===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===
              -~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~-
                Final Fantasy Tactics A2: Grimoire of the Rift
                                 FAQ/Walkthrough
                            By: Dark Vortex (Quan Jin)
                             darkvortexfaqs@ymail.com
                                   Version 0.31
              -~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~--~+~-
===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===~===

This guide may be found on the following sites:

[http://www.gamefaqs.com]--------------------------------------------[GameFAQs]
[http://www.gamespot.com]--------------------------------------------[GameSpot]
[http://faqs.ign.com]------------------------------------------------[IGN FAQs]
[http://www.neoseeker.com]------------------------------------------[Neoseeker]
[http://www.dlh.net]--------------------------------------[Dirty Little Helper]
[http://www.cheats.de]----------------------------------------------[Cheats.de]
[http://www.supercheats.com]--------------------------------------[SuperCheats]
[http://www.honestgamers.com]------------------------------------[HonestGamers]

This guide is copyright (c)2008-2009 Quan Jin
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Table of Contents ~~~~~~~~~~~~~~~~~~~~~~~~~~| |
|_|=========================================================================|_|

      1. Introduction...............................................[1000]
      2. FAQ........................................................[2000]
      3. Basics.....................................................[3000]
             3.1. Battle System.....................................[3100]
             3.2. Ability Mastery...................................[3200]
             3.3. Laws of Ivalice...................................[3300]
      4. Walkthrough................................................[4000]
      5. Missions...................................................[5000]
             5.1. Quest Report......................................[5100]
             5.2. Extra Missions....................................[5200]
             5.3. Clan Trials.......................................[5300]
      6. Races......................................................[6000]
      7. Job Listing................................................[7000]
      8. Your Clan..................................................[8000]
             8.1. Clan Overview.....................................[8100]
             8.2. Clan Privileges...................................[8200]
      9. Equipment Listing..........................................[9000]
             9.1. Helmets/Hats......................................[9100]
             9.2. Armor/Clothes.....................................[9200]
             9.3. Weaponry..........................................[9300]
                      9.3.1. Edged Weapons..........................[9310]
                      9.3.2. Bludgeons..............................[9320]
                      9.3.3. Ranged Weapons.........................[9330]
             9.4. Shields...........................................[9400]
             9.5. Accessories.......................................[9500]
      10. Item Listing.............................................[10000]
      11. Monster Listing..........................................[11000]
      12. Miscellaneous............................................[12000]
             12.1. The Bazaar......................................[12100]
             12.2. The Auction House...............................[12200]
      13. Version History..........................................[13000]
      14. Legal Disclaimers........................................[14000]
      15. Credits and Closing......................................[15000]

      To find a section quickly, press Ctrl-F and type in either the name
      of the section along with its content number (ie. 1., 2., 3., etc.)
      OR you can use the codes on the far right. Simply type in the
      brackets with the code number to get a jump.
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Introduction ~~~~~~~~~~~~~~~~~~~~[1000]~| |
|_|=========================================================================|_|

The original portable Final Fantasy Tactics Advance was an excellent game.
Sure, some may say that the game lacked depth and a solid storyline, but where
FFTA truly shined was in its capacity for customization. There's no rigidity.
Players could mold and shape their own clan to their heart's content through
its seamless job system. This is a feature I felt was a nice breath of fresh
air from the primarily inflexible systems of other RPGs.

For that reason, I was not all disappointed with Final Fantasy Tactics A2. The
same personalization of the original FFTA was retained, with a whole bunch of
new jobs, abilities, and other features thrown in. Many of the more irritating
characteristics of FFTA were changed for the better. For example, laws still
exist, but there's no longer any imprisonment - rather, penalties are
instilled on your party instead. Players of the original game should be able
to transition from FFTA to FFTA2 quite easily because many of the original
gameplay mechanics are still intact.

This guide is designed to walk players through the game. Included is a listing
of all 400 available missions, full appendices, and other sections relating to
various aspects of the game (although obviously not complete yet). I hope you
find it helpful!
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2. FAQ ~~~~~~~~~~~~~~~~~~~~~~~~~[2000]~| |
|_|=========================================================================|_|

+-----------------------------------------------------------------------------+

        [Q] How are dispatch missions different in FFTA2?

        [A] In the original FFTA, dispatch missions were finished by simply
            selecting a character to send off and going through the set time,
            etc. In FFTA2, you have ability, but you can also choose to
            complete the dispatch mission yourself.

+-----------------------------------------------------------------------------+

        [Q] How do I unlock the Shadeholme area in Graszton?

        [A] You must complete Mission E1-02: Bonga Bugle - Silversun in order
            to unlock this region.

+-----------------------------------------------------------------------------+

        [Q] When can I start resting in Lezaford's Hut?

        [A] After you complete the Now That's a Fire! mission. You can rest
            for 20, 60, or 200 days in his dwelling.

+-----------------------------------------------------------------------------+

        [Q] What is MVP status?

        [A] A unit can attain MVP status by dealing the most damage in
            battles (among other ways, which would lead to that particular
            units being the 'most valuable player', so to speak).

            A unit with MVP status will have a higher chance of successfully
            completing dispatch missions.

+-----------------------------------------------------------------------------+

        [Q] What are Opportunity abilities?

        [A] Opportunity abilities are random opportunities (for lack of better
            term) given to one of your units in battle. They are random, but
            you can increase the chance of getting one through Clan Privileges
            that raise luck. When one of your units feels empowered (again,
            for lack of better term), he/she will deliver a statement (usually
            relates to how POWERFUL he/she feels all of a sudden).

            After an Opportunity Turn has become available, you can freely
            move the affected unit to manipulate some of the commands. These
            abilities are determined by what units your affected unit is
            adjacent too. The abilities are as follows:

            - No one: Tough as Nails! (Casts Barrier on the user. Grants SHELL
               and PROTECT.)
            - No one, last unit remaining, Tough as Nails! (Casts RERAISE on
               the user.)
            - 1 Ally: Battle Shout! (Cast Force on the user and surrounding
               allies. raises RESILIENCE.)
            - 2 Allies: Fleet of Foot! (Casts Hastega on the user and two
               adjacent allies.)
            - 3 Allies: Shield of Steel! (Cast Astra on the user and three
               adjacent units to protect them from debuffs.)
            - 1 Enemy: Flurry! (Pummel an adjacent unit with two consecutive
               blows.)
            - 2 Enemies: Eye for an eye! (Let fly with a flurry of attacks!
               Damages two surrounding units.)

+-----------------------------------------------------------------------------+

        [Q] What is the punishment for breaking the law?

        [A] 1. Judge leaves, meaning that dead units cannot be revived until
               battle is over.
            2. Clan Privilege annulled.
            3. Reward at end of battle is removed.
            4. BAWWW!

            Honestly though, the punishment for breaking the law is nothing
            too devastating. You may find that it's easier sometimes to just
            ignore the law.

+-----------------------------------------------------------------------------+

        [Q] How do I unlock Brightmoon Tor?

        [A] First, you must complete A2-02: The Sun Seal to unlock the area in
            Graszton where the tower spawns. You also have to read the notice
            at the pub entitled "The Mysterious Tower."

            Though you can unlock the tower fairly early in the game, it's
            not recommended that you attempt it until much later unless you
            are some sort of masochist.

+-----------------------------------------------------------------------------+

        [Q] Are there law cards in this game?

        [A] Unfortunately, no. You're forced to abide by the law or face the
            punishment.

+-----------------------------------------------------------------------------+

        [Q] What are some of the new features of Final Fantasy Tactics A2?

        [A] Among the Seeqs and Grias, the two new races, a Bazaar feature has
            been added. The Bazaar is essentially a center where you can trade
            loot acquired from battles to add new equipment to the shops for
            purchase. More information on this can be found in the Bazaar's
            respective section.

            Also, the Auction House has been added. Early on, you can auction
            for territories. Once you've managed to acquire all territories,
            you'll be allowed to auction for items. Most of these items are
            quite rare, and the auction system allows you to attain them
            earlier than you normally would. More information on this can be
            found in the Auction House's respective section.

+-----------------------------------------------------------------------------+

        [Q] I gained control of all regions in the Auction House, but I still
            can't bid for items. What's going on?

        [A] In order to become Champion for Life, you must EXPLORE all regions
            under an Auction House. Perhaps there is an area you still have
            not walked through yet? Make sure that you've fully explored all
            the outlying areas in each region.

+-----------------------------------------------------------------------------+

        [Q] How does the new MP system work?

        [A] Instead of starting off each battle with a set amount of MP, all
            units now begin battles with 0 MP. The MP gauge gradually
            increases each turn by 10 MP. Therefore, spellcasters and MP-users
            cannot present an immediate threat at the beginning of battles.
            There are ways to get around this restriction though. The methods
            include, but are not limited to, specific abilities that can
            regenerate MP and the MP Boost ability, which regenerates 20
            MP per turn as opposed to 10 MP.

+-----------------------------------------------------------------------------+
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3. Basics ~~~~~~~~~~~~~~~~~~~~~~~~~[3000]~| |
|_|=========================================================================|_|

Many of the basic aspects of Final Fantasy Tactics A2 are explained in the
game, along with the manual of course. The following sections are a brief
overview of the characteristics of the game, including the battle system and
laws.

()---------------------------------------------------------------------------()
||                            3.1. Battle System                     [3100]  ||
()---------------------------------------------------------------------------()

If you are familiar with the battle system of FFT or FFTA (or even other
strategy RPGs), the system of Final Fantasy Tactics A2 should not be difficult
to pick up.

                                       ---

Battles typically begin with you having to select units to place on the
battlefield. The area where you begin is designated by green tiles. In most
cases, the number of units you can place on the field cannot exceed six.

Turns are determined by the SPEED stat - units with higher SPEED are granted
earlier turns. Note that speed-altering status changes such as Haste, Slow,
and Stop have an effect on turn order.

When a unit's turn comes up, three options become available. You can choose
to:

   Move: This allows a character to move to a different location. Blue tiles
      represent locations where the selected unit can move to. The distance
      that a unit can move is determined by the MOVE stat. For example, a unit
      with a MOVE stat of 4 can move a total of four steps. The height that a
      unit can jump is determined by the JUMP stat. For example, a unit with a
      JUMP stat of 4 can jump up to another location four height units above
      or jump down to another location four height units below.

   Action: This option allows the selected character to execute an action. An
      action can be simply attacking an enemy with a physical attack through
      the Attack command, using a special ability, or using an item through the
      Item command.

   Wait: Select this option to command the selected unit to stand without
      doing anything. Wait can be selected after moving or before moving.
      Units who wait will have an earlier turn the next round.

After a unit has finished his/her turn, you will be required to select a
facing, which is essentially which direction you want the selected unit to
be looking to. Facing is important to battle because it determines damage.
Attacks to the front will deal the least damage. Attacks to the side will deal
more damage than attacks to the front. Finally, attacks to the back will deal
the most damage.

Battles will progress, with each unit taking his/her turn until the fight is
finished.

And that's the general gist of it. It's not at all tough to pick up.

()---------------------------------------------------------------------------()
||                           3.2. Ability Mastery                    [3200]  ||
()---------------------------------------------------------------------------()

An integral part of this game is the job system. There are a over 40 jobs
spread over the six available races in Final Fantasy Tactics A2. Each unique
job has its own set of abilities that can be mastered through wearing
equipment. This is exactly the same system used in the original FFTA, so
anyone familiar with that game shouldn't need an explanation.

                                       ---

How does this system work? Ability mastery relies on AP (ability points). Many
pieces of equipment come associated with particular abilities for different
classes. These abilities will be listed with the equipment when you view
them. Only the job attached to the ability is capable of learning that skill.
For example, a Soldier obviously cannot learn the Black Mage ability, Fira.

Alongside each ability is an AP requirement. In order to master a particular
ability (this means that you can use the ability without having to wear the
respective piece of equipment), you must fulfill this AP requirement. All
units will gain AP points from completing battles regardless of whether or not
they actually participated in the battle. Units who did not participate will
gain AP, but not EXP, mind.

There are three specific types of abilities:

   - Action Ability: These are skills that you order a unit to carry out. They
       will appear as commands on the battle menu. The majority of skills are
       considered Action Abilities or A-Abilities. A unit can hold a total of
       two sets of Action Abilities (therefore, a unit can use the A-Abilities
       of up to two jobs).
   - Reaction Ability: These are skills that are reactive (hence the name).
       They require an impetus of some sort to activate. For example, Counter
       is a common Reaction Ability (R-Ability). It is executed when a unit
       with the ability is hit by another unit at melee range. The attacked
       unit will counterattack with a physical attack of their own. The
       commanding player has no control over his units' R-Abilities. The
       player can't order a unit to execute a R-Ability. A unit can only have
       one R-Ability at a time.
   - Support (Passive) Ability: These are skills that are activated at all
       times. They are often buffs or skills that add to specific resistances.
       A unit can only have one S-Ability at a time.

()---------------------------------------------------------------------------()
||                           3.3. Laws of Ivalice                    [3300]  ||
()---------------------------------------------------------------------------()

Laws dictate the forbidden action of a particular battle. Unlike the system
of FFTA though, laws are unchanging and are determined solely by what battle
you are fighting in.

Typically, when you enter battle, the law will be presented at the beginning
of the fight. The category is usually limited to things such as Fire, where
any fire-based ability or weapon is forbidden, and Ranged Weapons, where any
ranged weapon is forbidden. Sometimes, the laws can get pretty outrageous.
There are actually laws that forbids Missing, as in missing a target, and
Being Robbed.

Although laws are considerably tougher to follow at certain points in the
game, punishments are not that severe (at least in comparison to the whole
jail thing of FFTA). Upon breaking a law, the Judge leaves the battlefield,
meaning that any fallen party members cannot be revived until the end of the
battle. Also, any activated Clan Privileges will be annulled and the reward
for abiding by the law will be removed at the end.

In certain missions, however, abiding by the law is mandatory, meaning that if
you break the law, the mission is automatically forfeited. Clan Trials are
among some of the missions that require you to abide by the law.
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4. Walkthrough ~~~~~~~~~~~~~~~~~~~~~~[4000]~| |
|_|=========================================================================|_|

This walkthrough contains a step-by-step rundown of each story mission
critical to the progression of the game. For additional information on side-
quests and optional missions, consult the Missions section, which contains a
list of all 300 recorded missions in the game.

Note that this walkthrough is not spoiler-free. Read ahead at your own risk.

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

Ah, it's summer vacation at last! At the very start, you'll be asked to write
down your name. Feel free to name him anything. For the record, I'll call the
main character Luso (that's his default name). Afterwards, you will be asked
to fill out a few quick questions as part of his summer journal assignment:

     1. This summer I'm going to...
           a) Hang out with my friends!
           b) Play video games non-stop!
           c) Study for next year!

     2. As a personal goal, I want to...
           a) Be able to swim half a mile!
           b) Get my warrior to level 75!
           c) Learn a foreign language!

     3. Next year I promise not to...
           a) Misbehave in class.
           b) Oversleep in the morning.
           c) Let my dog eat my homework.

           Power Up 2:  b, b, b
           Evade Up 2:  b, a, a
           Speed Up 2:  b, c, a
           Luck 2:      b, a, b
           Bonus EXP 1: b, c, b
           Bonus AP 1:  b, c, c
           Bonus Gil 1: b, a, c
           Bonus CP 1:  b, b, c
           Smash Up 1:  b, b, a

Depending on your selections, you'll be given a Clan Privilege bonus at the
very beginning. What does that mean? Clan Privileges are essentially buffs and
bonuses that you can activate at the beginning of battles. Only one can be
activated per battle. These will come into play later in the game. For now,
make your selections (I'd recommend Bonus AP 1 because it will help you master
abilities more quickly early) to carry on.

Because Luso Clemens has some behavior problems, he's forced to go to the
library after school to do some chores. Wow, what a crummy way to start off the
summer, huh?

Down at the library, Mr. Randell appears to be nowhere in sight (for those
who have played FFTA, you might recognize the teddy bear on the counter).
Watch the rest of the cutscene as it plays out, as poor Luso is transported to
a mysterious world through the book, the Gran Grimoire.


                              T A R G   W O O D
                              O---------------O
                     Birdsong fills this peaceful forest.
              A small village stands among the watchful trees.


The scene shifts to a forest, where Luso makes his rather unexpected
appearance in front of Cid and his clan. After a bit of persuasion from him,
Luso agrees to join the clan that he meets. Not soon thereafter, you'll be
thrust into your first battle. Hope you are ready for it!

   =~=~=~=~=~=~=~=~=~=~=~=~=
   - STRANGER IN THE WOODS -
   =~=~=~=~=~=~=~=~=~=~=~=~=

   "We hunters of the village tried to stop 'im, to no avail. Somebody do
    somethin', please! You don't need to kill 'im, just drivin' 'im off will
    do."
                                     ~ Heriward, Wood Village Hunter

   Objective:
     - Defeat Klesta!

   Forbidden:
     - Ranged Weapons: Attacks with bows, greatbows, guns, hand-cannons, and
          cards are forbidden.

   Enemies:
     - Cockatrice x2
     - Klesta (Crushatrice) x1 [target]

   This first battle serves as a tutorial for those who are unfamiliar with
   the mechanics of battle. If you've played FFTA before, then you should
   already be familiar with the general battle system. However, if you have
   absolutely no idea how to play, then I'd strongly suggest reading the
   instructions carefully. It's really not hard to pick up once you understand
   it.

   You have control over Luso, the Viera White Mage and the Nu Mou Black Mage.
   The other dude, Cid, will act on his own accord. As part of the tutorial,
   you'll be forced to hit Klesta (which is a Crushatrice) with a Fire spell.

   To finish the battle, all you have to do is defeat Klesta. Since Luso is a
   new Soldier, he won't have any Art of War techniques available right now.
   Rather, you will have to rely on physical attacks at the moment. Before
   going straight for Klesta, you can target the two Cockatrice monsters, and
   get rid of them first.

   Once they are out of the way, you can focus your efforts on the big bird
   himself, Klesta. He is fairly powerful, so be prepared to heal using your
   White Mage (Cure). Watch out for his Territorial Marking and Peck attacks;
   both are moves that deals damage over an area. Do not group your units
   together to avoid taking unnecessary damage. You only need to bring Klesta
   down to about a quarter HP before it flies off.

Congratulations, you've successfully completed your first battle. Granted,
there are more difficult fights to come, but it's a good start.

Afterwards, you'll be given a brief introduction to the workings of the world
map. With that, you will be requested to approach the area with the blue
balloon over it. However, you should save your game first. Do this by opening
up the system menu and selecting the save option. When you're ready, head into
the Wood Village.


                           W O O D   V I L L A G E
                           O---------------------O
               A small village where time seems to stand still.
                 The fresh mushroom stew is not to be missed.


In the local pub, you'll be introduced to your new clan... which doesn't quite
have a name yet. Of course, that's all up to you. However, I do not suggest
naming it Clan Gully. That's almost as bad as Clan Nutsy back in the original
FFTA.

There is really not much to do out here, so go to the pub in Wood Village. Cid
will introduce you to the concept of quests, which can be found listed at any
pub. Select the quest roster and check the list of quests. You should also get
used to checking the rumors as well, for they can unlock new quests later on.
Right now, I'd suggest reading the rumors if you're fairly new to the game,
for they hold important gameplay information.

The only quest available is A Paw Full of Feathers. Accept it (at a fee of
100 gil), and a blue bubble will appear over the Muskmallow Field. Cid
suggests checking out the local shop first before you leave. The selection
is pretty bad, so I wouldn't recommend purchasing anything at this point.

While leaving the shop, the shopkeeper suggests that you check out the bazaar,
a new feature that allows you to put up loot and get items in return. Loot is
essentially the leftovers picked up from fights. This loot can subsequently
be traded at the bazaar for varying items. The items you get in return depend
on how valuable the loot is. Better loot leads to more powerful equipment and
rare items. All unlocked items become available at the shop afterwards.

Give it a try! Select the Apprentice Weapons option and pick out Gikhet Lead
and Faren Pollen from your loot inventory. Both of these pieces of loot are
rated E, meaning, in terms of value, they're at the very bottom. Still, you
can attain the ability to purchase Broadswords as a trade. A Broadsword gives
a nice attack boost to Luso (and teaches the Soldier skill, First Aid), so
pick it up.

When you're ready to continue, make your way to Muskmallow Field for the next
mission.

   =~=~=~=~=~=~=~=~=~=~=~=~=~
   - A PAW FULL OF FEATHERS -
   =~=~=~=~=~=~=~=~=~=~=~=~=~

   "What's in the woods? Wolves, that's what! And my chocobos are so put out,
    they're molting early. Somebody, rid us of these horrible howlers!"
                                     ~ Chocobo Corral "Sasasha"

   Objective:
     - Defeat all foes!

   Forbidden:
     - Fire: Weapons and abilities that use fire are forbidden.

   Enemies:
     - Wolf x2
     - Baknamy x1

   Oh no, wolves! If you are unfamiliar with laws, listen to Cid's
   explanation before the battle begins. This time around, fire is banned,
   meaning you can't use any fire-based ability in battle. Otherwise, you'll
   suffer a stiff penalty. You will also be introduced to clan abilities,
   which can be selected before each battle begins.

   Select four extra units to bring into battle. This fight is not too
   difficult, so there's no extensive strategy involved. After selecting
   units, pick a clan privilege. For this fight, I'd suggest Power Up 1. When
   you are ready to go, start the battle.

   There are three targets you have to kill. The two Wolves are weak, so focus
   on them first. At the moment, you probably do not have two many abilities
   available. For now, just whack the monsters with your strongest units. If
   you brought a Black Mage, use his Black Magick. Obviously, you can't cast
   Fire because the law forbids it.

   The Baknamy can use Goblin Attack, a special ability that inflicts damage
   while ignoring defense. The Wolves can use Fang, which deals moderate
   damage. If any of your units run low on HP, be sure to have a White Mage to
   heal them. Eliminate all three targets to finish the mission.

After the battle, Luso will discover his journal, which appears to be magickal!
When you return to the world map, head back to the pub in Wood Village. Back
there, you'll overhear a conversation about bandits on the roads. Cid will
leave you for a bit, so you're on your own right now. Check the pubs for some
more missions. This time around, there's a bit more variety. Feel free to
take on some of the side missions before selecting the next storyline mission,
The Yellow Wings.

   =~=~=~=~=~=~=~=~=~=~
   - THE YELLOW WINGS -
   =~=~=~=~=~=~=~=~=~=~

   "Drive off those brigands, the Yellow Wings, before I lose what little
    business I got left! They've been squatting the highroad, demanding gil
    from all what pass by.

    If I can't use that highroad, I can't get to Camoa; and if I can't get to
    Camoa, I'm finished!"
                                     ~ Kagran, Merchant

   Objective:
     - Defeat all foes!

   Forbidden:
     - Ice: Weapons and abilities that use ice are forbidden.

   Enemies:
     - Thief x1
     - White Monk x1
     - Archer x1
     - Animist x1
     - Black Mage x1

   Your party will quickly run into the Yellow Wings. They're just asking for
   trouble. Bring in four extra units for the ensuing battle. I'd suggest
   sending in a White Mage to heal. The rest of the party is up to you. Note
   that the law forbids anything ice-based, so manage your party accordingly.
   At this point in the game though, I doubt you have any ice-based weapons
   that could potentially trigger it. Just avoid ice-based abilities.

   The enemy party likely has the speed advantage over your team. Let them
   move first. It's improbable that any of them will be able to strike you on
   the first turn, so don't worry about that. The Animist will usually begin
   the fight with 100% Wool, which puts Protect and Shell on the caster. For
   that reason, you'll want to deal with him last because the Protect and
   Shell wear off over time.

   The Archer can cast Focus on herself, which increases the damage on her
   next attack. The remaining units don't have any skills to really worry
   about. The Black Mage is capable of casting the three basic elemental
   spells though, so do not keep your units grouped together.

   It is best to take out the Black Mage and White Monk first because they can
   deal the most amount of damage. The White Monk will approach your party, so
   meet him as he approaches. By concentrating your attacks, the two should
   fall quickly. Next, go for the Thief. Lastly, eliminate the Archer and
   Animist. When all enemy units have been knocked out, the mission will end.

Finishing the mission will unlock the region of Camoa. You can choose to
continue if you want, though there are more missions in the local pub that
you may want to check out. Clan Trials are unlocked as well. These entries
allow you to compete for better Clan Privileges and other rewards. I'd suggest
trying the ones available to you for some nice bonuses.

The Camoa Highroad leads to the Camoa region.


                                   C A M O A
                                   O-------O
               Camoa is a famed gathering spot for adventurers.
              The countryside surrounding the city is a verdant
                      patchwork of crops and pastureland.


Upon entering the Camoa region, make your way to the city of Camoa. It will be
clearly marked for you with a blue bubble. Camoa, I guess you can say, is more
of a full-fledged town in comparison to Wood Village. Watch the scene that
follows, and you will meet Ribs, who wants a tomato stalk. This will unlock
the next story mission, You Say Tomato, along with a number of other missions.

After accepting You Say Tomato, head over to the Adventurer's Rest in the
Camoa region.

   =~=~=~=~=~=~=~=~=~
   - YOU SAY TOMATO -
   =~=~=~=~=~=~=~=~=~

   "You say tomato, I say kill them all!

    Why kill vegetables, you ask? Har!

    Did I mention quivering stalks, or slavering fangs? I was out for a stroll
    the other day and one bit clean through me britches! I doubt me or me
    britches are the only victims here. Help!"

                                     ~ Gusah, Greengrocer

   Objective:
     - Defeat all foes!

   Forbidden:
     - Lightning: Weapons and abilities that use lightning are forbidden.

   Enemies:
     - Deadly Nightshade x4
     - Alraune x1

   In case you weren't already aware, tomatoes (Deadly Nightshades) are quite
   vicious. While surveying the area, a new face shows up. Cid agrees to let
   her join for a fraction of the reward. Much like Cid, Adelle is a guest who
   you cannot control. However, she will prove to be an asset nonetheless.
   Bring in five units of your own in addition to the two others. This fight
   is ridiculously easy, so don't worry too much about who to bring in.

   You should focus on the Deadly Nightshades first. They are speedy little
   creatures, so keep your guard up to prevent them from swarming you. These
   Deadly Nightshades can use Tomato Tackle, an attack that lowers speed,
   and Tomato Fang, which knocks back. Two of them can use the Green Magick
   spells, Blind and Raise, and the other two have some sort of Passive
   Ability that raises attack or defense. Though irritating, their low HP
   makes them easy to take down with a few strikes.

   The Alraune, however, is a bit more formidable. Its Impale techniques
   include Horn Blow, which deals moderate damage and knocks back, Horn
   Venom, which inflicts poison status, and Horn Shot, which is a fairly
   weak attack with an increased chance of hitting. Its defense stats are
   slightly higher than the Deadly Nightshades, but it should not pose a
   problem.

   Be sure to grab the chest at the lower-right corner of the battlefield
   before finishing off the last monster.

After the fight, Adelle will disappear with the alraune drill in her pocket.
Watch the humorous scene that follows. When you return to the world map, a
blue bubble will appear Camoa, which probably means you should head on over.

Back in town, Ribs will give you a bit of information regarding the history
of Ivalice and the great Lezaford. Meanwhile, a rather nonchalant Adelle
just so happens to walk by. With that, a new area becomes available: Baptiste
Hill.


                         B A P T I S T E   H I L L
                         O-----------------------O
               Green grasses cover the gently sloping hillside.
           A refreshing wind eases the burdens of passing travelers.


There are no towns in Baptiste Hill, so you will have to rely on the Camoa or
Wood Village pub. Speaking of which, there are plenty of new missions. Give a
few of them a try before proceeding to activate the next storyline mission,
Wanted: Ugohr. If the mission isn't showing up, note that you must have
completed Wanted: The Cyanwolf in order to make it appear.

   =~=~=~=~=~=~=~=~=
   - WANTED: UGOHR -
   =~=~=~=~=~=~=~=~=

   "- WANTED! -
    Wanted: Ugohr, a green-colored shelling, last spotted on Baptiste Hill.
    One reported case of injury arising from contact with said beast. Payment
    to be made by injured party."

                                     ~ Jylland Defenders of the Peace

   Objective:
     - Defeat Ugohr!

   Forbidden:
     - Restoring MP: Actions that restore MP are forbidden.

   Enemies:
     - Wolf x2
     - Cockatrice x2
     - Ugohr (Great Tortoise) x1

   Your objective here is the big green thing, Ugohr. Bring in six units and
   deploy them. The monsters in this battle are fairly weak, with the
   exception of the mark, of course. You can choose to ignore the other
   monsters and go straight for Ugohr if you're in a rush. Just bear in mind
   that Ugohr is the mission's objective.

   The Cockatrices can use Peck, which deals moderate damage. Otherwise, they
   are not very dangerous at all, and they will only serve to get in the way.
   They also have Critical: Quicken as their R-Ability, which automatically
   gifts the Cockatrice the very next turn should it enter critical HP status.
   The Wolves can use Fang and nothing else. Like the Cockatrices, they too
   are not very threatening. Both the Cockatrices and Wolves are weak to
   water-based attacks, so use those (if applicable) to dispatch them quickly.

   Ugohr has got quite a few abilities at its disposal. Luckily for you, it's
   very slow, so if you are quick, you should be able to eliminate it before
   it can pose too much of a problem. Ugohr can use Rain of Stone, which
   deals earth damage to an area, and Sonic Spin, which damages surrounding
   units. Watch out especially for his Headbutt ability for it can inflict
   Immobilize status on its target. Ugohr's defense is quite high, and it's
   further augmented by his Defense Up P-Ability, so it may take a few turns
   before it falls.

Following the battle, a familiar face shows up again to scavenge for some
treasure. She happens to fall right into Cid's cleverly laid trap.
Unfortunately, she's already sold off the stolen horn and spent all the gil.

Back on the world map, head over to Camoa. Here, the team will meet Adelle yet
again. It seems like that rat trap hadn't stopped her. Luso reluctantly
decides to let her join. Unfortunately, you have no say in it. It's not a bad
thing since Adelle is a pretty good Thief. Plus, she comes equipped with a
Khukuri!

Afterwards, the Bisga Highroad should become available. Finish whatever
business you have in Camoa and proceed over there.


                  T H E   B I S G A   G R E E N L A N D S
                  O-------------------------------------O
              Thick vegetation grows across this broad plain.
          Many travelers pass along its extensive network of roads.


From the Bisga Greenlands, you can travel further to the southwest to reach
Graszton along the Graszton Highroad.


                              G R A S Z T O N
                              O-------------O
           This narrow stretch of land overlooks the Sea of Ewohl.
       People and goods stream through the busy port city of Graszton.


Graszton is the biggest city you've encountered thus far. It's a port, so you
can expect plenty of business. Once you've entered the region, head to the
city of Graszton (as if the blue bubble didn't make it obvious enough).

A bit of shady business will be carried out, and a Ninja will shoot a gun at
Cid. He survives, though he won't be in your party for a little while. He
will divulge the location of Lezaford for you - he is in the Aldanna Range.

The Aldanna Range can be accessed through a highroad in the Baptiste Hill
region. It's the northwestern path out.


                    T H E   A L D A N N A   R A N G E
                    O-------------------------------O
            Rugged highland with row upon row of soaring peaks.
          Hardy mountain shrubs grow among its crags and clefts.


There's a single cabin here, but it's uninhabited for now. You can venture
into the Galerria Deep.


                    T H E   G A L E R R I A   D E E P
                    O-------------------------------O
         Countless tunnels make up this vast underground cavern.
           It's known in some circles as the Pit of the Larva.


The path loops back around to the Bisga Greenlands. And this ends our tour of
the new unlocked areas. Now, you can head back to any pub and do some more
missions. The next story mission in line is Wanted: Gilmunto.

   =~=~=~=~=~=~=~=~=~=~
   - WANTED: GILMUNTO -
   =~=~=~=~=~=~=~=~=~=~

   "- WANTED! -
    Wanted: Gilmunto, possibly a variant strain of nidhogg, known to lurk in
    the foothills of the Aldanna Range.
    Vicious and violent, should be considered dangerous in the extreme!
    Those without faith in their sword arm, give this one wide berth."

                                     ~ Jylland Defenders of the Peace

   Objective:
     - Defeat Gilmunto.

   Forbidden:
     - Fire: Weapons and abilities that use fire are forbidden.

   Enemies:
     - Worgen x2
     - Yellow Jelly x1
     - Thunder Drake x1
     - Gilmunto (Asp) x1

   Your team will come across Gilmunto and friends in the midst of a bunch of
   mist! There are new monsters here, but none of them are particularly
   challenging. Anyway, send in four more units in addition to Luso and
   Adelle. Feel free to remove Adelle if you don't like her.

   The two Worgens are capable of using Fang and nothing else. Their physical
   attack is fairly powerful, so keep your guard up. However, don't prioritize
   them because they aren't as dangerous as the other monsters here. The
   Yellow Drake, for one, can use Shockbolt, which Confuses and Addles its
   target! Thunder Breath is also a strong attack that deals damage to a "T"-
   shaped area in front of it.

   The Yellow Jelly can cast Thunder, and it is also fitted with Absorb
   Damage, which replenishes 10% of HP damage taken. Since a few of the
   monsters here are lightning-based, it will act as a healer by casting
   Thunder on its allies. For that reason, kill the Yellow Jelly as early as
   possible.

   Defeating Gilmunto is the objective, but he's pretty tough to defeat. Try
   to eliminate the other enemies first before going for him. All of the other
   monsters are weak to water, so use water-based attacks if possible. As for
   Gilmunto himself, be wary of Lightning and Thunder Breath. Both are very
   powerful lightning-based attacks. Gilmunto can also use Dragon Force, which
   raises attack and magick. He boasts a ton of HP, so you'll want to focus
   all of your attacks on him. If you have holy-based attacks available, by
   all means, use them!

   Note that there's a treasure chest at the lower-left corner of the
   battlefield.

Having defeated Gilmunto, that mage Lezaford will show up, and oh man he is a
freaky looking guy. He'll bring you back to his cabin.

There, he will ask to see your journal, which according to Lezaford, is the
key to returning to Ivalice. In order to do so, you must first fill all its
pages to release the powerful magick hidden within.

Return to Graszton to see Cid again. There, Adelle will bring up the auction,
which is a whole new aspect of the game in itself. It's essentially a bidding
system where you can bid for areas. Become region master and you will be given
the opportunity to auction for items - some of these items are very rare and
can be attained through this method much earlier. Needless to say, you should
look into it.

However, you won't be able to access the Auction House for now, so don't
worry about it. The Rupie Mountains have been unlocked. They can be accessed
from the Galerria Deep.


                    T H E   R U P I E   M O U N T A I N S
                    O-----------------------------------O
                 Said to have been raised in the age of myth,
               these mountains have a stark, captivating beauty.


Also, The Zedlei Forest has been unlocked as well. You can access that from
the Aldanna Range or Baptiste Hill.


                         Z E D L E I   F O R E S T
                         O-----------------------O
        Warm light plays through the canopy of this beautiful forest.
            The Silenia river runs through the heart of the wood
                     on its eastward journey to the sea.


Visit any pub for a wealth of new missions to do. When you are prepared to
continue with the storyline, select Now That's a Fire!

   =~=~=~=~=~=~=~=~=~=~=~
   - NOW THAT'S A FIRE! -
   =~=~=~=~=~=~=~=~=~=~=~

   "Zedlei Forest has been bombed!
    Looking for a clan to rid our woods of an infestation of bombs!
    With auction season upon us, who doesn't want a few more clan points in the
    bank?"

                                     ~ Society for Woodland Preservation

   Objective:
     - Defeat all foes!

   Forbidden:
     - Restoring MP: Actions that restore MP are forbidden.

   Enemies:
     - Red Marshmallow x1
     - Floating Eye x2
     - Bomb x3

   The party stumbles upon the Zedlei Forest absolutely teeming with Bombs and
   other monsters. Consider sending in units with ice-based abilities because
   the majority of monsters here are weak to that element. Equipment with
   resistance to fire would be helpful as well.

   Floating Eyes are the only neutral monsters on the field. Well, that's
   actually a lie because they are weak to earth and holy-based attacks. These
   monsters are capable of using Gnaw to inflict Poison status. Their other
   ability, Death Dive, is a suicidal desperation attack that kills the user
   and deals heavy damage to the target. The Floating Eyes typically use this
   attack when they are low on HP. To avoid getting hit by it, try to kill the
   Floating Eyes without leaving them in critical health.

   The Bombs and the Red Marshmallow work hand in hand. All of them are fire-
   based, so expect to be hit constantly by Fire and Flame Attack. The Red
   Marshmallow has a skill called Unction which inflicts Oil status. This can
   be devastating, considering the fact that most of the monsters here can hit
   you with fire-based attacks. For that reason, focus first on the Red
   Marshmallow before it can use Unction to coat your units with oil. Its
   defense is fairly high, so use spells to deal more damage to it. Blizzard/
   Blizzara/Blizzaga works very well against it.

   When focusing on the Bombs, be wary of their Self-destruct ability, which
   they use when they're in critical health. This ability deals heavy damage
   to all units surrounding the Bomb. To lower the chances of a Bomb using it,
   avoid putting it in critical health unless you're sure you can kill it
   before its next turn comes. One of the Bombs, however, has Critical:
   Quicken, which will automatically give it the next turn if its health gets
   too low. Should this happen, you can count on it to use Self-destruct the
   next turn. To avoid this, either kill the Bomb without putting it in
   critical health status with a powerful attack or fight it from a distance.

Adelle will mention that auction season is starting soon. She will explain
some characteristics of the auctions before suggesting you head off for Camoa
or Graszton to try one for yourself. It doesn't matter if you win or lose -
this first auction is just an introductory auction.

The region of Moorabella will subsequently be unlocked. It can be access from
the Rupie Mountains or Zedlei Forest.


                             M O O R A B E L L A
                             O-----------------O
               The magick city of Moorabella and its aerodrome
                 sit atop this high, forest-covered plateau.


From Moorabella, you can proceed into the Ruins of Delgantua.


                T H E   R U I N S   O F   D E L G A N T U A
                O-----------------------------------------O
       This sprawling ruin is thought to date back to the Galtean era.
             The lost arts of that time are evident throughout.


When you are prepared to continue, accept the Pearls in the Deep mission at
the pub.

   =~=~=~=~=~=~=~=~=~=~=~
   - PEARLS IN THE DEEP -
   =~=~=~=~=~=~=~=~=~=~=~

   "Tis the season: zingu pearl season in the Galerria Deep!
    All those who wish to go pearl hunting must register by accepting this
    quest.
    WARNING: Unregistered pearl hunters will be caught and tried as poachers."

                                     ~ Galerria Jewelers

   Objective:
     - Defeat the Lord of the Flowsand!

   Forbidden:
     - Actions by Nu Mou: Nu mou may only move and perform basic attacks.

   Enemies:
     - Antlion (spawns)
     - Pit Beast (spawns)
     - Flowsand Lord (Yowie) x1

   Depending on your characters' levels, this battle may range from
   excruciatingly difficult to only mild challenging. If your units are at
   least level 25, I'd say you should be able to finish the mission
   comfortably. You will want to bring a healer. Units capable of casting
   Protect and buffing defenses are strongly recommended here as well.

   The Lord of the Flowsand is essentially a huge mouth in the ground. It's
   situated at the very lowest point in the cavern, so you'll have a lot of
   walking to do in order to reach it. In addition, you will have to contend
   with a few Antlions and Pit Beasts that will constantly spawn. The Antlions
   can use a variety of attacks, including Bile, which lowers resilience, and
   Mucus, which inflicts Slow. The Pit Beasts, on the other hand, can only use
   Sandstorm, which damages an area and inflicts Blind.

   The Flowsand Lord will prove to be hard to take down, primarily due to his
   excessively high HP. His abilities include Gravity Flux, an attack that hits
   all units on the screen for moderate damage. Out of all his abilities, this
   one is the least dangerous. Stun Crush is an attack that damages surrounding
   units and Immobilizes them. This can put you in a bad spot because it'll
   Immobilize you while your units are still surrounding it, giving it more
   opportunities to Stun Crush repeatedly. Lastly, Draw In is a ranged attack
   that picks up a unit and moves it next to the Flowsand Lord while dealing
   moderate damage. This can be an issue for ranged units, but it can be
   avoided by staying out of the attack's range. Note that the Flowsand Lord
   is weak to wind-based attacks - take advantage of that.

   There are numerous strategies you can use for this mission. First of all,
   ignore the Antlions and Pit Beasts - instead, focus all of your units on
   the Flowsand Lord. If possible, inflict Disable on or Stop the other
   monsters to prevent them from causing too much trouble.

   The first method would be to gather up all of your strongest physical units
   and surround the Flowsand Lord with them. Then, move any healers and
   buffers behind them, casting Protect and raising defenses as they go. It
   would help if your physical units had Counter as an R-Ability to deal extra
   damage. In this situation, the Flowsand Lord will probably mostly make use
   of Stun Crush to damage surrounding units. It's a fairly powerful attack,
   so make sure your healers are doing their job.

   Alternatively, you can send in a team of ranged units with ranges OVER six
   tiles. The Flowsand Lord's Draw In ability has a maximum range of six
   tiles. If you position your units in such a way as to stay out of his
   range, you can fire at it with impunity, only having to worry about
   Antlions and Pit Beasts. This is a viable strategy, but it only works if
   your units have the adequate range.

With the Flowsand Lord out of the way, Adelle and Luso (mostly just Luso...)
will search the glowing moss, along with Adelle's pearls. Eventually, they'll
find it. Return to Graszton, and Cid suggests that you travel to the Rupie
Mountains. Unfortunately, no new areas are available, but there are a ton of
new missions at the pub. The next actual story mission is Mountain Watch...

   =~=~=~=~=~=~=~=~=~
   - MOUNTAIN WATCH -
   =~=~=~=~=~=~=~=~=~

   "Kuknir Travel is looking for guards to escort touring groups headed for
    the Rupie Mountains.
    The Marsa Wayfarers Association has been gaining on them of late. Kuknir
    want safety as a selling point, most like."

                                     ~ Shink, Pub Patron

   Objective:
     - Defeat Ewen!

   Forbidden:
     - Ice: Weapons and abilities that use ice are forbidden.

   Enemies:
     - Assassin x1
     - Ninja x1
     - Time Mage x1
     - Sniper x1
     - Nightfall (Ewen) x1

   The Nightfall, at first, offers to purchase your judge for two million gil.
   When Luso refuses, he brings in his team to force the judge from you. With
   that, he incapacitates your judge. Your clan privilege is now negated along
   with the ability to revive dead units. Essentially, you're fighting without
   a judge here, so you will need to play more cautiously.

   Ewen is the objective here. If you want to get this mission over with
   quickly, then focus all of your attacks on him. He can use a variety of
   Ninja abilities, including Throw, which tosses a weapon at a target, Earth
   Veil, which deals earth damage and inflicts Slow, and Unspell, which
   dispels a target. His attack stat overall is not too high, but his
   Impervious P-Ability blocks from many debuffs.

   The other enemies here include a Ninja, who boasts a more varied list of
   Ninjutsu techniques than the Nightfall, Ewen. He can cast Fire Veil for
   fire damage and Confuse status, Gold Veil for damage and Blind status, and
   Water Veil for water damage and Silence status. His Dual Wield ability
   makes him even more of a danger than Ewen is. You'll want to take him down
   as quickly as possible. At least Silence him to prevent him from using his
   "Veil" abilities.

   Watch out for the Assassin's Ague ability, which can inflict Slow. Aphonia
   inflicts Silence status and Leg Shot inflicts Immobilize status. If you're
   susceptible to status ailments, then you'll want to maintain your distance
   from her. The Time Mage acts as the healer for the enemy team - he can cast
   Cure. His Time Magick includes Haste and Reflect. He often Hastes Ewen and
   the other units, who are already speedy enough as they are. Silence him to
   disable him completely.

   Lastly, the Sniper can use Leg Shot and Beso Toxico, which inflicts Poison
   status. Compared to the other units, she isn't nearly as dangerous, so feel
   free to ignore her completely.

   There's no need to really bother with the other units if you don't feel
   like getting the loot and EXP. Eliminate Ewen and be done with it!

Ewen turns tail and runs following his defeat. That's to be expected of him.
After the fight, Luso stumbles upon an odd jewel, which he decides to take
back to Cid. The good news is that the judge is still okay - the effects of
Ewen's spell only disabled him temporarily.

Return to Graszton, and Cid will tell Luso to get it appraised. Cid also
brings up the Aerodrome in Moorabella, where you can take an airship. Now,
head over to Moorabella and go into town. Upon getting it appraised, Luso will
suggest heading over to the Aerodrome. Unfortunately, some streetears state
that the airships have been grounded due to hardware problems. Looks like you
are stuck...

The next storyline mission is Grounded! When you are prepared to continue,
accept it and head to the Aerodrome.

   =~=~=~=~=~=~=
   - GROUNDED! -
   =~=~=~=~=~=~=

   "Airship malfunction due to mechanical sabotage and inspections resulting
    from same have grounded our regular flight to Fluorgis.
    The party or parties responsible have yet to be apprehended. Calling all
    clans to aid us!"

                                     ~ Moorabella Aerodrome Security

   Objective:
     - Defeat Genius Ed!

   Forbidden:
     - Harming the Weak: Actions that harm a lower level unit are forbidden.

   Enemies:
     - Berserker x1
     - Time Mage x1
     - White Mage x1
     - Fusilier x1
     - Genius Ed (Sage) x1

   The perpetrator is Genius Ed, a Sage who's been modifying the airships.
   A new face will show here. Yes, it's Vaan from Final Fantasy XII, ready to
   claim the "treasure" on the airship for himself. As Luso and Vaan bicker
   to each other, Genius Ed will call in his lackeys. After some more "painful"
   dialogue, the battle will finally commence. Sheesh.

   The primary objective is Genius Ed, but you may want to take on the other
   units to make things a bit easier. Vaan will help out but won't really be
   much assistance. First of all, the White Mage has to go because he can
   cast Cure and Esuna. Afterwards, you should immediately target the Time
   Mage, who can cast Quicken and Slow. Since both spellcasters don't have
   very high defenses, you should be able to dispatch both quite easily. Just
   try to avoid being Slowed.

   Be wary of the Berserker. Smite of Rage deals damage while inflicting
   various debuffs. His HP is quite high, so you will need to focus your
   efforts to take him down quickly. The Moogle Fusilier will prove to be a
   problem with his Blindshot and Silenceshot techniques, both capable of
   inflicting their own eponymous status ailments. He otherwise isn't dangerous
   at all, so considering inflicting Addle or Disable on him to save the
   trouble of actually eliminating him.

   And finally, Genius Ed the Sage is capable of casting Water, which deals
   water damage, Aero, which deals wind damage, and Bio, which deals poison
   damage with a chance of inflicting Poison. His Immunity renders him
   resistant to certain debuffs, so don't count on Silencing him. Note that he
   also has Critical: Quicken set as a R-Ability. By eliminating him in
   without putting him in critical status, you can bypass it.

With Genius Ed defeated, another Final Fantasy XII veteran will show up. Yes,
it's Penelo! As the two leave, Vaan will mutter something about Tramdine Fens.
This location will prove to be important later on.

The Aerodrome is now open, meaning you can fly over to Fluorgis. Pay the one-
way ticket fee of 300 Gil to be off. Just as Luso and Adelle are about to
board the airship, Cid will show up. Prior, he had fought as a guest, but now
he will actually join your party! Anyway, off to Fluorgis!


                               F L U O R G I S
                               O-------------O
               Quaint shops and age-old houses line the streets
          of Fluorgis. Beyond the city, ruins of once might fortress
                       stand watch over the wilderness.


Many of the outlying areas are also available for travel. Feel free to explore
if you'd like. There are many new missions at the pub that you can choose to
do. Whatever the case, accept the Rumors Abroad mission when you are ready to
see just what Vaan was talking about when he mentioned Tramdine Fens.

   =~=~=~=~=~=~=~=~=
   - RUMORS ABOUND -
   =~=~=~=~=~=~=~=~=

   "Rumors whisper of an unimaginable treasure sleeping deep within Tramdine
    Fens.
    Some say it is the Dozen-and-One Knights of Aisen's hoard, others that it
    is a cache of Rozarrian wealth... Whets the palate, does it not?
    Well? In the mood for a treasure hunt?

                                     ~ Kanaq, Pub Regular

    * No evidence has been found to support above rumors. ~ The Management"

   Objective:
     - Defeat all foes!

   Forbidden:
     - Copycat: Using the same action as the preceding unit is forbidden.

   Enemies:
     - Zombie x1
     - Floating Eye x2
     - Ghost x2
     - Wraith x1

   While out searching for the rumored treasure, the team encounters a group
   of ghosts. For this mission, units with holy-based attacks are strongly
   recommended. White Mages and Archers/White Monks/Paladins with Burial/
   Exorcise/Sanctify would help here as well. Avoid bringing in Moogles or Nu
   Mou because there is too much water here (Moogles and Nu Mou cannot cross
   water).

   The Zombie is not a threat in this mission - it can use Drain Touch to sap
   HP from its target to replenish its own HP. You should leave the Zombie for
   last. As for the two Floating Eyes, you will want to be wary of Death Dive,
   a powerful, suicidal attack that they use when in critical HP (they both
   have Critical: Quicken). Try to avoid putting these monsters in critical
   status for that reason. Their other abilities are Supersonic Wave, which
   can inflict Silence status, and Gnaw, which has a chance of inflicting
   Poison.

   The two Ghosts are capable of inflicting Sleep and Silence status with
   Sleep Touch and Silence Touch. Lastly, the Wraith can use Flash to inflict
   Blind status on surrounding units and Wake the Dead, which calls in more
   undead monsters. In addition, it can cast Darkra on its undead brethren to
   heal their HP. You should target the Wraith first because it's the most
   dangerous monster overall. Avoid putting it in critical status though, for
   Critical: Vanish will activate, preventing you from targeting it.

   All monsters here are weak to holy-based attacks. The undead (Zombie, Ghost,
   Wraith) are also damaged by curative spells. When you take down any of the
   undead, a gravestone will remain. After about two turns, the undead monster
   will revive itself. There are ways to deal with this. Exorcise and Burial
   can both banish the gravestone, preventing the monster from reviving
   itself. Also, using a Phoenix Down can work as well.

Something odd will happen after the battle. After swallowing an orb, Luso will
collapse, and you will witness a scene from the real world. Soon thereafter,
Luso wakes again in a hut in the Tramdine Fens.

Once you regain control, head to any town to rest. You will see a few more
flashbacks from Luso's past in the real world, along with some of the earlier
scenes in Ivalice. The last dream, however, is a nightmare, likely brought on
by that strange orb back in the Tramdine Fens. Cid remarks that someone with a
similar problem had posted a bill in the pub. Perhaps it could be some help?

Complete as many of the side missions as you'd like. When you are prepared to
continue, select Sleepless Nights and head to the Nazan Mines.

   =~=~=~=~=~=~=~=~=~=~
   - SLEEPLESS NIGHTS -
   =~=~=~=~=~=~=~=~=~=~

   "My dreams have been troubled of late.
    It started the night after my visit to Nazan Mines. I cannot sleep, my arms
    and legs are leaden, and even plump Bisga game-hen tastes like ash.
    They say a creature within the mines weaves ill-omened dreams. I fear... I
    fear I may be a victim. Please, stop it before I go mad."

                                     ~ Dabool, Geologist

   Objective:
     - Defeat the Oversoul!

   Forbidden:
     - Debuffs: Debuffs are forbidden.

   Enemies:
     - Zombie x1
     - Wraith x2
     - Bloody Orb x1
     - Oversoul x1

   The source of the nightmares appears to be an Oversoul. The monster will
   call in a team of primarily undead foes. For that reason, you should send
   in units with holy-based attacks. To banish the undead for good, consider
   sending units with Burial, Sanctify, or Exorcise. Restorative spells deal
   damage to undead monsters, so send in White Mages and the like as well. In
   order to finish this mission, you must defeat the Oversoul.

   The Zombie is capable of using Drain Touch to sap the target's HP to
   replenish its own. Overall, it isn't very dangerous. If you're looking to
   finish the mission quickly, it would be best to ignore the Zombie
   completely, for your objective is only the Oversoul. The Bloody Orb is
   similar in that its sole ability, Vampire, saps HP from the target to heal
   itself. The Bloody Orb is the least threat because its attack power is very
   low in comparison to the other enemies.

   Be careful of the Wraiths' Flash ability. This move inflicts Blind status
   on surrounding units. Their other ability, Wake the Dead, can summon more
   undead monsters. The Wraiths will frequently use Dark to heal themselves
   and the other monsters that absorb dark (the Zombie and Oversoul). Both
   Wraiths have Blood Price, meaning HP is consumed instead of MP. Finally,
   the Oversoul itself has a variety of malicious abilities. Deep Sleep
   inflicts Stop and Sleep status, and Shackle inflicts Disable and Immobilize
   status. Be prepared to use Esuna/Esunaga or Refresh to remove any debuffs
   that it inflicts on you. In addition, the Oversoul can cast Darkga, a
   powerful dark-based spell that deals heavy damage. Much like the Wraiths,
   the Oversoul frequently uses it to heal itself and the other undead.

   All of the monsters here are weak to holy-based attacks. The undead monsters
   (which is all enemies sans Bloody Orb). Recall that when an undead monster
   is killed, it can regenerate itself in a few turns. In order to prevent any
   downed monsters from reviving, use Exorcise/Sanctify/Burial to banish the
   monster forever. If you use those abilities on the tombstone of a downed
   undead monster, you will have no chance at missing.

   The sole objective here is the Oversoul. Feel free to completely ignore the
   other monsters. Both the Zombie and Bloody Orb are too weak to pose any
   significant threat in this battle, though you may find it easier to just
   kill them off quickly. The Wraiths, with their Flash ability, can be a
   nuisance, so you should eliminate them early on. When the Oversoul is
   defeated, the mission will end.

Defeating the Oversoul successfully gets rid of the bad dreams, as the odd orb
that floated into Luso's body after the incident at the Tramdine Fens leaves.
You will witness a few flashback scenes, which involve Adelle, Cid, and
Lezaford. After that, go to any pub, and you'll encounter a Moogle bard by the
name of Hurdy. As he leaves, he will post up a bill. That bill, Making Music,
is the next storyline mission. When you are ready, select it and make your way
to Aisenfield.

   =~=~=~=~=~=~=~=~
   - MAKING MUSIC -
   =~=~=~=~=~=~=~=~

   "The timber of the strawood trees growing near Fluorgis makes the best
    instruments, kupo!
    You'll get some for me, won't you, kupo? Oh, thank you! Thank you!
    * Oh, if you find some flutegrass too, that'd be awful nifty, kupo!

                                     ~ Hurdy, Itinerant Bard

   Objective:
     - Defeat the Alchemist!

   Forbidden:
     - Harming Females: Actions that harm viera and gria are forbidden. 

   Enemies:
     - Raptor x1
     - Ranger x1
     - Golem x2
     - Alchemist x1

   Luso manages to find the strawood, but he also encounters a hostile
   Alchemist with a bunch of monsters on his side. Just your luck, huh? Send
   in units with high defense stats because the primary threat on the enemy
   team are the formidable Golems - these monsters can pack a huge punch. 

   The law specifically states that harming female units is forbidden. For
   that reason, you will have to ignore the Gria Raptor if you want to uphold
   the law. She is a nuisance with her Raptor abilities, but overall, she is
   not a significant threat. She has a tendency to use Power Crush, which is
   bad news for your units since it lowers defense in the process. The Ranger
   is irritating, since he can put down Sten Needle and Leech traps. 
   Additionally, he can use Mirror Items to inflict damage through items, but
   that technique is rarely used. 

   The two Golems boast high attack stats, so they should be avoided as best
   you can. Their abilities include Bone Shatter, which deals heavy damage and
   delays the target's next turn, Sunder Earth, which deals earth damage in a
   straight line, and Brute Strength, which raises the Golem's attack power in
   the next round. Consider attacking the Golems with ranged units to avoid
   getting knocked out by their high-power attacks. Use wind-based attacks
   because the Golems are weak to that element. 

   Of course, the Alchemist is the target, but he is not very powerful himself.
   His only Alchemy techniques include Astra, which grants Astra status to his
   allies (makes unit impervious to all status ailments) and Rasp, which deals
   MP damage. However, he can use the Beast Lore ability Headless to take 
   control of the Golems himself. Other than that, he is hardly a threat. 

As Luso Leaves the strawood forest, he remembers that Hurdy wanted Flutegrass
too. This detail is important, as you will see later on. Return to any pub to
find Hurdy. He will gladly take the strawood, and he requests that you take it
to a Bazaar to turn it into an instrument. He will give you a Spiral Vine,
along with 2500 gil, to pay for it. 

However, if you recall, Hurdy mentioned Flutegrass before. Hurdy's Request has
two possible instruments you can make. With the Spiral Vine, you can make the
Brilliant Theorbo instrument, which teaches the Bard skill, Soul Etude and 
some Beastmaster techniques. However, you can also obtain the Flutegrass, 
which can be used to make the Shining Lute. 

How do you get the Flutegrass? Easy. Head over to the Sant D'alsa Bluff 
without creating the Brilliant Theorbo, and you will come across a continuation
of the Making Music quest, in which you'll fight a group of Sprites, 
Dreamhares, and Lamias. After defeating these monsters, you will obtain the
Flutegrass. 

