_____ _             _   _____           _                   __  _____ ___
  |  ___(_)_ __   __ _| | |  ___|_ _ _ __ | |_ __ _ ___ _   _  \ \/ /_ _|_ _|
  | |_  | | '_ \ / _` | | | |_ / _` | '_ \| __/ _` / __| | | |  \  / | | | |
  |  _| | | | | | (_| | | |  _| (_| | | | | || (_| \__ \ |_| |  /  \ | | | |
  |_|   |_|_| |_|\__,_|_| |_|  \__,_|_| |_|\__\__,_|___/\__, | /_/\_\___|___|
                                                        |___/

                    FINAL FANTASY XII FAQ/WALKTHROUGH v0.22
                        for the North American release

                 game developed and published by Square Enix
                       for the Sony Playstation 2, 2006

                     document created by Dan Aelo (Daelo)
                          danaelo[at]gmail[dot]com
                       version 0.5 - 11 December, 2006

###############################################################################

 PLEASE READ THIS BEFORE SENDING ME AN EMAIL - PLEASE PLEASE PLEASE READ THIS

I have received several emails about information that I've 'missed' in the
tables at the end of the guide. While I appreciate your help and look forward
to your assistance on things I may have actually passed by, the tables at this
point are horribly incomplete and I know this. For the most part, I have the
'missing' information I just have yet to commit it to the guide. Thank you
for your diligence though and please do send me an email if you see I've
missed something in the Walkthrough or Game Basics sections.

###############################################################################

All original work is owned entirely by its creator, me. The guide may appear
ONLY at the sites listed below. If you are interested in hosting this guide on 
your own site, please ask my permission first. Just send an email to 
danaelo[at]gmail[dot]com, it most likely won't be a problem. Do not claim any
of this work as your own and do not host this document, in full or in part,
without my prior consent. If you do I will hunt you down and call you dirty
names.

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If you have any questions about the game or the guide, or if you would like to
point out an error on my part, feel free to send me an email. If I use any
information I receive from you, you will be credited accordingly. Please
note, however, that if you send me something uninteligible I will not respond.
And, please, read the FAQ section before sending me an email.

To be sure that you are viewing the guide as was intended, check that your
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Thanks and enjoy!

```````````````````````````````````````````````````````````````````````````````

ABOUT THIS GUIDE

Full-width lines will demarcate areas of the guide. Lines of ====='s are main
headers used to indicate major sections, ie. the Walkthrough. Within the
major sections there are sub-sections, indicated by ----'s. These sub-sections
are particular areas such as the Armor Lists. Get it? The Armor Lists (----'s)
is a sub-section of the major section, Lists (===='s). OK. Within sub-sections
you will also find ````'s. These are simply used as dividers to keep everything
it its right place. For instance, within the "Errand Boy" sub-section of the
walkthrough, the Rabanastre and Dalmasca Estersand sections are sub-divided by
a line of ````'s. It's really all very simple and probably doesn't need
explaining.

```````````````````````````````````````````````````````````````````````````````

NEW TO THIS VERSION

  Version 0.5 : December 11, 2006 : 268 KB
    o Re-formatted the Bestiary yet again.
    o Weapons List is almost complete!
    o Added Accesories List.
    o Completed Magicks List.
    o Colmpleted Items List.
    o Added Technicks List.
    o Re-formatted Gambits List.

===============================================================================
                              Table of Contents
===============================================================================

    I.  Game Basics
         1.  Game Information
         2.  The Premise
         3.  Characters
         4.  Controls
         5.  Party Menu
         6.  Exploring
         7.  Battle System
         8.  Gambits
         9.  Licenses

   II. Walkthrough
         1.  Nalbina Fortress
         2.  Rabanastre
         3.  Dalmasca Estersand
         4.  Giza Plains
         5.  Garamsythe Waterway
         6.  Royal Palace of Rabanstre
         7.  Garamsythe Waterway
         8.  Nalbina Dungeon
         9.  Barheim Passage
        10.  Dalmasca Estersand/Rabanastre
        11.  Skycity Bhujerba
        12.  Lhusu Mines
        13.  Skycity Bhujerba
        14.  Dreadnought Leviathan
        15.  Oglr-Yensa Sandsea
        16.  Nam-Yensa Sandsea
        17.  Tomb of Raithwall
        18.  Airship Shiva
        19.  Rabanastre/Giza Plains
        20.  Ozmone Plain
        21.  Jahara
        22.  Golmore Jungle
        23.  Eruyt Village
        24.  Ozmone Plain
        25.  Henne Mines
        26.  Golmore Jungle
        27.  The Paramina Rift
        28.  Mt. Bur-Omisace
        29.  Stilshrine of Miriam
        30.  Mt. Bur-Omisace
        31.  Mosphoran Highwaste
        32.  The Salikawood
        33.  The Phon Coast 
        34.  Tchita Uplands
        35.  Sochen Cave Palace
        36.  Old Archades
        37.  Archades

  III. Side Quests & Other Business
         1.  Mark Hunting & Clan Centurio
         2.  Sky Pirate's Den
         3.  Grimoires
         4.  License Board Diagram
         5.  Bazaar Items
         6.  Sage Knowledge
         7.  Original Soundtrack

   IV. Lists
         1.  Weapons List
         2.  Armor Lists
         3.  Accessories List
         4.  Items List
         5.  Loot List
         6.  Magicks List
         7.  Technicks List
         8.  Gambit List
 
    V. Beastiary

   VI. Frequently Asked Questions

  VII. Final Words
         1.  Version History
         2.  Mad Props


===============================================================================
                                I. Game Basics
===============================================================================

-------------------------------------------------------------------------------
                             I-1.  Game Information
-------------------------------------------------------------------------------

  Title       : Final Fantasy XII
  Platform    : Playstation 2
  Developer   : Square Enix
  ESRB Rating : T - Teen
  JP Release  : March 16, 2006
  NA Release  : October 31, 2006
  EU Release  : October 31, 2006


-------------------------------------------------------------------------------
                              I-2.  The Premise
-------------------------------------------------------------------------------

  This section and the one following it were taken verbatim from the
  instruction booklet packaged with the game, hence the quotation marks. So
  don't blame me for the murky explanations therein.

  "A world called Ivalice...

  An Age when Magick was commonplace and airships plied the skies...

  Our tale begins.

  As war looms on the horizon, the might, Archadian Empire begins a campaign
  to subjugate its neighbors. The small kingdom of Dalmasca shares their
  fate.

  Two years after its fall, in the capital city of Rabanastre, the people
  line the streets to wait for the appointment of the consul from Archadia.

  To Vaan, a young man living in the streets of Rabanastre, the Empire is a
  hated enemy who took the life of his brother, the only family he had left.
  Vaan hatches a plot to break in to the palace and take back the spoils of
  conquest from Dalmasca's occupiers.

  He gets more than he bargained for when he meets Princess Ashe, the sole
  surviving heir to the Dalmascan throne, thought dead since the war.

  Our story follows Ashe, Vaan and his friend Penelo, the sky pirate
  Balthier, and his partner Fran. Accompanying them is Basch a captain of
  the Dalmascan army who turned traitor and slew his king.

  Join them on an adventure spanning Ivalice that traces the mysteries
  behind the Archadian Empire's invasion."


-------------------------------------------------------------------------------
                              I-3.  Characters
-------------------------------------------------------------------------------

  VAAN
  ----

  "A boy who sees freedom in the skies."

  Age    : 17
  Race   : Hume
  Gender : Male

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


  PENELO
  ------

  "Vaan's friend."

  Age    : 16
  Race   : Hume
  Gender : Female

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


  ASHE
  ----

  "A princess who had lost everything."

  Age    : 19
  Race   : Hume
  Gender : Female

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


  BALTHIER
  --------

  "A dashing sky pirate."

  Age    : 22
  Race   : Hume
  Gender : Male

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


  FRAN
  ----

  "A master of weapons."

  Age    : ?
  Race   : Viera
  Gender : Female

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


  BASCH
  -----

  "A loyal knight branded as a traitor."

  Age    : 36
  Race   : Hume
  Gender : Male

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


-------------------------------------------------------------------------------
                              I-4.  Controls
-------------------------------------------------------------------------------

  GENERAL CONTROLS
  ----------------

  Left Analog  : Move character
  Right Analog : Move camera
  X button     : Confirm selection
                 Talk with NPC
                 Inspect an object (a door, sign, chest, etc.)
  O button     : Cancel
                 Return to previous menu screen
  Tri. button  : Display Party Menu
                 Display conversation log
                 Scroll quickly through lists (Triangle + Up/Down)
  Sq. button   : Talk with NPC
  L2 button    : Toggle zoom
  R2 button    : Zoom in/out on map and license board
  R3 button    : Initialize camera position
  Start        : Pause game
  Select       : Display map


  BATTLE CONTROLS
  ---------------

  Left Analog  : Move character
  Right Analog : Move camera
  X button     : Display Battle Menu
                 Confirm Selection
                 Inspect an object (a door, sign, chest, etc.)
  O button     : Cancel
                 Return to previous menu screen
  Tri. button  : Display Party Menu
  Sq. button   : Display Battle Menu
  L2 button    : Lock on to target
  R2 button    : Hold button to run from enemies
  R3 button    : Initialize camera position
  Start        : Pause game
  Select       : Display map


-------------------------------------------------------------------------------
                               I-5.  Party Menu
-------------------------------------------------------------------------------

  Coming soon!


-------------------------------------------------------------------------------
                               I-6.  Exploring
-------------------------------------------------------------------------------

  The world of Final Fantasy XII is known as Ivalice and it's a big, big place.
  From the very beginning of the game, when you're thrown into the streets of
  Rabanastre, you can't help but marvel at the enormity of the place. Such is
  the case with many of the areas you will explore through your journey: they
  are large and if you aren't familiar with your surroundings and well-prepared
  to handle them, you may meet your demise earlier than you had planned. So if
  you are stepping into Ivalice for the first time there are some things you
  should take note of.

  Let's start at the beginning: Rabastre. Being the capital of the formerly
  sovereign state of Dalmasca, the city is rather grandiose. You wouldn't be
  out of line if you weren't expecting to encounter a larger city than Vaan's
  hometown, this place is just damn big. It can be a bit daunting at first. If,
  like me, you've grown accustomed to simple, quaint villages, Rabanastre may
  take some exploring before you commit the lay of the land to memory.
  Unfortunately, at the very start of the game you don't have access to all the
  shops and various points of interest but you should still take note of where
  they are. First and foremost, you need to check out your map; over the course
  of the game, in cities, overlands, and dungeons, the map will become your
  best friend and most trusted ally. So hit the select button to bring up the
  map.

  You should notice immediately that there are a handful of distinct areas
  connected by lines that run between pulsating blue marks. In reality (er, in
  the reality of FFXII) each of these lines only serves as a 'guidline'; each
  area is actually connected seamlessly with the next. However, due to the
  hardware limitations of your Playstation 2, you must pass through the blue
  lines (represented in gameplay as a line of glowing blue dots) to reach the
  next area.

  Also on your map you should notice the icons for various shops and other
  locations of interest. By pressing the X button you can bring up an icon key
  that will define each icon for the area you are in, should you forget. Also
  at the top of the map is the name of the particular area you are currently
  in. Take note of these names as I will reference them periodicaly througout
  the guide. It's much easier to say "head to the southgate" than it would be
  to unilateraly explain how to reach the southgate from the Sandsea
  Restaurant.

  So, now we're familiar with the map as it pertains to Rabanastre; you can
  rest easy knowing that the function of the map is pretty much the same
  wherever you are. You will, however, have to 'fill in' your maps by either
  exploring areas or purchasing maps from Moogle merchants spread throughout
  Ivalice.

  Now I would like to discuss a few general points to keep in mind when
  travelling through the land. First of all (and this should apply to pretty
  much any RPG) you should speak to as many people as you can in every town
  you visit. They are valuable sources of information that should not be
  overlooked. Also be sure to visit the shops frequently. The shop system of
  FFXII is a bit different than most games. That is, as opposed to each town
  offering a different set of weapons, armor, etc., most merchants
  sell the same items in every town. This isn't always true, of course, but
  for the most part you can expect the same basic weapons to be sold at most
  weapons shops. Rabanastre tends to be the main hub of commerce, though, and
  you will usually find the most items in the shops therein. New items are
  typically added as major story points are completed, so be sure to check back
  in from time to time to see the lastest merchandise.

  Adventuring in the overlands and dungeons can be a much different experience
  as well. There is no world map to speak of; for the most part you will reach
  different areas of Ivalice on foot by crossing through the various
  overlands. (There are other modes of transportation to speak of but those
  will be covered below.) The overlands and dungeons function in much the same
  way as the towns; there are usually several seperate areas within these
  larger zones, each connected to the next.

