green Chocobo to Yew. You
will end up losing the Green Chocobo, mind.
E3-14 Rancher's Request - Brown ~
=-----------------------------=
The other day I made to catch a brown chocobo to add to my herd, but
I didn't expect the fierce beaking that was in store for me. I was
lucky to make it back in one piece!
I seek stalwart hunters to capture a brown chocobo and return it to
me - I'll stick to raising them.
~ Yew, Chocobo Rancher
Rank: 33
Fee: 500 Gil
Days: 20 Days
Type: Satisfy Petitioner
Location: Targ Wood
Appears: After completion of Mission E3-13: Rancher's Request -
Green; After completion of Mission C3-16: Sleepless Nights
Req. Items: N/A
Req. Talents: - Negotiation : 20
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Reward: 1750 Gil, Unpurified Ether x3
The objective is to deliver a Brown Chocobo to Yew. You need a
Chocobo Knight mounted on a Brown Chocobo. You can find them in the
Aldanna Range in the month of Greenfire. If you can't find one that
way, just keep fighting in the Seeding the Harvest mission until you
come across a Brown Chocobo.
Deliver the Brown Chocobo to Yew to finish the mission. You will
lose the Chocobo in the process.
()---------------------------------------------------------------------------()
|| 5.2. Extra Missions [5300] ||
()---------------------------------------------------------------------------()
()---------------------------------------------------------------------------()
|| 5.3. Clan Trials [5200] ||
()---------------------------------------------------------------------------()
You can undergo Clan Trials to attain better clan privileges for battle, along
with points that go toward Negotiation, Aptitude, Teamwork, and Adaptability.
Clan Trials can be accessed through the pub. Clan Points are needed in lieu
of gil. Each trial has five levels, ranging from Novices to Veterans.
Difficulty rises as you go up the tiers, but rewards are much better.
For a full listing of unlockable clan privileges, consult its respective
section.
* NOTE: YOU CANNOT SKIP CLAN PRIVILEGE LEVELS! This means you can't go
from a privilege such as Power Up 1 to Power Up 5 within completion of
one trial. If you attempt to do so, you will only level up to Power Up
2 from Power Up 1. You can therefore only progress clan privileges by
increments of 1, though it is viable to get to Power Up 5 by completing
that trial repeatedly until the level is reached.
[-----------------------------------------------------------------------------]
General Training I ~
=----------------=
Rank: 15
Fee: 10 CP
Days: 20 Days
Type: Meet Objectives
Location: Baptiste Hill
Req. Items: N/A
Req. Talents: - Negotiation : 1
- Aptitude : 1
- Teamwork : 1
- Adaptability: 1
Recommended for Dispatch: N/A
Title Benefit: Raises all clan talents
Eligibility: All clan talents must exceed 1
Forbidden:
- Missing
~ Novice Trial ~
Reward: +4 Adaptability, +4 Teamwork, +4 Negotiation, +4 Aptitude
(Clan Privilege: Empowered Humes)
Enemies:
- Sprite x4
Bring in five units, in addition to Luso, to face off against the
four Sprites. The law is irritating since you have no control over
whether or not you miss. My only suggestion would be to avoid using
any abilities with accuracy less than 90%.
The Sprites are annoying for a number of reasons. First of all, they
are quite fast, so they'll be zipping around the battlefield causing
trouble. Second, they all have the ability to cast Slow, which can
be a huge nuisance against an already quick enemy team. I would
recommend that you cast Silence on them, but due to the law, that
might be an unnecessary risk (unless of course you have the
Concentrate P-Ability or Assassin technique Tranq).
</pre><pre id="faqspan-11">
Sprites are physically weak, so just go around with your units and
knock them down. Be wary of Meteorite, which deals heavy damage.
~ Trainee Trial ~
Reward: +8 Adaptability, +8 Teamwork, +8 Negotiation, +8 Aptitude
(Clan Privilege: Bonus CP 1)
Enemies:
- Sprite x5
This trial is essentially the same thing as the Novice Trial, with
the addition of a single Sprite. Again, all Sprites are capable of
casting Slow and Meteorite. Use the same strategy as the previous
level.
~ Journeyman Trial ~
Reward: +12 Adaptability, +12 Teamwork, +12 Negotiation, +12 Aptitude
(Clan Privilege: Regen)
Enemies:
- Sprite x6
The enemy force is comprised of six Sprites this time around. Again,
same strategy should be applied as before. Focus on a single Sprite
at a time to maximize efficiency. No one likes a barrage of
meteorites after all.
~ Professional Trial ~
Reward: +16 Adaptability, +16 Teamwork, +16 Negotiation, +16 Aptitude
(Clan Privilege: Bonus CP 2)
Enemies:
- Sprite x6
This time around, you will have to defeat all six of the Sprites
within four rounds. That's not a particularly arduous task,
especially considering how weak Sprites are. The Sprites retain the
same abilities as the past levels. They will try to spam Slow in
order to slow you down.
No complex strategies are required for this battle. Using a Power Up
clan privilege should help defeat the Sprites faster. Just use your
strongest units and strike all of them down. Recall that attacks
from the rear deal the most amount of damage. Also take advantage of
spells that deal damage over an area. The Sprites will often group
together, giving you ample opportunity to blast them with Black
Magick or similar abilities.
~ Veteran Trial ~
Reward: +20 Adaptability, +20 Teamwork, +20 Negotiation, +20 Aptitude
Quest Fees -5%, Item Prices -5%
(Clan Privilege: Bonus CP 3)
Enemies:
- Sprite x6
Three rounds may prove to be an issue if you don't have a very
strong party. Powerful units, preferably those with high move stats,
are recommended. Use the strongest abilities available to you and
you should be able to finish the mission in well under three rounds.
Alternatively, you can bring in a powerhouse team and just cast
Berserk on everyone. Sprites are frail little creatures, so they'll
fall pretty quickly.
General Training II ~
=-----------------=
Rank: 25
Fee: 10 CP
Days: 20 Days
Type: Meet Objectives
Location: Baptiste Hill
Req. Items: N/A
Req. Talents: - Negotiation : 40
- Aptitude : 40
- Teamwork : 40
- Adaptability: 40
Recommended for Dispatch: N/A
Title Benefit: Raises all clan talents
Eligibility: All clan talents must exceed 40
Forbidden:
- >20 Damage
~ Adept Trial ~
Reward: +24 Adaptability, +24 Teamwork, +24 Negotiation, +24
Aptitude, Quest Fees -8%, Item Prices -8%
(Clan Privilege: Move Up 1)
Enemies:
- Zaghnal x1 (1 spawn end of third round)
Your opponent is a Zaghnal here, a more powerful version of the
common Werewolf. The law for this fight forbids damage over 20 HP,
which is ridiculous. You can't possibly win without dealing over 20
HP damage per unit. If you're really anal about the law, send in a
unit who can Doom or KO instantly (Last Breath, anyone?).
The Zaghnal is capable of using Roar, which removes all buffs, Slug,
an attack that ignores defense, and Assault, an attack with a chance
of inflicting Immobilize status. Its attack power is very high, so
consider casting Protect on your party to help raise defense a bit.
If possible, use wind-based attacks because the Zaghnal has a
weakness to wind.
Reinforcements will spawn on the third round, so it's very important
that you kill this first Zaghnal before the next monster arrives. If
you do, then the trial will end before it can even appear!
~ Brave Trial ~
Reward: +28 Adaptability, +28 Teamwork, +28 Negotiation, +28
Aptitude, Quest Fees -10%, Item Prices -10%
(Clan Privilege: Regenra)
Enemies:
- Zaghnal x1 (2 spawn end of third round)
Bring in six of your strongest units for this fight. Again, you are
up against one Zaghnal. It's imperative that you take it down before
the third round to avoid having to face two more monsters. It's
very difficult to kill two reinforcements in a single turn (you have
to complete the trial within four rounds).
If you have any instant death abilities, now would be a great time
to use them. As long as the first Zaghnal is dead before the other
two arrive, the trial will be a success.
~ Hero Trial ~
Reward: +32 Adaptability, +32 Teamwork, +32 Negotiation, +32
Aptitude, Quest Fees -12%, Item Prices -12%
(Clan Privilege: Regenga)
Enemies:
- Zaghnal x1 (3 spawn end of second round)
The reinforcements will arrive on the second round this time, so you
must kill the first Zaghnal IMMEDIATELY. If not, then you'll have to
contend with a very difficult fight. The round limit is still four,
so you wouldn't have much time to kill off the remaining monsters
should they manage to come in.
Once again, instant death abilities are great for this battle. To
further increase your damage output prior to the second round,
consider using Smile Toss, Quicken, or similar abilities to give
your heaviest hitters a second chance at striking the Zaghnal for
more damage.
~ Legend Trial ~
Reward: +36 Adaptability, +36 Teamwork, +36 Negotiation, +36
Aptitude, Quest Fees -14%, Item Prices -14%
(Clan Privilege: Debuff Resistance 5)
Enemies:
- Zaghnal x1 (2 spawn end of second round)
Use the same strategy as the previous trials. The only difference
here is the three round limit, and the fact that two reinforcements
will spawn during the second round. You are still up against the
same Zaghnal, so hit it with all you've got!
~ Master Adventurer Trial ~
Reward: +40 Adaptability, +40 Teamwork, +40 Negotiation, +40
Aptitude, Quest Fees -20%, Item Prices -20%
(Clan Privilege: Move Up 2)
Enemies:
- Zaghnal x1 (3 spawn end of second round)
Once again, utilize the same strategy. Don't allow the Zaghnal to
survive into the second round to avoid facing the three
reinforcements. The round limit is three again, but that should not
be an issue at all if you can finish it in two.
Negotiation I ~
=-----------=
Rank: 10
Fee: 10 CP
Days: 20 Days
Type: Meet Objectives
Location: Camoa
Req. Items: N/A
Req. Talents: - Negotiation : 1
- Aptitude : 0
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Title Benefit: Raises Negotiation
Eligibility: Negotiation must exceed 1
Forbidden:
- Attack
~ Haggler Trial ~
Reward: +3 Negotiation, -3 Aptitude, Quest Fees -1%, Item Prices -1%
(Clan Privilege: Empowered Nu Mou)
Enemies:
- Dreamhare x2
Targeting distant units is illegal here, meaning any attack that
affects a target two or more units away is ground for failure. This
also includes attacks that knock back, meaning critical hits count
as breaking the law! This can be avoided by having another unit
block the enemy, preventing them from being pushed back in the event
that you do land an unlucky critical hit.
This first battle pits you against two Dreamhares. Send in any six
units and start the battle. Dreamhares are weak monsters, so their
defense is nothing to really worry about. Their abilities include
War Dance, which raises attack, Hip Attack, and Illude, which can
inflict Charm. Illude will prove to be the biggest issue here. You
can quickly eliminate Charm status by attacking the affected unit.
Finish the mission as quickly as possible by swarming the Dreamhares
with your strongest units. Their defense stat, as stated before, is
laughable. It should not take long to defeat these monsters, no
matter what level you are.
~ Intermediary Trial ~
Reward: +6 Negotiation, -4 Aptitude, Quest Fees -2%, Item Prices -2%
Enemies:
- Dreamhare x3
A third Dreamhare is added to the fray. Other than that, this battle
differs little from the previous ranking. The Dreamhares retain all
previous abilities. Watch out for Illude. Should any of your units
get Charmed, attack the affected unit to knock him/her out of it.
~ Barterer Trial ~
Reward: +9 Negotiation, -5 Aptitude, Quest Fees -3%, Item Prices -3%
(Clan Privilege: Luck 2)
Enemies:
- Dreamhare x4
The enemy team consists of four Dreamhares this time around. Use the
same strategy you've been using before, being careful not to
accidentally break the law by inflicting a critical hit. I haven't
mentioned it yet, but Dreamhares do have a weakness to fire-based
attacks. Make the battle go by more quickly by taking advantage of
this weakness. Still, bear in mind that you cannot attack distant
units! Don't let that slip.
Charm status may be an issue, so any equipment resistant to that
status would be useful here. Again, the easiest way to knock an
affected unit out of Charm is by attacking him/her.
~ Broker Trial ~
Reward: +12 Negotiation, -6 Aptitude, Quest Fees -4%, Item Prices -4%
Enemies:
- Dreamhare x5
Your objective here is to defeat all five Dreamhares within four
turns. This is not a tough objective. The trial can be facilitated
by using Black Mages and other jobs with fire-based attacks.
Dreamhares are weak to fire-based attacks. Again, heed the law,
which forbids targeting anything more than one tile away!
Equipment resistant to Charm status helps tremendously here. Don't
allow any of your units to remain in Charm status for they can
potentially break the law (plus it's a pain having your own unit
attacking your characters).
~ Orator Trial ~
Reward: +14 Negotiation, -7 Aptitude, Quest Fees -5%, Item Prices -5%
(Clan Privilege: Luck 3)
Enemies:
- Dreamhare x6
This final bout may prove to be difficult. In order to finish it in
time, you should utilize fire-based attacks as much as possible.
Dreamhares don't have much HP, so you should be able to drop two of
them per turn.
Aptitude I ~
=--------=
Rank: 10
Fee: 10 CP
Days: 20 Days
Type: Meet Objectives
Location: Targ Wood
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 1
- Teamwork : 0
- Adaptability: 0
Recommended for Dispatch: N/A
Title Benefit: Raises Aptitude
Eligibility: Aptitude must exceed 1
~ Grease Monkey Trial ~
Reward: +4 Aptitude, -3 Negotiation
(Clan Privilege: Empowered Bangaa)
Enemies:
- None
For these follow trials, it's recommended that you save before the
trial so you can quickly retry it in the event that you fail.
In order to successfully complete this trial, you must find the
winning barrel in three rounds. The follow trials mostly rely on
luck, since there's no clear indication as to which barrel is the
winning barrel.
You can send in three units. This isn't a difficult trial because
you have three whole rounds to find the right barrel. At the start,
assign a single barrel to each unit. In the unlikely event that
those three aren't the winning barrels, quickly inspect the last
barrel.
Honestly, if you can't finish this first level trial, then there's
something wrong with you.
~ Apprentice Trial ~
Reward: +7 Aptitude, -4 Negotiation
Enemies:
- None
There are four barrels this time around. Your time limit is four
rounds. The four barrels are scattered at the corners of the forest,
so you will need units with high move stats.
Again, assign one barrel to each of your three units. Go straight
for the one at the lower-left, lower-right, and upper-right corners.
If none of those three work, then check the other barrel at the
upper-right corner using the closest unit.
~ Machinist Trial ~
Reward: +10 Aptitude, -5 Negotiation
(Clan Privilege: Power Up 2)
Enemies:
- None
Six barrels dot the woods this time around. Luckily, all of them are
in fairly close proximity to your starting position. Send in three
units move stats of at least 4, and start the trial. Assign each of
your units the two closest barrels to his/her starting position.
Since there are more barrels this time, make sure that you keep
track of which barrels you've already examined.
You have plenty of time for this trial (three rounds), so it should
not be difficult at all.
~ Technician Trial ~
Reward: +13 Aptitude, -6 Negotiation
Enemies:
- None
An adequate move stat (at least 4) is mandatory for this mission.
The six barrels are scattered around the map. You have four rounds
to find the winning barrel.
The two barrels furthest to the left should be dealt with by one
unit. The two barrels nearest the lower-right corner should also be
assigned to one unit. Lastly, assign the remaining two barrels to
the upper-right to one unit.
~ Dab Hand Trial ~
Reward: +16 Aptitude, -7 Negotiation
(Clan Privilege: Power Up 3)
Enemies:
- None
The barrels in this trial are scattered in a similar fashion to the
Technicial Trial. However, this time you only have two rounds to
complete it, a really short time.
High move stats are mandatory here. However, unless you are
completing this trial late in the game, I doubt you have Ninja Tabis
or Move Up clan privileges to make this trial easier.
If you are attempting this early on, it's really just trial and
error. It's impossible to reach every barrel when every one of your
units only has a move stat of 4. Just make sure you save beforehand
and reload if you don't get lucky.
Teamwork I ~
=--------=
Rank: 10
Fee: 10 CP
Days: 20 Days
Type: Meet Objectives
Location: Camoa
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 1
- Adaptability: 0
Recommended for Dispatch: N/A
Title Benefit: Raises Teamwork
Eligibility: Teamwork must exceed 1
Forbidden:
- Not Using MP
~ Acquaintance Trial ~
Reward: +4 Teamwork, -3 Adaptability
(Clan Privilege: Empowered Viera)
Enemies:
- Mimic x2
First of all, a little clarification on the law. All of your
abilities that you use MUST consume MP. This has been the subject of
some concern to many players. For that reason, bring in mage
characters and other units who can use MP. Standard attack commands
are still allowed.
This first fight is ridiculously easy. The Mimics are weak to every
element, meaning you can't go wrong with any spell really. Their
abilities compose of Rock, which restores HP, and Scissors, which
deal lightning damage to an area - it's a similar spell to the Black
Magick spell, Thunder.
There is no way you can really go wrong here. Defeat both of the
Mimics, making sure that you use MP with every ability, to finish
the mission.
~ Associate Trial ~
Reward: +7 Teamwork, -4 Adaptability
Enemies:
- Mimic x3
Your enemy this time around consists of three Mimics. They still
retain the same abilities as the previous level trial, so there is
nothing to worry about. Bring in some powerful spellcasters to take
down the monsters. Again, recall that any ability that does not use
MP is forbidden. Fight commands are still allowed.