It is up to you which instrument you choose to create. Since only one Strawood
can be obtained in the entire game, you cannot possibly create both the
Shining Lute and the Brilliant Theorbo. However, both instruments can be 
acquired later in the game. Personally, I would recommend the Shining Lute
since it teaches the Bard skill Magick Ballad, which restores MP to a unit,
along with the Animist ability, Friend. It is your choice. Regardless of 
which instrument you make, Hurdy will ask to travel with you afterwards. 

Return to Moorabella to meet with the appraiser at last. Adelle will go off by
herself to the pub, where a weird lady will approach and ask her to work for
her. Adelle refuses, and the lady leaves. Cid and Luso arrive shortly
thereafter. The magicite that Ewen dropped was apparently stolen, and there is
a bill at the pub seeking its rightful return. The next mission in line is 
Seeking the Stone. 

   
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5. Missions ~~~~~~~~~~~~~~~~~~~~~~~[5000]~| |
|_|=========================================================================|_|

In addition to the mandatory storyline missions, there is a plethora of extra
side-quests available as well. Because there are no random clan encounters,
you will have to rely on some of these extra missions to level up and gain
ability points.

Note that only 300 missions are recorded in the clan log. However, there are
about 100 more missions that are not recorded, which totals about 400
missions in all.

    * NOTE: Obviously, each mission can be defeated in many ways. Most of the
      strategies presented here are my personal methods of clearing the
      missions. Therefore, don't assume you're under any obligation to follow
      my exact directions, for there can be an infinite number of ways to
      finish each mission.

()---------------------------------------------------------------------------()
||                            5.1. Quest Report                      [5100]  ||
()---------------------------------------------------------------------------()

The mission report does not go in numerical order. Rather, it employs a chart
thingy (that really makes writing out this part of the guide more difficult
than it should be). On the report, you'll notice squares with letters a-e
running from left to right and numbers 1-5 running top to down. There are
25 of these squares in all (simple math would lead you to that). Inside each
of these squares are 16 more squares. Each individual mission takes up a spot
in each of these squares.

The mission list that follows will employ a numerical system for the smaller
squares inside each of the bigger squares.
     ___ ___ ___ ___
    | 1 | 2 | 3 | 4 |  For example A1-01 would refer to the mission in the
    |___|___|___|___|  upper-left box of the A1 box. This mission is Stranger
    | 5 | 6 | 7 | 8 |  in the Woods, which just so happens to be the first
    |___|___|___|___|  mission of the game. Not only does the mission report
    | 9 | 10| 11| 12|  log completed missions, but it also logs pending
    |___|___|___|___|  missions that have not yet been completed. Included
    | 13| 14| 15| 16|  is data relating to the loot collected from the mission
    |___|___|___|___|  and other information regarding rank.

     * NOTE: I can't confirm that every mission appears exactly when I
       specify (as they are purely based on when I encounter them). For that
       reason, a few of them may be off the mark. If you have any corrections
       relating to anything, please notify me. Of course, credit will be
       given.

     * NOTE: Note that certain missions vary depending on the month. If you
       can't seem to get a mission to appear when it's supposed to appear,
       try waiting through the months until it shows up.

     * NOTE: All repeatable missions will be marked with [R].

     * NOTE: All mission fees do not consider fee discounts from clan trials
       and auctions.

And in case it becomes confusing, I'll use directions under this battlefield
orientation.


                                       North (Upper)
                           West (Left)    /
                                    `.   /
                                      `./
                                       /`.
                                      /   `. East (Right)
                                     /
                                South (Lower)

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

     A1-01: Stranger in the Woods ~
     =--------------------------=
          We hunters of the village tried to stop 'im, to no avail. Somebody
          do somethin', please! You don't need to kill 'im, just drivin' 'im
          off will do.
                                 ~ Heriward, Wood Village Hunter

          Rank: 1
          Fee: 100 Gil
          Days: ---
          Type: Defeat Mark
          Location: Targ Wood
          Appears: Beginning of game

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A
          Reward: 250 Gil, Gikhet Lead x2, Faren Pollen x2

          Forbidden:
                        - Ranged Weapons

          Enemies:
                        - Cockatrice x2
                        - Klesta (Crushatrice) x1 [target]

          This first battle serves as a tutorial for those who are unfamiliar
          with the mechanics of battle. If you've played FFTA before, then you
          should already be familiar with the general battle system. However,
          if you have absolutely no idea how to play, then I'd strongly
          suggest reading the instructions carefully. It's really not hard to
          pick up once you understand it.

          You have control over Luso, the Viera White Mage and the Nu Mou
          Black Mage. The other dude, Cid, will act on his own accord. As part
          of the tutorial, you'll be forced to hit Klesta (which is a
          Crushatrice) with a Fire spell. To finish the battle, all you have
          to do is defeat Klesta. Since Luso is a new Soldier, he won't have
          any Art of War techniques available right now. Rather, you will have
          to rely on physical attacks at the moment. Before going straight for
          Klesta, you can target the two Cockatrice monsters, and get rid of
          them first.

          Once they are out of the way, you can focus your efforts on the big
          bird himself, Klesta. He is fairly powerful, so be prepared to heal
          using your White Mage (Cure). Watch out for his Territorial Marking
          and Peck attacks; both are moves that deals damage over an area. Do
          not group your units together to avoid taking unnecessary damage.
          You only need to bring Klesta down to about a quarter HP before it
          flies off.

     A1-02 Reagent Run [R] ~
     =-------------------=
          The muskmallow, favored herb for treatment of ague, is again in
          season. Seeking herbalists to venture into Targ Wood and procure a
          supply. No previous experience required.

                                 ~ Jylland Apothecary's League

          Rank: 8
          Fee: 200 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Targ Wood
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 2
                        - Teamwork    : 0
                        - Adaptability: 4
          Recommended for Dispatch: N/A

          Reward: 1580 Gil, Cactus Fruit x3, Nepenthis x1, Spruce x3

          Forbidden:
                        - Knockback

          Enemies:
                        - Wolf x2
                        - Dreamhare x2
                        - Baknamy x1

          While looking to gather a muskmallow, your team runs into a group
          of monsters. You know the drill. Bring in six units to engage the
          enemy. The objective here is not to defeat all of the monsters, but
          to find just one sample of muskmallow. See the sparkly things on the
          ground? When you approach one, you can examine it. Only one of them
          holds the muskmallow - all of the others contain nothing but gross
          plants. When you find the muskmallow, the mission will end.

          When the battle begins, be sure to snag the contents of the chest
          right next to your starting position. There's also a pot along the
          left side of the map that you should check as well.

          The monsters won't pose a problem in this battle. You should still
          try to defeat most of them because it will make searching for the
          muskmallow much easier. Be wary of the Baknamy though, for he has a
          skill called Magick Hammer, which deals damage to MP. If possible,
          keep spellcasters away from it.

     A1-03 The First Step ~
     =------------------=
          - Trade Requested -
          I will trade my Ocktor Tome of Medicine for your cactus fruit! We
          will do the deal in Targ Wood.

                                 ~ Mack, White Mage

          Rank: 3
          Fee: 100 Gil
          Days: 20 Days
          Type: Delivery
          Location: Targ Wood
          Appears: After completion of Mission A1-06: A Paw Full of Feathers

          Req. Items:   - Cactus Fruit x1
          Req. Talents: - Negotiation : 3
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 340 Gil, Cruzle Brass x4, Crooked Fang x2, Zinconium x3,
                  (Ocktor Tome of Medicine)

          This is a very simple delivery. Send over the Cactus Fruit to Targ
          Wood, where Mack gladly accepts it. In return, you receive an Ocktor
          Tome of Medicine.

     A1-04 The Next Step ~
     =-----------------=
          I seek someone to deliver medicine to a small village in Targ Wood.
          I would go myself, but there are those who would steal my secrets -
          as the one who crafts potent potables - and it is deemed dangerous
          for me to go out and about. Please, this one favor I beg of you.

                                 ~ Mack, Salve-maker

          Rank: 16
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery
          Location: Moorabella / Targ Wood
          Appears: After completion of Mission A1-03: The First Step;
                   After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1330 Gil, Foul Liquid x3, Divariwood x3

          Stop in Moorabella first to pick up the Clear Sap. Your objective is
          to deliver it to Targ Wood. However, Mack cautions you to potential
          robbers on the journey. Set off for Targ Wood and deliver the
          medicine to finish this mission engagement-free.

     A1-06 A Paw Full of Feathers ~
     =--------------------------=
          What's in the woods? Wolves, that's what! And my chocobos are so put
          out, they're molting early. Somebody, rid us of these horrible
          howlers!

                                 ~ Chocobo Corral "Sasasha"

          Rank: 2
          Fee: 100 Gil
          Days: ---
          Type: Battle
          Location: Targ Wood
          Appears: After completion of Mission A1-01: Stranger in the Woods

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1050 Gil, Snake Skin x2, Tiny Mushrooms x2, Fresh Water x4

          Forbidden:
                        - Fire

          Enemies:
                        - Wolf x2
                        - Baknamy x1

          Oh no, wolves! If you are unfamiliar with laws, listen to Cid's
          explanation before the battle begins. This time around, fire is
          banned, meaning you can't use any fire-based ability in battle.
          Otherwise, you'll suffer a stiff penalty. You will also be
          introduced to clan abilities, which can be selected before each
          battle begins.

          Select four extra units to bring into battle. This fight is not too
          difficult, so there's no extensive strategy involved. After
          selecting units, pick a clan privilege. For this fight, I'd suggest
          Power Up 1. When you are ready to go, start the battle.

          There are three targets you have to kill. The two Wolves are weak,
          so focus on them first. At the moment, you probably do not have two
          many abilities available. For now, just whack the monsters with your
          strongest units. If you brought a Black Mage, use his Black Magick.
          Obviously, you can't cast Fire because the law forbids it.

          The Baknamy can use Goblin Attack, a special ability that inflicts
          damage while ignoring defense. The Wolves can use Fang, which deals
          moderate damage. If any of your units run low on HP, be sure to have
          a White Mage to heal them. Eliminate all three targets to finish the
          mission.

     A1-07 The Perfect Gift ~
     =--------------------=
          It's nearly my mother's birthday, and I want to give her some
          flowers as a gift, kupo. I need someone to gather some pretty, pink
          flowers for the bouquet.

                                 ~ Genne, Devoted Son

          Rank: 6
          Fee: 200 Gil
          Days: 20 Days
          Type: Delivery (Dispatch)
          Location: Camoa
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   Prima Petal x1
          Req. Talents: - Negotiation : 1
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1050 Gil, Molting x2, Trusty Frying Pan x2, Water Stone x3

          Deliver the Prima Petal to Genne over in Camoa. He will gladly take
          it and give you your reward.

     A1-08 Kids These Days ~
     =-------------------=
          Some of our younger clan members have been carrying on in the pub,
          disturbing the peace, as it were. I reckon it's best to teach them
          a good lesson now, and nip the problem in the bud. That's where you
          come in. Give 'em a good thrashing for me.

                                 ~ Criek, Clan Criek Leader

          Rank: 8
          Fee: 200 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: Targ Wood
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 4
                        - Adaptability: 4
          Recommended for Dispatch: N/A

          Reward: 790 Gil, Waltwood x3, Xergis Tin x4, Gikhet Lead x4

          Forbidden:
                        - Ice

          Enemies:
                        - Fencer x1
                        - Thief x1
                        - Archer x1
                        - White Monk x1
                        - Soldier x1
                        - Warrior x1

          Bring in six units for this fight. You are up against a few average
          enemies here. For the most part, they shouldn't give you too much
          trouble. Both the Soldier and Warrior have Rend Power and Rend
          Magick, two debuffs that affect attack and magick power,
          respectively. The Fencer has two basic abilities: Swarmstrike and
          Featherblow. The Archer can use Blackout, which inflicts Blind
          status. The Thief can use Steal: Gil, which should not be much of a
          threat to your party, and lastly, the White Monk can use Roundhouse,
          an attack that deals damage to surrounding units, and Air Render,
          which is a ranged attack.

          Focus on the White Monk first because he is closest to your starting
          position. Take care not to surround him because he can use Roundhouse
          to damage any units around him. Once he falls, move to the Archer
          and Fencer. Be wary of the Archer, for he can use Blackout, which
          inflicts Blind status.

          You can take on the remaining units in any way you see fit. None of
          them are particularly threatening, though you may want to save the
          Thief for last because he won't do anything (except maybe steal your
          gil). Finish off the remaining enemies to draw the mission to a
          close.

     A1-09 Watch Your Step ~
     =-------------------=
          Oh, fie on him!
          I chased down a marked thief, and almost had him, too, when one of
          his traps tripped me up! Someone please bring him in!

                                 ~ Finnes, Watch Chief

          Rank: 33
          Fee: 500 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Fluorgis
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 15
          Recommended for Dispatch: Ranger

          Reward: 4830 Gil, Star Fragments x2

          Forbidden:
                        - Not Moving 3 Tiles

          Enemies:
                        - Berserker x2
                        - Viking x2
                        - Ranger x1

          As you can see, there are many traps strewn across the ruins.
          Luckily, they're all marked for you. However, the law requires that
          you move EXACTLY three tiles every turn, so you may have trouble
          avoiding traps.

          The Berserker on the left is capable of using Hone Senses, which
          increases his critical rate, Furore, which damages surrounding units,
          and Smite of Rage, which is a high-power attack capable of inflicting
          a random debuff. The Berserker on the right has Ground Shaker in
          place of Smite of Rage. Ground Shaker deals damage in a line, similar
          to the Earth Render ability of White Monks. Both Berserkers have
          exceptionally high attack power, so deal with them quickly.

          Both Vikings are capable of casting Thundara and using Strong-arm, a
          stealing ability. Critical: Berserk is activated when they get in
          critical status. Neither of them are very dangerous unless you have
          any weaknesses against Thundara. Lastly, the Ranger is capable of
          laying Sten Needle and Love Potion traps. Camouflage renders him
          invisible, which can be annoying since you'll have to wait until he
          acts again to be able to target him. When his HP is critical,
          Critical: Vanish will activate, turning him invisible
          automatically.

          All of the Seeqs here have Avoid Traps set as a P-Ability, so you
          won't be able to lure them into their own traps. Eliminate all of
          them the conventional way. When they're down, set off the marked
          traps to complete the mission. Yellow represents Silence traps.
          Green represent Leech (MP damage) traps. Cyan represent Sten Needle
          (HP damage) traps.

     A1-10 The Trappings of Failure ~
     =----------------------------=
          In response to monster attacks in the regions outlying the city
          proper, we set a number of traps to rid ourselves of the beasts once
          and or all. Alas, the raps had no effect. Worse still, they now pose
          a danger to our citizenry. Please destroy these traps before they
          can do any real harm.

                                 ~ Camoa Ministry of Wildlife

          Rank: 12
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Targ Wood
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 4
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 4
          Recommended for Dispatch: Ranger

          Reward: 390 Gil, Prima Petal x2, Mape Wood x3, Sturdy Vine x3

          Forbidden:
                        - >50 Damage

          Enemies:
                        - Sprite x4
                        - Banshee x1

          Send in six units for this mission. The law forbids any damage over
          50 HP, so don't bring in any units that are too strong. The monsters
          here are fairly weak, so there's no need for strong units anyway.

          The objective is to disarm the traps (indicated by the flashing
          tiles). The only way to disarm them is to step on them yourself,
          meaning you'll have to take damage in the process. For that reason,
          it's best to eliminate the monsters first. Otherwise, you might have
          problems (because the traps cut out half of your HP; minimum damage
          is 10 HP) dealing with both the monsters and the traps.

          The Sprites, for the most part, are mildly dangerous. One of them
          can use Meteorite, which deals a heavy amount of damage to a
          single target. The Banshee, too, can use Meteorite. It's best to
          attack the Banshee first because she has Unscarred, a P-Ability that
          boosts her stats when her HP is full. After taking her down, focus
          on the Sprite with White Wind - taking her down will prevent the
          monsters from healing each other.

          There is a single treasure chest located at the lower-right corner
          of the battlefield. Be sure to get to it before you disarm every
          trap.

     A1-11 The Yellow Wings ~
     =--------------------=
          Drive off those brigands, the Yellow Wings, before I lose what
          little business I got left! They've been squatting the highroad,
          demanding gil from all what pass by.

          If I can't use that highroad, I can't get to Camoa; and if I can't
          get to Camoa, I'm finished!

                                 ~ Kagran, Merchant

          Rank: 3
          Fee: 100 Gil
          Days: ---
          Type: Battle
          Location: Targ Wood
          Appears: After completion of Mission A1-06: A Paw Full of Feathers

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1750 Gil, Lamia Scale x2, Sanative Needle x3, Earth Stone x3

          Forbidden:
                        - Ice

          Enemies:
                        - Thief x1
                        - White Monk x1
                        - Archer x1
                        - Animist x1
                        - Black Mage x1

          Your party will quickly run into the Yellow Wings. They're just
          asking for trouble. Bring in four extra units for the ensuing
          battle. I'd suggest sending in a White Mage to heal. The rest of the
          party is up to you. The law forbids anything ice-based, so manage
          your party accordingly. At this point in the game though, I doubt
          you have any ice-based weapons that could potentially trigger it.
          Just avoid ice-based abilities.

          The enemy party likely has the speed advantage over your team. Let
          them move first. It's unlikely that any of them will be able to
          strike you on the first turn, so don't worry about that. The Animist
          will usually begin the fight with 100% Wool, which puts Protect and
          Shell on the caster. For that reason, you'll want to deal with him
          last because the Protect and Shell wear off over time.

          The Archer can cast Focus on herself, which increases the damage on
          her next attack. The remaining units don't have any skills to really
          worry about. The Black Mage is capable of casting the three basic
          elemental spells though, so do not keep your units grouped together.

          It is best to take out the Black Mage and White Monk first because
          they can deal the most amount of damage. The White Monk will
          approach your party, so meet him as he approaches. By concentrating
          your attacks, the two should fall quickly. Next, go for the Thief.
          Lastly, eliminate the Archer and Animist. When all enemy units have
          been knocked out, the mission will end.

     A1-14 A Voice from the Well ~
     =-------------------------=
          Every night I hear what sounds like a woman's voice calling to me
          from the rear garden. I've just moved residences, and don't care to
          move again - nor do I have the funds if I wanted to. It's rather
          disturbing to say the least, and I'd appreciate it if someone would
          look into this.

                                 ~ Lacado, Townsperson

          Rank: 7
          Fee: 200 Gil
          Days: 20 Days
          Type: Investigation (Dispatch)
          Location: Camoa
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 4
                        - Aptitude    : 4
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1160 Gil, Rat Tail x2, Bat Tail x2, Bomb Shell x4

          Forbidden:
                        - Ranged Weapons

          Enemies:
                        - Lamia x3
                        - Lilith x1

          Bring in six units for this battle. Avoid sending in any ranged
          characters because the law forbids that. If you have any accessories
          available that can block Sleep status, I'd suggest equipping them -
          the Lilith in this battle has a tendency to use Night, an ability
          that puts all of your units to sleep. She also can use Kiss, which
          Charms and Dooms a target.

          Be sure to have someone grab the treasure that's next to the left-
          most Lamia. There's also a pot at the upper-left corner of the map.

          Before you focus on the Lilith, you'll want to eliminate the three
          Lamias. Reason being that the Lilith has MP Shield, which allows
          her to take damage in the form of MP instead of HP. At the end of
          the battle, you'll want to surround her with all of your units to
          swiftly take her down.

          The other Lamias aren't much trouble. Only one of them has an
          ability (Hand Slap), which in itself isn't remarkably powerful.
          The Lamias do have fairly strong attacks, so be prepared to heal
          should it become necessary. Defeat all enemies to draw the mission
          to a close.

     A1-15 The Star Seal ~
     =-----------------=
          Have you heard of the "Stone with No Name"? Those philistines at the
          Akademy won't hear a word of it, but I think the Stone bears a
          message from the distance past. According to legend, holding the
          Star Seal to the Stone takes one to a hidden land, protected by
          watchful guardians. I ask you to find the truth.

                                 ~ Mauri, No-name researcher

          Rank: 8
          Fee: 200 Gil
          Days: 20 Days
          Type: Investigation
          Location: Targ Wood
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 4
                        - Aptitude    : 4
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 440 Gil, Molting x2, Large Feather x1, Soul Ceffyl x5

          Forbidden:
                        - Lightning

          Enemies:
                        - Baknamy x1

          After getting the Star Seal, you'll be thrust into battle right
          away. Bring in six units here to face off against a single Baknamy.
          This should be an easy task to accomplish. Be sure to get the
          contents of the chest on the way! Finishing that, inspect the stone,
          which will react to the Star Seal...

          The odd stone will teleport your party to another area, where a
          group of monsters are waiting. Luso, being the impetuous adventurer
          he is, decides to stick around and fight.

          Forbidden:
                        - Ice

          Enemies:
                        - Baknamy x1
                        - Wolf x2
                        - Sprite x2
                        - Werewolf x1

          Out of all the monsters, the two Sprites and the Baknamy are the
          least dangerous. Either leave them for last or finish them off
          quickly (they start closest to you). The Wolves can use Fangs, which
          can inflict moderate damage on the target. The Werewolf in the back
          is capable of using Roar, which removes all buffs, and En Garde,
          which causes the Werewolf to assume a defensive stance and counter
          any attacks against it. Its defense will also rise.

          Avoid attacking the Werewolf when it is in En Garde mode. Also note
          that when its HP is critical, it'll enter Berserk status. You will
          want to kill it quickly before it can get another chance to hit your
          party. The remaining enemies should not be too difficult to kill. Be
          sure to grab the contents of the chest at the lower-right corner, in
          a little niche along the side of the battlefield.

     A1-16 You Say Tomato ~
     =------------------=
          You say tomato, I say kill them all!
          Why kill vegetables, you ask? Har!
          Did I mention quivering stalks, or slavering fangs? I was out for a
          stroll the other day and one bit clean through me britches! I doubt
          me or me britches are the only victims here. Help!

                                 ~ Gusah, Greengrocer

          Rank: 5
          Fee: 100 Gil
          Days: ---
          Type: Battle
          Location: Camoa
          Appears: After completion of Mission A1-11: The Yellow Wings


          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 560 Gil, Fury Fragments x2, Silk Thread x2, Rabbit Pelt x2

          Forbidden:
                        - Lightning

          Enemies:
                        - Deadly Nightshade x4
                        - Alraune x1

          In case you weren't already aware, tomatoes (Deadly Nightshades) are
          quite vicious. While surveying the area, a new face shows up. Cid
          agrees to let her join for a fraction of the reward. Much like Cid,
          Adelle is a guest who you cannot control. However, she will prove to
          be an asset nonetheless. Bring in five units of your own in addition
          to the two others. This fight is ridiculously easy, so don't worry
          too much about who to bring in.

          You should focus on the Deadly Nightshades first. They are speedy
          little creatures, so keep your guard up to prevent them from
          swarming you. These Deadly Nightshades can use Tomato Tackle, an
          attack that lowers speed, and Tomato Fang, which knocks back. Two of
          them can use the Green Magick spells, Blind and Raise, and the other
          two have some sort of Passive Ability that raises attack or defense.
          Though irritating, their low HP makes them easy to take down with a
          few strikes.

          The Alraune, however, is a bit more formidable. Its Impale
          techniques include Horn Blow, which deals moderate damage and knocks
          back, Horn Venom, which inflicts poison status, and Horn Shot, which
          is a fairly weak attack with an increased chance of hitting. Its
          defense stats are slightly higher than the Deadly Nightshades, but
          it should not pose a problem.

          Be sure to grab the chest at the lower-right corner of the
          battlefield before finishing off the last monster.

     A2-01 Camoa Cup [R] ~
     =-----------------=
          Clan Tourneys are Under Way! The next tourney will be the Camoa Cup.
          Rules are as follows:
          - Maximum team size: 6
          - Bouts to be won: 3

                                 ~ Tourney Guild - Camoa Branch

          Rank: 19
          Fee: 300 Gil
          Days: 10 Days
          Type: Battle (Dispatch)
          Location: Camoa
          Appears: After completion of Mission A1-11: The Yellow Wings;
                   Silversun; Camoa pub only

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 4
                        - Adaptability: 4
          Recommended for Dispatch: Lanista

          Reward: 2400 Gil, (Gigas Pendant)

          Forbidden:
                        - Using MP

          Enemies:
                        - Animist x1
                        - Thief x1
                        - White Monk x1
                        - Black Mage x1
                        - Archer x1

          Your first battle is against the Yellow Wings. Unfortunately, the
          law prevents you from using MP at any time, so you will need to
          bring in six non-spellcasters. It's recommended that you send in
          units with the abilities to inflict restrictive status ailments
          such as Disable, Immobilize, etc.

          Out of all the enemy units, you will want to watch out especially
          for the White Monk. His Air Render ability can deal tons of damage.
          Even worse, the attack is ranged, meaning he can deliver pain from
          a distance. For that reason, you should focus all of your attacks on
          him first. Once he's down, the rest of the battle should not be
          very difficult at all.

          The enemy Black Mage can use the three basic Black Magick spells.
          They are pretty powerful, so you should prioritize the Black Mage
          early on as well. The Archer can use Blackout, which inflicts Blind
          status. If she manages to hit you with it, be prepared to use Esuna
          or Eye Drops to get rid of the condition. As for the Animist, he'll
          often use 100% Wool to up his defense and resistance and Sheep Count
          to put your units to sleep. He is not otherwise dangerous, so leave
          him for the end. The Thief won't do much either except attempt to
          steal your gil. Defeat all five of the Yellow Wing members to
          finish this segment of the Camoa Cup.

          Forbidden:
                        - Using MP

          Enemies:
                        - Black Mage x3
                        - Time Mage x1
                        - Green Mage x1

          As you can see, the Edge of Magick is made up of mostly spellcasters.
          Since the law doesn't apply to the opposite side, this battle may
          prove to be difficult. Generally though, mages don't have very high
          defense, so your own physical strength should shine through in this
          battle.

          Watch out especially for the Hume Black Mage - he can cast Fira. The
          other Black Mages all have the three basic Black Magick spells in
          addition to Geomancy. The Time Mage has Haste, and the Green Mage
          can cast Sleep and Blind. I'd strongly suggest you prioritize the
          Time Mage first, and then work on the three Black Mages, starting
          with the Hume Black Mage with Fira.

          You should do your best to avoid grouping your units together.
          Therefore, the enemy mages won't be able to screw your entire party
          over by dishing out damage over a group. Again, take advantage of
          the enemy team's lower defenses and tear them apart with physical
          attacks.

          The most effective strategy here would be cast Reflect on all of
          your party members. Doing so will basically negate all enemy attacks
          against you. Berserking or Silencing the enemy team is also be a
          good strategy.

          Forbidden:
                        - Using MP

          Enemies:
                        - Thief x2
                        - Warrior x1
                        - White Monk x1
                        - Black Mage x1

          The Camoa Braves is a tough clan to bring down. Many of the enemy
          units have double sets of abilities, making them even more of a
          challenge. Couple that with the fact that many of your units are
          probably hurting from the last two challenges, and you have quite a
          difficult fight on your hands.

          The heaviest hitter would be the White Monk, with his Air Render
          (ranged damage) and Earth Render (damage in a straight line)
          abilities. If possible, Disable him to prevent him from attacking.
          You will also want to be wary of the Moogle Thief, who has two
          Moogle Knight abilities at his disposal. Moogle Lance is a similar
          skill to Air Render and Moogle Attack knocks back. He also has
          Doublehand as his P-Ability, which increases his damage output.

          The Hume Thief is fitted with two Archer abilities: Leg Shot, which
          inflicts Immobilize, and Arm Shot, which inflicts Disable. He can
          only use them at melee range because he's a Thief. The Thief is more
          of a nuisance than anything else. Immobilize him if possible and let
          him sit there.

          The Warrior is fairly strong, capable of using Body Slam, which deals
          heavy damage, and Greased Lightning, which ignores R-Abilities.
          Finally, the enemy Black Mage is hardly a threat. He can only use
          the three basic Black Magick spells. You should still avoid grouping
          your units together. You can take down the Black Mage early on since
          he's the weakest physically.

     A2-02 The Sun Seal ~
     =----------------=
          I begin to grasp the message within the Stone, yet only dimly...
          Perhaps I have erred, made some fundamental mistakes in my research.
          I need you to try the Sun Seal to know if I am right or wrong.

                                 ~ Mauri, No-name researcher

          Rank: 28
          Fee: 400 Gil
          Days: 20 Days
          Type: Investigation
          Location: Graszton
          Appears: After completion of Mission A2-03 The Moon Seal;
                   After completion of Mission E1-02: Bonga Bugle - Silversun;
                   After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 13
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 3590 Gil, Dragon Bone x2, Onion x2

          Forbidden:
                        - Items

          Enemies:
                        - Baknamy x1
                        - Lilith x1
                        - Ghost x1
                        - Wraith x1

          For this battle, you will have to contend with a number of undead
          monsters, in addition to a Lilith and Baknamy. Send in six units.
          A curative unit would be useful here, along with any character who
          has Burial or Exorcise to get rid of the pesky Ghost and Wraith.
          Make sure you bring in ranged units because the second half of this
          mission has a law that forbids targeting adjacent units.

          At this point in the game, the Baknamy should be not be a factor
          whatsoever. It still retains its Magick Hammer and Goblin Attack
          abilities. The Lilith should be prioritized due to its Kiss ability,
          which Dooms and Charms the target. Eternal Oblivion, its other
          attack, deals damage over an area with a chance of inducing Addle
          status.

          The two undead monsters here will constantly cast Dark between
          themselves to restore each other's HP. You can deal damage to these
          two by casting restorative magick on them. When they are taken down,
          use Exorcise or Burial to put them down for good. You can't use a
          Phoenix Down for this purpose unless you want to break the law
          though. To finish this segment of the mission, inspect the Stone with
          No Name.

          Forbidden:
                        - Targeting Adjacent Units

          Enemies:
                        - Baknamy x1
                        - Thunder Drake x2
                        - Headless x2
                        - Zaghnal x1

          You are up against a pretty strong force of monsters in this battle.
          This force is fronted by a Baknamy that, yet again, is no threat.
          Save it for last. The Thunder Drakes can use Thunder Breath to deal
          lightning-based damage in an area. The two Headless monsters behind
          them can use Bone Shatter to deal damage and delay the target's next
          turn, Sunder Earth to deal earth damage in a line, and Brute
          Strength to raise its attack power for the next round. Lastly, the
          Zaghnal is capable of using Roar, which removes the buffs of all
          units on the screen, Howl, an MP-damaging attack with a chance of
          inflicting Confuse, and Slug, a high-power attack that ignores
          defense.

          The only really dangerous monster here is the Zaghnal, which is at
          the back of the pack. Work your way down the line, dropping the
          monsters as you go. Be sure to heal when necessary and cleanse units
          that get Confused. Alternatively, you can just attack the unit to
          get rid of Confuse status.

     A2-03 The Moon Seal ~
     =-----------------=
          The Stone with No Name was no mere stone! What wisdom did the
          ancients leave for us to find? I'll need to know more in order to
          decipher their message to us.
          The legend tells of three seals. And I want you to try the second,
          known as the Moon Seal.

                                 ~ Mauri, No-name researcher

          Rank: 18
          Fee: 300 Gil
          Days: 20 Days
          Type: Investigation
          Location: Camoa
          Appears: After completion of Mission A1-15: The Star Seal;
                   After completion of Mission B2-06: Wanted: Gilmunto

          Req. Items:   N/A
          Req. Talents: - Negotiation : 8
                        - Aptitude    : 8
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1160 Gil, Xergis Tin x2

          Forbidden:
                        - Lightning

          Enemies:
                        - Floating Eye x2
                        - Baknamy x1

          Part one of this battle pits you against a team of monsters
          protecting the Stone with No Name. Bring in six units for this
          battle and begin. This segment of the mission is really easy.

          The Floating Eyes have a couple of annoying abilities at their
          disposal. Supersonic Wave can Silence the target and Gnaw can Poison
          the target. Also note that when you get a Floating Eye to critical
          health, it may use Death Dive, a very powerful attack that kills the
          Floating Eye in the process. For that reason, eliminate the Floating
          Eyes as quickly as possible when you reach them. They are weak to
          earth and holy-based attacks.

          The Baknamy is a joke. He can only use Magick Hammer, which deals MP
          damage, and Goblin Attack, which ignores defense. At this point in
          the game, you should have no trouble wiping the floor with it. After
          defeating it, inspect the stone to be warped to an area reminiscent
          of the temple encountered in the Star Seal mission.

          Forbidden:
                        - Bludgeoning Weapons

          Enemies:
                        - Baknamy x1
                        - Werewolf x2
                        - Lilith x2
                        - Lamashtu x1

          The opposition in this segment of the battle are a bit tougher. The
          Baknamy and Werewolves aren't much to worry about though. The
          Werewolves can use Roar, which removes buffs, En Garde, which puts
          the user in a counter stance, Slug, which is a powerful attack that
          ignores defense, and Assault, which inflicts Immobilize status. The
          two do have a fairly high attack stat, so don't let your guard down.

          The Liliths and Lamashtu will be the biggest threat because of their
          abilities that can inflict a number of status ailments on the
          target. The only skill that the Liliths can use is Kiss, which
          inflicts Doom and Charm status. To rid Charm status, simply knock
          the affected unit over the head. The Lamashtu is capable of using
          Night, which puts ALL units except the caster to sleep, and Poisonous
          Frog, which inflicts Toad and Poison status. The former is quite
          annoying, but it affects all units, so other monsters may be put to
          sleep as well.

          Target the Lamashtu first. It has a lot of HP, so you will need a
          few hits to take it down. From there, just beat down the remainder.
          Try to prioritize the Liliths to prevent them from constantly
          kissing you. Out of all the monsters, the Baknamy is the least
          dangerous, so leave it for last if you must.

     A2-04 Wanted: The Cyanwolf ~
     =------------------------=
          - WANTED! -
          Wanted: The Cyanwolf, a new strain of wolf cited for 17 counts of
          pasture damage and 24 counts of disturbing the peace.

          Known to travel with a pack, though the mark may be distinguished by
          its unusual coloration.

                                 ~ Jylland Defenders of the Peace

          Rank: 3
          Fee: 200 Gil
          Days: 20 Days
          Type: Headhunt (Dispatch)
          Location: Camoa
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 1
                        - Adaptability: 1
          Recommended for Dispatch: N/A

          Reward: 2360 Gil, Wolf Pelt x3, Earth Stone x6, Tarkov Crystal x4

          Forbidden:
                        - Ice

          Enemies:
                        - Wolf x4
                        - Worgen x1

          Your six units will start in the upper-left corner of the
          battlefield. The field itself is shaped like a hollowed-out square,
          so navigating will prove to be difficult. Fast units and those with
          high move stats are best for this mission.

          The objective is to defeat the Cyanwolf at the lower-right corner.
          In order to reach it though, you will have to fight through the
          other Wolves as well. Don't treat them as total pushovers though -
          some of them are able to use Screech, a ranged attack that deals
          damage with a chance of inflicting Confuse status.

          Work your way either along the left side or upper side of the map,
          depending on whichever side the Cyanwolf is closer to. When you
          reach it, hit it with all you've got. Take caution, though, for it
          is quite powerful. It is capable of using Chilling Blow, which deals
          ice damage (unfortunately, monsters are not affected by laws) with a
          chance of inflicting Immobilize status, and Fiery Blow, which deals
          fire damage with a chance of inflicting Silence status. Defeat the
          Cyanwolf quickly before it can cause too much trouble.

     A2-05 Graszton Cup [R] ~
     =--------------------=
          Clan Tourneys are Under Way! The next tourney will be the Graszton
          Cup.
          Rules are as follows:
          - Maximum team size: 4
          - Bouts to be won: 3

                                 ~ Tourney Guild - Graszton Branch

          Rank: 29
          Fee: 400 Gil
          Days: 10 Days
          Type: Battle (Dispatch)
          Location: Graszton
          Appears: After completion of Mission B2-06: Wanted: Gilmunto;
                   Ashleaf; Graszton pub only

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 8
                        - Adaptability: 8
          Recommended for Dispatch: Lanista

          Reward: 4030 Gil, Ice Sigil x2, (Corsage of Corruption)

          Forbidden:
                        - Opportunity Commands

          Enemies:
                        - Black Mage x1
                        - White Mage x1
                        - Soldier x1
                        - Blue Mage x1

          The first part of this cup puts you up against Humeism, a group
          consisting solely of Humes (as their name suggests). You can only
          send in four units for the battles to come, so make sure they're up
          for the task. A well-rounded party is always best - a healer is a
          necessity if you plan on finishing the three battles comfortably.

          Go after the White Mage and Black Mage first. The Black Mage poses a
          serious threat with his Fira spell, which can easily roast a group
          of units clustered together. Since the battlefield doesn't allow
          much room to maneuver, you'll want to get rid of the Black Mage
          first to prevent any complications. The White Mage should also be
          prioritized to prevent the enemy team from healing. Both mages don't
          boast very high defense stats, so taking them down shouldn't be an
          issue.

          The Blue Mage can use Screech, which damages and inflicts Confuse,
          Cornered, which inflicts 999 HP damage when his HP is in the single
          digits, and Unction, which inflicts Oil status. In conjunction with
          the Black Mage, Unction can be a real pain because it can
          significantly increase the effectiveness of the Black Mage's Fira
          spell. All the more reason to eliminate the Black Mage quickly!

          You can choose to go for the Soldier or Blue Mage next. The Soldier
          is fitted with various "Rend" abilities that can really hinder your
          team's ability to fight effectively. Be wary of his Counter R-Ability
          though. As for the Blue Mage, avoid putting him in the single digits
          HP range. Cornered is devastating (999 HP damage), especially in a
          mission where your units' survival is critical to the mission.

          Forbidden:
                        - Opportunity Commands

          Enemies:
                        - Archer x2
                        - Hunter x2

          Houndforce is a group of ranged fighters. For that reason, none of
          them are particularly powerful, but all have a variety of abilities
          that can prove to be serious problems. Both of the Archers can use
          Blackout to inflict Blind, with the Hume Archer also capable of
          using Leg Shot, which inflicts Immobilize status. Both have Blink
          Counter as their R-Ability. Their attack stats aren't high, but the
          knockback from the Blink Counter can be irritating.

          The Hume Hunter, in addition to his Hunter ability, Advice (raises
          an ally's critical hit ratio), is capable of using Fighter techniques
          Beat Down and Blitz. Blitz isn't much of an issue since it's so weak,
          but Beat Down is problematic because it's a powerful attack. Its low
          accuracy is fixed by Concentration, which raises the Hunter's
          accuracy quite a bit. To prevent him from landing too many cheap
          hits with Beat Down, try to inflict Blind status on him to decrease
          his chance of effectively landing Beat Down. Either that or Disable
          him altogether.

          Avoid grouping your units together because the Gria Hunter can use
          Sonic Boom to deal area damage. Her other ability, Vitals Shot, can
          inflict a random status ailment. She also has the Raptor technique,
          Speed Crush, which deals damage and lowers speed. This Gria should
          be prioritized.

          Try your best to inflict as many debuffs as possible on the enemy
          team. Successfully Disabling some of the enemy units allows you to
          focus more on taking out the other units. This is not a tough battle
          because none of the opponents are very strong, but it can prove to
          be irritating because of all the status ailments they are capable
          of hitting you with.

          Forbidden:
                        - Opportunity Commands

          Enemies:
                        - Viking x2
                        - Thief x1
                        - Juggler x1

          This final bout is quite challenging, especially since it is the
          last fight. The problem lies mainly in the Juggler, who has a variety
          of techniques. Weapon Toss is just a simple throwing attack,
          Molotov Cocktail inflicts Berserk, Dagger Toss inflicts Disable, and
          Ring Toss inflicts Stop. Your best bet would be to quickly eliminate
          the Juggler before he can use his tricks to drag down your team.
          Either that or Disable him right off the bat.

          The Thief can be an issue, not for his standard Thievery techniques,
          but for his Calling ability, Cuisine. This ability fully restores
          HP. Again, try to inflict Disable to prevent him from using this
          ability. If that's not possible, then prioritize the Thief, along
          with the Juggler.

          The two Vikings are not much to worry about in comparison to the
          Moogles. The Viking who isn't Lord Grayrl has Doublehand, which
          significantly increases his damage output. Grayrl can cast Thundara
          whereas the other Viking can cast Thunder. Cast Shell to increase
          resistance against these spells if they pose a problem. After
          eliminating the Moogles, focus all of your attacks on these two
          stragglers.

     A2-08 An Unfamiliar Land ~
     =----------------------=
          I am itinerant merchant, and on my travels have seen much of this
          world.
          I wandered the Empire of Rozarria for a time, and upon coming to
          Jylland found myself uncustomarily surprised. What are these "Judges"
          that affix themselves to the clans in this land?
          They are no doubt different from the keepers of the law that I know
          - yet perhaps there is some connection?

                                 ~ Aega, Traveling Merchant

          Rank: 15
          Fee: 300 Gil
          Days: 20 Days
          Type: Investigation (Dispatch)
          Location: The Aldanna Range
          Appears: After completion of Mission B2-05: A Simple Question;
                   After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 15
                        - Adaptability: 15
          Recommended for Dispatch: N/A

          Reward: 1580 Gil, Ice Sigil x4

          Head over to Lezaford's Cottage, where he will write and give to you
          'Origin of the Judges'. And that should do it for this
          straightforward quest.

     A2-09 Moorabella Cup [R] ~
     =----------------------=
          Clan Tourneys are Under Way! The next tourney will be the Moorabella
          Cup.
          Rules are as follows:
          - Maximum team size: 6
          - Bouts to be won: 3

                                 ~ Tourney Guild - Moorabella Branch

          Rank: 41
          Fee: 500 Gil
          Days: 10 Days
          Type: Battle (Dispatch)
          Location: Graszton
          Appears: After completion of Mission B2-16: Pearls in the Deep;
                   Mistleaf; Moorabella pub only

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 11
                        - Adaptability: 11
          Recommended for Dispatch: Lanista

          Reward: 7760 Gil, (Raging Brooch)

          Forbidden:
                        - Items

          Enemies:
                        - Defender x1
                        - Cannoneer x1
                        - Warrior x1
                        - Gladiator x1
                        - Bishop x1
                        - Templar x1

          The Bangaa Brotherhood is a clan consisting mostly of physical-based
          units. Send in six units of your own that have fairly high defenses.
          Since items are forbidden, a healer is recommended for this battle.
          Also, any skill that raises KOed units can be very useful here.

          All of the enemies here are dangerous in their own way. The Warrior
          boasts a variety of "Rend" abilities that can really hinder your
          attack, speed, and magick attack stats. His HP is really high, so
          bringing it down will take a long time. For that reason, don't
          attempt to fight the Warrior directly when the battle commences.
          Instead, inflict a debuff on him (Disable, Stop, etc.) that can
          prevent him from using his "Rend" abilities. Then, you can focus on
          the other units without having to worry about him. The same can be
          done for the Defender, who (naturally) boasts high defense stats.
          His abilities include Hiberate, which removes debuffs and puts the
          user to sleep, and Mow Down, which deals heavy damage to surrounding
          units at the cost of evasion.

          The Gladiator is quite powerful. He can use Fire Soul, Thunder
          Assault, and Blizzard Tackle. All are elemental attacks that aren't
          notably strong. However, if any of your units has an elemental
          weakness, these attacks may cause problems. The Templar is
          particularly troublesome, for he can use Piercing Cry to decrease
          speed, Rasp to deal MP damage, and Silence.

          You should first prioritize the weakest of the enemy units. The
          Cannoneer and Bishop both have noticeably less HP than the others.
          The former can use Target to raise the number of shots his the next
          attack, Mortar to deal heavy damage, and Target to boost the damage
          of his next shot. As for the Bishop, watch out especially for Break,
          which can inflict Stone status. Water and Aero deal water and wind-
          based damage, respectively. Prevent him from petrifying your entire
          party by Silencing or inflicting Berserk on him.

          Before finishing off the last enemy unit, take some time to heal
          your party back to full health. Trust me, you'll need all the HP you
          can get for the coming rounds.

          Forbidden:
                        - Items

          Enemies:
                        - Black Mage x1
                        - White Mage x1
                        - Time Mage x1
                        - Arcanist x1
                        - Alchemist x1
                        - Illusionist x1

          The first bout pitted you against numerous physical units. This
          fight is just the opposite. All of the Nu Mou Nobles are capable of
          casting various spells.

          Cast Shell on your party to reduce damage taken from magick spells.
          You can choose to cast Reflect as well. This will deflect many
          spells, including the Black Magick you'll be sure to face. However,
          note that Reflect also prevents you from healing yourself with your
          own magick. Since the entire enemy team is magick-based, Silence and
          MP-damaging attacks work great here!

          Go straight for the White Mage, who is capable of casting Cure, Cura,
          and Esuna. Removing him will prevent the Nu Mou Nobles from healing
          themselves. Next, you should focus on the Illusionist, who's various
          spells can damage all of your units. Prominence deals fire damage,
          Tempest deals lightning damage, and Freezeblink deals ice damage. He
          has Blood Price, meaning his HP will suffer (Blood Price uses HP in
          lieu of MP). For that reason, taking him down should not be an
          arduous task.

          The rest of the battle is up to you. The Time Mage isn't a high
          priority because it can only cast Haste and Reflect. The Black Mage
          is capable of casting the three basic Black Magick spells, along
          with Blizzara. He also has Magick Counter, so don't hit him with any
          spells! The Arcanist and Alchemist are among the most powerful
          magick-casters, with the Arcanist capable of casting Death, which
          instantly kills a target, Syphon, which saps MP and turns it into
          HP, and Graviga, which reduces HP by 50%! The Alchemist, on the
          other hand, can cast Protometeor, a devastating that damages an
          area, Rasp, which deals MP damage, and Poison, which inflicts
          Poison.

          Silence and Berserk debuffs help tremendously in this battle, but any
          debuff that can prevent the Nu Mou Nobles from casting their spells
          can be effective. If applicable, use attacks that damage MP to
          hinder their ability to cast magick. The thing with spellcasters is
          that there are so many weaknesses you can take advantage of. When
          fought strategically, they're almost powerless to stop you.

          Forbidden:
                        - Items

          Enemies:
                        - Sniper x1
                        - Sage x1
                        - Illusionist x1
                        - Dragoon x1
                        - Berserker x1
                        - Hunter x1

          This final clan is a good mix of spellcasters, melee units, and
          ranged units. Hopefully, you've healed yourself in the previous
          battle. Otherwise, you may have some trouble surviving in the early
          rounds of this final bout due to that pesky Illusionist.

          Go straight for the Illusionist first - his Illusions can deal a lot
          of damage to all units on-screen. He's physically weak, so you
          should able to sweep him before he even has a chance to attack.
          After eliminating the Illusionist, I'd suggest you take out the
          Hunter. She can use Vitals Shot to inflict a random debuff, as well
          as Raptor skills Power Crush and Mind Crush, which lower defense and
          magick resistance stats, respectively.

          Both the Dragoon and Berserker are heavy-hitters. The Berserker is
          capable of using Scream, which removes all buffs, Furore, which deals
          damage to surrounding units, and Smite of Rage, which deals damage
          and inflicts a random debuff. That last skill can be particularly
          problematic. As for the Dragoon, expect standard attacks and the
          occasional elemental "Breath" attack. Apart from his high attack
          stats, he's nothing really to worry about.

          The Sniper can use Beso Toxico to inflict Poison, in addition to
          Doubleshot. Her attack, too, is quite strong. And finally, the Sage
          is capable of using Water and Aero, which deal water and wind-based
          damage - both are fairly mild magick spells. Don't mind him too much
          because he really is not very powerful in this battle.

     A2-11 What Was Lost ~
     =-----------------=
          One of my house's products-in-development was stolen when bandits
          intercepted a shipment. It contained special materials, and should
          it be resold to another house, all the time and energy we spent
          creating it will have been for naught. Seeking information as to its
          whereabouts!

                                 ~ Margot, Executive Squire, House Camelot

          Rank: 9
          Fee: 200 Gil
          Days: 20 Days
          Type: Investigation (Dispatch)
          Location: Targ Wood
          Appears: After completion of Mission A2-12: The Way of the Meek

          Req. Items:   N/A
          Req. Talents: - Negotiation : 8
                        - Aptitude    : 8
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 840 Gil, Hedychium x2, Storm Stone x4

          Head to the Wood Village to find Margot. Apparently, the cowardly
          thief (Dayvis) you had protected was the culprit. Tell him Galerria
          Deep when he asks you where Dayvis might be headed.

     A2-12 The Way of the Meek ~
     =-----------------------=
          Someone's after me, I'm sure of it. But why? I haven't a clue. I'm
          so very frightened.
          Please, someone - protect me! If it's gil you want, I can pay!

                                 ~ Dayvis the Meek

          Rank: 15
          Fee: 300 Gil
          Days: 20 Days
          Type: Escort (Dispatch)
          Location: The Bisga Greenlands
          Appears: After completion of Mission B2-06: Wanted: Gilmunto

          Req. Items:   N/A
          Req. Talents: - Negotiation : 8
                        - Aptitude    : 0
                        - Teamwork    : 8
                        - Adaptability: 0
          Recommended for Dispatch: Defender

          Reward: 3400 Gil, Superior Silk Thread x3, Earth Stone x3

          Forbidden:
                        - Items

          Enemies:
                        - Soldier x1
                        - White Mage x1
                        - Black Mage x1
                        - White Monk x1
                        - Warrior x1
                        - Archer x1

          Send in five units for this quest. Your objective here is to defend
          Dayvis the Meek (Thief) from the enemy bandits. The terrain,
          unfortunately, is pretty tough to traverse. Units with good jump and
          move stats are recommended here.

          This is a mostly uphill battle against a generic enemy clan. None of
          the enemies are particularly difficult, so this is an easy battle
          overall. Attack the White Mage first because he can heal the party.
          Then, focus on taking out the White Monk and Archer. The White Monk
          can use Air Render, which deals moderate damage from a range. His
          other abilities are not too effective in this battle. The Archer, on
          the other hand, can prove to be a nuisance with her Leg Shot and
          Blackout, which Immobilize and Blind, respectively.

          The Soldier is fitted with a variety of Rend debuffs. Consider
          prioritizing him as well to prevent him from using them. As for the
          Black Mage, don't expect too much out of him. He can cast Fire,
          Blizzard, and Thunder. Lastly, the Warrior can use Body Slam and
          Greased Lightning, both somewhat powerful attacks, but nothing to
          worry about.

          You will need to make your way up the cliff in order to reach the
          Archer and some of the other units. If possible, make your way up
          along the west side of the battlefield. This path provides the best
          way up to the enemy party. Be prepared to take a couple of hits as
          they attack you from their higher position. 

          Defeat all enemies while protecting Dayvis to complete the mission.
          There are also two treasures on the cliff you can snag.

     A2-13 Fluorgis Cup [R] ~
     =--------------------=
          Clan Tourneys are Under Way!
          The next tourney will be the Fluorgis Cup.
          Rules are as follows:
          - Maximum team size: 1
          - Bouts to win: 3

                                 ~ Tourney Guild - Fluorgis Branch

          Rank: 24
          Fee: 400 Gil
          Days: Battle (Dispatch)
          Location: Fluorgis
          Appears: After completion of Mission C3-06: Grounded!; Emberleaf;
                   Fluorgis pub only

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 15
                        - Adaptability: 15
          Recommended for Dispatch: Gladiator

          Reward: 2730 Gil, (Pin of Order)

          Forbidden:
                        - Buffs

          Enemies:
                        - Blue Mage x1

          Just a quick note - even though the law forbids buffs in the first
          round, the final round forbids R-Abilities, so make sure you remove
          any R-Abilities now because you won't be able to once the tourney
          begins.

          The Fluorgis Cup is a one-on-one elimination tourney against three
          clans. Since you are only allowed to send in one unit, make sure he
          or she is fairly strong and can heal if need be. Like the other cups,
          you don't have any time in between bouts to switch members or
          restore HP.

          You will first face a Blue Mage. His Blue Magick abilities include
          Sandstorm, which deals earth damage with a chance of inflicting
          Blind, Bad Breath, which can inflict Blind, Silence, and Poison
          status, and Dragon Force, which raises attack and magick power.
          Needless to say, resistances to status ailments would help
          significantly here. Should he land any debuffs on you, use a ability
          that removes them (Nurse, Esuna, etc.).

          The Blue Mage isn't difficult. His defense is quite high, so you
          will need to hit him hard though. Also, his MP Shield transfers the
          the damage to MP, but you should easily be able to overpower his MP.

          Forbidden:
                        - Fire, Ice, Lightning

          Enemies:
                        - Red Mage x1

          Bout number two pits you against a Red Mage. She is capable of using
          Doublecast to cast either Fire or Silence twice in a row. Neither of
          those spells are remarkably damaging though (unless you have a
          spellcaster out, in which case you should get rid of Silence status
          immediately).

          You will, however, want to watch out for her Sniper technique
          Doubleshot, which can attack twice in one turn. Her attack is quite
          high, and it is further augmented by Attack Up. If your unit has low
          defense, consider putting up a Protect barrier to reduce the damage,
          though stronger units should be able to brave through it just fine.

          The Red Mage is equipped with a Ribbon, so status ailments won't
          affect her. Just hit her with your strongest attacks, and she should
          go down easily. Eliminate the Red Mage to move on to the final bout.

          Forbidden:
                        - Reaction Abilities

          Enemies:
                        - Master Monk x1

          This Master Monk can use a variety of attacks to deal heavy damage
          to your unit. Dark Fist is an attack that sacrifices HP to deal
          damage. Withering Strike deals more damage when the Master Monk is
          at low HP, so watch out for that. Lastly, Cross-counter deals damage
          if the target has Counter as an R-Ability. Since you should have
          removed that at the beginning, this move should not be an issue.

          With his Destroyer P-Ability, this White Monk will prove to be quite
          difficult. His Orb of Minwu (which can be stolen) blocks most
          debuffs (note that he can still be Stopped and Doomed). To win, you
          must outdamage the Master Monk. Withering Strike, at lower HP, will
          be his most dangerous attack, though it has horrid accuracy. Be
          prepared to take heavy damage in this battle though. It is, after
          all, the final bout.

     A2-14 The Way of the Timid ~
     =------------------------=
          I've heard there are many robbers about these days, and I'd rather
          not travel alone. Seeking an armed escort!
          I've heard good things about Clan [Clan Name] - they'd really be
          best. If you see this posting, please come to the Galerria Deep. We
          will meet there.

                                 ~ Fayk the Somewhat Timid

          Rank: 18
          Fee: 300 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: The Galerria Deep
          Appears: After completion of Mission A2-11: What Was Lost;
                   After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 9
                        - Adaptability: 9
          Recommended for Dispatch: N/A

          Reward: 3300 Gil, Spider Silk x1, Cod Scale x1

          Forbidden:
                        - Targeting Self

          Enemies:
                        - White Monk x1
                        - Warrior x1
                        - Archer x1
                        - Soldier x1
                        - Berserker x1
                        - Dayvis (Thief) x1

          Your clan encounters a familiar face here. The "Meek" Dayvis is
          actually not the coward you may have thought he was. It's time to
          finish the fight against him. Select six units for the fight and
          begin.

          The terrain is difficult to traverse here, so do your best to move
          along the west side of the cavern. The land there is the most flat
          and therefore easiest to get across.

          Dayvis's clan is not remarkably tough to take down. The White Monk
          can use Roundhouse and Air Render, and the Warrior has three "Rend"
          abilities. Take extra caution around the Archer, who can use Leg
          Shot to inflict Immobilize status and Blackout to inflict Blind
          status. Her only Sniper ability, Wallet Shot, steals gil. It would be
          a good idea to Blind her to prevent her from effectively debuffing
          your party.

          The Soldier can use Provoke, which inflicts Berserk status. Prevent
          your spellcasters from getting hit by this ability. As for the
          Berserker, be wary of Furore, a powerful attack that affects
          surrounding units. His Inner Calm ability raises his evasion, which
          can be a nuisance in the middle of battle. It's best to leave him
          for last, after taking down the rest of the enemy clan.

          Dayvis, for all the trouble he's caused, is a joke. Unless you're
          worried about losing your smash gauge and gil, you shouldn't pay
          much attention to him. Eliminate all enemies to draw the mission to
          a close. Note that there are two treasure chests on the map, but
          they're in hard-to-reach spots. There is also an urn hidden near the
          enemy clan's starting position.

     A2-15 Pirate Attack ~
     =-----------------=
          We've received word that one of our merchant ships is being pursued
          by pirates. They're likely after her cargo of gemstones. She's docked
          in Graszton Port - someone go to her aid!

                                 ~ Galerria Jewelers

          Rank: 13
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Graszton
          Appears: After completion of Mission E1-02: Bonga Bugle - Silversun
                   After completion of Mission B2-01: Wanted Ugohr

          Req. Items:   N/A
          Req. Talents: - Negotiation : 7
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 7
          Recommended for Dispatch: N/A

          Reward: 2450 Gil, Malboro Vine x2, Foul Liquid x4, Sturdy Bone x3

          Forbidden:
                        - Harming Humes

          Enemies:
                        - Archer x1
                        - Black Mage x1
                        - Moogle Knight x1
                        - Viking x2
                        - Lord Grayrl (Viking) x1

          Send in six units for this battle. Unfortunately, the law forbids
          you from harming Humes, meaning the Black Mage and Archer are off-
          limits. Of course, you can always break the law, but there is really
          no need to since your only target is the Seeq Viking, Lord Grayrl.