  When travelling outside of towns you are bound to encounter a number of
  enemies. Battling is covered in the next section so let's discuss the other
  aspects of extra-city exploration. Scattered throughout the world are
  treasure chests. Usually tucked away in corners, the treasures are typically
  random and, like enemies, they re-appear after re-entering the area. Because
  of their randomness you won't usually find me discussing what treasures are
  located in an area. Just be sure to always keep your eyes peeled; the
  treasures usually aren't make-or-break affairs but it never hurts to pick up
  an extra Potion or two.

  The easiest way to zip from one location to the next is via the orange
  Teleport Crystals spread across the land. These crystals look the same as
  Save Crystals except for their color and allow you to save your progress as
  well. Once you locate a Teleport Crystal it will be marked on your map and
  you will be able to return to any previous Teleport Crystal you have
  activated. Doing so isn't exactly free, though; you will need a Teleport
  Stone to use the crystals and, at times, these can be hard to come by. They
  sell for 100 gil and, especially early on, this can be a tempting
  transaction. You would be wise to resist the urge and hold on to as many of
  Teleport Stones as you can get your hands on.

  Within Rabanastre there is a similar, but more local, service called
  Moogling. By speaking with the various Moogles located on the streets you can
  teleport to and from different areas of the city, making inner-city travel
  much easier. There are Mooglings located at all three gates, the Sandsea, and 
  the Bazaar.


-------------------------------------------------------------------------------
                             I-7.  Battle System
-------------------------------------------------------------------------------

  Arguably, the biggest change to hit the Final Fantasy series in some time is
  FFXII's battle system. Unlike previous efforts the game has no turn-based
  combat; everything takes place in a psuedo-realtime environment. According to
  most the game's battle system is very much a descedent of FFXI and other
  MMORPGs. Not being a fan of the genre, I can't tell you much about that but I
  can say that it is very different from what most TRPG players are accustomed
  to and may take some time to grow adept to its many nuances.

  Without turn-based battles there is no battling sub-screen. That is, you
  ecounter your foes on the same map you are exploring, there is no 'warping'
  in or out of battle. When crossing the large areas inhabited by enemies you
  will see them ahead of your party, usually alone, sometimes in groups. Once
  in range of the enemy you can bring up the Battle Menu by pressing X. From
  here you can attack, steal, heal, etc. As this can be a daunting prospect for
  those unfamiliar with similar styles you are given a number of options in the
  Party Menu to adjust the flow of battle. You can adjust the overall speed of
  the fighting (how quickly the action meter fills) under the Config option.
  You can also select between the Active and Wait options here. If you select
  Active, action meters will continue to fill when you bring up the Battle
  Menu; if you select Wait, action meters will pause when the Battle Menu is
  up. For most regular battles I prefer the Active setting and to set the
  Battle Speed at its fatest option. In boss battles, which are typically more
  demanding affairs, I slow down the battle speed a bit and choose the Wait
  option; this gives me a bit more time to plan my attack.

  Regardless of the options you choose, you'll have to do some fighting. I
  suppose at times it can seem a bit hack-and-slash but if you aren't power-
  leveling it is a rather intricate system. Except at the very beginning of
  the game your party will depend mostly on Gambits, perhaps you could even set
  your party leader to auto-attack. I prefer to manually control my party
  leader and have my allies follow using Gambits. This isn't where I would like
  to involve myself in an in-depth discussion of the Gambit system, so for more
  on that scroll down a few sections.

  If all else fails, just hold down the R2 button and run for your life.


  QUICKENINGS
  -----------

  Quickenings, Mist Abilities, whatever you want to call them, cause a lot of
  confusion amongst FFXII novices. Heck, I'm not still not sure that I
  understand them entirely. Simply put, Quickenings act as 'Limit Breaks' or
  'super' attacks or something to that effect. Mist Abilities are purchased via
  the License Board (explained in detail below); each character can obtain a
  maximum of three and they can by acquired in any order by any character.

  After you purchase a Mist Ability for a character you will notice that their
  MP guage is a glowing orange. This represents a Mist Charge. When
  multiple Mist Abilities are acquired, there will be two or three Mist
  Charges; this essentially doubles or triples your character's maximum MP as
  well. To execute each Quickening level a corresponding number of Mist Charges
  are required; i.e. for a level 3 Quickening you'll need all three Mist
  Charges. 

  Once initiated, you will be given four seconds to pull off the longest chain
  you can. After selecting your Quickening of choice, you will see three lines,
  one for each ally, at the bottom right of your screen. Each character will
  have a corresponding button assigned to execute their next ability: triangle
  for the party leader, square for the second character, and X for the third.
  If a character's name and ability are in white their corresponding button
  icon will appear and you will be able to execute the displayed ability. If 
  the character's name is dimmed out, their ability cannot be used.

  Sound tricky? Well it is, sort of. What determines whether or not a 
  character's ability can be used? That's where things get dicey. Essentially,
  it is determined randomly. As explained by earvcunanan (credit for the 
  Concurrence table below also goes to him) you can think of it like a slot
  machine. After each Quickening, your subsequent selection is pretty much a
  crapshoot with a number of outcomes available. So you just have to hope for
  the luck of the draw and cross your fingers that you'll have white lines, not
  dimmed lines, appear. There is also the possibility that the term 'Mist 
  Charge' will show up. In that case, selecting the character's icon will
  recharge his or her Mist and allow them to perform another attack. If, in the
  unfortunate event all three characters' names are dim, you can press the R2
  button to shuffle your Mists; you may or may not be given another 
  opportunity. Remember, you only have four seconds in total to pull it off.

  If you are able to rack up a long enough chain, chances are you'll trigger
  what is called a 'Concurrence'. Concurrences are just icing on the cake, 
  more bang for your buck, if you will. The requirements for all eight 
  Concurrences are listed below. Again, credit for this goes to earvcunanan.

    -------------------------------------------------
    CONCURRENCE    Chain 
    -------------------------------------------------
    Inferno        3x Level 1
    Cataclysm      7x Level 1
    Torrent        2x Level 1, 3x Level 2
    Wind Burst     5x Level 2
    Luminescence   5x Level 3
    Ark Blast      2x Level 1, 2x Level 2, 2x Level 3
    Whiteout       3x Level 1, 3x Level 2, 3x Level 3
    Black Hole     4x Level 1, 4x Level 2, 4x Level 3
  

  STATUS EFFECTS
  --------------

  Over the course of your journey your party will undoubtedly be inflicted with
  an assortment of status effects. In the table below I've listed the effects,
  both negative and positive, and their their treatments.

  -----------------------------------------------------------------------------
  STATUS    Description                          Treatment
  -----------------------------------------------------------------------------
  Blind     Lowers weapon accuracy               Eye Drops, Remedy, Blinda,
                                                   Esuna
  Confuse   Character cannot be controlled and   Smelling Salts, Remedy**,
              may attack allies                    Esuna, Physical Attack

  Disease   HP cannot be recovered               Vaccine
  Doom      A countdown timer appears over the   Remedy***
            character's head. When it reaches
            zero, the character is K.O.'d
  Immobi-   Character is unable to move          Remedy*
   lize
  Oil       Inreases damage inflicted by Fire    Hankerchief, Remedy
  Petrify   Character turns to stone when the    Gold Needle, Remedy**, Stona,
              timer reaches zero.                  Esuna
  Poison    HP slowly reduced over time          Antidote, Remedy, Poisona,
  Esuna
  Sap       HP slowly drained
  Silence   Character is unable to use Magick    Echo Herb, Remedy, Vox, Esuna
  Sleep     Character is unable to move or act   Alarm Clock, Remedy*,
                                                   Physical Attack
  Slow      Character's action gauge fills       Haste
              slowly
  Stone     Character is unable to move or act   Gold Needle, Stona, Esuna
  Stop      Character is unable to move or act   Chronos Tear, Remedy***

  *   First Remedy License required.
  **  Second Remedy License required.
  *** Third Remedy License required.


-------------------------------------------------------------------------------
                                 I-8.  Gambits
-------------------------------------------------------------------------------

  Also new to the world of Final Fantasy is the Gambit system. Along with the
  battle system, this seems to be one of the most polarizing features of FFXII;
  players seem to either love it or hate it. Those who seem opposed to its
  implementation claim the system to be little more than a hack-n-slash, auto-
  battle gimmick. Perhaps that's a bit of hyperbole, but if you can't find a
  place in your heart for Gambits you likely aren't investing enough time in
  the feature.

  Early in the game, when your foes are rather simple and your Gambits are
  sparse, the whole system seems rather disposable. But as your adventure
  progresses, as the battles become more intricate, Gambits become a valuable
  resource.

  So what exactly are Gambits? Simply put, Gambits allow your party members to
  automatically react to an incredible variety of scenarios, simplifying the
  Active Dimension Battle system and maximizing your party's potential. This,
  of course, depends on proper utilization of the Gambits at your disposal so
  let's dig a little deeper.

  If you are familiar at all with simple logic gates, growing acustom to the
  Gambit system should be a breeze; and even if you aren't, it shouldn't take
  long for you to pick it up. When activated, a Gambit instructs a character to
  perform X action on Y character when Z condition is met. Sounds simple,
  right? Well, let's break that down a little more. 'X action' can be a basic
  attack, the use of an item, the casting of a spell, or the use of a Technick;
  basically any action your party member can perform. 'Y character' can be an
  ally or a foe; basically, you can set your Gambits to heal allies or attack
  enemies. Finally, 'Z condition' refers to the actual Gambit itself, the item
  you must acquire to make the whole thing come together.

  This becomes much clearer using an example. Among the first Gambits your
  party will acquire are of the 'Ally: HP < ____' variety. For this example,
  we'll use the 'Ally: HP < 100%' Gambit. By assigning the Gambit to a party
  member, say Vaan, you are instructing him to automatically perform an action
  when ANY ally's HP falls below 100%, regardless of whether you are currently
  in battle. So if you chose to use a potion for this Gambit and the Gambit is
  activated, every time an ally's HP is not at 100% Vaan will use a potion on
  that ally, this is of course if you have potions in stock. Obviously this is
  an impractical set-up: you wouldn't want Vaan wasting all your potions every
  time an ally took the slightest damage. A more useful set-up would be to use
  something like the 'Ally: HP < 60%' Gambit; this should insure that your
  party members stay healthy with minimal intervention on your behalf.

  So we now have a basic idea of how to use Gambits. However, the real power of
  the system lies in the ability to create a multiple Gambit set-up for your
  party members. Characters are initially given only a few Gambit slots
  (usually just one). You can acquire additional slots via the License Board
  for a maximum of ten slots per character. (For more information on the
  License Board, see the section towards the end of the guide.)

  Once your party members have multiple Gambit Slots, you can open up a wide
  variety of battling possibilities. One of the most basic early-game set-ups
  involves provisions for both attacking your foes and healing your allies.
  Again, let's look at an example to clarify things. Below is a good set-up to
  get your party going in the early stages. I'll explain how things work after
  the illustration.

    PARTY LEADER
    ------------
    01.  Foe: HP = 100%             --> Steal
    02.  Foe: Nearest Visible       --> Attack

    CHARACTER 2
    -----------
    01. Ally: HP < 60%              --> Potion
    02.  Foe: Party Leader's Target --> Attack

    CHARACTER 3
    -----------
    01. Ally: HP < 60%              --> Potion
    02. Ally: Status = Blind        --> Eye Drops
    03.  Foe: Party Leader's Target --> Attack

  This is an extremely simplistic example but it should give you an idea of how
  the system of 'logic gates' works when using multiple Gambits. Let's look at
  each character individually and explain why the Gambits are in the order they
  are. For the Party Leader, his first objective should be to steal; if you've
  read the above sections on battling and exploring you should realize the
  importance of stealing. With his first Gambit he will attempt to steal only
  when the target's HP is at its maximum; this likely means he will only
  attempt to steal once, as your allies will have attacked the foe before the
  Party Leader gets another turn. If that is the case, that is if the target's
  HP is not at 100%, the condition for the first Gambit cannot be met. Here,
  the Party Leader will move to the second Gambit and attack the nearest foe
  whose HP is not 100%. So you should now see when a Gambit's condition cannot
  be met (in this case when the target's HP is less than 100%) the next Gambit
  will be triggered. In the instance that the second Gambit can also not be met
  the next Gambit will be triggered and so on.

  Character 2 is set up to heal first and attack second. This is an important
  concept. Considering the above explanation of conditionality, if a character
  is set-up to attack first and heal second, they will never heal during
  battle. So you can see that Character 2 and Character 3 will first look to
  see if any ally's HP is below 60% before attacking. You don't need to worry
  about overlapping Gambits. That is, you don't need to worry that if the Party
  Leader's HP drops below 50% that both Characters 2 and 3 will use a potion;
  only the charcter first to act will use a potion, the other character will
  move on to his or her next Gambit. In the case of Character 3, the next
  Gambit is to use eye drops on any blinded ally. Of course, if no ally is
  blinded Character 3 will follow Character 2 and attack the Party Leader's
  Target.