~ Relation Trial ~
Reward: +10 Teamwork, -5 Adaptability
(Clan Privilege: Speed Up 2)
Enemies:
- Mimic x4
Nothing new here. Use elemental magick to quickly bring these Mimics
down. Do not use abilities that do not consume MP. Fight commands,
as before, are still valid.
~ Confidante Trial ~
Reward: +13 Teamwork, -6 Adaptability
Enemies:
- Mimic x5
For this trial, you need to slay the five Mimics within the course
of four rounds. This is not a hard task, considering how weak these
monsters are. When the Mimics group together, you can easily deal
deadly damage by casting spells that damage an area. Keep a sharp
eye out for opportunities such as those to expedite the process.
Clocking in under the round limit should not be difficult at all.
Do not use abilities that do not consume MP. Standard fight commands
are viable options though.
~ Old Friend Trial ~
Reward: +16 Teamwork, -7 Adaptability
(Clan Privilege: Speed Up 3)
Enemies:
- Mimic x6
The Mimic count has been upped to six and the round limit has been
decreased to three this time around. Send in your most powerful
spellcasters for this mission. Since the battleground is so small,
use spells that deal damage over an area to inflict some heavy
numbers. Though the round limit is pretty easy to beat, don't lose
track of time.
Again, abilities that do not consume are not allowed. However, fight
commands are legal.
Adaptability I ~
=------------=
Rank: 10
Fee: 10 CP
Days: 20 Days
Type: Meet Objectives
Location: Camoa
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 0
- Teamwork : 0
- Adaptability: 1
Recommended for Dispatch: N/A
Title Benefit: Raises Adaptability
Eligibility: Adaptability must exceed 1
Forbidden:
- Fire, Ice, Lightning
~ Scout Trial ~
Reward: +4 Adaptability, -3 Teamwork
(Clan Privilege: Empowered Moogles)
Enemies:
- Red Marshmallow x1
The objective for this trial is to drive off the Red Marshmallow.
However, you cannot utilize conventional attacks because of the law.
The proper way to do this is to note the monster's expression. It
will perform one of three possible actions, each of which corresponds
to a different option:
+ Turns around once and jumps --> Threaten
+ Lean backwards repeatedly --> Surprise
+ Twirls around repeatedly --> Stare Down
When you get up next to the Red Marshmallow, an Experiment option
will show up. Select the action according to the action of the Red
Marshmallow. Get it right, and the enemy will turn tail and run.
You have four rounds to complete this objective. If you really can't
get it in three rounds, consider playing a different game...
~ Observer Trial ~
Reward: +7 Adaptability, -4 Teamwork
Enemies:
- Red Marshmallow x1
This is exactly the same trial as before, except you now have three
rounds to complete it. The Experiment commands remain the same as
before.
~ Surveyor Trial ~
Reward: +10 Adaptability, -5 Teamwork
(Clan Privilege: Agility Up 2)
Enemies:
- Red Marshmallow x2
This time around, you have to drive off TWO Red Marshmallows (because
God forbid it gets more difficult!) within the course of four rounds.
All options remain the same. You can only focus on one Red
Marshmallow at a time, so don't mess it up. The other Red Marshmallow
can potentially use Acid on your party. This ability inflicts a
random status ailment. Even if one of your units is hindered, you
can still rely on your other party members, hence the reason you can
bring in more (and should have) than one unit.
~ Imitator Trial ~
Reward: +13 Adaptability, -6 Teamwork
Enemies:
- Red Marshmallow x2
Use the exact same strategy as the previous level trial. I doubt you
will need more than three rounds to drive all of them off.
~ Mimic Trial ~
Reward: +16 Adaptability, -7 Teamwork
(Clan Privilege: Agility Up 3)
Enemies:
- Red Marshmallow x3
Three Red Marshmallows make the opposition this time. You have three
rounds to drive them off. Honestly, I don't know what Square-Enix
were thinking when they thought this trial would be even mildly
difficult.
Negotiation-Teamwork ~
=------------------=
Rank: 15
Fee: 10 CP
Days: 20 Days
Type: Meet Objectives
Location: The Bisga Greenlands
Req. Items: N/A
Req. Talents: - Negotiation : 10
- Aptitude : 0
- Teamwork : 10
- Adaptability: 0
Recommended for Dispatch: N/A
Title Benefit: Raises Negotiation and Teamwork
Eligibility: Negotiation and Teamwork must exceed 10
Forbidden:
- Using MP
~ Speaker Trial ~
Reward: +7 Negotiation, +5 Teamwork, -4 Aptitude, -3 Adaptability,
Quest Fees -2%, Item Prices -2%
(Clan Privilege: Bonus AP 1)
Enemies:
- Tonberry x2
Unfortunately, the law seems to be against spellcasters in general.
This first level of the trial pits you against two Tonberrion. These
monsters are quite deadly. You'll do well to bring in units with
Items as their second ability.
The Tonberrion have three abilities you'll want to be especially
careful around. Knife reduces HP by 90% and Butcher's Knife reduces
HP to 1. Wow, you really can't argue with those numbers. Karma is
dangerous as well - it has the potential to deal 999 HP damage!
Stalk just makes the Tonberry to follow a selected target until it
gets close enough to strike. Though, oftentimes, the Tonberry breaks
off from stalking to attack a more conveniently placed unit.
You will want to debuff the Tonberrion to prevent them from using
their abilities. Addle does the job just fine, as do Disable, Sleep,
and Stop. You can even Berserk them to force them to use standard
attacks. Ranged units are effective here because the Tonberrion do
not have very high move stats. If you can stay out of their range,
then you can shoot at the Tonberrion without fear.
If you have a Blue Mage in your party with the Cornered ability, you
should allow the Tonberrion to use Butcher's Knife on him. Then,
unleash Cornered for a nice 999 HP damage attack! Heal and repeat -
it's really a great strategy.
Complete this trial in four rounds to successfully finish it.
~ Lector Trial ~
Reward: +13 Negotiation, +11 Teamwork, -6 Aptitude, -4 Adaptability,
Quest Fees -4%, Item Prices -4%
(Clan Privilege: Bonus AP 2)
Enemies:
- Tonberry x3
Three Tonberrion make up the enemy force this time. Again, exercise
caution when approaching the Tonberrion. Their movement stat is very
low, so they won't be able to reach you if you maintain distance.
Inflict debuffs to disable the other Tonberrion as you focus on your
target.
The Blue Mage Cornered skill is still viable, but take caution not
to let another Tonberry finish off your Blue Mage in case his turn
doesn't come up directly after getting stabbed.
Finish the trial in four rounds to successfully accomplish the Lector
Trial.
~ Advocate Trial ~
Reward: +19 Negotiation, +17 Teamwork, -8 Aptitude, -5 Adaptability,
Quest Fees -6%, Item Prices -6%
(Clan Privilege: Bonus AP 3)
Enemies:
- Tonberry x2
This trial is identical to the Speaker Trial, except that you only
have three rounds to finish off all of the Tonberrion. The time
limit is not particularly binding, so utilize the same strategy for
the first level to accomplish the trial.
~ Champion Trial ~
Reward: +25 Negotiation, +23 Teamwork, -10 Aptitude, -6 Adaptability,
Quest Fees -8%, Item Prices -8%
(Clan Privilege: Debuff Resistance 4)
Enemies:
- Tonberry x3
There are three Tonberrion this time, and the round limit is three.
To expedite the process of killing off these monstrosities, don't
try to inflict any debuffs this time around. Instead, just throw
your strongest units at the Tonberrion and tear them apart.
It's a reckless strategy, but it's guaranteed to win you the trial,
unless of course your units are THAT weak. Tonberrion aren't fast
and the most each individual one can possibly kill in one turn is
just one unit, so you should have enough surviving fighters to
overpower them.
~ Master Judicer Trial ~
Reward: +31 Negotiation, +29 Teamwork, -12 Aptitude, -7 Adaptability,
Quest Fees -10%, Item Prices -10%
(Clan Privilege: Always Counter)
Enemies:
- Tonberry x2
The round limit has been crunched down to two, so you'll need speedy
and powerful units for this battle. You should send in units that
can kill Tonberry within two strikes (although a one-hit kill is
always best).
Again, send your physical units straight for the Tonberrion. This
needs to be a quick battle. Spend the first turn approaching the
Tonberrion. Then, have all of your units unleash on the monsters in
the second round.
Adaptability-Negotiation ~
=----------------------=
Rank: 15
Fee: 10 CP
Days: 20 Days
Type: Meet Objectives
Location: Graszton
Req. Items: N/A
Req. Talents: - Negotiation : 10
- Aptitude : 0
- Teamwork : 0
- Adaptability: 10
Recommended for Dispatch: N/A
Title Benefit: Raises Adaptability and Negotiation
Eligibility: Adaptability and Negotiation must exceed 10
Forbidden:
- Harming the Weak
~ Follower Trial ~
Reward: +7 Adaptability, +5 Negotiation, -4 Teamwork, -3 Aptitude,
Quest Fees -1%, Item Prices -1%
(Clan Privilege: Bonus Gil 1)
Enemies:
- Cockatrice x4
The idea here is to defend your party from the monsters. In this
first round, the enemy levels range from 23-28. Send in six units
accordingly. You can choose to either defend your party without
attacking or fight the Cockatrices. Note the law though! You cannot
harm a unit with a lower level than you.
This first battle isn't tough at all. The Cockatrices can only use
Peck, which deals moderate damage. Cast Protect if you want to
boost defenses.
~ Compromiser Trial ~
Reward: +13 Adaptability, +11 Negotiation, -6 Teamwork, -4 Aptitude,
Quest Fees -2%, Item Prices -2%
(Clan Privilege: Bonus Gil 2)
Enemies:
- Cockatrice x6
This trial is the same as before, except there are now six
Cockatrices looking to peck your eyes out. In addition to the level
23 and level 28 Cockatrices, there are now two more level 30
Cockatrices. Deal with them any way you see fit, though I personally
find it easiest to just wait them out. After two rounds, the trial
will have been completed.
~ Outrider Trial ~
Reward: +19 Adaptability, +17 Negotiation, -8 Teamwork, -5 Aptitude,
Quest Fees -3%, Item Prices -3%
(Clan Privilege: Debuff Resistance 3)
Enemies:
- Cockatrice x6
This trial is a huge pain because the round limit is so long. The
Cockatrices are still the same as the previous trial. Again, outwait
them or go for the Cockatrices that are at a higher level than your
units. Do not attack Cockatrices at a lower level unless you want to
fail. Wait three rounds to complete this trial.
~ Catalyst Trial ~
Reward: +25 Adaptability, +23 Negotiation, -10 Teamwork, -6 Aptitude,
Quest Fees -4%, Item Prices -4%
(Clan Privilege: Bonus Gil 3)
Enemies:
- Cockatrice x6
The only difference here from the previous trial level is the
noticeably higher level of the Cockatrices. They also gain a new
ability, Scatter, which deals damage to surrounding units and raises
the user's evasion.
If your units are at a lower level than these Cockatrices, feel free
to fight back. If you need a defensive boost, consider casting
Protect on your party. Survive three rounds against them to finish
the trial.
~ Master Intercessor Trial ~
Reward: +31 Adaptability, +29 Negotiation, -12 Teamwork, -7 Aptitude,
Quest Fees -5%, Item Prices -5%
(Clan Privilege: Non-Elemental Attacks)
Enemies:
- Cockatrice x6
The Cockatrices take on a new ability in this trial. Wake-Up Call
can put Quicken on one of their allies.
Six Cockatrices appear. The upper bound of the enemy in terms of
levels is 40. If the levels of your units do not exceed that, then
feel free to fight back. If not, then you'll just have to survive by
hanging around until the round limit is up. Once three rounds are
up, the trial will end.
Teamwork-Aptitude ~
=---------------=
Rank: 15
Fee: 10 CP
Days: 20 Days
Type: Meet Objectives
Location: The Aldanna Range
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 10
- Teamwork : 10
- Adaptability: 0
Recommended for Dispatch: N/A
Title Benefit: Raises Teamwork and Aptitude
Eligibility: Teamwork and Aptitude must exceed 10
Forbidden:
- Ranged Weapons
~ Hand of Steel Trial ~
Reward: +7 Teamwork, +5 Aptitude, -4 Adaptability, -3 Negotiation
(Clan Privilege: Bonus EXP 1)
Enemies:
- Ahriman x4
The magick urn will appear in different locations every time you
examine, so you should bring in units with high move stats. Also
send in a few units to contend with the Ahrimans at the top of the
cliff.
Ideally, you'll want to position one unit at each of the four
corners of the map. Send the remaining two units (who should be
physically strong) to deal with the Ahrimans. These monsters are
annoying because they can use Demonic Gaze to Confuse your units and
Bewitching Gaze to Charm and Slow your units. Both these abilities
can be avoided by not facing the Ahrimans. Roulette, unfortunately,
is impossible to avoid. Just hope it doesn't pick one of your units
to die.
Move stats are a huge factor here. You need to be able to quickly
run to the pot wherever it spawns. Examine the urn four times before
the four-round limit is over to finish this trial.
~ Hand of Silver Trial ~
Reward: +13 Teamwork, +11 Aptitude, -6 Adaptability, -4 Negotiation
(Clan Privilege: Debuff Resistance 2)
Enemies:
- Ahriman x4
The objective here is to examine the same magick urn as the previous
level a total of five times within four rounds. Again, high move
stats are necessary. Try to debuff the Ahrimans to prevent them from
using any of their malicious abilities while you're chasing after
the urn.
I find that Faerie Shoes and Galmia Shoes help significantly here
because they ignore height, which would otherwise pose a problem to
those attempting to cross over the cliff.
~ Hand of Gold Trial ~
Reward: +19 Teamwork, +17 Aptitude, -8 Adaptability, -5 Negotiation,
Quest Fees -1%, Item Prices -1%
(Clan Privilege: Bonus EXP 2)
Enemies:
- Ahriman x5
The number of Ahrimans has been upped, and your objective is now to
examine the same magick urn six times within four rounds! This trial
will require more careful distribution of your characters over the
map to make sure you can reach the urn wherever it goes.
There is still room for error, but you can't waste time. The
Ahrimans are going to cause problems, but don't go out of your way
to attack them. Just remember to face away from them to avoid getting
affected by Demonic Gaze or Bewitching Gaze.
Examine the urn six times to successfully complete this trial.
~ Hand of Divinity Trial ~
Reward: +25 Teamwork, +23 Aptitude, -10 Adaptability, -6 Negotiation
Quest Fees -3%, Item Prices -3%
(Clan Privilege: Bonus EXP 3)
Enemies:
- Ahriman x5
The magick urn must now be examined seven times within THREE rounds!
High move stats are absolutely mandatory here. You should bring at
least unit specifically for debuffing the five Ahrimans perched at
the top of the cliff.
There is no time to waste - immediately get your four units with the
highest move stats to each quarter section of the area. Send the
remaining two towards the Ahrimans while maintaining a position
roughly in the middle of the region. Do your best to debuff the
Ahrimans as to prevent them from using any of their gazes and
especially Roulette.
Once the Ahriman's have been effectively disabled, chase the urn as
it warps around the map. You need to examine it at least 2-3 times
per turn in order to meet the objective. Unfortunately, you won't
get lucky sometimes. Ninja Tabis (or the less effective Sprint
Shoes), Galmia Shoes, Faerie Shoes, and the Move Up clan privileges
help tremendously here! Also, use Haste and Quicken should the
situation call for it.
~ Master Hand Trial ~
Reward: +31 Teamwork, +29 Aptitude, -12 Adaptability, -7 Negotiation
Quest Fees -5%, Item Prices -5%
(Clan Privilege: MP Efficency)
Enemies:
- Ahriman x5
This trial requires you to examine the urn eight times within three
turns. It's definitely not easy. Use the same strategy as the
previous trials and follow the same process as the Hand of Divinity
Trial. Remember, Haste and Quicken can be extremely useful. Use
Haste on all of your units, but don't abuse Quicken or else you may
bring the end of the round faster.
Don't waste any time trying to attack the Ahrimans. Disable them,
put them to sleep, Stop them, do anything to prevent them from
using any of their abilities. Roulette can be devastating here,
especially in a situation where your last unit is about to touch the
urn only to be knocked out with an unlucky Roulette.
Aptitude-Adaptability ~
=-------------------=
Rank: 15
Fee: 10 CP
Days: 20 Days
Type: Meet Objectives
Location: The Galerria Deep
Req. Items: N/A
Req. Talents: - Negotiation : 0
- Aptitude : 10
- Teamwork : 0
- Adaptability: 10
Recommended for Dispatch: N/A
Title Benefit: Raises Aptitude and Adaptability
Eligibility: Aptitude and Adaptability must exceed 10
Forbidden:
- Ranged Weapons
~ Traveler Trial ~
Reward: +7 Aptitude, +5 Adaptability, -4 Negotiation, -3 Teamwork
(Clan Privilege: Debuff Resistance 1)
Enemies:
- Red Marshmallow x3
In this trial, you must gather all of the shimmering lights within
four rounds. There is a catch though - as soon as you get a light,
the remaining lights will move to another location. They will also
move at the end of each round. Therefore, you should bring in units
with high speed and move stats to most effectively capture all the
lights.
Your opposition comes in the form of three Red Marshmallows. These
monsters are capable of casting Fire/Fira. They'll often use Unction
to raise your vulnerability to fire. However, you should avoid
getting too caught up in fighting the monsters and instead focus on
reaching the lights.
There are three lights in all that you need to reach. Get them all
before the four round time limit to finish this trial.