          You don't need to attack the Humes, but be aware that the Archer can
          use Blackout to inflict Blind. The Black Mage is not much of a
          threat - he can only cast the three basic Black Magick spells. Also,
          the Moogle Knight is not much of a threat either. He is only
          capable of using Moogle Guard, which raises his defense and
          resistance. His attack stat is fairly high, so keep units with lower
          defense stats away.

          Some of the Vikings can cast Thunder/Thundara, so use equipment with
          resistance to lightning if you want to avoid taking damage. All of
          them can use Pickpocket to steal gil, and a few can use Strong-arm
          to potentially steal an item. Unless you don't like getting stolen
          from, the only real threat to your team is Lord Grayrl's Thundara
          spell, which can deal quite a bit of damage. It can easily be averted
          by inflicting Silence on him (or again, wearing equipment resistant
          to lightning).

          You cannot allow Lord Grayrl to board the ship, so form a barrier
          along the docks. The ship is at the lower-left corner of the
          battlefield, so Grayrl will have to get through your party in order
          to reach it. When Grayrl approaches, move your party towards him to
          mob him. He has a good amount of HP, so concentrate your attacks to
          quickly and efficiently take him down.

     A2-16 Wanted: Big Eyes ~
     =--------------------=
          - WANTED! -
          Wanted: Big Eyes for 3 counts of the disruption of business and 25
          counts of inducing shock.
          Big Eyes possess a single large eyeball and generally travel in
          packs.

                                 ~ Jylland Defenders of the Peace

          Rank: 17
          Fee: 300 Gil
          Days: 20 Days
          Type: Headhunt (Dispatch)
          Location: The Aldanna Range
          Appears: After completion of Mission B2-13: Wanted: The Lang Bros.;
                   After completion of Mission B2-11: Now That's a Fire!;
                   After reading 'The Hills are Alive' notice

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 9
                        - Adaptability: 9
          Recommended for Dispatch: N/A

          Reward: 2940 Gil, Prime Tanned Hide x1, Wyrm Carapace x1

          Forbidden:
                        - Knockback

          Enemies:
                        - Bloody Orb x3
                        - Plague x2

          Bring in at least one unit with Esuna/Refresh to heal the status
          ailments you'll be sure to encounter here. Also, equipment resistant
          to debuffs wouldn't hurt either (especially Confuse, Stone, Charm,
          and Slow).

          Between the Bloody Orbs and the Plagues, the Bloody Orbs are the
          lesser threat. All of them are able to use Vampire, which drains HP,
          and Supersonic Wave, which inflicts Silence. For the most part, the
          only units who should take caution around the Bloody Orbs are
          spellcasters. The Bloody Orbs' attack isn't very remarkable either,
          so don't hold them as a high priority.

          The Plagues have three abilities you should watch out for: these
          include Glare, which inflicts Stone, Demonic Gaze, which inflicts
          Confuse, and Bewitching Glance, which inflicts Charm and Slow! It
          would not be a bad idea to Disable or Stop these Plagues before they
          can manage to significantly hinder your team. Another thing to note,
          these abilities are all ranged, meaning the Plagues can debuff you
          from a distance. They only work when your unit is looking at them.

     A3-01 Goug Cup [R] ~
     =----------------=
          Clan Tourneys are Under Way! The next tourney will be the Goug Cup.
          Rules are as follows:
          - Maximum team size: 6
          - Bouts to be won: 3

                                 ~ Tourney Guild - Goug Branch

          Rank: 26
          Fee: 400 Gil
          Days: 10 Days
          Type: Battle (Dispatch)
          Location: Camoa
          Appears: After completion of Mission A2-13: Fluorgis Cup; 
                   After completion of Mission C3-16: Sleepless Nights;
                   Plumfrost; Goug pub only

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 20
                        - Adaptability: 20
          Recommended for Dispatch: Lanista

          Reward: 2630 Gil, (Ewer of Darkness)

          Forbidden: 
                        - Grouping

          Enemies:
                        - Green Rider x1
                        - Black Rider x1
                        - Red Rider x1
                        - White Rider x1
                        - Brown Rider x1
                        - Chocobo Knight x1

          You should know how these clan tournaments go by now. For these three
          battles, send in a team that is well-rounded, with both physical
          attackers and spellcasters. White Mages or any other unit who can
          heal, cleanse, and revive fallen units are strongly recommended. You
          will not have any time to heal in between bouts, so it is imperative
          that you have a support unit who can do just that. Also pay 
          attention to the law. You do not have to follow it, but just keep
          in mind that ending the turn next to any other unit is forbidden. 

          The first bout pits you against Wild Kupoon, a team of entirely 
          Chocobo Knights. One of them is unmounted, so feel free to ignore 
          him until you've eliminated the others. Out of all of them, the Red
          Rider is the most dangerous. He can use Choco Meteor, which deals
          heavy damage to a group of units. At the start of the battle, focus
          all of your attacks on the Red Rider. 

          With the Red Rider gone, I would recommend that you aim for the 
          White Rider, who can cast Choco Recharge, which restores MP, and
          Choco Barrier, which puts up a Protect and Shell barrier. The Brown
          Rider can use Choco Guard, which grants Regen status and increases
          defense and resilience, while the Green Rider can use Choco Esuna to
          cleanse his allies. Lastly, the Black Rider can cast Choco Flame to
          deal fire damage. 

          All of the enemies, except for the unmounted leader, are weak to 
          water, lightning, and holy-based attacks. If you take advantage of
          their weaknesses, the battle will go by much more quickly. A good
          idea would be to eliminate every rider until only the unmounted 
          Chocobo Knight remains. Before you take him down, use the time to
          heal and restore your units back to full health. When you are ready
          to proceed into the next bout, strike him down. 

          Forbidden: 
                        - Grouping

          Enemies:
                        - Green Mage x1
                        - Fencer x1
                        - White Mage x1
                        - Sniper x1
                        - Elementalist x1
                        - Spellblade x1

          Violene is a group consisting entirely of Viera. At the start of the
          battle, go straight for the White Mage. Defeating her will prevent
          the enemy clan from healing themselves. The rest of the battle is up
          to you, but I would personally prioritize the Sniper, who can use
          Death Sickle to induce Doom status, along with Doubleshot, which can
          really rack up damage. 

          The Spellblade is an issue, as she can use Sleep Blade, Slow Blade,
          and Confusion Blade, which all have a chance to inflict their
          respective status ailment. The Elementalist can cast Fire Whip, 
          which has a chance to inflict Disable, Boulder Crush, which has a 
          chance of inflicting Immobilize, and Sliprain, which may induce Slow
          status. Consider casting Silence to prevent them from using their
          abilities. 

          As for the Green Mage, keep in mind that she can cast Sleep. Again,
          cast Silence if you can to prevent her from using any of her spells.
          She can also use attack with Swallowtail and Nighthawk to dish out
          damage. Lastly, the Fencer, with her high attack stats, can be a 
          threat to your weaker units. Her Swarmstrike ability may induce 
          Poison status. 

          This battle is not particularly challenging if you use debuffs to 
          your advantage. The enemy spellcasters can easily be disabled by 
          casting Silence on them. If you take out the White Mage early on, 
          Violene will lose their ability to heal themselves. Finish off this
          clan to move into the third and final bout. 

          Forbidden: 
                        - Grouping

          Enemies:
                        - Fencer x1
                        - Spellblade x1
                        - Hunter x1
                        - Raptor x1

          You are only up against four of Prima Donna's members, but they all
          pack quite a punch, so don't take this as any easy fight. Valentyne,
          the Spellblade is capable of attacking with Poison Blade and Stun
          Blade, which can Poison and Immobilize, respectively. Additionally,
          you will want to be careful of Death Sickle, which inflicts Doom
          status. As for Aluette the Fencer, eliminate her early in the battle
          to prevent the Prima Donna clan from healing. Aluette can use Earth
          Heal to replenish HP. 

          The Hunter has a few Geomancy abilities that can only be used based
          upon conditions. Shining Flare can only be used in sunlight and 
          Venom Squall can only be used in the rain. Her other two abilities
          cannot be used since there is not grass or earth tiles on this tiny
          battlefield. Keep in mind that Venom Squall can inflict Poison. 

          Finally, the arrogant Prima Donna leader, Mayhew, boasts a variety
          of Raptor techniques. Soul Crush deals damage to both HP and MP, and
          Shield Bash may inflict Disable. Cyclone deals wind damage to a group
          of units. And that pretty much wraps it up for Prima Donna. Fight as
          you have been fighting, and the Goug Cup will be yours! You'll 
          receive an Ewer of Darkness in addition. 

     A3-03 Wanted: The Mirage Bunny ~
     =----------------------------=
          - WANTED! -
          Wanted: The Mirage Bunny, for 1,268 counts of footpadery and 4,232
          counts of eating and running.
          Small in size, adorable in aspect, and quick to flee the scene of
          the crime.

                                 ~ Jylland Defenders of the Peace

          Rank: 19
          Fee: 300 Gil
          Days: 20 Days
          Type: Headhunt (Dispatch)
          Location: The Galerria Deep
          Appears: After completion of Mission A2-16: Wanted: Big Eyes;
                   After completion of Mission B2-16: Pearls in the Deep;
                   After reading 'Trouble in Jylland' notice

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 11
                        - Adaptability: 11
          Recommended for Dispatch: N/A

          Reward: 5710 Gil, Pagoda Wood x5

          Forbidden:
                        - Instruments and Books

          Enemies:
                        - Headless (spawns)
                        - Yellow Jelly (spawns)
                        - Red Marshmallow (spawns)
                        - Thunder Drake (spawns)
                        - Fire Drake (spawns)
                        - Mirage Bunny (Hoppy Bunny) x1

          The Mirage Bunny is defended by a whole pack of monsters. Needless
          to say, taking down this cute little bunny may prove to be more
          difficult than originally thought.

          There's no point in trying to kill all of the other monsters because
          they will constantly respawn. Heed no attention to the Headless
          monster because its speed is too slow to be any real threat. It'll
          often use Brute Strength before attacking to power up. It is strong
          but if you maintain your distance, the Headless shouldn't be an
          issue.

          The Yellow Jelly is capable of using Acid to inflict a random
          debuff. Its weak to water-based attacks. The Red Marshmallow
          frequently uses Unction before it casts Fire to boost its damage.
          However, it should also remain a low priority because it isn't
          remarkably powerful.

          Be wary of the Thunder Drake, which can use Shockbolt to inflict
          Confuse and Addle. The Fire Drake, on the other hand, can use
          Mesmerize to inflict Charm and lower speed. Unfortunately, both
          drakes have very high HP, so it may be better to simply Disable them
          as opposed to fighting them.

          The Mirage Bunny is not tough to kill, though it is capable of using
          Illude to inflict Charm status. Notice its R-Ability, Critical:
          Vanish. If you activate its R-Ability, it will go Invisible on you.
          Invisible renders the Mirage Bunny impossible to target directly
          until it acts and appears again.

     A3-06 Wanted: Florah ~
     =------------------=
          - WANTED! -
          Wanted: Florah, for various injuries inflicted on loggers, and for
          escaping incarceration.
          A young girl, Florah exhibits a strange talent for controlling
          vegetative life.

                                 ~ Jylland Defenders of the Peace

          Rank: 21
          Fee: 400 Gil
          Days: 20 Days
          Type: Headhunt (Dispatch)
          Location: Baptiste Hill
          Appears: After completion of Mission A3-03: Wanted: The Mirage Bunny;
                   After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 13
                        - Adaptability: 13
          Recommended for Dispatch: N/A

          Reward: 4010 Gil, Rabbit Tail x4, Screamroot x1

          Forbidden:
                        - >50 Damage

          Enemies:
                        - Malboro x2
                        - Great Malboro x1
                        - Deadly Nightshade x1
                        - Florah (Geomancer) x1

          Florah has a bunch of Malboros on her side, so status ailments will
          prove to be an issue here. Send in units with resistances to debuffs
          to best tackle this mission.

          On her side are two Malboros, both capable of using Bad Breath,
          which induces Blind, Silence, and Poison status, Eerie Sound Wave,
          which neutralizes buffs, and Goo, which Immobilizes and lowers
          speed. They both have Immunity, granting them resistance to certain
          debuffs as well. The Great Malboro, on the other hand, can use
          Malboro Song to raise the attack and cast Regen on units in a small
          area, along with Putrid Breath, which inflicts Toad, Doom, and
          Confuse status. Between all the Malboros, go straight for the Great
          Malboro first because the prospect of getting Doomed or turned into
          a frog is far more hindering than the status ailments of Bad Breath.

          The Deadly Nightshade in this mission is a non-factor. Tomato Tackle,
          which lowers speed, and Tomato Ketchup, which inflicts Berserk, may
          pose a problem. Otherwise though, it isn't much of a threat at all.
          As for Florah herself, she has abilities that are determined by the
          weather and terrain. Depending on the weather, she can use one of
          two abilities. Shining Flare only works in the sun - it deals fire
          damage to a small area. Venom Squall conversely works only when it's
          raining. This ability is more of a nuisance because it can inflict
          Poison. Her last two abilities are Nature's Embrace, which deals
          moderate damage, and Life's Embrace, which deals damage and has a
          chance of Immobilize status. These two can only be used on natural
          terrain, which clearly applies to the entire battlefield.

          Your primary objective is Florah. When she is taken down, the
          mission will end.

     A3-08 Death March, II ~
     =-------------------=
          - The Game Is On! -
          Wanted: Participants for the greatest game in Ivalice! This time,
          it's the second Death March. To the victor go the spoils.
          - Rules of the Game -
          * Uphold the law

                                 ~ Bronkise Gamer's Guild

          Rank: 28
          Fee: 400 Gil
          Days: 20 Days
          Type: Uphold the Law (Dispatch)
          Location: Graszton
          Appears: After completion of Mission B3-01: Death March;
                   After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 15
                        - Adaptability: 15
          Recommended for Dispatch: Sage, Scholar

          Reward: 2770 Gil, Lightwing Crystal x1

          Forbidden:
                        - Not Moving 1 Tile

          Enemies:
                        - Juggler x1
                        - Fusilier x1
                        - Soldier x1
                        - Trickster x1
                        - Elementalist x1
                        - Parivir x1

          This battle is frustrating because of that ridiculous law. Ranged
          units are a necessity here even though the battlefield is small. The
          enemy clan is not affected by the law, so they are free to roam as
          they please.

          Target the Juggler first. His abilities include Dagger Toss, which
          damages with a chance of inflicting Disable, Weapon Toss, and Gil
          Toss. He can also use Smile Toss to put Quicken status on an ally.
          Once he is out of the way, the battle should go by much more easily.
          All the while, inflict Silence on the Elementalist, for she can cast
          Fire Whip, which has a chance of inflicting Disable, Shining Air,
          which can Blind, and Sliprain, which can inflict Slow. Her attack is
          pathetic, so she won't be an issue if you prevent her from casting
          her Elemental Magick.

          The Fusilier is capable of using Blindshot and Silenceshot. His
          Concentration P-Ability ups the accuracy. He's not a significant
          threat, but the debuffs can be quite annoying. As for the Trickster,
          be wary of his various abilities that can induce status ailments.
          Suggestion turns the target into a frog and Hypochondria inflicts
          Poison. Traumatize actually deals more damage to units afflicted
          with debuffs. Needless to say, the Trickster should be a high
          priority. His defense is not very high, so attack him with physical
          strikes.

          The Soldier is capable of using Rend Power, Rend Magick, and Rend MP
          to damage attack, magick power, and MP, respectively. He is otherwise
          not a significant threat, but his HP can make him tough to take
          down. For that reason, debuff him so that he cannot use his Soldier
          techniques. As long as his "Rend" abilities are disabled, he will
          cease to be a threat. Lastly, the Parivir is the primary damage
          dealer on the enemy team. His attack is very high, and he can use
          Wind Slash, a ranged wind-based attack, Hoarfrost Blade, which has a
          chance of inflicting Slow, and Iai Blow, which has a very low chance
          of inflicting an instant kill.

          The restriction of the law can make this battle tough. Do your best
          to use debuffs to your advantage. By Disabling a few of the units,
          you can avert your focus to others. Also, do not allow any of the
          enemy units to gang up on your characters. If they manage to back
          you into a wall, they may prevent you from moving. Since the law
          requires that you always MOVE one tile, the mission will be failed
          if the unit can't move because enemies are in the way.

     A3-10 Wanted: Tonberrion ~
     =----------------------=
          - WANTED! -
          Wanted: Tonberrion, for possession of a deadly weapon (carving knife)
          and rampant hatred.
          Must be dealt with in four rounds of battle if further losses are to
          be avoided.

                                 ~ Jylland Defenders of the Peace

          Rank: 23
          Fee: 400 Gil
          Days: 20 Days
          Type: Headhunt (Dispatch)
          Location: Tramdine Fens
          Appears: After completion of Mission A3-06: Wanted: Florah;
                   After completion of Mission C3-06: Grounded!; After reading
                   'Our Hate' notice

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 15
                        - Adaptability: 15
          Recommended for Dispatch: N/A

          Reward: 3190 Gil, Low Arcana x5

          Forbidden:
                        - Copycat

          Enemies:
                        - Tonberry x3
                        - Tonberry King x1

          You have four rounds to finish off these knife-wielding monsters.
          Units with high move stats are recommended here.

          Tonberrion are deadly creatures. Their Knife ability brings HP down
          to 10% and Butcher's Knife reduces HP to 1. Karma is a deadly attack
          that deals damage determined by how many units the target has killed
          (has the potential to deal 999 HP damage at 100% accuracy). These
          Tonberrion often use Stalk to follow a specific target. Keep the
          stalked unit safe to prevent the Tonberrion from reaching him or
          her.

          These monsters have very low move stats, so you can outpace them to
          stay out of the range of their Knife and Butcher's Knife abilities.
          If you brought in ranged units, you can maintain your distance to
          stay safe. Keep in mind that each of the regular Tonberrion has
          Critical: Quicken set as an R-Ability, so make an effort not to put
          any of them in critical HP.

          Four rounds should be more than enough time to eliminate the four
          monsters here. Remember, the Tonberrion take half damage from all
          elements (except for the King Tonberry in this case because it is
          equipped with a Reaper's Robe, which absorbs dark). Therefore,
          neutral attacks are recommended.

     A3-14 Wanted: Gaitsnipe ~
     =---------------------=
          - WANTED! -
          Wanted: Gaitsnipe, for poaching offenses, and the assassination of
          notable personages.
          These cold-blooded killers are highly skilled in the use of ranged-
          weaponry.

                                 ~ Jylland Defenders of the Peace

          Rank: 24
          Fee: 400 Gil
          Days: 20 Days
          Type: Headhunt (Dispatch)
          Location: Baptiste Hill
          Appears: After completion of Mission A3-10: Wanted: Tonberrion;
                   After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 18
                        - Adaptability: 18
          Recommended for Dispatch: N/A

          Reward: 5410 Gil, Malboro Wine x2

          Forbidden:
                        - Ranged Weapons

          Enemies:
                        - Archer x1
                        - Gunner x1
                        - Hunter x1
                        - Sniper x1
                        - Flintlock x1
                        - Cannoneer x1

          The Gaitsnipe clan is a group of ranged units. The law forbids you
          from using ranged weapons, so you're at an immediate disadvantage
          already! Since you're dealing with enemies that can hit from afar,
          units with good move stats are recommended here to close the
          distance between you and the enemy. Also, abilities that can target
          enemies at a distance are allowed here as long as they don't require
          the use of any ranged weapons.

          Focus first on the Sniper. Her Death Sickle ability can inflict Doom
          status, and Doubleshot deals double the damage of a regular attack.
          Beso Toxico has a chance of inflicting Poison. Next, consider
          targeting the Hunter, who can use Vitals Shot to inflict a random
          debuff, in addition to Rend Power and Rend Magick. Like the Sniper,
          his weapon attack stat is fairly high, so take him down before he
          can fire off too many arrows.

          The Gunner is capable of inflicting Confuse, Blind, and Silence
          status with his various Gunmanship techniques. In addition, he can
          use Moogle Attack, a Moogle Knight ability. The Gunner's range is
          huge, but he isn't very fast, with a low move stat as well. You can
          easily back him into a corner and finish him off that way. Take
          caution around the Archer as well, who can use Leg Shot to inflict
          Immobilize status and Arm Shot to inflict Disable status.

          Both the Flintlock and Cannoneer aren't huge threats in this battle.
          The Flintlock is required to Prime his cannon before he can attack.
          He can heal his teammates with Cure Cannon and put Protect status on
          his allies through Protect Cannon. The Cannoneer, on the other hand,
          can dish out a lot of damage if you allow him to use Foresight, which
          increases the number of volleys in his next attack, and Buckshot,
          which makes it so that his next attack hits an area. Mortar is a
          powerful attack, but it prevents the Cannoneer from moving the next
          turn. I recommend that you leave these two units for last. If
          possible, put a restrictive debuff (Disable, Stop, Sleep, etc.) on
          them to prevent them from causing any trouble.

     A3-15 Something's Dropped! ~
     =------------------------=
          One of the mooglewalkers we used for transporting goods has
          overturned! It was full of valuable gemstones, kupo! If someone makes
          off with the load, we're finished for sure! Bankruptcy, kupo!!!
          Retrieve the load as soon as you can! Save our house, kupo!

                                 ~ Moogle Porters

          Rank: 27
          Fee: 400 Gil
          Days: 20 Days
          Type: Item Recovery (Dispatch)
          Location: Nazan Mines
          Appears: After completion of Mission C3-11: Rumors Abound; After
                   reading 'The Kthili Surveyors' notice

          Req. Items:   N/A
          Req. Talents: - Negotiation : 18
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 4820 Gil, Tanned Beast Hide x3

          Forbidden:
                        - Reaction Abilities

          Enemies:
                        - Beastmaster (spawns)
                        - Thief (spawns)
                        - Yellow Jelly (spawns)

          You must recover all of the gemstones in order to complete the
          mission. Your enemies consist of a Hume and Moogle Thief, along with
          a Beastmaster and two Yellow Jellies. More will spawn as the battle
          carries on, so speed is of the essence here.

          Both the Hume Thief and the Beastmaster will be no threat in this
          mission. The Thief can use a number of steal commands, but unless
          you're looking to unleash a Scion (he has Steal Limelight), there's
          no need to bother with him. The Beastmaster can't really do anything
          in this mission since there's no monsters to take control of. Ignore
          him.

          The Moogle Thief is capable of using Juggler techniques. Molotov
          Cocktail inflicts fire damage with a chance of inducing Berserk.
          Dagger Toss can inflict Disable status. If there's any enemy to kill
          first, this Thief is it. It's best to take him down quickly so that
          he cannot go around and Disable/Berserk all of your units. Be sure
          to remove any status ailments that emerge.

          Lastly, the two Yellow Jellies can use Acid, which inflicts a random
          debuff, and cast Thundara. Protection against lightning can
          effectively negate their attack. Acid can prove to be annoying, but
          most of the debuffs that it can potentially inflict are easily be
          remedied by Esuna or Refresh.

          It's up to you whether or not to attack the enemies. The objective is
          only to collect the gemstones. Either way, it's strongly recommended
          that you eliminate the Moogle Thief early on. Finish the mission
          with haste, for more enemies of the Kthili Surveyors clan will
          appear as the battle carries on. These new spawns may or may not
          retain the same abilities as the starting enemies. It should also be
          noted that there are usually traps set near these gemstones. Step
          with caution.

     A4-02 Wanted: Icicle Ark ~
     =----------------------=
          - WANTED! -
          Wanted: Icicle Ark, for encasing both a manor and its lord in solid
          ice. 
          These masters of ice manipulation are currently confined to the
          Kthili Sands area.

                                 ~ Jylland Defenders of the Peace

          Rank: 26
          Fee: 400 Gil
          Days: 20 Days
          Type: Headhunt (Dispatch)
          Location: Kthili Sands
          Appears: After completion of Mission A3-14: Wanted: Gaitsnipe; After
                   reading 'House on Ice' notice

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 20
                        - Adaptability: 20
          Recommended for Dispatch: N/A

          Reward: 3150 Gil, Cockatrice Skin x2, Mysidia Alloy x5

          Forbidden:
                        - Fire

          Enemies:
                        - Gladiator x1
                        - Scholar x1
                        - Parivir x1
                        - Illusionist x1
                        - Summoner x1
                        - Black Mage x1

          It's just typical that a battle against a clan specializing in ice
          has fire forbidden. Anyway, your objective is to defeat this clan of
          odd ice-based clan. Try to bring in units that are resistant to ice-
          based attacks. 

          Needless to say, all of the units here specialize in ice-based 
          attacks. The Gladiator is capable of using Blizzard Tackle and Ice
          Breath, and the Black Mage is able to cast Blizzard and Blizzara.
          The Parivir, in addition to Hoarfrost Blade, which can Slow the 
          target (and deals ice damage, surprise surprise), can attack with 
          Wind Slash, a ranged attack. He can also use Water Veil to inflict
          Silence status and Unspell, which dispels the target. 

          The Scholar is a real pain, with his Rime Bolt Tome ability. This
          spell inflicts ice damage on every unit on the screen. He can also
          cast Water and Aero, which deal water-based damage and wind-based
          damage, in that order. The Summoner can cast Shiva, along with 
          Elementalist abilities Shining Air, which deals wind damage and 
          Blinds, and Sliprain, which deals water damage and Slows. Her Blood
          Price ability allows her to cast magick using her HP as MP. Lastly,
          the Illusionist can cast Freezeblink and Deluge. Both deal damage to
          every unit on your team. He also has Blood Price set as a P-Ability,
          meaning he doesn't need to wait in order to cast magick spells. 

          Because there are so many spellcasters on the enemy team, try to 
          Silence as many of them as you can to prevent them from casting 
          spells. I would suggest that you go after the weakest units first.
          That would be the Black Mage and the Illusionist. Once they are down
          for the count, begin to focus on the other units. Prioritize the
          Parivir, whose Hoarfrost Blade can deal considerable damage. The
          Summoner should also be eliminated quickly. The rest of the mission
          is up to you, since none of the other units really are that  
          threatening. Defeat all enemies to finish the mission. 

     A4-11 Red King of Cinquleur ~
     =-------------------------=
          We of Cinquleur seek battle with the strongest of warriors! Defeat
          me if you can, and you shall be rewarded!

                                 ~ Red King Ruuj of Cinquleur

          Rank: 44
          Fee: 500 Gil
          Days: 20 Days
          Type: Defeat Mark
          Location: Baptiste Hill
          Appears: After completion of Mission A1-16: You Say Tomato

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 6
                        - Adaptability: 6
          Recommended for Dispatch: N/A

          Reward: 8110 Gil, Chocobo Skin x1, Coeurl Pelt x1, (Sequencer)

          Forbidden:
                        - Fire, Ice, Lightning

          Enemies:
                        - Ruuj (Red Mage) x1

          Even though Ruuj is stacked 1:6, this fight can still prove to be
          quite difficult. When this mission first appears, the level gap
          between your party and Ruuj (level 44) will render many of your
          attacks useless. Fight commands may do as little as 2 HP damage!
          Be sure to have a unit with an Item command or ability to heal
          status ailments available. A White Mage is strongly recommended.

          At the very start, Ruuj will likely approach your party and cast a
          spell right off the bat. She likes to use Silence the most, so your
          spellcasters will suffer. Ruuj can also use a variety of Elemental
          Magick: Fire Whip deals fire damage with a chance of inflicting
          Disable, Boulder Crush deals earth damage with a chance of
          inflicting Immobilize, and Sliprain deals water damage with a chance
          of inflicting Slow. All of these debuffs can be annoying because
          Ruuj can easily prevent many of your units from even getting close
          to her. Her Doublecast allows her to use two spells in one turn,
          making her even more formidable. Use restorative items to return
          your affected units to normal health. Esuna and other similar
          abilities work as well. Be sure to heal when your units are in
          critical health!

          Because she's equipped with a Ribbon, you won't be able to weaken
          her through debuffs. Bring your strongest units up and surround her.
          Just trade blows until you've depleted her HP. Certain abilities
          work wonders in this battle, especially early in the game when they
          are readily available. If you're having trouble, Gil Toss (Juggler
          ability; learned through Jackknife) and Air Render (White Monk
          ability; learned through Kaiser Knuckles) are both effective
          abilities that can deal a good amount of damage.

     A4-12 Wanted: Tutor! ~
     =------------------=
          I seek a talented home tutor for my son, for seven days during the
          summer holidays. The successful applicant will have a good attitude,
          and be willing to live in our home for the duration.

                                 ~ Marianne, House Havemille Head Maid

          Rank: 16
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Moorabella
          Appears: After completion of Mission C3-11: Rumors Abound; Goldsun

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 13
          Recommended for Dispatch: N/A

          Reward: 2520 Gil, Mysidia Alloy x3, White Thread x2

          Upon reaching Moorabella, you'll be asked to dispatch a single unit
          for the job. Naturally, a Scholar would be best for the job. The
          selected unit will be gone for seven days.

     A4-15 Blue King of Cinquleur ~
     =--------------------------=
          We of Cinquleur seek battle with the strongest of warriors! Defeat
          me if you can, and you shall be rewarded!

                                 ~ Blue King Bliu of Cinquleur

          Rank: 55
          Fee: 500 Gil
          Days: 20 Days
          Type: Defeat Mark
          Location: The Bisga Greenlands
          Appears: After completion of Mission A4-11: Red King of Cinquleur;
                   After completion of Mission B2-01: Wanted: Ugohr

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 7
                        - Adaptability: 7
          Recommended for Dispatch: N/A

          Reward: 7810 Gil, Platinum x2, Lamia Scale x2, Divariwood x1,
                  (Peytral)

          Forbidden:
                        - Using MP

          Enemies:
                        - Bliu (Blue Mage) x1

          Although this mission shows up fairly early in the game, I do not
          suggest you attempt it until you actually have confidence in your
          party's ability. Bliu, at level 55, can be tough even with a full
          team available at your disposal. Combine that with the fact that
          using MP is forbidden and you have a very difficult fight on your
          hands. Of course, you can always ignore the law.

          The entire battlefield has traps scattered throughout. In a mission
          where you'll need all the HP you can maintain, it's strongly
          suggested that you use Libra to reveal them.

          You need strong non-magick units for this fight. The battlefield
          allows you to spread out your units. Take advantage of this and
          split your party into three groups of two. Bliu has a lot of HP, and
          his defense isn't shabby, so make sure your units are physically
          powerful enough to scratch him. Bliu has a very strong Blue Magick
          spell called Quake, which deals heavy earth damage to units in an
          area. Do your best to avoid grouping your units together to avoid
          taking excessive damage. His other Blue Magick spell, Expose
          Weakness, lowers defense and resistance. He will often use this
          debuff first before going on the offensive.

          Bliu also has the Seer ability, Magick Frenzy. This devastating
          attack dishes out both magick and physical damage and is all in all
          a huge pain. Be wary of his Counter R-Ability, which can have
          significant consequences considering the fact that he is dual
          wielding two Light Sabers.

          The bottom line is: do not attempt this mission until your units are
          at a level where they can hold their own against a level 55 Blue
          Mage. The prerequisite should be that they could at least survive
          ONE Magick Frenzy attack. Honestly though, this fight isn't tough
          when you're closer to Bliu's level.

          If you're intent on beating the Blue King early on, I find that the
          Ninja's Throw command is very useful. Toss a Zweihander at Bliu for
          a good 50+ HP damage. With a team of Ninjas, you can easily
          overpower him by simply throwing weapons.

     A4-16 Wanted: Woodworker ~
     =----------------------=
          My roof's about to collapse under the weight of all this snow. If I
          don't shore it up soon, that'll be the end of the whole thing! But
          the job is bigger than I can manage on my own, so I'm gonna need a
          second pair of hands to finish it up. I figure she'll take about
          five days to get squared away.

                                 ~ Bique, Retired Woodworker

          Rank: 16
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Moorabella
          Appears: After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 13
          Recommended for Dispatch: N/A

          Reward: 2520 Gil, Rose Branch x4, Quality Hide x3

          Head to the designated location. The criteria calls for anyone
          capable of wielding hammers. This includes Green Mages, Vikings, and
          Chocobo Knights. Dispatch the right person for the job and wait five
          days.

     A5-03 Green King of Cinquleur ~
     =---------------------------=
          We of Cinquleur seek battle with the strongest of warriors! Defeat
          me if you can, and you shall be rewarded!

                                 ~ Green King Verre of Cinquleur

          Rank: 66
          Fee: 500 Gil
          Days: 20 Days
          Type: Defeat Mark
          Location: Zedlei Forest
          Appears: After completion of Mission A4-15: Blue King of Cinquleur;
                   After completion of Mission B2-06: Wanted: Gilmunto

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 8
                        - Adaptability: 8
          Recommended for Dispatch: N/A

          Reward: 13090 Gil, Strange Liquid x2, Great Serpent's Fang x2
                  (Save the Queen)

          Forbidden:
                        - Restoring HP

          Enemies:
                        - Verre (Green Mage) x1

          The third of the Five Kings is a tough one to take down. I do not
          recommend you attempt to do this mission until at least past level
          30 unless you're prepared for a beating. The six units you bring in
          here should all be powerful with a wealth of abilities at their
          disposal. Try to bring in units with resistances to status ailments
          such as KO, Sleep, and Slow.

          Verre is a Green Mage, but only has one actual Green Magick ability.
          Tranq will up her accuracy to make her deadly Assassination
          techniques that much more dangerous. She will constantly use Last
          Breath to instantly kill her targets. Along with Last Breath, she
          can use Nightmare, which inflicts Doom and sleep, and Ague, which
          inflicts Slow. Out of all her abilities, Ague is the clearly the
          most forgiving. If you don't have any equipment that blocks KO and
          other status ailments, pray that she'll use Ague often.

          There is really not much strategy involved in this battle. Verre is
          not affected by most (if not all) status ailments, so there's no
          point trying to Disable or Silence her. However, you can damage her
          MP to hinder her ability to use Assassination techniques.

          Don't bother trying to cast offensive magick on Verre. Her Mirror
          Mail effectively reflects all magick back to the caster. The key to
          this battle is to swarm her quickly and beat her down before she can
          even fight back. For that reason, it's recommended that you wait
          until your level is closer to Verre's before attempting to take her
          down. Trust me, it will save a lot of frustration.

     A5-07 Black King of Cinquleur ~
     =---------------------------=
          We of Cinquleur seek battle with the strongest of warriors! Defeat
          me if you can, and you shall be rewarded!

                                 ~ Black King Nware of Cinquleur

          Rank: 77
          Fee: 500 Gil
          Days: 20 Days
          Type: Defeat Mark
          Location: The Galerria Deep
          Appears: After completion of Mission A5-03: Green King of Cinquleur;
                   After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 9
                        - Adaptability: 9
          Recommended for Dispatch: N/A

          Reward: 9820 Gil, Wind Sigil x3, (Crown Scepter)

          Forbidden:
                        - Debuffs

          Enemies:
                        - Nware (Black Mage) x1

          In my opinion, the Black King is the easiest of them all. He's a
          Black Mage, meaning he'll deal primarily elemental damage. By
          equipping armor that is resistant to any one of these elements, you
          can easily make things much easier for your own party. Send in units
          that do not rely on fight commands only (Nware has Reflex). Ranged
          units (that can actually deal damage) are good here because they can
          outrange Nware's Black Magick.

          Since Nware requires one turn to gain enough MP to begin using his
          magick, you should take the opportunity to get closer. Nware is
          capable of casting Firaga, Thundaga, and Blizzaga. In addition, he
          can use the Animist ability, Toadsong, which inflicts Toad status.
          That can easily be remedied through a Maiden's Kiss, so the primary
          threat is his extremely powerful Black Magick. Cast Shell on your
          party to reduce damage, but be prepared to heal and revive should
          your units fall.

          Avoid grouping your units together. Also, DO NOT attempt to surround
          Nware. Since he absorbs fire, lightning, and ice, he can cast his
          Black Magick on himself to heal. If you have units surrounding him,
          all of them will be toasted/zapped/frozen. Patience is key here; you
          don't want to fight recklessly. If viable, use MP-damaging attacks
          to hinder his ability to use his spells.

          Another great strategy to use here would be to take advantage of the
          traps. However, this is only viable if you have the Libra clan
          privilege. By revealing all of the traps, you can attempt to lure
          Nware into the various traps. For some reason, he seems to be
          completely oblivious to their location. If you manage to lure him
          into one trap, that's over 200 HP damage right there. It's an
          excellent, albeit cheap, way to hurt him.

          Also, unlike the other Kings, the Black King is not resistant to all
          debuffs. Although the law expressly forbids them, you can ignore it
          without much consequence (unless you need to revive fallen units).

     A5-11 White King of Cinquleur ~
     =---------------------------=
          We of Cinquleur seek battle with the strongest of warriors! Defeat
          me if you can, and you shall be rewarded!

                                 ~ White King Blanch of Cinquleur

          Rank: 88
          Fee: 500 Gil
          Days: 20 Days
          Type: Defeat Mark
          Location: The Rupie Mountains
          Appears: After completion of Mission A5-07: Black King of Cinquleur;
                   After completion of Mission B2-16: Pearls in the Deep

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 11
                        - Adaptability: 11
          Recommended for Dispatch: N/A

          Reward: 13720 Gil, Clock Gear x8, (Cheer Staff)

          Forbidden:
                        - Missing

          Enemies:
                        - Blanch (White Mage) x1

          Blanch is a White Mage, but don't let that fool you! He has a
          variety of deadly Sagacity techniques. He is also level 88, meaning
          if you're anywhere under level 40, you're bound to have serious
          trouble with this heavy hitter. Bring in units with high HP for this
          battle. A healer is strongly recommended.

          Blanch is capable of healing himself constantly, which means this
          battle can turn into a long drawn-out war of attrition, assuming he
          doesn't just blast you away with Scathe first. In addition to
          Scathe, which deals excessively heavy damage, he can cast Bio for
          poison damage (with a chance of inflicting Poison) and Gigaflare, a
          devastating spell that affects units in an area. Shell can
          effectively negate some damage, but don't rely on it to save your
          party.

          Blanch has a very notable weakness in his P-Ability, Blood Price.
          This ability allows him to substitute HP for MP, meaning he can cast
          powerful spells nearly every turn. However, this is also his
          weakness. Since Sagacity skills take a load of MP to cast, his HP
          is going to go down pretty rapidly as a result. His MP Shield
          transfers some damage to MP, but that's negligible when you consider
          he only gains 10 MP a turn.

          There are multiple ways to defeat this mission, but a good strategy
          would be to inflict a debuff on Blanch. Though the law forbids
          missing, you can take your chances by inflicting Doom or Stop on
          him. In fact, he isn't even immune to Last Breath, so you can kill
          him instantly if you get lucky! If the law isn't important to you,
          then just chase him around attempting to debuff him as often as
          possible. Once you get lucky with Stop, you can essentially hit him
          with impunity. If you manage to land Doom on him, just sit back and
          wait. To expedite the process, cast Haste when he's Doomed. I don't
          think there's any explanation needed should Last Breath hit him.

          I don't usually mention traps, but note that the traps on this
          battlefield are capable of inflicting Charm.

     B1-03 Sun-ripened Mayhem [R] ~
     =--------------------------=
          My fields are overrun with cockatrices! I need someone to save my
          tomatoes!
          I can't offer much in the way of a reward, but I'm desperate - those
          tomatoes are special!
          Oh, and cockatrices spook real easy, so don't bring a whole bunch of
          folk, or they'll just run off and hide.

                                 ~ Farmer Colt

          Rank: 7
          Fee: 200 Gil
          Days: 20 Days
          Type: Escort (Dispatch)
          Location: Camoa
          Appears: After completion of Mission B2-01: Wanted: Ugohr

          Req. Items:   N/A
          Req. Talents: - Negotiation : 7
                        - Aptitude    : 0
                        - Teamwork    : 7
                        - Adaptability: 0
          Recommended for Dispatch: Defender

          Reward: 910 Gil, Tomato Stalk x2, Iron Carapace x3, Bitter Sap x4

          Forbidden:
                        - Targeting All Units

          Enemies:
                        - Cockatrice x4

          Because the Cockatrices "scare easily," you can only bring in four
          units. The key here is to protect the three Deadly Nightshades from
          the Cockatrices. There are four scattered around the map, and they
          are looking to make a meal of those tomatoes.

          The Cockatrices are fairly slow, so you have time to move your units
          into a position where they can better defend the Deadly Nightshades.
          The best way to go about doing this would be to plug up the paths
          leading to your side of the battlefield. Since the field is set up
          as a hollowed out square, you can easily do this.

          All of the Cockatrices can use Peck, which deals moderate damage.
          A few of them are capable of using Scurry as well, which casts Haste.
          This is a fairly easy battle, but be wary of your Deadly Nightshades.
          The tomatoes will attempt to fight themselves and can easily get
          themselves stuck in a sticky situation. Keep an eye on your Deadly
          Nightshades while clearing the map of Cockatrices. The mission will
          end when all are defeated.

     B1-05 Beetle in a Haystack ~
     =------------------------=
          I was out walking my pet scarab beetle, Nero, and I lost him! I only
          took my eyes off him for a second, but he managed to scamper off
          somewhere. A friend of mine gave him to me before he moved away, and
          Nero's all I have to remember him by now.

          Please help me get him back! I polish him real good every day, so
          his shell really shines. Just look for something shiny on the ground
          and you should find him in no time!

                                 ~ Letty

          Rank: 7
          Fee: 200 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Camoa
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 4
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 440 Gil, Ball Moss x1, Wind Stone x3, Pointed Horn x1

          Forbidden:
                        - Lightning

          Enemies:
                        - Axebeak x2
                        - Wolf x2

          Send in six units for this battle. Your objective is to find the
          scarab beetle, which can be hidden in any one of the sparkling dots
          on the ground. Unfortunately, most of the sparklings dots are on the
          other side of the bridge, where a number of monsters are waiting for
          you.

          The monsters are not too tough to get through. The Axebeaks can use
          Peck, which deals damage over an area. It's not a very powerful
          attack, so don't worry about it too much.

          To quickly get through this mission, try to cross the bridges before
          the enemy monsters can block the path. Doing so will make the
          mission go much easier. If the monsters form a bottleneck at the
          bridge, then you'll have to remove the monster one way or another,
          which can get pretty painstaking. 

     B1-06 Wayward Drake ~
     =-----------------=
          I awoke one morning to find my drake, Goud, missing without a trace.
          I haven't the slightest notion where he might have gone.
          Well, that's not entirely true. I've heard rumor that a drake was
          recently sighted in the Aldanna Range. I need someone to venture
          there and discover whether or not it is my dear Goud.

                                 ~ Mr. Grann

          Rank: 15
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: The Aldanna Range
          Appears: After completion of Mission B1-06: Beetle in a Haystack
                   After completion of Mission B2-06: Wanted: Gilmunto;

          Req. Items:   N/A
          Req. Talents: - Negotiation : 8
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 8
          Recommended for Dispatch: Arcanist

          Reward: 1330 Gil, Pointed Horn x2, Dark Stone x5, Dragon Bone x2

          Forbidden:
                        - Ice

          Enemies:
                        - Thunder Drake x2
                        - Werewolf x1
                        - Goud (Fire Drake) x1

          Send in six units for this fight. The enemy team consists of Goud
          and his monster buddies. Take careful note of the objective - you
          must weaken Goud to critical health and eliminate all other
          monsters. DO NOT kill Goud or else you will fail the mission.

          Goud is accompanied by a Werewolf with a few irritating abilities.
          Roar removes buffs, En Garde puts the user in a counter status, and
          Assault deals damage and inflicts Immobilize. Among the other
          monsters, the Werewolf is the most dangerous, so eliminate it first.

          The Thunder Drakes are only fitted with Thunder Breath, which deals
          moderate damage. Be aware that the two can heal each other because
          both absorb lightning-based attacks. Take advantage of their
          weakness to water to quickly bring them down.

          Goug's only ability is Dragon Force, which buffs attack and magick.
          He will probably cast it on himself before going on the offensive.
          Other than that, he's really nothing to worry about. His attack stat
          is fairly high though, so keep your guard up. Bring him down to low
          HP to finish the mission.

     B1-07 The White of Its Eye ~
     =------------------------=
          My pet's gone and run away again. How many times does this make? I've
          lost count! Her name's Chari, and I saved her from the other bloody
          orbs that picked on her because she was a different color. You'd
          think she'd be a little more grateful, but she just keeps running
          away. Someone help me find her! She has a beautiful white... coat?
          It should make her easy to tell apart.

                                 ~ Fes

          Rank: 21
          Fee: 400 Gil
          Days: 20 Days
          Type: Escort (Dispatch)
          Location: The Rupie Mountains
          Appears: After completion of Mission B1-06: Wayward Drake;
                   After completion of Mission B2-16: Pearls in the Deep

          Req. Items:   N/A
          Req. Talents: - Negotiation : 11
                        - Aptitude    : 0
                        - Teamwork    : 11
                        - Adaptability: 0
          Recommended for Dispatch: Defender

          Reward: 4920 Gil, Crusite Alloy x3

          Forbidden:
                        - Fire, Ice, Lightning

          Enemies:

          The objective here is to protect Chari, the white Bloody Orb. I
          don't think it's very difficult to find her. Send in six units for
          this battle and begin.

          Immediately make your way towards Chari's position to fend off the
          three Floating Eyes. Travel down the southern of the two bridges
          because the upper bridge is blocked by a Floating Eye. Then, form a
          protective barrier around Chari to defend her from the three
          Floating Eyes. Defeating these monsters shouldn't be tough, though
          you should watch out for their Gnaw attack, which can inflict Poison
          status. Supersonic Wave can inflict Silence, so keep spellcasters
          protected. To finish the mission, just eliminate the three Floating
          Eyes.

     B1-08 Flown the Coop ~
     =------------------=
          I was taking one of the cockatrices for a walk in the Menagerie
          grounds when it flew into a frenzy and lashed out at me with its
          beak. Before I knew what had happened, it had fluttered over the pen
          fence and run away. This is the second time one of our monsters has
          gotten away from me in recent days, and if Mr. Grann finds out, I
          won't hear the end of it! I need someone to recover the cockatrice
          before anyone notices it's missing. It answers to the name of Okta.

                                 ~ Keeper Lloyd, Grann's Menagerie

          Rank: 25
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Fluorgis
          Appears: After completion of Mission B2-07: The White of Its Eye;
                   After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 15
          Recommended for Dispatch: Arcanist

          Reward: 4500 Gil, Mind Ceffyl x6

          Forbidden:
                        - Bladed Weapons

          Enemies:
                        - Cockatrice x5
                        - Okta (Cockatrice) x1

          Well, it's a whole party of fowls. Send in any units with access to
          water-based attacks, the element that Cockatrices are weak against.
          Your objective is to bring Okta to critical HP (read: do not kill!)
          and kill off the remainder of the Cockatrice pack (how nice).

          You can check which of the Cockatrices Okta is by looking at the
          name. Every other Cockatrice is to be eliminated. All of these birds
          are capable of using Peck, an attack that deals moderate damage.
          Many of them are also capable of using Scurry to cast Haste on the
          user, along with Wake-Up Call, which Quickens a target. To prevent
          the Cockatrices from continually using Scurry, consider Addling
          or Disabling them.

          Overall, this should be an easy fight. Cockatrices have never been
          very tough monsters to face; this battle is no different. Bring Okta
          down to critical health and dispatch the other Cockatrices from the
          battle to draw the mission to a close.

     B1-09 Prepared with Love ~
     =----------------------=
          My husband's forgotten his lunch again! After all the work I put
          into making it... I need someone to take it to him while it's still
          fresh.

                                 ~ Chermie

          Rank: 6
          Fee: 200 Gil
          Days: 20 Days
          Type: Delivery
          Location: Targ Wood / Camoa
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 4
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 350 Gil, Cruzle Brass x6, Coral Fragments x1, Water Stone x4

          Head to Targ Wood first. You can find Chermie waiting at the pub in
          Wood Village. Get the Chocobo Skin from her to deliver to her
          husband in Camoa. Then, head to the other destination and deliver
          the lunch to her husband, the soldier.

     B1-10 Foodstuffs: Texture ~
     =-----------------------=
          Foodstuffs needed. You will be required to catch specific monsters
          at a specific location. The details are as follows:
           - Must have fluffy white fur.
           - Enough to feed two.
           - To be used as an appetizer, one per serving.
          Too many is no good. Too few is also no good.

                                 ~ Poison Tasters Guild "The Iron Stomach"

          Rank: 8
          Fee: 200 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Targ Wood
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 4
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 4
          Recommended for Dispatch: N/A

          Reward: 620 Gil, Animal Bone x3, Chocobo Skin x1, Rat Pelt x2

          Forbidden:
                        - Fire

          Enemies:
                        - Dreamhare (spawns)
                        - Hoppy Bunny (spawns)

          Select six units for this fight. This is an Iron Stomach mission,
          meaning the objective is different from your typical engagement.
          If you have no idea what you're doing, this battle can go on forever
          because the monsters will keep spawning. Your objective is to take
          down exactly TWO Dreamhares, no more and no less.

          The other Hoppy Bunnies have no bearing on the mission itself. You
          can kill as many of them as you want. They'll often get in the way,
          so feel free to take them down at your leisure. All of the Hoppy
          Bunnies have the ability to use Hip Attack, along with a few Green
          Magick skills. A few of them may be able to use Go-Go Dance, which
          casts Haste. The Dreamhares, on the other hand, can use War Dance,
          which raises attack.

          Before you begin, be sure to open the treasure chest by your
          starting position. Then, work on hunting the Dreamhares. Once you
          have killed two Dreamhares, speak to the Bishop to end the mission.
          To do so, simply move a unit next to him and select the command. In
          the battle itself, do not worry about protecting the Bishop because
          he can't die. Also note that monsters will keep coming in as you
          kill their brethren, so you have an unending supply of enemies.

     B1-11 Foodstuffs: Aroma ~
     =---------------------=
          Foodstuffs needed. You will be required to catch specific monsters
          at a specific location. The details are as follows:
           - Green and uniquely aromatic.
           - Enough to feed two.
           - Boil down considerably, so two per serving.
          Too many is no good. Too few is also no good.

                                 ~ Poison Tasters Guild "The Iron Stomach"

          Rank: 19
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Zedlei Forest
          Appears: After completion of Mission B1-10: Foodstuffs: Texture
                   After completion of Mission B2-06: Wanted: Gilmunto

          Req. Items:   N/A
          Req. Talents: - Negotiation : 8
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 8
          Recommended for Dispatch: N/A

          Reward: 2800 Gil, Crusader Tonic x2, Waltwood x3, Kempas x2

          Forbidden:
                        - Knockback

          Enemies:
                        - Malboro (spawns)
                        - Deadly Nightshade (spawns)
                        - Alraune (spawns)

          This mission plays out like the first Foodstuffs mission. Your
          objective here to kill four Malboros. Bring in six units of your
          choosing for the battle. Units with abilities to heal status and
          status ailment resistance are recommended here.

          You should notice that at the start, there are not enough Malboros
          to satisfy the objective. In order to get more to spawn, you will
          have to eliminate the Deadly Nightshades and Alraunes to make room
          for more Malboros to spawn.

          All of the monsters are capable of inflicting status ailments on
          your party. The Alraunes can use Horn Venom to inflict Poison, in
          addition to their other attacks, Horn Blow, which knocks back, and
          Horn Shot, a ranged attack. Be wary of the Deadly Nightshades and
          their Tomato Ketchup, which can Berserk a unit. Their other abilities
          include Tomato Fang and Tomato Tackle. The latter ability also lowers
          speed.

          The Malboros boast their signature Bad Breath, a move that you want
          to avoid as best you can. It affects an area in front of the Malboro
          and can inflict Blind status, Poison status, and Silence status.
          Needless to say, you will want to do your best to avoid this attack.
          In the event that you are affected, be ready to cleanse the unit
          with Esuna or similar abilities. Also watch out for Goo, which
          inflicts Immobilize status and lowers speed.

          Since you have to keep fighting off the other monsters to cause more
          Malboros to appear, it's easy to lose track of exactly how many
          Malboros you've killed. Remember, in order to successfully complete
          the mission, you must take down exactly four Malboros, no less and
          no more.

          There are two treasures. Both are near the upper-right area of the
          battlefield. Pick them up if you'd like. When you are finished with
          the mission, talk to the Bishop.

     B1-12 Foodstuffs: Appearance ~
     =--------------------------=
          Foodstuffs needed. You will be required to catch specific monsters
          at a specific location. The details are as follows:
           - Must be yellow and lustrous.
           - Enough to feed nine.
           - One is enough for three servings.
          Too many is no good. Too few is also no good.

                                 ~ Poison Tasters Guild "The Iron Stomach"

          Rank: 29
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: The Bisga Greenlands
          Appears: After completion of Mission B1-11: Foodstuffs: Aroma;
                   After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 18
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 18
          Recommended for Dispatch: N/A

          Reward: 5920 Gil, Waterwyrd Crystal x1

          Forbidden:
                        - Fire, Ice, Lightning

          Enemies:
                        - Yellow Jelly (spawns)
                        - Red Marshmallows (spawns)
                        - Ice Flan (spawns)

          It's just typical that a fight against nothing but flans has a law
          that forbids their only weaknesses. Anyway, the description required
          something yellow and lustrous, meaning the Yellow Jellies are your
          targets here. You need to kill three Yellow Jellies to finish the
          mission. Killing more than three will fail the mission, so make sure
          you keep track.

          You are also up against Red Marshmallows and Ice Flans as well. There
          is no restriction on how many you choose to kill of these. You will
          have to eliminate a few of them to force more Yellow Jellies to
          spawn. The Red Marshmallows are capable of using Unction, which
          inflicts Oil status, and Merge, which sacrifices the user to heal the
          target back to full health. They can also cast Fira, which can be a
          problem if they managed to get Oil status on your units.

          The Ice Flans can use Merge as well, in addition to Acid, which
          inflicts a random debuff. The Ice Flans can cast Blizzara. Lastly,
          the Yellow Jellies (mission critical) can use Acid and Thundara.
          Some of the enemy monsters have Magick Up or Geomancy set as their
          P-Ability, so their spells will deal more damage to you. Deal with
          this by casting Shell on your units. Reflect status works too, but
          it's not recommended because the reflected magick will only heal the
          original caster.

          Once you've killed exactly three Yellow Jellies, speak to the Bishop
          at the bottom of the map.

     B1-14 Our Playground ~
     =------------------=
          Some old creeps moved in on our playground! The place with the cool
          old well! Now my old woman's sayin' it's a good opportunity for me
          to study and stuff. Can you believe it!? Someone drive those creeps
          away!

                                 ~ Obuta, Camoa Kids Leader

          Rank: 7
          Fee: 200 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: Camoa
          Appears: After completion of Mission A1-16: You Say Tomato; Rosefire

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 4
                        - Adaptability: 4
          Recommended for Dispatch: N/A

          Reward: 700 Gil, Insect Husk x2, Sanative Needle x6, Wind Stone x9

          Forbidden:
                        - Ice

          Enemies:
                        - Grenade x1
                        - Yellow Jelly x1
                        - Malboro x1
                        - Ranger x2
                        - Berserker x1

          Bring in six units for this battle. You are up against a few tough
          monsters here. The Yellow Jelly is capable of using Acid, which
          inflicts a random status ailment. It is lightning-based, so it's
          weak to Blizzard and other ice-based attacks. Unfortunately, the law
          forbids anything relating to ice, so you won't be able to take
          advantage of its weakness.

          The Grenade is relatively unthreatening. It will use Flame Attack,
          which deals moderate fire damage. Take caution around the Malboro
          though - it can use Bad Breath, which inflicts Blind status, Silence
          status, and Poison status on a target (usually not all at once
          though). It is fairly slow, so try to eliminate it before it can get
          too many turns in. Be prepared to cast Esuna should any of your
          units get hit with Bad Breath.

          Two of the Rangers can place Leech, which saps MP, and Silence Gas,
          which inflict Silence status, traps. These are only really an issue
          for your spellcasters. The Berserker leader is fitted with mostly
          buffs and debuffs. Overall, he's really not much of a threat because
          he rarely gets a chance to attack. You should focus first on the
          Rangers before going for the Berserker.

          You can tackle the enemies in any order. However, I'd recommend
          eliminating the Malboro and Yellow Jelly first because of their
          ability to inflict varying status ailments on your party. Then,
          dispatch the Rangers before finally killing off the Berserker and
          Grenade. Also, there are two treasures in the area: one at the
          upper-left corner and the other at the lower-right corner.

     B1-15 Mushroom Chef ~
     =-----------------=
          I am a mushroom chef by trade. Know any dish with fungi in it? I
          cook it. So you can imagine why I'd want one of those fabled Baptiste
          mushrooms. Careful, though, there are poisonous mushrooms growing
          in the same place. I'm sure you'll be fine, of course. Just try them
          when you're out there and you'll know the difference.