  Hopefully this over-involved explanation of linking Gambits will take you a
  long way. There are literally hundreds of Gambits and the combinations are
  endless. This lends itself to a great degree of customization that I will
  get into towards the end of the guide.

  Now that you know what Gambits do and how to assign them, it is important
  that you make sure your Gambits are activated. You can turn individual
  Gambits on and off in the Gambits sub-screen on the Party Menu. If, for
  instance you didn't want Character 3 to use all your eye drops, say you
  prefered to dole them out manually, you could go to the Gambits menu and
  deactivate that Gambit only without dumping your entire system. You can also
  toggle on and off a character's entire Gambit list on the Battle Menu. You
  will know if a character's Gambits are on by the golden 'G' icon located
  beside his or her action meter. If the icon is there, the Gambits are on; if
  it isn't, the Gambits are off.

-------------------------------------------------------------------------------
                                  I-9.  Licenses
-------------------------------------------------------------------------------

  If you're familiar with FFX's Sphere Grid, you should have an idea of what to
  expect from the License Board. For those who aren't as well-versed in FFX or
  anyone who would like a better explanation, here goes.

  The basic concept behind the License Board is that you have to 'purchase' the
  ability to use weapons, equipment, spells, and technicks. For the most part,
  every every character 'upgrade' not handled by basic leveling is dealt with
  on the License Board. Of course if you want to buy anything you'll need money
  -- the currency of the License Board are License Points (LP). LP can be
  earned by defeating enemies. When a foe is vanquished you'll see two numbers
  appear on-screen: the EXP earned and the LP earned. While EXP figures can
  climb pretty high, don't expect to earn more than one or two LP from an enemy
  very often.

  So you've made your way out to a battlefield of your choice, knocked out
  some bad guys, and picked up a pretty good chunk of LP. What next? Once you
  amass LP you can check out the License Board on the Party Menu. (If
  you're reading this passage, you most likely haven't progressed very far in
  the game and it's doubtful that you have more than one or two characters in
  your party. However, for the sake of explanation, I'll assume you have all
  six.) So now that you've selected License Board from the Party Menu you'll be
  greated with illustrations of all six members' individual boards. This will
  give you a rough idea of how many licenses you've purchased for each
  character and how many you have remaining, but it doesn't mean much to us
  now.

  Select any member of your party, we'll use Vaan here. After selecting Vaan
  you'll be taken to his individual License Board where you can see everything
  you have purchased and everything you have not. Most likely, you haven't
  purchased any Licenses at this point or, if you have, you weren't really sure
  what you were doing. So let me explain exactly what purchasing a license
  means.

  First, hit the R2 button to zoom out and see the entire board. You should
  notice two distinct sections, two seperate boards. The top board contains
  licenses for Magicks, Techniks, accessories, and augments. Don't worry about
  what each of those categories are right now, we'll get to that later. The
  bottom board contains licenses for weapons and armors. For this explanation
  we'll be purchasing Swords Licenses, but all categories work the same way.
  The first License (Swords 1) has already been purchased. Once you purchase
  a license the adjacent squares become active and you are then able to
  purchase those Licenses. So with Swords 1 already out of the way, you can now
  but the License for Swords 2. The cost is 15 LP and, once purchased, you will
  be able to use the Broad Sword and Long Sword. The squares adjacent to
  Swords 2 will also now be available for purchase.

  For the most part, the Licenses for a particular category will be in
  succession. That is, after purchasing Swords 2, you can purchase Swords 3,
  etc. This isn't always the case, though, and you may have to do some
  searching to find advanced Licenses.

  Simply purchasing a License isn't enough to equip an item or use a spell or
  Technick. You must also buy, find, or steal the item in addition to
  purchasing its License. Obviously, the same goes for buying items. You can't
  use the Broad Sword or the Fire spell or any other item until you purchase
  the appropriate License. To assist you in your item buying, though, you can
  easily tell if a character has the appropriate License before purchasing the
  item. When in a shop, scroll to an item. If the character's portrait at the
  top of the screen remains dim he or she does not have the License for that
  item. If the portrait lights up, the License has been purchased.

  As stated above there are five basic categories of Licenses. On the top board
  you have Magick Licenses (seperated into White, Black, Green, Time and
  Arcane), each Magick group has its own seperate Licenses; you also have
  Technicks (in the lower right of the board), Accessories (in the upper right)
  and augments (in the lower left) which are useful for a number of things such
  as HP bonuses and extra Gambit slots. On the lower board you have Licenses
  for weapons and armors. The weapons Licenses are on the left half of the
  board and are seperated into their distinct groups (swords, handbombs, etc.).
  The armors Licenses are on the right side of the board and are sub-divided
  into more particular groups: mystic armor, light armor, heavy armor, and
  shields.

  In addition to these basic categories you will also find 18 Mist Licenses
  (three for each character) and a number of Esper Licenses. Unlike standard
  Licenses the Mist and Esper Licenses can each be purchased by only one
  character. The Esper Licenses do not appear on the board until you have
  defeated the Esper itself but the Mist Licenses can typically be found in the
  various corners of the board. Once you purchase a Mist License, that square
  will disappear from other character's boards.

  The License Board allows for much more freedom in character development than
  the Sphere Grid of FFX. Whereas early on the Sphere Grid limited your
  choices in development and offered a fairly linear path, the License Board
  has no such restrictions. There is no 'best' path to take for any given
  character and if you do enough hunting you should have plenty of LP with
  which you can experiment.


===============================================================================
                                 II. Walkthrough
===============================================================================

   Here we are, the meat and potatoes. The Walkthrough. This is probably the
   most read part of any guide, so I've done my best to make it easily
   navigable. Instead of giving each area an individual sub-heading, I've
   broken the quest into separate 'adventures' or 'chapters' or whatever you
   would like to call them. Within each of these sub-headings you will find
   sub-sub-headings (!) for more particular areas. Get it? Good.

   Before we dive into it, though, here are a few final reminders:

     o Save every chance you get, there is no reason to skip Save Crystals.

     o Talk to the townsfolk. While not like the blabbering citizens found in
       Final Fantasies of yore, the inhabitants of Ivalice still have plenty
       to say worth listening to.

     o Steal, steal, steal. After the battle system, and plot, and Vaan's abs,
       the biggest complaint about the game is the difficulty in acquiring gil.
       You're unlikely to ever become very rich but stealing will certainly
       help line your pockets.

     o After completing major story events be sure to head back to Rabanastre
       to check the shops for the latest goods.

     o Do not sell your Teleport Stones. While not altogether 'rare', these
       items are fairly hard to come by. And the 100 gil you'll make by
       flipping one of these at a shop is hardly worth the hassle of re-
       crossing an overland or three because you don't have any Teleport
       Stones.

  Finally, I've done my best to keep the guide as spoiler-free as possible.
  area names are, for the most part, unavoidable but I've never heard anyone
  complain about that. I've indicated when characters join the group, either
  as guests or full-time, but that's about the extent of the 'spoilers'
  included below.

  Anyways, enjoy!

  Of course, if you have any questions or comments don't hesitate to shoot me
  an email at: danaelo[at]gmail[dot]com

-------------------------------------------------------------------------------
                             II-1.  Nalbina Fortress
-------------------------------------------------------------------------------

    Enemies in this area:
      o Imperial Magus
      o Imperial Swordsman

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  You begin the game controlling a fella named Reks. You'll be given a short
  tutorial by Basch on the basics of moving your character and the camera. Once
  you're ready, move ahead to the Dalmasca Soldier and press X to speak with
  him. Head to the gate and press X to enter.

  Once upstairs you'll engage in your first battle with an Imperial Swordsman.
  Your party members will take care of most of the work, but press X to
  bring up the Battle Menu and attack the enemy. Next your party will be
  attacked by a Remora; a mini-boss battle of sorts. Physical attacks are all
  you'll need here.

  Once he's out of the way continue heading north. As your party begins to
  encounter enemies, you have the option of fighting or escaping by holding R2.
  At this point, there isn't much point in either, so the choice is up to
  you. In this area you should pass two treasure chests, when you get close
  you'll hear a chime sound and a (!) will appear over Reks' head. To open the
  chests, simply approach and press X.

  Continue your way through the Fortress until you reach a Save Crystal. By
  approaching the crystal and pressing X your party's HP and MP will
  automatically be restored and you will be given the option to save your game,
  so do it. Keep moving ahead and Reks will be forced to take on three Imperial
  Swordsmen alone. No big deal, physical attacks will wipe them out. Head
  through the door above and watch the ensuing scenes.


-------------------------------------------------------------------------------
                                 II-2.  Rabanastre
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 1 Dire Rat

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  You now are in control of Vaan, our fey hero. The first order of business is
  eliminating the three Dire Rats. Again, simple physical attacks are all you
  need to worry about at this stage. Once you're on the streets above you'll
  need to find Migelo. Head south, if you can't get your bearings straight (it
  is a pretty large city) just hit select to bring up the city map. After
  speaking with Migelo you are allowed entry into most buildings, including
  shops and the Sandsea restaurant. Make your way to the Sandsea and inspect
  the bulletin board located on the wall across from the bar. After your
  conversation you will be given the Clan Primer and your first Mark, the
  Rogue Tomato. You will also watch a tutorial on Licenses, so the License
  option is added to the Party Menu. For more information on any of these
  subjects see the corresponding sections above.

  At this point, you're free to visit any of the shops, but you don't really
  have much business there now. The next order of business is to head to the
  northernmost section of the city and visit the Clan Headquarters. It's
  located directly opposite from the Gambit store in the northwest corner of
  the map. Speak with the Bangaa outside and you will be allowed entry. Head
  up the stairs and talk to, Montblanc, the Moogle standing on the banister.
  After the conversation, you are now a memeber of the Clan. Congratulations!
  For more information, check out the Clan section below.

  Once you've gotten all this out of the way, head to the Eastgate. If you're
  having trouble finding it just hit select and check the map. Speak with the
  guard and you'll be allowed passage to the outside of the city. Hit up the
  Save Crystal before you make your way out to the Estersand.


-------------------------------------------------------------------------------
                           II-3.  Dalmasca Estersand
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 1 Cactoid 
      o Lv. 2 Cactoid    
      o Lv. 2 Wolf       
      o Lv. 3 Wolf 

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.      

  The Estersand is a pretty expansive area and, as the enemies regenerate, it
  would be wise of you to do some hunting to level up Vaan and earn some loot.
  You can also check out the small outpost to the south but there's a sandstorm
  ahead and you won't be able to go any further. Whatever you decide to do
  here, avoid engaging the Tyrannasaurus. He won't attack your party unless 
  provoked but, if he is, your party will certainly be decimated.

  Your primary order of business here is the Rogue Tomato. You can find the
  little guy directly in front of the entrance to the area, he'll be dancing
  around on a small cliff. He's pretty much a pushover, just physical attacks
  will do the trick. After you reduce his HP to around 50%, he'll fall off the
  cliff and you'll have to go after him to finish the deal. Be careful, though.
  You'll be close to the Tyrannasaurus and the Rogue Tomato will attempt to
  lure you closer. After the battle you can stick around and do some hunting or
  head back to Rabanastre. One thing I'd like to point out if you decide on
  hunting here is to make liberal use of Vaan Steal Technick. The enemies in
  this area shouldn't be very difficult and gil is hard to come by -- every
  bit of loot helps. You should at least earn enough LP to purchase the
  license for Libra. Cure would be a welcome addition to your spell list,
  but remember to buy the spell at the spell shop also.

  Once you're back in Rabanastre, you need to return to the Sandsea to claim
  your reward. You can check out the board again for your second Mark, but
  unless you did some serious leveling up in the Estersand you probably
  should hold off for now.

  You now need to make your way to the Southern Sprawl of the Lowtown to
  speak with Daran. Head for the green stairs on your map. Daran instructs
  you to go to the Giza Plains, so run to the Southgate and out of the city.


-------------------------------------------------------------------------------
                               II-4.  Giza Plains
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 1 Giza Rabbit 
      o Lv. 2 Giza Rabbit
      o Lv. 2 Hyena        
      o Lv. 3 Hyena          
      o Lv. 3 Urstrix        
      o Lv. 5 Slaven
      o Lv. 20 Werewolf

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Once on the plains, go directly south and you'll reach a small outpost.
  Speak with the leader of the camp. After your conversation Penelo shows up
  to help you in your search for the missing kid. She also gives you some
  goodies, 2 Phoenix Downs and 3 Potions, and teaches you about the Gambit
  System. For more detailed instruction on Gambits, see the corresponding
  section above.

  Exit the camp to the south and you'll find Jinn on small area of the map
  near the Save Crystal. In order to get the Sunstone you need, you'll need
  to do a little work of your own. In making your way through the area,
  you've undoubtedly noticed the large, radiating rock formations. Once Jinn
  gives you the dark Sunstone, your job is to head towards the glowing rocks
  and draw their energy into your stone. There are three glowing rocks but
  you should only have to visit two to complete your task. The rocks are
  fairly easy to find, you need only to stop and rotate the camera across
  the horizon to see them. They are also located on your map.