~ Prospector Trial ~
Reward: +13 Aptitude, +11 Adaptability, -6 Negotiation, -4 Teamwork
(Clan Privilege: Smash Gauge Bonus 1)
Enemies:
- Red Marshmallow x3
- Ice Flan x1
This is essentially the same as the previous level trial, except you
must now contend with four monsters. Again, you will need units with
high move stats, preferably those with high speed as well.
The newcomer, the Ice Flan, can use Acid to inflict a random status
ailment. Although you should not focus all of your efforts on the
enemy monsters, try to prevent the Ice Flan from causing too much
trouble. This can be achieved through Disabling them, putting them
to sleep, etc.
The primary focus is still on the shimmering lights. Position each
of your units in a different portion of the area. Scatter your units
around so they'll be prepared when the lights change locations.
Gather up the three lights within four rounds to finish it.
~ Pioneer Trial ~
Reward: +19 Aptitude, +17 Adaptability, -8 Negotiation, -5 Teamwork,
Quest Fees -1%, Item Prices -1%
(Clan Privilege: Smash Gauge Bonus 2)
Enemies:
- Red Marshmallow x2
- Ice Flan x1
- Yellow Jelly x1
This time around, you have to gather up four shimmering lights
within the course of four rounds. A Yellow Jelly has been added to
the enemy party. It, like the Ice Flan, can use Acid to inflict a
random debuff.
In order to most efficiently finish this trial, you should
distribute your units with the highest move stats over each quarter
section of the area. This is the most efficient method because each
unit can reach a shimmering light within his/her section without
having to take extra turns.
Use Haste and/or Quicken to speed up the process. Once the four
lights have been collected, the trial will end.
~ Voyager Trial ~
Reward: +25 Aptitude, +23 Adaptability, -10 Negotiation, -6 Teamwork,
Quest Fees -3%, Item Prices -3%
(Clan Privilege: Smash Gauge Bonus 3)
Enemies:
- Red Marshmallow x1
- Ice Flan x1
- Yellow Jelly x2
Surprise! You now have to collect the four lights within three
rounds. Once again, movement is very important here. Send in units
with the adequate move stats and begin.
Don't bother going after any of the monsters. Doing so will just
waste precious time. Cast Haste on your units to speed them up, and
distribute your units with the highest move stats over the region,
making sure that they're scattered about. It should not be that
difficult to collect the four lights within the round limit.
~ Master Explorer Trial ~
Reward: +31 Aptitude, +29 Adaptability, -12 Negotiation, -8 Teamwork,
Quest Fees -5%, Item Prices -5%
(Clan Privilege: MP Channeling)
Enemies:
- Red Marshmallow x1
- Ice Flan x2
- Yellow Jelly x2
You now have to gather five lights within three turns. You also have
to contend with a Red Marshmallow, two Ice Flans, and two Yellow
Jellies. At this point, I can't really say much else than what I've
already stated previously without sounding like a broken record.
High move stats help a lot in this trial. Use Haste to help expedite
the whole process of collecting lights. And unless the monsters
really get in the way, ignore them. This trial can be slightly
challenging, but it's nothing compared to the Master Hand Trial of
Teamwork-Aptitude. Ugh, I get shudders just thinking about that.
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6. Races ~~~~~~~~~~~~~~~~~~~~~~~~~[6000]~| |
|_|=========================================================================|_|
[-----------------------------------------------------------------------------]
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7. Job Listing ~~~~~~~~~~~~~~~~~~~~~~[7000]~| |
|_|=========================================================================|_|
[-----------------------------------------------------------------------------]
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 8. Your Clan ~~~~~~~~~~~~~~~~~~~~~~~~[8000]~| |
|_|=========================================================================|_|
The clan is essentially your party. It can be as large or as small as you'd
like, depending on how many character you choose to recruit.
()---------------------------------------------------------------------------()
|| 8.1. Clan Overview [8100] ||
()---------------------------------------------------------------------------()
()---------------------------------------------------------------------------()
|| 8.2. Clan Privileges [8200] ||
()---------------------------------------------------------------------------()
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~ 9. Equipment Listing ~~~~~~~~~~~~~~~~~~~~[9000]~| |
|_|=========================================================================|_|
[-----------------------------------------------------------------------------]
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~ 10. Item Listing ~~~~~~~~~~~~~~~~~~~~[10000]~| |
|_|=========================================================================|_|
[-----------------------------------------------------------------------------]
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~ 11. Monster Listing ~~~~~~~~~~~~~~~~~~~[11000]~| |
|_|=========================================================================|_|
In addition to regular units, you will often encounter monster units on the
battlefield. Most of the time, monsters will have specific weaknesses you can
exploit.
* NOTE: W: Weak ; I: Immune ; H: Half Damage ; A: Absorb
[-----------------------------------------------------------------------------]
Adamantitan ~
=---------=
W: Wind H: N/A
I: N/A A: Earth
Description: The adamantitan crushes prey between its steel-like
jaws.
Action Abilities:
- Shell Crush:
~ Sonic Spin -- Spin fast enough to create a fierce
whirlwind. Damages surrounding units.
~ Munch -- Crush the target's equipment with powerful
jaws.
Ahriman ~
=-----=
W: Holy H: N/A
I: N/A A: Dark
Description: The ahriman's evil stare afflicts those it lights upon
with a variety of ailments.
Action Abilities:
- Enthrallment:</pre><pre id="faqspan-12">
~ Roulette -- Randomly KO one unit. Does not distinguish
between friend and foe.
~ Glare -- A chilling glance that turns the target to
STONE.
~ Demonic Gaze -- CONFUSE the target with a befuddling
gaze.
~ Bewitching Gaze -- A gaze that shakes those it lights
upon to the very core. CHARMS and SLOWS the target.
Alraune ~
=-----=
W: Wind H: N/A
I: N/A A: N/A
Description: Humanoid in appearance, the alraune is actually a plant.
It attacks with the sharp horn on its head.
Action Abilities:
- Impale:
~ Horn Blow -- Lash out with the needle-sharp horns atop
the user's head. Deals damage and knocks the target
back.
~ Horn Shot -- Send the user's horn flying through the
air. Deals little damage, but has an increased
chance to hit.
~ Horn Venom -- POISON the target wtih a jab of the user's
horn.
Antlion ~
=-----=
W: Wind H: N/A
I: N/A A: Earth
Description: This pit beast has needlelike limbs and powerful jaws.
Action Abilities:
- Sands:
~ Suffocate -- Smother the target, numbing its body.
Delays the target's next turn.
~ Bile -- Spew corrosive gastric juices at the target.
Deals damage and lowers DEFENSE and RESILIENCE.
~ Mucus -- Belch a film of thick, green mucus. Deals
damage and SLOWS the target.
~ Saliva -- Shower the target with sticky saliva. Deals
damage and lowers SPEED.
Axebeak ~
=-----=
W: Water H: N/A
I: N/A A: N/A
Description: This relative of the cockatrice intimidates its foes
with a display of its brilliantly hued wings.
Action Abilities:
- Territorialism:
~ Peck -- Run target through with a ferocious strike of
the beak.
~ Wake-Up Call -- Crow loudly at the target, rousing its
attention. Target takes the next turn.
Baknamy ~
=-----=
W: N/A H: N/A
I: N/A A: N/A
Description: Members of this race are seldom seen without their
distinguishing masks. What they lack in intelligence
they make up for in aggression.
Action Abilities:
- Taktak:
~ Magick Hammer -- Smite foes with a mysterious hammer.
Depletes target's MP.
~ Goblin Attack -- Execute a series of quick punches.
Ignores target's armor DEFENSE.
Banshee ~
=-----=
W: Dark H: N/A
I: N/A A: Holy
Description: Their name meaning "woman of the faeries," banshees are
sprite kin who wield divine powers.
Action Abilities:
- Mischief:
~ Meteorite -- Call down a small, fiery meteorite. Damages
a single target.
~ Lv.? Holy -- Cast Holy on all units who share the
caster's level. Deals holy damage.
~ Petrifying Rattle -- Raise a hoarse cry, turning all
targets in a cone in front of the user to STONE.
Black Chocobo ~
=-----------=
W: Water, Lightning, Holy H: N/A
I: N/A A: N/A
Description: The black-plumed chocobo is the only variety capable of
flight.
Action Abilities:
- Chocobo Wiles:
~ Choco Flame -- Send a ball of flame crashing into the
target. Deals fire damage.
~ Choco Barrier -- Raise a barrier around surrounding
units with a rustle of plume and feather. Grants
PROTECT and SHELL.
~ Choco Beak -- Peck remorsefully at the target.
Bloody Orb ~
=--------=
W: Earth, Holy H: N/A
I: N/A A: N/A
Description: This disembodied eyeball gorges itself on the blood of
its victims.
Action Abilities:
- Parasite:
~ Vampire -- Drain blood from the target, restoring the
user's HP.
~ Supersonic Wave -- Send a crushing sound wave through
the air. Damages and SILENCES the target.
Bomb ~
=--=
W: Ice H: N/A
I: N/A A: Fire
Description: Red flame envelops this strange monster. It absorbs
fire's heat, adding it to its own.
Action Abilities:
- Volatility:
~ Self-destruct -- Sacrifice the user's life to deal heavy
damage to surrounding units.
~ Flame Attack -- Breathe fire from deep within the user's
body. Deals fire damage.
Brown Chocobo ~
=-----------=
W: Water, Lightning, Holy H: N/A
I: N/A A: N/A
Description: The brown-plumed chocobo protects the flock with its
choco guard.
Action Abilities:
- Chocobo Wiles:
~ Choco Cure -- Flap wings to stir up a healing wind.
Restores HP to surrounding units.
~ Choco Beak -- Peck remorsefully at the target.
~ Choco Guard -- Fill surrounding units with vim and
vigor. Grants REGEN and raises DEFENSE and
RESISTANCE.
Cassie ~
=----=
W: Wind H: N/A
I: N/A A: N/A
Description: This offshoot of the malboro breathes a foul, cloying
breath on its foes.
Action Abilities:
- Halitosis:
~ Honeyed Breath -- Let out a fragrant belch that
befuddles the senses. CHARMS targets in a cone in
front of the user.
~ Cloying Breath -- A sickly sweet breath that lulls
those who breathe it to SLEEP. Also SLOWS targets in
a cone in front of the user.
~ Love Song -- A song like no other. Restores HP, raises
DEFENSE, and grants REGEN to units in a small area.
Chocobo ~
=-----=
W: Water, Lightning, Holy H: N/A
I: N/A A: N/A
Description: A bird-like creature with a pleasant temperament. Its
choco cure can mend the wounds of its allies.
Action Abilities:
- Chocobo Wiles:
~ Choco Cure -- Flap wings to stir up a healing wind.
Restores HP to surrounding units.
~ Choco Beak -- Peck remorsefully at the target.
Cockatrice ~
=--------=
W: Water H: N/A
I: N/A A: N/A
Description: An avian creature with a violent temperament. It pecks
at its foes with a razor-edged beak.
Action Abilities:
- Territorialism:
~ Peck -- Run target through with a ferocious strike of
the beak.
~ Scatter -- Scatter feathers into the air. Deals damage
to surrounding units and raises the user's EVASION.
~ Wake-Up Call -- Crow loudly at the target, rousing its
attention. Target takes the next turn.
~ Scurry -- HASTEN the user with a quick beat of its
wings.
Deadly Nightshade ~
=---------------=
W: Water H: N/A
I: N/A A: N/A
Description: A variety of alraune with a tomato-red head. Some have
even been known to possess enough intellect to cast
magicks.
Action Abilities:
- Deadly Nightshade:
~ Tomato Fang -- Sink the user's large, pointed tooth into
the target's flesh. Deals damage and knocks the
target back.
~ Tomato Tackle -- Charge the target with all the user's
might. Deals damage and lowers SPEED.
~ Tomato Ketchup -- Spew ketchup on the target, driving
it into a BERSERK rage.
Deathscythe ~
=---------=
W: Holy H: N/A
I: N/A A: Dark
Description: A reaper from the land of the dead. It harvests its
victims with scythe-like claws. (Undead)
Action Abilities:
- Nightmare:
~ Doom -- Place a curse of DOOM on the target.
~ Shackle -- Place a foul curse on the target, binding its
movement. IMMOBILIZES and DISABLES the target.
~ Deep Sleep -- Place a foul curse on the target,
tormenting it with nightmares. STOPS the target and
puts it to SLEEP.
- Dark Magicks:
~ Darkra -- An improved version of Dark. Deals even
greater dark damage to its target.
~ Darkga -- The greatest Dark magick. Surrounds its
target in impenetrable darkness dealing massive dark
damage.
Dreamhare ~
=-------=
W: Fire H: N/A
I: N/A A: Holy
Description: Cute creatures with large, fluffy tails. They remain
docile unless provoked.
Action Abilities:
- Enticement:
~ Illude -- Weaves an illusion with a flick of the tail.
CHARMS the target.
~ War Dance -- A dance that boosts the morale of units in
a small area. Raises ATTACK.
~ Hip Attack -- Leap high into the air and pounce on
the target bottom first.
Fire Drake ~
=--------=
W: Ice H: N/A
I: N/A A: Fire
Description: Scales cover the body of this mighty wyrm. Its breath
scorches the earth.
Action Abilities:
- Breath:
~ Fire Breath -- Breathe fire in a cone in front of the
user. Deals fire damage.
Floating Eye ~
=----------=
W: Earth, Holy H: N/A
I: N/A A: N/A
Description: A monster that consists of little more than an eyeball
with wings. It bites at its victims with poisoned
fangs.
Action Abilities:
- Parasite:
~ Death Dive -- Perform a suicidal dive at the target.
~ Gnaw -- A foul bite that leaves a festering wound.
Damages and POISONS the target.
Ghost ~
=---=
W: Holy H: N/A
I: N/A A: Dark
Description: Spirits born from the regrets of the dead.
Action Abilities:
- Ghostly Touch:
~ Flash -- Radiate a brilliant flash of light. BLINDS
surrounding units.
~ Silence Touch -- Grasp target with a festering, cursed
hand. Deals dark damage and SILENCES the target.
~ Sleep Touch -- Grasp target with a festering, cursed
hand. Deals dark damage and puts the target to SLEEP.
~ Wake the Dead -- Use necromancy to reanimate the dead.
Summons undead to aid the user.
- Dark Magicks:
~ Dark -- Gather the powers of darkness to strike the
target. Deals dark damage.
Ghoul ~
=---=
W: Holy H: N/A
I: N/A A: Dark
Description: These shambling corpses drain life from the living with
their foul touch.
Action Abilities:
- Death's Grasp:
~ Miasma -- The stench of death hangs heavy in the air.
Damages and POISONS units in a small area.
~ Drain Touch -- Reach out with a putrid, groping hand to
steal HP from the target.
Golem ~
=---=
W: Wind H: N/A
I: N/A A: N/A
Description: Headlesses attack with the strength to shatter bone and
set the earth trembling.
Action Abilities:
- Brute Force:
~ Quake -- Cause the ground to tremble, dealing earth
damage to untis in a small area.
~ Brute Strength -- Summon up strength for an allmighty
attack. Raises the potency of the user's next
physical attack.
~ Sunder Earth -- Split the earth in a line extending
from the user. Deals earth damage.
Great Malboro ~
=-----------=
W: Wind H: N/A
I: N/A A: N/A
Description: The stench is greater too.
Action Abilities:
- Halitosis:
~ Bad Breath -- Let out a fetid belch to BLIND, SILENCE,
and POISON targets in a cone in front of the user.
~ Goo -- Envelop the target with a thick mucus.
IMMOBILIZES and lowers the target's SPEED.
~ Malboro Song -- The mysterious song of the malboro.
Grants REGEN and raises ATTACK of units in a small
area.
~ Putrid Breath -- Let out a belch of otherworldly
stench. Afflicts target with TOAD, DOOM, and
CONFUSE.
Great Tortoise ~
=------------=
W: Wind H: N/A
I: N/A A: Earth
Description: A hard, thick shell protects this beast. It often
attacks by ramming its ponderous bulk into foes.
Action Abilities:
- Shell Crush:
~ Headbutt -- Ram the target headfirst. Damages and
IMMOBILIZES the target.
~ Sonic Spin -- Spin fast enough to create a fierce
whirlwind. Damages surrounding units.
~ Limit Glove -- Unleash the inner power of the user when
HP Critical, dealing heavy damage. The user's HP
must be in single digits to perform the attack.
Green Chocobo ~
=-----------=
W: Water, Lightning, Holy H: N/A
I: N/A A: N/A
Description: The green-plumed chocobo removes ailments from its
allies using choco esuna.
Action Abilities:
- Chocobo Wiles:
~ Choco Cure -- Flap wings to stir up a healing wind.
Restores HP to surrounding units.
~ Choco Esuna -- Flap wings to stir up a cleansing wind.
Removes debuffs from surrounding units.
~ Choco Barrier -- Raise a barrier around surrounding
units with a rustle of plume and feather. Grants
PROTECT and SHELL.
Grenade ~
=-----=
W: Water H: N/A
I: N/A A: Fire
Description: This powerful member of the bomb family burns with a
searing blue flame.
Action Abilities:
- Volatility:
~ Flame Attack -- Breathe fire from deep within the user's
body. Deals fire damage.
~ Spark -- Unleash pent up energy in one explosive burst.
Damages surrounding units and restores user's HP.
Headless ~
=------=
W: Wind H: N/A
I: N/A A: N/A
Description: Giants that smash their enemies with arms thick as tree
trunks.