                                 ~ Sawah, Mushroom Chef

          Rank: 11
          Fee: 300 Gil
          Days: 20 Days
          Type: Item Recovery (Dispatch)
          Location: Baptiste Hill
          Appears: After completion of Mission A1-16: You Say Tomato

          Req. Items:   N/A
          Req. Talents: - Negotiation : 6
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 980 Gil, Aged Linen Thread x3, Cottonflue x4, Coeurl Pelt x3

          Forbidden:
                        - Back Attack

          Enemies:
                        - Dreamhare x1
                        - Sprite x1
                        - Lamia x1
                        - Lilith x1

          Send in six units for this battle - preferably units that have
          resistance to Sleep, Charm, and Doom status. Back attacks are
          forbidden in this mission, meaning under NO circumstances can you
          attack an enemy from the rear.

          You are up against a few monsters in this battle. Your objective is
          to find the correct mushroom, but it's better to just eliminate all
          of the enemies first. The monster that is closest to your starting
          position is a Sprite, which you should work to quickly take down
          before it can cast Meteorite.

          Next, focus on the Lamia and Lilith. Leave the Dreamhare for last
          because it won't do too much. Be prepared, though, for it can cast
          Sleep. Out of the two remaining monsters, the Lilith is more
          dangerous because it can use Kiss, which inflicts Charm and Doom
          status, and Twister, which knocks off 50% of the target's HP. The
          Lamia, on the other hand, can use Night. This ability can put all
          units into a deep slumber. Neither of them are tough to kill though,
          so focus your attacks on them and finish them off quickly.

          There are two treasures on the battlefield you may want to gather
          before tasting the mushrooms. Only one of the mushrooms will be the
          correct one. Taste your way through until you find it.

     B1-16 Showdown ~
     =------------=
          Clan [Clan Name],
          I beg your assistance! No sooner had we succeeded in tracking down
          Klesta's demesne than Bowen disappeared!
          I fear he has gone to deal with the beast himself. We make haste to
          intercept him before it is too late, but I would ask that you secure
          for us some cloudy sap... it is a vital piece of our strategy for
          dealing with our flighty foe once and for all.

                                 ~ Tweigel of House Bowen

          Rank: 14
          Fee: 400 Gil
          Days: 20 Days
          Type: Defeat Mark
          Location: Targ Wood
          Appears: After completion of Mission B2-03: Throw Down;
                   After completion of Mission C4-01: Veis, Assassin;
                   After completion of Mission B2-16: Pearls in the Deep

          Req. Items:   Cloudy Sap
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 11
                        - Adaptability: 11
          Recommended for Dispatch: N/A

          Reward: 3030 Gil, Cursed Coin x5, Skull x2, Vampyr Fang x2, (Demon
                  Feather)

          Forbidden:
                        - Back Attack

          Enemies:
                        - Klesta (Crushatrice) x1

          This is the final fight against Klesta, so send in your strongest
          units to join with Bowen. I really love the dialogue in this whole
          scene.

          Klesta has over 900 HP this time, so taking it down will take some
          time. The first turn, it will mostly like use Fortify to raise
          attack. Klesta boasts two powerful attacks, Devour, which damages
          units in a wide area, and Piston Drop, which deals damage to
          EVERYONE on-screen. Be prepared to heal whenever it uses Piston Drop
          because it can hurt quite a bit. Casting Protect on your clan and
          Clan Bowen can help to negate some of the damage.

          Unlike the previous missions, you can't just sit back and let Bowen
          do all the work. Have your physical units surround Klesta alongside
          Bowen and let the blades fly. Klesta has Absorb Damage, but at this
          point in the game, the HP it recovers is very minor. When you get it
          down to about half HP, Klesta will attempt to flee as it always
          does, but by using the Cloudy Sap, Klesta is forced back down.

          The remainder of the mission is exactly the same. Throw your
          most powerful attacks against Klesta. Eventually, it will fall. At
          long last, the beast is defeated. Stay tuned after the battle for a
          rather humorous scene (You, Tweigel! Your lips flap too loosely!).

     B2-01 Wanted: Ugohr ~
     =-----------------=
          - WANTED! -
          Wanted: Ugohr, a green-colored shelling, last spotted on Baptiste
          Hill.
          One reported case of injury arising from contact with said beast.
          Payment to be made by injured party.

                                 ~ Jylland Defenders of the Peace

          Rank: 8
          Fee: 200 Gil
          Days: ---
          Type: Headhunt
          Location: Baptiste Hill
          Appears: After completion of Mission A1-16: You Say Tomato

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1650 Gil, Healing Water x4, Holy Stone x3, Moonwood x3

          Forbidden:
                        - Restoring MP

          Enemies:
                        - Wolf x2
                        - Cockatrice x2
                        - Ugohr (Great Tortoise) x1

          Your objective here is the big green thing, Ugohr. Bring in six
          units and deploy them. The monsters in this battle are fairly weak,
          with the exception of the mark, of course. You can choose to ignore
          the other monsters and go straight for Ugohr if you're in a rush.
          Just bear in mind that Ugohr is the mission's objective.

          The Cockatrices can use Peck, which deals moderate damage.
          Otherwise, they are not very dangerous at all, and they will only
          serve to get in the way. They also have Critical: Quicken as their
          R-Ability, which automatically gifts the Cockatrice the very next
          turn should it enter critical HP status. The Wolves can use Fang
          and nothing else. Like the Cockatrices, they too are not very
          threatening. Both the Cockatrices and Wolves are weak to water-based
          attacks, so use those (if applicable) to dispatch them quickly.

          Ugohr has got quite a few abilities at its disposal. Luckily for
          you, it's very slow, so if you are quick, you should be able to
          eliminate it before it can pose too much of a problem. Ugohr can
          use Rain of Stone, which deals earth damage to an area, and Sonic
          Spin, which damages surrounding units. Watch out especially for his
          Headbutt ability for it can inflict Immobilize status on its target.
          Ugohr's defense is quite high, and it's further augmented by his
          Defense Up P-Ability, so it may take a few turns before it falls.

     B2-03 Throw Down ~
     =--------------=
          Clan [Clan Name],
          We are in pursuit of an infamous monster that promises to be quite a
          handful... Would you aid us in driving this menace away?

                                 ~ Bowen of House Bowen

          Rank: 14
          Fee: 300 Gil
          Days: 20 Days
          Type: Defeat Mark (Dispatch)
          Location: Baptiste Hill
          Appears: After completion of Mission A1-16: You Say Tomato; After
                   reading 'House Bowen' notice


          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 6
                        - Adaptability: 6
          Recommended for Dispatch: N/A

          Reward: 2870 Gil, Zingu Pearl Shell x3, Adamant Alloy x8, Green
                  Liquid x4

          Forbidden:
                        - Harming the Weak

          Enemies:
                        - Klesta (Crushatrice) x1

          Ah, it's that Klesta again! You can only bring in three units for
          this battle. Make sure that they are under Klesta's level because 
          the law forbids anyone from harming a unit that's a lower level than
          them.

          Don't worry about following House Bowen's orders - you can go
          straight for Klesta. You will have to climb up the hill in order to
          reach it. The big bird won't move, so you will have to do all of the
          walking.

          Klesta isn't easy to defeat, so let House Bowen take most of the
          blows. The main guy, Bowen, can't die. Klesta is fitted with a huge
          amount of HP - whittling it down will take a really long time.
          Just keep at it until it depletes. Be wary of his Territorial
          Marking, which deals moderate damage over an area. It's ranged, so
          Klesta can attack you with impunity while he is perched on top of
          the cliff. Devour is another strong ranged attack you should be wary
          of as well.

          Klesta's Absorb Damage R-Ability allows it to regain 10% in HP of
          the amount of damage it takes. Even so, Klesta is not a very 
          formidable opponent. With House Bowen's help, you should have little
          trouble.

     B2-04 A Fatal Mistake ~
     =-------------------=
          A local watch hired us to set traps to help them deal with their
          monster problem. Unfortunately, I set my traps in the wrong place.
          If word of my mistake gets out, I'll be in serious trouble. That's
          why I need someone to destroy the traps for me without causing a big
          stir.

                                 ~ Esther, New Hire

          Rank: 33
          Fee: 500 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: The Galerria Deep
          Appears: After completion of Mission B2-08: It's a Trap!;
                   After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 15
          Recommended for Dispatch: Ranger

          Reward: 4830 Gil, Kalos x4

          Forbidden:
                        - Targeting All Units

          Enemies:
                        - Baknamy x3
                        - Luchorpan x1
                        - Tonberry x1

          This mission requires you to activate all of the traps within the
          time limit of three rounds. There are many of them, so units with
          high speed and movement stats are mandatory here. Use the Move Up
          clan privilege if you have, and send in anyone with access to the
          Green Magick spell Leap.

          Unfortunately, you'll have to contend with the monsters as well. The
          focus of the battle, however, should remain on stepping over all of
          the traps. Yellow signifies Silence traps. Green signifies Leech
          traps (MP damage). Cyan signifies Sten Needle traps (HP damage), and
          Purple signify Love Potion traps. For the Charm traps, either use
          units with immunity to Charm or just attack the affected unit to get
          rid of the status.

          At the start of the mission, begin disarming all of the traps near
          your starting position. Let the enemies slowly make their way
          towards your party. This way, by the time they reach your position,
          they'd have cleared off of the traps on their side of the cavern.
          Then, quickly rush past the monsters to the other side. None of the
          monsters here are remarkably tough except for the Tonberry - it
          should be avoided at all costs! Getting hit with Knife or Butcher's
          Knife can be devastating (Knife reduces HP by 90%, Butcher's Knife
          reduces HP to 1).

          Disarm all the traps within the round limit to complete the mission.
          If you have every one of your units contributing to the process,
          then you should be able to finish well before the round limit is
          met.

     B2-05 A Simple Question ~
     =---------------------=
          What are the Judges, really? My beau - he's in an adjudged clan -
          saw the ceremony of the pact when they were initiating him. They say
          if you swear, you will never die. But isn't that strange? I mean,
          it's unnatural. I don't trust it.
          Someone please explain to me what this is all about!

                                 ~ Millemaila, Concerned for her beau

          Rank: 10
          Fee: 200 Gil
          Days: 20 Days
          Type: Investigation (Dispatch)
          Location: The Aldanna Range
          Appears: After completion of Mission B2-06: Wanted: Gilmunto

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 7
                        - Adaptability: 7
          Recommended for Dispatch: N/A

          Reward: 790 Gil, Kuraisle Boxwood x2

          Head over to Lezaford's Cottage, and the old mage will give you the
          'Concerning Judges' notice.

     B2-06 Wanted: Gilmunto ~
     =--------------------=
          - WANTED! -
          Wanted: Gilmunto, possibly a variant strain of nidhogg, known to
          lurk in the foothills of the Aldanna Range.
          Vicious and violent, should be considered dangerous in the extreme!
          Those without faith in their sword arm, give this one wide berth.

                                 ~ Jylland Defenders of the Peace

          Rank: 12
          Fee: 300 Gil
          Days: ---
          Type: Headhunt
          Location: The Aldanna Range
          Appears: After completion of Mission B2-01: Wanted: Ugohr

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1330 Gil, Succulent Fruit x3, Storm Stone x5, Quality Pelt x2

          Forbidden:
                        - Fire

          Enemies:
                        - Worgen x2
                        - Yellow Jelly x1
                        - Thunder Drake x1
                        - Gilmunto (Asp) x1

          Your team will come across Gilmunto and friends in the midst of a
          bunch of mist! There are new monsters here, but none of them are
          particularly challenging. Anyway, send in four more units in
          addition to Luso and Adelle. Feel free to remove Adelle if you don't
          like her.

          The two Worgens are capable of using Fang and nothing else. Their
          physical attack is fairly powerful, so keep your guard up. However,
          don't prioritize them because they aren't as dangerous as the other
          monsters here. The Yellow Drake, for one, can use Shockbolt, which
          Confuses and Addles its target! Thunder Breath is also a strong
          attack that deals damage to a "T"-shaped area in front of it.

          The Yellow Jelly can cast Thunder, and it is also fitted with Absorb
          Damage, which replenishes 10% of HP damage taken. Since a few of the
          monsters here are lightning-based, it will act as a healer by casting
          Thunder on its allies. For that reason, kill the Yellow Jelly as
          early as possible.

          Defeating Gilmunto is the objective, but he's pretty tough to
          defeat. Try to eliminate the other enemies first before going for
          him. All of the other monsters are weak to water, so use water-based
          attacks if possible. As for Gilmunto himself, be wary of Lightning
          and Thunder Breath. Both are very powerful lightning-based attacks.
          Gilmunto can also use Dragon Force, which raises attack and magick.
          He boasts a ton of HP, so you'll want to focus all of your attacks
          on him. If you have holy-based attacks available, by all means, use
          them!

          Note that there's a treasure chest at the lower-left corner of the
          battlefield.

     B2-08 It's a Trap! ~
     =----------------=
          While traveling through the Aldanna Range I mistakenly dropped
          several traps meant for sale. I'm afraid the shock of the drop has
          likely released their safety mechanisms, making them quite dangerous!
          Deactivating them would be hazardous at this point, so I just need
          someone to destroy them. It's the only way to be sure.

                                 ~ Esther, New Hire

          Rank: 23
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: The Aldanna Range
          Appears: After completion of Mission B2-06: Wanted: Gilmunto

          Req. Items:   N/A
          Req. Talents: - Negotiation : 8
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 8
          Recommended for Dispatch: Ranger

          Reward: 2730 Gil, Red Geeps x1, Wyrm Carapace x1, Zincatite x5

          Forbidden:
                        - Targeting All Units

          Enemies:
                        - Baknamy x3
                        - Luchorpan x1

          Your objective here is pretty simple. Disarm all the traps by
          stepping on them. As expected, some monsters have come to get in
          your way. The opposition isn't tough, so feel free to bring in six
          units of your choice.

          The Baknamies are not to be worried about. They can use Goblin
          Attack and nothing else. They're so weak that you could probably get
          this mission done without even having to deal with them at all. On
          the other hand, the Luchorpan is a bit tougher. It can use Mutilate,
          which saps damage to replenish its own HP. Magick Hammer deals MP
          damage.

          Go around and get rid of the Luchorpan first of all. Then, you can
          either choose to kill off the remaining Baknamies or start disarming
          the traps right away. Assuming you are at an adequate level, the
          Baknamies should pose no threat whatsoever. Disarm every single trap,
          picking up the treasure in the middle as you go along, to draw the
          mission to a close.

     B2-09 Wanted: Lang Bros. ~
     =----------------------=
          - WANTED! -
          Wanted: The Lang Brothers, for the injury of 28 members of the
          Arbiters of Death, a clan to which they formerly belonged.
          The eldest is a fierce warrior; the second, a skilled knife-fighter;
          the third, a famed archer; and the youngest brother, a wielder of
          magicks.

                                 ~ Jylland Defenders of the Peace

          Rank: 15
          Fee: 130 Gil
          Days: 20 Days
          Type: Headhunt (Dispatch)
          Location: The Bisga Greenlands
          Appears: After completion of Mission B2-06: Wanted: Gilmunto; After
                   reading 'Lang Means Trouble' notice

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 8
                        - Adaptability: 8
          Recommended for Dispatch: N/A

          Reward: 3380 Gil, Leestone x5, Silk Bloom x2, Fine Wool x2

          Forbidden:
                        - Actions by Nu Mou

          Enemies:
                        - Fighter x1
                        - Archer x1
                        - Thief x1
                        - Black Mage x1

          The Lang Bros. is an eccentric group consisting of four units. None
          of them are remarkably difficult to take down. Send in six units for
          the fight and begin!

          You should focus first on the Fighter. With his Air Render ability,
          he poses the biggest threat to your party. His other abilities
          include Rush and Wild Swing, an attack that deals damage to all
          surrounding units. The Archer is annoying because he can Blind your
          units with Blackout. His other attack, Take Aim, is a weak, high-
          accuracy attack.

          As for the Thief, you don't have to worry too much about him. The
          only thing he will really do is walk around and steal your gil.
          Either leave him for last or deal with him swiftly. Lastly, the
          Black Mage is only capable of casting the three basic Black Magick
          spells. He isn't powerful, but try to avoid grouping your units
          together anyway to avoid taking extra damage.

          All of the enemies can use the Soldier technique, Provoke, which
          inflicts Berserk. And apart from that, there's not much else to say
          about this group of brothers. Finish all of them off, and put them
          in their place!

     B2-10 Books of Magick ~
     =-------------------=
          I'm going to fail this year, I know it. I can't fail! Please, could
          someone explain about grimoires to me in really simple terms?
          After that, if they could tell me about the Four Great Spirits, and
          the... (amended for length)

                                 ~ Parore, Akademy Student

          Rank: 15
          Fee: 300 Gil
          Days: 20 Days
          Type: Investigation (Dispatch)
          Location: The Aldanna Range
          Appears: After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 9
                        - Adaptability: 9
          Recommended for Dispatch: N/A

          Reward: 2370 Gil, Storm Sigil x2, Water Sigil x2

          Make your way to Lezaford's Hut, where the archmage will write down
          a detailed essay, "Concerning Grimoires." It's not a very interesting
          read, but whatever!

     B2-11 Now That's a Fire ~
     =---------------------=
          Zedlei Forest has been bombed!
          Looking for a clan to rid our woods of an infestation of bombs!
          With auction season upon us, who doesn't want a few more clan points
          in the bank?

                                 ~ Society for Woodland Preservation

          Rank: 14
          Fee: 300 Gil
          Days: ---
          Type: Battle
          Location: Zedlei Forest
          Appears: After completion of Mission B2-06: Wanted: Gilmunto

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2870 Gil, Platinum x5, Agathis x3, Suspect Mushroom x1

          Forbidden:
                        - Restoring MP

          Enemies:
                        - Red Marshmallow x1
                        - Floating Eye x2
                        - Bomb x3

          The party stumbles upon the Zedlei Forest absolutely teeming with
          Bombs and other monsters. Consider sending in units with ice-based
          abilities because the majority of monsters here are weak to that
          element. Equipment with resistance to fire would be helpful as well.

          Floating Eyes are the only neutral monsters on the field. Well,
          that's actually a lie because they are weak to earth and holy-based
          attacks. These monsters are capable of using Gnaw to inflict Poison
          status. Their other ability, Death Dive, is a suicidal desperation
          attack that kills the user and deals heavy damage to the target. The
          Floating Eyes typically use this attack when they are low on HP. To
          avoid getting hit by it, try to kill the Floating Eyes without
          leaving them in critical health.

          The Bombs and the Red Marshmallow work hand in hand. All of them are
          fire-based, so expect to be hit constantly by Fire and Flame Attack.
          The Red Marshmallow has a skill called Unction which inflicts Oil
          status. This can be dangerous, considering the fact that most of
          the monsters here can hit you with fire-based attacks. For that
          reason, focus first on the Red Marshmallow before it can use Unction
          to coat your units with oil. Its defense is fairly high, so use
          spells to deal more damage to it. Blizzard/Blizzara/Blizzaga works
          very well against it.

          When focusing on the Bombs, be wary of their Self-destruct ability,
          which they use when they're in critical health. This ability deals
          heavy damage to all units surrounding the Bomb. To lower the chances
          of a Bomb using it, avoid putting it in critical health unless
          you're sure you can kill it before its next turn comes. One of the
          Bombs, however, has Critical: Quicken, which will automatically give
          it the next turn if its health gets too low. Should this happen, you
          can count on it to use Self-destruct the next turn. To avoid this,
          either kill the Bomb without putting it in critical health status
          with a powerful attack or fight it from a distance.

     B2-14 Clan Mates [R] ~
     =------------------=
          Looking for a new clan member to round out your roster? Your search
          is ended! The more the merrier, to be sure, but we go one further,
          providing you with a companion chosen to suit your clan's needs.
          Seek us out in Targ Wood.

                                 ~ Clan Mates Adventurer's Guild

          Rank: 1
          Fee: 100 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Targ Wood
          Appears: After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: N/A

          Head to Targ Wood to meet a Nu Mou who will ask you some questions.
          Potential recruits are determined by the month. Your answers to his
          questions will determine which job the prospective clan mate will be.
          You can always choose to turn down any new recruits.

     B2-15 For the Cause [R] ~
     =---------------------=
          Salutations from Carm Mercantile.
          We would like to share with you our experiences protecting
          endangered monsters. While monsters can be dangerous in their own
          right, they can also be used for food and the making of medicines.
          Please make a donation to help us prevent the overhunting of
          monsters, and ensure a prosperous future for all.

                                 ~ "From Shipwrighting to Foodstuffs - We're
                                    Carm Mercantile."

          Rank: 5
          Fee: 100 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Graszton
          Appears: After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 7
                        - Adaptability: 7
          Recommended for Dispatch: N/A

          Reward: N/A

          When you meet up with the Carm Merchantile, they'll ask you for a
          donation. Choose to give 100 Gil, 1000 Gil, or nothing. It's your
          choice.

     B2-16 Pearls in the Deep ~
     =----------------------=
          Tis the season: zingu pearl season in the Galerria Deep!
          All those who wish to go pearl hunting must register by accepting
          this quest.
          WARNING: Unregistered pearl hunters will be caught and tried as
          poachers.

                                 ~ Galerria Jewelers

          Rank: 17
          Fee: 300 Gil
          Days: ---
          Type: Defeat Mark
          Location: The Galerria Deep
          Appears: After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 3490 Gil, Zingu Pearl x8

          Forbidden:
                        - Actions by Nu Mou

          Enemies:
                        - Antlion (spawns)
                        - Pit Beast (spawns)
                        - Flowsand Lord (Yowie) x1

          Depending on your characters' levels, this battle may range from
          excruciatingly difficult to only mild challenging. If your units are
          at least level 25, I'd say you should be able to finish the mission
          comfortably. You will want to bring a healer. Units capable of
          casting Protect and buffing defenses are strongly recommended here
          as well.

          The Lord of the Flowsand is essentially a huge mouth in the ground.
          It's situated at the very lowest point in the cavern, so you'll have
          a lot of walking to do in order to reach it. In addition, you will
          have to contend with a few Antlions and Pit Beasts that will
          constantly spawn. The Antlions can use a variety of attacks,
          including Bile, which lowers resilience, and Mucus, which inflicts
          Slow. The Pit Beasts, on the other hand, can only use Sandstorm,
          which damages an area and inflicts Blind.

          The Flowsand Lord will prove to be hard to take down, primarily due
          to his excessively high HP. His abilities include Gravity Flux, an
          attack that hits all units on the screen for moderate damage. Out of
          all his abilities, this one is the least dangerous. Stun Crush is an
          attack that damages surrounding units and Immobilizes them. This can
          put you in a bad spot because it'll Immobilize you while your units
          are still surrounding it, giving it more chances to Stun Crush
          repeatedly. Lastly, Draw In is a ranged attack that picks up a unit
          and moves it next to the Flowsand Lord while dealing moderate
          damage. This can be an issue for ranged units, but it can be avoided
          by staying out of the attack's range. Note that the Flowsand Lord is
          weak to wind-based attacks - take advantage of that.

          There are numerous strategies you can use for this mission. First of
          all, ignore the Antlions and Pit Beasts - instead, focus all of your
          units on the Flowsand Lord. If possible, inflict Disable on or Stop
          the other monsters to prevent them from causing too much trouble.

          The first method would be to gather up all of your strongest
          physical units and surround the Flowsand Lord with them. Then, move
          any healers and buffers behind them, casting Protect and raising
          defenses as they go. It would help if your physical units had
          Counter as an R-Ability to deal extra damage. In this situation, the
          Flowsand Lord will probably mostly make use of Stun Crush to damage
          surrounding units. It's a fairly powerful attack, so make sure your
          healers are doing their job.

          Alternatively, you can send in a team of ranged units with ranges
          OVER six tiles. The Flowsand Lord's Draw In ability has a maximum
          range of six tiles. If you position your units in such a way as to
          stay out of his range, you can fire at it with impunity, only having
          to worry about Antlions and Pit Beasts. This is a viable strategy,
          but it only works if your units have the adequate range.

     B3-01 Death March ~
     =---------------=
          - The Game Is On! -
          Wanted: Participants for the greatest game in Ivalice! This time,
          it's the Death March. To the victor go the spoils.
          - Rules of the Game -
          * Uphold the law

                                 ~ Bronkise Gamer's Guild

          Rank: 23
          Fee: 400 Gil
          Days: 20 Days
          Type: Uphold the Law (Dispatch)
          Location: Graszton
          Appears: After completion of Mission E1-02: Bonga Bugle - Silversun;
                   After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 9
                        - Adaptability: 9
          Recommended for Dispatch: Sage, Scholar

          Reward: 2440 Gil, Dipraeu Bronze x3

          Forbidden:
                        - Not Moving

          Enemies:
                        - Soldier x1
                        - White Monk x1
                        - White Mage x1
                        - Black Mage x1
                        - Fencer x1
                        - Thief x1

          There's something about these games that seem... kinda shady. Send
          in a team of six units for this battle. You are up against a generic
          clan of six units.

          The White Monk is capable of using Roundhouse, which damages
          surrounding units, and Air Render, which inflicts ranged damage. The
          Soldier can use Rend Speed and Mug Gil, and the Thief can use Steal
          Items and Steal Gil. The last physical unit, the Fencer, is a bit
          more dangerous than the others with her Swarmstrike ability, which
          has a chance of inflicting Poison. Featherblow deals light damage and
          Piercing Blow deals damage two tiles out.

          As for the spellcasters, be wary of the Black Mage, who can cast
          the three basic Black Magick spells in addition to Blizzara. If you
          Silence him, he'll be rendered useless. Lastly, the White Mage can
          cast Cure and Esuna, which dispels some debuffs. Unless you can
          effectively Silence both of them, it's best to focus on these mages
          first.

          Note that the law MUST be upheld in order to complete the mission.
          Not moving is illegal, meaning you have to move at least one tile
          every turn. It seems easy enough, but you may get stuck if the enemy
          happens to surround one of your units. The battlefield is small, so
          you will have to take cautious steps, making sure the enemy cannot
          mob any of your characters. Try not to back any of your units up
          against the edges or corners to avoid getting stuck.

     B3-03 A Lady's Proposition ~
     =------------------------=
          I want to fight against a monster and know the thrill of battle for
          myself. Father tells me to put such thoughts from my mind, but I
          will have none of it. Will you fight alongside me? I wait in the
          Rupie Mountains.

                                 ~ Syrenead Sie Hyskaris

          Rank: 25
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: The Rupie Mountains
          Appears: After completion of Mission B2-16: Pearls in the Deep

          Req. Items:   N/A
          Req. Talents: - Negotiation : 11
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 11
          Recommended for Dispatch: Defender, Arcanist

          Reward: 4500 Gil, Zodiac Ore x8, Orichalcum x1

          Forbidden:
                        - Harming the Weak

          Enemies:
                        - Ivory Wyrm (Nagaraja) x1

          Here, you are to defend Syrenead from getting herself hurt. The only
          monster is an Ivory Wyrm, who is level 23-25. Note the law. If you
          are under its level, you cannot attack the Ivory Wyrm without
          breaking the law. Send in units accordingly and begin the battle.

          You must protect Syrenead in order to finish the mission. The
          Nagaraja has a lot of HP and it attack stat is very high, so you
          will have to approach it cautiously. It can use Ice Orb and Ice
          Breath, both ice-based attacks that don't have any debuffs attached
          to them luckily. However, it can use the Wyrmcraft ability Sleet,
          which inflicts Doom and Sleep. Equipment resistant to Doom would
          help here.

          The Nagaraja is weak to holy-based attacks, so take advantage of
          that. Paladins are very effective here because they can both Cover
          Syrenead and inflict holy damage through Holy Blade or Saint Cross.
          Syrenead is actually helpful in this battle - she can cast Leap to
          increase the movement of your units.

     B3-04 On the Rampage ~
     =------------------=
          There's a monster on a nearby hill and, well, it's completely out of
          control! They say it lost its children, and being a mother I can
          understand how it must feel, but it's causing landslides right and
          left... I'm sorry, but could someone deal with it?

                                 ~ Concerned Mother

          Rank: 22
          Fee: 400 Gil
          Days: 20 Days
          Type: Defeat Mark (Dispatch)
          Location: Moorabella
          Appears: After completion of Mission B2-15: For the Cause;
                   After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 9
                        - Adaptability: 9
          Recommended for Dispatch: N/A

          Reward: 2700 Gil, Fiend's Blood x4

          Forbidden:
                        - >100 Damage

          Enemies:
                        - Mamatrice x1

          Out in the snowfields, you will encounter the Mamatrice. Perhaps the
          "lost" child was actually Klesta? Whatever the case, the Mamatrice
          is pretty angry. Send in six units for this battle and begin.

          The Mamatrice is incapable of moving or changing her facing. Only
          one of her attacks, Peck, actually requires a unit to be next to her
          though. Devour (hits a huge area) and Territorial Marking (hits an
          area) can both hit units at a distance. Both attacks deal heavy
          damage, so be prepared to heal if necessary. Note that the Mamatrice
          is weak to earth and wind-based attacks.

          A great strategy to use here would be to have all of your units with
          Counter set as a Reaction Ability stand next to the Mamatrice. Since
          she can't move, those units will always counter whenever they are
          damaged.

          Unfortunately, the law is pretty restricting, considering the fact
          that the Mamatrice has over 800 HP! It's up to you whether or not to
          follow it. The battle will obviously go much more quickly if you
          just break it. When you've reduced the bird's HP, she will fly away.

     B3-06 A Lady's Persistence ~
     =------------------------=
          Father didn't believe I defeated a wyrm in my first battle. Perhaps
          if I capture it and show it to him he will not find it so easy a
          claim to dismiss. Will you assist me? I wait in the Rupie Mountains.

                                 ~ Syrenead Sie Hyskaris

          Rank: 31
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: The Rupie Mountains
          Appears: After completion of Mission B3-03: A Lady's Proposition;
                   After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 18
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 18
          Recommended for Dispatch: Defender, Arcanist

          Reward: 5740 Gil, Mind Ceffyl x2

          Forbidden:
                        - Harming the Weak

          Enemies:
                        - Ivory Wyrm (Nagaraja)

          The Ivory Wyrm is in the range of level 32-34, meaning you need to
          use units that are under or at its level to avoid breaking the law.
          If that's not possible, then just go through with breaking the law -
          the punishment isn't very severe. Since the map itself is very tough
          to traverse, send in units with high jump and move stats. Grias work
          well here because their movement ignores height. Any unit equipped
          with Galmia Shoes or Faerie Shoes should too be sent in.

          Syrenead must be protected in this battle, so make sure she is always
          out of harm's way. Cast Protect and Shell on her. If possible, put
          Reraise status on her as well. Paladins can use Cover to take the
          damage for her. Her abilities are not too bad. She can help you out
          significantly by casting Leap on your party, which improves movement.
          Blind, unfortunately, won't be too useful here. Also, her
          Regeneration R-Ability will help her stay alive.

          As for the Ivory Wyrm itself, expect to be hit with Ice Orb and Ice
          Breath, both ice-based attacks obviously. Ice Orb deals higher
          damage, but it can't damage in a cone area like Ice Breath. The Ivory
          Wyrm's most dangerous attack, however, is its Sleet ability, which
          can Dooms and inflicts Sleep on the target.

          The Ivory Wyrm is weak to holy-based attacks. It also takes half
          damage from fire, ice, and lightning. Don't use dark-based attacks
          because it will just absorb those. In order to successfully finish
          the mission, you MUST put the Ivory Wyrm in critical HP status. If
          you accidentally kill it, the mission will end in a failure.

     B3-08 Unfamiliar Folk ~
     =-------------------=
          I saw some unfamiliar folk in the Ruins of Delgantua. It's just a
          feeling, but I don't think they're from around here. I don't think
          they're even from Jylland!
          They looked like they were planning something... Maybe someone aught
          inquire further.

                                 ~ Perna, Professor Archaeology

          Rank: 24
          Fee: 400 Gil
          Days: 20 Days
          Type: Investigation (Dispatch)
          Location: The Ruins of Delgantua
          Appears: After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 9
                        - Aptitude    : 9
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2940 Gil, Four-leaf Clover x2, Platinum x3

          Forbidden:
                        - Action by Humes

          Enemies:
                        - Archer x2
                        - Animist x1
                        - Black Mage x1
                        - Warrior x1
                        - Soldier x1

          This is your first encounter with the Duelhorn group, a team that
          will be sure to cause more trouble in the future. Count on that!
          This battle, anyway, is not remarkably difficult. Send in six units,
          preferably with someone who can heal status ailments, and start the
          fight.

          The enemy Soldier is capable of using Provoke to inflict Berserk
          status. In addition, he bears some Paladin skills as well, including
          Cover, which allows him to protect another unit, and War Cry, which
          raises the resilience of surrounding units. He is wielding a strong
          sword, so try to avoid activating his Counter with any of your
          weaker units or else you may take more damage than you'd like. The
          Bangaa Warrior can use Rend Power and Rend Magick to lower attack
          and magick power, respectively. He is also capable of inflicting
          Berserk through the Trickster ability Snigger. It should also be
          noted that his Blood Sword allows him to drain HP from his targets,
          but his attack is so low (even with Doublehand) that it won't make a
          difference.

          Both Archers are capable of using Blackout to inflict Blind status.
          The Viera also has Fencing skills Swarmstrike, which can inflict
          Poison, and Shadowstick, which can lower speed. The Hume Archer, on
          the other hand, can use Rend Power and Rend Magick. Lastly, the
          Black Mage can cast Blizzard and Blizzara, which both deal moderate
          ice damage. To avoid taking heavy damage, avoid grouping your units
          together.

          Be wary of the Animist, who can use Sheep Count to put a group of
          units to sleep. He's annoying in this battle primarily for Cuisine,
          which replenishes HP by 100%! Needless to say, the Moogle needs to go
          first. Do your best to debuff the other more dangerous enemies with
          Disable, Stop, Silence (for the Black Mage) while you focus your
          attacks on the Animist. When the Animist down, you can freely move
          on to the rest of the party, taking them down any way you'd like.

     B3-11 Duelhorn ~
     =------------=
          There's a forest not too far from where I live, and at night I see,
          well, shapes flitting through the trees... or something. I've gone
          during the day, but no one's there.
          Could someone go and look into it? I get this feeling there're more
          of them every day...

                                 ~ Mooshe the Timid

          Rank: 26
          Fee: 400 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: Baptiste Hill
          Appears: After completion of Mission B3-08: Unfamiliar Folk;
                   After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 11
                        - Adaptability: 11
          Recommended for Dispatch: N/A

          Reward: 4800 Gil, Wyrmtwig x2

          Forbidden:
                        - Restoring MP

          Enemies:
                        - Fencer x1
                        - Thief x1
                        - White Mage x1
                        - Time Mage x1
                        - Hunter x1
                        - Warrior x1

          The Duelhorn group is causing trouble yet again. It seems like there
          is a much bigger scheme here than originally expected. Of course,
          leave it to Luso to just dive into battle without a second thought.
          It should be noted that the enemies here have various resistances to
          certain elements. Be sure to check first.

          The Duelhorn Fencer can use Featherblow and Piercing Blow, which
          deals damage two tiles out. In addition, she can also use the
          Precision ability Cupid to inflict Charm status. Avoid that the best
          you can. Should any of your units get Charmed, attack the affected
          unit to knock it off. The Moogle Thief is capable of using Moogle
          Attack and Moogle Lance, a ranged attack. Most of the time though,
          he'll just be running around stealing gil, so he is not much of a
          threat here.

          As for the Hunter, be wary of Vitals Shot, which inflicts a random
          status ailment. She can also use Full Assault, a very strong attack
          that ends up leaving her in Sleep status, and Sneak Attack, a move
          that deals varying damage depending on the target's facing. If
          Sneak Attack hits a target from behind, it inflicts a ton of damage.
          Do your best to avoid leaving your back open.

          The Warrior has only one ability that may be problematic - Lifetap
          reduces a target's HP by 50%, which can hurt your high-HP units
          quite a bit. In addition, he can also use Body Slam, which deals
          moderate damage, and Bangaa Cry, which has a chance of inflicting
          Confuse status in an area similar to Dragoon "Breath" attacks (a
          cone in front of the user). Since he has a ton of HP, consider
          putting Disable, Stop, or Sleep on him so you can leave him for
          last.

          Prioritize the Time Mage because he will constantly use Haste. He
          also has the Water and Aero spells, which deal moderate damage: they
          can be issues for any units that have weaknesses to water and wind.
          Finally, the White Mage is the primary healer - he is able to cast
          Cura and Esuna, along with the Blue Magick technique Magick Hammer.
          Focus your attacks on the White Mage as well to prevent the Duelhorn
          group from healing themselves.

     B3-13 Wanted: Barmaid! [R] ~
     =------------------------=
          To assist with the Great Land Festival in Camoa, we are currently on
          the look out for attractive barmaids. During the month of the
          festival, you will be provided with lodging at the pub. Let's see
          these applicants!

                                 ~ Targ Barman

          Rank: 2
          Fee: 100 Gil
          Days: 10 Days
          Type: Satisfy Petitioner
          Location: Targ Wood
          Appears: After completion of Mission A1-11: The Yellow Wings; Goldsun

          Req. Items:   N/A
          Req. Talents: - Negotiation : 3
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 3
          Recommended for Dispatch: N/A

          Reward: 880 Gil, Knot of Rust x6, Ether x3, Phoenix Down x3

          You need to dispatch the right person for the job. The only eligible
          members are Viera or Gria because the other races won't make quite
          as good barmaids. The dispatched member will be gone for 14 days.

     B3-14 Making Port ~
     =---------------=
          There's a ship coming in to port soon I got a bad feeling about. The
          chief says the paperwork checks out - no problem. No problem with
          the paperwork? That's suspicious right there! You show me a seaman's
          shipping writ, and I'll show you a document not fit for feeding to a
          goat. Someone look into this, would you?

                                 ~ Anonymous, Graszton Port Authority

          Rank: 25
          Fee: 400 Gil
          Days: 20 Days
          Type: Investigation (Dispatch)
          Location: Graszton
          Appears: After completion of Mission B3-11: Duelhorn;
                   After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 13
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 4380 Gil, Crusite Alloy x4

          Forbidden:
                        - Harming the Opposite Sex

          Enemies:
                        - Summoner x1
                        - Arcanist x1
                        - Trickster x1
                        - Ninja x1

          Ah, looks like Duelhorn is up to no good here. The four here are the
          Four Bosses of Duelhorn, an organization with the sole intention of
          full domination of Jylland! Send in six units for the battle, making
          sure that you heed attention to the law (the Summoner is female, the
          rest are males).

          Maquis (Ninja) can use Earth Veil, which inflicts earth damage and
          Slow status, and Oblivion, which inflicts Addle status. He can also
          cast Magick Frenzy for heavy damage. Alys the Ensorceled (Summoner)
          is capable of casting a variety of Summoning Magick, including
          Shiva, Kirin, and Maduin. Shiva and Maduin deal ice and holy-based
          damage respectively, whereas Kirin grants Regen status to allies in
          a group. The Night Dancer (Trickster) can use Charisma, which
          inflicts Charm status, and Traumatize, which deals greater damage to
          targets afflicted with debuffs. Lastly, Duke Snakeheart (Arcanist)
          can cast Death, in addition to Sagacity techniques Scathe and
          Gigaflare, both of which deal extremely heavy damage.

          The objective says to defeat all foes, but you actually have to
          eliminate only one of the bosses. For that reason, you should focus
          on the enemy closest to you, whoever that may be. More often than
          not, it will be Maquis because his speed and move stats far exceeds
          those of his allies. When facing Maquis though, be wary of his Blink
          Counter R-Ability, which can easily be avoided by using ranged
          attacks against him. Should you attempt to take down any of the
          others, note that Alys the Ensorceled has Magick Counter and the
          Night Dancer has MP Shield.

          Even though the Four Bosses is a pretty dangerous group, you should
          have little trouble just focusing your strongest attacks on a single
          unit. As soon as the first is fallen, a Soldier will rush in with
          bad news for the Duelhorn leaders. With that, they'll leave the
          fight.

     B3-16 Knowing the Beast ~
     =---------------------=
          Never become attached. The rules on this are clear. But it is not so
          easy to leave one who has fought so long at your side. A dreamhare
          I had ensorceled lamed its leg and lies wounded in the mountains
          near Camoa. Will you help me rescue the poor creature?

                                 ~ Ceva, Beastmaster

          Rank: 6
          Fee: 200 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Camoa
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 4
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 4
          Recommended for Dispatch: N/A

          Reward: 830 Gil, Danbukwood x4, Skull x3, Clock Gear x5

          Forbidden:
                        - Reaction Abilities

          Enemies:
                        - Wolf (continually spawns)
                        - Baknamy (continually spawns)

          Bring in six units for this battle. The objective here is to prevent
          the enemy beasts from reaching your side of the bridge (the right
          side) for four whole rounds.

          Luckily for you, the bridges are only a tile thick. Position a
          strong unit at the left edge of each bridge to plug up the path, for
          the enemy won't be able to cross with a unit in the way. Any ranged
          characters can support the blockade by attacking from behind. Don't
          worry if the Wolves and Baknamies manage to step on to the bridge.
          As long as they don't cross it, you'll be fine.

          Avoid crossing over to the enemy's side even if you have managed to
          push the monsters away because more monsters will continue to come
          in. It's best to keep your units on the bridge just in case an enemy
          happens to slip by. Note that monsters will keep coming in as you
          kill them, so don't expect to be able to eliminate all of the
          monsters.

          Completing this mission will unlock the Beastmaster job for the Nu
          Mou.

     B4-01 Great Land Festival [R] ~
     =---------------------------=
          It will be Silversun soon, and in Camoa Silversun means the Great
          Land Festival! We're looking for people to join in the festivities
          and help decorate our town! the work will last for ten days, with
          lodging and board provided! Come one, come all!

                                 ~ Camoa Great Land Festival Committee

          Rank: 7
          Fee: 200 Gil
          Days: 10 Days
          Type: Satisfy Petitioner
          Location: Camoa
          Appears: After completion of Mission A1-11: The Yellow Wings; Goldsun

          Req. Items:   N/A
          Req. Talents: - Negotiation : 3
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 3
          Recommended for Dispatch: N/A

          Reward: 320 Gil, Knot of Rust x8, Ether x4, Phoenix Down x4

          Head over to Camoa. You will need to dispatch a Juggler for ten days
          in order to accomplish this mission.

     B4-02 Strong Lady ~
     =---------------=
          That old man dressed up as a lady was fighting, oh, and he was 
          strong. Real strong! And the clan that lost got dragged off 
          somewheres. I cried a little then, and he gave me a sweet. But I 
          thought I should tell someone anyway. 

                                 ~ Crybaby Kocott

          Rank: 30
          Fee: 400 Gil
          Days: 20 Days
          Type: Defeat Mark (Dispatch)
          Location: Camoa
          Appears: After completion of Mission B3-14: Making Port;
                   After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 15
                        - Adaptability: 15
          Recommended for Dispatch: N/A

          Reward: 5320 Gil, Windgod Crystal x1, Mythril x4

          Forbidden:
                        - Harming the Weak

          Enemies:
                        - White Monk x3
                        - Templar x1
                        - Master Monk x1
                        - Trickster x1
 
          You will meet the Night Dancer here, the androgynous Bangaa 
          Trickster. Accompanying him are various other Bangaa units that are
          not remarkably dangerous. Send in six units to combat the Duelhorn
          clan. 

          The Three White Monks are blocking the bridges, so you will want to
          take care of them first. They all have exactly the same skill sets,
          with White Monk ability Earth Render, which deals damage in a 
          straight line. Additionally, they can use Snigger to induce Berserk
          status and Hypochondria to inflict Poison. Keep spellcasters away to
          prevent the White Monks from Berserking them. 

          Target the Templar next, for he can cast Haste, Cura, and Dispel. 
          His attack stat is fairly high as well. Keep in mind that he has a
          Cachusha equipped, meaning you won't be able to land most status
          ailments on him. The Gladiator is a very strong damage-dealer. He
          has two Dragoon abilities in addition to his Fire Soul attack, which
          deals fire-based damage obviously. Lancet saps HP from the target, 
          and Bangaa Cry deals damage in a cone-shaped area with a chance of
          confusing the targets. Like the Templar, the Gladiator is also 
          equipped with a Cachusha. 

          The Night Dancer can use Charisma, which induces Charm status. His
          other ability, Traumatize, deals more damage to units with more 
          debuffs. He also can use Lancet to sap HP. Keep in mind that the
          Night Dancer is equipped with a Ribbon, so status ailments will not
          work in this case. Just focus your attacks on him until he falls. 
          Once he's down, the mission will end. 

     B4-04 The Goug Consortium ~
     =-----------------------=
          Kupo! Some members of our department went to field-test our latest
          prototype, but they haven't returned, kupo! We need someone to see
          if they're all right. If that gun were to fall into the wrong
          hands... well, let's not think of that!

                                 ~ Goug Consortium
                                   Department of Ranged Mutilation

          Rank: 17
          Fee: 300 Gil
          Days: 20 Days
          Type: Battle
          Location: Zedlei Forest
          Appears: After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 9
                        - Adaptability: 9
          Recommended for Dispatch: N/A

          Reward: 2890 Gil, Silver Liquid x2

          Forbidden:
                        - Targeting All Units

          Enemies:
                        - Fusilier x6

          This mission can make your want to pull your hair out. All of the
          Fusiliers are able to attack you from a distance, with a few capable
          of inflicting varying status ailments on your party. Couple that
          with the fact that one of them is in an extremely hard to reach spot,
          and you have quite an annoying mission on your hands. I'd suggest
          bringing in units with resistances to debuffs. You need at least ONE
          ranged unit for this battle.

          Let's see, where should I begin? The Fusilier that talked can use
          Confushot and Charmshot to inflict Confuse and Charm status.
          Unfortunately, his Barette (Moogles can wear Barettes now?) blocks
          many status ailments from affecting him. I strongly recommend you go
          after this Fusilier first before taking on the others.

          The Fusilier standing near him, on the stump, can only use Silenshot.
          This will only be a problem for your spellcasters, but other than
          that, he's a low priority. As for the three Fusiliers along the
          right side of the battlefield, the two to the upper-right can use
          Iceshot and Fireshot, respectively. The other one to the lower-right
          can use Boltshot. I doubt elemental weaknesses apply significantly
          to your team, so leave these three for last.

          Lastly, the one standing WAY on top of the ledge can use Blindshot.
          Prioritize this fellow with your spellcasters and ranged units. Melee
          units must climb up along the right side of the map to reach him, 
          which can take way too much time.

          Once you defeat this group of Fusiliers, you will attain access to
          the Fusilier job for Moogles.

     B4-05 Wanted: Sidekick ~
     =--------------------=
          By the archmage Lezaford and all those great men and women who
          followed him into the annals of history was our world shaped.
          Surely, such potential must exist today no less than it did in ages
          of old! Two months is all I ask! Lend me your aid on my journey to
          find these great people of our time!

                                 ~ Marcol, Researcher of Future History

          Rank: 14
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Graszton
          Appears: After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 7
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 7
          Recommended for Dispatch: N/A

          Reward: 1110 Gil, Marriom Heather x2

          Head to Graszton to find Marcol. You need to dispatch a Ranger for
          15 days. Only Seeqs can be Rangers, so if you don't have one in your
          party, you're out of luck.

     B4-07 Under the Weather ~
     =---------------------=
          I'm... not feeling well of late. A bit under the weather, you might
          say. Could someone bring a potion... and a hi-potion to Tramdine
          Fens for me? Many thanks.

                                 ~ Lotice, Friend to no physician

          Rank: 11
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Tramdine Fens
          Appears: After completion of Mission C3-11: Rumors Abound

          Req. Items:   Potion, Hi-Potion
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 18
                        - Adaptability: 18
          Recommended for Dispatch: N/A

          Reward: 7800 Gil, Silver Liquid

          You'll find Lotice in the Tramdine Fens region. Much to everyone's
          surprise, Lotice actually turns out to be a walking zombie. Since he
          is undead, the Potion ends up hurting him. Tell Lotice that he's...
          actually dead to finish the mission.

     B4-08 The Eastwatch ~
     =-----------------=
          Clan [Clan Name]!
          The might of your clan is renowned throughout Jylland. We have
          traveled from a land beyond where the sun rises in hopes of testing
          that might against our will. Will you face us in battle?

                                 ~ Zengen, The Eastwatch

          Rank: 25
          Fee: 400 Gil
          Days: 20 Days
          Type: Battle
          Location: Moorabella
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 15
                        - Adaptability: 15
          Recommended for Dispatch: N/A

          Reward: 3910 Gil, Moon Ring x5

          Forbidden:
                        - Summoning Scions

          Enemies:
                        - Ninja x2
                        - Assassin x1
                        - Parivir x3

          The Eastwatch clan consists of Ninjas, Assassins, and Parivirs. Send
          in six units for this battle against the warriors from the East.

          The enemy Assassin is the quickest unit on the team, so keep an eye
          on her. Her abilities are particularly malicious. They include
          Shadowbind, which inflicts Stop status, Aphonia, which inflicts
          Silence, and Ague, which inflicts Slow. However, she can easily be
          disabled by Silencing her or inflicting some other debuff that
          prevents her from using her abilities. Her attack isn't very
          powerful, rather it is just her Assassination techniques that are
          any threat.

          One Ninja can only use Throw, whereas the other Ninja can cast Fire
          Veil, which deals fire damage with a chance of Confuse status, Gold
          Veil, which deals neutral damage with a chance of Blind status, and
          Water Veil, which deals water damage with a chance of Silence status.
          This Ninja can be prevented from casting his "Veils" by Silencing
          him. As for the other Ninja, you really only have to watch out for
          Throw, which has the potential to deal heavy damage depending on
          what he chooses to toss. He is capable of using Items as well.

          Lastly, the three Parivirs all can use Iai Blow, which rarely
          delivers instant death. The Parivir in the back also can use Wind
          Slash, which deals wind damage. The one second from the rear can
          attack with Shimmering Blade, which deals fire damage and can
          potentially induce Confuse status. Lastly, the final Parivir can
          use Blade Bash, which has a chance of inflicting Immobilize status.

          This is not a very tough battle. Some of the enemy units (especially
          the Ninjas) have fairly high evade statistics, so you may have
          trouble hitting them. If possible, inflict Stop, Sleep, or similar
          status ailments on them to effectively prevent them from being able
          to evade your attacks.

          Once you've defeated the opposition, the Parivir job for Humes will
          be unlocked.

     B4-09 Wanted: Shiny Maces ~
     =-----------------------=
          Ngaaa!
          I'm short-handed! Don't have anyone to polish up these maces! You
          interested? If you can so much as hold a mace, you're the right one
          for the job! Ten days or so ought to help me clear out the backlog.

                                 ~ Chita, Chita's Weaponers

          Rank: 5
          Fee: 100 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: The Bisga Greenlands
          Appears: After completion of Mission B2-01: Wanted: Ugohr

          Req. Items:   N/A
          Req. Talents: - Negotiation : 7
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 7
          Recommended for Dispatch: N/A

          Reward: 1110 Gil, Aged Turtle Shell x1, Soft Cotton x1, Bone Chips x1

          Go to the Vieg Northroad in the Bisga Greenlands. There, choose to
          dispatch any mace-wielder. These include the classes: Green Mage,
          Sage, and Alchemists. Either of those three will work. Wait ten days
          for the unit to finish.

     B4-12 To Be a Spellblade ~
     =----------------------=
          Magick and steel: two paths seemingly at odds. Yet both heed the
          spellblade and her will. One may not undertake the trial to become a
          spellblade alone, and I would have you fight at my side.

                                 ~ Hana, Red Mage

          Rank: 28
          Fee: 400 Gil
          Days: 20 Days
          Type: Escort
          Location: Moorabella
          Appears: After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 18
                        - Aptitude    : 0
                        - Teamwork    : 18
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 8190 Gil, Unpurified Ether x2

          Forbidden:
                        - Actions by Gria

          Enemies:
                        - Fencer x1
                        - Assassin x1
                        - Green Mage x1
                        - Various Viera (spawns)

          Your objective here is to protect Hana while taking down the various
          Viera units that oppose her. Although there are only three enemy
          Viera on the battlefield at the start, more will spawn. You need to
          defeat ten in all. A White Mage (or any other healing unit) is
          strongly recommended here in order to keep Hana alive.

          You are up against a number of Viera. None of them have any
          secondary Action Ability sets, Reaction Abilities, or Passive
          Abilities, so they aren't remarkably challenging. Hana, the Red Mage,
          is actually quite well-versed in the skills of the Red Mage - she
          can use Doublecast. Her spells include Fire, Thunder, Blizzard, and
          Cure. In addition, she can attack with Fencer skills Swarmstrike and
          Piercing Blow. Her Magick Up P-Ability really boosts her magick
          damage, making her a fairly strong offensive unit.

          None of the enemy units will really prove to be difficult to defeat.
          However, most of them have high speed stats, far exceeding Hana's
          speed stat. For that reason, you will need to keep Hana protected.
          Consider casting Shell and Protect on her. If you have a Paladin
          available, Cover works well. Your healing unit should be ready to
          replenish HP whenever necessary. Consider putting Reraise status on
          Hana for extra security.

          Among all of the Viera you'll face in this mission, you should be
          especially careful of the Assassins, who are capable of using Ague
          (Slow status) and Aphonia (Silence status). The final unit to enter
          will be a Spellblade. She can use Poison Blade, Sleep Blade, and
          Confusion Blade. These abilities are all capable of inflicting status
          ailments as their names suggest. In addition, her Blood Price
          P-Ability allows her to bypass any MP costs by using HP instead.
          Overall though, she isn't very strong. Take her down to finish the
          mission.

          With the defeat of the Spellblade, the Spellblade job for the Viera
          will become available.

     B4-13 Wanted: Artillery ~
     =---------------------=
          We seek someone to supplement our ranks for a short time and aid us
          in our fight against a powerful foe. Our strength is in melee, so
          we need a recruit to provide artillery support.
          Once the barrage has broken their ranks, we'll move in and mop up
          what's left. Ten days should be enough to finish the campaign.

                                 ~ Bedeviled, Daemons of Battle

          Rank: 12
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Fluorgis
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 15
          Recommended for Dispatch: N/A

          Reward: 2680 Gil, Gemsteel x5

          Head to Fluorgis to find Bedeviled. In order to successfully complete
          this mission, you must dispatch either a Bangaa Cannoneer or Moogle
          Flintlock. No other job will do the trick. Ten days is the dispatch
          time here.

     C1-05 Foodstuffs: Nutrition ~
     =-------------------------=
          Foodstuffs needed. You will be required to catch specific monsters 
          at a specific location. The details are as follows:
           - Blue, round, feathered, long of tail.
           - Enough to feed sixteen.
           - One eyeball is enough to make soup for four.
          Too many is no good. Too few is also no good. 

                                 ~ Poison Tasters Guild "The Iron Stomach"

          Rank: 30
          Fee: 400 Gil
          Days: 20 Days
          Type: Meet Objectives (Dispatch)
          Location: The Galerria Deep
          Appears: After completion of Mission B1-12: Foodstuffs: Appearance;
                   After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 20
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 30
          Recommended for Dispatch: N/A

          Reward: 3780 Gil, Demon Feather x2, Adamantite x2

          Forbidden:
                        - Copycat

          Enemies:
                        - Ahriman (spawns)
                        - Floating Eye (spawns) 

          The monsters you will encounter in this mission are Floating Eyes 
          and Ahrimans. The objective is to kill exactly four Floating Eyes,
          so Ahrimans are not critical to the mission. Even so, you will
          probably be required to kill a few Ahrimans to force more Floating
          Eyes to spawn. 

          Your primary focus, again, are the Floating Eyes. These monsters are
          frail, but they have fairly high evade and speed stats. Floating 
          Eyes can use two abilities that can inflict status ailments. 
          Supersonic Wave can induce Silence and Gnaw can inflict Poison
          status. Apart from that, the Floating Eyes are almost no threat at
          all. 

          On the other hand, the Ahrimans, the bigger eyeballs that are not
          critical to the mission, are much more formidable. Their abilities
          in this mission include Glare, which turns the target to Stone. In
          addition, be careful of Demonic Gaze, which can Confuse, and 
          Bewitching Glance, which Charms and Slows. A common strategy to use
          against these Ahrimans would be to prevent them from making eye 
          contact with your units. If an Ahriman attempts to use any of its
          Enthrallment abilities on a unit that IS NOT facing the Ahriman, 
          then the ability has success rate 0%. Unfortunately, turning their
          backs allows the Ahrimans to get in for a back attack, but it's a 
          worthy sacrifice if you're not looking to get Charmed or petrified.

          You need to kill exactly four Floating Eyes. If you kill any more or
          any less, the mission will be a failure. Should you run out of  
          Floating Eyes to kill, eliminate some Ahrimans to make room for more
          Floating Eyes to spawn. When you are ready, speak to the Bishop at
          the corner, and tell him that you have attained the requested 
          ingredients. 

     C1-07 An Earnest Quandary ~
     =-----------------------=
          I seek the love of my life! My search has led me through city
          streets and far abroad. I have even taken up the pen, and met three
          charming ladies in my correspondence. Ah, but I've made a mess of
          things by scheduling a rendezvous with each of them on the same day!
          I need someone to meet two of the lucky damsels in my stead. Only
          the dashing need apply - I've a reputation to consider!