  After charging the Sunstone, your party will end up back at the camp where
  you'll be given the stone along with a another goody bag of Potions and
  such. You'll also receive your first Teleport Stones, but more on them
  later. Now that you're finished you can head back to Rabanastre.

  In Rabanastre, you need to return to Daran's place in Lowtown. Penelo will
  leave your party now, but Daran gives you the tools and information you
  need for the next task. Make your way to Storage Room No. 5 (ED: This
  paragraph is being written from memory, so pardon me if the details are a
  bit fuzzy. I would gladly accept any clarification.), located in the
  Northsprawl of Lowtown. Be warned that once you head through the door, you
  won't be able to return. So be sure that you are sufficiently leveled and
  have plenty of Potions and the like.


-------------------------------------------------------------------------------
                          II-5.  Garamsythe Waterway
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 2 Dire Rat
      o Lv. 3 Dire Rat
      o Lv. 2 Steeling
      o Lv. 3 Steeling
      o Lv. 3 Ichthon 
      o Lv. 4 Ichthon 

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Garamsythe is our first expansive indoor dungeon, but don't be afraid of
  its size. For the most part, the waterway is fairly linear. Being that as
  it is, there isn't much guidance I can lend here. Just follow the straight
  path and keep an eye on your map and Vaan's health.


-------------------------------------------------------------------------------
                       II-6. Royal Palace of Rabanstre
-------------------------------------------------------------------------------

  You'll find Vaan in a small room with a Save Crystal and an urn. Save your
  game and open the urn to find a map of the area before moving to the next
  room. Move towards the stairs at the other end of the hall and you'll be
  stopped by a guard. Talk to the guy nearby and he will assist you in
  sneaking past the guard, just press square to lure him towards you. Once
  he begins to make his approach, walk (DON'T RUN) by slowly moving the left
  analog stick forward. Stay a good distance from him and you'll be able to
  ascend the stairs without incident.

  This next section can be a little tricky so I've created a rough
  illustration of what the area looks like.

                      A Crude Illustration of the Guard Maze:

                       __| |_________________| |       X   : Starting Point
                      *__ 4 _________________ 5|       *   : Destination
                         | |                 | |___    1-5 : Guards
                         | |                 |  ___    L   : Lion Signet
                       __| |_________________| |
                       __ 3 ________L________  |
                         | |                 | |___
                         | |                 |  ___
                       __| |_________________| |
                      X__ 1 _________________ 2|
                         | |                 | |
                         | |                 | |
                         | |_________________| |
                         |___________________  |___
                                             |  ___
                                             | |
                                             | |___
                                             |_____

  What you'll need to do is clear the path by yelling at the guards with the
  square button. When you do they will follow you a short distance. First
  pull the guards at [1] down. Then have the guards at [2] follow you to
  where the guards at [1] previously were. Head up to the [L] and activate
  the Lion Signet with the Crescent Stone. You'll be shown the exit, now you
  just have to find it. Draw the guards at [3] east and the guards at [4]
  south and you'll be able to head for the secret passage. You can't fight the
  guards and if you are caught you'll simply restart the area with all guards
  in their initial positions.

  Here there is a hidden switch on the left wall that will open the door on
  the right. Hit the switch, walk through the door, and watch the following
  scene.


-------------------------------------------------------------------------------
                         II-7.  Garamsythe Waterway
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 2 Dire Rat
      o Lv. 3 Steeling
      o Lv. 4 Steeling
      o Lv. 5 Steeling
      o Lv. 5 Gigantoad
      o Lv. 6 Gigantoad    
      o Lv. 6 Ghost
      o Lv. 7 Ghost
      o Lv. 5 Imperial Sw.

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Back in the Waterway Balthier and Fran join the party. Hit up the Save
  Crystal and descend the stairs to learn more about Gambit functions.
  Again, the Waterway is a pretty straightforward affair, so there isn't
  much explaining to be done. Just continue heading south and keep your eyes
  and ears open for treasure.

  Ashe will join the party as a guest and you'll have to fight an Imperial
  Swordsman. No big deal. Before moving to the next room, though have your
  party prepared for a pretty tough fight.

    BOSS FIGHT: Flan (x4)

    The Flans won't deal an extrodinary amount of damage but they can take
    plenty. They're weak to Fire spells, so have Fran lay into them. The
    smaller Flans will heal the larger one, so take them out first to make the
    battle much easier. After the battle move onward for another boss fight.

    BOSS FIGHT: Firemane

    Unlike the Flans, Firemane is strong against Fire and weak against Ice, so
    avoid Fran's Fire spell. His most powerful attack will damage all
    characters with Fire magic and may inflict Poison. If that happens, use
    Antidotes and Cure spells to replinish HP, Potions should come in handy
    also.

  There is a pretty lengthy scene that plays out after you defeat Firemane
  so sit back and enjoy.


-------------------------------------------------------------------------------
                             II-8. Nalbina Dungeon
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 6 Imperial Magus
      o Lv. 8 Imperial Magus
      o Lv. 8 Imperial Hoplite
      o Lv. 9 Imperial Hoplite
      o Lv. 7 Imperial Marksman
      o Lv. 8 Imperial Swordsman
      o Lv. 8 Imperial Swordsman

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  You'll be greeted with another fairly long scene before being thrown in
  the ring with three Seeq guards. Unfortunately, you won't have any
  equipment so you'll have to take them out bare-handed. After the battle
  you will eventually regain your lost equipment before being given control
  of the party.

  Make your way through the dungeon, taking out as many guards as you can.
  They don't put up much of a fight and there are lots of good items to
  steal. Once you reach the door to Barheim Passage, head through and you'll
  meet Basch. He'll join your merry tribe as a guest. Now move on to the
  next area.


-------------------------------------------------------------------------------
                          II-9.  Barheim Passage
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 7 Battery Mimic
      o Lv. 7 Bomb
      o Lv. 8 Mimic
      o Lv. 7 Seeker
      o Lv. 8 Skeleton
      o Lv. 7 Steeling
      o Lv. 8 Suriander
      o Lv. 9 Suriander
      o Lv. 6 Tiny Battery
      o Lv. 7 Tiny Battery
      o Lv. 7 Tiny Mimic
      o Lv. 8 Timy Mimic
      o Lv. 7 Zombie

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Until now your adventuring has been pretty straightforward. The dungeons
  haven't had many tricks to them and, for the most part, it has been a short,
  straight shot from beginning to end. The Barheim Passage is hardly a
  labyrinth, but it is likely the first challenging dungeon you'll face.

  From your starting point head through the passage until you reach an area
  with a large mechanical structure on a platform. Examine the platform and
  you'll find a busted switch. Spiral on down to the bottom of the room and
  your party will encounter a Bangaa merchant. In addition to stocking up on
  Potions and the like, you will receive a Tube Fuse from the peddler. Haul
  back to the broken contraption and use the fuse to turn on the power. You can
  now head back to the large gate and open it. The merchant will explain to you
  that while you were able to restore power to the area, there are enemies in
  the passage slowly feasting on the power grid. And you don't want the lights
  to go out in a place like this. Also, opening gates, such as the one in front
  of your party, will drain the power by 30%. So to keep the power coarsing
  through the cave, you'll need to defeat the enemies sucking the juice from
  the lines, known as Battery Mimics. Not as hard as it might sound though, the
  guys are pretty much pushovers and are clearly indicated on your map. When
  you destroy a Battery Mimic he will return the energy he stole to the power
  lines, thus restoring your meter to 100%.

  So when your party comes across a Battery Mimic, ignore any other beasts in
  the area and concentrate the whole of your efforts on the Mimic. It isn't
  likely to happen, but if you let the power meter reach 0% some pretty nasty
  monsters will come out and it'll be pretty tough sailing.

  Despite the added complexity of the Battery Mimics, the Barheim Passage
  doesn't offer much difficulty in the way of tricky navigation. I'll just hit
  the highlights here.

  In the area 'Great Eastern Passage' (check your map for area names) the road
  splits. If you head to the right you'll find a dead end with a small overlook
  to the path below. You may or may not notice an urn down there, so head back
  down and around to the other side of the overlook. Pop open the urn and you
  will find the completed map of the dungeon. Now that you have the map in your
  inventory you will see the Battery Mimics marked with exclamation marks.

  Also on your map you will see a purple icon that looks like a set of gears.
  This is the icon for a switch, get used to seeing those because you'll find
  them in most dungeons. Head towards the area with the switch and activate it
  by pressing the X button. The large gate will open, again draining 30% of the
  power, so make sure you have defeated all the Battery Mimics in your path. If
  you miss one, it will continue draining power until the meter reaches zero.
  When the gate opens, you will encounter a pair of Bombs. Unless you've done
  plenty of leveling already, it is probably in your best interest to avoid
  these guys. They are fairly strong and if you can't defeat them they will
  self-destruct, inflicting a lot of damage.

  Continue onward until your encounter a dead Imperial. Basch will swipe the
  guard's gear, becoming a pretty strong character in the process. From here,
  just keep moving south until you reach the Save Crystal. Logic tells us that
  where there's a Save Crystal there is likely a boss ahead so let's make sure
  you're ready. If you haven't been using Gambits up to this point, it's a good
  idea to set them up now. I like to set my party leader (typically Vaan) to
  auto-attack the nearest foe, but I usually just control his actions myself.
  The other members of your party should be set to heal first and attack the
  party leader's target second. The boss ahead can poison your party, so it's
  a good idea to have plenty of Antidotes in tow. Once you're ready. Head to
  the next room for the fight.

    BOSS FIGHT: Mimic Queen

    The Mimic Queen alone is a pretty strong enemy; she doesn't attack much,
    but her HP is fairly high. The real struggle in this fight is the barrage
    of Tiny Mimics she releases. These little guys are rather weak but, like
    their big brothers the Battery Mimics, they will suck the power from the
    exposed cables lining the wall. Your first priority should be taking out as
    many of the Tiny Mimics as you can so the power stays on. Leaving one or
    two behind and focusing on the Mimic Queen isn't a bad idea, just be
    prepared for her to release more. Avoid using Thunder, it will heal the
    Mimic Queen and the Tiny Mimics. Blizzard does extra damage to her so if
    you purchased the spell from the Bangaa merchant, use it liberaly.

  After the battle your party will exit the Passage to the Estersand.


-------------------------------------------------------------------------------
                   II-10.  Dalmasca Estersand / Rabanastre
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 8 Cactoid
      o Lv. 7 Cockatrice
      o Lv. 8 Cockatrice
      o Lv. 9 Ichthon
      o Lv. 6 Wolf
      o Lv. 7 Wolf

  Back in the Estersand, you want to make your way to Rabanastre to the
  southwest. If you like, however, you can head north where you'll find a small
  camp. There you can activate the Teleport Crystal and purchase the map to the
  area. There is also an item shop in the camp if you need to stock up on
  supplies. Whatever you decide, your next stop is Rabanastre.

  Your party members will temporarily leave once you get back to the city.
  After watching a few scenes, you'll need to re-unite the group. Your first
  order of business is to head to Migelo's to locate Pinelo. No luck there, so
  go down to Dalan's in Lowtown. After your conversation, go the western part
  of Lowtown where you'll find a fellow named Balzac sitting on some boxes.
  Speak with him and he'll permit you passage into the back room. After the
  scene Basch returns to your party. Go back to the surface and cross the city
  to the Sandsea. If you don't feel like walking, you can now use the Moogling
  service near the Teleport Crystal at the southgate. Just talk to the Moogle
  and you will be able to teleport through the city. However you decide to get
  there, once you're in the Sandsea walk to the balcony area and speak with
  Balthier. A short scene plays out and your party is now back in order.

  You have some free time before your next task, so do some shopping if you'd
  like. Once you're ready head to the Aerodrome and speak with Balthier inside
  to move on.


-------------------------------------------------------------------------------
                            II-11.  Skycity Bhujerba
-------------------------------------------------------------------------------

  More scenery ahead, eventually Larsa will join your party as a guest. You
  can't do much shopping yet but you can pick up maps of the city and the Lhusu
  Mines from the Moogle. Keep heading east until you reach the mines.


-------------------------------------------------------------------------------
                             II-12.  Lhusu Mines
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 09 Skeleton
      o Lv. 11 Skeleton
      o Lv. 08 Skull Defender
      o Lv. 09 Skull Defender
      o Lv. 10 Skull Defender
      o Lv. 11 Skull Defender
      o Lv. 10 Slaven
      o Lv. 07 Steeling
      o Lv. 08 Steeling

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  The Lhusu Mines, like previous dungeons, is a straightforward shot. Its a
  pretty big place, but impossible to get lost in so just keep heading
  straight. Be sure to use Libra on one of your party members here. In addition
  to learning more about your enemies you can see traps on the floor. The
  Lhusu Mines is the first dungeon with traps so avoid the red glowing pillars
  unless you're a glutton for pain. If you're in the mood this is a great place
  for hunting. The enemies aren't too strong and you can steal some pretty
  valuable items, Bone Fragments, from the Skeletons.