Action Abilities:
- Brute Force:
~ Bone Shatter -- A powerful attack with the strength to
shatter bone. Damages the target and delays its next
turn.
~ Brute Strength -- Summon up strength for an almighty
attack. Raises the potency of the user's next
physical attack.
~ Sunder Earth -- Split the earth in a line extending from
the user. Deals earth damage.
Hellhound ~
=-------=
W: Water, Holy H: Earth
I: N/A A: Dark
Description: Fell power emanates from this twisted mockery of a wolf.
Action Abilities:
- Maw:
~ Screech -- Emit a piercing shriek to damage and CONFUSE
the target.
~ Summon Pack -- Call nearby allies with an echoing howl.
~ Fangs -- Attack target with razor sharp fangs.
~ Shadow Blow -- Send a wave of gleaming shadow tearing
through foes. Deals dark damage and BLINDS targets.
Hoppy Bunny ~
=---------=
W: Fire H: N/A
I: N/A A: Holy
Description: These seemingly harmless creatures strike at predators
with bounding attacks.
Action Abilities:
- Enticement:
~ Illude -- Weave an illusion with a flick of the tail.
CHARMS the target.
~ War Dance -- A dance that boosts the morale units in a
small area. Raises ATTACK.
~ Go-Go Dance -- Dance a lively jig to HASTEN to pulse of
targets in a small area.
~ Hip Attack -- Leap high into the air and pounce on
the target bottom first.
Ice Drake ~
=-------=
W: Fire H: N/A
I: N/A A: Ice
Description: Scales cover the body of this mighty wyrm. Its breath
chills the air.
Action Abilities:
- Breath:
~ Ice Breath -- Breathe frost in a cone in front of the
user. Deals ice damage.
~ Ice Orb -- Freeze an orb of air and hurl it at the
target. Deals ice damage.
- Wyrmcraft:
~ Sleet -- Numb the target with punishing cold. DOOMS the
target and puts it to SLEEP.
Ice Flan ~
=------=
W: Fire H: N/A
I: N/A A: Ice
Description: This gelatinous blue monster absorbs ice.
Action Abilities:
- Metamorphosis:
~ Merge -- Merge the user's body with the target's. Fully
restores the target's HP, but sacrifices the user.
~ Acid -- Expel toxins from the user's body at the target.
Inflicts a random debuff.
Lamashtu ~
=------=
W: N/A H: Wind, Lightning
I: N/A A: Dark
Description: An eerie air surrounds the beast.
Action Abilities:
- Darkness:
~ Night -- Harness the power of the night to send all
units into a magickal SLEEP.
~ Poisonous Frog -- Place a curse on the target. POISONS
and turns the target into a TOAD.
Lamia ~
=---=
W: N/A H: Wind, Lightning
I: N/A A: N/A
Description: Vile creatures that lull their victims with song before
they strike.
Action Abilities:
- Darkness:
~ Hand Slap -- Strike the target with a powerful slap.
Damages the target and delays its next turn.
~ Night -- Harness the power of the night to send all
units into a magickal SLEEP.
~ Twister -- Summon a powerful twister to engulf the
target and surrounding units. Reduces HP by 50%.
Lilith ~
=----=
W: N/A H: Wind, Lightning
I: N/A A: N/A
Description: A mosnter that basks in blood and rejoices in death.
Action Abilities:
- Darkness:
~ Kiss -- A tender kiss that DOOMS and CHARMS the target.
~ Eternal Sleep -- Intone a mystic chant that robs life
from the living. DOOMS all units and places them in
a magicked SLEEP.
~ Eternal Oblivion -- Deliver a sharp blow to the heads of
units in a small area. Deals damage and ADDLES the
targets.
Loup-garou ~
=--------=
W: Wind H: N/A
I: N/A A: N/A
Description: A variant of the werewolf that has retained enough
intelligence to use items to heal its wounds.
Action Abilities:
- Call of the Wild:
~ Roar -- Let out a bestial roar, removing buffs from
all units.
~ Howl -- Let out a blood-curdling howl that depletes MP
and CONFUSES targets in a cone in front of the user.
~ Slug -- Strike target with a powerful swing of the
arm. Ignores target's armor DEFENSE.
~ Assault -- Throw the user's weight into a ferocious
charge. Damages and IMMOBILIZES the target.
Luchorpan ~
=-------=
W: N/A H: N/A
I: N/A A: N/A
Description: This variety of baknamy boasts a broad range of physical
and magick attacks.
Action Abilities:
- Taktak:
~ Magick Hammer -- Smite foe with a mysterious hammer.
Depletes target's MP.
~ Mutilate -- Steal the target's life force, restoring
the user's HP.
Malboro ~
=-----=
W: Wind H: N/A
I: N/A A: N/A
Description: A slithering mass of tentacles and filth. The stench is
terrible.
Action Abilities:
- Halitosis:
~ Bad Breath -- Let out a fetid belch to BLIND, SILENCE,
and POISON targets in a cone in front of the user.
~ Putrid Breath -- Let out a belch of otherworldly
stench. Afflicts target with TOAD, DOOM, and CONFUSE.
~ Goo -- Envelop the target with a thick mucus.
IMMOBILIZES and lowers the target's SPEED.
~ Eerie Sound Wave -- A focused sound wave sends chills
through the target. Neutralizes buffs.
Mimic ~
=---=
W: ALL H: N/A
I: N/A A: N/A
Description: These fiendish creatures conceal themselves to take
unwary adventurers by surprise.
Action Abilities:
- Paper-Rock-Scissors:
~ Rock -- Draw in the body's limbs and absorb Mist from
the air. Restores user's HP.
~ Scissors -- Release stored electrical energy in a sudden
burst. Deals lightning damage to units in a small
area.
Nagaraja ~
=------=
W: Holy H: Fire, Ice, Lightning
I: N/A A: Dark
Description: This powerful drake breathes gouts of dark flame that
sow misery and despair.
Action Abilities:
- Breath:
~ Ice Orb -- Freeze an orb of air and hurl it at the
target. Deals ice damage.
~ Ice Breath -- Breathe frost in a cone in front of the
user. Deals ice damage.
- Wyrmcraft:
~ Sleet -- Numb the target with punishing cold. DOOMS
the target and puts it to SLEEP.
Oversoul ~
=------=
W: Holy H: N/A
I: N/A A: Dark
Description: A demon that harvests souls for the lord of the dead.
Action Abilities:
- Nightmare:
~ Doom -- Place a curse of DOOM on the target.
~ Steal Thoughts -- Place a foul curse on the target,
robbing it of its memories. ADDLES the target.
~ Deep Sleep -- Place a foul curse on the target,
tormenting it with nightmares. STOPS the target and
puts it to SLEEP.
~ Shackle -- Place a foul curse on the target, binding its
movement. IMMOBILIZES and DISABLES the target.
- Dark Magicks:
~ Darkra -- An improved version of Dark. Deals even
greater dark damage to its target.
~ Darkga -- The greatest Dark magick. Surrounds its target
in impenetrable darkness dealing massive dark damage.
Pit Beast ~
=-------=
W: Wind H: N/A
I: N/A A: Earth
Description: This pit beast expels gastric acids on its victims,
dissolving them for later consumption.
Action Abilities:
- Sands:
~ Sandstorm -- Summon a sandstorm. Deals earth damage and
BLINDS units in a small area.
~ Subsidence -- Send a powerful vibration through the
ground. Deals earth damage to surrounding units.
~ Suffocate -- Smother the target, numbing its body.
Delays the target's next turn.
Plague ~
=----=
W: Holy H: N/A
I: N/A A: Dark
Description: The gaze of this giant eye can freeze foes where they
stand.
Action Abilities:
- Enthrallment:
~ Roulette -- Randomly KO one unit. Does not distinguish
between friend and foe.
~ Binding Circle -- A glance sharp as nails. SLOWS the
target and lowers its SPEED.
~ Dread -- A horrifying gaze that strikes fear in the
heart. ADDLES and DISABLES the target.
~ Glare -- A chilling glance that turns the target to
STONE.
~ Demonic Gaze -- CONFUSE the target wtih a befuddling
gaze.
~ Bewitching Glance -- A gaze that shakes those it lights
upon to the very core. CHARMS and SLOWS the target.
Reaver ~
=----=
W: Earth H: N/A
I: N/A A: N/A
Description: A creature of the spirit world whose cruelty knows no
bounds. Blood stains its gruesome claws.
Action Abilities:
- Bestial Force:
~ Rend Shield -- Tear into the target with fearsome fangs.
Deals damage and may destroy the target's shield.
~ Hell Assault -- A powerful attack that damages and
knocks back surrounding units. Raises the user's
ATTACK.
Red Marshmallow ~
=-------------=
W: Ice H: N/A
I: N/A A: Fire
Description: This gelatinous red monster absorbs fire.
Action Abilities:
- Metamorphosis:
~ Acid -- Expel toxins from the user's body at the target.
Inflicts a random debuff.
~ Unction -- Cover units in a small area with viscious
oil.
Sprite ~
=----=
W: Dark H: N/A
I: N/A A: Holy
Description: These airborne creatures take delight in harassing
unsuspecting travelers.
Action Abilities:
- Mischief:
~ Angel Whisper -- An angelic voice offers words of
encouragement to the target. Restores HP and grants
RERAISE.
~ Meteorite -- Calls down a small, fiery meteorite.
Damages a single target.
~ White Wind -- A healing wind that mends allies' wounds.
Restores HP equal to the user's HP.
Thunder Drake ~
=-----------=
W: Water H: N/A
I: N/A A: Lightning
Description: Scales cover the body of this mighty wyrm. Its breath
dances with sparks.
Action Abilities:
- Breath:
~ Lightning -- Shoot a bolt of lightning at the target.
Deals lightning damage.
~ Thunder Breath -- Breathe electricity in a cone in
front of the user. Deals lightning damage.
Tonberry ~
=------=
W: N/A H: ALL
I: N/A A: N/A
Description: The knife of this hooded creature gleams with the
hatred of its dead brethren for the living.
Action Abilities:
- Revenge:
~ Knife -- Stab the target with a carefully honed blade.
Reduces HP by 90%.
~ Karma -- Attack with the weight of the past. The more
foes the target has killed, the greater the damage.
~ Butcher's Knife -- Stab target with a well concealed
butcher's knife. Reduces HP to 1.
~ Voodoo -- Afflict the target with a curse so terrible,
death seems welcome by comparison.
~ Stalk -- Stalk the target, waiting until it draws near
to strike.
Tonberry King ~
=-----------=
W: N/A H: ALL
I: N/A A: N/A
Description: A garish crown rests atop the head of this purple-
skinned creature. Its lap swings mournfully in time
with its silent footfalls.
Action Abilities:
- Revenge:
~ Knife -- Stab the target with a carefully honed blade.
Reduces HP by 90%.
~ Butcher's Knife -- Stab target with a well concealed
butcher's knife. Reduces HP to 1.
~ Voodoo -- Afflict the target with a curse so terrible,
death seems welcome by comparison.
~ Stalk -- Stalk the target, waiting until it draws near
to strike.
Toughskin ~
=-------=
W: Wind H: N/A
I: N/A A: Earth
Description: No sword can pierce the shell of the toughskin, though
many have been lost in the attempt.
Action Abilities:
- Shell Crush:
~ Headbutt: Ram the target headfirst. Damages and
IMMOBILIZES the target.
~ Sonic Spin: Spin fast enough to create a fierce
whirlwind. Damages surrounding units.
~ Resonate: Cause all bladed weapons on the battlefield
to vibrate. DISABLES all units wielding bladed
weapons.
Yellow Jelly ~
=----------=
W: Water H: N/A
I: N/A A: Lightning
Description: This gelatinous yellow monster absorbs lightning.
Action Abilities:
- Metamorphosis:
~ Merge -- Merge the user's body with the target's. Fully
restores the target's HP, but sacrifices the user.
~ Acid -- Expel toxins from the user's body at the
target. Inflicts a random debuff.
Wendigo ~
=-----=
W: Lightning H: N/A
I: N/A A: Ice
Description: These headless giants will stalk men for many days, such
is the hatred.
Action Abilities:
- Brute Force:
~ Bone Shatter -- A powerful attack with the strength to
shatter bone. Damages the target and delays its next
turn.
~ Brute Strength -- Summon up strength for an almighty
attack. Raises the potency of the user's next
physical attack.
~ Sunder Earth -- Split the earth in a line extending from
the user. Deals earth damage.
~ Helmsplitter -- Send a fist crashing down on the
target's head. May destroy the target's helm.
Werewolf ~
=------=
W: Wind H: N/A
I: N/A A: N/A
Description: Ferocious creatures, part man, part beast. They shred
their prey with razor-sharp claws.
Action Abilities:
- Call of the Wild:
~ Roar -- Let out a bestial roar, removing buffs from
all units.
~ En Garde -- Assume a defensive stance. Unit will
COUNTER attack until the next turn.
~ Slug -- Strike target with a powerful swing of the
arm. Ignores target's armor DEFENSE.
~ Assault -- Throw the user's weight into a ferocious
charge. Damages and IMMOBILIZES the target.
White Chocobo ~
=-----------=
W: Water, Lightning, Holy H: N/A
I: N/A A: N/A
Description: The white-plumed chocobo restores magickal power with
its choco recharge.
Action Abilities:
- Chocobo Wiles:
~ Choco Cure -- Flap wings to stir up a healing wind.
Restores HP to surrounding units.
~ Choco Recharge -- Flap wings to soothe the target's
nerves. Restores MP.
~ Choco Barrier -- Raise a barrier around surrounding
units with a rustle of plume and feather. Grants
PROTECT and SHELL.
White Pudding ~
=-----------=
W: Holy, Dark H: Fire, Wind, Earth, Water, Ice,
Lightning
I: N/A A: N/A
Description: This gelatinous pink monster is resistant to both
physical and magickal attacks.
Action Abilities:
- Metamorphosis:
~ Simper -- A winning smile that can steal any heart.
CHARMS the target.
~ Menace -- Puff up the user's body to frighten would-be
predators. SILENCES the target and turns it into a
TOAD.
Wolf ~
=--=
W: Water H: Earth
I: N/A A: N/A
Description: Wolves are often found in the wild places of Ivalice,
where they prey on unwary travelers.
Action Abilities:
- Maw:
~ Fangs -- Attack target with razor sharp fangs.
~ Summon Pack -- Call nearby allies with an echoing howl.
Worgen ~
=----=
W: Water H: Earth
I: N/A A: N/A
Description: These wolf kin let out a deep growl that sends men
running in fear.
Action Abilities:
- Maw:
~ Screech -- Emit a piercing shriek to damage and CONFUSE
the target.
~ Fangs -- Attack target with razor sharp fangs.
~ Summon Pack -- Call nearby allies with an echoing howl.
~ Chilling Blow -- Send a wave of chilling frost crashing
through foes. Deals ice damage and IMMOBILIZES
targets.
~ Fiery Blow -- Send a wave of searing flame burning
through foes. Deals fire damage and SILENCES
targets.
Wraith ~
=----=
W: Holy H: N/A
I: N/A A: Dark
Description: Spirits magickally bound to this world by a powerful
curse.
Action Abilities:
- Ghostly Touch:
~ Flash -- Radiate a brilliant flash of light. BLINDS
surrounding units.
- Dark Magicks:
~ Darkra -- An improved version of Dark. Deals even
greater dark damage to its target.
~ Darkga -- The greatest Dark magick. Surrounds its
target in impenetrable darkness dealing massive dark
damage.
Zaghnal ~
=-----=
W: Wind H: N/A
I: N/A A: N/A
Description: This relative of the werewolf attacks with a deafening
roar.
Action Abilities:
- Call of the Wild:
~ Roar -- Let out a bestial roar, removing buffs from
all units.
~ En Garde -- Assume a defensive stance. Unit will
COUNTER attack until the next turn.
~ Slug -- Strike target with a powerful swing of the
arm. Ignores target's armor DEFENSE.
~ Howl -- Let out a blood-curdling howl that depletes MP
and CONFUSES targets in a cone in front of the user.
Zahak ~
=---=
W: Holy H: Fire, Ice, Lightning
I: N/A A: Dark
Description: Even demons tremble before the might of this great
drake.
Action Abilities:
- Breath:
~ Ice Breath -- Breathe frost in a cone in front of the
user. Deals ice damage.
~ Ice Orb -- Freeze an orb of air and hurl it at the
target. Deals ice damage.
Zombie ~
=----=
W: Holy H: N/A
I: N/A A: Dark
Description: Foul magicks animate these walking corpses.
Action Abilities:
- Death's Grasp:
~ Miasma -- The stench of death hangs heavy in the air.
Damages and POISONS units in a small area.
~ Drain Touch -- Reach out with a putrid, groping hand to
steal HP from the target.
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~ 12. Miscellaneous ~~~~~~~~~~~~~~~~~~~[12000]~| |
|_|=========================================================================|_|
Final Fantasy Tactics A2 features two new features that were not present in
the original FFTA. The bazaar and the auction house are both new additions.
()---------------------------------------------------------------------------()
|| 12.1. The Bazaar [12100] ||
()---------------------------------------------------------------------------()
The bazaar has a pretty simple function. After finishing battles, your clan
will pick up various pieces of loot. This loot can subsequently be traded at
the bazaar in exchange for unique arms and armor. When unlocked, these new
items become available for purchase at the shop.
More valuable loot leads to more valuable equipment. Under every bazaar
category are letters ranging from A-E. A is the most valuable category, and
the loot that is required is typically harder to come by than say, a piece of
loot rated D.