                                 ~ Marnot, Pride of Fluorgis

          Rank: 14
          Fee: 300 Gil
          Days: 6 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Camoa / Graszton
          Appears: After completion of Mission C1-11: An Earnest Search;
                   After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 15
          Recommended for Dispatch: N/A

          Reward: 1750 Gil, Aged Turtle Shell x4

          The first girl in Camoa will ask you to dance for her. Here, the
          first choice is the only one that'll succeed, even if Luso makes a
          fool of himself in the process. As for the girl in Graszton, just
          pick the same choice.

     C1-09 House Bowen's Challenge ~
     =---------------------------=
          Clan [Clan Name],
          You've kept yourself busy since our last meeting. Care to test your
          sword arm against us in a speed battle? Or have you lost your edge?

                                 ~ Bowen of House Bowen

          Rank: 30
          Fee: 400 Gil
          Days: 20 Days
          Type: Meet Objectives (Dispatch)
          Location: Targ Wood
          Appears: After completion of Mission B1-16: Showdown;
                   After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 15
          Recommended for Dispatch: N/A

          Reward: 4590 Gil, Water Sigil x3

          Forbidden:
                        - Targeting Self

          Enemies:
                        - Rafflesia x1

          This is a speed battle against House Bowen. The target is a huge
          plant called a Rafflesia. It actually has so much HP that it shows
          up as ???. It has a little over 1000 HP, which means you will have
          to reduce it to under 1000 HP in order for the actual HP value to
          replace the ???.

          Ranged units are best here because it's necessary to maintain your
          distance. Rafflesia is capable of using Nectar Volley, which can
          inflict Poison and Silence, Vine Lash, which inflicts Slow and
          delays the targets' next turns, and Blinding Cloud, which inflicts
          Blind. Soporific Cloud puts units to sleep, and Bewildering Cloud
          inflicts Confuse status. The "Cloud" abilities only affect units
          surrounding the Rafflesia, meaning ranged characters should not be
          affected if they are far enough away.

          The Rafflesia is weak to fire-based attacks. Use Firaga and other
          fire-based spells to deal heavy damage. Hunters with Sidewinder are
          also very effective here. Remember, the victor is the party that
          deals the killing blow to the Rafflesia. You can use some cheap
          strategies here to guarantee your win, such as inflicting Stop or
          Disable on Bowen's clan to prevent them from attacking. Beat House
          Bowen in this challenge to complete the mission.

     C1-11 An Earnest Search ~
     =---------------------=
          I seek the love of my life! My search has led me through city streets
          and far abroad. I have even taken up the pen, and met two charming
          ladies in my correspondence. Ah, but I've made a mess of things by
          scheduling a rendezvous with each of them on the same day! I need
          someone to meet one of the lucky damsels in my stead. Only the
          dashing need apply - I've a reputation to consider!

                                 ~ Marnot, Pride of Fluorgis

          Rank: 9
          Fee: 100 Gil
          Days: 6 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Targ Wood
          Appears: After completion of Mission B2-06: Wanted: Gilmunto

          Req. Items:   N/A
          Req. Talents: - Negotiation : 8
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 8
          Recommended for Dispatch: N/A

          Reward: 1050 Gil, Damascus x4, Birch x1, Quality Lumber x5

          When you meet up with the Gria, you will have to recite a love poem
          for her. Pick the first choice to end this awkward mission.

     C1-12 The Nu Mou Nobles ~
     =---------------------=
          I am called Madreth, clan leader of the Nu Mou Nobles. I seek a kind
          soul to fetch a phial of healing water and a sheaf of recall grass.
          We wait beneath the lone tree on Baptiste Hill.

                                 ~ Madreth, Nu Mou Nobles

          Rank: 12
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery
          Location: Baptiste Hill
          Appears: After completion of Mission B2-11: Now That's Fire!; After
                   reading 'Rivalry of the Rupies' notice

          Req. Items:   Recall Grass, Healing Water
          Req. Talents: - Negotiation : 9
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1680 Gil, Body Ceffyl x3, Soul Ceffyl x3

          Go to Baptiste Hill with the necessary items. This is a simple enough
          delivery task.

          Your reward, in addition to the posted loot, is access the Arcanist
          job for the Nu Mou.

     C1-13 Seeding the Harvest [R] ~
     =---------------------------=
          ***** Help Wanted! *****
          It's seeding time again, and each year we lose crops to raiding
          monsters. We seek hardened adventurers to stand between our
          livelihood and their fiendish claws!

                                 ~ T.K. Corral

          Rank: 21
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Camoa
          Appears: After completion of Mission B2-06: Wanted: Gilmunto;
                   Coppersun

          Req. Items:   N/A
          Req. Talents: - Negotiation : 8
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 8
          Recommended for Dispatch: N/A

          Reward: 9240 Gil, Tiny Mushrooms x2

          Forbidden:
                        - Knockback

          Enemies:
                        - Lamia (spawns)
                        - Pit Beast (spawns)
                        - Malboro (spawns)
                        - Hoppy Bunny (spawns)
                        - Antlion (spawns)
                        - Chocobo (spawns)
                        - Alraune (spawns)
                        - Various Monsters (spawns)

          Send in six strong units for this battle. It is not an easy fight,
          so consider sending in a White Mage or any other unit for curative
          purposes. Esuna or other status-healing abilities are very useful
          here.

          The objective here is to defeat ten monsters. They will spawn nearly
          every turn, so you will need to swiftly take down the monsters before
          they can overwhelm you. Monsters seemingly rush in at random, so
          there is no set pattern as to what monsters may appear.

          Many of the monsters are fitted with malicious abilities that allow
          them to serious hinder your party. The Lamias can all use Night to
          put all units to sleep (even enemy monsters). Twister is an area
          attack that knocks off 50% of a unit's remaining HP. Prioritize
          these dangerous creatures.

          Antlions and Pit Beasts both have a variety of abilities you should
          avoid. Antlions are capable of using Bile, which lowers defense and
          resilience, Mucus, which inflicts Slow status, and Saliva, which
          lowers speed. Pit Beasts, on the other hand, can use Sandstorm,
          which can inflict Blind on a group of units. Subsidence deals earth
          damage but does not otherwise have any adverse effects.

          Malboros are just overall nuisances due to their Bad Breath ability,
          which inflicts Blind, Silence, and Poison. Also watch out for Goo,
          which can lower speed. They can use Eerie Sound Wave to neutralize
          buffs as well. The Hoppy Bunnies are the primary buffers of the
          monsters. Go-Go Dance casts Haste on a group of units and War Dance
          raises the attack of a group of units.

          Needless to say, any unit with status-healing abilities would be
          extremely useful in this battle. Cleanse any negative status
          ailments to prevent them from hindering your team too much. At the
          same time, it's recommended that you use debuffs on the monsters to
          give you a bit more breathing room. Monsters will spawn very quickly,
          making it very easy to get overwhelmed in this battle. By inflicting
          Disable or putting monsters to sleep, you can easily prevent some of
          the monsters from posing a threat temporarily.

          Also, try to keep your units in the same vicinity. If you scatter
          them, you're only providing the enemy an opportunity to swarm that
          one unit. By grouping your units together, you can effectively focus
          all of your attacks on one monster at a time. Keep in mind, however,
          that grouping your units TOO closely can leave you susceptible to
          area attacks such as Sandstorm and Bad Breath. Keep units in the 
          same vicinity, but maintain some semblance of distance. 

          I am aware that other monsters can possibly come in. I've only
          detailed what I believe to be the most dangerous monsters that can
          appear. Anyway, finish off ten monsters to complete the mission.

     C1-14 A Harvest Hand [R] ~
     =----------------------=
          I've been thinking of getting a gift for my employer. A little treat
          of sorts - but something healthy. They say succulent fruit has a
          number of benefits. But not too many, I hope. If he were any
          healthier, he would work me to death!

                                 ~ Tagore, Aspiring Apprentice

          Rank: 25
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Camoa
          Appears: After completion of Mission C1-13: Seeding the Harvest;
                   After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 9
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 9
          Recommended for Dispatch: N/A

          Reward: 12830 Gil, Healing Water x2, Insect Husk x1

          Forbidden:
                        - Harming the Weak

          Enemies:
                        - Ahriman (spawns)
                        - Baknamy (spawns)
                        - Werewolf (spawns)
                        - Bloody Orb (spawns)
                        - Various Monsters (spawns)

          Before you begin the fight, scan the field and check the monsters'
          levels. The law expressly forbids you from attacking enemies at a
          lower level than you. Bring out your units accordingly.

          You have four rounds to go to all six orchard trees and gather fruit
          from them. Of course, there are monsters here to get in the way. Do
          not attempt to kill them all, for more monsters will simply spawn to
          take their places. Although you should ignore the Baknamies and
          Werewolves, be wary of Bloody Orbs and Ahrimans, which are capable
          of inflicting a variety of status ailments.

          The Ahrimans, in particular, are the biggest nuisance primarily due
          to their Roulette ability. When it is used, a random unit on the
          field will be selected and KOed instantly. If you get lucky, it'll
          kill one of the enemy monsters. Their other abilities are quite
          unforgiving as well. Glare inflicts Stone status, Demonic Gaze
          inflicts Confuse status, and Bewitching Glance inflicts Charm and
          Slow status.

          Be on the lookout for incoming monsters. Lamias and Liliths may show
          up, and we should all know how much trouble they can cause. The
          Liliths in this mission can use Eternal Sleep, a move that Dooms and
          puts ALL targets to sleep. This should be ample reason to target any
          Liliths that show themselves.

          Depending on how much you gather, the prize will differ. The more 
          you collect, the better the prize. 

     C1-15 The Bangaa Brotherhood ~
     =--------------------------=
          Mocedad's the name, leader of the Bangaa Brotherhood. We're looking
          to get our hands on a fire stone and a piece of zinconium.
          If anyone happens on any they'd be willing to part with, they can
          find us camped along the highroad in the Bisga Greenlands for a time.

                                 ~ Mocedad, Bangaa Brotherhood

          Rank: 19
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery
          Location: The Bisga Greenlands
          Appears: After completion of Mission C1-12: The Nu Mou Nobles;
                   After completion of Mission B2-16: Pearls in the Deep

          Req. Items:   Fire Stone, Zinconium
          Req. Talents: - Negotiation : 11
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2020 Gil, Sweet Sap x5, Rat Pelt x1

          Deliver the goods to Mocedad on the Vieg Northroad in the Bisga
          Greenlands.

          As a reward, you will be given access to the Cannoneer job for the
          Bangaa.

     C1-16 It's the Thought ~
     =--------------------=
          I've been thinking of getting a gift for my employer. A little treat
          of sorts - but something healthy. They say succulent fruit has a
          number of benefits. But not too many, I hope. If he were any
          healthier, he would work me to death!

                                 ~ Tagore, Aspiring Apprentice

          Rank: 7
          Fee: 200 Gil
          Days: 20 Days
          Type: Delivery (Dispatch)
          Location: Graszton
          Appears: After completion of Mission B2-01: Wanted: Ugohr

          Req. Items:   Succulent Fruit
          Req. Talents: - Negotiation : 7
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1120 Gil, Fire Stone x5, Whisperweed x1, Gun Gear x2

          Deliver the Succulent Fruit to Tagore at the Balbold Lowlands in
          Graszton. There's not much else to it.

     C2-02 Komodo Search ~
     =-----------------=
          There was an... incident the other day while I was out making a
          delivery, and the load of potions I was meant to deliver ended up
          scattered along the ground. Will you help me collect them?
          Oh, and... let's keep this between you and me. The fewer people that
          know about this, the better.

                                 ~ Trader for a certain potion manufactory

          Rank: 20
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery
          Location: The Galerria Deep
          Appears: After completion of Mission C2-05: Komodo Departure;
                   After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 9
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 3660 Gil, Silk Thread x2

          Forbidden:
                        - Restoring HP

          Enemies:
                        - Ice Flan x2
                        - Ice Drake x2
                        - Wendigo x1

          The potions are scattered all over the field. They are represented
          by the shining marks in the ground. Once again, you will have to
          protect the Komodo Trader from the monsters. Select six units for
          the battle and begin.

          All of the monsters on the field are ice-based, so ice attacks will
          heal them. They'll often use their own offensive ice attacks against
          themselves to do just that. The two Ice Drakes can use Ice Breath
          and the Ice Flans can cast Blizzard and Blizzara. The Ice Flans are
          also capable of using Acid, which inflicts a random status ailment.
          You can easily take down the Ice Drakes and Ice Flans by using fire-
          based attacks.

          The Wendigo also absorbs ice, but it is weak to lightning. This
          headless monster has high attack stats, so keep units with lower
          defenses far away. It'll often use Bone Shatter, which not only deals
          heavy damage but also delays the target's next turn. Brute Strength
          will raise the damage of its next attack, and Sunder Earth deals
          damage in a straight line, similar to the White Monk's Earth Render
          attack.

          The monsters are not the objective. In order to finish the mission,
          you need to pick up all of the potions that the clumsy Komodo Trader
          dropped.

     C2-03 Komodo Arrival ~
     =------------------=
          Finally! We've arrived in Moorabella! I've done it, Celestine!
          Except... now there's a problem. Can someone come and help me,
          please?

                                 ~ Komodo Trader

          Rank: 25
          Fee: 400 Gil
          Days: 20 Days
          Type: Investigation (Dispatch)
          Location: Moorabella
          Appears: After completion of Mission C2-02: Komodo Search;
                   After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 13
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 3330 Gil, Holy Stone x3, Yellow Liquid x3, (Wyrmtwig)

          Forbidden:
                        - Targeting All Units

          Enemies:
                        - Black Mage x1
                        - Archer x1
                        - Time Mage x1
                        - Illusionist x1
                        - Geomancer x1

          Looks like the Komodo Trader has run himself into more trouble. This
          time, it's a rival potion company that just can't let Komodo Potion
          continue it's "good" business. It's time to fight for free market!
          Equipment resistant to ice-based attacks are STRONGLY recommended
          here.

          This time around, the Komodo Trader is invincible, meaning there's
          no need to protect him. Therefore, you can go ahead and do your job
          without having to worry about him. Start off first for the Moogle
          Black Mage. His skills are not really noteworthy, though his
          Geomancy can power up Blizzard and Blizzara significantly. When
          approaching him, avoid grouping your units together. Just behind him,
          the Archer can use Cupid, which inflicts Charm, and Blackout, which
          inflicts Blind. Avoid getting hit with Cupid as best you can, but be
          sure to thwack teammates out of Charm status should they be affected.
          You should Addle or Disable her to prevent her from using her
          abilities.

          The Time Mage will prove to be an issue - he is capable of casting
          Slow and Stop. In addition, he may use Rime Bolt Tome, which deals
          ice damage to all units on-screen (including foes). The Illusionist
          in the very corner can use Freezeblink, which deals ice damage to
          only your units. He'll be a non-factor if you took my advice and
          equipped ice-based equipment. If not, then you should eliminate him
          as quickly as possible, though he can only cast Freezeblink every
          three turns due to MP.

          You can expect the Geomancer to focus mostly on the Komodo Trader
          for the majority of this mission. Leave her for last. Her list of
          spells include Shining Flare, which deals fire damage only in
          direct sunlight, Avalanche, which deals ice damage with a chance of
          inflicting Sleep only when it's snowing, Nature's Embrace, which
          deals moderate damage only on natural terrain, and Artifice's
          Embrace, which deals damage and inflicts Slow only on artificial
          terrain. Prevent her from casting her abilities by inducing Silence
          on her if possible. The debuffs attached with her spells can be
          hindering but are certainly not devastating.

          For all the help you've been, the Komodo Trader will gift you a
          Wyrmtwig as a token of his appreciation.

     C2-04 Shipping Out ~
     =----------------=
          We're up to our ears in shipping orders. It's getting so bad, I've
          even thought about taking on baknamy! As it is, the freight keeps
          piling up, and we don't have enough hands to keep it moving. if you
          aren't afraid of a little hard work, we've got a job for you.

                                 ~ Noy, Long-ear Freight

          Rank: 11
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery
          Location: Targ Wood / Graszton
          Appears: After completion of Mission B2-01: Wanted: Ugohr

          Req. Items:   N/A
          Req. Talents: - Negotiation : 7
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 700 Gil, Recall Grass x2, Wool x1, Velvet x2

          First, make your way to Targ Wood and pick up the package from the
          Wood Village. Then, return to Graszton and deliver it.

     C2-05 Komodo Departure ~
     =--------------------=
          I have to deliver some merchandise, and the road promises to be
          treacherous. Guards needed!
          Pay: 2200 gil
          The successful applicant will have confidence in their sword arm, be
          passionate about their work, and love to quaff potions.

                                 ~ Komodo Potions

          Rank: 16
          Fee: 300 Gil
          Days: 20 Days
          Type: Escort (Dispatch)
          Location: The Bisga Greenlands
          Appears: After completion of Mission B2-01: Wanted: Ugohr

          Req. Items:   N/A
          Req. Talents: - Negotiation : 7
                        - Aptitude    : 0
                        - Teamwork    : 7
                        - Adaptability: 0
          Recommended for Dispatch: Defender

          Reward: 2200 Gil, Zodiac Ore x5, Cruzle Brass x3, Rabbit Tail x1

          Forbidden:
                        - Targeting an Area

          Enemies:
                        - Warrior x2
                        - Moogle Knight x1
                        - Archer x1
                        - Fusilier x1

          This is a fairly tough mission, especially if you select it early in
          the game. Your objective is to protect the Komodo Trader - if he
          falls, then you'd have failed the mission. It doesn't help that the
          battlefield is a huge pain in the neck to navigate either. Bring in
          six fairly strong units. Units such as Paladins are strongly
          recommended. Black Mages and similar units are discouraged because
          the law expressly forbids any ability that targets an area. On that
          same note, White Mages cannot be used because their healing spells
          cover an area.

          As soon as the mission begins, move your units up in front of
          Komodo, the Soldier. Komodo is a full-fledged coward, so don't expect
          him to do too much on his own. If you brought in a Paladin with
          Cover, have him use it on Komodo for the entirety of the mission. If
          not, then you'll have to surround Komodo with your stronger units.
          However, you will still have to seek out the ranged enemies, which
          include a Fusilier and Archer at the upper-left corner of the
          battlefield.

          Whereas your defending units should be able to fend off the Warriors
          and Mog Knight, you will have to actively seek out the Archer and
          Fusilier first. The Fusilier has Concentration, which boosts his
          accuracy, but his elemental abilities are not threatening. The
          Archer has Blackout, which can inflict Blind status. A good strategy
          to use here would be to send your fastest units up the cliff face
          along the western edge of the battlefield. This way, they'll be able
          to climb up without running into the melee units along the upper-
          right side of the battlefield. By doing this, you can push the enemy
          ranged units down the north end of the field and hopefully lure them
          into your defending party.

          Out of the physical units, the Moogle Knight is the most dangerous.
          He can use Moogle Lance, a ranged physical attack that can get past
          your defending units. He also comes with Moogle Attack, which knocks
          back, and Moogle Rush, a high-powered attack that comes at the
          expense of lowered accuracy. The Warriors are not much of an issue,
          but one of them is capable of using Body Slam. Assuming your
          defensive line remains, neither of them should be allowed to get
          close enough to even lay a finger on Komodo.

          There are two treasures on this battlefield, but they're more
          trouble to attain than they're worth. Eliminate all members of the
          Graszton Seaways to complete the mission.

     C2-06 The Forests of Loar ~
     =-----------------------=
          - Annual Wayfarer's Expedition! -
          Visit all the below areas within 6 days and receive a stamp in your
          wayfarer's log to win valuable prizes!

                                 ~ Marsa Wayfarers Association

          List of Destinations:
          - Targ Wood
          - The Bisga Greenlands
          - Zedlei Forest

          Rank: 15
          Fee: 300 Gil
          Days: 6 Days
          Type: Meet Objectives (Dispatch)
          Location: Targ Wood / The Bisga Greenlands / Zedlei Forest
          Appears: After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 9
          Recommended for Dispatch: N/A

          Reward: 1750 Gil, Faerie Wing x3

          You need to visit Targ Wood, The Bisga Greenlands, and Zedlei Forest
          within the course of six days. It's not a difficult task - just make
          sure you don't wander off the course or time may run out.

     C2-07 The Lands of Loar ~
     =---------------------=
          - Annual Wayfarer's Expedition! -
          Visit all the below areas within 5 days and receive a stamp in your
          wayfarer's log to win valuable prizes!

                                 ~ Marsa Wayfarers Association

          List of Destinations:
          - Baptiste Hill
          - The Bisga Greenlands
          - The Aldanna Range

          Rank: 16
          Fee: 300 Gil
          Days: 5 Days
          Type: Meet Objectives (Dispatch)
          Location: Baptiste Hill / The Bisga Greenlands / The Aldanna Range
          Appears: After completion of Mission C2-06: The Forests of Loar;
                   After completion of Mission B2-16: Pearls in the Deep

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 11
          Recommended for Dispatch: N/A

          Reward: 1750 Gil, Fire Stone x2, Mape Wood x1

          The objective here is to visit Baptiste Hill, The Bisga Greenlands,
          and the Aldanna Range within five days. Don't take any detours
          while traveling between them and you should be able to make the time
          easily.

     C2-08 The Towns of Loar ~
     =---------------------=
          - Annual Wayfarer's Expedition! -
          Visit all the below areas within 7 days and receive a stamp in your
          wayfarer's log to win valuable prizes!

                                 ~ Marsa Wayfarers Association

          List of Destinations:
          - Camoa
          - Graszton
          - Moorabella

          Rank: 16
          Fee: 300 Gil
          Days: 5 Days
          Type: Meet Objectives (Dispatch)
          Location: Camoa / Graszton / Moorabella
          Appears: After completion of Mission C2-07: The Lands of Loar;
                   After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 15
          Recommended for Dispatch: N/A

          Reward: 1750 Gil, Large Feather x1, Small Feather x1

          Travel to Camoa, Graszton, and Moorabella within the course of seven
          days. You only need to visit each area for the stamp to be put in
          your wayfarer's log.

     C2-09 The Genuine Article ~
     =-----------------------=
          Even among wares as fine as Galmia Pepe's there are distinctions. Of
          late, a large number of counterfeit De'vine Ribbons - one of our
          finest products - have made their way to market.
          The counterfeiters are trying to pass off ribbons from the cassie
          variant of malboro - a vastly inferior specimen. We must act quickly
          if we are to protect the reputation of our house. Look into the
          matter with all haste.

                                 ~ Galmia Pepe, Office of Quality Assurance

          Rank: 17
          Fee: 300 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: Graszton
          Appears: After completion of Mission B2-11: Now That's a Fire!;
                   Plumfrost

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 9
                        - Adaptability: 9
          Recommended for Dispatch: N/A

          Reward: 2170 Gil, Moon Bloom x2

          Forbidden:
                        - Buffs

          Enemies:
                        - Thief x4

          The odds are with you in this battle - it's stacked four versus six.
          This is a simple mission, with your opposition consisting solely of
          four Thieves.

          Be wary of the Hume Thief in the front, for he has Dual Wield. Even
          so, his attack power isn't exceptional (knives aren't exactly the
          strongest weapons out there). The Moogle Thief also has a few
          Moogle Knight techniques. Moogle Attack is a blow that knocks back
          and Moogle Lance is a ranged attack. He doesn't use these techniques
          too often, opting more often than not to just attempt to steal your
          gil.

          The remaining two Thieves are no threat at all. They will probably
          spend the entire battle attempting to steal your gil. Take down all
          four to finish the mission.

     C2-10 The Root of the Problem ~
     =---------------------------=
          The counterfeiters recently remanded to our custody have divulged
          the source of the fake De'vine Ribbons. We'll find no lasting
          solution to the problem until we've stopped it at the source. Please
          follow up on this information and take such action as you deem
          appropriate.

                                 ~ Galmia Pepe, Office of Administration

          Rank: 21
          Fee: 400 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: The Galerria Deep
          Appears: After completion of Mission C2-09: The Genuine Article;
                   After completion of Mission B2-16: Pearls in the Deep;
                   Skyfrost

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 11
                        - Adaptability: 11
          Recommended for Dispatch: N/A

          Reward: 2980 Gil, Black Thread x2, Battlewyrm Carapace x5

          Forbidden:
                        - >100 Damage

          Enemies:
                        - Ninja x1
                        - Fighter x1
                        - White Monk x1
                        - Viking x1
                        - Thief x2

          The counterfeiters have been tracked to the Galerria Deep. Bring in
          six units for the fight and begin.

          Be careful around the enemy White Monk. He can use both Air Render
          and Aurablast, which can deal excessive damage to your party if your
          units are grouped together. The Viking is not very dangerous - he
          can cast Thundara and use Pickpocket to steal some gil, nothing
          else. The Fighter is capable of using Rush, which knocks back, and
          Wild Swing, which damages surrounding units. Overall though, his
          attack stat isn't remarkably high, so he shouldn't be much of a
          threat in this battle.

          The Ninja, the fastest unit on the enemy side, has just one Ninjutsu
          "Veil" ability at his disposal. Fire Veil deals light fire damage
          with a chance of inflicting Confuse. You can prevent him from using
          it by inflicting Silence status on him. Finally, the two remaining
          Thieves are fitted with standard Thievery abilities. Needless to
          say, there's no need to worry about them.

          You should go straight for the Ninja and White Monk first, for those
          two can prove to be the biggest threat. Next, consider going after
          the Fighter and Viking. Leave the two useless Thieves for last. Once
          the enemy team is down for the count, the mission will end.

     C2-11 The Whole Truth ~
     =-------------------=
          We've exhausted our supply of materials needed to make De'vine
          Ribbons, and we need someone to bring in the latest harvest.

                                 ~ Galmia Pepe, Office of Procurement

          Rank: 22
          Fee: 400 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: Zedlei Forest
          Appears: After completion of Mission C2-10: The Root of the Problem;
                   After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 13
                        - Adaptability: 13
          Recommended for Dispatch: N/A

          Reward: 3430 Gil, Pearl Moss x3, Prime Pelt x1

          Forbidden:
                        - Buffs and Debuffs

          Enemies:
                        - Cassie x6

          The Cassie variant of the Malboro is a deadly thing to behold. These
          Cassies are capable of inflicting numerous status ailments on your
          party. Therefore, units with resistances to debuffs would do well in
          this battle. If that's not applicable, then send in some ranged
          units. Hunters are particularly effective with Sidewinder.

          All the Cassies can use Honeyed Breath, which inflicts Charm, and
          Cloying Breath, which inflicts Sleep and Slow. These breath attacks
          always affect an area in a cone, so avoid grouping units together.
          A few of the Cassies can use Love Song, which not only heals HP, but
          also grants Regen and raises defense. Unfortunately, the ones with
          Love Song start in the back of the pack, so it's impossible to reach
          them immediately. As the battle carries on though, prioritize your
          efforts and defeat the Cassies with Love Song.

          Resistances to debuffs are important here. You can clear both Charm
          and Sleep with a thwack on the head should you be affected. If your
          units don't have the adequate debuff resistance, then keep your
          distance! Getting mobbed by a group of Cassies is not fun. Be sure
          to grab the treasures on the map while fighting off these Cassies.
          When all have been defeated, the mission will end.

     C2-12 Chita on Weapons - Adepts ~
     =-----------------------------=
          Ngaaa! 
          I teach the youths one thing, they forget ten others! Teach 'em to
          focus, and then they can't focus on anything else!
          Nothing for it but to keep teaching 'em what I can. If it means 
          breaking every bad habit they have one by one, so be it!

                                 ~ Chita, Chita's Weaponers

          Rank: 39
          Fee: 500 Gil
          Days: 20 Days
          Type: Meet Objectives (Dispatch)
          Location: The Rupie Mountains
          Appears: After completion of Mission C2-15: Chita on Weapons - 
                   Novices; After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 20
          Recommended for Dispatch: N/A

          Reward: 5900 Gil, Beastlord Horn x3

          Forbidden:
                        - Bludgeoning Weapons

          Enemies:
                        - Golem x1

          Listen to Chita's worthless rambling about determination and whatnot.
          This speed battle is against a Golem, a fearsome headless monster 
          with very high attack and defense stats. Keep in mind that it has a
          Mirror Mail equipped so magick spells are useless here unless you 
          have Pierce set as a P-Ability. 

          To make it easier on yourself, just let Chita's Weaponers do most of
          the work. The only thing you need to do is deal the killing blow.
          The Golem is a dangerous monster, with very high stats in nearly
          every respect (except speed and evade). Its Destroyer P-Ability 
          gives it an even greater boost. The Golem can damage you with 
          various earth-based attacks, so wearing equipment resistant to said
          element can help out. 

          The Golem is weak to wind-based attacks, so use those if you can.
          Simply eliminate the mark before Chita's Weaponers get the chance 
          to, and the mission will be complete. It's not as if you've actually
          learned anything from Chita though. Whatever! 

     C2-15 Chita on Weapons - Novices ~
     =------------------------------=
          Ngaaa!
          The youths these days can't wield a weapon to save their lives!
          ... Feh! Nothing for it but to teach 'em myself.

                                 ~ Chita, Chita's Weaponers

          Rank: 33
          Fee: 500 Gil
          Days: 20 Days
          Type: Meet Objectives (Dispatch)
          Location: The Galerria Deep
          Appears: After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 13
          Recommended for Dispatch: N/A

          Reward: 4920 Gil, Damascus x4, Coral Fragments x3

          Forbidden:
                        - Ranged Weapons

          Enemies:
                        - Deathscythe x1

          Upon encountering Chita in the Galerria Deep, you will be thrust
          into a speed battle against a Deathscythe. Bring in four units,
          preferably those with holy-based attacks because your enemy is
          undead. Speed is important here as well seeing that this is a "speed"
          battle after all.

          You can choose to let Chita's Weaponers take all the punishment
          while your team sits back. In order to win, you must deal the killing
          blow to the Deathscythe. The Deathscythe itself holds some fairly
          strong attacks, including Darkga which deals heavy dark damage. It
          will often use this spell to heal itself. Its other abilities
          include Doom, Deep Sleep, which inflicts Stop and Sleep status, and
          Shackle, which Immobilizes and Disables.

          Chita is a powerful Gladiator. His Doublehand P-Ability boosts his
          damage quite a bit, so you will want to make sure he doesn't land
          the killing blow here. His two Warrior lackeys are jokes though -
          they should not pose any problem here because they're so weak.
          Overall, this is a straightforward speed battle that's pretty easy
          to finish.

     C2-16 Kupoppy Flower ~
     =------------------=
          The time has come, kupo, to propose to the one I love! Oh, she's
          very cultured and ladylike, so I must be a gentleman, kupo.
          I've heard that eating the kupoppy flower makes one more refined and
          elegant, kupo! Could you get one for me?

                                 ~ Kolulu, Moogle in love

          Rank: 25
          Fee: 400 Gil
          Days: 20 Days
          Type: Item Recovery (Dispatch)
          Location: The Rupie Mountains
          Appears: After completion of Mission B2-16: Pearls in the Deep

          Req. Items:   N/A
          Req. Talents: - Negotiation : 11
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 3400 Gil, Tarkov Crystal x6

          Forbidden:
                        - Knockback

          Enemies:
                        - Wolf x2
                        - Worgen x1
                        - Werewolf x2

          While out in the mountains searching for a kupoppy flower, your
          party encounters a pack of monsters. Send in six units for this
          battle and start.

          The monster here consists solely of wolves and their kin. The most
          dangerous of them all is the red Worgen, which has the highest raw
          attack power out of all the monsters here. It is capable of using
          Shadowy Blow, which has a chance of inflicting Blind. Its other
          ability, Screech, can inflict Confuse status. Try to prioritize the
          Worgen first, eliminating this threat before moving on to the rest
          of the monsters. The Worgen has Critical: Quicken, so try to kill it
          without placing it in critical health.

          The Wolves can attack with Fiery Blow, a fire-based attack that has
          a chance of inflicting Silence, and Chilling Bow, an ice-based
          attack with a chance of inflicting Immobilize status. As for the two
          Werewolves, do your best to avoid Slug, which lowers defense. Roar
          removes buffs and En Garde places the user in a counter status. One
          of the Werewolves can use Assault, which inflicts Immobilize status.

          Since the objective is not to defeat the monsters, rather to find
          the kupoppy flower, all you have to do is examine the sparkling dots
          on the ground. One of them will hide the kupoppy flower.

     C3-01 Mountain Watch ~
     =------------------=
          Kuknir Travel is looking for guards to escort touring groups headed
          for the Rupie Mountains.
          The Marsa Wayfarers Association has been gaining on them of late.
          Kuknir want safety as a selling point, most like.

                                 ~ Shink, Pub Patron

          Rank: 20
          Fee: 300 Gil
          Days: ---
          Type: Defeat Mark
          Location: The Rupie Mountains
          Appears: After completion of Mission B2-16: Pearls in the Deep

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2450 Gil, Gemsteel x3, Spiral Incisor x3

          Forbidden:
                        - Ice

          Enemies:
                        - Assassin x1
                        - Ninja x1
                        - Time Mage x1
                        - Sniper x1
                        - Nightfall (Ewen) x1

          The Nightfall, at first, offers to purchase your judge for two
          million gil. When Luso refuses, he brings in his party to force the
          judge from you. With that, he incapacitates your judge. Your clan
          privilege is now negated along with the ability to revive dead
          units. Essentially, you're fighting without a judge here, so you
          will need to play more cautiously.

          Ewen is the objective here. If you want to get this mission over with
          quickly, then focus all of your attacks on him. He can use a variety
          of Ninja abilities, including Throw, which tosses a weapon at a
          target, Earth Veil, which deals earth damage and inflicts Slow, and
          Unspell, which dispels a target. His attack stat overall is not too
          high, but his Impervious P-Ability blocks from many debuffs.

          The other enemies here include a Ninja, who boasts a more varied
          list of Ninjutsu techniques than the Nightfall, Ewen. He can cast
          Fire Veil for fire damage and Confuse status, Gold Veil for damage
          and Blind status, and Water Veil for water damage and Silence
          status. His Dual Wield ability makes him even more of a danger than
          Ewen is. You'll want to take him down as quickly as possible. At
          least Silence him to prevent him from using his "Veil" abilities.

          Watch out for the Assassin's Ague ability, which can inflict Slow.
          Aphonia inflicts Silence status and Leg Shot inflicts Immobilize
          status. If you're susceptible to status ailments, then you'll want
          to maintain your distance from her. The Time Mage acts as the healer
          for the enemy team - he can cast Cure. His Time Magick includes
          Haste and Reflect. He often Hastes Ewen and the other units, who are
          already speedy enough as they are. Silence him to disable him
          completely.

          Lastly, the Sniper can use Leg Shot and Beso Toxico, which inflicts
          Poison status. Compared to the other units, she isn't nearly as
          dangerous, so feel free to ignore her completely.

          There's no need to really bother with the other units if you don't
          feel like getting the loot and EXP. Eliminate Ewen and be done with
          it!

     C3-03 Speed Battle, Kupo! [R] ~
     =---------------------------=
          We're looking for a clan to face us in a fearsome speed battle,
          kupo! We'll find a suitably vicious beast - all you need to do is
          arrive at the appointed point. To battle, kupo!

                                 ~ Scarface, Lord of the Speed Battle

          Rank: 22
          Fee: 400 Gil
          Days: 20 Days
          Type: Meet Objectives (Dispatch)
          Location: The Galerria Deep
          Appears: After completion of Mission B2-16: Pearls in the Deep

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 20
                        - Adaptability: 20
          Recommended for Dispatch: Templar

          Reward: 12830 Gil, Giant's Tanned Hide x5, Tanned Tyrant Hide x5

          Forbidden:
                        - Not Moving

          Enemies:
                        - Random

          This is a randomized battle. The party members of Scarface's clan
          will always differ with the exception of Scarface himself (Juggler).
          Send in four units of your own for this battle. Speed is of the
          essence here since your objective is to deal the killing blow to the
          mark. (And in case you were wondering, the mark is randomized as
          well.)

          The mark is always a very strong monster with deadly skills. Needless
          to say, you'll need to approach it with caution. The only permanent
          member in the opposing clan is Scarface, who has a variety of
          Juggler techniques. He seems to use Smile Toss most often to Quicken
          his teammates, though he can also use Molotov Cocktail to inflict
          Berserk and Dagger Toss to inflict Disable status.

          Approach this mission any way you choose. The best way would be to
          have your own units stand on the edge of the battle while the other
          clan dukes it out with the mark. Then, when the mark hits critical
          HP, launch an all-out attack on it to quickly eliminate it before
          Scarface can.

          If you want to be really cheap, you can actually inflict status
          ailments on the other clan to hinder their ability to fight. That's
          always fun!

     C3-04 For My Love ~
     =---------------=
          The most charming man visits my shop each morning. I think he's
          interested in me, and I want to bake him a special cookie to show
          him how I feel. Please bring me a bat tail so I can bake him a treat
          he'll never forget.

                                 ~ Millie, Love-struck Maiden

          Rank: 16
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery (Dispatch)
          Location: Moorabella
          Appears: After completion of Mission C3-01: Mountain Watch

          Req. Items:   Bat Tail
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2140 Gil, Gurnat x3, Gimble Stalk x2

          What kind of cookie needs a bat tail? Just deliver the ingredients
          to Millie in Moorabella and be done with it.

     C3-06 Grounded! ~
     =-------------=
          Airship malfunction due to mechanical sabotage and inspections
          resulting from same have grounded our regular flight to Fluorgis.
          The party or parties responsible have yet to be apprehended. Calling
          all clans to aid us!

                                 ~ Moorabella Aerodrome Security

          Rank: 21
          Fee: 400 Gil
          Days: ---
          Type: Defeat Mark
          Location: Moorabella
          Appears: After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 4780 Gil, Aqua Galac x2, Red Geeps x2

          Forbidden:
                        - Harming the Weak

          Enemies:
                        - Berserker x1
                        - Time Mage x1
                        - White Mage x1
                        - Fusilier x1
                        - Genius Ed (Sage) x1

          The perpetrator is Genius Ed, a Sage who's been modifying the
          airships. A new face will show here. Yes, it's Vaan from Final
          Fantasy XII, ready to claim the "treasure" on the airship for
          himself. As Luso and Vaan bicker to each other, Genius Ed will call
          in his lackeys. After some more "painful" dialogue, the battle will
          finally commence. Sheesh.

          The primary objective is Genius Ed, but you may want to take on the
          other units to make things a bit easier. Vaan will help out but
          won't really be much assistance. First of all, the White Mage has to
          go because he can cast Cure and Esuna. Afterwards, you should
          immediately target the Time Mage, who can cast Quicken and Slow.
          Since both spellcasters don't have very high defenses, you should be
          able to dispatch both quite easily. Just try to avoid being Slowed.

          Be wary of the Berserker. Smite of Rage deals damage while inflicting
          various debuffs. His HP is quite high, so you will need to focus your
          efforts to take him down quickly. The Moogle Fusilier will prove to
          be a problem with his Blindshot and Silenceshot techniques, both
          capable of inflicting their own eponymous status ailments. He
          otherwise isn't dangerous at all, so considering inflicting Addle or
          Disable on him to save the trouble of actually eliminating him.

          And finally, Genius Ed the Sage is capable of casting Water, which
          deals water damage, Aero, which deals wind damage, and Bio, which
          deals poison damage with a chance of inflicting Poison. His Immunity
          renders him resistant to certain debuffs, so don't count on
          Silencing him. Note that he also has Critical: Quicken set as a
          R-Ability. By eliminating him in without putting him in critical
          status, you can bypass it.

     C3-08 Cleaning to Ordalia [R] ~
     =---------------------------=
          Looking for helpers to swab an airship. We haven't had the crew to
          properly clean her for some time now. It would be a shame to put her
          out of service, so we'll have you cleaning her midflight. Oh, and
          watch out for the rats.

                                 ~ Jylland Airship Inspection Board

          Rank: 22
          Fee: 400 Gil
          Days: 4 Days
          Type: Satisfy Petitioner
          Location: Moorabella
          Appears: After completion of Mission C3-06: Grounded!; Moorabella pub
                   only

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 1
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 180 Gil, Fine Wool x3

          Forbidden:
                        - Fire

          Enemies:
                        - Mimic x6

          Your job here is to clean up the six sparkling dots strewn across
          the airship. There is a round limit, but it's randomized (I usually
          end up getting 2-5 rounds). Units with high move stats are required
          here. Enact the Move Up clan privilege if applicable. If possible,
          send in a unit with the Green Magick spell Leap, which raises
          movement.

          Unfortunately, the monsters here will get in the way. Don't waste
          turns attempting to kill them because they'll just slow you down.
          Since there are so many of them, some of them may block your
          progress, in which case they must be dealt with swiftly to clear a
          path to each mark. These hand things have ridiculously high speeds
          as well.

          The closest dot is on the right front wing. Have your unit with the
          lowest move stat go straight for that one. There are three more
          along the airship body that can easily be attained. However, the two
          toughest marks are on the back wings. There is one dot on each of
          the back wings - in order to reach them, you will need high move
          stats to quickly bring a unit back there before the round limit runs
          out.

          Assign one dot to each unit. Have the units with the highest move
          stats go for the dots on the back wings. When a unit has swabbed his
          or her assigned dot, have him or her attempt to kill off some 
          monsters to facilitate the whole cleaning process.

     C3-09 Stuck in the Muck ~
     =---------------------=
          Ever since my husband passed away, I've been having this recurring
          dream in which he tells me he wants to come home.
          My husband met his end in Tramdine Fens, but his wedding ring was
          never found. Perhaps this is why he cannot find his way? Someone,
          please recover it!

                                 ~ Widow Maleen

          Rank: 26
          Fee: 400 Gil
          Days: 20 Days
          Type: Item Recovery (Dispatch)
          Location: Tramdine Fens
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 4610 Gil, Mythril x2, Spiral Incisor x3

          Forbidden:
                        - Ranged Weapons

          Enemies:
                        - Sprite x1
                        - Yellow Chocobo x1
                        - Green Chocobo x1
                        - Brown Chocobo x1
                        - Great Tortoise x2

          The law expressly forbids ranged weapons, and since Nu Mou and
          Moogles can't cross water, bring in only melee units with the
          exception of the aforementioned races. The objective is to find the
          lost wedding ring, which can be any one of the sparkling dots strewn
          across the fens.

          Although the Sprite starts off the furthest away, you'll want to
          prioritize it first because of its White Wind spell, which heals all
          allies. It can also cast Time Magick spells Quicken and Extend. If
          it's impossible to kill it early on, inflict Silence on it to
          prevent it from using its spells. Dark-based attacks are particularly
          effective against it.

          The Chocobo pack consists of three Chocobos. The Yellow Chocobo can
          only use Choco Beak, which isn't remarkably damaging, so leave it
          for last. The Green Chocobo, in addition to Choco Beak, can use
          Choco Cure to replenish the HP of surrounding units and Choco Esuna
          to remove debuffs from surrounding units. Lastly, the Brown Chocobo,
          in addition to Choco Beak and Choco Cure, can use Choco Guard to
          buff defense and resistance and grant Regen status.

          The two Great Tortoises have identical abilities, though one of them
          has Regeneration as a R-Ability, whereas the other has Counter.
          Headbutt is dangerous because it has a chance of inflicting
          Immobilize status. Their other ability, Sonic Spin, deals damage to
          surrounding units. Great Tortoises boast great defense stats, but
          their magick resistance is subpar. For that reason, magick would be
          better suited for them. Note that they are weak to wind-based
          attacks.

          Examine the dots until you come across the wedding ring. It's your
          choice whether or not to defeat the monsters. However, getting them
          out of the way can make scouring the area for the ring make easier.
          There's also treasure chest here that you can open if you'd like.

     C3-11 Rumors Abound ~
     =-----------------=
          Rumors whisper of an unimaginable treasure sleeping deep within
          Tramdine Fens.
          Some say it is the Dozen-and-One Knights of Aisen's hoard, others
          that it is a cache of Rozarrian wealth... Whets the palate, does it
          not?
          Well? In the mood for a treasure hunt?

                                 ~ Kanaq, Pub Regular

          * No evidence has been found to support above rumors. ~ The
          Management

          Rank: 22
          Fee: 400 Gil
          Days: ---
          Type: Battle
          Location: Tramdine Fens
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2770 Gil, Rainbow Thread x1, Pink Tail x2

          Forbidden:
                        - Copycat

          Enemies:
                        - Zombie x1
                        - Floating Eye x2
                        - Ghost x2
                        - Wraith x1

          While out searching for the rumored treasure, the team encounters a
          group of ghosts. For this mission, units with holy-based attacks are
          strongly recommended. White Mages and Archers/White Monks with
          Burial/Exorcise would help here as well. Avoid bringing in Moogles
          or Nu Mou because there is too much water here (Moogles and Nu Mou
          cannot cross water).

          The Zombie is not a threat in this mission - it can use Drain Touch
          to sap HP from its target to replenish its own HP. You should leave
          the Zombie for last. As for the two Floating Eyes, you will want to
          be wary of Death Dive, a powerful, suicidal attack that they use
          when in critical HP (they both have Critical: Quicken). Try to avoid
          putting these monsters in critical status for that reason. Their
          other abilities are Supersonic Wave, which can inflict Silence
          status, and Gnaw, which has a chance of inflicting Poison.

          The two Ghosts are capable of inflicting Sleep and Silence status
          with Sleep Touch and Silence Touch. Lastly, the Wraith can use Flash
          to inflict Blind status on surrounding units and Wake the Dead,
          which calls in more undead monsters. In addition, it can cast Darkra
          on its undead brethren to heal their HP. You should target the
          Wraith first because it's the most dangerous monster overall. Avoid
          putting it in critical status though, for Critical: Vanish will
          activate, preventing you from targeting it.

          All monsters here are weak to holy-based attacks. The undead
          (Zombie, Ghost, Wraith) are also damaged by curative spells. When
          you take down any of the undead, a gravestone will remain. After
          about two turns, the undead monster will revive itself. There are
          ways to deal with this. Exorcise and Burial can both banish the
          gravestone, preventing the monster from reviving itself. Also, using
          a Phoenix Down can work as well.

     C3-13 Kyrra, Dragoon ~
     =------------------=
          There's trouble brewing in Targ Wood!

          Came across a young bangaa run afoul of a band of ne'er-do-wells.
          Thinking I'd be little good against so many, I ran, hoping to find
          some as might defend him well and proper.

                                 ~ Ksava, Woodcutter

          Rank: 7
          Fee: 200 Gil
          Days: 20 Days
          Type: Escort
          Location: Targ Wood
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   N/A
          Req. Talents: - Negotiation : 4
                        - Aptitude    : 0
                        - Teamwork    : 4
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 690 Gil, Xergis Tin x3, Wool x1, Animal Bone x3

          Forbidden:
                        - Targeting an Area

          Enemies:
                        - Warrior x2
                        - White Monk x3

          In this mission, you will have to protect Kyrra, the Dragoon, from
          a group of five Bangaas. Bring in six units and start the battle.
          Kyrra needs to be kept alive for the entire mission, so quickly
          move your units down to him to protect him.

          There's no area attacks allowed, meaning you'll have to rely on
          abilities that only affect a single tile.

          Really, the primary threat in this mission is the White Monk with
          the Air Render ability. This ranged attack is pretty powerful and
          can pose a problem. Go straight for the White Monk who has this
          ability first to remove the threat. The remaining Bangaas aren't
          very tough. One of the Warriors has Rend Power and Rend Magick,
          which can become an issue for your attackers. Eliminate him as early
          on as possible as well.

          As long as you keep Kyrra protected, this battle should go pretty
          quickly. Be sure to get the treasure chest at the lower-right corner
          of the battlefield.

          Completing this mission will unlock the Dragoon job for the Bangaa.

     C3-14 Green Dominion ~
     =------------------=
          There's talk of a strange group gathering in Targ Wood. They stand
          in a circle chanting of a "green dominion" and something call a
          "Njrg." Look into this, and see what they're about.

                                 ~ Domis Streetears

          Rank: 2
          Fee: 100 Gil
          Days: 20 Days
          Type: Battle
          Location: Targ Wood
          Appears: After completion of Mission A1-06: A Paw Full of Feathers

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 3
                        - Adaptability: 3
          Recommended for Dispatch: N/A

          Reward: 370 Gil, Xergis Tin x4, Gikhet Lead x3, Birch x2

          Forbidden:
                        - Reaction Abilities

          Enemies:
                        - Green Mage x4

          The team stumbles upon the strange group in the forest, clearly in
          the middle of one of their rituals.

          You are up against four Green Mages in this battle. However, only
          the Green Mage at the back of the party knows any magick spells.
          The others have no abilities and no weapons, so they're pretty much
          dead in the water already. You should have no trouble taking down
          the three enemies closest to you. None of them will put up much of a
          fight. Defeat all four to complete the battle.

          There are two treasures on the map. One chest is located at the
          upper-right corner of the battlefield.

          Completing this mission will unlock the Green Mage job for the
          Viera.

     C3-16 Sleepless Nights ~
     =--------------------=
          My dreams have been troubling of late.
          It started the night after my visit to Nazan Mines. I cannot sleep,
          my arms and legs are leaden, and even plump Bisga game-hen tastes
          like ash.
          They say a creature within the mines weaves ill-omened dreams. I
          fear... I fear I may be a victim. Please, stop it before I go mad.

                                 ~ Dabool, Geologist

          Rank: 24
          Fee: 400 Gil
          Days: ---
          Type: Defeat Mark
          Location: Nazan Mines
          Appears: After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 3780 Gil, Crusader Tonic x3

          Forbidden:
                        - Debuffs

          Enemies:
                        - Zombie x1
                        - Wraith x2
                        - Bloody Orb x1
                        - Oversoul x1

          The source of the nightmares appears to be an Oversoul. The monster
          will call in a team of primarily undead foes. For that reason, you
          should send in units with holy-based attacks. To banish the undead
          for good, consider sending units with Burial, Sanctify, or Exorcise.
          Restorative spells deal damage to undead monsters, so send in White
          Mages and the like as well. In order to finish this mission, you
          must defeat the Oversoul.

          The Zombie is capable of using Drain Touch to sap the target's HP to
          replenish its own. Overall, it isn't very dangerous. If you're
          looking to finish the mission quickly, it would be best to ignore
          the Zombie completely, for your objective is only the Oversoul. The
          Bloody Orb is similar in that its sole ability, Vampire, saps HP
          from the target to heal itself. The Bloody Orb is the least threat
          because its attack power is very low in comparison to the other
          enemies.

          Be careful of the Wraiths' Flash ability. This move inflicts Blind
          status on surrounding units. Their other ability, Wake the Dead, can
          summon more undead monsters. The Wraiths will frequently use Dark to
          heal themselves and the other monsters that absorb dark (the Zombie
          and Oversoul). Both Wraiths have Blood Price, meaning HP is consumed
          instead of MP. Finally, the Oversoul itself has a variety of
          malicious abilities. Deep Sleep inflicts Stop and Sleep status, and
          Shackle inflicts Disable and Immobilize status. Be prepared to use
          Esuna/Esunaga or Refresh to remove any debuffs that it inflicts on
          you. In addition, the Oversoul can cast Darkga, a powerful dark-based
          spell that deals heavy damage. Much like the Wraiths, the Oversoul
          frequently uses it to heal itself and the other undead.

          All of the monsters here are weak to holy-based attacks. The undead
          monsters (which is all enemies sans Bloody Orb). Recall that when an
          undead monster is killed, it can regenerate itself in a few turns.
          In order to prevent any downed monsters from reviving, use Exorcise/
          Sanctify/Burial to banish the monster forever. If you use those
          abilities on the tombstone of a downed undead monster, you will have
          no chance at missing.

          The sole objective here is the Oversoul. Feel free to completely
          ignore the other monsters. Both the Zombie and Bloody Orb are too
          weak to pose any significant threat in this battle, though you may
          find it easier to just kill them off quickly. The Wraiths, with
          their Flash ability, can be a nuisance, so you should eliminate them
          early on. When the Oversoul is defeated, the mission will end.

     C4-01 Veis, Assassin ~
     =------------------=
          I am Veis, a warrior pilgrim traveling the world and taking such
          wisdom as she gives.
          I have come to Jylland to train for a time with House Bowen, a hunter
          clan of some renown. I request a guide to show me to them.

                                 ~ Seeker Veis, Assassin

          Rank: 13
          Fee: 300 Gil
          Days: 20 Days
          Type: Meet Objectives
          Location: The Rupie Mountains
          Appears: After completion of Mission B2-06: Wanted: Gilmunto

          Req. Items:   N/A
          Req. Talents: - Negotiation : 8
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 8
          Recommended for Dispatch: N/A

          Reward: 2280 Gil, Bomb Shell x2, Giant Feather x1, Fire Stone x5

          Forbidden:
                        - Action by Moogles

          Enemies:
                        - Marlboro King x1

          The objective in this battle is to deal the last blow to the Marlboro
          King to prove Veis's valor. Bring in four units for this fight. They
          should be at least somewhat speedy to outdo Clan Bowen.

          The King Marlboro can use Eerie Sound Waves, which removes buffs,
          Putrid Breath, which inflicts Toad, Doom, and Confuse, and Cloying
          Breath, which inflicts Sleep and Slow. You don't have to risk your
          units though - just let Clan Bowen take all the punishment while
          your team sits back. As soon as you notice the Marlboro King's HP
          dwindling, quickly move your units and deal the killing blow to
          finish the mission. If you want, you can put the other clan to sleep
          or inflict Stop on them.

          Feel free to collect the treasure while you're waiting on the other
          clan.

          Completing this mission will unlock the Assassin job for the Viera.

     C4-02 To Be a Fighter ~
     =-------------------=
          Who will you find at the front line of any army worth its salt?
          Fighters, and plenty of 'em.

          Prove yourself worthy. Best us in combat, and we'll teach you the
          ways of the sword and fist.

                                 ~ Jeorge, Mailed Fist Regular

          Rank: 14
          Fee: 300 Gil
          Days: 20 Days
          Type: Battle
          Location: Moorabella
          Appears: After completion of Mission B2-11: Now That's a Fire!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 8
                        - Adaptability: 8
          Recommended for Dispatch: N/A

          Reward: 1600 Gil, Tiger Hide x3, Peppergrass x1, Ice Stone x5

          Forbidden:
                        - Restoring MP

          Enemies:
                        - Fighter x3
                        - Thief x1
                        - Soldier x1
                        - Warrior x1

          As you can see from the three Fighters, this enemy team is mostly
          physical. Take units that have adequate defense because you may have
          trouble otherwise.

          The Warrior and Soldier are not remarkably dangerous - both have
          Rend Power and Rend Magick, which pose more as a nuisance than
          anything else. I'd recommend inflicting Disable or Stop on them to
          prevent them from using their abilities to hinder your team. It's
          easier to do that because both of them have exceptionally high
          defense. Afterwards, when everyone else is down, you can focus on
          these last two without much trouble.

          Ignore the Thief because the only thing he can do is steal your gil
          and stuff. As for the Fighters, only one of them (Jeorge) is
          dangerous. The other two "lackeys" are fitted with Blitz, which deals
          light damage, Beat Down, which deals heavy damage with low accuracy,
          and Rush, which knocks back a unit. Both have Doublehand as their
          P-Ability, so damage will be boosted. Jeorge can use Wild Swing,
          which damages surrounding units, Air Render, and Aurablast, a ranged
          attack that deals damage over an area. His R-Ability, Bonecrusher,
          is quite damaging, so try to deal damage from far away to avoid
          activating it.

          Completing this job will unlock the Fighter job for the Hume.

     C4-05 Popocho's Chocobos ~
     =----------------------=
          Kupo! My precious chocobos have all run off! Every last one of them!
          It looks like they've headed for the mountains in the Aldanna Range.
          I need someone to find them before the monsters do, kupo!

                                 ~ Popocho, Chocobo Knight

          Rank: 27
          Fee: 400 Gil
          Days: 20 Days
          Type: Escort
          Location: The Aldanna Range
          Appears: After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 0
                        - Teamwork    : 13
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 4360 Gil, Blood-darkened Bone x4, Adamantite x3

          There are three distinct battles for this mission that you must
          complete in order to accomplish the mission.

          Forbidden:
                        - >50 Damage

          Enemies:
                        - Wolf x1
                        - Werewolf x2
                        - Zaghnal x1

          This battle in the Aldanna Range region of the Aldanna Range
          (redundant, much?) pits you against a Wolf, two Werewolves, and a
          Zaghnal. The objective is to defend the Yellow Chocobo that is
          situated at the opposite corner of your starting position, perilously
          positioned right next to a Werewolf! Bring in at least one
          restorative unit (White Mage) in addition to a Paladin (with Cover)
          if applicable. Speed is important here, so the other two units
          should be quick enough to outrun the other monsters. I'd also
          recommend that you activate a Move Up clan privilege to facilitate
          the battle.

          Heed no attention to the Zaghnal at first because it's too far away
          to be an immediate threat to the Chocobo. Instead, go straight for
          the Werewolf. Remember that waiting allows the next turn to come
          around more quickly, so avoid doing any actions on the approach.
          The Chocobo luckily outspeeds the Werewolf next to it, so it should
          be able to fend for itself during the first turn.