  After making your way through the dungeon you'll encounter Ba'Gamnan and his
  friends. Technically this is a boss fight but you don't have to stick around
  for it. Just hold down R2 and run in the direction from whence you came.

  After escaping the Bangaas you can stick around and do some more hunting or
  head back up to Bhujerba; the choice is yours.


-------------------------------------------------------------------------------
                          II-13.  Skycity Bhujerba
-------------------------------------------------------------------------------

  Back in Bhujerba you need to spread word that Basch is alive. You do this by
  simply running through the streets with Vaan and pressing the square button
  to shout some pretty silly lines at the townsfolk. There is meter in the top
  right corner of the screen that will show your propaganda progress,
  ultimately you want to get the meter to 100%. The easiest way to do this is
  to talk to crowds of two or three people. Be on the look out for guards,
  though. If you shout your message near one of them you meter will decrease
  significantly.

  Once you reach 100% you are allowed an audience with the Marquis. Simply
  check your map to find his residence; it's on the north edge of the city.
  When you get to the gate, speak with the guard and your party will be granted
  entry. After the scene your group will be aboard the Dreadnought Leviathan.


-------------------------------------------------------------------------------
                         II-14.  Dreadnought Leviathan
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 11 Judge
      o Lv. 09 Imperial Gunner
      o Lv. 11 Imperial Hoplite
      o Lv. 12 Imperial Hoplite
      o Lv. 10 Imperial Magus
      o Lv. 10 Imperial Swordsman
      o Lv. 11 Imperial Swordsman
      o Lv. 11 Mastiff

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Aboard the airship the very strong Vossler will join your party as a guest.
  After the scene plays out hit up the Save Crystal and grab the map from the
  nearby urn. Your objective is to reach the northern section of the ship. You
  can check the destination on your map. While running through the area you are
  bound to encounter a series of laser sensors. Passing through these sensors
  will sound the alarm and alert the guards for a short time. Really, this is
  only a benefit unless you are adverse to combat; the enemies are fairly weak
  and you will only encouter Imperials. This allows for some pretty high chains
  in this area -- I believe my first 50 and 100 chains came here. You can do
  plenty of leveling by just running back and forth through the lasers and
  waiting for the guards to show up.

    BOSS FIGHT: Judge (x2), Imperial Swordsman (x3), Imperial Magus

    Upon arriving at your destination you will be forced into battle with a few
    judges and Imperials. The judges can prove to be a tough match but if you
    take out the Imperials first, the much stronger judges will less of a
    hassle.

  After the battle you receive a cell key for the room ahead. In the second
  cell on the right, you will find Ashe. There is also a Save Crystal and a
  Moogle merchant in the adjacent cells so make use of them. In the cell with
  the Save Crystal you will also find the System Access Key, be sure to grab
  that.

  Now that you've assisted the princess in her escape the alarm will sound
  permanently. Again, I suggest you take advantage of this and route the swarms
  of Imperials you'll encounter to rack up some mighty long chains.

  Check your map for the location of the System Control Room, which you should
  have already passed through. Inside you will also see two panels marked on
  your map. Approach one and use the System Access Key. The alarm is
  deactivated for 60 seconds, giving you just enough time to make your escape.
  With the alarm off, head west and Vossler will leave your party. Penelo
  rejoins the group though, so you now have all six members in tow. Before you
  have proper time to catch-up with one another, though, you are thrown into
  battle with Judge Ghis.

    BOSS FIGHT: Judge Ghis, Imperial Swordsman (x3)

    Ghis brings along a few Imperials so, like most boss battles with auxillary
    targets, take out the guards first. Once you're able to concentrate your
    efforts on the judge, there isn't much too worry about. He has a few
    particularly strong effects -- Aero can deal some serious damage to all
    allies in range -- so keep an eye on your HP or, better yet, make use of
    Gambits to auto-heal your buddies. Ghis doesn't have any real weaknesses
    and is immune to Libra so just keep banging on him until he gives way.

  After the battle your party will return to Bhujerba. Speak to the guard in
  front of Ondore's when you're prepared to leave; I would certainly recommend
  selling the loot you picked up in the Leviathan and stocking up first,
  though. When you're ready to leave just speak to the guard and you'll be off
  to the Olgr-Yensa Sandsea.


-------------------------------------------------------------------------------
                          II-15.  Ogir-Yensa Sandsea
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 11 Alraune
      o Lv. 12 Alraune
      o Lv. 13 Alraune
      o Lv. 11 Danbania
      o Lv. 12 Danbania
      o Lv. 13 Danbania
      o Lv. 12 Urutan-Yensa
      o Lv. 13 Urutan-Yensa
      o Lv. 14 Urutan-Yensa
      o Lv. 15 Wyvern

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  The Ogir-Yensa Sandsea, and the Nam-Yensa Sandsea which follows it, is a
  very large area. There are two paths to take you to the next area, one to the
  north and one to the south. You can take either with little consequence,
  however, by taking the southern route you will stumble upon a useful Teleport
  Crystal, so I recommend going that way. Whatever way you decide to go,
  Vossler will show up and rejoin the party before you get too far. The enemies
  in Ogir-Yensa are perhaps a bit stronger than what you may be accustomed to.
  The rewards for fighting them are manifold, though. You can again hit some
  pretty high chain levels and they have valuable items to steal. If you
  haven't stealing loot up to this point, now is the time to start.

  As you cros the Ogir-Yensa you may come across an area called Zeltinian
  Cavern. The monsters there are light years ahead of your party at this point,
  so just steer clear for now; you'll be back later. For the most part just
  keep heading west until you reach the Nam-Yensa Sansea.


-------------------------------------------------------------------------------
                          II-16.  Nam-Yensa Sandsea
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 14 Alraune
      o Lv. 13 Axebeak
      o Lv. 15 Axebeak
      o Lv. 14 Bagoly
      o Lv. 15 Bagoly
      o Lv. 16 Bagoly
      o Lv. 12 Bull Danbania
      o Lv. 11 Danbania
      o Lv. 12 Danbania
      o Lv. 16 Urutan Eater
      o Lv. 13 Urutan-Yensa
      o Lv. 14 Urutan-Yensa
      o Lv. 17 Wyvern
      o Lv. 15 Yensa
      o Lv. 16 Yensa
      o Lv. 17 Yensa

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  In the northeast section of the Nam-Yensa you can find a Save Crystal and a
  distressed Moogle. Speak with the little guy and he'll inform you of an
  Urutan Eater causing trouble nearby. Head back to the previous area and you
  should immediately spot the beast in combat with a group of Yensas. Defeat
  the Urutan Eater and return to the Moogle. He will direct you to the Yensas
  who informed him of the trouble, they are back to the east of the Moogle.
  Head back that way until you find them (you can't miss them) and after the
  scene return yet again to the Moogle. You will be rewarded for your efforts
  with an Ixiro Fruit, hold on to that for later.

  Now make your way through the Nam-Yensa, moving southwest. You will
  eventually come across a merchant who will offer to heal your party and allow
  you to save your progress. After taking care of business here, it's on to the
  Tomb of Raithwall.


-------------------------------------------------------------------------------
                         II-17.  Tomb of Raithwall
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 16 Lesser Chimera
      o Lv. 17 Lesser Chimera
      o Lv. 18 Lich
      o Lv. 18 Lich
      o Lv. 17 Lost Soul
      o Lv. 18 Lost Soul
      o Lv. 16 Ragoh
      o Lv. 17 Ragoh
      o Lv. 18 Ragoh
      o Lv. 15 Seeker
      o Lv. 16 Seeker
      o Lv. 17 Skull Warrior
      o Lv. 18 Skull Warrior
      o Lv. 16 Zombie
      o Lv. 18 Zombie
      o Lv. 16 Zombie Mage
      o Lv. 17 Zombie Mage
      o Lv. 18 Zombie Mage

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

    BOSS FIGHT: Garuda

    Surprise! You are greeted at the front door by Garuda, a pretty tough boss.
    He is probably your first flying enemy which can provide some headaches if
    you try to use melee attacks. If you haven't already, simply sub-in to your
    party anyone with a long-range weapon (bows, guns, etc). Assuming you took
    the time to pick up the Ixiro Fruit, use it on Garuda to make the fight a
    bit easier.

  After the battle, the merchant from the Nam-Yensa will be at the bottom of
  the stairs. You can either buy items from him or use the Teleport Crystal at
  the top of the stairs to zap back to Rabanastre. Either way, save your game
  using the crystal and activate the Way Stone beside it to head inside.

  Inside you will immediately see another Way Stone but it isn't active yet, so
  mosey down the stairs where your party will encounter the ever-annoying boss
  of Final Fantasies past, the Demon Wall.

    BOSS FIGHT: Demon Wall

    To make a long story short, there are actually two Demon Walls. The one
    staring at you now and the one in the next room. Both are pretty strong
    foes, but the second has a much shorter distance to cover before your party
    is crushed. I suggest running from the first Demon Wall (just hold down R2,
    there is a door behind your party) and taking on the second Demon Wall.

    Really, though, the second Demon Wall is blocking your exit so you are
    forced to defeat him. Luckily you have much more time do so than with the
    first. He has a pretty high HP, but laying into him with physical attacks
    will get the job done. Having plenty of Eye Drops or, better yet, Remedies
    will come in handy as the Demon Wall can drop a litany of status effects on
    your allies.

    If you decided to stick around and fight the first Demon Wall, your efforts
    will not be without reward. After he is defeated approach the shining spot
    on the wall behind his previous position and two bridges will be raised.
    Head down one of the bridges to pick up some treasure.

  After defeating the second Demon Wall head up and into the next room. Here
  you will find three Way Stones, the center stone will transport your group
  back to the entrance but the flanking stones are deactivated for now. Behind
  the center stone there is an urn with the dungeon map, so be sure to snag it.
  Bring up the map and you will see two rather large, winding corridors to
  either side of the center platform you are currently on. You will eventually
  need to explore both, but it doesn't matter where you start. In the center of
  each corridor you will find an altar with a glowing stone and a Way Stone
  that will return your party to the center platform. After activating the
  second glowing stone the path to the back area will open. Follow through the
  next two areas and you will happen upon Belias, your first Esper battle. It
  can be a demanding battle -- this was the first time my party was wiped out
  -- so you may want to teleport back outside the tomb to heal and save your
  progress. You also want to stock up on hankerchiefs if you haven't already.

    BOSS FIGHT: Belias

    This fight can be a real pain in the neck if you don't approach it
    properly. Such was the case for me the first time I was here. Being of the
    firey persuasion, Belias is weak against Ice spells so make good use of Ice
    if you have it. The thing to look out for is his Firaja attack (basically a
    level 4 Fire spell); it not only causes massive damage but will inflict its
    victims with the Oil status, making them even more vulnerable to fire. Use
    your prefered method of dealing with Oil, I suggested hankerchiefs above.
    It is possible to avoid the attack by moving out of range, so keep an eye
    on the Combat Log. When he prepares Firaja, run. There are two treasure
    chests to either side of the area. I'm not sure if they are randomly
    generated but I believe both times I fought Belias they were an Elixir and
    a Phoenix Down. Just make sure your characters' HP stays in the 400 range
    to avoid being K.O.'d by Firaja.

  After the battle, the Belias License will appear on your License Board. Any
  ally can purchase the License, so assign it as you see fit. For more on
  Licenses and/or Espers, see the above sections.

  Now continue past the door previously blocked by Belias. You'll receive the
  Dawn Shard after a short scene. You can now exit the Tomb using the Warp
  Stones which are all activated now. Outside another scene will play out and
  Vossler will leave your party.


-------------------------------------------------------------------------------
                          II-18.  Airship Shiva
-------------------------------------------------------------------------------

  Inside the ship another, much longer, scene will take place before you are
  thrown into battle with the maligned Vossler.

    BOSS FIGHT: Vossler, Imperial Swordsman (x3)

    Much like the Judge Ghis battle before, this fight is much easier if you
    take care of the guards first. Fran will be in berserk status unless she is
    K.O.'d and subsequently revived so you probably won't have control of her.
    As his HP decreases, Vossler becomes increasingly more difficult. His
    attack increases and he may cast Reflect on himself. With Reflect, your
    spells are useless so keep an eye on that.

  After the battle you'll watch one of the coolest scenes yet before returning
  to Rabanastre.