Different categories unlock different pieces of equipment. You can tell what
can be unlocked by checking the grade on the bazaar screen. Next to each
category is a run-down of the letters A-E. Wherever there is a circle
indicates that there is a piece of equipment available for that letter. An
'X', on the other hand, indicates that there is no unlockable equipment for
that particular letter.
* NOTE: Certain items, when unlocked at the Bazaar, can only be purchased
ONCE (in order to purchase again, you will have to re-acquire the loot
and unlock the item in the Bazaar). These particular items will be
marked with an asterisk.
[-----------------------------------------------------------------------------]
Apprentice Weapons ~
=----------------=
Decent weapons for the greenhorn adventurer.
A Item: N/A
B Item: N/A
C Item: N/A
D Item: N/A
E Item: Broadsword -- A well-balanced, one-handed sword.
Requisites: Gihket Lead, Faren Pollen
Arms of the Firelord ~
=------------------=
Armor and weapons that burn with magick fire.
A Item: N/A
B Item:
C Item: Blaze Robe -- Fire; Absorb: Fire; A robe such as this will
not burn, even should it be thrust into a forge-fire.
Requisites: Fire Stone, Zincatite, Bomb Shell
D Item: Firewheel Rod -- Fire; A troupe of mummers once used these
rods to surround an invading army with wheels of deadly
flame.
Requisites: Fire Stone, Zinconium, Iron Carapace
E Item: N/A
Arms of the Icelord ~
=-----------------=
Equipment imbued with powerful frost magicks.
A Item: N/A
B Item: N/A
C Item: Chill Rod -- Ice; Immune: Ice; A fine coating of snow
crystals covers the surface of this delicate rod.
Requisites: Ice Sigil, Leestone, Fine Wool
D Item: Flurry Robe -- Ice; Absorb: Ice; Even on the sunniest of
days, a dusting of snow sits upon the shoulders of this
robe.
Requisites: Ice Stone, Zincatite, Aged Linen Thread
E Item: Sleet Rod -- Ice; Some seek shelter from the storm, others
call the storm to them and revel in its icy chaos.
Requisites: Ice Stone, Zinconium, Dirty Wool
Astrologer's Aid ~
=--------------=
Painstakingly carved constellations adorn this equipment.
A Item: N/A
B Item:
C Item: Stardust Rod -- Signs of the zodiac adorn this rod.
Requisites: Tarkov Crystal, Adamantite, Star Fragments
D Item: N/A
E Item: N/A
Battle Gear ~
=---------=
Equipment made for battle and battle alone.
A Item: N/A
B Item: N/A
C Item: N/A
D Item: Battle Bamboo -- Small blades protrude from either end of
this deceptively simple weapon.
Requisites: Tarkov Crystal, Cursed Coin, Quality Pelt
E Item: Battle Boots * -- Leather boots, tanned to a hard, durable
sheen.
Requisites: Wind Stone, Dipraeu Bronze, Rat Pelt
Battle-hardened Armor ~
=-------------------=
Many a swordsman has gone to battle clad in one of these armors.
That so many return is all you need know of their quality.
A Item:
B Item: Rubber Suit -- Immune: Lightning; Lightning never strikes
twice. This suit's designer knows even once is too often.
WOMEN only.
Requisites: Mysidia Alloy, Prime Tanned Hide, Magick Fruit
C Item: Wygar -- Immune: KO; A hero-king of old wore this garment.
Requisites: Orichalcum, Pink Tail, Leucojum
D Item: Brigandine -- This suit of armor is cleverly designed so
that no two pieces of metal rub against each other.
Requisites: Gikhet Lead, Prime Tanned Hide, Moon Bloom
E Item: Chainmail -- A suit of armor made from small, interlinked
iron rings.
Requisites: Clock Gear, Tanned Hide, Ladies' Tresses
Battle-tested Bracers ~
=-------------------=
Bracers so well crafted, you'll think of them as a second skin.
A Item: Bone Armlets * -- Armlets fashioned from the bones of a
beast.
Requisites: Gemsteel, Tanned Beast Hide, Blood-darkened Bone
B Item:
C Item:
D Item: N/A
E Item: N/A
Battle-tested Swords ~
=------------------=
Though the design of these swords might not be cutting-edge, rest
assured the blades are.
A Item: N/A
B Item: Arch Sword -- Created by a noble family as a testament to
their enduring power. The blade remains - they do not.</pre><pre id="faqspan-13">
Requisites: Tarkov Crystal, Platinum, Cod Scale
C Item: Lohengrin -- A sword befitting a noble knight, or a squire
with noble dreams.
Requisites: Soul Ceffyl, Platinum, Cod Scale
D Item: Ragnarok -- Common blades are drawn to begin battles.
Ragnarok is drawn to end them.
Requisites: Body Ceffyl, Platinum, Zingu Pearl
E Item: Lionheart -- A sword wielded by knights loyal to a hero-
king of old.
Requisites: Tarkov Crystal, Zinconium, Dragon Bone
Bauble ~
=----=
A stylish accessory for the lady adventurer who has everything.
A Item: N/A
B Item: Scarab Charm -- Immune: Toad; A good-luck charm, fashioned
in the likeness of a scintillating desert beetle.
Requisites: Tarkov Crystal, Coeurl Pelt, Blood-darkened Bone
C Item: N/A
D Item: N/A
E Item: N/A
Black-stained Armor ~
=-----------------=
A smith's hands are always strong, but seldom clean.
A Item: N/A
B Item:
C Item: Carabineer Mail -- This remarkably lightweight armor is
made of iron fused with mythril.
Requisites: Adamant Alloy, Malboro Wine, Superior Silk Thread
D Item: Platemail -- Overlapping metal plates are attached to a
layer of chainmail to form this full-body armor.
Requisites: Dipraeu Bronze, Green Liquid, Silk Thread
E Item: N/A
Black Vestments ~
=-------------=
These striking armors are darker than a moonless night.
A Item: N/A
B Item:
C Item: Black Robe -- Half Damage: Water; A jet black robe. Lends
its power to black magick incantations.
Requisites: Mind Ceffyl, Quality Pelt, Black Thread
D Item: N/A
E Item: N/A
Bronze Armor ~
=----------=
Handy-looking bronze armor.
A Item: N/A
B Item: N/A
C Item: N/A
D Item: N/A
E Item: Bronze Armor -- Armor fashioned of joined bronze plates.
Requisites: Gikhet Lead, Cactus Fruit
Bulky Robes ~
=---------=
Long-hemmed robes tailored from thick cloth.
A Item:
B Item:
C Item: N/A
D Item: Chameleon Robe -- Holy; Absorb: Holy; A lucky robe, dyed
with pigment taken from the leaves of the ivy creeper.
Requisites: Earth Stone, Coeurl Pelt, Soft Cotton
E Item: Silken Robe -- A supple robe woven from the finest silks.
Requisites: Tarkov Crystal, Rabbit Pelt, Silk Thread
Colossal Sword ~
=------------=
Few can heft this gigantic sword.
A Item: N/A
B Item: N/A
C Item: N/A
D Item: N/A
E Item: Samson Sword -- One would have to be a hero of incredible
strength to swing a broadsword like this with any style.
Requisites: Cruzle Brass, Chocobo Skin, Nepenthis
Cracked Staves ~
=------------=
Cracks run through the grips of these formidable staves.
A Item:
B Item: Pomegranate Staff -- The garnet that tops this staff is
infused with great power.
Requisites: Fire Sigil, Pagoda Wood, Fiend's Blood
C Item: Serpent Staff -- Immune: Stone; Marvel at the serpent, how
swiftly it glides out of harm's way.
Requisites: Mind Ceffyl, Divariwood, Strange Liquid
D Item: N/A
E Item: N/A
Cursed Armor ~
=----------=
A disquieting pall hangs over these armors.
A Item: Ensanguined Shield * -- Dark; Weak: Fire; It is said the
blackened blood that coats this demon shield belonged to
its former owners.
Requisites: Blood-darkened Bone, Fiend's Blood, Demon Feather
B Item:
C Item: N/A
D Item: N/A
E Item: N/A
Crystal Gear ~
=----------=
Light dances across the faceted crystals used in these exquisite
pieces.
A Item:
B Item: Materia Armor * -- Armor fashioned of material crystals. It
boasts incredible strength and resistance to attacks.
Requisites: Mysidia Alloy, Crusader Tonic, Windslicer Pinion
C Item: N/A
D Item: N/A
E Item: N/A
Dog-eared Cards ~
=-------------=
Magick cards to trump your foes on the battlefield.
A Item:
B Item:
C Item: Ace of Spades -- A card signifying one who is just.
Requisites: Pink Tail, Onion, Unpurified Ether
Queen of Clubs -- A card bearing an image of a lovely
maiden.
Requisites: Prime Pelt, Hedychium, Silver Liquid
D Item: Eight of Hearts -- A card bearing an image of eight saints.
Requisites: Giant's Tanned Hide, Onion, Silver Liquid
E Item: Four of Spades -- A card bearing an image of four black
spears.
Requisites: Rat Tail, Recall Grass, Yellow Liquid
Exotic Armor ~
=----------=
Armor wrought by the art of distant lands.
A Item: Genji Armor -- This suit of armor from a faraway land is
truly one-of-a-kind.
Requisites: Prime Tanned Hide, Beastlord Horn, Kuraisle Boxwood
B Item:
C Item: Genji Gloves * -- These elegant gloves are possessed of a
truly unique appearance and hue.
Requisites: Tyrant Hide, Aged Turtle Shell, Wyrmtwig
Genji Helm * -- This helm was crafted by a master smith in
a faraway land. So much skill and rare metal are required
for its construction, only one can be made in an age.
Requisites: Tanned Beast Hide, Coral Fragments, Godwood
D Item: N/A
E Item: N/A
Faded Caps ~
=--------=
These caps have lost some of their original color.
A Item: N/A
B Item: Tiara * -- A delicate crown wrought from gold filament, a
lilting song, and a little girl's dream.
Requisites: Storm Sigil, Quality Pelt, Rainbow Thread
C Item: Thief's Cap -- Immune: Immobilize; A thief steals
everything except for a fine cap. Some things are worth
the money.
Requisites: Dark Stone, Tanned Tyrant Hide, Windslicer Pinion
D Item: Wizard's Hat -- Time mages are known to be fond of these
point hats.
Requisites: Soul Ceffyl, Tanned Hide, Velvet
E Item: Circlet -- A forehead band for warding off undesirable
magicks.
Requisites: Fire Stone, Rabbit Pelt, Wool
Fencing Foils ~
=-----------=
The narrow blades of these foils bend like a whip when swung.
A Item:
B Item:
C Item: Gupti Aga -- A Y-shaped sword with a split hilt.
Requisites: Body Ceffyl, Einherjarium, Kempas
D Item: Flamberge -- A thrusting sword with a blade shaped like a
single tongue of flame.
Requisites: Ice Stone, Sanative Needle, Moonwood
E Item: Estoc -- Do not be deceived by its light heft and slender
blade - this sword can pierce the thickest armors.
Requisites: Earth Stone, Sanative Needle, Birch
Flash of Dawn ~
=-----------=
These weapons shine with a brilliant light.
A Item: N/A
B Item: N/A
C Item: N/A
D Item: Rising Sun -- Fire; Say good morning to your enemy's face
with these flaming knuckles. The fires of the sun in your
hand.
Requisites: Fire Stone, Adamant Alloy, Bomb Shell
E Item: Sun Blade -- The power of the sun nurtures life, yet
through this blade, it harvests it.
Requisites: Soul Ceffyl, Cruzle Brass, Bomb Shell
Forgotten Firearms ~
=----------------=
These heavy firearms have fallen out of fashion in recent years.
A Item:
B Item: Guang Cannon -- The principles of magickal engineering
were applied in the construction of this unique weapon.
Requisites: Clock Gear, Great Serpent's Fang, Fiend's Blood
C Item: Massive Bazooka -- This impressive weapon is best fired
after mounting it on firm ground.
Requisites: Clock Gear, Coral Fragments, Sweet Sap
Brevis -- Cannon also named "The Shining Life." Odd,
considering its purpose.
Requisites: Clock Gear, Aged Turtle Shell, Fiend's Blood
D Item: Diklum -- Designs of embossed silver curl around the
barrel of this ceremonial cannon.
Requisites: Clock Gear, Dragon Bone, Bitter Sap
Ligatur -- Many a pom-pom has been rocked by the kickback
from this mighty peashooter.
Requisites: Clock Gear, Battlewyrm Carapace, Yellow Liquid
Supernal Ray -- A rare cannon crafted by mages. Only its
creator knows the arcane principles by which it fires.
Requisites: Clock Gear, Sturdy Bone, Foul Liquid
E Item: Omnis Cannon -- This cannon's narrower body makes for
increased muzzle velocity.
Requisites: Clock Gear, Iron Carapace, Cloudy Sap
Formidable Flora ~
=--------------=
Strange weapons made primarily from plant parts.
A Item:
B Item: N/A
C Item: Onion Sword -- This sword was specially made for the Onion
Knight of legend.
Requisites: Gemsteel, Onion, Crusader Tonic
D Item: N/A
E Item: N/A
Gift of Stone ~
=-----------=
Equipment beautiful and deadly to behold.
A Item: N/A
B Item: N/A
C Item: Diamond Armor -- "A beautiful piece of armor, to be sure,
but compared to the diamonds that bespeckle it, the rest
is rough." ~ The Study of Arms
Requisites: Dipraeu Bronze, Battlewyrm Carapace, Sweet Sap
D Item: Diamond Helm -- It is hard to overestimate this helm's
protective qualities, nor the means of one who could
afford to buy it.
Requisites: Adamant Alloy, Zingu Pearl, Bitter Sap
E Item: Diamond Sword -- Immune: Slow; Diamond dust mixed in with
the steel of this blade gives it an edge that lasts
forever.
Requisites: Zinconium, Pointed Horn, Bitter Sap
Gilt Accessories ~
=--------------=
These accessories gleam with gold.
A Item: N/A
B Item:
C Item: Golden Amulet * -- A charm woven of thinly spun threads of
gold.
Requisites: Low Arcana, Crusite Alloy, Hedychium Pollen
D Item: Gold Hairpin -- Immune: Silence; Witches of old wore
sackcloth and shunned all fancy accoutrements, save a
single gold hairpin.
Requisites: Tarkov Crystal, Crusite Alloy, Pearl Moss
E Item: N/A
Gilt Armor ~
=--------=
The beauty of these golden armors would make even a bloodraged
berserker catch his breath.
A Item: N/A
B Item:
C Item: N/A
D Item: Golden Armor -- "A thief boasted to me that once, in a
battle, he'd scraped enough gilt-leaf off a knight's armor
to go into early retirement." ~ The Traveler's Tale
Requisites: Dipraeu Bronze, Tyrant Hide, Tomato Stalk
E Item: N/A
Grab Bag ~
=------=
An assortment of mystery weapons. Who knows what you'll get?
A Item: N/A
B Item: Perseus Bow -- Be thankful this bow does not bear a notch
for every fell fiend vanquished by it, for by now it would
be naught but a string.
Requisites: Gemsteel, Quince, Spider Silk
C Item: Satyr Flute -- Immune: Charm; This flute is shaped like
the horn of those lovers of good music and fine wine, the
beast-men satyrs.
Requisites: Damascus, Rose Branch, Bat Wing
Fanatic -- Merely gaze at the lustrous deep red of this
pole, and you have taken the first step toward madness.
Requisites: Damascus, Wyrmtwig, Windslicer Pinion
D Item: Kwigon Blade -- With this sword in hand, even the most
restless heart might glimpse serenity.
Requisites: Platinum, Birch, Aged Linen Thread
Oblige -- Immune: Charm; What better symbol of courage and
love than a sword?
Requisites: Dipraeu Bronze, Cottonflue, Superior Silk Thread
E Item: Conch Shell -- It is said these coiled, hollow shells were
once used by mermen to call attacks on galleons strayed
too far from the bustle of the shipping lanes.
Requisites: Zincatite, Cottonflue, Soft Cotton
Tonfa -- Close-range combatants have used these single-
pronged wooden sticks for centuries.
Requisites: Cruzle Brass, Agathis, Ahriman Wing
Greatbows ~
=-------=
Lavishly decorated bows of unsurpassed size.
A Item:
B Item: N/A
C Item: Marduk -- This legendary bow has slain thousands on the
field of battle. Are you worthy to wield it?
Requisites: Wind Sigil, Pagoda Wood, Bat Wing
D Item: Hunting Bow -- Another bow might be sufficient to claim a
hare, or wound a hart, but is it good enough to split a
hair, or pierce a heart?
Requisites: Water Sigil, Agathis, Silk Thread
Elfin Bow -- Air; A light bow, made and favored by the fey
folk of the woodlands.
Requisites: Wind Sigil, Kuraisle Boxwood, Faerie Wing
E Item: Cranequin -- A king once presented one of these great bows
to a tribe of moogles. Any fewer, and he feared they would
not be able to draw the string.
Requisites: Wind Stone, Danbukwood, Ahriman Wing
Greatswords ~
=---------=
It's impossible to lift these imposing swords with only one hand,
much less swing them.
A Item: N/A
B Item: N/A
C Item: Zweihander -- Two hands may wield, but no scabbard can
hold this titanic blade.
Requisites: Zodiac Ore, Skull, Quality Lumber
Ogrenix -- An ancient mageblade, hallowed at its forging
by the saints of a world long since forgotten.