          Don't waste time. Have your Paladin use Cover on the Chocobo
          immediately. If you don't have a Paladin available, then cast
          Protect on it. Have your other units begin working away at the
          monsters. The Wolf can use Screech, which has a chance of inflicting
          Confuse. The Werewolves can use En Garde, which puts them in counter
          status, and Assault, which has a chance of inflicting Immobilize
          status. If possible, Stop, Disable, or put some of the monsters to
          Sleep to effectively prevent the enemies from attacking the Chocobo.

          Early in the mission, the Zaghnal will not be a factor because it's
          so slow. However, as this battle carries on, don't let that green
          abomination approach! Its Slug ability can deal significant damage.
          Its other abilities include Roar, which dispels all units on the
          field, and Howl, which is an area MP-damaging that inflicts Confuse.
          It may be tough to take down, so focus all of your attacks on it to
          kill it before it can cause any problems.

          Forbidden:
                        - Action by Moogles

          Enemies:
                        - Ice Flan x2
                        - Wendigo x2

          This second battle occurs in the Whitesnow Pass of the Aldanna Range.
          The strategy here remains the same as the previous fight. The only
          difference here is that there are now two Green Chocobos you must
          rescue. It doesn't help that both of them are surrounded by monsters.
          Again, bring in Paladins with Cover, along with curative units.
          Speed is also very important here.

          Send your slower two units to deal with the Ice Flan and Wendigo
          nearest your starting position. Either use Cover on the Green Chocobo
          or cast Protect on it. These Green Chocobos can actually use Choco
          Barrier to put Protect and Shell on themselves, which helps quite a
          bit. Send your speedier units to deal with the Green Chocobo at the
          far corner.

          The Wendigos should be the primary priority here because they can
          use Bone Shatter, which deals heavy damage and delays the target's
          turn, along with Sunder Earth which deals damage in a line in front
          of the monster. Brute Strength raises the power of the next physical
          attack, which can prove to be deadly to these fragile Chocobos. If
          possible, use debuffs to prevent these Wendigos from attacking.
          Unfortunately, the Chocobos may sometimes attack these Wendigos
          directly only to be hit with Bonecrusher. Be sure to heal to maintain
          their HP.

          The Ice Flans are much less of a problem here, but they can use Acid
          to inflict a random status ailment. Be sure to have someone on hand
          to cleanse a unit should they be affected. The Green Chocobos may
          lend a helping hand (or wing?) as well by using Choco Esuna. Anyway,
          eliminate the four monsters here to save these two Chocobos. Be sure
          to grab the treasure sitting in the middle of the field.

          Forbidden:
                        - Action by Humes

          Enemies:
                        - Ghost x1
                        - Ice Drake x2
                        - Zahak x1

          This final fight takes place in the Orchid Snowfields. This is a
          challenging fight, not only because you have to protect Popocho (the
          Chocobo Knight with a severe speech impediment) and his two other
          Chocobos, but because the monsters here have abilities that can be
          deadly. And remember, you cannot allow Popocho or his Chocobos to be
          taken down.

          Clearly, the Zahak is the biggest threat here. However, it's too far
          away to be an immediate threat, so begin focusing on the Ghost and
          Ice Drakes. Recall that Ghosts are undead, so they can be damaged
          by using curative spells. Holy attacks are very effective as well.
          It can inflict Sleep and Silence, so eliminate it quickly. When it
          is brought to 0 HP, use a Phoenix Down or Exorcise (Hume skills are
          banned here, but if you ignore laws, then Burial works as well) on
          the tombstone to banish it forever.

          The Ice Drakes are a bit more dangerous. Their Sleet ability can
          inflict Doom and Sleep status. This can be bad news for the two
          Chocobos and Popocho because they're susceptible to Doom. Induce
          Disable, Stop, or Addle status on the Ice Drakes to prevent them
          from using Sleet. Should either of the three mission critical units
          be Doomed, cast Refresh or Esunaga on them immediately. The Ice
          Drakes' other ability is Ice Breath, which deals area ice damage.
          Ice Drakes are weak to fire-based attacks, so use those for extra
          damage.

          What you should do with the Zahak is surround it with your fighters
          to prevent it from approaching the Chocobos. The Zahak has a ton of
          HP, so killing it will take some time. It's very powerful, and can
          cast Mighty Guard on itself to raise defense and resistance. It can
          also use Expose Weakness to lower the defense and resistance of its
          target. Ice Orb and Ice Breath are both ice attacks that deal
          moderate damage. Use holy-based attacks because the Zahak is weak to
          that element, but stay away from ice, fire, lightning, and dark-based
          attacks.

          Once Popocho and his Chocobos are safe, he will reward you with the
          Chocobo Knight job for the Moogle.

     C4-06 Of Kupos and Cannons ~
     =------------------------=
          Strange noises punctuate the night. There's naught but trees and the
          occasional abandoned well for many leagues, yet the din of "kupo"s
          and firearms is quite overwhelming.
          I can scarcely focus, never mind study, and so I find myself turning
          to frivolous fictions.
          Predictably, my schoolwork has begun to suffer and my very future is
          now in peril. Please find the cause of the nuisance and put a stop
          to it!

                                 ~ Orposi, Sophomore (again)

          Rank: 22
          Fee: 400 Gil
          Days: 20 Days
          Type: Investigation
          Location: Camoa
          Appears: After completion of Mission B2-12: Pearls in the Deep;
                   After reading 'Wielders of the Cannon' notice

          Req. Items:   N/A
          Req. Talents: - Negotiation : 11
                        - Aptitude    : 11
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2870 Gil, Tyrant Hide x4, Alraune Drill x2

          Forbidden:
                        - Debuffs

          Enemies:
                        - Flintlock (spawns)

          In the middle of the night, your party encounters a group of
          Flintlocks. Of course, they get pretty hostile once you arrive. Send
          in six units for the battle and commence!

          In case you are not familiar with Flintlocks, know that Flintlocks
          must take an extra turn to Prime their cannons. This free turn can
          give you an opportunity to close the distance and start doing some
          damage. All of the Flintlocks can use either Ether Boost, which
          deals damage, or Protect Cannon, which puts Protect and Regen status
          on one of their allies. There's no limit to the amount of Flintlocks
          - they will all spawn from the wells (???). The objective is to
          survive for four rounds, which shouldn't be remarkably tough.

          The best way to deal with this mission would be to position a unit
          at each well. First of all, take out the Flintlock at each of the
          wells. Then, keep your unit there to guard the well, quickly
          eliminating any Flintlocks that come in. As stated before, Flintlocks
          must Prime their weapons, so you should have plenty of time to
          severely hurt each Flintlock before they can even act.

          You may have trouble as the Flintlocks begin appearing more quickly.
          Just hold your positions, knocking down the Flintlocks as you wait.
          When four rounds are up, the mission will end.

          Completing the mission will get you the Flintlock job for the Moogle.

     C4-07 Instrument of Inspiration ~
     =-----------------------------=
          This is terrible! A tragedy! A travesty!
          My concertina is nowhere to be found! How can I possibly perform
          without it? I can't!
          I need someone to help me find it! Come with all haste!

                                 ~ Mayhew, Prima Donna

          Rank: 19
          Fee: 300 Gil
          Days: 20 Days
          Type: Item Recovery
          Location: Moorabella
          Appears: After completion of Mission B2-12: Pearls in the Deep

          Req. Items:   N/A
          Req. Talents: - Negotiation : 11
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2350 Gil, Hedychium x4, Leucojem x3

          Forbidden:
                        - Copycat

          Enemies:
                        - Bloody Orb x1
                        - Lamia x1
                        - Ice Drake x2

          Send in four units here to assist Mayhew of Prima Donna in finding
          the lost concertina. Her devotees haven't been of much use, so it is
          to you now. As luck would have it, monsters are here to make things
          difficult.

          The monsters here aren't remarkably tough to take down. The two Ice
          Drakes are both capable of using Ice Breath, and one of them has
          Counter. You can quickly eliminate these two by using fire-based
          attacks, which the Ice Drakes are weak to. The Lamia here doesn't
          have any dangerous abilities. Hand Slap only delays a unit's turn.
          Just be grateful you don't have to deal with Night or Twister. Ugh.

          Lastly, the Bloody Orb may give you complications with Supersonic
          Wave, which inflicts Silence, but it isn't much of a threat either.
          Its Vampire ability saps HP - watch out for this attack. Once you've
          defeated all monsters one way or another, inspect each of the
          sparkling dots on the ground until you find the concertina.

          Mayhew will unlock the Raptor job for the Gria following the
          completion of the mission.

     C4-08 Loar Airships Grounded ~
     =--------------------------=
          The skies along the shipping lanes to Loar have been teeming with
          floating eyes. They've even infested the aerodrome. If something
          isn't done, they'll wreck the airships, and could even spill out
          into the town. Stop them before it's too late!

                                 ~ Jaq, Airship Pilot

          Rank: 24
          Fee: 400 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: Moorabella
          Appears: After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 13
                        - Adaptability: 13
          Recommended for Dispatch: N/A

          Reward: 3750 Gil, Earthwyrm Crystal x2, Bundle of Needles x2

          Forbidden:
                        - Opportunity Commands

          Enemies:
                        - Bloody Orb x2
                        - Floating Eye x2
                        - Ahriman x2

          Against these eyeball monsters, you will want to send in units with
          resistances to status ailments. Apart from their debuff skills,
          these monsters are not remarkably difficult to defeat. 

          The Bloody Orbs are capable of using Supersonic Wave to inflict
          Silence status. Spellcasters should do their best to avoid getting
          hit by this attack. Vampire saps HP from the target to replenish the
          Bloody Orb's own. The Floating Eyes can also use Supersonic Wave, in
          addition to Gnaw, which can inflict Poison status. 

          Ahrimans are the most dangerous because of their Enthrallment
          abilities. Demonic Gaze can inflict Confuse and Bewitching Glance 
          can induce Charm and Slow status. These abilities can be avoided by
          simply not looking at the Ahriman. If a unit is facing the opposite
          direction, Demonic Gaze and Bewitching Glance will have a 0% success
          rate. 

          Always have your units face the opposite direction from the Ahrimans
          to avoid getting hit by their abilities. Units that already have
          resistances to the aforementioned debuffs obviously should not need
          to worry about turning their backs. Clear the airship of the 
          infestation to finish the mission. 

     C4-09 Treasured Tomes ~
     =-------------------=
          I'm always seeking to broaden my collection of books, and with it,
          my knowledge.
          Should you come into possession of the following volumes, please
          contact me. I promise to make it worth your while:
          - Urutan Annals
          - The Arnath Glyphs

                                 ~ Otach, Scholar

          Rank: 18
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery
          Location: Aisenfield
          Appears: After completion of Mission C3-11: Rumors Abound

          Req. Items:   Urutan Annals, The Arnath Glyphs
          Req. Talents: - Negotiation : 18
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2350 Gil, Quince x4

          In case you weren't aware, the two required items for this mission
          are actually books, a type of weapon. The two required here can be
          unlocked under the Bazaar entry 'Moldy Tomes' (D-Items).

          Head to Aisenfield to find Otach the Scholar. After he shows off his
          ridiculously fast reading speed, he'll teach you the ways of the
          Scholar as a token of his appreciation.

          The Scholar job for the Nu Mou will subsequently be unlocked.

     C4-11 Kidnapping!? ~
     =----------------=
          I can't get word to Prima Donna, and I've tried everything! We've
          got a concert coming up, too... Surely they haven't been kidnapped...
          have they? Oh, gods, they have! Someone look into this, please!

                                 ~ Manager, Prima Donna

          Rank: 30
          Fee: 400 Gil
          Days: 20 Days
          Type: Investigation (Dispatch)
          Location: Sant D'alsa Bluff
          Appears: After completion of Mission C4-07: Instrument of 
                   Inspiration;
                   After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 20
                        - Aptitude    : 20
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 3030 Gil, Prime Pelt x3

          Forbidden:
                        - Back Attack

          Enemies:
                        - Spellblade x1
                        - Fencer x1
                        - Hunter x1
                        - Lanista x1
                        - Time Mage x1
                        - Raptor x1

          After a misunderstanding, the Prima Donna clan decides to engage you
          for attempting to peek on them bathing. Your objective is to prevent
          all of them from entering the water (for reasons unknown?). Send in
          units with the ability to inflict status ailments such as Immobilize
          to prevent the enemy from moving towards the water. 

          Don't put too much effort in defeating the two Devotees to the east
          side of the battlefield. They are easily eliminated because of their
          low HP and level. The Lanista can use Souleater and Sword of Darkness
          to inflict dark-based damage, and the Time Mage can cast Haste and
          Slow. It is recommended that you knock out these two Devotees early
          on in the mission to prevent them from becoming a nuisance as the
          battle progresses. 

          The Spellblade may prove to be an issue with her Poison Blade and
          Stun Blade abilities, which can inflict Poison status and Immobilize
          status, respectively. In addition, she can also use Death Sickle, 
          which inflicts Doom status. Consider Addling her to prevent her from
          using her abilities. Her attack is quite powerful as well, so keep
          weaker units away from her. The Fencer, on the other hand, is Prima
          Donna's primary healer, as she can cast Earth Heal. Her other 
          ability, Nighthawk, is a ranged attack. Out of all of the enemies,
          this Fencer has the highest attack stat, and her Charged Attack 
          P-Ability further increases her damage output. 

          The Hunter has Geomancy abilities Shining Flare, which deals fire
          damage only in sunlight, Venom Squall, which deals damage with a  
          chance of inflicting Poison only in rain, Life's Embrace, which has
          a chance of inflicting Immobilize status only on grassy terrain, and
          Earth's Embrace, which can inflict Disable status only on barren 
          land. Since the abilities she can use is determined by the
          conditions, she isn't remarkably dangerous. Lastly, the Raptor can
          be a dangerous enemy. She can use Soul Crush to deal both HP and MP
          damage, along with Shield Bash, which can inflict Disable. 

          Try to Immobilize the enemies as they approach to prevent them from
          being able to move closer to the pool of water. Leave a wall of your
          strongest units along the edge of the water to stop any Prima Donna
          members from reaching it. Note that the Gria can fly over your 
          units, so you need to take active measures to eliminate them before
          they get close to the water's edge. 

     C4-13 Banbanga! ~
     =-------------=
          The Tri-Bangaa Temple welcomes novices seeking guidance in the
          martial arts.
          Handed down over many hundred years, the martial arts are considered
          by many the pinnacle of melee combat. Temper body and mind as we
          share with you the secrets of these arts.

                                 ~ Monks of the Tri-Bangaa Temple

          Rank: 29
          Fee: 400 Gil
          Days: 20 Days
          Type: Battle
          Location: Nazan Mines
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 22
                        - Adaptability: 22
          Recommended for Dispatch: N/A

          Reward: 5340 Gil, Body Ceffyl x4

          Forbidden:
                        - Targeting Self

          Enemies:
                        - White Monk x2
                        - Master Monk x3

          The Tri-Bangaa Temple team consists primarily of Master Monks and
          White Monks. Send in six for this battle.

          Both White Monks are capable of using Roundhouse, which damages all
          surrounding units. Their attack is not very high, so these White
          Monks won't be a significant threat in this battle. The Master Monks,
          on the other hand, are a bit more dangerous. Their defense far
          exceeds the White Monks, meaning you'll need to focus your attacks
          on them to eliminate them quickly. Their abilities include Pummel,
          which attacks with two consecutive punches, and Dark Fist, which
          sacrifices HP to pierce its target (can hit two tiles out). Lifebane
          has a chance of inflicting Doom, and Withering Strike deals heavy
          damage when the user is at low HP. Some of the Master Monks can also
          use the White Monk ability, Air Render, which deals ranged damage.

          This is a straightforward fight. Keep an eye on the left-most Master
          Monk because he can use Withering Strike and Lifebane. Do not ever
          leave him in critical health unless you want to take heavy damage
          from Withering Strike. All have Unscarred as their P-Ability, so you
          will want to attack them to get rid of the attached bonuses.

          When you finish the mission, the Master Monk job for the Bangaa will
          be unlocked.

     C4-14 The Cat's Meow ~
     =------------------=
          I saw it with me own eyes! A white cat as big as a man if it was a
          foot, it was. Leastwise, I think it were a cat. Prowling about the
          Rupie Mountains plain as day. Well, strutting about in a place with
          monsters like that will get it eaten alive in no time flat. Will you
          go and save it?

                                 ~ Maerwynn, Cat Lover

          Rank: 28
          Fee: 400 Gil
          Days: 20 Days
          Type: Escort
          Location: The Rupie Mountains
          Appears: After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 20
                        - Aptitude    : 0
                        - Teamwork    : 20
                        - Adaptability: 0
          Recommended for Dispatch:

          Reward: 6150 Gil, Einherjarium x3, Orichalcum x2

          Forbidden:
                        - Ranged Weapons

          Enemies:
                        - Wolf x2
                        - Wendigo x2
                        - Zaghnal x1

          Your objective is to protect the Seer Roye. He starts so far away
          that you will need quick units to close the distance. Send in
          characters with high movement stats for this mission.

          Unfortunately, the monsters like to cheat here. Some of them will
          move first even if they have the lower speed stats. No matter.
          Quickly move your units towards the monsters to take some of the
          attention from Roye. When you've established a defensive barrier
          around Roye, begin taking down the monsters one by one. Prioritize
          the Wendigos and Zaghnals due to their high attack power. Be wary
          of the Wendigos though! Their Bone Shatter ability can delay the
          target's next turn. Brute Strength increases the power of its next
          attack, and Helmsplitter has a chance of destroying a helm! Also, do
          not hit either of the Wendigos with standard physical melee attacks
          because you'll end up taking a nasty hit back from either Bonecrusher
          or Strikeback.

          The Zaghnal, in addition to his high attack power, can use Roar to
          remove buffs from all units, along with Slug and Assault, which can
          Immobilize its target. As for the two Wolves, don't expect much
          trouble of out of them. Fangs deals moderate damage, but it's nothing
          in comparison to the other three heavy-hitters.

          If you have any trouble with this mission, you are probably not
          getting to Roye quickly enough. Again, units with high movement stats
          are instrumental here. Also note that Roye's defense isn't
          exceptional, so considering casting Protect on him. Reraise status
          will guarantee that he survives to live another turn. For the most
          part, he should be able to fend for himself for a while because he
          can use Magick Frenzy, in addition to Cura.

          Complete the mission and Roye will teach you the secrets of the Seer
          job for the Humes. The Seer job will subsequently be unlocked. Zap!

     D1-09 Tree Hugging ~
     =----------------=
          Monsters are chewing on the tree where my brother and I used to
          compare heights as children. I fear it will soon die if nothing is
          done. Could someone drive off the monsters for me?

                                 ~ Celestine, A Good Sister

          Rank: 15
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Graszton
          Appears: After completion of Mission B2-01: Wanted: Ugohr

          Req. Items:   N/A
          Req. Talents: - Negotiation : 7
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 7
          Recommended for Dispatch: N/A

          Reward: 3280 Gil, Power Fruit x2, Telaq Flower x1, Dirty Wool x1

          Forbidden:
                        - Restoring MP

          Enemies:
                        - Antlion
                        - Pit Beast

          The objective here is to defend the tree while killing off 10 enemy
          monsters. Since you're dealing with so many, considering sending in
          a Hunter with Sidewinder or Oust. The critical objective to this
          mission is preventing any monster from reaching the big tree. This
          means you can't allow a single monster to reach any tile next to the
          tree.

          Really, the smartest thing to do would be to just pile your units
          around the tree so no enemies can get past. Put ranged units right
          next to the tree and stack stronger melee units outside. This way,
          your ranged units can attack from behind the barrier while your
          physical units dish out pain on the edges.

          This isn't a difficult mission. The Antlions can use Mucus and
          Saliva, which both reduce speed one way or another (Mucus inflicts
          Slow status). In this battle though, speed is not really much of an
          issue. Still, be wary of Bile, which lowers defense and resilience.
          Be sure to heal whenever necessary.

          As the mission progresses, more and more monsters will emerge. Take
          care around the Pit Beasts, which are essentially stronger versions
          of Antlions. These monsters are fitted with more deadly abilities.
          Sandstorm deals damage to an area with a chance of inflicting Blind
          status and Suffocate delays a target's turn. Blind status can be
          irritating, but that can be rid of through Eye Drops or any status-
          healing ability.

          Finish off 10 monsters without letting any of them touch the tree to
          complete the mission. If you find that some of the monsters are just
          wandering around aimlessly, then you should break out of defense
          mode and approach them, but do not allow them anywhere near the
          tree.

          Also, there's a treasure chest near the tree, but I personally
          wouldn't go through the trouble of getting it.

     D1-13 Memories [R] ~
     =----------------=
          Ayeee! I've lost my precious wayfarer's log, the one I used in my
          youth. It's gone! Gone! How can I go to my grave with this hanging
          over me?
          Would someone care to give me their wayfarer's log? It might serve
          well enough to bring back the memories...

                                 ~ Old Man Boiboi

          Rank: 15
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery
          Location: Targ Wood
          Appears: After completion of Mission C2-06: The Forests of Loar;
                   After completion of Mission B2-11: Now That's a Fire!;
                   Mistleaf

          Req. Items:   N/A
          Req. Talents: - Negotiation : 1
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 140 Gil

          Interestingly enough, the reward is less than the quest fee! However,
          there are more rewards inside the mission. Head to Targ Wood.
          Depending on how many "Loar" quests you completed (Forests of Loar,
          Lands of Loar, etc.), you'll get varying prizes.

     D2-06 Bug Hunt ~
     =------------=
          I need someone to catch these really rare antlions for me. They're
          supposed to be different colors from the other antlions. I never
          seen them myself, but they're supposed to live in the forest, or
          grasslands, or something like that. Oh, and I heard of one being
          seen near Moorabella once, too.

                                 ~ Eckt, Bug Collector

          Rank: 30
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Zedlei Forest / The Bisga Greenlands / Moorabella
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 15
          Recommended for Dispatch: N/A

          Reward: 2650 Gil, Fire Sigil x4, Wind Sigil x3

          This is a three-part battle in which you must travel to three
          locations. All of these areas are located on the Moorabella
          continent.

          Forbidden:
                        - Ice

          Enemies:
                        - Yellow Chocobo x1
                        - Antlion x2
                        - Pit Beast x1
                        - Great Tortoise x1

          In the Zedlei Forest, your objective is to kill off every monster
          EXCEPT for the blue Pit Beast. Send in six units and begin the
          fight.

          The two Antlions will make things difficult in this battle. Bile
          lowers defense and resilience, Mucus inflicts Slow, and Saliva
          lowers speed. Units with resistances to any of these debuffs can
          tread without worry, for the Antlions themselves have very weak
          attacks. Try to Disable them to prevent them from using any of their
          abilities.

          The Great Tortoise is very slow, so it won't be much of a factor
          here. It can use Headbutt, which can potentially inflict Immobilize
          status, and Sonic Spin, which damages surrounding units. Avoid
          putting it in critical health due to Critical: Quicken. As for the
          Yellow Chocobo, kill it off quickly. It can use Choco Cure to heal
          allies, along with Choco Beak, which deals moderate damage. Lastly,
          the blue Pit Beast (which you are not supposed to kill) can use
          Suffocate, which delays the target's next turn. It also has the R-
          Ability, Bonecrusher, which should be a non-factor since you are not
          supposed to kill it.

          Forbidden:
                        - Fire

          Enemies:
                        - Antlion x4
                        - Pit Beast x1

          At the Bisga Greenlands, you'll encounter a green Pit Beast among a
          pack of red Antlions. Again, the objective is to capture the unique
          one by killing off the defending Antlions.

          Each Antlion can use Mucus, which inflicts Slow, and Saliva, which
          lowers speed. A few of them can in addition use Bile, which lowers
          defense and resilience, and Suffocate, which delays the target's
          next turn. Since debuffs are the primary threat here, units with
          debuff resistance should be able to finish this mission easily. If
          not, then you should contend with the Antlions by debuffing them
          first in order to prevent them from using their abilities.

          Antlions aren't very tough monsters to kill. Eliminate the four
          Antlions guarding the green Pit Beast to finish this segment of the
          mission. There is a treasure chest in the middle of the field - steal
          the contents if you'd like.

          Forbidden:
                        - Lightning

          Enemies:
                        - Sprite x1
                        - Lamia x2
                        - Werewolf x2
                        - Pit Beast x1

          The white Pit Beast is the objective here. Kill off every single
          monster except for the objective. You will want to bring in units
          resistant to status ailments in this battle, considering that you're
          facing two Lamias.

          The Sprite will usually start the battle off by casting Reflect,
          which reflects any magick casted on it back at the caster. That's no
          problem, since physical units can do just fine. The Sprite can also
          cast Meteorite for moderate damage. The two Werewolves are not very
          threatening. One of them can only use En Garde to put itself in a
          counter status - it can also use Items to cleanse debuffs from its
          teammates with Remedies. The other Werewolf is capable of using Roar,
          which removes all debuffs from every unit, Slug, which is a powerful
          attack that ignores defense, and Assault, which deals damage with a
          chance of inflicting Immobilize status. Both the Werewolves boast
          high defenses and HP, so it's recommended that you save them for
          last.

          The Lamias are particularly annoying in this battle. The one on the
          left can use Poisonous Frog to inflict Poison and Toad status, along
          with Hand Slap, which delays the target's next turn. The other can
          cast Night to put every unit on the battlefield to sleep, along with
          Twister, which cuts 50% HP of units in an area.

          Prioritize the Lamias and Sprite first. Be sure to cleanse units of
          any debuffs they get hit with. Once those are down for the count,
          start focusing your attacks on the Werewolves. When all the monsters
          (except for the white Pit Beast of course) have been eliminated, the
          mission will end.

     D2-07 The Show's Not Over... ~
     =--------------------------=
          I am a songstress. My voice is my livelihood. I have a series of
          performances scheduled, but I've come down with a terrible sore
          throat. I can't possibly perform in this condition. I've heard sweet
          sap can soothe the pain. Would you bring me some?

                                 ~ Teis, Songstress

          Rank: 17
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery (Dispatch)
          Location: Fluorgis
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   Sweet Sap
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2240 Gil, Body Ceffyl x2

          Deliver the Sweet Sap to Teis at the Fluorgis Aerodrome. The Show
          Must Go On!! </Freddy Mercury>

     D2-09 Cake: The Recipe ~
     =--------------------=
          I had a fight with my father the other day, and we haven't spoken a
          word since. I wanted to make up with him by baking one of my special
          carrot cakes for his birthday... but a monster took all six pages of
          my recipe! Please, someone, get them back for me!

                                 ~ Lea, Who is in truth fond of her father

          Rank: 27
          Fee: 400 Gil
          Days: 20 Days
          Type: Item Recovery (Dispatch)
          Location: Fluorgis
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2590 Gil, Windslicer Pinion x4

          Forbidden:
                        - Lightning

          Enemies:
                        - Lamia x1
                        - Bloody Orb x1
                        - Cockatrice x2
                        - Adamantitan x1
                        - Axebeak x1

          The pages of the recipe are scattered all over the place. There are
          six pages total, and you have to collect all of them. Unfortunately,
          some monsters are here to make things tough.

          If you have spellcasters at hand, have them target the Adamantitan
          on the ledge. If not, then you will have to save it for later. Be
          very careful around this gold-shelled monster, for it can use Munch
          to destroy equipment! For that reason, it's best to deal with it
          from far away in order to prevent it from getting close enough to
          eat your equipment. Take advantage of its weakness to wind.

          The Lamia, at the base of the first set of steps, can use Night,
          which inflicts Sleep status on all units, Hand Slap, which delays
          the target's next turn, and Twister, which affects an area, lowering
          HP by 50%. The last attack is the most devastating, so make sure you
          do not group your units together. The Bloody Orb is no threat at all
          - it can only use Vampire to drain HP. Focus on the Lamia first
          before moving further up the path.

          The two Cockatrices and Axebeak sitting at the top of the ruins
          won't be much of a threat until you approach their position. They
          will mostly cast Scurry and Wake-Up Call among themselves to grant
          Haste and Quicken. None of them are hard to defeat, though the
          Axebeak has comparatively higher attack. Once the monsters are dead
          or incapacitated, gather up the papers to complete the mission.

     D2-12 One Red Phial ~
     =-----------------=
          Ever heard the story of the "one red phial of antidote"? Where that
          guy traded one phial of antidote for something, and then traded that
          and so on until he had a chocobo? Well, I decided to give it a go,
          too!
          I'm up to a bottle of silver liquid now, and I want to trade it for
          a chunk of adamantite. C'mon, you know you want it!

                                 ~ Aerning the Lazy

          Rank: 17
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery (Dispatch)
          Location: Tramdine Fens
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   Adamantite
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2240 Gil, Clear Sap x2

          Here's a little bit of useless trivia for you! This mission is a
          clear nod to the story of Kyle MacDonald, a man who, through a
          series of trades, went from one red paperclip to a two-story house!

          Deliver the Adamantite to Aerning. The trade doesn't really seem to
          be all that much worth it, but who knows? This could be history in
          the making.

     D2-13 My Secret Shame ~
     =-------------------=
          That Killan has done it again! He's thrown my final exam papers out
          the window. If anyone learns the mark I received, I'll never be able
          to show my face in the Akademy again.
          I think the papers are still in the forest behind the school. Gather
          them and return them with all haste.

                                 ~ Udite, Second Year Akademy Student

          Rank: 25
          Fee: 400 Gil
          Days: 20 Days
          Type: Item Recovery (Dispatch)
          Location: Moorabella
          Appears: After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2720 Gil, Bat Wing x5, Wyvern Wing x1

          Forbidden:
                        - Back Attack

          Enemies:
                        - Deadly Nightshade x2
                        - Dreamhare x1
                        - Hoppy Bunny x1
                        - Sprite x1

          This team of monsters is capable of inflicting various debuffs on
          your party, so considering sending in units with debuff resistances
          and/or units who can cleanse debuffs. Refresh and Esuna can be
          useful here.

          The two Deadly Nightshades should be the least concern. That said,
          you will still want to avoid Tomato Ketchup because it inflicts
          Berserk. Tomato Tackle lowers speed, which can also be a problem.
          The Dreamhare is capable of using Hip Attack, along with Blind and
          Silence, whereas the Hoppy Bunny can use Illude, which inflicts
          Charm, Go-Go Dance, which Hastes a group, and the Green Magick spell
          Sleep. Lastly, the Sprite can cast Meteorite for moderate damage, in
          addition to Slow and Stop.

          You can easily disable most of the monsters here by simply casting
          Silence on them. This would effectively prevent them from using any
          of their magick (the Deadly Nightshades aren't affected by Silence
          because their techniques don't cast MP, mind). Since none of the
          monsters here have particularly high defense stats, killing them
          shouldn't pose any difficulty. You should focus first on the Hoppy
          Bunny because it likes to use Go-Go Dance constantly to Haste its
          allies.

          Search the grounds, inspecting each sparkling dot on the ground
          until you've collected all of Udite's papers. Once that's done, the
          mission will end.

     D2-14 Maintaining the Balance ~
     =---------------------------=
          The creatures of Tramdine Fens are on the brink of a catastrophe! A
          swell in the number of antlions has driven the native cockatrices
          into decline. If something isn't done, they'll disappear from the
          fens altogether. Please travel to Tramdine Fens and thin the antlion
          population.

                                 ~ Baran, Society for the Protection of
                                   Monsters

          Rank: 27
          Fee: 400 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: Tramdine Fens
          Appears: After completion of Mission C3-11: Rumors Abound; Coppersun

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 18
                        - Adaptability: 18
          Recommended for Dispatch: N/A

          Reward: 4970 Gil, Skull x2, Giant Feather x1

          Forbidden:
                        - Reaction Abilities

          Enemies:
                        - Antlion x5

          This is a nondescript engagement against five Antlions. At this point
          in the game, you've probably fought enough Antlions to know that
          they aren't much trouble to defeat. Bring in six units of your own
          and begin the fight.

          Antlion techniques usually come attached with some status debuff.
          Sandstorm damages units in an area with a chance of inflicting Blind.
          Mucus can inflict Slow status, and Saliva lowers speed. Bile can
          lower defense and resilience, and Suffocate delays a target's next
          turn. Blind and Slow can easily be remedied through Esuna (Esunaga
          too) or Refresh, and the speed issue can be fixed through Haste.

          If you can prevent the Antlions from using their abilities through
          Addling them or some other method, this battle should go by much more
          quickly. Of course, units with resistance to status ailments should
          have little trouble in this mission.

     D2-16 Cilawa the Gluttonous ~
     =-------------------------=
          I've thought up a new formula I'm eager to put to the test. I'll
          need someone to bring me a fresh rat tail for the mixture.

                                 ~ Cilawa the Gluttonous

          Rank: 5
          Fee: 100 Gil
          Days: 20 Days
          Type: Delivery (Dispatch)
          Location: Camoa
          Appears: After completion of Mission A1-11: The Yellow Wings

          Req. Items:   Rat Tail x1
          Req. Talents: - Negotiation : 4
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 560 Gil, Tanned Hide x3, Ladies' Tresses x2, Cloudy Sap x3

          Find Cilawa in the Adventurer's Rest and deliver the Rat Tail.
          Unfortunately, he's far too hungry to let the Rat Tail go towards
          anything productive.

     D3-01 Gripped by Fear ~
     =-------------------=
          You have flown aboard an airship? Seen the world from above the
          clouds and felt the cool wind on your face? I too wish to know what
          it is to feel this, but heights terrify me. I seek a companion to
          accompany me aboard an airship and help keep my fears at bay.

                                 ~ Arna the Superstitious

          Rank: 15
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: Moorabella
          Appears: After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 13
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1330 Gil, Spider Silk x3

          Find Arna at the Moorabella Aerodrome. When it is prompted, select
          the first option to be done with the mission. For some reason, you
          still end up back in Moorabella even though you were supposed to
          be accompanying Arna on the airship.

     D3-05 Rude Awakening ~
     =------------------=
          I'm not what you would call a morning person. I'm always oversleeping
          and missing my classes. I've heard that malboro draught might be help
          me wake up on time. It's made from malboro vine and foul liquid, and
          the Witch of the Fens is said to know how to prepare it. Once you
          have the draught, bring it to me in Fluorgis.

                                 ~ Geldran the Drowsy

          Rank: 18
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery
          Location: Fluorgis
          Appears: After completion of Mission C3-11: Rumors Abound

          Req. Items:   Malboro Vine, Foul Liquid
          Req. Talents: - Negotiation : 18
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2350 Gil

          Visit the hut in the Tramdine Fens, which is the dwelling of the
          Witch of the Fens. There, she'll concoct the malboro draught for
          you at no charge. With the draught, head to Fluorgis and deliver it
          to Geldran on the Cannol Keep.

     D3-06 Drowsy Draught ~
     =------------------=
          I once had trouble oversleeping and missing my classes, but a 
          certain draught I'd rather not recall put an end to that. Oh how I
          miss those mornings spent drowsing in bed! I wish to return to my
          layabout ways, and prim draught is said to be just the thing I need.
          Please bring a succulent fruit and some sweep sap to the Witch of
          the Fens and have her prepare the draught for me!

                                 ~ Geldran the Once Drowsy

          Rank: 20
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery
          Location: Fluorgis
          Appears: After completion of Mission D3-05: Rude Awakening;
                   After completion of Mission C3-16: Sleepless Nights

          Req. Items:   Succulent Fruit, Sweet Sap
          Req. Talents: - Negotiation : 20
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2580 Gil

          In order to obtain the prim draught, you need to visit the Witch of
          the Fens in the Tramdine Fens. She will quickly fulfill this 
          "trifling" request at no charge. Deliver the solution Geldran over
          in Fluorgis to get this mission done. 

     D3-09 Cleaning to Loar [R] ~
     =------------------------=
          Looking for helpers to swab an airship. We haven't had the crew to
          properly clean her for some time now. It would be a shame to put her
          out of service, so we'll have you cleaning her midflight. On, and
          watch out for the rats.

                                 ~ Jylland Airship Inspection Board

          Rank: 22
          Fee: 400 Gil
          Days: 4 Days
          Type: Satisfy Petitioner
          Location: Fluorgis
          Appears: After completion of Mission C3-06: Grounded!; Fluorgis pub
                   only

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 1
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 180 Gil, Great Serpent's Fang x2

          Forbidden:
                        - Lightning

          Enemies:
                        - None

          You need to clean all of the sparkling dots off of the airship
          within a set round limit. The limit is randomized (although in my
          experience, it ranges from 2-5) every time. Units with high move
          stats are necessary here. If possible, activate the Move Up clan
          privilege to facilitate the cleaning process. The Green Mage's Leap
          skill would help here as well.

          There are six points in the all. The first is on the front right
          wing. This one can easily be accessed by one of your units with
          lower move stats. There are three more along the body of the
          airship, and there is one on each of the back wings. Assign one
          cleaning mark per unit, making sure to distribute the farthest dots
          on the front wings to your units with the highest move and speed
          stats.

     D3-15 Rancher's Request - Yellow ~
     =------------------------------=
          I'm big on chocobos. So big, I decided to build a chocobo ranch. All
          well and good, right? Wrong! I spent so much on the ranch, I didn't
          have anything left to buy chocobos!
          That's why I need you to go out and catch me a wild one. Yellow
          should do just fine.

                                 ~ Yew, Chocobo Rancher

          Rank: 21
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Targ Wood
          Appears: After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 180 Gil, Spiral Vine x3, Kempas x3

          What you need for this mission is a Chocobo Knight mounted on a
          Yellow Chocobo. Deliver the Chocobo over to Yew in Targ Wood to
          complete this straightforward mission. Keep in mind that you will
          end up losing the Chocobo in the process.

          Fey Mischief, which appears in Targ Wood in Greenfire, has a Yellow
          Chocobo among its ranks. Also, you can keep fighting in the Seeding
          the Harvest mission until you come across one. 

     D3-16 Rancher's Request - Black ~
     =-----------------------------=
          My ranch is up and running, but with only one chocobo, it seems even
          emptier than before! That's why I'm asking you to catch another wild
          chocobo for me! A black chocobo should do nicely.

                                 ~ Yew, Chocobo Rancher

          Rank: 25
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Targ Wood
          Appears: After completion of Mission D3-15: Rancher's Request -
                   Yellow;
                   After completion of Mission C3-06: Grounded!

          Req. Items:   N/A
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1750 Gil, Kuraisle Boxwood x2

          This time, you will need a Chocobo Knight mounted on a Black Chocobo.
          Meet Yew in Targ Wood and select the Chocobo Knight. After the
          mission, you will lose the Black Chocobo.

          There are numerous ways to attain a Black Chocobo. The One-Eyed
          Evil encounter in the Galerria Deep, for one, appears in Greenfire.
          Check the Rupie Mountains as well during the month of Plumfrost. 
          Also, you can encounter them in the Seeding the Harvest mission. 

     D4-01 Making Music ~
     =----------------=
          The timber of the strawood trees growing near Fluorgis makes the
          best instruments, kupo!
          You'll get some for me, won't you, kupo? Oh thank you! Thank you!
          * Oh, if you find some flutegrass too, that'd be awful nifty, kupo!

                                 ~ Hurdy, Itinerant Bard

          Rank: 27
          Fee: 400 Gil
          Days: ---
          Type: Defeat Mark
          Location: Aisenfield
          Appears: After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 4730 Gil, Emperor Scale x2, Star Fragments x3

          Forbidden:
                        - Harming Females

          Enemies:
                        - Raptor x1
                        - Ranger x1
                        - Golem x2
                        - Alchemist x1

          Luso manages to find the strawood, but he also encounters a hostile
          Alchemist with a bunch of monsters on his side. Just your luck, huh?
          Send in units with high defense stats because the primary threat on
          the enemy team are the formidable Golems - these monsters can pack a
          huge punch. 

          The law specifically states that harming female units is forbidden. 
          For that reason, you will have to ignore the Gria Raptor if you want
          to uphold the law. She is a nuisance with her Raptor abilities, but
          overall, she is not a significant threat. She has a tendency to use
          Power Crush, which is bad news for your units since it lowers 
          defense in the process. The Ranger is irritating, since he can put 
          down Sten Needle and Leech traps. Additionally, he can use Mirror 
          Items to inflict damage through items, but that technique is rarely
          used. 

          The two Golems boast high attack stats, so they should be avoided as
          best you can. Their abilities include Bone Shatter, which deals
          heavy damage and delays the target's next turn, Sunder Earth, which
          deals earth damage in a straight line, and Brute Strength, which 
          raises the Golem's attack power in the next round. Consider 
          attacking the Golems with ranged units to avoid getting knocked out 
          by their high-power attacks. Use wind-based attacks because the 
          Golems are weak to that element. 

          Of course, the Alchemist is the target, but he is not very powerful 
          himself. His only Alchemy techniques include Astra, which grants
          Astra status to his allies (makes unit impervious to all status 
          ailments) and Rasp, which deals MP damage. However, he can use the 
          Beast Lore ability Headless to take control of the Golems himself. 
          Other than that, he is hardly a threat. 

     E1-01 Bonga Bugle - Goldsun [R] ~
     =-----------------------------=
          Greetings! Bugle Head Editor here!
          This month: the Field of Hidden Treasures! A place where treasures
          are said to spring into being beneath the ground... all by
          themselves!
          Reporting assistants wanted.

                                 ~ Head Editor, Bonga Bugle

          Rank: 22
          Fee: 400 Gil
          Days: 8 Days
          Type: Meet Objectives
          Location: Baptiste Hill
          Appears: After completion of Mission B2-11: Now That's a Fire!;
                   Goldsun

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 9
          Recommended for Dispatch: N/A

          Reward: 1750 Gil, Recall Grass x1

          Forbidden:
                        - Attack

          Enemies:
                        - None

          Your objective this month is to find three treasures. With the help
          of the Editor's Treasure Detector, it should be a breeze. This is a
          great mission that you should repeat every year because the items
          can be pretty nice.

          When you walk over a treasure, a 'Check Detector' command will
          appear. This means you've found something. Sometimes, you will find
          a small treasure. It's usually best to pass these up for the large
          treasures, which are typically more valuable. You can choose not to
          dig at any spot. To finish the mission, dig up three treasures.

     E1-02 Bonga Bugle - Silversun [R] ~
     =-------------------------------=
          Greetings! Bugle Head Editor here!
          This month, we're taking a look at haunted spots, starting with that
          most forbidding of places, Shadeholme!
          ... Um, someone go with me, please!
          Note: The actual location of our report will be top secret!

                                 ~ Head Editor, Bonga Bugle

          Rank: 18
          Fee: 300 Gil
          Days: 8 Days
          Type: Escort
          Location: Graszton
          Appears: After completion of Mission B2-01: Wanted: Ugohr; Silversun

          Req. Items:   N/A
          Req. Talents: - Negotiation : 7
                        - Aptitude    : 0
                        - Teamwork    : 7
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 3030 Gil, Trusty Frying Pan x4, Turtle Shell x2, Dipraeu
                  Bronze x7

          Forbidden:
                        - Copycat

          Enemies:
                        - Ghost (spawns)
                        - Deathscythe (spawns)

          Off to Shadeholme, a supposedly haunted location. Of course, what do
          you find there but ghosts? Your job is to defend the Head Editor
          from the ghosts. He won't really do much to fend for himself, so it
          is all up to you. Bring in six units for the ensuing battle. A White
          Mage with Esuna or any other unit with an ability that heals status
          ailments is strongly suggested. Resistances to status ailments would
          help significantly as well. Also, curative magick will actually 
          damage the undead, so White Mages are very useful here. 

          Undead units will automatically resurrect themselves after some
          time. There are methods you can use to put them down permanently.
          if you have a White Mage on hand, you can deal damage by using
          curative spells. Avoid using Exorcise, Burial, or other similar
          skills (that vanquish undead) because more monsters will spawn to
          replace the dead ones.

          The Ghosts are capable of using Flash, which inflicts Blind, Sleep
          Touch, which inflicts Sleep, Silence Touch, which inflicts Silence,
          and Wake the Dead, which summons more undead. A few of them can cast
          Dark, which deals dark damage. Ghosts are dark-based, so take
          advantage of their weakness to holy-based attacks if possible. Since
          these Ghosts like to inflict various status ailments on your party,
          be prepared to use items or cast Esuna to cleanse your units.

          Darkscythes are much more dangerous. Doom is self-explanatory, Deep
          Sleep puts a unit to sleep AND inflicts Stop status at the same time,
          and Shackle Immobilizes and Disables. Their Darkra spell is an
          improved version of the Dark spell.

          The key here is the Head Editor. Unfortunately, the bumbling idiot
          won't stay still and you'll have to follow him around. Defend him
          from the onslaught of undead as you kill them all off. To prevent
          them from using their annoying abilities, consider Berserking or
          Disabling them. The Ghosts and Deathscythes don't have very strong
          defense, so you can take them down quickly. Just don't let them
          resurrect themselves or you'll have to deal with them all over
          again.

          A good strategy would be to reduce every enemy's HP on the field
          until all of them are in a critical or near-critical state. Then,
          when you are sure you can kill each and every one of them within a
          single strike, systematically have all of your units take a ghost
          and kill it in one swift turn.

          There are two treasure chests in the middle of the battlefield. Pick
          them up whenever you have a free turn.

     E1-03 Bonga Bugle - Ashleaf [R] ~
     =-----------------------------=
          Greetings! Bugle Head Editor here!
          This month, I'll be reporting on Galmia Pepe, fashion mavens known
          for their novel designs and commitment to quality.
          We'll be conducting some stealth interviews to get to the bottom of
          their unparalleled popularity!

                                 ~ Head Editor, Bonga Bugle

          Rank: 22
          Fee: 400 Gil
          Days: 8 Days
          Type: Satisfy Petitioner
          Location: Camoa
          Appears: After completion of Mission B2-16: Pearls in the Deep;
                   Ashleaf

          Req. Items:   N/A
          Req. Talents: - Negotiation : 11
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 11
          Recommended for Dispatch: N/A

          Reward: 3890 Gil, Zinconium x2, Cloudy Sap x2

          Forbidden:
                        - Ranged Weapons

          Enemies:
                        - Geomancer x1
                        - Green Mage x1
                        - Time Mage x1
                        - Ninja x1

          This is an interesting mission. While out helping the Head Editor
          get his scoop, you're interrupted by reporters of the Jylland Free
          Press. You know what happens when journalists collide? Why, they
          duke it out of course! Send in six units, preferably those with
          higher speed and move stats.

          The objective here is to reach the Galmia Pepe P.R. first. You only
          need to send one of your units to stand next to him in order to
          complete the objective. Move your fastest unit towards the P.R.
          while the remainder of your party stalls the Jylland Free Press.
          Prioritize the Time Mage first because he can cast Haste and Quicken
          to speed up his own allies. Be wary of the Ninja as well, whose
          high speed stats makes him a potential contender for the scoop.
          Either take him down or Immobilize him to prevent him from going
          anywhere. He can cast Water Veil to inflict Silence, so have
          spellcasters maintain their distance.

          The remaining two units should hardly be a problem in this battle.
          The Geomancer can only use Shining Flare, which deals fire damage
          over a small area (only usable in sunny weather), and Nature's
          Embrace, which is an attack that deals moderate damage but can only
          hit if the target is standing on natural terrain (ie. grass). And
          lastly, the Green Mage can cast Shell and Leap. The latter spell
          increases movement.

          To finish the mission, have one unit stand next to the P.R. at the
          upper-left. There's no command - you just have to wait.

     E1-05 Bonga Bugle - Coppersun [R] ~
     =-------------------------------=
          Greetings from the Bonga Bugle!
          This month we're taking a very long, very close look at Prima Donna!
          Is there anyone who doesn't know the incredibly popular and talented
          ladies of this singing group? There won't be after this month's
          issue of the Bonga Bugle! Assistants wanted. 

                                 ~ Head Editor, Bonga Bugle

          Rank: 30
          Fee: 400 Gil
          Days: 4 Days
          Type: Satisfy Petitioner
          Location: Moorabella
          Appears: After completion of Mission C3-16: Sleepless Nights;
                   Coppersun

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2 Gil, (4590 Gil), (Holy Stone x4), (Damascus x2), (Faerie
                  Wing x2)

          Go to Moorabella to find the Bonga Bugle Head Editor again. He will
          conduct a short interview, in which you have to express your love
          for Prima Donna (last option) or get out. Your objective is Fluorgis
          - head over there now. 

          Forbidden:
                        - Harming Seeq

          Enemies:
                        - Thief x1
                        - Blue Mage x1
                        - Hunter x1
                        - Archer x1
 
          You can only bring three units into this relatively easy battle. A
          group of kidnappers have set their sights on Prima Donna, and it's 
          up to you to fend them off. It's not as if Prima Donna really need
          the extra help since they can really just manage on their own. You
          are fighting alongside Prima Donna this time around, and they will
          prove to be a huge asset. 

          The Head Editor needs to be protected, so make sure you keep him 
          safe. The enemy Thief is fairly quick, but his attack stat is 
          laughably low. Unless you are afraid of him stealing some gil, you
          need not prioritize him. He can additionally use Rend MP to damage
          MP and Rend Speed to lower speed. The Blue Mage, on the other hand
          is more a nuisance than anything. White Wind is a curative spell,
          Bad Breath inflicts Blind, Silence, and Poison, and Quake deals 
          earth damage to a group of units. Focus on the Blue Mage to prevent
          the Jyrtas Pirata clan from healing themselves. 

          The Hunter is equipped with an Arbalest, so her attack power is a
          bit stronger than the others. She can use Sonic Boom to target a 
          group of units. Additionally, she can attack with Power Crush and
          Mind Crush, which lower defense and magick resistance respectively.
          Lastly, the Archer is capable of using Cupid to induce Charm status.
          Make sure you eliminate her as quickly as possible. If you can Addle
          or Disable her, that'd be even better. 

          Prima Donna can mostly fend for themselves, so focus on protecting
          the Head Editor. This mission is a cakewalk. 

     E1-09 Bonga Bugle - Rosefire [R] ~
     =------------------------------=
          Greetings! Bugle Head Editor here!
          This month's special: The Master Potter. I'll be photographing a pot
          on loan from master potsmith Master Lepot the 3rd.
          Reporting assistants wanted.

                                 ~ Head Editor, Bonga Bugle

          Rank: 15
          Fee: 300 Gil
          Days: 8 Days
          Type: Satisfy Petitioner
          Location: Zedlei Forest
          Appears: After completion of Mission B2-06: Wanted: Gilmunto;
                   Rosefire

          Req. Items:   N/A
          Req. Talents: - Negotiation : 8
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 8
          Recommended for Dispatch: N/A

          Reward: 2730 Gil, Gun Gear x3

          Forbidden:
                        - Piercing Weapons

          Enemies:
                        - Baknamy (spawns)
                        - Sprite (spawns)
                        - Wolf (spawns)
                        - Worgen (spawns)

          The objective here is to place five pots on the five stumps. Do this
          by moving a unit next to a stump. The option should come up. However,
          the monsters in the area won't let you by too easily. They will prove
          to be quite irritating in this battle. I'd recommend sending in
          units with high move and speed stats for this battle.

          Do not worry about the Baknamies - they are far too slow to really
          be any threat in this mission. The other monsters, however, may
          cause problems. The Sprites will likely spam Meteorite often. They
          can also cast White Wind to heal allies, along with the Time Magick
          skill, Slow. If you don't feel like taking them down, you can
          Silence them to effectively prevent them from using any magick, thus
          forcing them to rely on physical attacks.

          The Wolves can use Fangs and nothing else. As for the Worgens, be
          wary of Chilling Blow and Fiery Blow. The former skill can Immobilize
          a group of units, whereas the latter skill can inflict Silence a
          group of units. Worgens are fairly strong, so you might find it
          more efficient to Disable or Addle them as opposed to killing them.

          Since your objective doesn't concern the monsters, do your best to
          get the urns on the stumps as quickly as possible. Place all five
          pots to finish this easy mission. Be careful though, for the 
          monsters can steal the pots away if you leave them undefended. If 
          that happens, you will need to replace the pot. 

     E1-13 Bonga Bugle - Bloodfire [R] ~
     =-------------------------------=
          Greetings! Bugle Head Editor here!
          This month's special: the Working People! We're taking a look at
          daily life in a shop that's part -our- daily life.
          Reporting assistants wanted.

                                 ~ Head Editor, Bonga Bugle

          Rank: 12
          Fee: 300 Gil
          Days: 8 Days
          Type: Meet Objectives
          Location: Targ Wood
          Appears: After completion of Mission A1-16: You Say Tomato; After
                   reading 'Bonga Bugle' notice; Bloodfire

          Req. Items:   N/A
          Req. Talents: - Negotiation : 6
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 6
          Recommended for Dispatch: N/A

          Reward: 1230 Gil, Zonconium x9, Malboro Wine x3

          This is a fairly simple mission. Since the store employee's aren't
          around, it's up to you act as store clerk. The tasks are simple
          enough - customers will come in asking for various items. You will
          be given a request and asked to select one of three different
          choices that meet the criteria. Most of the requests are pretty
          simple, but here's a list of possible requests anyway:

             + I'd like to learn how to Counter      --> Headband/Chainmail
             + Need something to fix Disable         --> Bandage
             + A weapon that can handle my moves     --> Katana
             + Could you pick out glasses for me?    --> Stage star glasses
             + What cures Oil?                       --> Handkerchief
             + I want a garment. Something perfect   --> Green one-piece dress
             + I need something to cure Silence!     --> Echo Herbs
             + I want a gun, but don't want to pick  --> Silver Cannon
             + Got anything to cure Stone?           --> Gold Needle
             + I'd like to learn Critical: Haste     --> Golden Armor
             + What armor to learn Archer's Bane?    --> Green Beret
             + To hit people a long ways away?       --> Huntsman's Bow/Malbow
             + I'd like to learn how to Blur         --> Fortune Ring
             + Gotta have something to cure Toad     --> Maiden's Kiss
             + Here for weapon. A two-handed weapon! --> Sledgehammer/Xankbras/
                                                         Iron Hammer
             + Pick out some glasses for me?         --> Stage star glasses
             + I want something that packs a punch   --> Flame Rod
             + I want to learn how to use Halve MP   --> Luminous Robe
             + And I want an instrument to make it!  --> Faerie Harp
             + Turbo MP's where it's at!             --> White Robe
             + Pick me a shirt, any shirt            --> The frilly shirt
             + Bonecrusher! Gotta learn it!          --> Dragon Mail
             + Weapon named after monster?           --> Malbow/Bomb Arm/Lilith
                                                         Rod
             + Weapon you can equip with a shield    --> Javelin/Murasame
             + Spear! I want a spear! Got a spear?   --> Gae Bolg
             + Want to learn Defense Up              --> Diamond Armor
             + Teach me how to Magick Counter        --> Samite Coat
             + E-E-Elixir... please!                 --> Elixir
             + Kweeeeeeeeeeeeh!                      --> (Middle choice)
             + Kweh! Kweh! Kweh!                     --> (Middle choice)
             + Erm... undies. The perfect boxers!    --> Prima Donna boxers

          Sometimes, you'll get repeats, which really make your job easier.
          Anyway, satisfy ten customers to finish the mission favorably.

     E1-14 Bonga Bugle - Greenfire [R] ~
     =-------------------------------=
          Greetings from the Bonga Bugle!
          This month we'll be looking at rare and unusual laws! All laws are
          equal, but it turns out that some laws -are- more equal than others!
          I'll need assistants, of course.
          *Selection by interview. The secret password is "simply lovely"!

                                 ~ Head Editor, Bonga Bugle

          Rank: 29
          Fee: 400 Gil
          Days: 4 Days
          Type: Meet Objectives
          Location: Moorabella
          Appears: After completion of Mission C3-11: Rumors Abound; Greenfire

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2 Gil, (3030 Gil), (Onion x1), (Agathis x1), (Dipraeu Bronze
                  x1)

          Oh wow, Animal Farm reference anyone? Head to Moorabella, where you
          will encounter the bumbling Head Editor. When he puts you on the 
          spot, select the "Simply lovely" option to appease him. The venue
          are the streets of Fluorgis, where you will be examining unusual 
          laws. Head on over there right now and ready yourself for one of the
          most frustrating missions you will ever have to deal with. 

          Forbidden:
                        - Getting Robbed

          Enemies:
                        - Thief x3
                        - Viking x1
                        - Soldier x1

          The law forbids you from getting robbed. That would prove to be an 
          issue because you are up against three Thieves, a Viking capable
          of using Pickpocket to steal gil, and a Soldier with Mug Gil. Send 
          in units that can inflict status ailments to prevent the enemy from
          being able to steal from you. That is imperative to the mission.

          The Hume Thief is capable of using Steal Gil, along with Focus and
          Leg Shot, which inflicts Immobilize. He also has Dual Wield set as a
          P-Ability, but his attack power is so low that it should not be a
          threat. As for the Moogle Thief at the top of the waterfall, be wary
          of Molotov Cocktail, which deals fire damage and can inflict Berserk,
          and Dagger Toss, which has a chance of inflicting Disable. The other
          Moogle Thief can use Moogle Knight abilities Moogle Attack and
          Moogle Rush. 

          Be wary of the Viking and Soldier as well because they can steal gil
          from you. The Soldier can also use Provoke, which inflicts Berserk.
          The Viking can cast a weak Thunder spell that can deal almost 
          negligible damage due to his low magick stats. 