-------------------------------------------------------------------------------
                      II-19.  Rabanastre / Giza Plains
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 18 Hyena
      o Lv. 19 Hyena
      o Lv. 18 Ichthon
      o Lv. 19 Ichthon
      o Lv. 20 Ichthon
      o Lv. 21 Ichthon
      o Lv. 19 Gigantoad
      o Lv. 20 Gigantoad
      o Lv. 20 Great Tortoise
      o Lv. 21 Great Tortoise
      o Lv. 21 Wooly Gator

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Back in Rabanstre you should have gil to spare so spend it wisely. I suggest
  one of two routes: either buy as many top-shelf weapons and armors as you
  can afford or stock up on all the basick Magicks you don't yet have (Fire,
  Ice, Lightning, Esuna, Shell, and Protect are all useful in the areas ahead).

  The Giza Plains area is now in its rainy season so it not only looks much
  different than before but the monsters have become more difficult
  accordingly. Head southwest to reach the next area, the Ozmone Plain. If you
  encounter an enemy that looks like a shiny ball of lightning, run. This is
  an elemental and he will decimate your party.


-------------------------------------------------------------------------------
                            II-20.  Ozmone Plain
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 19 Black Chocobo
      o Lv. 20 Black Chocobo
      o Lv. 21 Black Chocobo
      o Lv. 22 Hybrid Gator
      o Lv. 20 Mesmenir
      o Lv. 21 Mesmenir
      o Lv. 19 Ozmone Hare
      o Lv. 20 Viper
      o Lv. 21 Viper
      o Lv. 21 Wu
      o Lv. 22 Wu
      o Lv. 23 Zaghnal
      o Lv. 21 Zu
      o Lv. 22 Zu

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  The Ozmone Plain is littered with much tougher enemies than any you have
  previously encountered and, to compound the situation, they tend to travel in
  packs. I suggest picking a few fights in the first area where there aren't as
  many large groups of foes. If you can handle the beasts with little problem,
  you should be OK here; if not, there is no shame in running straight through
  this area without fighting anything.

  Either way, continue south. You are likely to encounter a Garif warrior
  battling enemies, the same guy you might have seen previously in the Giza
  Plains. He won't interact with your party, but feel free to join in the
  fight. Keep making your way south and you will eventually come across Jahara.


-------------------------------------------------------------------------------
                              II-21.  Jahara
-------------------------------------------------------------------------------

  Inside the village you will find a Teleport Crystal, so make use of it. Speak
  with the guards at the gate and you will eventually be allowed to enter the
  town. There isn't a lot happening here, you can check out the merchant if you
  like but the primary goal in Jahara is to advance the story. You'll need to
  do a bit of running around so first head west to speak to an elder. He isn't
  much help but you'll be given an item. On the far east of the town you can
  hand over the item to the War-Chief to trigger the next scene.

  After the scene, Larsa will join as a guest again. You can leave town now
  but before you do, speak with the Moogle outside to purchase a map of the
  Ozmone Plain. You are also allowed free rental of a Chocobo, which makes
  traversing the plain much easier. Using the Chocobo is optional for now, but
  you will need him later so go ahead and hop on.

  Back on the Ozmone Plain, head west to reach the Golmore Jungle. Outside
  there is another Save Crystal.


-------------------------------------------------------------------------------
                           II-22.  Golmore Jungle
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 23 Gargoyle
      o Lv. 24 Gargoyle
      o Lv. 37 Hellhound
      o Lv. 38 Hellhound
      o Lv. 22 Malboro
      o Lv. 23 Malboro
      o Lv. 21 Panther
      o Lv. 22 Panther
      o Lv. 23 Panther
      o Lv. 24 Treant

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  This place can get a little tricky with its winding paths, but most areas
  are blocked off so you are forced down the only open path to the south. There
  are also a number enemies who can deal out some nasty status effects so make
  sure you have Esuna and/or plenty of items handy. In the second area you will
  find a strange seal blocking your path. One thing leads to another and your
  party winds up in Eruyt Village, home of the Vieras.


-------------------------------------------------------------------------------
                          II-23.  Eruyt Village
-------------------------------------------------------------------------------

  Inside the village you'll find a Teleport Crystal and the same Moogle
  merchants you met inside the Dreadnought Leviathan. Take care of any business
  you might have and advance into the village. It's pretty much a straight shot
  here, just keep ascending the tree path until you reach the top. There will
  be a short scene and you will be informed of your next destination: the Henne
  Mines. After you are finished here, exit the Golmore Jungle and return to the
  Ozmone Plain.


-------------------------------------------------------------------------------
                           II-24.  Ozmone Plain
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 19 Black Chocobo
      o Lv. 20 Black Chocobo
      o Lv. 21 Black Chocobo
      o Lv. 22 Hybrid Gator
      o Lv. 20 Mesmenir
      o Lv. 21 Mesmenir
      o Lv. 19 Ozmone Hare
      o Lv. 20 Viper
      o Lv. 21 Viper
      o Lv. 21 Wu
      o Lv. 22 Wu
      o Lv. 23 Zaghnal
      o Lv. 21 Zu
      o Lv. 22 Zu

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Outside you will encounter a pair of defeated Imperials. Speak with the one
  on the left, give him a potion and you'll be allowed to make use of his
  Chocobo. Exit to the next area of the plain. The entrance to the Henne Mines
  is 'hidden'. That is, you can only access it with the Chocobo and if you
  aren't paying attention, you are liable to run past it. Don't worry about the
  Chocobo timer or the speed bursts; you have plenty of time to find your
  target and using speed bursts may cause you to miss the hidden path. In this
  area you want to head south and hug the rock barrier on the left. You should
  eventually notice a small thicket with Chocobo tracks outside. These Chocobo
  tracks indicate an area only accesible when riding the big chickens.

  On the other side of the Chocobo path you should see the Henne Mines straight
  ahead. Aproach the entrance and hop of your feathered friend to continue.


-------------------------------------------------------------------------------
                            II-25.  Henne Mines
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 24 Jelly
      o Lv. 25 Jelly
      o Lv. 24 Nightmare
      o Lv. 25 Nightmare
      o Lv. 23 Redmaw
      o Lv. 24 Redmaw
      o Lv. 22 Seeker
      o Lv. 23 Seeker
      o Lv. 23 Thunderbug
      o Lv. 25 Thunderbug
      o Lv. 26 Tyranorox

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  The Henne Mines are much like previous underground adventures, insofar as
  that your party is offered a relatively staightforward path. You will also
  find a number of switches that are imperative to your progress. Each switch
  will activate a set of doors. Each door is designated by a light alternating
  from red to blue, by flipping a switch you raise one door while
  simultaneously closing another door. Hitting the switch will also bring about
  a large group of Flans so don't go swatting the swtiches all willy-nilly.

  I may have made that sound a bit more complicated that it really is. You can
  progress through the mines rather easily by just hittin each switch as you
  come to it and then advancing through the opened door. There is an urn with a
  map inside, but you don't need it much and to find it you'll have to fight
  your way though several groups of Flans. Here the costs outweigh the
  benefits.

  Making your way through the area you will come across a pair of
  Tyrannasaurases (remind me to spell check that eventually). There will be
  one to the right and one to the left. You most likely can't deal with either
  so just run by them. You'll need to get past the one to the left to reach the
  last area of the dungeon.

  Inside you'll find a Teleport Crystal so you know something large and scary
  waits around the next corner. It is, in fact, another boss fight. If you have
  trouble with the battle, you can use the Teleport Crystal to warp out of the
  mines and do some leveling up and/or shopping.

    BOSS FIGHT: Tiamat

    Tiamat is, in some ways, similar to Belias but much easier. His attack
    seems to come slowly but it can deal a mighty blow. Having Vaan or Basch
    equipped with an Iron Hammer seemed to help my efforts. He can cast Stone
    so have Esuna, Stona, or Golden Needles ready. His Aero attack will cause
    significant damage to all allies in range but it isn't as worrisome as
    Belias' Firaja spell. Larsa is probably your greatest asset in this battle,
    he has an infinite number of Hi Potions so you would be wise to keep him
    alive. The easiest way to take Tiamat out quickly is using Quickening
    Chains. At this point every member of your party should have at LEAST one
    Mist ability. When I fought Tiamat each of my characters had two, except
    for Ashe, and Vaan, Basch, and Balthier had three. If you find yourself
    without many Mist abilities, it would be wise to earn some LP and purchase
    as many as you can before this battle.


-------------------------------------------------------------------------------
                          II-26.  Golmore Jungle
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 36 Couerl
      o Lv. 38 Couerl
      o Lv. 27 Diresaur
      o Lv. 28 Diresaur
      o Lv. 23 Gargoyle
      o Lv. 23 Gargoyle
      o Lv. 22 Great Marlboro
      o Lv. 37 Hellhound
      o Lv. 38 Hellhound
      o Lv. 39 Hellhound
      o Lv. 22 Malboro
      o Lv. 23 Malboro
      o Lv. 21 Panther
      o Lv. 22 Panther
      o Lv. 23 Panther
      o Lv. 24 Treant

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Your party will return to Eruyt Village to tie up some loose ends. Once you
  are finished there, exit to the Golmore Jungle and head through the seal
  that was previously blocking your progress. You'll find a small area with a
  Teleport Crystal, so you know what that means.

    BOSS FIGHT: Elder Dragon, Treant (x2)

    I've heard a lot of people complain about the difficulty of this battle;
    while I did find it challenging, I was able to defeat the beast in my first
    try. Obviously I'm not braggin here, if you've been following the guide
    you've read that I met my demise at much earlier bosses.

    There are two central issues in dealing with the Elder Dragon. The first
    and most obvious is the the two Treants on his side. The Treants aren't
    difficult enemies by any means but their HP is a bit on the high side. As
    you have surely learned by now, taking out the Treants first will make the
    balance of this battle much more easy-going.

    The second issue with here is the Elder Dragon's main attack. When
    used, a barrage of status effects will be dumped on your poor, innocent
    party members. You'll see a combination of blind, confuse, silence, sap,
    and oil when he unleashes the attack; I'm not certain but it seems to come
    as you reduce his HP to 75%, 50%, 25%. Don't quote me on that though. Using
    Esuna will take care of most of your problems, but you'll need plenty of
    hankerchiefs to deal with the oil. If you don't cure the oil effect, your
    party members will certainly be knocked out by his powerful Fireball
    attack. Regen comes in handy also.

    Using two Quickening chains will do a lot of damage, it isn't enough to
    knock him out but it will eat away at most of his HP. Having allies with
    long-range weapons is a plus also, as they can avoid most of his physical
    attacks and keep their HP intact. Really, though, this fight is just a
    battle of attrition. Use your Quickening chains and keep your allies
    status-free and well-healed.

  After the battle head east to exit the jungle.


-------------------------------------------------------------------------------
                         II-27.  The Paramina Rift
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 28 Baritine Croc
      o Lv. 25 Dark Skeleton
      o Lv. 26 Dark Skeleton
      o Lv. 25 Lizard
      o Lv. 25 Skull Knight
      o Lv. 26 Skull Knight
      o Lv. 27 Slaven Warder
      o Lv. 28 Slaven Warder
      o Lv. 24 White Wolf
      o Lv. 25 White Wolf
      o Lv. 25 Wild Onion
      o Lv. 26 Wild Onion
      o Lv. 27 Yeti
      o Lv. 29 Yeti

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Just your general, run-of-the-mill battleground. There are some tough
  monsters lurking here so you can do some decent leveling if you'd like, just
  be sure to avoid the Ice Elemental. Your destination is to the northeast. 
  Paramina Rift is pretty big and there are exits to other areas, so don't get 
  lost.


-------------------------------------------------------------------------------
                          II-28.  Mt. Bur-Omisace
-------------------------------------------------------------------------------

  Before you actually reach the temple you'll find a small area with a few 
  merchants, including a Moogle selling maps to the area, and a Teleport 
  Crystal. The only item necessary to further exploration is the Ice Shield;
  buy as many as you can if you don't already have some. When you're ready, 
  head through the next two areas to reach the temple. Inside a scene will
  play out and you'll be ready to head to the Stilshrine of Miriam.

  Leave Mt. Bur-Omisace and head south through the Paramina Rift to reach the 
  shrine.

  
-------------------------------------------------------------------------------
                       II-29.  Stilshrine of Miriam
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 28 Balloon
      o Lv. 29 Balloon
      o Lv. 27 Blood Gigas
      o Lv. 28 Blood Gigas
      o Lv. 29 Blood Gigas
      o Lv. 30 Darkmare
      o Lv. 29 Dragon Aevis
      o Lv. 30 Dragon Aevis
      o Lv. 31 Dragon Aevis
      o Lv. 26 Facer
      o Lv. 27 Facer
      o Lv. 29 Facer
      o Lv. 27 Ghast
      o Lv. 27 Ghoul
      o Lv. 28 Ghoul
      o Lv. 29 Ghoul
      o Lv. 29 Miriam Facer
      o Lv. 28 Miriam Guardian
      o Lv. 26 Redmaw
      o Lv. 27 Redmaw
      o Lv. 27 Zombie
      o Lv. 28 Zombie
      o Lv. 27 Zmobie Warrior
      o Lv. 28 Zombie Warrior
      o Lv. 29 Zombie Warrior

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Take the long straightaway to reach the entrance of the temple. There is a
  Teleport Crystal just outside, so use it to save your game. Inside the first
  large area there are stairs to either side leading down to locked doors,
  there is also a waystone at the back of the room but it is also out of
  commision for now. You'll need to make your way to the center of the room
  where you'll find a pedestal. Simply touching the pedestal will have no
  effect, expect to waken the sleeping zombies behind your party. Equip the
  Dawn Shard to your party leader and touch the pedestal to be transported to
  the next room.