Requisites: Zodiac Ore, Zingu Pearl, Pagoda Wood
D Item: Ancient Sword -- Immune: Stone; A large sword forged using
methods passed down from smith to smith since antiquity.
Requisites: Sanative Needle, Pointed Horn, Spruce
Diagriohm -- Longtime wielders of this sword would be hard-
pressed to say whether they broke it in, or it broke them.
Requisites: Gikhet Lead, Iron Carapace, Mape Wood
E Item: Barong -- This hefty sword is surprisingly agile in the
hand.
Requisites: Cruzle Brass, Animal Bone, Waltwood
Xankbras -- Massive is the only word adequate to describe
this cross-bladed sword.
Requisites: Xergis Tin, Insect Husk, Birch
Grime-stained Gloves ~
=------------------=
Grit and metal shavings cover the surface of these gloves.
A Item:
B Item:
C Item: Kaiser Knuckles -- On the right hands, these battle
knuckles are capable of dealing as much damage as a sword
or spear.
Requisites: Storm Stone, Adamant Alloy, Giant's Tanned Hide
D Item: Poison Knuckles -- For those whom nature has not blessed
with venom, there are these. Small thorns deliver the
goods.
Requisites: Dark Stone, Xergis Tin, Bat Tail
E Item: Metal Knuckles -- Taking brawls to the next level, one
fist at a time.
Requisites: Earth Stone, Zinconium, Wolf Pelt
Hair Adornments ~
=-------------=
These accessories leave nothing wanting in form or function.
A Item: N/A
B Item:
C Item: Cachusha * -- Immune: Some debuffs; A red hairpin, adorned
with words of blessing to keep one's protection close.
WOMEN only.
Requisites: Coral Fragments, Four-leaf Clover, Pagoda Wood
D Item: N/A
E Item: N/A
Hallowed Arms ~
=-----------=
The names of the gods have been spoken over these weapons,
cleansing them of evil.
A Item:
B Item: N/A
C Item: Life Crosier -- A mace with the power to give life, and to
take it away.
Requisites: Waterwyrd Crystal, Rose Branch, Unpurified Ether
D Item: Healing Staff -- On Hit: Restore HP; Some staves are made
for harming, others for mending those who have come to
harm.
Requisites: Holy Stone, Waltwood, Healing Water
Cleansing Staff -- This staff acts as a conductor, drawing
the impurities of the body into itself, never to escape.
Requisites: Holy Stone, Waltwood, Crusader Tonic
E Item: N/A
Heavy Bows ~
=--------=
These large bows are taller than men, and almost as heavy.
A Item:
B Item:
C Item: Master Bow -- A greenhorn would be hard-pressed even to
draw this daunting bow.
Requisites: Zodiac Ore, Gimble Stalk, Kuraisle Boxwood
D Item: Twin Bow -- This bow has been designed specifically for
rapid, repeated firing.
Requisites: Damascus, Sturdy Bone, Danbukwood
E Item: N/A
Heavy Maces ~
=---------=
Sturdy maces, befitting a powerful mage.
A Item:
B Item:
C Item: Druid Mace -- A mace wielded by those who serve a higher
power.
Requisites: Fire Stone, Zinconium, Whisperweed
D Item: Energy Mace -- Traces of magnetic material in the alloy of
this mace guide it toward the invisible energies emitted
by all living things.
Requisites: Dark Stone, Zinconium, Succulent Fruit
E Item: N/A
Heavy Swords ~
=----------=
Swinging one of these huge, heavy swords is like swinging a sheet of
solid iron.
A Item:
B Item:
C Item: Claymore -- Wielding a sword such as this is not a
warrior's right. It is his privilege.
Requisites: Tarkov Crystal, Adamantite, Tanned Tyrant Hide
Requisites:
D Item: Stribog -- Swing this greatsword once and the air will sing
of battle; twice, and it will sing of victory.
Requisites: Wind Stone, Zodiac Ore, Tanned Hide
El-Cid -- A proud sword, once wielded by heroes defending
their homeland.
Requisites: Water Stone, Zodiac Ore, Coeurl Pelt
E Item: Falchion -- You could cut clean through a log with this
hefty broadsword, but you wouldn't want to.
Requisites: Wind Stone, Zinconium, Rat Pelt
Predator -- It is hard to say where the warrior's bloodlust
ends and the sword begins.
Requisites: Earth Stone, Gikhet Lead, Wolf Pelt
Hurdy's Request ~
=-------------=
The instrument Hurdy asked you to bring him.
A Item: Shining Lute * -- Holy; A lute made to accompany songs of
devotion.
Requisites: Flutegrass, Strawood
B Item: Brilliant Theorbo * -- Fire; Immune: Silence; The rich bass
notes of this instrument give any room in which it is
played a warm, homey feel.
Requisites: Spiral Vine, Strawood
C Item: N/A
D Item: N/A
E Item: N/A
Ill-tuned Instruments ~
=-------------------=
These instruments are all slightly out of tune.
A Item: N/A
B Item: Frigid Viol -- Ice; Though it be played in the dingiest of
taverns, the crisp chords of this instrument sound as
though they echo in a cathedral of ice.
Requisites: Einherjarium, Star Fragments, Kempas
C Item: N/A
D Item: Glass Bell -- Immune: Sleep; The crystalline harmonies of
this glass bell are truly worth the hearing.
Requisites: Cruzle Brass, Skull, Moonwood
War Trumpet -- A trumpet to be sounded on the march to
battle.
Requisites: Trusty Frying pan, Aged Turtle Shell, Mape Wood
E Item: Demon Bell -- A little red bell rung by travelers to ward
off demons during the night.
Requisites: Gikhet Lead, Skull, Danbukwood
Iron Armor ~
=--------=
Armor that places function before form.
A Item: N/A
B Item: N/A
C Item: N/A
D Item: Iron Armor -- This heavy armor features a plate of solid
iron to protect the chest.
Requisites: Trusty Frying Pan, Zingu Pearl Shell
E Item: Iron Helm -- 'Aye, 'tis a heavy helm,' the swordsman said,
'but I'll be carrying it and leaving your corpse behind if
you don't put it on.' ~ The Traveler's Tale
Requisites: Trusty Frying Pan, Turtle Shell
Lethal Blades ~
=-----------=
One glance at these razor-sharp blades is all it takes to measure
their quality.
A Item: N/A
B Item:
C Item: Paraiba Blade -- Gemstones fused into the steel make this
blade almost as costly as it is deadly.
Requisites: Storm Stone, Zodiac Ore, Lamia Scale
D Item: Pearl Blade -- Never has the soft glow of pearl heralded
such pain.
Requisites: Water Stone, Cruzle Brass, Zingu Pearl Shell
Ogun Blade -- A great sword is lifted not for battle, but
for victory. This scarlet blade is one such sword.
Requisites: Water Stone, Xergis Tin, Gimble Stalk
E Item: Sweep Blade -- A sword made for cutting down enemies in
great swaths, as though they were naught but wheat.
Requisites: Wind Stone, Gikhet Lead, Animal Bone
Light Blades ~
=----------=
Well-made knives rely not on the strength of their wielder, but on
his skill.
A Item:
B Item: N/A
C Item: Orichalcum Dirk -- A knife forged from the legendary
metal orichalcum.
Requisites: Orichalcum, Alraune Drill, Bitter Sap
D Item: Khukuri -- The fastest way to a man's heart is his
stomach. The curve of this knife's blade makes it easy.
Requisites: Damascus, Bomb Shell, Foul Liquid
E Item: Rondel -- Immune: Disable; A knife with a unique pommel
that prevents the wielder's grip from slipping.
Requisites: Xergis Tin, Insect Husk, Malboro Wine
Maelstrom's Might ~
=---------------=
Watch these weapons long enough and you'll see a spark of lightning
shoot along the surface.
A Item: N/A
B Item: N/A
C Item: Nike Bow -- Lightning; A bow blessed by the Goddess of
Victory.
Requisites: Storm Stone, Spiral Vine, Divariwood
D Item: N/A
E Item: Judicer's Staff -- Lightning; The gigas Ramuh himself
infused this staff with a bolt of lightning.
Requisites: Storm Stone, Recall Grass, Waltwood
Magicked Protectives ~
=------------------=
The magick in these pieces enhances the natural ability of the mage
who wears them.
A Item: N/A
B Item:
C Item: Magick Ring * -- Immune: Berserk; The engravings on this
ring heighten the magick potential of its wearer.
Requisites: Mind Ceffyl, Four-leaf Clover, Small Feather
D Item: N/A
E Item: Magus Robe -- This robe flutters out like a cape; the
symbol of the mage.
Requisites: Tarkov Crystal, Tiny Mushrooms, Soft Cotton
Mark of the Goddess ~
=-----------------=
Goddesses in ancient days were said to favor these armors.
A Item: N/A
B Item: Minerva Bustier -- Immune: Dark; It is said the goddess of
victory once wore this garment. WOMEN only.
Requisites: High Arcana, Dipraeu Bronze, Spiral Vine
C Item: Artemis Bow -- This slender bow is said to have once
belonged to the Goddess of the Hunt.
Requisites: Mind Ceffyl, Gemsteel, Moon Bloom
D Item: Save The Queen -- Holy; Absorb: Holy; Prayers are inscribed
along the length of this holy blade to ease the passing of
its victims.
Requisites: Holy Stone, Mysidia Alloy, Pearl Moss
E Item: N/A
Mirrored Gear ~
=-----------=
This polished equipment reflects even the faintest light.
A Item: N/A
B Item: Mirage Vest -- Holy; When it catches the light, this
garment glows with an unearthly luminescence.
Requisites: Mind Ceffyl, Gemsteel, Rainbow Thread
C Item: Mirror Mail -- Equip: Reflect; This thin armor is imbued
with powerful Reflect magicks.
Requisites: Storm Sigil, Platinum, Windslicer Pinion
D Item: Épée-prisme * -- Half Damage: Dark; Ask ten men the color
of this sword as it flies through battle, and you will
hear ten answers.
Requisites: Storm Sigil, Zincatite, Faerie Wing
E Item: N/A
Moldy Tomes ~
=---------=
These old books smell faintly of mold.
A Item:
B Item:
C Item: Veil of Wiyu -- A book detailing the life and affairs of a
notorious woman.
Requisites: Hedychium Pollen, Kempas, Yellow Liquid
Enavia Chronicles -- A record of Kuth Castle in the land
of Enavia.
Requisites: Tiny Mushrooms, Kempas, Strange Liquid
D Item: The Arnath Glyphs -- This book carries the word of the holy
god Arnath.
Requisites: Marriom Heather, Quality Lumber, Malboro Wine
Urutan Annals -- The compiled chronicles of the reign of a
once-mighty king.
Requisites: Ladies' Tresses, Quality Lumber, Foul Liquid
E Item: Mage Manual -- No mage's training is complete without the
knowledge contained in this tome.
Requisites: Succulent Fruit, Waltwood, Foul Liquid
Battle Folio -- One could learn all there is to know of the
techniques of war by reading this weighty tome.
Requisites: Silk Bloom, Cottonflue, Foul Liquid
Mystic Arms ~
=---------=
Words honoring the gods ornament these blessed arms.
A Item: Angel Ring * -- Equip: Reraise once; It is said the angels
themselves made this ring of benedictions.
Requisites: Lightwing Crystal, Mythril, Wyrmtwig
B Item: N/A
C Item: Staff of Blessings -- Lift this staff high, knowing that
you call a benediction down not only upon yourself, but
upon all those whom you hold most dear.
Requisites: Soul Ceffyl, Platinum, Divariwood
D Item: N/A
E Item: N/A
Night's Embrace ~
=-------------=
The spirits of darkness stir in these jet-black pieces.
A Item:
B Item:
C Item: Bone Plate -- Dark; Absorb: Dark; This garment was made by
stitching together the bones of a beast.
Requisites: Dark Stone, Crusite Alloy, Blood-darkened Bone
D Item: Black Quena -- Dark; A black flute, played to send the
souls of the departed on to the next world.
Requisites: Dark Stone, Zincatite, Skull
E Item: Apocalypse -- Dark; To draw this black blade is to know
the horrors of war and welcome them.
Requisites: Dark Stone, Zinconium, Skull
Ornamented Blades ~
=---------------=
An instrument of death need not look the part.
A Item: N/A
B Item: N/A
C Item: Joyeuse -- This sword celebrates the joy of victory for its
wielder. On the matter of the victim, it is silent.
Requisites: Trusty Frying Pan, Zingu Pearl, Aqua Galac
Mage Masher -- A powerful sword once used for the
persecution of mages.
Requisites: Sanative Needle, Sturdy Bone, Aqua Galac
D Item: Fleuret -- A sword made for sticking and stabbing, with a
guard on the hilt to protect the hands.
Requisites: Sanative Needle, Molting, Fresh Water
E Item: Stinger -- Why sting like a bee, when you can do so like a
man with a sharp sword? Made for stabbing, not slashing.
Requisites: Sanative Needle, Lamia Scale, Fresh Water
Ornamented Bows ~
=-------------=
The sensuous curve of these bows is to die for.
A Item:
B Item: Target Bow * -- Dedicated machinists toiled for years to
create these reliable bows.
Requisites: Great Serpent's Fang, Suspect Mushroom, Kuraisle
Boxwood
Yoichi Bow -- Songs tell of a great warrior in a faraway
land who once wielded this weapon.
Requisites: Aged Turtle Shell, Spiral Vine, Quince
C Item: Nail Bow -- It is said that a line of archers with these
bows once loosed a volley into a wood, and when the leaves
settled, there stood a sturdily constructed cabin.
Requisites: Spiral Incisor, Malboro Vine, Gurnat
D Item: Thorn Bow -- "I often though that, should I run out of
arrows in the midst of battle, I could pull off one of the
thorns and shoot that instead." ~ The Study of Arms
Requisites: Sturdy Bone, Spiral Vine, Kempas
E Item: Longbow -- A double bowstring makes this weapon
particularly lethal.
Requisites: Molting, Sturdy Vine, Mape Wood
Char Bow -- A blackened bow for stealthy night use.
Requisites: Animal Bone, Sturdy Vine, Red Geeps
Ornamented Spears ~
=---------------=
These elegant spears serve as well on the parade ground as the
battleground.
A Item:
B Item: Trident * -- The noble trident, weapon of the sea-king and
any brave enough to plough his foaming fields.
Requisites: Moon Ring, Cod Scale, Wyvern Wing
C Item: Kain's Lance -- This black lance is thought to have once
belonged to a dragoon of legend.
Requisites: Crusite Alloy, Vampyr Fang, Black Thread
D Item: Partisan -- This spear has a blade like a giant feather
from a great bird.
Requisites: Dipraeu Bronze, Wyrm Carapace, Velvet
E Item: Javelin -- The blade that tops this slender spear is small,
but sharp.
Requisites: Xergis Tin, Animal Bone, Wool
Ounce of Preservation ~
=-------------------=
Accessories enchanted with magicks to ward against ill health.
A Item: N/A
B Item: Orb of Minwu * -- Immune: Most debuffs; Some call this
jewel the "Soul of Minwu," so treasured it was by its
original owner.
Requisites: Low Arcana, Crusader Tonic, Rainbow Thread
C Item: N/A
D Item: N/A
E Item: N/A
Power Within ~
=----------=
These pieces tap the inner strength of their owner.
A Item:
B Item: N/A
C Item: Colichemarde -- Immune: Berserk; The cold steel of this
sword stands between the sanity of its wielder and the
madness of war.
Requisites: Mind Ceffyl, Damascus, Tanned Tyrant Hide
D Item: N/A
E Item: N/A
Pride of the Templar ~
=------------------=
Only select members of the templar are chosen to wield these long,
elegant blades.
A Item:
B Item: N/A
C Item: Excalibur -- Holy; Immune: Holy; Only a true knight may
touch this sword's hilt. The blade isn't half as
discriminating.
Requisites: High Arcana, Mysidia Alloy, Crusader Tonic
D Item: N/A
E Item: N/A
Pugilist's Gear ~
=-------------=
Equipment used by career fighters.
A Item: N/A
B Item: Tiger Fangs -- Lightning; Nothing says "carnivore" like a
pair of these bestial knuckles.
Requisite: Adamantite, Tanned Beast Hide, Kalos
C Item: Power Sash -- This handy accoutrement is meant to take the
slack out of clothing to prevent unwanted snags and tears.
Requisites: Mysidia Alloy, Giant's Tanned Hide, Onion
D Item: Jujitsu Gi. -- Immune: Doom; A fighting suit favored by
monks.
Requisites: Damascus, Prime Pelt, Pearl Moss
E Item: Headband -- There's nothing like a tight headband for
keeping your thoughts from straying too far afield.
Requisites: Trusty Frying Pan, Rabbit Tail, Power Fruit
Roadworn Boots ~
=------------=
Adventurers have long favored these sturdy boots.
A Item:
B Item:
C Item: Sprint Shoes * -- A pair of shoes for fast running over
short distances.
Requisites: Wind Sigil, Rabbit Tail, Superior Silk Thread
D Item: Spiked Boots * -- With their long metal spikes, these boots
were made for kicking, and that's just what they'll do.
Requisites: Fire Stone, Wolf Pelt, Fine Wool
E Item: N/A
Rimebound Gear ~
=------------=
A thin layer of frost covers these weapons and armor.
A Item: N/A
B Item: White Fangs -- Ice; "'The fangs are for luck,' the old
smith said. One man scoffed and lost nine gold teeth. None
saw cause to argue after that." ~ The Traveler's Tale
Requisites: Ice Stone, Mythril, Blood-darkened Bone
C Item: Ice Shield -- Ice; Absorb: Ice; A slight chill hangs in the
air around this magicked shield.