          From the start, start on preventing each of the enemy units from 
          using any of their abilities. Disable, Addle, Sleep, etc. will work
          here. Anything that can prevent the enemy from stealing from you is
          perfectly viable here. Make sure that you do not get robbed or else
          the mission is lost. Alternatively, you can simply rely on ranged
          units to defeat the opposition from a distance or just knock out the
          enemy team before they can even act. A team of Assassins running
          around with Last Breath works, as always. 

     E1-15 Bonga Bugle - Skyfrost [R] ~
     =------------------------------=
          Greetings from the Bonga Bugle!
          This month we'll be taking a look at special places, traveling far
          and wide across Jylland to find the best and the most beautiful! And
          I'll need assistants!

                                 ~ Head Editor, Bonga Bugle

          Rank: 31
          Fee: 400 Gil
          Days: 4 Days
          Type: Meet Objectives
          Location: Moorabella
          Appears: After completion of Mission C3-01: Mountain Watch; Skyfrost

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2 Gil, (4940 Gil), (Hedychium x1), (Black Thread x1)

          Go to the location in Moorabella to meet the Head Editor. He will
          interview you with a very controversial question. Choose the last
          option to satisfy him (all cool and collected applicants have to be
          able to smirk), and he'll dispatch you to the Ruins of Delgantua.
          Head over there right now.

          Forbidden:
                        - Buffs

          Enemies:
                        - White Mage x1
                        - Elementalist x1
                        - Green Mage x1
                        - Sniper x1
                        - Assassin x1

          As expected, the Head Editor manages to create trouble for everyone.
          This fight is against a team of Vieras, and you must protect the
          Head Editor in the process. Bring in six units for this engagement.

          The Assassin is the fastest unit on the enemy team - she has a very
          high speed stat, so it would certainly help to inflict Slow on her.
          Her abilities are particularly malicious: Shadowbind can inflict
          Stop, Nightmare inflicts Doom and Sleep, and Ague inflicts Slow.
          Unless you can effective Silence her or disable in some way, you
          will want to prioritize her first.

          Also try to take down the Sniper early on as well. Although she is
          not as fast as the Assassin, she can still be a huge threat with her
          Death Sickle (Doom status) ability. Beso Toxico inflicts poison
          damage, and Marksman's Spite deals damage equal to the user's lost
          HP. Marksman's Spite can be dangerous when she's in critical health,
          so try to eliminate her quickly without leaving her with low HP when
          her next turn comes up.

          Next, focus on the White Mage, who can heal her teammates by using
          Cure and Esuna. Her Turbo MP increases her healing power, but it
          also prevents her from using Cure every single turn (because Turbo
          MP doubles MP cost). Be careful around the Elementalist, whose
          various Elemental Magicks can inflict debuffs. Evil Gaze can induce
          Confuse status, Boulder Crush has a chance of inflicting Immobilize
          status, and Sliprain can induce Slow. Lastly, the Green Mage can use
          Blind, Silence, and Sleep. None of those are very dangerous debuffs,
          so consider leaving her for last.

          Most of the Viera here rely on MP to use their techniques. Therefore,
          casting Silence on them can help significantly by effectively
          disabling their ability to use magick. Remember, the Head Editor is
          the mission objective - he has to stay alive. Unfortunately, he is
          not the sharpest Seeq out there so he may run himself into trouble
          more often than you'd like. Keep an eye on him, making sure that no
          harm comes his way.

     E1-16 Bonga Bugle - Blackfrost [R] ~
     =--------------------------------=
          Happy New Year from the Bonga Bugle!
          We're doing a special on New Year's resolutions, and what better
          place to conduct a survey than where all the people are: in
          Moorabella!
          Calling all those willing to assist this noblest of causes.

                                 ~ Head Editor, Bonga Bugle

          Rank: 19
          Fee: 300 Gil
          Days: 8 Days
          Type: Meet Objectives
          Location: Moorabella
          Appears: After completion of Mission C3-01: Mountain Watch;
                   Blackfrost

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 13
          Recommended for Dispatch: N/A

          Reward: 8750 Gil, Adamant Alloy x3, Hedychium x1

          This mission requires you to survey people on their New Year's
          resolution. There are people on the streets and in the houses, whom
          you can inquire by standing next to their doors. You will get a
          variety of answers, each of which can fit into a specific category.
          After talking to everyone in town, speak with the Head Editor and
          tell him what the most popular resolution was between making money,
          keeping healthy, pursuing hobbies, or working hard.

          You should be able to get it on your first try, assuming you actually
          listened to the townsfolk. If not, then try again next year (or
          keep reloading if you saved previously). Actually, you could
          probably pass by picking random answers (there are only four of them)
          until one of them turns out to be right. The resolutions, as you
          might've expected, are randomized.

     E2-05 Survey No. 258 ~
     =------------------=
          Wanted: Researchers to assist with geological survey of the Galerria
          Deep.
          Please survey the area assigned and report your findings.

                                 ~ Jylland Geological Survey Committee

          Rank: 24
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner (Dispatch)
          Location: The Galerria Deep
          Appears: After completion of Mission C3-01: Mountain Watch

          Req. Items:   N/A
          Req. Talents: - Negotiation : 13
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 13
          Recommended for Dispatch: N/A

          Reward: 5000 Gil, Leestone x7, Quality Pelt x1

          Forbidden:
                        - Bludgeoning Weapons

          Enemies:
                        - Ahriman x2
                        - Zombie x3
                        - Black Chocobo x1

          Here in Galerria Deep, you must survey the points of interest in the
          cavern. Your intrusion has disturbed some of the caverns residents
          though, so prepare for battle.

          The Zombies are undead, meaning they can't be completely eliminated
          without using a Phoenix Down, the Archer ability Burial, etc. The
          focus of the mission is not to take down all enemies though, rather
          it is to survey the area. The Zombies are capable of using Miasma to
          inflict Poison and Drain Touch to sap HP. They are also capable of
          casting Dark to heal themselves and the Ahrimans. Note that Zombies
          are particularly susceptible to holy-based attacks, so utilize that
          if you must. White Mage restorative abilities deal damage to them.

          The Ahrimans pose the biggest threat primarily because of Glare,
          which can turn a target into Stone, Demonic Gaze, which inflicts
          Confuse, and the ever popular Roulette, which selects a random unit
          in the battle to die. You can avoid getting afflicted by its gazes
          by simply not looking at the Ahriman. Roulette, unfortunately,
          relies mainly on luck. Try to rid the cavern of the Ahrimans first,
          using holy-based attacks for extra damage.

          Lastly, the Black Chocobo is not a factor at all. It can only use
          Choco Flame, which inflicts fire-based damage, and Choco Beak, a
          weak physical attack. Heed no attention to it unless you're looking
          to mount it with a Chocobo Knight.

          Inspect all of the shining dots in the cavern to draw this mission
          to a close.

     E2-10 A Charm for Luck ~
     =--------------------=
          Lyze, my beloved, has left to travel the world seeking riches. He
          says he'll return when he's wealthy enough for us to be married. But
          it's not wealth I want, it's him! My only wish is that he return
          safely. I seek someone to bring him a charm to keep him safe.

                                 ~ Remie, Waiting anxiously

          Rank: 15
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery
          Location: Tramdine Fens / Nazan Mines
          Appears: After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 18
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1470 Gil, Magick Fruit x5

          First, go to Tramdine Fens and pick up the charm from Remie. She
          will direct you to the Nazan Mines, where you'll find her husband,
          who has actually been receiving these "charms" every day since he
          left.

     E2-11 Gimme That! ~
     =---------------=
          Nyeh heh heh heh!
          Know what I want? A darklord crystal! It's valuable, oh, it's 
          valuable... but I'll pay the price! The drop off will go down in the
          Zedlei Forest. Nyeh heh heh! I'll be waiting!

                                 ~ Zedlei Consortium

          Rank: 28
          Fee: 400 Gil
          Days: 20 Days
          Type: Delivery (Dispatch)
          Location: Zedlei Forest
          Appears: After completion of Mission C3-16: Sleepless Nights

          Req. Items:   Darklord Crystal
          Req. Talents: - Negotiation : 20
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: Blood-darkened Bone x4, (5000 Gil)
 
          Forbidden:
                        - Non-elemental Effects

          Enemies:
                        - Yellow Jelly x1
                        - Ice Flan x1
                        - Red Marshmallow x1
                        - Berserker x1
                        - Ranger x2

          Deliver the Darklord Crystal to the Zedlei Consortium in the Zedlei
          Forest, and the Seeq will offer you 50 Gil. Tell him that that is 
          nowhere near enough, and you will enter battle. Remember to heed the
          law! Every ability and weapon that you use must have an elemental
          affiliation. Send in units with ice andfire-based attacks preferably
          to deal with the monsters. 

          You are up against a group of Seeqs accompanied by some flans. The
          monsters are all capable of casting their respective elemental 
          magick, in addition to Acid, which inflicts a random status ailment,
          and Unction, which inflicts Oil status. These monsters are easily
          eliminated by taking advantage of their elemental weaknesses. The Ice
          Flan is weak to fire; the Yellow Jelly is weak to water, and the 
          Red Marshmallow is weak to ice. 

          The two Rangers are more of a nuisance than anything. One of them 
          can lay Silence Gas and Leech traps all over the place, and the other
          is capable of putting down Sten Needle (deals 1/2 total HP damage,
          minimum damage = 10 HP) and Love Potion, which Charms the unfortunate
          unit that steps on it. Prioritize these two Seeqs first to prevent
          them from laying the entire battlefield with traps. 

          Lastly, the Berserker is the primary damage output on the enemy team.
          Be wary of Smite of Rage, which deals devastating damage with a 
          chance of inflicting a random status ailment. Scream dispels 
          surrounding units. Since his HP is really high, you are better off
          just Disabling the Berserker while you work on the other enemies.
          To finish the mission, just defeat all foes. The Seeq will even pay
          you 5000 Gil, a more reasonable price. 

     E2-13 Plea for Help ~
     =-----------------=
          We were digging a shaft in the Nazan Mines when it collapsed,
          trapping me and my friends in the darkness. Up until a few days ago
          I could hear my friends' voices, but now I hear only the cries of
          spirits. I'm placing this note in a bottle and casting it in one of
          the underground rivers that runs through the mine in the slim hope
          it will be found in time.

                                 ~ Rasgow, Nazan Miner

          Rank: 25
          Fee: 400 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: Nazan Mines
          Appears: After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 18
                        - Adaptability: 18
          Recommended for Dispatch: White Monk

          Reward: 4260 Gil, Suspect Mushroom x2, Cod Scale x2

          Forbidden:
                        - Targeting an Area

          Enemies:
                        - Ghost x5
                        - Wraith x1

          While searching for the trapped mine workers, your clan encounters a
          group of spirits. Units with holy-based attacks are recommended
          here. To make things easier, send in a unit with Archer ability
          Burial or White Monk ability Exorcise. If those are unavailable,
          then any character with Item command (to use Phoenix Downs) will
          suffice.

          All of the Ghosts can use Sleep Touch and Silence Touch, which
          induce Sleep and Silence obviously. A few of them can also attack
          with Flash, which has a chance of inflicting Blind status. Each
          Ghost has Blood Price set as their P-Ability - Blood Price causes
          spells to cost HP rather than MP. The Wraith is capable of using
          Wake the Dead, which summons more undead monsters, along with Darkga,
          a powerful dark-based magick spell that it can use to not only deal
          damage but also to heal itself and its allies.

          Focus on the Wraith first, for its Darkga spell is very powerful.
          Once it is down, begin eliminating the remaining Ghosts. Do your
          best to avoid getting afflicted the various status ailments.
          Remember, sleeping units can be woken up by attacking them. As soon
          as you take an undead monster, use Exorcise/Burial on the gravestone
          to banish it forever. Phoenix Down works the same way.

     E2-14 A Treasured Heirloom ~
     =------------------------=
          My most treasured family heirloom - a gil snapper shell - has broken
          clean in two! That shell has been handed down for generations as a
          charm to bring good fortune to our family business. That it's broken
          is an affront to my ancestors, and I fear it may bring ill luck on 
          my trade. 
          I seek someone to catch a gil snapper and replace the broken shell!
          Money's no object - I don't need gil, I need a gil snapper!

                                 ~ Maat, Dealer of Antiquities

          Rank: 28
          Fee: 400 Gil
          Days: 20 Days
          Type: Defeat Mark (Dispatch)
          Location: Sant D'alsa Bluff
          Appears: After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 20
                        - Adaptability: 20
          Recommended for Dispatch: N/A

          Reward: 5170 Gil, Spiral Vine x3

          Forbidden:
                        - Fire, Ice, Lightning

          Enemies:
                        - Banshee x2
                        - Great Tortoise x2
                        - Gil Snapper (Adamantitan) x1

          Your objective is the gil snapper, am Adamantitan. Accompanying it
          are two Banshees and two Great Tortoises. It is not necessary to 
          defeat the other monsters, but I would strongly suggest you
          eliminate the two Banshees, as they can use Petrifying Rattle to 
          turn a target into stone. The Great Tortoises are more trouble than
          they're worth to defeat, but you will still want to be wary of 
          Headbutt, which can inflict Immobilize status. Sonic Spin is an 
          attack that damages surrounding units. 

          When engaging the mark, be careful of Matra Magick, which switches 
          the target's HP and MP. Early in the battle, when your MP is still
          low, this can devastate your units, especially your strong physical
          attackers who rely more on HP than your weaker spellcasters. Its  
          other abilities are not very dangerous. It can use Sonic Spin and
          Rain of Stone, which inflicts earth-based damage on a group of 
          units. 

          The Adamantitan has extremely high defense stats, but its magick
          resistance stats are nothing remarkable. If possible, use spells to
          dish out more damage. However, make sure you heed the law, which 
          expressly forbids fire, ice, and lightning-based attacks. The gil
          snapper is weak to wind-based attacks, so use those to expedite its
          death. 

     E2-15 Picnic Pleasure ~
     =-------------------=
          I'll be taking the children in my class on a picnic soon, but now I
          hear monsters have been sighted near our picnic spot, and frankly
          I'm a little concerned. Could someone go ahead and make sure it's
          safe?

                                 ~ Thil, Child Warder-in-Training

          Rank: 26
          Fee: 400 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: Nazan Mines
          Appears: After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 18
                        - Adaptability: 18
          Recommended for Dispatch: N/A

          Reward: 4800 Gil, Storm Sigil x3

          Forbidden:
                        - Fire, Ice, Lightning

          Enemies:
                        - Grenade x1
                        - Headless x2
                        - Ice Flan x1
                        - Yellow Jelly x1
                        - Red Marshmallow x1

          A picnic in the Nazan Mines, huh? It sounds like fun. Anyway, there
          are a few monsters here for you to eliminate. Send in six units for
          the battle and begin.

          Both the Headless monsters are capable of using Bone Shatter, which
          delays a target's next turn, Brute Strength, which raises the damage
          of its next attack, and Sunder Earth, an earth-based attack that
          deals damage in a line. Their speed is very low, meaning you can
          probably overpower them before they even get a chance to move. Be
          care though, for their attack is quite high. It would not be a bad
          idea to debuff them to prevent them from attacking. Use wind-based
          abilities to take these monsters down.

          The Grenade inflicts fire damage primarily. Its Flame Attack is a
          basic fire-based move that deals moderate damage. Spark can be an
          issue because it damages surrounding units and restores the Grenade's
          HP. Even so, the Grenade is fairly weak, and its speed is quite low.
          Grenades are weak to water-based attacks.

          The three flans are helped by the law, which forbids fire, ice, and
          lightning. Ergo, you can't use the flans' elemental weaknesses
          against them. The Red Marshmallow is capable of using Unction, in
          addition to Fire and Fira. Unction, which inflicts Oil status, may
          be dangerous because both the Red Marshmallow and the Grenade can
          use fire-based attacks. The remaining two flans are capable of using
          Acid, in addition to their respective Black Magick spells (Blizzard/
          Blizzara for Ice Flan, Thunder/Thundara for Yellow Jelly).

          Since you can't take advantage of elemental weaknesses, just use
          conventional means to eliminate the flans. Should you be affected by
          Oil status, quickly kill off the Grenade and Red Marshmallow to
          remove those threats. Other than that, the remainder of the battle
          should be fairly straightforward.

     E3-05 Shaved Ice ~
     =--------------=
          I need someone to bring me an ice stone. You see, my daughter Coryn
          has taken ill, and wants to eat shaved ice. True, ice from places
          such as the Rupie Mountains would do, but I want only the best for
          my daughter.

                                 ~ Matieu

          Rank: 20
          Fee: 300 Gil
          Days: 20 Days
          Type: Delivery (Dispatch)
          Location: Fluorgis
          Appears: After completion of Mission C3-06: Grounded!

          Req. Items:   Ice Stone
          Req. Talents: - Negotiation : 15
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 2240 Gil, Storm Sigil x2

          Deliver the Ice Stone to Matieu in Fluorgis. This is a very
          straightforward delivery quest.

     E3-06 Meeting the Quota ~
     =---------------------=
          I've always been weak - ill suited for physical labor. As my luck
          would have it, I was chosen to join an expedition to dig for licra
          ore. I really don't think I'm up to the task, and so I seek a group
          of hunters to go in my place.

                                 ~ Cain the Frail

          Rank: 30
          Fee: 400 Gil
          Days: 20 Days
          Type: Item Recovery (Dispatch)
          Location: Nazan Mines
          Appears: After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 18
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: White Monk

          Reward: 4990 Gil, High Arcana x2

          Forbidden:
                        - Targeting an Area

          Enemies:
                        - Ghost x3
                        - Zombie x2
                        - Ghoul x1

          The objective in this mission is to gather up all of the licra ores
          in the mines. A number of undead monsters, however, have stepped in
          your way. Send in six units, preferably those with the ability to
          banish undead monsters (Archer's Burial, White Monk's Exorcise,
          Paladin's Sanctify).

          The Ghosts are capable of inflicting various status ailments through
          using Sleep Touch, Silence Touch, and Flash. In addition, Wake the
          Dead summons an undead monster. This ability is rarely used though,
          so don't worry about it. The Zombies and Ghoul can use Miasma, which
          has a chance of inflicting Poison status, and Drain Touch, which
          drains HP from the target to heal the user. The Ghoul has high
          attack, so you should deal him first.

          Remember, undead monsters are weak to holy-based attacks. Restorative
          spells damage them as well. In order to banish an undead monster for
          good, you must use Burial, Exorcise, Sanctify, or a Phoenix Down on
          it. To ensure 100% accuracy, do just that on the tombstone of any
          fallen undead.

          There is no need to defeat all of the monsters, though it's
          recommended that you at least eliminate the Ghosts to prevent them
          from putting your party to Sleep. You must examine all of the
          sparkling dots on the ground to complete the mission.

     E3-07 Wish Upon A Star ~
     =--------------------=
          This past night I saw another falling star in thet direction of 
          Sant D'alsa Bluff. There had been another the night before last, and
          the night before that, too! I can't rest with the sky falling down
          around me. All I want is a good night's sleep! Would someone travel
          to Sant D'alsa Bluff and see if there's anything that can be done?

                                 ~ Manuela, Insomniac

          Rank: 27
          Fee: 400 Gil
          Days: 20 Days
          Type: Defeat Mark (Dispatch)
          Location: Sant D'alsa Bluff
          Appears: After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 20
                        - Adaptability: 20
          Recommended for Dispatch: N/A

          Reward: 5740 Gil, Darklord Crystal x2, Mahbeny x2

          Forbidden:
                        - Elemental Effects

          Enemies:
                        - Zombie x2
                        - Ghoul x1
                        - Great Tortoise x2
                        - Entz (Alchemist) x1

          The cause of the falling meteors would be Entz, the Alchemist. For
          this battle, units with holy-based attacks are recommended. Also,
          bring in units that can banish undead (with abilities like Exorcise
          and Burial) if you want to facilitate the battle. 

          Your main target is Entz. Feel free to eliminate his other monsters,
          but know that they are not the objective. The Great Tortoises, with
          their high attack stats, can be an issue. Headbutt deals damage with
          a chance of inflicting Immobilize status, Sonic Spin damages all
          units surrounding the Great Tortoise, and Limit Glove is a 
          devastating attack that can only be used when the Great Tortoise is
          with single-digit HP. Killing the two Great Tortoises is optional,
          but you might just be better off inflicting Disable or putting them
          to Sleep.

          The Zombies are hardly a threat. They can use Miasma, which damages
          with a chance of inflicting Poison, and Drain Touch, which saps HP
          from the target. The Ghoul, on the other hand, is a much bigger
          threat. Its attack power is very high, and it can also cast Darkra
          to heal its undead comrades. Note that defeating these undead 
          monsters does not put them down for good. If you leave their 
          tombstone alone for too long, they will regenerate. Skills such as
          Burial and Exorcise can banish the tombstone permanently, so use 
          them to oust the Zombies and Ghoul from the battlefield. 

          Entz himself can cast only Protometeor, a powerful spell that sends
          a gigantic meteor crashing down on a group of units. If you can 
          manage to Silence him or inflict a debuff that prevents him from
          casting spells, then he will pretty much cease to be a threat. Entz
          will fall quickly if you focus your attacks on him. Defeat him to
          get the mission done. 

     E3-10 Wanted: Hatchery Worker ~
     =---------------------------=
          My precious chocobos will begin laying eggs soon, and I want to take
          on an additional hand to work in the hatchery.
          - No experience necessary
          - All applicants welcome
          - Room and board to be provided
          - Duration: 15 days

                                 ~ Yew, Chocobo Rancher

          Rank: 18
          Fee: 300 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Targ Wood
          Appears: After completion of Mission E1-13: Rancher's Request -
                   Green; After completion of Mission C3-11: Rumors Abound;
                   Greenfire

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 18
                        - Adaptability: 18
          Recommended for Dispatch: N/A

          Reward: 2560 Gil, Platinum x1

          You will need to dispatch a clan member to help Yew with his
          hatchery. A Chocobo Knight (who isn't mounted) or Beastmaster would
          do just fine. The dispatched unit will be gone for 15 days.

     E3-11 Abducted! ~
     =-------------=
          My girl was taken from my arms last night! Maybe they spotted her in
          that beauty contest she won, and... Oh! The horror! Were they just 
          jealous of her victory? Someone save my beauty for me!

                                 ~ Bunbassa

          Rank: 30
          Fee: 400 Gil
          Days: 20 Days
          Type: Battle (Dispatch)
          Location: Aisenfield
          Appears: After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 20
                        - Adaptability: 20
          Recommended for Dispatch: N/A

          Reward: 4970 Gil, Godwood x3

          Forbidden:
                        - Actions by Seeq

          Enemies:
                        - Archer x1
                        - Ninja x1
                        - Blue Mage x1
                        - Seer x1

          Your party outnumbers the kidnappers, so this battle is relatively
          easy. Send in any six units, paying attention to the law (no Seeqs
          allowed), and initiate the battle. 

          The Seer should be dealt with first because he is the weakest of the
          bunch. His spell library is laughable, so don't expect to face much
          resistance from him. His Magick Up ability does increase the damage
          output of his Fira spell, but it should not be a significant threat.
          He can also cast Esuna and use Magick Counter. As for the Blue Mage,
          you will want to be wary of Sandstorm, which can inflict Blind status
          on a group of units. Bad Breath has a chance of inducing Blind,
          Silence, and Poison status, and Unction can inflict Oil status. If
          possible, Addle or Disable him to effectively prevent him from using
          any of his techniques. 

          The Archer can be a nuisance with his Leg Shot and Arm Shot 
          abilities. The former can inflict Immobilize status and the latter
          can Disable. Other than that, he is not very dangerous - his attack
          stat is too low to really be a threat. Finally, the Ninja, in
          addition to Throw, is capable of casting Fire Veil, which deals 
          light fire damage with a chance to Confuse, and Water Veil, which 
          inflicts light water damage with a chance to Silence. He is not very
          tough, but his evade stat is fairly high. 

          Overall, this is a very easy battle. None of your enemies are 
          particularly difficult to defeat. Eliminate them all to save the
          girl. (Is it a girl?)

     E3-13 Rancher's Request - Green ~
     =-----------------------------=
          I'd like to have a green chocobo at my ranch to raise along with the
          others, but they're so fast, all of my own attempts to catch one
          have failed. Seek fleet-footed hunters to find and catch a green
          chocobo for me!

                                 ~ Yew, Chocobo Rancher

          Rank: 29
          Fee: 400 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Targ Wood
          Appears: After completion of Mission D3-16: Rancher's Request -
                   Black; After completion of Mission C3-11: Rumors Abound

          Req. Items:   N/A
          Req. Talents: - Negotiation : 18
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1750 Gil, Gold Chalice x3

          Yew's request this time around is a Green Chocobo. The easiest way
          to get one would be to bring a Chocobo Knight to Zedlei Forest
          in the month of Greenfire. The Open Wide encounter there has a Green
          Chocobo. Alternatively, you can just keep doing the Seeding the 
          Harvest mission until a Green Chocobo shows up. 

          Deliver the Chocobo Knight mounted on the Green Chocobo to Yew. You
          will end up losing the Green Chocobo, mind.

     E3-14 Rancher's Request - Brown ~
     =-----------------------------=
          The other day I made to catch a brown chocobo to add to my herd, but
          I didn't expect the fierce beaking that was in store for me. I was
          lucky to make it back in one piece!
          I seek stalwart hunters to capture a brown chocobo and return it to
          me - I'll stick to raising them. 

                                 ~ Yew, Chocobo Rancher

          Rank: 33
          Fee: 500 Gil
          Days: 20 Days
          Type: Satisfy Petitioner
          Location: Targ Wood
          Appears: After completion of Mission E3-13: Rancher's Request - 
                   Green; After completion of Mission C3-16: Sleepless Nights

          Req. Items:   N/A
          Req. Talents: - Negotiation : 20
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Reward: 1750 Gil, Unpurified Ether x3

          The objective is to deliver a Brown Chocobo to Yew. You need a 
          Chocobo Knight mounted on a Brown Chocobo. You can find them in the
          Aldanna Range in the month of Greenfire. If you can't find one that
          way, just keep fighting in the Seeding the Harvest mission until you
          come across a Brown Chocobo.

          Deliver the Brown Chocobo to Yew to finish the mission. You will 
          lose the Chocobo in the process. 

()---------------------------------------------------------------------------()
||                           5.2. Extra Missions                     [5300]  ||
()---------------------------------------------------------------------------()

()---------------------------------------------------------------------------()
||                            5.3. Clan Trials                       [5200]  ||
()---------------------------------------------------------------------------()

You can undergo Clan Trials to attain better clan privileges for battle, along
with points that go toward Negotiation, Aptitude, Teamwork, and Adaptability.

Clan Trials can be accessed through the pub. Clan Points are needed in lieu
of gil. Each trial has five levels, ranging from Novices to Veterans.
Difficulty rises as you go up the tiers, but rewards are much better.

For a full listing of unlockable clan privileges, consult its respective
section.

     * NOTE: YOU CANNOT SKIP CLAN PRIVILEGE LEVELS! This means you can't go
       from a privilege such as Power Up 1 to Power Up 5 within completion of
       one trial. If you attempt to do so, you will only level up to Power Up
       2 from Power Up 1. You can therefore only progress clan privileges by
       increments of 1, though it is viable to get to Power Up 5 by completing
       that trial repeatedly until the level is reached.

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

     General Training I ~
     =----------------=
          Rank: 15
          Fee: 10 CP
          Days: 20 Days
          Type: Meet Objectives
          Location: Baptiste Hill

          Req. Items:   N/A
          Req. Talents: - Negotiation : 1
                        - Aptitude    : 1
                        - Teamwork    : 1
                        - Adaptability: 1
          Recommended for Dispatch: N/A

          Title Benefit: Raises all clan talents
          Eligibility: All clan talents must exceed 1

          Forbidden:
                        - Missing

         ~ Novice Trial ~

          Reward: +4 Adaptability, +4 Teamwork, +4 Negotiation, +4 Aptitude
                  (Clan Privilege: Empowered Humes)

          Enemies:
                        - Sprite x4

          Bring in five units, in addition to Luso, to face off against the
          four Sprites. The law is irritating since you have no control over
          whether or not you miss. My only suggestion would be to avoid using
          any abilities with accuracy less than 90%.

          The Sprites are annoying for a number of reasons. First of all, they
          are quite fast, so they'll be zipping around the battlefield causing
          trouble. Second, they all have the ability to cast Slow, which can
          be a huge nuisance against an already quick enemy team. I would
          recommend that you cast Silence on them, but due to the law, that
          might be an unnecessary risk (unless of course you have the
          Concentrate P-Ability or Assassin technique Tranq).

          Sprites are physically weak, so just go around with your units and
          knock them down. Be wary of Meteorite, which deals heavy damage.

         ~ Trainee Trial ~

          Reward: +8 Adaptability, +8 Teamwork, +8 Negotiation, +8 Aptitude
                  (Clan Privilege: Bonus CP 1)

          Enemies:
                        - Sprite x5

          This trial is essentially the same thing as the Novice Trial, with
          the addition of a single Sprite. Again, all Sprites are capable of
          casting Slow and Meteorite. Use the same strategy as the previous
          level.

         ~ Journeyman Trial ~

          Reward: +12 Adaptability, +12 Teamwork, +12 Negotiation, +12 Aptitude
                  (Clan Privilege: Regen)

          Enemies:
                        - Sprite x6

          The enemy force is comprised of six Sprites this time around. Again,
          same strategy should be applied as before. Focus on a single Sprite
          at a time to maximize efficiency. No one likes a barrage of
          meteorites after all.

         ~ Professional Trial ~

          Reward: +16 Adaptability, +16 Teamwork, +16 Negotiation, +16 Aptitude
                  (Clan Privilege: Bonus CP 2)

          Enemies:
                        - Sprite x6

          This time around, you will have to defeat all six of the Sprites
          within four rounds. That's not a particularly arduous task,
          especially considering how weak Sprites are. The Sprites retain the
          same abilities as the past levels. They will try to spam Slow in
          order to slow you down.

          No complex strategies are required for this battle. Using a Power Up
          clan privilege should help defeat the Sprites faster. Just use your
          strongest units and strike all of them down. Recall that attacks
          from the rear deal the most amount of damage. Also take advantage of
          spells that deal damage over an area. The Sprites will often group
          together, giving you ample opportunity to blast them with Black
          Magick or similar abilities.

         ~ Veteran Trial ~

          Reward: +20 Adaptability, +20 Teamwork, +20 Negotiation, +20 Aptitude
                  Quest Fees -5%, Item Prices -5%
                  (Clan Privilege: Bonus CP 3)

          Enemies:
                        - Sprite x6

          Three rounds may prove to be an issue if you don't have a very
          strong party. Powerful units, preferably those with high move stats,
          are recommended. Use the strongest abilities available to you and
          you should be able to finish the mission in well under three rounds.

          Alternatively, you can bring in a powerhouse team and just cast
          Berserk on everyone. Sprites are frail little creatures, so they'll
          fall pretty quickly.

      General Training II ~
      =-----------------=
          Rank: 25
          Fee: 10 CP
          Days: 20 Days
          Type: Meet Objectives
          Location: Baptiste Hill

          Req. Items:   N/A
          Req. Talents: - Negotiation : 40
                        - Aptitude    : 40
                        - Teamwork    : 40
                        - Adaptability: 40
          Recommended for Dispatch: N/A

          Title Benefit: Raises all clan talents
          Eligibility: All clan talents must exceed 40

          Forbidden:
                        - >20 Damage

         ~ Adept Trial ~

          Reward: +24 Adaptability, +24 Teamwork, +24 Negotiation, +24
                  Aptitude, Quest Fees -8%, Item Prices -8%
                  (Clan Privilege: Move Up 1)

          Enemies:
                        - Zaghnal x1 (1 spawn end of third round)

          Your opponent is a Zaghnal here, a more powerful version of the
          common Werewolf. The law for this fight forbids damage over 20 HP,
          which is ridiculous. You can't possibly win without dealing over 20
          HP damage per unit. If you're really anal about the law, send in a
          unit who can Doom or KO instantly (Last Breath, anyone?).

          The Zaghnal is capable of using Roar, which removes all buffs, Slug,
          an attack that ignores defense, and Assault, an attack with a chance
          of inflicting Immobilize status. Its attack power is very high, so
          consider casting Protect on your party to help raise defense a bit.
          If possible, use wind-based attacks because the Zaghnal has a
          weakness to wind.

          Reinforcements will spawn on the third round, so it's very important
          that you kill this first Zaghnal before the next monster arrives. If
          you do, then the trial will end before it can even appear!

         ~ Brave Trial ~

          Reward: +28 Adaptability, +28 Teamwork, +28 Negotiation, +28
                  Aptitude, Quest Fees -10%, Item Prices -10%
                  (Clan Privilege: Regenra)

          Enemies:
                        - Zaghnal x1 (2 spawn end of third round)

          Bring in six of your strongest units for this fight. Again, you are
          up against one Zaghnal. It's imperative that you take it down before
          the third round to avoid having to face two more monsters. It's
          very difficult to kill two reinforcements in a single turn (you have
          to complete the trial within four rounds).

          If you have any instant death abilities, now would be a great time
          to use them. As long as the first Zaghnal is dead before the other
          two arrive, the trial will be a success.

         ~ Hero Trial ~

          Reward: +32 Adaptability, +32 Teamwork, +32 Negotiation, +32
                  Aptitude, Quest Fees -12%, Item Prices -12%
                  (Clan Privilege: Regenga)

          Enemies:
                        - Zaghnal x1 (3 spawn end of second round)

          The reinforcements will arrive on the second round this time, so you
          must kill the first Zaghnal IMMEDIATELY. If not, then you'll have to
          contend with a very difficult fight. The round limit is still four,
          so you wouldn't have much time to kill off the remaining monsters
          should they manage to come in.

          Once again, instant death abilities are great for this battle. To
          further increase your damage output prior to the second round,
          consider using Smile Toss, Quicken, or similar abilities to give
          your heaviest hitters a second chance at striking the Zaghnal for
          more damage.

         ~ Legend Trial ~

          Reward: +36 Adaptability, +36 Teamwork, +36 Negotiation, +36
                  Aptitude, Quest Fees -14%, Item Prices -14%
                  (Clan Privilege: Debuff Resistance 5)

          Enemies:
                        - Zaghnal x1 (2 spawn end of second round)

          Use the same strategy as the previous trials. The only difference
          here is the three round limit, and the fact that two reinforcements
          will spawn during the second round. You are still up against the
          same Zaghnal, so hit it with all you've got!

         ~ Master Adventurer Trial ~

          Reward: +40 Adaptability, +40 Teamwork, +40 Negotiation, +40
                  Aptitude, Quest Fees -20%, Item Prices -20%
                  (Clan Privilege: Move Up 2)

          Enemies:
                        - Zaghnal x1 (3 spawn end of second round)

          Once again, utilize the same strategy. Don't allow the Zaghnal to
          survive into the second round to avoid facing the three
          reinforcements. The round limit is three again, but that should not
          be an issue at all if you can finish it in two.

      Negotiation I ~
      =-----------=
          Rank: 10
          Fee: 10 CP
          Days: 20 Days
          Type: Meet Objectives
          Location: Camoa

          Req. Items:   N/A
          Req. Talents: - Negotiation : 1
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Title Benefit: Raises Negotiation
          Eligibility: Negotiation must exceed 1

          Forbidden:
                        - Attack

         ~ Haggler Trial ~

          Reward: +3 Negotiation, -3 Aptitude, Quest Fees -1%, Item Prices -1%
                  (Clan Privilege: Empowered Nu Mou)

          Enemies:
                        - Dreamhare x2

          Targeting distant units is illegal here, meaning any attack that
          affects a target two or more units away is ground for failure. This
          also includes attacks that knock back, meaning critical hits count
          as breaking the law! This can be avoided by having another unit
          block the enemy, preventing them from being pushed back in the event
          that you do land an unlucky critical hit.

          This first battle pits you against two Dreamhares. Send in any six
          units and start the battle. Dreamhares are weak monsters, so their
          defense is nothing to really worry about. Their abilities include
          War Dance, which raises attack, Hip Attack, and Illude, which can
          inflict Charm. Illude will prove to be the biggest issue here. You
          can quickly eliminate Charm status by attacking the affected unit.

          Finish the mission as quickly as possible by swarming the Dreamhares
          with your strongest units. Their defense stat, as stated before, is
          laughable. It should not take long to defeat these monsters, no
          matter what level you are.

         ~ Intermediary Trial ~

          Reward: +6 Negotiation, -4 Aptitude, Quest Fees -2%, Item Prices -2%

          Enemies:
                        - Dreamhare x3

          A third Dreamhare is added to the fray. Other than that, this battle
          differs little from the previous ranking. The Dreamhares retain all
          previous abilities. Watch out for Illude. Should any of your units
          get Charmed, attack the affected unit to knock him/her out of it.

         ~ Barterer Trial ~

          Reward: +9 Negotiation, -5 Aptitude, Quest Fees -3%, Item Prices -3%
                  (Clan Privilege: Luck 2)

          Enemies:
                        - Dreamhare x4

          The enemy team consists of four Dreamhares this time around. Use the
          same strategy you've been using before, being careful not to
          accidentally break the law by inflicting a critical hit. I haven't
          mentioned it yet, but Dreamhares do have a weakness to fire-based
          attacks. Make the battle go by more quickly by taking advantage of
          this weakness. Still, bear in mind that you cannot attack distant
          units! Don't let that slip.

          Charm status may be an issue, so any equipment resistant to that
          status would be useful here. Again, the easiest way to knock an
          affected unit out of Charm is by attacking him/her.

         ~ Broker Trial ~

          Reward: +12 Negotiation, -6 Aptitude, Quest Fees -4%, Item Prices -4%

          Enemies:
                        - Dreamhare x5

          Your objective here is to defeat all five Dreamhares within four
          turns. This is not a tough objective. The trial can be facilitated
          by using Black Mages and other jobs with fire-based attacks.
          Dreamhares are weak to fire-based attacks. Again, heed the law,
          which forbids targeting anything more than one tile away!

          Equipment resistant to Charm status helps tremendously here. Don't
          allow any of your units to remain in Charm status for they can
          potentially break the law (plus it's a pain having your own unit
          attacking your characters).

         ~ Orator Trial ~

          Reward: +14 Negotiation, -7 Aptitude, Quest Fees -5%, Item Prices -5%
                  (Clan Privilege: Luck 3)

          Enemies:
                        - Dreamhare x6

          This final bout may prove to be difficult. In order to finish it in
          time, you should utilize fire-based attacks as much as possible.
          Dreamhares don't have much HP, so you should be able to drop two of
          them per turn.

      Aptitude I ~
      =--------=
          Rank: 10
          Fee: 10 CP
          Days: 20 Days
          Type: Meet Objectives
          Location: Targ Wood

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 1
                        - Teamwork    : 0
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Title Benefit: Raises Aptitude
          Eligibility: Aptitude must exceed 1

         ~ Grease Monkey Trial ~

          Reward: +4 Aptitude, -3 Negotiation
                  (Clan Privilege: Empowered Bangaa)

          Enemies:
                        - None

          For these follow trials, it's recommended that you save before the
          trial so you can quickly retry it in the event that you fail.

          In order to successfully complete this trial, you must find the
          winning barrel in three rounds. The follow trials mostly rely on
          luck, since there's no clear indication as to which barrel is the
          winning barrel.

          You can send in three units. This isn't a difficult trial because
          you have three whole rounds to find the right barrel. At the start,
          assign a single barrel to each unit. In the unlikely event that
          those three aren't the winning barrels, quickly inspect the last
          barrel.

          Honestly, if you can't finish this first level trial, then there's
          something wrong with you.

         ~ Apprentice Trial ~

          Reward: +7 Aptitude, -4 Negotiation

          Enemies:
                        - None

          There are four barrels this time around. Your time limit is four
          rounds. The four barrels are scattered at the corners of the forest,
          so you will need units with high move stats.

          Again, assign one barrel to each of your three units. Go straight
          for the one at the lower-left, lower-right, and upper-right corners.
          If none of those three work, then check the other barrel at the
          upper-right corner using the closest unit.

         ~ Machinist Trial ~

          Reward: +10 Aptitude, -5 Negotiation
                  (Clan Privilege: Power Up 2)

          Enemies:
                        - None

          Six barrels dot the woods this time around. Luckily, all of them are
          in fairly close proximity to your starting position. Send in three
          units move stats of at least 4, and start the trial. Assign each of
          your units the two closest barrels to his/her starting position.
          Since there are more barrels this time, make sure that you keep
          track of which barrels you've already examined.

          You have plenty of time for this trial (three rounds), so it should
          not be difficult at all.

         ~ Technician Trial ~

          Reward: +13 Aptitude, -6 Negotiation

          Enemies:
                        - None

          An adequate move stat (at least 4) is mandatory for this mission.
          The six barrels are scattered around the map. You have four rounds
          to find the winning barrel.

          The two barrels furthest to the left should be dealt with by one
          unit. The two barrels nearest the lower-right corner should also be
          assigned to one unit. Lastly, assign the remaining two barrels to
          the upper-right to one unit.

         ~ Dab Hand Trial ~

          Reward: +16 Aptitude, -7 Negotiation
                  (Clan Privilege: Power Up 3)

          Enemies:
                        - None

          The barrels in this trial are scattered in a similar fashion to the
          Technicial Trial. However, this time you only have two rounds to
          complete it, a really short time.

          High move stats are mandatory here. However, unless you are
          completing this trial late in the game, I doubt you have Ninja Tabis
          or Move Up clan privileges to make this trial easier.

          If you are attempting this early on, it's really just trial and
          error. It's impossible to reach every barrel when every one of your
          units only has a move stat of 4. Just make sure you save beforehand
          and reload if you don't get lucky.

      Teamwork I ~
      =--------=
          Rank: 10
          Fee: 10 CP
          Days: 20 Days
          Type: Meet Objectives
          Location: Camoa

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 1
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Title Benefit: Raises Teamwork
          Eligibility: Teamwork must exceed 1

          Forbidden:
                        - Not Using MP

         ~ Acquaintance Trial ~

          Reward: +4 Teamwork, -3 Adaptability
                  (Clan Privilege: Empowered Viera)

          Enemies:
                        - Mimic x2

          First of all, a little clarification on the law. All of your
          abilities that you use MUST consume MP. This has been the subject of
          some concern to many players. For that reason, bring in mage
          characters and other units who can use MP. Standard attack commands
          are still allowed.

          This first fight is ridiculously easy. The Mimics are weak to every
          element, meaning you can't go wrong with any spell really. Their
          abilities compose of Rock, which restores HP, and Scissors, which
          deal lightning damage to an area - it's a similar spell to the Black
          Magick spell, Thunder.

          There is no way you can really go wrong here. Defeat both of the
          Mimics, making sure that you use MP with every ability, to finish
          the mission.

         ~ Associate Trial ~

          Reward: +7 Teamwork, -4 Adaptability

          Enemies:
                        - Mimic x3

          Your enemy this time around consists of three Mimics. They still
          retain the same abilities as the previous level trial, so there is
          nothing to worry about. Bring in some powerful spellcasters to take
          down the monsters. Again, recall that any ability that does not use
          MP is forbidden. Fight commands are still allowed.

         ~ Relation Trial ~

          Reward: +10 Teamwork, -5 Adaptability
                  (Clan Privilege: Speed Up 2)

          Enemies:
                        - Mimic x4

          Nothing new here. Use elemental magick to quickly bring these Mimics
          down. Do not use abilities that do not consume MP. Fight commands,
          as before, are still valid.

         ~ Confidante Trial ~

          Reward: +13 Teamwork, -6 Adaptability

          Enemies:
                        - Mimic x5

          For this trial, you need to slay the five Mimics within the course
          of four rounds. This is not a hard task, considering how weak these
          monsters are. When the Mimics group together, you can easily deal
          deadly damage by casting spells that damage an area. Keep a sharp
          eye out for opportunities such as those to expedite the process.
          Clocking in under the round limit should not be difficult at all.

          Do not use abilities that do not consume MP. Standard fight commands
          are viable options though.

         ~ Old Friend Trial ~

          Reward: +16 Teamwork, -7 Adaptability
                  (Clan Privilege: Speed Up 3)

          Enemies:
                        - Mimic x6

          The Mimic count has been upped to six and the round limit has been
          decreased to three this time around. Send in your most powerful
          spellcasters for this mission. Since the battleground is so small,
          use spells that deal damage over an area to inflict some heavy
          numbers. Though the round limit is pretty easy to beat, don't lose
          track of time.

          Again, abilities that do not consume are not allowed. However, fight
          commands are legal.

      Adaptability I ~
      =------------=
          Rank: 10
          Fee: 10 CP
          Days: 20 Days
          Type: Meet Objectives
          Location: Camoa

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 1
          Recommended for Dispatch: N/A

          Title Benefit: Raises Adaptability
          Eligibility: Adaptability must exceed 1

          Forbidden:
                        - Fire, Ice, Lightning

         ~ Scout Trial ~

          Reward: +4 Adaptability, -3 Teamwork
                  (Clan Privilege: Empowered Moogles)

          Enemies:
                        - Red Marshmallow x1

          The objective for this trial is to drive off the Red Marshmallow.
          However, you cannot utilize conventional attacks because of the law.
          The proper way to do this is to note the monster's expression. It
          will perform one of three possible actions, each of which corresponds
          to a different option:

             + Turns around once and jumps          --> Threaten
             + Lean backwards repeatedly            --> Surprise
             + Twirls around repeatedly             --> Stare Down

          When you get up next to the Red Marshmallow, an Experiment option
          will show up. Select the action according to the action of the Red
          Marshmallow. Get it right, and the enemy will turn tail and run.

          You have four rounds to complete this objective. If you really can't
          get it in three rounds, consider playing a different game...

         ~ Observer Trial ~

          Reward: +7 Adaptability, -4 Teamwork

          Enemies:
                        - Red Marshmallow x1

          This is exactly the same trial as before, except you now have three
          rounds to complete it. The Experiment commands remain the same as
          before.

         ~ Surveyor Trial ~

          Reward: +10 Adaptability, -5 Teamwork
                  (Clan Privilege: Agility Up 2)

          Enemies:
                        - Red Marshmallow x2

          This time around, you have to drive off TWO Red Marshmallows (because
          God forbid it gets more difficult!) within the course of four rounds.
          All options remain the same. You can only focus on one Red
          Marshmallow at a time, so don't mess it up. The other Red Marshmallow
          can potentially use Acid on your party. This ability inflicts a
          random status ailment. Even if one of your units is hindered, you
          can still rely on your other party members, hence the reason you can
          bring in more (and should have) than one unit.

         ~ Imitator Trial ~

          Reward: +13 Adaptability, -6 Teamwork

          Enemies:
                        - Red Marshmallow x2

          Use the exact same strategy as the previous level trial. I doubt you
          will need more than three rounds to drive all of them off.

         ~  Mimic Trial ~

          Reward: +16 Adaptability, -7 Teamwork
                  (Clan Privilege: Agility Up 3)

          Enemies:
                        - Red Marshmallow x3

          Three Red Marshmallows make the opposition this time. You have three
          rounds to drive them off. Honestly, I don't know what Square-Enix
          were thinking when they thought this trial would be even mildly
          difficult.

     Negotiation-Teamwork ~
     =------------------=
          Rank: 15
          Fee: 10 CP
          Days: 20 Days
          Type: Meet Objectives
          Location: The Bisga Greenlands

          Req. Items:   N/A
          Req. Talents: - Negotiation : 10
                        - Aptitude    : 0
                        - Teamwork    : 10
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Title Benefit: Raises Negotiation and Teamwork
          Eligibility: Negotiation and Teamwork must exceed 10

          Forbidden:
                        - Using MP

         ~ Speaker Trial ~

          Reward: +7 Negotiation, +5 Teamwork, -4 Aptitude, -3 Adaptability,
                  Quest Fees -2%, Item Prices -2%
                  (Clan Privilege: Bonus AP 1)

          Enemies:
                        - Tonberry x2

          Unfortunately, the law seems to be against spellcasters in general.
          This first level of the trial pits you against two Tonberrion. These
          monsters are quite deadly. You'll do well to bring in units with
          Items as their second ability.

          The Tonberrion have three abilities you'll want to be especially
          careful around. Knife reduces HP by 90% and Butcher's Knife reduces
          HP to 1. Wow, you really can't argue with those numbers. Karma is
          dangerous as well - it has the potential to deal 999 HP damage!
          Stalk just makes the Tonberry to follow a selected target until it
          gets close enough to strike. Though, oftentimes, the Tonberry breaks
          off from stalking to attack a more conveniently placed unit.

          You will want to debuff the Tonberrion to prevent them from using
          their abilities. Addle does the job just fine, as do Disable, Sleep,
          and Stop. You can even Berserk them to force them to use standard
          attacks. Ranged units are effective here because the Tonberrion do
          not have very high move stats. If you can stay out of their range,
          then you can shoot at the Tonberrion without fear.

          If you have a Blue Mage in your party with the Cornered ability, you
          should allow the Tonberrion to use Butcher's Knife on him. Then,
          unleash Cornered for a nice 999 HP damage attack! Heal and repeat -
          it's really a great strategy.

          Complete this trial in four rounds to successfully finish it.

         ~ Lector Trial ~

          Reward: +13 Negotiation, +11 Teamwork, -6 Aptitude, -4 Adaptability,
                  Quest Fees -4%, Item Prices -4%
                  (Clan Privilege: Bonus AP 2)

          Enemies:
                        - Tonberry x3

          Three Tonberrion make up the enemy force this time. Again, exercise
          caution when approaching the Tonberrion. Their movement stat is very
          low, so they won't be able to reach you if you maintain distance.
          Inflict debuffs to disable the other Tonberrion as you focus on your
          target.

          The Blue Mage Cornered skill is still viable, but take caution not
          to let another Tonberry finish off your Blue Mage in case his turn
          doesn't come up directly after getting stabbed.

          Finish the trial in four rounds to successfully accomplish the Lector
          Trial.

         ~ Advocate Trial ~

          Reward: +19 Negotiation, +17 Teamwork, -8 Aptitude, -5 Adaptability,
                  Quest Fees -6%, Item Prices -6%
                  (Clan Privilege: Bonus AP 3)

          Enemies:
                        - Tonberry x2

          This trial is identical to the Speaker Trial, except that you only
          have three rounds to finish off all of the Tonberrion. The time
          limit is not particularly binding, so utilize the same strategy for
          the first level to accomplish the trial.

         ~ Champion Trial ~

          Reward: +25 Negotiation, +23 Teamwork, -10 Aptitude, -6 Adaptability,
                  Quest Fees -8%, Item Prices -8%
                  (Clan Privilege: Debuff Resistance 4)

          Enemies:
                        - Tonberry x3

          There are three Tonberrion this time, and the round limit is three.
          To expedite the process of killing off these monstrosities, don't
          try to inflict any debuffs this time around. Instead, just throw
          your strongest units at the Tonberrion and tear them apart.

          It's a reckless strategy, but it's guaranteed to win you the trial,
          unless of course your units are THAT weak. Tonberrion aren't fast
          and the most each individual one can possibly kill in one turn is
          just one unit, so you should have enough surviving fighters to
          overpower them.

         ~ Master Judicer Trial ~

          Reward: +31 Negotiation, +29 Teamwork, -12 Aptitude, -7 Adaptability,
                  Quest Fees -10%, Item Prices -10%
                  (Clan Privilege: Always Counter)

          Enemies:
                        - Tonberry x2

          The round limit has been crunched down to two, so you'll need speedy
          and powerful units for this battle. You should send in units that
          can kill Tonberry within two strikes (although a one-hit kill is
          always best).

          Again, send your physical units straight for the Tonberrion. This
          needs to be a quick battle. Spend the first turn approaching the
          Tonberrion. Then, have all of your units unleash on the monsters in
          the second round.

     Adaptability-Negotiation ~
     =----------------------=
          Rank: 15
          Fee: 10 CP
          Days: 20 Days
          Type: Meet Objectives
          Location: Graszton

          Req. Items:   N/A
          Req. Talents: - Negotiation : 10
                        - Aptitude    : 0
                        - Teamwork    : 0
                        - Adaptability: 10
          Recommended for Dispatch: N/A

          Title Benefit: Raises Adaptability and Negotiation
          Eligibility: Adaptability and Negotiation must exceed 10

          Forbidden:
                        - Harming the Weak

         ~ Follower Trial ~

          Reward: +7 Adaptability, +5 Negotiation, -4 Teamwork, -3 Aptitude,
                  Quest Fees -1%, Item Prices -1%
                  (Clan Privilege: Bonus Gil 1)

          Enemies:
                        - Cockatrice x4

          The idea here is to defend your party from the monsters. In this
          first round, the enemy levels range from 23-28. Send in six units
          accordingly. You can choose to either defend your party without
          attacking or fight the Cockatrices. Note the law though! You cannot
          harm a unit with a lower level than you.

          This first battle isn't tough at all. The Cockatrices can only use
          Peck, which deals moderate damage. Cast Protect if you want to
          boost defenses.

         ~ Compromiser Trial ~

          Reward: +13 Adaptability, +11 Negotiation, -6 Teamwork, -4 Aptitude,
                  Quest Fees -2%, Item Prices -2%
                  (Clan Privilege: Bonus Gil 2)

          Enemies:
                        - Cockatrice x6

          This trial is the same as before, except there are now six
          Cockatrices looking to peck your eyes out. In addition to the level
          23 and level 28 Cockatrices, there are now two more level 30
          Cockatrices. Deal with them any way you see fit, though I personally
          find it easiest to just wait them out. After two rounds, the trial
          will have been completed.

         ~ Outrider Trial ~

          Reward: +19 Adaptability, +17 Negotiation, -8 Teamwork, -5 Aptitude,
                  Quest Fees -3%, Item Prices -3%
                  (Clan Privilege: Debuff Resistance 3)

          Enemies:
                        - Cockatrice x6

          This trial is a huge pain because the round limit is so long. The
          Cockatrices are still the same as the previous trial. Again, outwait
          them or go for the Cockatrices that are at a higher level than your
          units. Do not attack Cockatrices at a lower level unless you want to
          fail. Wait three rounds to complete this trial.

         ~ Catalyst Trial ~

          Reward: +25 Adaptability, +23 Negotiation, -10 Teamwork, -6 Aptitude,
                  Quest Fees -4%, Item Prices -4%
                  (Clan Privilege: Bonus Gil 3)

          Enemies:
                        - Cockatrice x6

          The only difference here from the previous trial level is the
          noticeably higher level of the Cockatrices. They also gain a new
          ability, Scatter, which deals damage to surrounding units and raises
          the user's evasion.

          If your units are at a lower level than these Cockatrices, feel free
          to fight back. If you need a defensive boost, consider casting
          Protect on your party. Survive three rounds against them to finish
          the trial.

         ~ Master Intercessor Trial ~

          Reward: +31 Adaptability, +29 Negotiation, -12 Teamwork, -7 Aptitude,
                  Quest Fees -5%, Item Prices -5%
                  (Clan Privilege: Non-Elemental Attacks)

          Enemies:
                        - Cockatrice x6

          The Cockatrices take on a new ability in this trial. Wake-Up Call
          can put Quicken on one of their allies.

          Six Cockatrices appear. The upper bound of the enemy in terms of
          levels is 40. If the levels of your units do not exceed that, then
          feel free to fight back. If not, then you'll just have to survive by
          hanging around until the round limit is up. Once three rounds are
          up, the trial will end.

     Teamwork-Aptitude ~
     =---------------=
          Rank: 15
          Fee: 10 CP
          Days: 20 Days
          Type: Meet Objectives
          Location: The Aldanna Range

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 10
                        - Teamwork    : 10
                        - Adaptability: 0
          Recommended for Dispatch: N/A

          Title Benefit: Raises Teamwork and Aptitude
          Eligibility: Teamwork and Aptitude must exceed 10

          Forbidden:
                        - Ranged Weapons

         ~ Hand of Steel Trial ~

          Reward: +7 Teamwork, +5 Aptitude, -4 Adaptability, -3 Negotiation
                  (Clan Privilege: Bonus EXP 1)

          Enemies:
                        - Ahriman x4

          The magick urn will appear in different locations every time you
          examine, so you should bring in units with high move stats. Also
          send in a few units to contend with the Ahrimans at the top of the
          cliff.

          Ideally, you'll want to position one unit at each of the four
          corners of the map. Send the remaining two units (who should be
          physically strong) to deal with the Ahrimans. These monsters are
          annoying because they can use Demonic Gaze to Confuse your units and
          Bewitching Gaze to Charm and Slow your units. Both these abilities
          can be avoided by not facing the Ahrimans. Roulette, unfortunately,
          is impossible to avoid. Just hope it doesn't pick one of your units
          to die.

          Move stats are a huge factor here. You need to be able to quickly
          run to the pot wherever it spawns. Examine the urn four times before
          the four-round limit is over to finish this trial.

         ~ Hand of Silver Trial ~

          Reward: +13 Teamwork, +11 Aptitude, -6 Adaptability, -4 Negotiation
                  (Clan Privilege: Debuff Resistance 2)

          Enemies:
                        - Ahriman x4

          The objective here is to examine the same magick urn as the previous
          level a total of five times within four rounds. Again, high move
          stats are necessary. Try to debuff the Ahrimans to prevent them from
          using any of their malicious abilities while you're chasing after
          the urn.