  Here you'll encounter some pretty tough enemies. Fight your way through them
  and down the stairs where you'll come across what looks like a crystal. Upon
  approaching it, however, you will realize it's a trap. Defeat the crystalbug
  and it will transform into a Save Crystal. Make use of it and head down to
  the next room. More Blood Gigases await, so dispose of them; when the path
  splits head left, the door to the right is locked for now. Head straight,
  take out the tough Darkmare and approach the large round block to open the 
  locked door behind you. In the room you will find a Way Stone, approach it
  and your party will return to the first area. Take the stairs to the west
  and open the door ahead.

  Head straight through the first room. In the second area there are three 
  paths, take the rightmost to reach a small landing with a statue. Rotate the
  statue clockwise once to face east. Why east, you ask? Well, including the 
  first, there are a total of three such statues in the shrine; you need to 
  rotate them to face the center of the shrine. After rotating each statue, it
  will appear on the map as an arrow. Now, go down the stairs and follow the 
  path through the large door. A slew of Zombie Warriors will pop up in the 
  next room so take care of them and move through the door ahead. This room is 
  very large and is a bit of a maze. Before going up the stairs, go southwest
  around the base to snag some treasure. Now go back to the stairs and up. The 
  exit is in the northeast corner, so wind your way around to there. Along the
  way you'll find another statue, rotate it to face north. In the next room, 
  take the exit to the right and head down the stairs for a boss fight.

    BOSS FIGHT: Vinuskar

    Your party will immediately be engulfed in a magnetic field, slowing down
    members with heavy armor equipped. It shouldn't be much of a problem though
    so I wouldn't bother with de-equipping anything. Unfortunately, my advice 
    on Vinuskar is rather limited; both times I've faced him, he was done after
    one Quickening Chain. 

  After the fight, make your way to the back room. Rotate the statue to face
  west and grab the map in the urn nearby. The path under the giant statue in
  the first room is now open so head back there. You have a boss fight coming
  up so you may want to duck back outside of the shrine to make use of the
  Teleport Crystal. Once you're ready, use the waystone to teleport downstairs. 
  Head straight through the newly opened passage and open the door ahead.

    BOSS FIGHT: Mateus

    Now you understand the need for Ice Shields. Quickening Chains should
    pretty much do in Mateus as well. He summons four minions to help out but, 
    at the very least, they should be wiped out with the Quickening Chain. His
    most powerful attack is a Blizzarja spell which, similar to Belias' Firaja,
    will deal a lot of damage to everyone, hence the Ice Shields. You should
    also be prepared for a Sleep spell, Alarm Clocks will work here. 

    The Quickening Chain, if not the end-all-be-all, should at least take out
    most of his HP. Physical attacks should take care of the rest. Just watch
    out for Blizzarja and keep everyone awake.

    This is your second Esper fight so, after winning, the Mateus License will
    appear on your License Board.

  After the fight, head to the back room, watch a scene, exit the shrine, and
  make your way back to Mt. Bur-Omisace.


-------------------------------------------------------------------------------
                             II-30.  Mt. Bur-Omisace
-------------------------------------------------------------------------------

  Use the Crystal located outside and return to the temple. Inside you'll
  encounter your next boss fight, another Judge.

    BOSS FIGHT: Judge Bergan, Judge (x3)

    Before turning your attention to Bergan, take out the three Judges behind
    your party. They aren't too tough; physical attacks should get the job done
    but a black magick spell targeting multiple foes will take them out much
    quicker.
  
    With those chumps out of the way, you can foucs on your main target,
    Bergan. You want to divide your party into one, if not two, tanks and a 
    healer/support magick caster. Bergan will frequently counter attack, so
    having Gauntlets equipped to your tanks is a wise decision. As far as
    Magick is concerned, he'll cast Aero, Watera, and Dark so have your third
    party member ready with Regen, Protect, and Curaga spells.

  After the battle speak with the NPC outside. You will be give the Stone of
  the Condemner; this will allow your party to acquire the optional Zeromus 
  Esper located in the Stilshrine of Miriam (For more on that see the Esper
  section below.). 

  Your next destination is Arcadia, and it's a long, long ways away. The 
  quickest route is to use the Teleport Crystal located at the entrance of
  Mt. Bur-Omisace to return to Rabanastre. From there, take the eastern exit in
  the Yardan Labryinth area of the Dalmasca Estersand. (If you have already 
  ventured to the outskirts of Nalbina you can Telport to the Crstyal there.)
  Either way, from Nalbina head west to the Mosphoran Highwaste.


-------------------------------------------------------------------------------
                           II-31.  Mosphoran Highwaste
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 32 Humbaba
      o Lv. 29 Python
      o Lv. 30 Python
      o Lv. 32 Python
      o Lv. 30 Slaven Wilder
      o Lv. 29 Worgen
      o Lv. 30 Worgen
      o Lv. 31 Worgen
      o Lv. 32 Vulture

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Some pretty nasty monsters lurk around these parts, but you should be safe in
  the first few areas. Make your way north until you reach the central area, 
  Babbling Vale, here you can activate the Teleport Crystal and purchase items.
  When you're prepared, exit to the northwest.

  Here is where things can get ugly. Most of the beasts in this area and the 
  next are flyers. If your party isn't stocked with long-range weaponry, just
  dash past them. You will eventually encounter a verdant bridge that will 
  lead your party to the Salikawood.


-------------------------------------------------------------------------------
                             II-32.  The Salikawood
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 32 Bomb
      o Lv. 33 Bomb
      o Lv. 34 Malboro King
      o Lv. 35 Malboro King
      o Lv. 32 Pumpkin Head
      o Lv. 33 Pumpkin Head
      o Lv. 33 Sprinter
      o Lv. 34 Sprinter
      o Lv. 34 Wyrdhare 

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  The Salikawood is a rather large, sprawling area with several optional
  routes. Begin by heading due north until you reach a small outpost with a
  Save Crystal. Head to the next area and then southeast to find the urn with
  a map inside. From here, you want to continue moving east until you reach
  the gate to the Phon Coast. Unfortunately, the gate is broken and you'll have
  to find the nine slacking worker Moogles. 

  Finding the Moogles is a breeze as the their locations are clearly marked on
  your map. On your journey to and from the gate you are likely to encounter
  the King Bomb boss located in the Grand Bower area. This guy is a real pain 
  but luckily he's entirely optional. By defeating him, though, you can access
  another optional Esper. Being such, this battle is covered in the Optional
  Esper section below.

  After locating all nine worker Moogles you will be taken back to the gate and
  permitted passage to the Phon Coast.


-------------------------------------------------------------------------------
                            II-33.  The Phon Coast
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 37 Archaeosaur
      o Lv. 38 Archaeosaur
      o Lv. 36 Bagoly
      o Lv. 37 Bagoly
      o Lv. 38 Bagoly
      o Lv. 35 Bangaa Pirate 
      o Lv. 37 Bangaa Pirate
      o Lv. 35 Iguion
      o Lv. 36 Iguion
      o Lv. 36 Mandragora
      o Lv. 37 Mandragora
      o Lv. 35 Pirahna
      o Lv. 36 Pirahna
      o Lv. 36 Pyrolisk
      o Lv. 34 Silver Lobo
      o Lv. 35 Silver Lobo

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Like the Salikawood before, the Phon Coast is a huge area with plenty of
  optional routes. If you're more intent on reaching Archades than exploring,
  just make your way to the south and east. Halfway through there is a small
  village with shops and a Save Cystal.

  A second Save Crystal awaits your party at the entrance to the next area, the
  Tchita Uplands. Speak with the Viera and move on.


-------------------------------------------------------------------------------
                            II-34.  Tchita Uplands
-------------------------------------------------------------------------------

    Enemies in this area:
      o 

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  Yet another large area, but we're getting closer. Your main foes in these
  parts are Coeurls and Serpents so do your best to rack up chains. Avoiding
  the Malboro Overkings isn't a bad idea as they tend to travel in packs.

  Moving east you will encounter a small area with a Save Crystal and a young
  boy. Speak with the boy and choose to accept his hunt. In return you will 
  receive the Soul Ward Key which is essential to your progress. As he 
  instructs, continue north to the Fields of Eternity area. Here you'll find
  the entrance to the Sochen Cave Palace.


-------------------------------------------------------------------------------
                          II-35.  Sochen Cave Palace
-------------------------------------------------------------------------------

    Enemies in this area:
      o Lv. 35 Abysteel
      o Lv. 37 Focalor
      o Lv. 38 Gorgimera
      o Lv. 39 Gorgimera
      o Lv. 36 Iguion
      o Lv. 37 Iguion
      o Lv. 38 Iguion
      o Lv. 37 Imp
      o Lv. 38 Imp
      o Lv. 39 Imp
      o Lv. 37 Pit Fiend
      o Lv. 38 Pit Fiend
      o Lv. 39 Pit Fiend
      o Lv. 37 Striker
      o Lv. 38 Striker
      o Lv. 37 Wendigo
      o Lv. 36 Zombie Knight
      o Lv. 37 Zombie Knight
      o Lv. 38 Zombie Knight
      o Lv. 36 Zombie Warlock
      o Lv. 38 Zombie Warlock

    * For more information on enemies, including dropped loot, see the
      Bestiary section (CTRL+F [0040]) below.

  The first area is full of traps, so be sure to make use of Libra. Moving
  north you will come across a locked door. The Soul Ward Key will take care of
  that, but be forewarned that a boss battle awaits. Make sure your party is
  fully healed before moving on.

    BOSS BATTLE: Mandragoras

    This battle can be quite perturbing. There are actually five enemies for
    your party to deal with: an Alraune King, Mandragora Prince, Onion Queen, 
    Pumpkin Star, and Topstalk. The main disadvantage you'll face is their
    Haste status and their propencity to spread to the far corners of the 
    rather large room. To turn the tables in your favor, use Dispel to rid them
    of Haste. 

    I don't usually advocate Quickening Chains as a means to a quick and easy
    victory but you can save yourself a serious headache by pulling off a 
    Concurrence here. The only tricky part is making sure most, if not all, of 
    the foes are in range. 

    If the Quickening Chain doesn't do the trick, your party will likely face
    a number of negative statuses. All five enemies have the ability to Slow, 
    Stop, Sleep, and Poison the good guys, so have Esuna and/or the appropriate
    items ready. You don't have to worry much about physical damage from these
    guys so be ready for a war of attrition. Just do your best to focus your
    attacks on one enemy at a time and it should be a much simpler fight.

  This battle was, of course, the Mark commissioned by the boy in the Tchita
  Uplands. The choice to return for your reward now or later is yours.