Requisites: Ice Stone, Zodiac Ore, Vampyr Fang
D Item: Icebrand -- Ice; The unmelting ice used to forge this blade
was stolen from the heart of a massive glacier.
Requisites: Ice Stone, Adamant Alloy, Molting
E Item: Ice Lance -- Ice; A lance of pure ice, kept eternally from
melting by the gigas Shiva's power.
Requisites: Ice Stone, Sanative Needle, Fury Fragments
Rust-stained Helms ~
=----------------=
"The mirror finish of his helm flashed as he charged, and I could
not help but smile - another noble fresh from the Akademy."
A Item: N/A
B Item: Hanya Mask * -- Shivering, a blacksmith once woke from a
nightmare about a demon of a faraway land. The next
morning, he crafted the first of these helms.
Requisites: Crusite Alloy, Blood-darkened Bone, Strange Liquid
C Item: N/A
D Item: Close Helmet -- A helm made to cover the whole face.
Requisites: Adamant Alloy, Bone Chips, Malboro Wine
E Item: Barbut -- A sturdy helm, though some complain the narrow
visor ruins their view of the carnage.
Requisites: Adamant Alloy, Crooked Fang, Green Liquid
Rust-stained Guns ~
=---------------=
Rust mars the barrel of these guns, but the imperfection is only
superficial.
A Item: N/A
B Item: Outsider -- A gun with a unique noise-dampening design to
conceal the location of the marksman.
Requisites: Ice Sigil, Moon Ring, Clear Sap
Longbarrel -- A gun so accurate, you could shoot
blindfolded at night and still hit your mark.
Requisites: Fire Sigil, Moon Ring, Strange Liquid
C Item: Giot Gun -- The only thing wider than the barrel on this
gun is the hole it leaves in your enemies.
Requisites: Ice Sigil, Gun Gear, Foul Liquid
Chaos Rifle -- This gun, developed by a warlord on the eve
of a revolution, soon became the standard weapon of his
new realm.
Requisites: Earth Stone, Gun Gear, Silver Liquid
D Item: Riot Gun -- The barrel of this gun has been lengthened for
improved accuracy.
Requisites: Storm Stone, Clock Gear, Green Liquid
Lost Gun -- The smith responsible for producing this gun
attempted to replicate the construction methods used by
ancient machinists.
Requisites: Wind Stone, Gun Gear, Yellow Liquid
E Item: Aiot Gun -- A simple, low-maintenance gun.
Requisites: Wind Stone, Sanative Needle, Cloudy Sap
Sacred Arms ~
=---------=
Swords bestowed with the blessing of the divine.
A Item:
B Item: Ama-no-murakumo * -- Holy; Absorb; Holy; A sacred blade
plucked from the tail of a great dragon, with a hilt
carved from its bones.
Requisites: Lightwing Crystal, Gemsteel, Strange Liquid
Heal Chime -- Holy; Immune: Doom; When the reverberations
of the final clear note have faded, your heart will know
peace.
Requisites: Holy Stone, Gold Chalice, Sweet Sap
C Item: Vitanova * -- Holy; Absorb: Holy; A holy sword named the
"Defender of Life" by the many it has saved.
Requisites: Holy Stone, Crusite Alloy, Clear Sap
D Item: N/A
E Item: N/A
Sage's Bequest ~
=------------=
Arms accorded the wisest of men.
A Item:
B Item:
C Item: Sage Crosier -- This mace is more than a weapon; it is the
symbol of one who possesses both knowledge and skill.
Requisites: Holy Stone, Leestone, Rose Branch
D Item: N/A
E Item: N/A
Seal of the Templar ~
=-----------------=
This equipment prominently bears the templar seal.
A Item: N/A
B Item: Templar Shield * -- Holy; Immune: Several debuffs; It is
said this shield was a gift from the world above to a
mortal king.
Requisites: Holy Stone, Mythril, Star Fragments
C Item:
D Item: N/A
E Item: N/A
Sharp-edged Katana ~
=----------------=
These keen blades are masterfully forged.
A Item: Ragetsu-denbu * -- It is said this sword was inspired by a
famed flower of striking beauty and cutting fragrance.
Requisites: Low Arcana, Gun Gear, Screamroot
B Item: Adazakura * -- The last enemy has been slain, the last
banner burnt, yet the sword still rang with the din of
battle.
Requisites: Earth Sigil, Moon Ring, Kalos
Sumihomura * -- A sword of unknown origin. Black flames
seem to trail behind it as it glides through the air.
Requisites: Fire Sigil, Crusite Alloy, Goldcap
C Item: Nosada * -- This war sword was forged by a master
bladesmith in a faraway land.
Requisites: Wind Sigil, Adamantite, Spiral Vine
Kotetsu * -- You may wonder how such a rough-hewn blade
cuts so cleanly. It is because the sword knows no such
doubt.
Requisites: Body Ceffyl, Moon Ring, Goldcap
D Item: Ashura -- Fire; This fiery sword has kindled the blood-
rage in many. It is a testament to its quality that it
always finds a new owner afterward.
Requisites: Fire Stone, Xergis Tin, Suspect Mushroom
Osafune -- The problem with iron helms is the weight and
the heat - and the fact that this sword cuts right through
them.
Requisites: Water Sigil, Zincatite, Leucojum
E Item: Kunai -- The ninja knows that a blade may make a passing
good ladder, key, or splint; yet he also knows that is
best for killing.
Requisites: Earth Stone, Xergis Tin, Prima Petal
Shattered Claws ~
=-------------=
Once broken, these claws have been repaired to function like new.
A Item: N/A
B Item: Cat Claws -- These knuckles sport short, but sharp, claws.
Requisites: Mythril, Quality Hide, Sweet Sap
C Item: N/A
D Item: Dream Claws -- A sweet lullaby delivered with the force of
a battering ram.
Requisites: Zincatite, Giant's Tanned Hide, Cloudy Sap
E Item: N/A
Sign of the Guardian ~
=------------------=
Gear ideal for shoring up your defenses.
A Item:
B Item:
C Item: Fortune Ring * -- A brilliant ring, set with stones of
power.
Requisites: Body Ceffyl, Dipraeu Bronze, Battlewyrm Carapace
D Item: Defender -- Frills are for dresses, not swords. A practical
sword for practical swordsmen.
Requisites: Wind Stone, Zinconium, Fury Fragments
E Item: Staff of Protection -- A band of temple guardians once
wielded these in lieu of shields and armor - and thus was
the first order of monks founded.
Requisites: Water Stone, Cruzle Brass, Coral Fragments
Armguards * -- The cloth of these armguards is specially
fashioned to resist tearing.
Requisites: Tarkov Crystal, Zinconium, Turtle Shell
Silver Death ~
=----------=
Weapons and armor cast with large quantities of silver.
A Item: N/A
B Item: Samite Coat * -- This silvery coat sparkles with sanctified
light.
Requisites: Mind Ceffyl, Crusite Alloy, Alraune Drill
C Item: Silver Cannon -- This gun uses special, rounded ammunition.
Requisites: Dark Stone, Clock Gear, Zingu Pearl Shell
Silver Rapier -- Cleverly wrought lace-like metal cords
protect the hand of the one who wields this beautiful
sword.
Requisites: Holy Stone, Trusty Frying Pan, Mirror Scale
D Item: Silver Bow -- It was the viera who first discovered that a
strand of silver in the wood made the bow fire further and
with far greater power.
Requisites: Wind Stone, Zincatite, Wyrm Carapace
E Item: Silver Sword -- The silver engraving on this sword is so
exquisite, it seems a shame to sully it with blood.
Requisites: Ice Sigil, Platinum, Insect Husk
Silver-sheened Armor ~
=------------------=
Beautifully polished pieces of metal armor.
A Item: N/A
B Item: Platinum Armor -- Beautiful curves of silvery metal make
this suit of armor a sight to behold on the battlefield.
Requisites: Platinum, Hedychium, Yellow Liquid
C Item: Platinum Shield -- The luster of this shield is a sight to
behold.
Requisites: Platinum, Leucojum, Silver Liquid
D Item: Platinum Helm -- This elegant helm is made for military
ceremonies and the like where full battle regalia is
required.
Requisites: Platinum, Peppergrass, Green Liquid
E Item: N/A
Smallswords ~
=---------=
Conveniently sized short swords.
A Item: N/A
B Item: Jambiya -- A knife with a blade bent back like the horn of
a beast, but far sharper.
Requisites: Crusite Alloy, Spiral Incisor, Four-leaf Clover
C Item: Cinquedea -- A large knife with a blade shaped like a man's
hand.
Requisites: Damascus, Spiral Incisor, Kalos
Zwillblade -- Decades of experience went into the forging
and tempering of this fine knife.
Requisites: Zincatite, Blood-darkened Bone, Hedychium Pollen
D Item: Kris -- Your enemy's gasp at the exquisite decorations on
the pommel of this knife will be their last.
Requisites: Gikhet Lead, Sturdy Bone, Tomato Stalk
E Item: Kard -- The slender blade on this knife is keen enough to
shave the feathers off a chocobo.
Requisites: Gikhet Lead, Animal Bone, Cactus Fruit
Scramasax -- This impressive knife is so large, it's often
mistaken for a shortsword.
Requisites: Xergis Tin, Pointed Horn, Ball Moss
Solid Hammers ~
=-----------=
These hammers boast massive heads.
A Item: N/A
B Item:
C Item: Sledgehammer -- Hammers such as this one are used in the
quarries to sunder large chunks of rock. Imagine what it
can do on the battlefield.
Requisites: Cursed Coin, Gurnat, Yellow Liquid
D Item: War Hammer -- It takes a muscle-bound warrior to wield
this heavy hammer, and a swift one to avoid it.
Requisites: Cruzle Brass, Cottonflue, Cloudy Sap
E Item: Iron Hammer -- "When the call to war came, it was the</pre><pre id="faqspan-14">
common smiths who first raised their weapons in answer."
~ The Study of Arms
Requisites: Xergis Tin, Spruce, Fresh Water
Soot-stained Shields ~
=------------------=
Straight from the forge, these shields still bear the mark of the
fires which bore them.
A Item:
B Item:
C Item: Chocobo Shield * -- A shield made from the tanned skin of a
chocobo.
Requisites: Damascus, Chocobo Skin, Alraune Drill
D Item: Aegis Shield -- Holy; Immune: Stone; "I was alarmed to
hear a mighty demon lay trapped within the shield, yet I
know it is stronger for it."
Requisites: Gemsteel, Tanned Tyrant Hide, Spiral Incisor
E Item: Round Shield -- A rounded shield for deflecting attacks.
Requisites: Cruzle Brass, Quality Pelt, Lamia Scale
Stealth Set ~
=---------=
Equipment that enables the user to pass unseen.
A Item: N/A
B Item: Brigand's Gloves * -- Equip: Increased steal success rate;
These gloves are designed for ease of movement, and are
well suited to intricate manual tasks.
Requisites: Rabbit Tail, Battlewyrm Carapace, Windslicer Pinion
C Item: Ninja Gear -- Only the ninja know the techniques required
to make this sturdy, stealthy gear.
Requisites: Rabbit Tail, Emperor Scale, Faerie Wing
D Item: N/A
E Item: Shadow Blade -- The blade of this sword is dyed black for
stealth when fighting at night.
Requisites: Bat Tail, Molting, Large Feather
Steel of Living Flame ~
=-------------------=
The metal of these weapons is warm to the touch.
A Item:
B Item: N/A
C Item: N/A
D Item: Lava Spear -- Fire; The blade of this fiery spear glows as
if it were made of magma.
Requisites: Fire Stone, Cruzle Brass, Animal Bone
Flametongue -- Fire; True to its name, this sword wavers
and dances like the voracious flames of a fire.
Requisites: Fire Stone, Cruzle Brass, Zingu Pearl
E Item: Venus Blade -- Fire; Absorb: Fire; A sword of stone; its
blade radiates a faint warmth.
Requisites: Soul Ceffyl, Xergis Tin, Bomb Shell
Scarlet Rapier -- Fire; Men in their last moments have been
enchanted by the flames that seem to dance along this
blade.
Requisites: Soul Ceffyl, Sanative Needle, Bomb Shell
Storm-forged Armaments ~
=--------------------=
Arms and armors infused with lightning magick.
A Item: N/A
B Item: Thor Rod -- Lightning; Immune: Lightning; Lightning made
still, made to serve the wielder of this rod.
Requisites: Storm Sigil, Leestone, Kalos
C Item: Thunder Robe -- Lightning; Absorb: Lightning, Strange hoops
of magick woven into this robe conduct and hold the power
of the storm.
Requisites: Storm Stone, Leestone, Silk Bloom
D Item: Thunder Rod -- Lightning; Insulating resin from a certain
gum tree coats the grip of this rod, that the thunder and
lightning it summons may not destroy the summoner.
Requisites: Storm Stone, Zinconium, Sturdy Vine,
E Item: N/A
Strength of Earth ~
=---------------=
Arms imbued with powerful earth magicks.
A Item: N/A
B Item:
C Item:
D Item: Terre Rod -- Earth; Immune: Earth; A bone from an earthwrym
graces the handle of this rod.
Requisites: Earth Stone, Agathis, Spider Silk
E Item: Huntsman's Bow -- Earth; The high tension of this bow
makes it more suitable for the skilled archer.
Requisites: Earth Stone, Spruce, Aged Linen Thread
Sundry Sabers ~
=-----------=
The blades of these swords curve gracefully backward.
A Item: N/A
B Item: Manganese Saber -- Face paints taken from the courtesans
of slain foes give this saber its peculiar bluish hue.
Requisites: Ice Sigil, Gemsteel, Four-leaf Clover
C Item: Harpe -- In a hero's hand, this saber once slew a fell
monster. What will it do in yours?
Requisites: Water Sigil, Gemsteel, Suspect Mushroom
D Item: Shamshir -- A wide saber with a markedly curved blade.
Requisites: Earth Stone, Dipraeu Bronze, Hedychium
E Item: N/A
Survival Set ~
=----------=
Rugged equipment designed to see its owner through the most hard
fought battles.
A Item: N/A
B Item: Survivor -- Light, sturdy knuckles made for maximum impact.
Requisites: Bundle of Needles, Prime Pelt, Tomato Stalk
C Item: Survival Vest -- The thick cotton in the vest reduces
damage taken from blunt impacts.
Requisites: Gun Gear, Tiger Hide, Power Fruit
D Item: Green Beret -- A hat for a man or moogle on a mission.
Requisites: Cursed Coin, Tiger Hide, Malboro Wine
E Item: Jackknife -- A knife small enough to conceal in one's
hand, or an enemy's rib cage.
Requisites: Gikhet Lead, Snake Skin, Tiny Mushrooms
Swords of Destruction ~
=-------------------=
Some swords are forged to keep the peace, others to shatter it.
A Item: N/A
B Item:
C Item: Luabreaker -- Immune: Sleep; It is said this massive sword
still reflects the light of the full moon under which it
was forged.
Requisites: Gemsteel, Mirror Scale, Red Geeps
D Item: Swordbreaker -- The spike protruding from the guard of
this knife is designed to catch an enemy's blade.
Requisites: Adamant Alloy, Sturdy Bone, Moonwood
E Item: Hardedge -- Immune: Doom; This straight-bladed sword looks
like a bar of solid iron and is about as subtle.
Requisites: Zodiac Ore, Great Serpent's Fang, Danbukwood
Tempting Fate ~
=-----------=
Most would think carefully before wielding weapons of such ill omen.
A Item: Diabolique * -- Dark; Immune: Dark; The only thing more
fearsome than the demon said to live within this blood-
red sword is you wielding it.
Requisites: Darklord Crystal, Gold Chalice, Vampyr Fang
B Item: N/A
C Item: Blood Sword -- On Hit: Steal HP; Copious quantities of
blood have stained this sword's blade a rich crimson.
Requisites: Dark Stone, Cursed Coin, Spiral Incisor
D Item: Hades Bow -- Dark; Each arrow it fires points the way to
the Underworld.
Requisites: Dark Stone, Clock Gear, Blood-darkened Bone
E Item: N/A
The Drowned ~
=---------=
The surface of these weapons is slick with moisture.
A Item: N/A
B Item: N/A
C Item: Spring Staff -- Water; Immune: Water; The engravings upon
the staff form a map leading leading to a faerie wellspring
of unmatched clarity.
Requisites: Water Sigil, Moon Ring, Healing Water
D Item: Aqua Saber -- Water; A sea-blue saber, tempered in a
maelstrom and possessing all its power.
Requisites: Water Stone, Dipraeu Bronze, Healing Water
E Item: Murasame -- Water; Soft rain fell when this sword was
forged, and the dew still rises on it each evening to wash
off the day's blood.
Requisites: Water Stone, Xergis Tin, Healing Water
Thunder's Cry ~
=-----------=
These weapons emit a sound like a thunderclap when swung through the
air.
A Item: N/A
B Item: N/A
C Item: Vajra -- Lightning; Immune: Lightning; "I drew the sword
and heard chanting; a prayer in a tongue I do not care to
hear again."
Requisites: Storm Sigil, Zodiac Ore, Hedychium
D Item: Gae Bolg -- Lightning; Carvings depicting the tale of a
half-man, half-beast hero adorn the shaft of this spear.
