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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.

[-----------------------------------------------------------------------------]

             ____             __      _    __           __
            / __ \____ ______/ /__   | |  / /___  _____/ /____  _  __
           / / / / __ `/ ___/ //_/   | | / / __ \/ ___/ __/ _ \| |/_/
          / /_/ / /_/ / /  / ,<      | |/ / /_/ / /  / /_/  __/>  <
         /____.'\__,_/_/  /_/|_|     |___/\____/_/   \__/\___/_/|_|

                            -= Game on Forever =-