-------------------------------------------------------------------------------
                            II-36.  Old Archades
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
                             II-37.  Archades
-------------------------------------------------------------------------------


===============================================================================
                        III. Side Quests & Other Business
===============================================================================

-------------------------------------------------------------------------------
                       III-1.  Mark Hunting & Clan Centurio
-------------------------------------------------------------------------------

  REGULAR MARKS
  -------------

  01 : ROGUE TOMATO, "Red & Rotten in the Desert"                        RANK I

  Available : From the start.
  Client    : Tomaj (The Sandsea, Rabanastre)
  Location  : Dalmasca Estersand
  Bounty    : 300 gil, 2 Potions, Teleport Stone

  `````````````````````````````````````````````````````````````````````````````
 
  02 : THEXTERA, "Wolf in the Waste"                                     RANK I
  
  Available : After defeating the Rogue Tomato.
  Client    : Gatsly (The Sandsea, Rabanastre
  Location  : Dalmasca Westersand (Galtea Downs)
  Bounty    : 500 gil, Headguard, Teleport Stone

  `````````````````````````````````````````````````````````````````````````````

  03 : FLOWERING CACTOID, "Dalmasca's Desert Bloom"                      RANK I
  
  Available : After defeating the Thextera.
  Client    : Dantro (Estersand Outpost)
  Location  : Dalmasca Estersand (Yardang Labyrinth)
  Bounty    : 500 gil, 10 Potions

  `````````````````````````````````````````````````````````````````````````````
  
  04 : WRAITH, "Waterway Haunting"                                       RANK I
  
  Available : After completing the Barheim Passage.
  Client    : Milha (North Sprawl, Rabanastre Lowtown)
  Location  : Garamsythe Waterway (Overflow Cloaca)
  Bounty    : 500 gil, Ether, Gauntlets

  `````````````````````````````````````````````````````````````````````````````

  05 : NIDHOGG, "Marauder in the Mines"                                  RANK I
  
  Available : 
  Client    : Aekom (outside Lhusu Mines, Bhujerba)
  Location  : Lhusu Mines (Site 2)
  Bounty    : 

  `````````````````````````````````````````````````````````````````````````````

  06 : WYVERN LORD, "A Scream from the Sky"                             RANK II
  
  Available : 
  Client    : Sherral (Weapons Shop, Rabanastre)
  Location  : Nam-Yensa Sandsea (?)
  Bounty    : 

  `````````````````````````````````````````````````````````````````````````````

  07 : ENKELADOS, "The Defense of Ozmone Plain"                         RANK II
  
  Available : 
  Client    : Low-Chief Sugumu (Jahara)
  Location  : 
  Bounty    : 

  `````````````````````````````````````````````````````````````````````````````

  08 : CROAKADILE, "A Ring in the Rain"                                 RANK II

  Available : 
  Client    : Sadeen (Giza [Wet], )
  Location  : 
  Bounty    : 

  `````````````````````````````````````````````````````````````````````````````


  MONTBLANC'S MARKS
  -----------------

  ----------------------------------------------------------------------------
  RANK               Marks  Cl. Pts.   Reward
  ----------------------------------------------------------------------------
  Moppit                 0         0   Potion (x3)
  Hedge Knight           2       700   Teleport Stone (x2), Warp Mote (x2)
  Rear Guard             4     8,000   Teleport Stone (x2), Remedy (x3)
  Vanguard               8    20,000   Teleport Stone (x2), Hi-Potion (x3)
  Headhunter            10    30,000   Teleport Stone (x2), Ether (x2)
  Ward of Justice       12    40,000   Teleport Stone (x2), X-Potion (x2)
  Brave Companion       14   100,000   Teleport Stone (x3), Hi-Ether (x2)
  Riskbreaker           16   200,000   Teleport Stone (x3), Elixir (x2)
  Paragon of Justice    24   250,000   Teleport Stone (x3), High Arcana (x1)
  High Guardian         28   300,000   Teleport Stone (x3), Empyreal Soul (x1)
  Knight of the Round   32   500,000   Teleport Stone (x3), Megalixir (x2)

  -------------------------------------------------
  BOSS BATTLE     Reward
  -------------------------------------------------
  Flans           150 gil
  Firemane        200 gil
  Mimic Queen     300 gil
  Demon Wall #1   1200 gil, Electrum
  Demon Wall #2   600 gil, Warp Mote
  Belias          Teleport Stone (x2), Arcana (x2)
  Elder Wyrm      800 gil
  Tiamat          900 gil
  Vinuskar        1100 gil
  Ahriman         1600 gil
  King Bomb       1300 gil, Mallet
  Mandragoras     1600 gil
  Rafflesia       1800 gil
  Daedalus        1900 gil
  Tyrant          1900 gil
  Hydro           2000 gil

  Four Espers     Teleport Stone (x2), High Arcana
  Eight Espers    Teleport Stone (x2), Gemsteel

  ------------------------------------------
  RANK                  New Item(s)
  ------------------------------------------
  Moppit                Potion
  Hedge Knight          Hi-Potion 
  Rear Guard            Gysahl Greens
  Vanguard              Teleport Stone
  Headhunter            Nihopalaoa, Reverse
  Ward of Justice       Bubble
  Brave Companion       Faith
  Riskbreaker           Bravery, Bubble Belt
  Paragon of Justice    Warp Mote
  High Guardian         Cat-Ear Hood
  Knight of the Round   Knot of Rust
  

  `````````````````````````````````````````````````````````````````````````````
 
  01 : CLUCKATRICE, "Little Love on the Big Plains"                      RANK I
  
  Available : 
  Client    : Dania (Nomad Village, Giza Plains [dry])
  Location  : Giza Plains (Gizas North Bank)
  Bounty    : 1000 gil, Jackboots, Rainbow Egg
  Notes     : For the Cluckatrice to appear, you need to first head to the
              North Bank and kill all the enemies in the area; don't worry,
              there aren't that many. Now leave the area and return. You should
              find the Cluckatrice and friends waiting ahead.

  `````````````````````````````````````````````````````````````````````````````

  02 : ROCKTOISE, "The Cry of Its Power"                                 RANK I
  
  Available : 
  Client    : Pilika (The Moogle at Khus Skygrounds, Bhujerba)
  Location  : Lhusu Mines (Site 2)
  Bounty    : 1200 gil, 2 Hi-Potions, Heavy Coat

  `````````````````````````````````````````````````````````````````````````````


-------------------------------------------------------------------------------
                          III-2.  Sky Pirate's Den
-------------------------------------------------------------------------------

  By completing certain tasks in the game you are rewarded with a gift of sorts
  in the Sky Pirate's Den. There isn't much use for these unless you're
  interested in completing EVERYTHING in the game. For each achievment you are
  awarded a character who, I guess, just hangs out in the den. You can access
  the Sky Pirate's Den under the Clan Primer in the Party Menu.

  --------------------------------------------------------------
  CHARACTER      Goal                      Title
  --------------------------------------------------------------
  Ashe           average level > 50        Exemplar
  Ba'Gamman      complete Clan Primer
  Balthier       attack 300 times          Assault Striker
  Basch          defeat 500 foes           Blood Dancer
  Belias         acquire all Espers
  Carrot         defeat Carrot
  Chocobo        50,000 steps              Wayfarer
  Crystal        acquire all Magicks       Runeweaver
  Daran          acquire all maps
  Death Gaze     defeat Death Gaze
  Devil Dragon   defeat Death Dragon
  Fafnir         defeat Fafnir
  Fran           cast 200 Magicks          Spellsinger
  Gabranth
  Gilgamesh      defeat Gilgamesh
  Gurdy          spend 1,000,000 gil       Spendthrift
  King Behemoth  defeat King Behemoth
  Migelo         sell 1000 loot            Privateer
  Mimic          buy all Bazaar items
  Montblanc      attain 50-chain level     The Unrelenting
  Penelo         acquire 100,000 gil       Plunderer
  Reks           earn 500,000 clan points  Record Breaker
  Trickster      defeat Trickster          Sharpshooter
  Vaan           steal 50 times            Master Thief
  Vayne          use 100 Technicks         Premier Prestidigitator
  Vossler        obtain all Technicks      Jack-of-All-Trades
  Yazmat         defeat Yazmat
  Zodiac         defeat Zodiac


-------------------------------------------------------------------------------
                            III-3.  Grimoires
-------------------------------------------------------------------------------

  Upon completing certain tasks (listed here as 'Triggers'), 'Forgotten
  Grimoires' will become available for purchase from the Bazaar. Once bought,
  these items will automaticaly allow for inceased quality and frequency of
  dropped loot from enemies. Each Monograph corresponds to a particular class
  of monsters, except the Canopic Jar which applies to all monsters. They are
  rather pricey but the triggers are typically very easy and can be 
  accomplished early in your quest.

  CANOPIC JAR
  -----------
  
  Cost    : 250,000
  Effect  : Monsters will drop Arcana
  Trigger : Sell Deimos Clay, Horakhty's Flame, Phobos Glaze


  DRAGOON'S MONOGRAPH
  -------------------
  
  Cost    : 22,000
  Effect  : Dragons, Plants
  Trigger : Read Notice Board 40 times


  HUNTER's MONOGRAPH
  ------------------
  
  Cost    : 18,000
  Effect  : Avians, Beasts
  Trigger : Speak with Gatsly in Muthru Bazaar after defeating Thextara Mark

  
  KNIGHT'S MONOGRAPH
  ------------------
  
  Cost    : 19,000
  Effect  : Giants, Insects
  Trigger : Speak to Weapons merchant 30 times


  MAGE'S MONOGRAPH
  ----------------
  
  Cost    : 21,000
  Effect  : Fiends
  Trigger : Speak to Magicks merchant 25 times


  SAGE'S MONOGRAPH
  ----------------
  
  Cost    : 25,000
  Effect  : Elementals
  Trigger : Speak to any combination of merchants 100 times


  SCHOLAR'S MONOGRAPH
  -------------------
  
  Cost    : 22,000
  Effect  : Constructs
  Trigger : Speak to Armor merchant 15 times


  WARMAGE'S MONOGRAPH
  -------------------
  
  Cost    : 20,000
  Effect  : Undead
  Trigger : Read Notice Board 20 times


-------------------------------------------------------------------------------
                        III-4.  License Board Diagram
-------------------------------------------------------------------------------

  Here I've made some rather crude ASCII diagrams of the License Board. It is
  divided into two sections for managability: the upper half and the lower
  half. Below each board is a key so you will be able to more easily
  distinguish seperate License groups. I've also listed the individual
  abilities or items acquired for each License; these lists are located below
  their respective diagrams. Trust me, if you stare at this long enough it will
  make sense.

  There are two important things to keep in mind regarding the License Board:
    1. Esper Licenses only appear after defeating the Esper in battle.
    2. Mist abilities can be acquired by any character in any order.


  UPPER BOARD
  -----------

                     A B C D E F G H I J K L M N O P Q
                   a         $ % % % % #           @ @ a
                   b         % % % % % % % $ @ @ # @ @ b
                   c         % % % % % % % # @ @ @ @ $ c
                   d       # % % % % % % % @ @ @ @ @   d    # Mist Abilities
                   e           % % % % % % @ @ @ #     e    $ Espers
                   f           % % % % % % @ @ @       f    % Magick
                   g     & & & & & & * & * ! ! $       g    @ Accessories
                   h     * & & & * & & * & ! ! !       h    & Augments
                   i   # & & * & & & * & * ! ! ! ! $   i    * Gambit Slots
                   j   * & & & & & & & & & ! ! ! ! !   j    ! Technicks
                   k   * * & & & & * & & & ! ! ! ! ! # k
                   l $ * & & & & & & & & &       ! ! ! l
                   m     $   $   $       #       # ! ! m
                     A B C D E F G H I J K L M N O P Q


  -----------------------------------------------------------
  GAMBIT SLOTS    Loc   LP
  -----------------------------------------------------------
  Gambit 1         Kg   15
  Gambit 2         Ig   20
  Gambit 3         Li   25
  Gambit 4         JJ   30
  Gambit 5         Li   35
  Gambit 6         Gh   40
  Gambit 7         Hk   45
  Gambit 8         Ei   50
  Gambit 9         Ch   70
  Gambit 10        Ck  100
  -----------------------------------------------------------
  MIST ABILITIES  Loc   LP
  -----------------------------------------------------------
                   Ja   50
                   Lc   50
                   Dd   50
                   Oe   50
                   Bi   50
                   Qk   50
                   Km   50
                   Om   50
  -----------------------------------------------------------
  ESPERS           Loc  LP
  -----------------------------------------------------------
  Belias           Ng   10
  Shemhazai        Lb   50
  Chaos            Cm   50
  Zeromus          Em   50
  Exodus           Gm   50
  Famfrit          Qc   90
  Queklain         Pi   90
  Ultima           Ea   90
  Zodiac           Al  200
  -----------------------------------------------------------
  WHITE MAGICK    Loc   LP  Spells
  -----------------------------------------------------------
  Level 1          Kf   15  Cure, Blinda
  Level 2          Jf   20  Vox, Poisona
  Level 3          If   30  Cura, Stona, Raise
  Level 4          Hf   30  Esuna, Regen
  Level 5          Gf   45  Curaga, Cleanse, Dispel
  Level 6          Ff   50  Curaja, Arise, Dispelga
  Level 7          Fe   55  Holy, Esunaga
  Level 8          Ed  105  Renew
  -----------------------------------------------------------
  BLACK MAGICK    Loc   LP  Spells
  -----------------------------------------------------------
  Level 1          Ke   15  Fire, Blizzard, Thunder
  Level 2          Kd   25  Water, Aero
  Level 3          Kc   35  Fira, Blizzara, Thundara
  Level 4          Kb   40  Bio, Aeroga
  Level 5          Jb   45  Firaga, Blizzaga, Thundaga
  Level 6          Ib   50  Shock, Scourge
  Level 7          Ia   70  Flare, Ardor
  Level 8          Ha  120  Scathe
  -----------------------------------------------------------
  GREEN MAGICK    Loc   LP  Spells
  -----------------------------------------------------------
  Level 1          Je   25  Protect, Blind
  Level 2          Ie   30  Poison, Shell
  Level 3          He   35  Silence, Sleep
  Level 4          Ge   40  Oil, Toxify
  Level 5          Gd   45  Silenca, Blindaga
  Level 6          Fe   50  Bravery, Faith
  Level 7          Ec  105  Sleepga, Protectga, Shellga
  -----------------------------------------------------------
  TIME MAGICK     Loc   LP  Spells
  -----------------------------------------------------------
  Level 1          Jd   20  Slow, Immobilize
  Level 2          Jc   25  Disable, Reflect