Requisites: Storm Stone, Cruzle Brass, Telaq Flower
E Item: Atomos Blade -- Lightning; "Lightning splits the sky in
two, and the air sang with thunder." ~ Lay of the Blade
Requisites: Soul Ceffyl, Gikhet Lead, Faren Pollen
Time-tested Rods ~
=--------------=
These old rods have proven their use time and again.
A Item: Bomb Arm * -- The perfect gift for the bomb fanatic in your
family: a rod that looks like a bomb arm!
Requisites: Fire Sigil, Moon Ring, Magick Fruit
B Item: Lilith Rod * -- A rod fashioned from the tail of the lamia
Lilith.
Requisites: Mind Ceffyl, Mysidia Alloy, Magick Fruit
C Item: N/A
D Item: Force Rod -- Sometimes the right rod is all it takes to
awaken the potential within.
Requisites: Body Ceffyl, Leestone, Marriom Heather
E Item: N/A
Turquoise Trappings ~
=-----------------=
The subtle shades of blue and green in these weapons are a delight
to behold.
A Item: N/A
B Item: Blueleaf Flute -- Immune: Poison; Many noble lips have
played this storied flute.
Requisites: Water Sigil, Mysidia Alloy, Unpurified Ether
C Item: N/A
D Item: N/A
E Item: Blue Saber -- A blue saber, born of the deepest ocean.
Requisites: Water Stone, Trusty Frying Pan, Fresh Water
Uncommon Poles ~
=------------=
An array of poles seldom seen for sale in a run-of-the-mill smithy.
A Item: N/A
B Item: Eight-fluted Pole -- Being hit by the bladed end of this
pole is only slightly more painful than being hit by the
rest.
Requisites: Storm Sigil, Gold Chalice, Red Geeps
C Item: Gokuu Pole -- A great monk once blessed this pole with
powerful charms for destroying evil.
Requisites: Body Ceffyl, Leestone, Quality Lumber
Esztam Baton -- The children learned the steps of the
dance, colorful batons raised above their heads. Never did
they suspect they trained for war.
Requisites: Mind Ceffyl, Leestone, Divariwood
D Item: Iron Pole -- It is rare to find something so handsomely
crafted so efficacious at crushing in skulls.
Requisites: Earth Sigil, Leestone, Waltwood
E Item: Cypress Pole -- Earth; A light staff hewn from the pliable
wood of the marshes.
Requisites: Soul Ceffyl, Leestone, Spruce
Sanjiegun -- This pole is divided into three sections: one
for holding, the other two for striking.
Requisites: Storm Stone, Leestone, Pagoda Wood
Uncommon Swords ~
=-------------=
An array of swords seldom seen for sale in a run-of-the-mill smithy.
A Item: N/A
B Item:
C Item: N/A
D Item: Burglar Sword -- A large sword favored by those with shifty
eyes and nimble fingers.
Requisites: Earth Stone, Xergis Tin, Dragon Bone
E Item: Buster Sword -- If you're in the business of monster
slaying, you need look no further than this sword.
Requisites: Earth Stone, Xergis Tin, Crooked Fang
Unyielding Strength ~
=-----------------=
Impossibly strong, years may pass before the slightest scratch
blemishes the surface of this fine equipment.
A Item: Adamant Armor * -- The adamantite that reinforces this
armor gives it a beautiful greenish luster.
Requisites: Earthwyrm Crystal, Adamantite, Pink Tail
B Item:
C Item: N/A
D Item: Adamant Vest -- A linen vest fit with an adamant alloy
breastplate.
Requisites: Earth Stone, Adamant Alloy, Rat Tail
E Item: N/A
Vermillion Vestaments ~
=-------------------=
Turn heads with this striking set of red finery.
A Item:
B Item:
C Item: Red Shoes * -- The unusually long-lasting dye used in
these shoes is made from a mash of common medicinal herbs.
Requisites: Wind Sigil, Cursed Coin, Large Feather
D Item: N/A
E Item: N/A
Voice of the Wind ~
=---------------=
Raise these weapons in battle and the wind will surely be at your
back.
A Item:
B Item: N/A
C Item: Gale Sword -- Air; A sword so sharp, it cuts the very
wind.
Requisites: Wind Sigil, Damascus, Bat Wing
D Item: Djinn Flyssa -- Air; Immune: Wind; Inspired by a dust
devil, this sword was born of sand, sun, and wind.
Requisites: Wind Stone, Cursed Coin, Ahriman Wing
Air Blade -- Air; Immune: Wind; A keen blade; its form is
that of a tempest bound in steel.
Requisites: Wind Stone, Dipraeu Bronze, Giant Feather
E Item: Windslash Bow -- Air; This bow fires arrows so swiftly,
even the wind cannot catch them.
Requisites: Wind Stone, Cruzle Brass, Small Feather
Whetted Axes ~
=----------=
Axes sharpened to deadly perfection.
A Item: N/A
B Item: Francisca -- Small and sharp, the perfect axe for close
encounters of an unfriendly kind.
Requisites: Leestone, Rabbit Pelt, Spiral Incisor
C Item: Hammerhead -- The head of this axe was designed on the
assumption that what the blade didn't cut, the hammer
would surely smash.
Requisites: Adamant Alloy, Coeurl Pelt, Great Serpent's Fang
Slasher -- Flesh and sinew offer no resistance at all to
this axe's slender blade.
Requisites: Adamant Alloy, Tiger Hide, Battlewyrm Carapace
D Item: Broadaxe -- The wide blade of this axe is perfect for
chopping through anything foolish enough to get in your
way.
Requisites: Gikhet Lead, Rat Pelt, Mirror Scale
E Item: N/A
White Vestments ~
=-------------=
These striking armors are paler than the moon.
A Item:
B Item:
C Item: White Robe -- Half Damage: Ice; A robe of the purest
white. Better than black magick for defending one's
person.
Requisites: Mind Ceffyl, Zingu Pearl, White Pearl
D Item: N/A
E Item: N/A
Work of the Master ~
=----------------=
Valuable blades crafted by a master of the art.
A Item: N/A
B Item: Masamune * -- An exquisite wave pattern glimmers down the
blade of this famous sword.
Requisites: Moon Ring, Clear Sap, Spider Silk
C Item: N/A
D Item: N/A
E Item: N/A
()---------------------------------------------------------------------------()
|| 12.2. The Auction House [12200] ||
()---------------------------------------------------------------------------()
The Auction House is unlocked after completion of the Now That's a Fire!
mission.
--- Basics ---
Auctions occur during one month in every year. At first, you will bid for
regions, but once you become Champion for Life, you can bid for items. Many
pieces of rare equipment can be attained very early in the game through the
use of auctions, so it's in your best interest to learn and master this aspect
of the game.
During each auction, you face off against other rival clans. The entry fee is
20 CP (your first auction's fee will be waived though) At the beginning, you
will be given a set amount of 1-point coins, 2-point coins, and 3-point coins.
5-point coins typically are acquired as a bonus.
The idea is pretty simple. Place down the most amount of coins in each auction
to win. However, you can't just put down all of your highest coins. Doing so
would severely shorthand your clan the next round. Rather, you need to
strategically put down coins as to win each round of the auction, yet still
have enough coins for the remaining areas. The winner is always the clan
with the greatest amount of points. However, it does not matter if the winner
beats out the opposition by just one point or 20 points. Therefore, strict
distribution of coins is instrumental to victory.
In the event of a tie, the region master is given the win. If there is a tie
between two clans, neither of which is region master, then the winner is
selected randomly. The first clan to reach 30 points automatically wins the
auction.
Notice the timeline on the bottom of the auction screen. The bar will slowly
fill as the auction progresses. Bids are put down at each of the notches in
the bar. Make sure you input your command prior to each notch or else you'll
miss the opportunity to put down coins for that turn. Occasionally, a 'Bonus'
box will pop up in one of the notches. At this point in the timeline, if your
clan is in the designated position in the Bonus Box (1st, 2nd, 3rd, etc.),
your clan will receive a bonus 5-point token.
Upon gaining control of a region, all quest fees and item prices there will be
reduced. Not a bad deal, don't you think?
After completing 20 auctions, the Token Emporium will be unlocked. Here, you
can purchase tokens for the coming auctions. At this point, you can essentially
stock up on 5-point coins and blow away the competition. The prices are as
follows:
1-Point Coin: 5 CP
2-Point Coin: 10 CP
3-Point Coin: 20 CP
5-Point Coin: 70 CP
Once you gain control of all regions in an auction, you will become Champion
for Life, meaning all regions in the area are under your control permanently
(kind of defeats the purpose of auctions now, doesn't it?). At this point, you
can bid for items instead of regions in the auctions to follow. Grand prizes
are attained by winning all of the areas of a region in one auction.
--- Strategy ---
The key is to read the opponent's motives. Their next action can be determined
by the sprite's animation:
Thought Bubble --> Not decided yet
Shaking Head --> Not bidding
Standing --> 1-point coin
Walking --> 2-point coin
Defense Pose --> 3-point coin
"!" Bubble Over Head --> 5-point coin
The quick pace of the auction may be nerve-wracking at first, but over time,
you should get a sense of what to expect from enemy clans. Their gestures
should become engrained your mind, so you can quickly make decisions that'll
put you over the top.
The best strategy to use, after you've memorized the enemy clans' gestures and
their corresponding is to be ONE point ahead of the others. Start off each
auction following the actions of the other clans. As soon as one clan appears
to emerge as the leading clan, bid enough coins to get just ONE point ahead of
first place. Once you are one point ahead of the second-leading clan, just
mirror that particular clan's actions so you always remain just one point ahead
of them. This strategy works to conserve your coins for the other rounds.
--- Regions / Item Distribution ---
* NOTE: The prize lists are still very incomplete. If you have any entries
that are not listed here, feel free to email me. You will be fully
credited.
Camoa --
Round One: Camoa
Round Two: Targ Wood
Round Three: Baptiste Hill
Prizes: Carabineer Mail, Crown Scepter, Gastrophetes, Samite Coat,
Swordbreaker, Venus Blade, Faerie Shoes, Cinquedea, Reverie
Shield, Blood Sword, Talwar, Jambiya, Francisca, Ogrenix,
Brevis, Tiara, Aegis Shield, Serpent Staff, Onion Sword, Bracers,
Mirror Mail, Épée-prisme, Black Garb, Kain's Lance
Grand Prizes: Ribbon, Veil of Wiyu, Zeus Mace, Ever Robe, Mjolnir,
Gleisburst, Judicer's Coat, Black Hat
Graszton --
Round One: Graszton
Round Two: The Bisga Greenlands
Round Three: The Aldanna Range
Round Four: Zedlei Forest
Prizes: Barette, Cachusha, Cat Claws, Hardedge, Magick Ring, Masamune,
Sumihomura, Max's Oathbow, Target Bow, Mandragora, Dragon Mail,
Crescent Bow, Zanmato, Oblige, Zweihander, Giant's Helmet,
Trident, Luabreaker, Chocobo Shield, Kiku-ichimonji, Mandragora,
Magick Robe, Brigand's Gloves, Stardust Rod, Yoichi Bow, Adamant
Blade, Grimoire Stone, Lilith Rod, Golden Axe, Elixir, Arbalest,
Ivory Pole
Grand Prizes: Genji Gloves, Ragetsu-denbu, Tome of Ending, Scarab Charm,
Ninja Tabi, Genji Helm, Genji Armor, Genji Shield
Moorabella --
Round One: Moorabella
Round Two: The Galerria Deep
Round Three: The Rupie Mountains
Round Four: The Ruins of Delgantua
Prizes: Bone Plate, Dark Matter, Eureka Crystal, Gauntlets, Greataxe,
Restorer, Save the Queen, Survivor, Madu, Eureka Crystal, Life
Crosier, Elixir, Excalibur, Orichalcum Dirk, Blueleaf Flute,
Lotus Mace, Pomegranate Staff, White Robe, Edaroya Scriptures,
Fanatic, Golden Amulet, Nirvana, Sledgehammer, Ebon Blade
Templar Cloth, Black Robe, Orb of Minwu, Vajra, Tiger Fangs,
Artemis Bow, Gokuu Pole
Grand Prizes: Seventh Heaven, The Fallen Angel, Gaius Caligae, Red Robe,
Estrella, Seventh Heaven, Sage's Robe, Diabolique,
Soulsaber
Fluorgis --
Round One: Fluorgis
Round Two: Tramdine Fens
Round Three: Sant D'alsa Bluff
Round Four: Nazan Mines
Prizes: White Hat, Empyreal Armband, Morning Star, Adamant Armor, White
Robe, Vitanova, Grimoire Stone, Manganese Saber, Peacemaker,
Master Bow, Maximilian, Partisan, Winged Boots, Luminous Robe,
Frigid Viol, Fortune Ring, Materia Armor, Last Letter, Elixir,
Marduk, Hanya Mask, Gupti Aga, Spring Staff, Cheer Staff, Bone
Armlets, Six of Diamonds, Master Sword, Templar Shield, Eight-
fluted Pole, Ace of Spades
Grand Prizes: Galmia Shoes, Shield of the Four, Galmia Frock, Golden
Skullcap, Staff of the Magi, Kotetsu
Goug --
Round One: Goug
Round Two: Aisenfield
Round Three: Kthili Sands
Round Four: The Neslowe Passage
Prizes: Ligatur, Massive Bazooka, Longbarrel, Reaper's Robe, Dromaeo,
Godhand, Rhomphaia, Heal Chime, Femme Fatale, Heretic Rod, Dark
Matter, Outsider, Scorpion Tail, Magick Hands, Paraiba Blade,
Vigilante, Ruby Earring, Beastsword, Guang Cannon, Ayvuir Red,
Grimoire Stone, King of Hearts
Grand Prizes: Dragon Whisker, Rocket Punch, Ensanguined Shield, Angel
Ring, Malbow, Bomb Arm
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~ 13. Version History ~~~~~~~~~~~~~~~~~~[13000]~| |
|_|=========================================================================|_|
Version 0.01 -- Guide skeleton is complete. A few entries have been
added to various sections. Almost the entire guide is
still in progress. 56 KB
Version 0.05 -- More information has been added to various sections.
Unfortunately, progress will be fairly slow from this
point until August, when I'll be off of work. 81 KB
Version 0.1 -- Information added to Monster Listing and Bazaar. More
missions were completed as well. 121 KB
Version 0.15 -- Walkthrough completed up past Wanted: Ugohr. 173 KB
Version 0.17 -- Walkthrough completed up past Wanted: Gilmunto. 193 KB
Version 0.18 -- Almost 50 missions completed. More entries added to
Bazaar. 222 KB
Version 0.20 -- Walkthrough completed up past Now That's A Fire! More
entries added to Clan Trials section, among other
things. Auction House section started. 288 KB
Version 0.22 -- Walkthrough completed up past Pearls in the Deep. Huge
additions to Mission Listing, in addition to various
other entries. 364 KB
Version 0.23 -- A lot of progress made on the Clan Trials section. More
added to Bazaar and The Auction House sections. 414 KB
Version 0.25 -- Guide completed past Mountain Watch. More entries added
to Mission Listing. I sound like a broken record. 483 KB
Version 0.27 -- Over 120 missions have been completed now. Walkthrough
completed past Grounded! 546 KB
Version 0.28 -- Walkthrough completed past Rumors Abound. Almost 150
missions now complete. 570 KB
Version 0.30 -- Walkthrough completed past Sleepless Nights. 620 KB
Version 0.31 -- Walkthrough completed past Making Music. 679 KB
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~ 14. Legal Information ~~~~~~~~~~~~~~~~~[14000]~| |
|_|=========================================================================|_|
This FAQ is the property of its author, Quan Jin. All rights reserved.
Any stealing, selling for profit or altering of this document without the
author's expressed consent is strictly prohibited. You may download this file
for personal and private use only.
Final Fantasy Tactics A2: Grimoire of the Rift is a registered trademark of
Square-Enix. The author (Quan Jin) is not affiliated with Square-Enix in any
way or form. All other trademarks are the property of their respective owners.
_ _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~ 15. Credits and Closing ~~~~~~~~~~~~~~~[15000]~| |
|_|=========================================================================|_|
"You, Tweigel! Your lips flap too loosely!"
~ Bowen
This is the end of the guide! I hope you've found it helpful. Listed below are
various contributors and everyone else I felt like crediting.
[-----------------------------------------------------------------------------]
Contributors --
+ Kamika Kushi: Information regarding Opportunity Abilities
+ Mason Orphum: Extra requests for Mission E1-13
+ Kizake: Tip regarding the Fusilier in Mission B4-04
GameFAQs -- Special thanks to the Final Fantasy Tactics A2 message board.
There's a wealth of information on the boards.
http://www.ffta2.com -- Official site for Final Fantasy Tactics A2. A great
reference site.
http://ffta2.pbwiki.com -- A public wiki devoted specifically to FFTA2.
Although very incomplete, some of the information
on the site helped me out.
- All outside sources which have contributed to the making of this guide in
some form have been cited in this section. Any sources that have provided any
information at all are listed in the credits. I am not taking credit for the
hard work of others and I hope they do the same. Not giving proper credit is
plagiarism and it's against the law.
[-----------------------------------------------------------------------------]
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/ __ \____ ______/ /__ | | / /___ _____/ /____ _ __
/ / / / __ `/ ___/ //_/ | | / / __ \/ ___/ __/ _ \| |/_/
/ /_/ / /_/ / / / ,< | |/ / /_/ / / / /_/ __/> <
/____.'\__,_/_/ /_/|_| |___/\____/_/ \__/\___/_/|_|
-= Game on Forever =-