          I find that Faerie Shoes and Galmia Shoes help significantly here
          because they ignore height, which would otherwise pose a problem to
          those attempting to cross over the cliff.

         ~ Hand of Gold Trial ~

          Reward: +19 Teamwork, +17 Aptitude, -8 Adaptability, -5 Negotiation,
                  Quest Fees -1%, Item Prices -1%
                  (Clan Privilege: Bonus EXP 2)

          Enemies:
                        - Ahriman x5

          The number of Ahrimans has been upped, and your objective is now to
          examine the same magick urn six times within four rounds! This trial
          will require more careful distribution of your characters over the
          map to make sure you can reach the urn wherever it goes.

          There is still room for error, but you can't waste time. The
          Ahrimans are going to cause problems, but don't go out of your way
          to attack them. Just remember to face away from them to avoid getting
          affected by Demonic Gaze or Bewitching Gaze.

          Examine the urn six times to successfully complete this trial.

         ~ Hand of Divinity Trial ~

          Reward: +25 Teamwork, +23 Aptitude, -10 Adaptability, -6 Negotiation
                  Quest Fees -3%, Item Prices -3%
                  (Clan Privilege: Bonus EXP 3)

          Enemies:
                        - Ahriman x5

          The magick urn must now be examined seven times within THREE rounds!
          High move stats are absolutely mandatory here. You should bring at
          least unit specifically for debuffing the five Ahrimans perched at
          the top of the cliff.

          There is no time to waste - immediately get your four units with the
          highest move stats to each quarter section of the area. Send the
          remaining two towards the Ahrimans while maintaining a position
          roughly in the middle of the region. Do your best to debuff the
          Ahrimans as to prevent them from using any of their gazes and
          especially Roulette.

          Once the Ahriman's have been effectively disabled, chase the urn as
          it warps around the map. You need to examine it at least 2-3 times
          per turn in order to meet the objective. Unfortunately, you won't
          get lucky sometimes. Ninja Tabis (or the less effective Sprint
          Shoes), Galmia Shoes, Faerie Shoes, and the Move Up clan privileges
          help tremendously here! Also, use Haste and Quicken should the
          situation call for it.

         ~ Master Hand Trial ~

          Reward: +31 Teamwork, +29 Aptitude, -12 Adaptability, -7 Negotiation
                  Quest Fees -5%, Item Prices -5%
                  (Clan Privilege: MP Efficency)

          Enemies:
                        - Ahriman x5

          This trial requires you to examine the urn eight times within three
          turns. It's definitely not easy. Use the same strategy as the
          previous trials and follow the same process as the Hand of Divinity
          Trial. Remember, Haste and Quicken can be extremely useful. Use
          Haste on all of your units, but don't abuse Quicken or else you may
          bring the end of the round faster.

          Don't waste any time trying to attack the Ahrimans. Disable them,
          put them to sleep, Stop them, do anything to prevent them from
          using any of their abilities. Roulette can be devastating here,
          especially in a situation where your last unit is about to touch the
          urn only to be knocked out with an unlucky Roulette.

     Aptitude-Adaptability ~
     =-------------------=
          Rank: 15
          Fee: 10 CP
          Days: 20 Days
          Type: Meet Objectives
          Location: The Galerria Deep

          Req. Items:   N/A
          Req. Talents: - Negotiation : 0
                        - Aptitude    : 10
                        - Teamwork    : 0
                        - Adaptability: 10
          Recommended for Dispatch: N/A

          Title Benefit: Raises Aptitude and Adaptability
          Eligibility: Aptitude and Adaptability must exceed 10

          Forbidden:
                        - Ranged Weapons

         ~ Traveler Trial ~

          Reward: +7 Aptitude, +5 Adaptability, -4 Negotiation, -3 Teamwork
                  (Clan Privilege: Debuff Resistance 1)

          Enemies:
                        - Red Marshmallow x3

          In this trial, you must gather all of the shimmering lights within
          four rounds. There is a catch though - as soon as you get a light,
          the remaining lights will move to another location. They will also
          move at the end of each round. Therefore, you should bring in units
          with high speed and move stats to most effectively capture all the
          lights.

          Your opposition comes in the form of three Red Marshmallows. These
          monsters are capable of casting Fire/Fira. They'll often use Unction
          to raise your vulnerability to fire. However, you should avoid
          getting too caught up in fighting the monsters and instead focus on
          reaching the lights.

          There are three lights in all that you need to reach. Get them all
          before the four round time limit to finish this trial.

         ~ Prospector Trial ~

          Reward: +13 Aptitude, +11 Adaptability, -6 Negotiation, -4 Teamwork
                  (Clan Privilege: Smash Gauge Bonus 1)

          Enemies:
                        - Red Marshmallow x3
                        - Ice Flan x1

          This is essentially the same as the previous level trial, except you
          must now contend with four monsters. Again, you will need units with
          high move stats, preferably those with high speed as well.

          The newcomer, the Ice Flan, can use Acid to inflict a random status
          ailment. Although you should not focus all of your efforts on the
          enemy monsters, try to prevent the Ice Flan from causing too much
          trouble. This can be achieved through Disabling them, putting them
          to sleep, etc.

          The primary focus is still on the shimmering lights. Position each
          of your units in a different portion of the area. Scatter your units
          around so they'll be prepared when the lights change locations.
          Gather up the three lights within four rounds to finish it.

         ~ Pioneer Trial ~

          Reward: +19 Aptitude, +17 Adaptability, -8 Negotiation, -5 Teamwork,
                  Quest Fees -1%, Item Prices -1%
                  (Clan Privilege: Smash Gauge Bonus 2)

          Enemies:
                        - Red Marshmallow x2
                        - Ice Flan x1
                        - Yellow Jelly x1

          This time around, you have to gather up four shimmering lights
          within the course of four rounds. A Yellow Jelly has been added to
          the enemy party. It, like the Ice Flan, can use Acid to inflict a
          random debuff.

          In order to most efficiently finish this trial, you should
          distribute your units with the highest move stats over each quarter
          section of the area. This is the most efficient method because each
          unit can reach a shimmering light within his/her section without
          having to take extra turns.

          Use Haste and/or Quicken to speed up the process. Once the four
          lights have been collected, the trial will end.

         ~ Voyager Trial ~

          Reward: +25 Aptitude, +23 Adaptability, -10 Negotiation, -6 Teamwork,
                  Quest Fees -3%, Item Prices -3%
                  (Clan Privilege: Smash Gauge Bonus 3)

          Enemies:
                        - Red Marshmallow x1
                        - Ice Flan x1
                        - Yellow Jelly x2

          Surprise! You now have to collect the four lights within three
          rounds. Once again, movement is very important here. Send in units
          with the adequate move stats and begin.

          Don't bother going after any of the monsters. Doing so will just
          waste precious time. Cast Haste on your units to speed them up, and
          distribute your units with the highest move stats over the region,
          making sure that they're scattered about. It should not be that
          difficult to collect the four lights within the round limit.

         ~ Master Explorer Trial ~

          Reward: +31 Aptitude, +29 Adaptability, -12 Negotiation, -8 Teamwork,
                  Quest Fees -5%, Item Prices -5%
                  (Clan Privilege: MP Channeling)

          Enemies:
                        - Red Marshmallow x1
                        - Ice Flan x2
                        - Yellow Jelly x2

          You now have to gather five lights within three turns. You also have
          to contend with a Red Marshmallow, two Ice Flans, and two Yellow
          Jellies. At this point, I can't really say much else than what I've
          already stated previously without sounding like a broken record.

          High move stats help a lot in this trial. Use Haste to help expedite
          the whole process of collecting lights. And unless the monsters
          really get in the way, ignore them. This trial can be slightly
          challenging, but it's nothing compared to the Master Hand Trial of
          Teamwork-Aptitude. Ugh, I get shudders just thinking about that.
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6. Races ~~~~~~~~~~~~~~~~~~~~~~~~~[6000]~| |
|_|=========================================================================|_|

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

 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7. Job Listing ~~~~~~~~~~~~~~~~~~~~~~[7000]~| |
|_|=========================================================================|_|

[-----------------------------------------------------------------------------]
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 8. Your Clan ~~~~~~~~~~~~~~~~~~~~~~~~[8000]~| |
|_|=========================================================================|_|

The clan is essentially your party. It can be as large or as small as you'd
like, depending on how many character you choose to recruit.

()---------------------------------------------------------------------------()
||                           8.1. Clan Overview                      [8100]  ||
()---------------------------------------------------------------------------()

()---------------------------------------------------------------------------()
||                          8.2. Clan Privileges                     [8200]  ||
()---------------------------------------------------------------------------()
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~ 9. Equipment Listing ~~~~~~~~~~~~~~~~~~~~[9000]~| |
|_|=========================================================================|_|

[-----------------------------------------------------------------------------]
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~ 10. Item Listing ~~~~~~~~~~~~~~~~~~~~[10000]~| |
|_|=========================================================================|_|

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

 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~ 11. Monster Listing ~~~~~~~~~~~~~~~~~~~[11000]~| |
|_|=========================================================================|_|

In addition to regular units, you will often encounter monster units on the
battlefield. Most of the time, monsters will have specific weaknesses you can
exploit.

    * NOTE: W: Weak ; I: Immune ; H: Half Damage ; A: Absorb

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

     Adamantitan ~
     =---------=
          W: Wind                        H: N/A
          I: N/A                         A: Earth

          Description: The adamantitan crushes prey between its steel-like
                       jaws.

             Action Abilities:
                - Shell Crush:
                     ~ Sonic Spin -- Spin fast enough to create a fierce
                          whirlwind. Damages surrounding units.
                     ~ Munch -- Crush the target's equipment with powerful
                          jaws.

     Ahriman ~
     =-----=
          W: Holy                        H: N/A
          I: N/A                         A: Dark

          Description: The ahriman's evil stare afflicts those it lights upon
                       with a variety of ailments.

             Action Abilities:
                - Enthrallment:
                     ~ Roulette -- Randomly KO one unit. Does not distinguish
                          between friend and foe.
                     ~ Glare -- A chilling glance that turns the target to
                          STONE.
                     ~ Demonic Gaze -- CONFUSE the target with a befuddling
                          gaze.
                     ~ Bewitching Gaze -- A gaze that shakes those it lights
                          upon to the very core. CHARMS and SLOWS the target.

     Alraune ~
     =-----=
          W: Wind                        H: N/A
          I: N/A                         A: N/A

          Description: Humanoid in appearance, the alraune is actually a plant.
                       It attacks with the sharp horn on its head.

             Action Abilities:
                - Impale:
                     ~ Horn Blow -- Lash out with the needle-sharp horns atop
                          the user's head. Deals damage and knocks the target
                          back.
                     ~ Horn Shot -- Send the user's horn flying through the
                          air. Deals little damage, but has an increased
                          chance to hit.
                     ~ Horn Venom -- POISON the target wtih a jab of the user's
                          horn.

     Antlion ~
     =-----=
          W: Wind                        H: N/A
          I: N/A                         A: Earth

          Description: This pit beast has needlelike limbs and powerful jaws.

             Action Abilities:
                - Sands:
                     ~ Suffocate -- Smother the target, numbing its body.
                          Delays the target's next turn.
                     ~ Bile -- Spew corrosive gastric juices at the target.
                          Deals damage and lowers DEFENSE and RESILIENCE.
                     ~ Mucus -- Belch a film of thick, green mucus. Deals
                          damage and SLOWS the target.
                     ~ Saliva -- Shower the target with sticky saliva. Deals
                          damage and lowers SPEED.

     Axebeak ~
     =-----=
          W: Water                       H: N/A
          I: N/A                         A: N/A

          Description: This relative of the cockatrice intimidates its foes
                       with a display of its brilliantly hued wings.

             Action Abilities:
                - Territorialism:
                     ~ Peck -- Run target through with a ferocious strike of
                          the beak.
                     ~ Wake-Up Call -- Crow loudly at the target, rousing its
                          attention. Target takes the next turn.

     Baknamy ~
     =-----=
          W: N/A                         H: N/A
          I: N/A                         A: N/A

          Description: Members of this race are seldom seen without their
                       distinguishing masks. What they lack in intelligence
                       they make up for in aggression.

             Action Abilities:
                - Taktak:
                     ~ Magick Hammer -- Smite foes with a mysterious hammer.
                          Depletes target's MP.
                     ~ Goblin Attack -- Execute a series of quick punches.
                          Ignores target's armor DEFENSE.

     Banshee ~
     =-----=
          W: Dark                        H: N/A
          I: N/A                         A: Holy

          Description: Their name meaning "woman of the faeries," banshees are
                       sprite kin who wield divine powers.

             Action Abilities:
                - Mischief:
                     ~ Meteorite -- Call down a small, fiery meteorite. Damages
                          a single target. 
                     ~ Lv.? Holy -- Cast Holy on all units who share the
                          caster's level. Deals holy damage.
                     ~ Petrifying Rattle -- Raise a hoarse cry, turning all
                          targets in a cone in front of the user to STONE.

     Black Chocobo ~
     =-----------=
          W: Water, Lightning, Holy      H: N/A
          I: N/A                         A: N/A

          Description: The black-plumed chocobo is the only variety capable of
                       flight.

             Action Abilities:
                - Chocobo Wiles:
                     ~ Choco Flame -- Send a ball of flame crashing into the
                          target. Deals fire damage.
                     ~ Choco Barrier -- Raise a barrier around surrounding
                          units with a rustle of plume and feather. Grants
                          PROTECT and SHELL.
                     ~ Choco Beak -- Peck remorsefully at the target.


     Bloody Orb ~
     =--------=
          W: Earth, Holy                 H: N/A
          I: N/A                         A: N/A

          Description: This disembodied eyeball gorges itself on the blood of
                       its victims.

             Action Abilities:
                - Parasite:
                     ~ Vampire -- Drain blood from the target, restoring the
                          user's HP.
                     ~ Supersonic Wave -- Send a crushing sound wave through
                          the air. Damages and SILENCES the target.

     Bomb ~
     =--=
          W: Ice                         H: N/A
          I: N/A                         A: Fire

          Description: Red flame envelops this strange monster. It absorbs
                       fire's heat, adding it to its own.

             Action Abilities:
                - Volatility:
                     ~ Self-destruct -- Sacrifice the user's life to deal heavy
                          damage to surrounding units.
                     ~ Flame Attack -- Breathe fire from deep within the user's
                          body. Deals fire damage.

     Brown Chocobo ~
     =-----------=
          W: Water, Lightning, Holy      H: N/A
          I: N/A                         A: N/A

          Description: The brown-plumed chocobo protects the flock with its
                       choco guard.

             Action Abilities:
                - Chocobo Wiles:
                     ~ Choco Cure -- Flap wings to stir up a healing wind.
                          Restores HP to surrounding units.
                     ~ Choco Beak -- Peck remorsefully at the target.
                     ~ Choco Guard -- Fill surrounding units with vim and
                          vigor. Grants REGEN and raises DEFENSE and
                          RESISTANCE.

     Cassie ~
     =----=
          W: Wind                        H: N/A
          I: N/A                         A: N/A

          Description: This offshoot of the malboro breathes a foul, cloying
                       breath on its foes.

             Action Abilities:
                - Halitosis:
                     ~ Honeyed Breath -- Let out a fragrant belch that
                          befuddles the senses. CHARMS targets in a cone in
                          front of the user.
                     ~ Cloying Breath -- A sickly sweet breath that lulls
                          those who breathe it to SLEEP. Also SLOWS targets in
                          a cone in front of the user.
                     ~ Love Song -- A song like no other. Restores HP, raises
                          DEFENSE, and grants REGEN to units in a small area.

     Chocobo ~
     =-----=
          W: Water, Lightning, Holy      H: N/A
          I: N/A                         A: N/A

          Description: A bird-like creature with a pleasant temperament. Its
                       choco cure can mend the wounds of its allies.

             Action Abilities:
                - Chocobo Wiles:
                     ~ Choco Cure -- Flap wings to stir up a healing wind.
                          Restores HP to surrounding units.
                     ~ Choco Beak -- Peck remorsefully at the target.

     Cockatrice ~
     =--------=
          W: Water                       H: N/A
          I: N/A                         A: N/A

          Description: An avian creature with a violent temperament. It pecks
                       at its foes with a razor-edged beak.

             Action Abilities:
                - Territorialism:
                     ~ Peck -- Run target through with a ferocious strike of
                          the beak.
                     ~ Scatter -- Scatter feathers into the air. Deals damage
                          to surrounding units and raises the user's EVASION.
                     ~ Wake-Up Call -- Crow loudly at the target, rousing its
                          attention. Target takes the next turn.
                     ~ Scurry -- HASTEN the user with a quick beat of its
                          wings.

     Deadly Nightshade ~
     =---------------=
          W: Water                       H: N/A
          I: N/A                         A: N/A

          Description: A variety of alraune with a tomato-red head. Some have
                       even been known to possess enough intellect to cast
                       magicks.

             Action Abilities:
                - Deadly Nightshade:
                     ~ Tomato Fang -- Sink the user's large, pointed tooth into
                          the target's flesh. Deals damage and knocks the
                          target back.
                     ~ Tomato Tackle -- Charge the target with all the user's
                          might. Deals damage and lowers SPEED.
                     ~ Tomato Ketchup -- Spew ketchup on the target, driving
                          it into a BERSERK rage.

     Deathscythe ~
     =---------=
          W: Holy                        H: N/A
          I: N/A                         A: Dark

          Description: A reaper from the land of the dead. It harvests its
                       victims with scythe-like claws. (Undead)

             Action Abilities:
                - Nightmare:
                     ~ Doom -- Place a curse of DOOM on the target.
                     ~ Shackle -- Place a foul curse on the target, binding its
                          movement. IMMOBILIZES and DISABLES the target.
                     ~ Deep Sleep -- Place a foul curse on the target,
                          tormenting it with nightmares. STOPS the target and
                          puts it to SLEEP.
                - Dark Magicks:
                     ~ Darkra -- An improved version of Dark. Deals even
                          greater dark damage to its target.
                     ~ Darkga -- The greatest Dark magick. Surrounds its
                          target in impenetrable darkness dealing massive dark
                          damage.

     Dreamhare ~
     =-------=
          W: Fire                        H: N/A
          I: N/A                         A: Holy

          Description: Cute creatures with large, fluffy tails. They remain
                       docile unless provoked.

             Action Abilities:
                - Enticement:
                     ~ Illude -- Weaves an illusion with a flick of the tail.
                          CHARMS the target.
                     ~ War Dance -- A dance that boosts the morale of units in
                          a small area. Raises ATTACK.
                     ~ Hip Attack -- Leap high into the air and pounce on
                          the target bottom first.

     Fire Drake ~
     =--------=
          W: Ice                         H: N/A
          I: N/A                         A: Fire

          Description: Scales cover the body of this mighty wyrm. Its breath
                       scorches the earth.

             Action Abilities:
                - Breath:
                     ~ Fire Breath -- Breathe fire in a cone in front of the
                          user. Deals fire damage.

     Floating Eye ~
     =----------=
          W: Earth, Holy                 H: N/A
          I: N/A                         A: N/A

          Description: A monster that consists of little more than an eyeball
                       with wings. It bites at its victims with poisoned
                       fangs.

             Action Abilities:
                - Parasite:
                     ~ Death Dive -- Perform a suicidal dive at the target.
                     ~ Gnaw -- A foul bite that leaves a festering wound.
                          Damages and POISONS the target.

     Ghost ~
     =---=
          W: Holy                        H: N/A
          I: N/A                         A: Dark

          Description: Spirits born from the regrets of the dead.

             Action Abilities:
                - Ghostly Touch:
                     ~ Flash -- Radiate a brilliant flash of light. BLINDS
                          surrounding units.
                     ~ Silence Touch -- Grasp target with a festering, cursed
                          hand. Deals dark damage and SILENCES the target.
                     ~ Sleep Touch -- Grasp target with a festering, cursed
                          hand. Deals dark damage and puts the target to SLEEP.
                     ~ Wake the Dead -- Use necromancy to reanimate the dead.
                          Summons undead to aid the user.
                - Dark Magicks:
                     ~ Dark -- Gather the powers of darkness to strike the
                          target. Deals dark damage.

     Ghoul ~
     =---=
          W: Holy                        H: N/A
          I: N/A                         A: Dark

          Description: These shambling corpses drain life from the living with
                       their foul touch.

             Action Abilities:
                - Death's Grasp:
                     ~ Miasma -- The stench of death hangs heavy in the air.
                          Damages and POISONS units in a small area.
                     ~ Drain Touch -- Reach out with a putrid, groping hand to
                          steal HP from the target.

     Golem ~
     =---=
          W: Wind                        H: N/A
          I: N/A                         A: N/A

          Description: Headlesses attack with the strength to shatter bone and
                       set the earth trembling. 

             Action Abilities:
                - Brute Force:
                     ~ Quake -- Cause the ground to tremble, dealing earth  
                          damage to untis in a small area. 
                     ~ Brute Strength -- Summon up strength for an allmighty
                          attack. Raises the potency of the user's next 
                          physical attack.
                     ~ Sunder Earth -- Split the earth in a line extending  
                          from the user. Deals earth damage. 

     Great Malboro ~
     =-----------=
          W: Wind                        H: N/A
          I: N/A                         A: N/A

          Description: The stench is greater too.

             Action Abilities:
                - Halitosis:
                     ~ Bad Breath -- Let out a fetid belch to BLIND, SILENCE,
                          and POISON targets in a cone in front of the user.
                     ~ Goo -- Envelop the target with a thick mucus.
                          IMMOBILIZES and lowers the target's SPEED.
                     ~ Malboro Song -- The mysterious song of the malboro.
                          Grants REGEN and raises ATTACK of units in a small
                          area.
                     ~ Putrid Breath -- Let out a belch of otherworldly
                          stench. Afflicts target with TOAD, DOOM, and
                          CONFUSE.

     Great Tortoise ~
     =------------=
          W: Wind                        H: N/A
          I: N/A                         A: Earth

          Description: A hard, thick shell protects this beast. It often
                       attacks by ramming its ponderous bulk into foes.

             Action Abilities:
                - Shell Crush:
                     ~ Headbutt -- Ram the target headfirst. Damages and
                          IMMOBILIZES the target.
                     ~ Sonic Spin -- Spin fast enough to create a fierce
                          whirlwind. Damages surrounding units. 
                     ~ Limit Glove -- Unleash the inner power of the user when
                          HP Critical, dealing heavy damage. The user's HP 
                          must be in single digits to perform the attack. 

     Green Chocobo ~
     =-----------=
          W: Water, Lightning, Holy      H: N/A
          I: N/A                         A: N/A

          Description: The green-plumed chocobo removes ailments from its
                       allies using choco esuna.

             Action Abilities:
                - Chocobo Wiles:
                     ~ Choco Cure -- Flap wings to stir up a healing wind.
                          Restores HP to surrounding units.
                     ~ Choco Esuna -- Flap wings to stir up a cleansing wind.
                          Removes debuffs from surrounding units.
                     ~ Choco Barrier -- Raise a barrier around surrounding
                          units with a rustle of plume and feather. Grants
                          PROTECT and SHELL.

     Grenade ~
     =-----=
          W: Water                       H: N/A
          I: N/A                         A: Fire

          Description: This powerful member of the bomb family burns with a
                       searing blue flame.

             Action Abilities:
                - Volatility:
                     ~ Flame Attack -- Breathe fire from deep within the user's
                          body. Deals fire damage.
                     ~ Spark -- Unleash pent up energy in one explosive burst.
                          Damages surrounding units and restores user's HP.

     Headless ~
     =------=
          W: Wind                        H: N/A
          I: N/A                         A: N/A

          Description: Giants that smash their enemies with arms thick as tree
                       trunks.

             Action Abilities:
                - Brute Force:
                     ~ Bone Shatter -- A powerful attack with the strength to
                          shatter bone. Damages the target and delays its next
                          turn.
                     ~ Brute Strength -- Summon up strength for an almighty
                          attack. Raises the potency of the user's next
                          physical attack.
                     ~ Sunder Earth -- Split the earth in a line extending from
                          the user. Deals earth damage.

     Hellhound ~
     =-------=
          W: Water, Holy                 H: Earth
          I: N/A                         A: Dark

          Description: Fell power emanates from this twisted mockery of a wolf.

             Action Abilities:
                - Maw:
                     ~ Screech -- Emit a piercing shriek to damage and CONFUSE
                          the target.
                     ~ Summon Pack -- Call nearby allies with an echoing howl.
                     ~ Fangs -- Attack target with razor sharp fangs.
                     ~ Shadow Blow -- Send a wave of gleaming shadow tearing
                          through foes. Deals dark damage and BLINDS targets.

     Hoppy Bunny ~
     =---------=
          W: Fire                        H: N/A
          I: N/A                         A: Holy

          Description: These seemingly harmless creatures strike at predators
                       with bounding attacks.

             Action Abilities:
                - Enticement:
                     ~ Illude -- Weave an illusion with a flick of the tail.
                          CHARMS the target.
                     ~ War Dance -- A dance that boosts the morale units in a
                          small area. Raises ATTACK.
                     ~ Go-Go Dance -- Dance a lively jig to HASTEN to pulse of
                          targets in a small area.
                     ~ Hip Attack -- Leap high into the air and pounce on
                          the target bottom first.

     Ice Drake ~
     =-------=
          W: Fire                        H: N/A
          I: N/A                         A: Ice

          Description: Scales cover the body of this mighty wyrm. Its breath
                       chills the air.

             Action Abilities:
                - Breath:
                     ~ Ice Breath -- Breathe frost in a cone in front of the
                          user. Deals ice damage.
                     ~ Ice Orb -- Freeze an orb of air and hurl it at the
                          target. Deals ice damage.
                - Wyrmcraft:
                     ~ Sleet -- Numb the target with punishing cold. DOOMS the
                          target and puts it to SLEEP.

     Ice Flan ~
     =------=
          W: Fire                        H: N/A
          I: N/A                         A: Ice

          Description: This gelatinous blue monster absorbs ice.

             Action Abilities:
                - Metamorphosis:
                     ~ Merge -- Merge the user's body with the target's. Fully
                          restores the target's HP, but sacrifices the user.
                     ~ Acid -- Expel toxins from the user's body at the target.
                          Inflicts a random debuff.

     Lamashtu ~
     =------=
          W: N/A                         H: Wind, Lightning
          I: N/A                         A: Dark

          Description: An eerie air surrounds the beast.

             Action Abilities:
                - Darkness:
                     ~ Night -- Harness the power of the night to send all
                          units into a magickal SLEEP.
                     ~ Poisonous Frog -- Place a curse on the target. POISONS
                          and turns the target into a TOAD.

     Lamia ~
     =---=
          W: N/A                         H: Wind, Lightning
          I: N/A                         A: N/A

          Description: Vile creatures that lull their victims with song before
                       they strike.

             Action Abilities:
                - Darkness:
                     ~ Hand Slap -- Strike the target with a powerful slap.
                          Damages the target and delays its next turn.
                     ~ Night -- Harness the power of the night to send all
                          units into a magickal SLEEP.
                     ~ Twister -- Summon a powerful twister to engulf the
                          target and surrounding units. Reduces HP by 50%.

     Lilith ~
     =----=
          W: N/A                         H: Wind, Lightning
          I: N/A                         A: N/A

          Description: A mosnter that basks in blood and rejoices in death.

             Action Abilities:
                - Darkness:
                     ~ Kiss -- A tender kiss that DOOMS and CHARMS the target.
                     ~ Eternal Sleep -- Intone a mystic chant that robs life
                          from the living. DOOMS all units and places them in
                          a magicked SLEEP.
                     ~ Eternal Oblivion -- Deliver a sharp blow to the heads of
                          units in a small area. Deals damage and ADDLES the
                          targets.
 
     Loup-garou ~
     =--------=
          W: Wind                        H: N/A
          I: N/A                         A: N/A

          Description: A variant of the werewolf that has retained enough
                       intelligence to use items to heal its wounds. 

             Action Abilities:
                - Call of the Wild:
                     ~ Roar -- Let out a bestial roar, removing buffs from
                          all units.
                     ~ Howl -- Let out a blood-curdling howl that depletes MP
                          and CONFUSES targets in a cone in front of the user.
                     ~ Slug -- Strike target with a powerful swing of the
                          arm. Ignores target's armor DEFENSE.
                     ~ Assault -- Throw the user's weight into a ferocious
                          charge. Damages and IMMOBILIZES the target.

     Luchorpan ~
     =-------=
          W: N/A                         H: N/A
          I: N/A                         A: N/A

          Description: This variety of baknamy boasts a broad range of physical
                       and magick attacks.

             Action Abilities:
                - Taktak:
                     ~ Magick Hammer -- Smite foe with a mysterious hammer.
                          Depletes target's MP.
                     ~ Mutilate -- Steal the target's life force, restoring
                          the user's HP.

     Malboro ~
     =-----=
          W: Wind                        H: N/A
          I: N/A                         A: N/A

          Description: A slithering mass of tentacles and filth. The stench is
                       terrible.

             Action Abilities:
                - Halitosis:
                     ~ Bad Breath -- Let out a fetid belch to BLIND, SILENCE,
                          and POISON targets in a cone in front of the user.
                     ~ Putrid Breath -- Let out a belch of otherworldly
                          stench. Afflicts target with TOAD, DOOM, and CONFUSE.
                     ~ Goo -- Envelop the target with a thick mucus.
                          IMMOBILIZES and lowers the target's SPEED.
                     ~ Eerie Sound Wave -- A focused sound wave sends chills
                          through the target. Neutralizes buffs.

     Mimic ~
     =---=
          W: ALL                         H: N/A
          I: N/A                         A: N/A

          Description: These fiendish creatures conceal themselves to take
                       unwary adventurers by surprise.

             Action Abilities:
                - Paper-Rock-Scissors:
                     ~ Rock -- Draw in the body's limbs and absorb Mist from
                          the air. Restores user's HP.
                     ~ Scissors -- Release stored electrical energy in a sudden
                          burst. Deals lightning damage to units in a small
                          area.

     Nagaraja ~
     =------=
          W: Holy                        H: Fire, Ice, Lightning
          I: N/A                         A: Dark

          Description: This powerful drake breathes gouts of dark flame that
                       sow misery and despair.

             Action Abilities:
                - Breath:
                     ~ Ice Orb -- Freeze an orb of air and hurl it at the
                          target. Deals ice damage.
                     ~ Ice Breath -- Breathe frost in a cone in front of the
                          user. Deals ice damage.
                - Wyrmcraft:
                     ~ Sleet -- Numb the target with punishing cold. DOOMS
                          the target and puts it to SLEEP.

     Oversoul ~
     =------=
          W: Holy                        H: N/A
          I: N/A                         A: Dark

          Description: A demon that harvests souls for the lord of the dead.

             Action Abilities:
                - Nightmare:
                     ~ Doom -- Place a curse of DOOM on the target.
                     ~ Steal Thoughts -- Place a foul curse on the target,
                          robbing it of its memories. ADDLES the target.
                     ~ Deep Sleep -- Place a foul curse on the target,
                          tormenting it with nightmares. STOPS the target and
                          puts it to SLEEP.
                     ~ Shackle -- Place a foul curse on the target, binding its
                          movement. IMMOBILIZES and DISABLES the target.
                - Dark Magicks:
                     ~ Darkra -- An improved version of Dark. Deals even
                          greater dark damage to its target.
                     ~ Darkga -- The greatest Dark magick. Surrounds its target
                          in impenetrable darkness dealing massive dark damage.

     Pit Beast ~
     =-------=
          W: Wind                        H: N/A
          I: N/A                         A: Earth

          Description: This pit beast expels gastric acids on its victims,
                       dissolving them for later consumption.

             Action Abilities:
                - Sands:
                     ~ Sandstorm -- Summon a sandstorm. Deals earth damage and
                          BLINDS units in a small area.
                     ~ Subsidence -- Send a powerful vibration through the
                          ground. Deals earth damage to surrounding units.
                     ~ Suffocate -- Smother the target, numbing its body.
                          Delays the target's next turn.


     Plague ~
     =----=
          W: Holy                        H: N/A
          I: N/A                         A: Dark

          Description: The gaze of this giant eye can freeze foes where they
                       stand.

             Action Abilities:
                - Enthrallment:
                     ~ Roulette -- Randomly KO one unit. Does not distinguish
                          between friend and foe.
                     ~ Binding Circle -- A glance sharp as nails. SLOWS the
                          target and lowers its SPEED.
                     ~ Dread -- A horrifying gaze that strikes fear in the
                          heart. ADDLES and DISABLES the target.
                     ~ Glare -- A chilling glance that turns the target to
                          STONE.
                     ~ Demonic Gaze -- CONFUSE the target wtih a befuddling
                          gaze.
                     ~ Bewitching Glance -- A gaze that shakes those it lights
                          upon to the very core. CHARMS and SLOWS the target.

     Reaver ~
     =----=
          W: Earth                       H: N/A
          I: N/A                         A: N/A

          Description: A creature of the spirit world whose cruelty knows no
                       bounds. Blood stains its gruesome claws.

             Action Abilities:
                - Bestial Force:
                     ~ Rend Shield -- Tear into the target with fearsome fangs.
                          Deals damage and may destroy the target's shield.
                     ~ Hell Assault -- A powerful attack that damages and
                          knocks back surrounding units. Raises the user's
                          ATTACK.

     Red Marshmallow ~
     =-------------=
          W: Ice                         H: N/A
          I: N/A                         A: Fire

          Description: This gelatinous red monster absorbs fire.

             Action Abilities:
                - Metamorphosis:
                     ~ Acid -- Expel toxins from the user's body at the target.
                          Inflicts a random debuff.
                     ~ Unction -- Cover units in a small area with viscious
                          oil.

     Sprite ~
     =----=
          W: Dark                        H: N/A
          I: N/A                         A: Holy

          Description: These airborne creatures take delight in harassing
                       unsuspecting travelers.

             Action Abilities:
                - Mischief:
                     ~ Angel Whisper -- An angelic voice offers words of
                          encouragement to the target. Restores HP and grants
                          RERAISE.
                     ~ Meteorite -- Calls down a small, fiery meteorite.
                          Damages a single target.
                     ~ White Wind -- A healing wind that mends allies' wounds.
                          Restores HP equal to the user's HP.

     Thunder Drake ~
     =-----------=
          W: Water                       H: N/A
          I: N/A                         A: Lightning

          Description: Scales cover the body of this mighty wyrm. Its breath
                       dances with sparks.

             Action Abilities:
                - Breath:
                     ~ Lightning -- Shoot a bolt of lightning at the target.
                          Deals lightning damage.
                     ~ Thunder Breath -- Breathe electricity in a cone in
                          front of the user. Deals lightning damage.

     Tonberry ~
     =------=
          W: N/A                         H: ALL
          I: N/A                         A: N/A

          Description: The knife of this hooded creature gleams with the
                       hatred of its dead brethren for the living.

             Action Abilities:
                - Revenge:
                     ~ Knife -- Stab the target with a carefully honed blade.
                          Reduces HP by 90%.
                     ~ Karma -- Attack with the weight of the past. The more
                          foes the target has killed, the greater the damage.
                     ~ Butcher's Knife -- Stab target with a well concealed
                          butcher's knife. Reduces HP to 1.
                     ~ Voodoo -- Afflict the target with a curse so terrible,
                          death seems welcome by comparison.
                     ~ Stalk -- Stalk the target, waiting until it draws near
                          to strike.

     Tonberry King ~
     =-----------=
          W: N/A                         H: ALL
          I: N/A                         A: N/A

          Description: A garish crown rests atop the head of this purple-
                       skinned creature. Its lap swings mournfully in time
                       with its silent footfalls.

             Action Abilities:
                - Revenge:
                     ~ Knife -- Stab the target with a carefully honed blade.
                          Reduces HP by 90%.
                     ~ Butcher's Knife -- Stab target with a well concealed
                          butcher's knife. Reduces HP to 1.
                     ~ Voodoo -- Afflict the target with a curse so terrible,
                          death seems welcome by comparison.
                     ~ Stalk -- Stalk the target, waiting until it draws near
                          to strike.

     Toughskin ~
     =-------=
          W: Wind                        H: N/A
          I: N/A                         A: Earth

          Description: No sword can pierce the shell of the toughskin, though
                       many have been lost in the attempt. 

             Action Abilities:
                - Shell Crush:
                     ~ Headbutt: Ram the target headfirst. Damages and 
                          IMMOBILIZES the target.
                     ~ Sonic Spin: Spin fast enough to create a fierce 
                          whirlwind. Damages surrounding units.
                     ~ Resonate: Cause all bladed weapons on the battlefield
                          to vibrate. DISABLES all units wielding bladed
                          weapons. 

     Yellow Jelly ~
     =----------=
          W: Water                       H: N/A
          I: N/A                         A: Lightning

          Description: This gelatinous yellow monster absorbs lightning.

             Action Abilities:
                - Metamorphosis:
                     ~ Merge -- Merge the user's body with the target's. Fully
                          restores the target's HP, but sacrifices the user.
                     ~ Acid -- Expel toxins from the user's body at the
                          target. Inflicts a random debuff.

     Wendigo ~
     =-----=
          W: Lightning                   H: N/A
          I: N/A                         A: Ice

          Description: These headless giants will stalk men for many days, such
                       is the hatred.

             Action Abilities:
                - Brute Force:
                     ~ Bone Shatter -- A powerful attack with the strength to
                          shatter bone. Damages the target and delays its next
                          turn.
                     ~ Brute Strength -- Summon up strength for an almighty
                          attack. Raises the potency of the user's next
                          physical attack.
                     ~ Sunder Earth -- Split the earth in a line extending from
                          the user. Deals earth damage.
                     ~ Helmsplitter -- Send a fist crashing down on the
                          target's head. May destroy the target's helm.

     Werewolf ~
     =------=
          W: Wind                        H: N/A
          I: N/A                         A: N/A

          Description: Ferocious creatures, part man, part beast. They shred
                       their prey with razor-sharp claws.

             Action Abilities:
                - Call of the Wild:
                     ~ Roar -- Let out a bestial roar, removing buffs from
                          all units.
                     ~ En Garde -- Assume a defensive stance. Unit will
                          COUNTER attack until the next turn.
                     ~ Slug -- Strike target with a powerful swing of the
                          arm. Ignores target's armor DEFENSE.
                     ~ Assault -- Throw the user's weight into a ferocious
                          charge. Damages and IMMOBILIZES the target.

     White Chocobo ~
     =-----------=
          W: Water, Lightning, Holy      H: N/A
          I: N/A                         A: N/A

          Description: The white-plumed chocobo restores magickal power with
                       its choco recharge.

             Action Abilities:
                - Chocobo Wiles:
                     ~ Choco Cure -- Flap wings to stir up a healing wind.
                          Restores HP to surrounding units.
                     ~ Choco Recharge -- Flap wings to soothe the target's
                          nerves. Restores MP.
                     ~ Choco Barrier -- Raise a barrier around surrounding
                          units with a rustle of plume and feather. Grants
                          PROTECT and SHELL.

     White Pudding ~
     =-----------=
          W: Holy, Dark                  H: Fire, Wind, Earth, Water, Ice,
                                            Lightning
          I: N/A                         A: N/A

          Description: This gelatinous pink monster is resistant to both
                       physical and magickal attacks.

             Action Abilities:
                - Metamorphosis:
                     ~ Simper -- A winning smile that can steal any heart.
                          CHARMS the target.
                     ~ Menace -- Puff up the user's body to frighten would-be
                          predators. SILENCES the target and turns it into a
                          TOAD.

     Wolf ~
     =--=
          W: Water                       H: Earth
          I: N/A                         A: N/A

          Description: Wolves are often found in the wild places of Ivalice,
                       where they prey on unwary travelers.

             Action Abilities:
                - Maw:
                     ~ Fangs -- Attack target with razor sharp fangs.
                     ~ Summon Pack -- Call nearby allies with an echoing howl.

     Worgen ~
     =----=
          W: Water                       H: Earth
          I: N/A                         A: N/A

          Description: These wolf kin let out a deep growl that sends men
                       running in fear.

             Action Abilities:
                - Maw:
                     ~ Screech -- Emit a piercing shriek to damage and CONFUSE
                          the target.
                     ~ Fangs -- Attack target with razor sharp fangs.
                     ~ Summon Pack -- Call nearby allies with an echoing howl.
                     ~ Chilling Blow -- Send a wave of chilling frost crashing
                          through foes. Deals ice damage and IMMOBILIZES
                          targets.
                     ~ Fiery Blow -- Send a wave of searing flame burning
                          through foes. Deals fire damage and SILENCES
                          targets.

     Wraith ~
     =----=
          W: Holy                        H: N/A
          I: N/A                         A: Dark

          Description: Spirits magickally bound to this world by a powerful
                       curse.

             Action Abilities:
                - Ghostly Touch:
                     ~ Flash -- Radiate a brilliant flash of light. BLINDS
                          surrounding units.
                - Dark Magicks:
                     ~ Darkra -- An improved version of Dark. Deals even
                          greater dark damage to its target.
                     ~ Darkga -- The greatest Dark magick. Surrounds its
                          target in impenetrable darkness dealing massive dark
                          damage.

     Zaghnal ~
     =-----=
          W: Wind                        H: N/A
          I: N/A                         A: N/A

          Description: This relative of the werewolf attacks with a deafening
                       roar.

             Action Abilities:
                - Call of the Wild:
                     ~ Roar -- Let out a bestial roar, removing buffs from
                          all units.
                     ~ En Garde -- Assume a defensive stance. Unit will
                          COUNTER attack until the next turn.
                     ~ Slug -- Strike target with a powerful swing of the
                          arm. Ignores target's armor DEFENSE.
                     ~ Howl -- Let out a blood-curdling howl that depletes MP
                          and CONFUSES targets in a cone in front of the user.

     Zahak ~
     =---=
          W: Holy                        H: Fire, Ice, Lightning
          I: N/A                         A: Dark

          Description: Even demons tremble before the might of this great
                       drake.

             Action Abilities:
                - Breath:
                     ~ Ice Breath -- Breathe frost in a cone in front of the
                          user. Deals ice damage.
                     ~ Ice Orb -- Freeze an orb of air and hurl it at the
                          target. Deals ice damage.

     Zombie ~
     =----=
          W: Holy                        H: N/A
          I: N/A                         A: Dark

          Description: Foul magicks animate these walking corpses.

             Action Abilities:
                - Death's Grasp:
                     ~ Miasma -- The stench of death hangs heavy in the air.
                          Damages and POISONS units in a small area.
                     ~ Drain Touch -- Reach out with a putrid, groping hand to
                          steal HP from the target.
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~~ 12. Miscellaneous ~~~~~~~~~~~~~~~~~~~[12000]~| |
|_|=========================================================================|_|

Final Fantasy Tactics A2 features two new features that were not present in
the original FFTA. The bazaar and the auction house are both new additions.

()---------------------------------------------------------------------------()
||                              12.1. The Bazaar                    [12100]  ||
()---------------------------------------------------------------------------()

The bazaar has a pretty simple function. After finishing battles, your clan
will pick up various pieces of loot. This loot can subsequently be traded at
the bazaar in exchange for unique arms and armor. When unlocked, these new
items become available for purchase at the shop.

More valuable loot leads to more valuable equipment. Under every bazaar
category are letters ranging from A-E. A is the most valuable category, and
the loot that is required is typically harder to come by than say, a piece of
loot rated D.

Different categories unlock different pieces of equipment. You can tell what
can be unlocked by checking the grade on the bazaar screen. Next to each
category is a run-down of the letters A-E. Wherever there is a circle
indicates that there is a piece of equipment available for that letter. An
'X', on the other hand, indicates that there is no unlockable equipment for
that particular letter.

     * NOTE: Certain items, when unlocked at the Bazaar, can only be purchased
       ONCE (in order to purchase again, you will have to re-acquire the loot
       and unlock the item in the Bazaar). These particular items will be
       marked with an asterisk.

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

     Apprentice Weapons ~
     =----------------=
          Decent weapons for the greenhorn adventurer.

            A Item: N/A
            B Item: N/A
            C Item: N/A
            D Item: N/A

            E Item: Broadsword -- A well-balanced, one-handed sword.
               Requisites: Gihket Lead, Faren Pollen

     Arms of the Firelord ~
     =------------------=
          Armor and weapons that burn with magick fire.

            A Item: N/A
            B Item:

            C Item: Blaze Robe -- Fire; Absorb: Fire; A robe such as this will
                    not burn, even should it be thrust into a forge-fire.
               Requisites: Fire Stone, Zincatite, Bomb Shell

            D Item: Firewheel Rod -- Fire; A troupe of mummers once used these
                    rods to surround an invading army with wheels of deadly
                    flame.
               Requisites: Fire Stone, Zinconium, Iron Carapace

            E Item: N/A

     Arms of the Icelord ~
     =-----------------=
          Equipment imbued with powerful frost magicks.

            A Item: N/A
            B Item: N/A

            C Item: Chill Rod -- Ice; Immune: Ice; A fine coating of snow
                    crystals covers the surface of this delicate rod.
               Requisites: Ice Sigil, Leestone, Fine Wool

            D Item: Flurry Robe -- Ice; Absorb: Ice; Even on the sunniest of
                    days, a dusting of snow sits upon the shoulders of this
                    robe.
               Requisites: Ice Stone, Zincatite, Aged Linen Thread

            E Item: Sleet Rod -- Ice; Some seek shelter from the storm, others
                    call the storm to them and revel in its icy chaos.
               Requisites: Ice Stone, Zinconium, Dirty Wool

     Astrologer's Aid ~
     =--------------=
          Painstakingly carved constellations adorn this equipment. 

            A Item: N/A
            B Item: 

            C Item: Stardust Rod -- Signs of the zodiac adorn this rod. 
               Requisites: Tarkov Crystal, Adamantite, Star Fragments

            D Item: N/A
            E Item: N/A

     Battle Gear ~
     =---------=
          Equipment made for battle and battle alone.

            A Item: N/A
            B Item: N/A
            C Item: N/A

            D Item: Battle Bamboo -- Small blades protrude from either end of
                    this deceptively simple weapon.
               Requisites: Tarkov Crystal, Cursed Coin, Quality Pelt

            E Item: Battle Boots * -- Leather boots, tanned to a hard, durable
                    sheen.
               Requisites: Wind Stone, Dipraeu Bronze, Rat Pelt

     Battle-hardened Armor ~
     =-------------------=
          Many a swordsman has gone to battle clad in one of these armors.
          That so many return is all you need know of their quality.

            A Item:

            B Item: Rubber Suit -- Immune: Lightning; Lightning never strikes
                    twice. This suit's designer knows even once is too often.
                    WOMEN only.
               Requisites: Mysidia Alloy, Prime Tanned Hide, Magick Fruit

            C Item: Wygar -- Immune: KO; A hero-king of old wore this garment.
               Requisites: Orichalcum, Pink Tail, Leucojum

            D Item: Brigandine -- This suit of armor is cleverly designed so
                    that no two pieces of metal rub against each other.
               Requisites: Gikhet Lead, Prime Tanned Hide, Moon Bloom

            E Item: Chainmail -- A suit of armor made from small, interlinked
                    iron rings.
               Requisites: Clock Gear, Tanned Hide, Ladies' Tresses

     Battle-tested Bracers ~
     =-------------------=
          Bracers so well crafted, you'll think of them as a second skin.

            A Item: Bone Armlets * -- Armlets fashioned from the bones of a
                    beast.
               Requisites: Gemsteel, Tanned Beast Hide, Blood-darkened Bone

            B Item:
            C Item:
            D Item: N/A
            E Item: N/A

     Battle-tested Swords ~
     =------------------=
          Though the design of these swords might not be cutting-edge, rest
          assured the blades are.

            A Item: N/A

            B Item: Arch Sword -- Created by a noble family as a testament to
                    their enduring power. The blade remains - they do not.
               Requisites: Tarkov Crystal, Platinum, Cod Scale

            C Item: Lohengrin -- A sword befitting a noble knight, or a squire
                    with noble dreams.
               Requisites: Soul Ceffyl, Platinum, Cod Scale

            D Item: Ragnarok -- Common blades are drawn to begin battles.
                    Ragnarok is drawn to end them.
               Requisites: Body Ceffyl, Platinum, Zingu Pearl

            E Item: Lionheart -- A sword wielded by knights loyal to a hero-
                    king of old.
               Requisites: Tarkov Crystal, Zinconium, Dragon Bone

     Bauble ~
     =----=
          A stylish accessory for the lady adventurer who has everything.

            A Item: N/A

            B Item: Scarab Charm -- Immune: Toad; A good-luck charm, fashioned
                    in the likeness of a scintillating desert beetle. 
               Requisites: Tarkov Crystal, Coeurl Pelt, Blood-darkened Bone

            C Item: N/A
            D Item: N/A
            E Item: N/A

     Black-stained Armor ~
     =-----------------=
          A smith's hands are always strong, but seldom clean.

            A Item: N/A
            B Item:

            C Item: Carabineer Mail -- This remarkably lightweight armor is
                    made of iron fused with mythril.
               Requisites: Adamant Alloy, Malboro Wine, Superior Silk Thread

            D Item: Platemail -- Overlapping metal plates are attached to a
                    layer of chainmail to form this full-body armor.
               Requisites: Dipraeu Bronze, Green Liquid, Silk Thread

            E Item: N/A

     Black Vestments ~
     =-------------=
          These striking armors are darker than a moonless night.

            A Item: N/A
            B Item:

            C Item: Black Robe -- Half Damage: Water; A jet black robe. Lends
                    its power to black magick incantations.
               Requisites: Mind Ceffyl, Quality Pelt, Black Thread

            D Item: N/A
            E Item: N/A

     Bronze Armor ~
     =----------=
          Handy-looking bronze armor.

            A Item: N/A
            B Item: N/A
            C Item: N/A
            D Item: N/A

            E Item: Bronze Armor -- Armor fashioned of joined bronze plates.
               Requisites: Gikhet Lead, Cactus Fruit

     Bulky Robes ~
     =---------=
          Long-hemmed robes tailored from thick cloth.

            A Item:
            B Item:
            C Item: N/A

            D Item: Chameleon Robe -- Holy; Absorb: Holy; A lucky robe, dyed
                    with pigment taken from the leaves of the ivy creeper.
               Requisites: Earth Stone, Coeurl Pelt, Soft Cotton

            E Item: Silken Robe -- A supple robe woven from the finest silks.
               Requisites: Tarkov Crystal, Rabbit Pelt, Silk Thread

     Colossal Sword ~
     =------------=
          Few can heft this gigantic sword.

            A Item: N/A
            B Item: N/A
            C Item: N/A
            D Item: N/A

            E Item: Samson Sword -- One would have to be a hero of incredible
                    strength to swing a broadsword like this with any style.
               Requisites: Cruzle Brass, Chocobo Skin, Nepenthis

     Cracked Staves ~
     =------------=
          Cracks run through the grips of these formidable staves.

            A Item:

            B Item: Pomegranate Staff -- The garnet that tops this staff is
                    infused with great power. 
               Requisites: Fire Sigil, Pagoda Wood, Fiend's Blood

            C Item: Serpent Staff -- Immune: Stone; Marvel at the serpent, how
                    swiftly it glides out of harm's way.
               Requisites: Mind Ceffyl, Divariwood, Strange Liquid

            D Item: N/A
            E Item: N/A

     Cursed Armor ~
     =----------=
          A disquieting pall hangs over these armors.

            A Item: Ensanguined Shield * -- Dark; Weak: Fire; It is said the
                    blackened blood that coats this demon shield belonged to
                    its former owners.
               Requisites: Blood-darkened Bone, Fiend's Blood, Demon Feather

            B Item:
            C Item: N/A
            D Item: N/A
            E Item: N/A

     Crystal Gear ~
     =----------=
          Light dances across the faceted crystals used in these exquisite
          pieces.

            A Item:

            B Item: Materia Armor * -- Armor fashioned of material crystals. It
                    boasts incredible strength and resistance to attacks.
               Requisites: Mysidia Alloy, Crusader Tonic, Windslicer Pinion

            C Item: N/A
            D Item: N/A
            E Item: N/A

     Dog-eared Cards ~
     =-------------=
          Magick cards to trump your foes on the battlefield.

            A Item:
            B Item:

            C Item: Ace of Spades -- A card signifying one who is just.
               Requisites: Pink Tail, Onion, Unpurified Ether
                    Queen of Clubs -- A card bearing an image of a lovely
                    maiden. 
               Requisites: Prime Pelt, Hedychium, Silver Liquid

            D Item: Eight of Hearts -- A card bearing an image of eight saints.
               Requisites: Giant's Tanned Hide, Onion, Silver Liquid

            E Item: Four of Spades -- A card bearing an image of four black
                    spears.
               Requisites: Rat Tail, Recall Grass, Yellow Liquid

     Exotic Armor ~
     =----------=
          Armor wrought by the art of distant lands. 

            A Item: Genji Armor -- This suit of armor from a faraway land is
                    truly one-of-a-kind. 
               Requisites: Prime Tanned Hide, Beastlord Horn, Kuraisle Boxwood

            B Item: 

            C Item: Genji Gloves * -- These elegant gloves are possessed of a
                    truly unique appearance and hue. 
               Requisites: Tyrant Hide, Aged Turtle Shell, Wyrmtwig
                    Genji Helm * -- This helm was crafted by a master smith in
                    a faraway land. So much skill and rare metal are required
                    for its construction, only one can be made in an age. 
               Requisites: Tanned Beast Hide, Coral Fragments, Godwood

            D Item: N/A
            E Item: N/A

     Faded Caps ~
     =--------=
          These caps have lost some of their original color.

            A Item: N/A

            B Item: Tiara * -- A delicate crown wrought from gold filament, a
                    lilting song, and a little girl's dream.
               Requisites: Storm Sigil, Quality Pelt, Rainbow Thread

            C Item: Thief's Cap -- Immune: Immobilize; A thief steals
                    everything except for a fine cap. Some things are worth
                    the money.
               Requisites: Dark Stone, Tanned Tyrant Hide, Windslicer Pinion

            D Item: Wizard's Hat -- Time mages are known to be fond of these
                    point hats.
               Requisites: Soul Ceffyl, Tanned Hide, Velvet

            E Item: Circlet -- A forehead band for warding off undesirable
                    magicks.
               Requisites: Fire Stone, Rabbit Pelt, Wool

     Fencing Foils ~
     =-----------=
          The narrow blades of these foils bend like a whip when swung.

            A Item:
            B Item:

            C Item: Gupti Aga -- A Y-shaped sword with a split hilt.
               Requisites: Body Ceffyl, Einherjarium, Kempas

            D Item: Flamberge -- A thrusting sword with a blade shaped like a
                    single tongue of flame.
               Requisites: Ice Stone, Sanative Needle, Moonwood

            E Item: Estoc -- Do not be deceived by its light heft and slender
                    blade - this sword can pierce the thickest armors.
               Requisites: Earth Stone, Sanative Needle, Birch

     Flash of Dawn ~
     =-----------=
          These weapons shine with a brilliant light.

            A Item: N/A
            B Item: N/A
            C Item: N/A

            D Item: Rising Sun -- Fire; Say good morning to your enemy's face
                    with these flaming knuckles. The fires of the sun in your
                    hand.
               Requisites: Fire Stone, Adamant Alloy, Bomb Shell

            E Item: Sun Blade -- The power of the sun nurtures life, yet
                    through this blade, it harvests it.
               Requisites: Soul Ceffyl, Cruzle Brass, Bomb Shell

     Forgotten Firearms ~
     =----------------=
          These heavy firearms have fallen out of fashion in recent years.

            A Item:

            B Item: Guang Cannon -- The principles of magickal engineering
                    were applied in the construction of this unique weapon.
               Requisites: Clock Gear, Great Serpent's Fang, Fiend's Blood

            C Item: Massive Bazooka -- This impressive weapon is best fired
                    after mounting it on firm ground.
               Requisites: Clock Gear, Coral Fragments, Sweet Sap
                    Brevis -- Cannon also named "The Shining Life." Odd,
                    considering its purpose.
               Requisites: Clock Gear, Aged Turtle Shell, Fiend's Blood

            D Item: Diklum -- Designs of embossed silver curl around the
                    barrel of this ceremonial cannon.
               Requisites: Clock Gear, Dragon Bone, Bitter Sap
                    Ligatur -- Many a pom-pom has been rocked by the kickback
                    from this mighty peashooter.
               Requisites: Clock Gear, Battlewyrm Carapace, Yellow Liquid
                    Supernal Ray -- A rare cannon crafted by mages. Only its
                    creator knows the arcane principles by which it fires.
               Requisites: Clock Gear, Sturdy Bone, Foul Liquid

            E Item: Omnis Cannon -- This cannon's narrower body makes for
                    increased muzzle velocity.
               Requisites: Clock Gear, Iron Carapace, Cloudy Sap

     Formidable Flora ~
     =--------------=
          Strange weapons made primarily from plant parts.

            A Item:
            B Item: N/A

            C Item: Onion Sword -- This sword was specially made for the Onion
                    Knight of legend.
               Requisites: Gemsteel, Onion, Crusader Tonic


            D Item: N/A
            E Item: N/A

     Gift of Stone ~
     =-----------=
          Equipment beautiful and deadly to behold.

            A Item: N/A
            B Item: N/A

            C Item: Diamond Armor -- "A beautiful piece of armor, to be sure,
                    but compared to the diamonds that bespeckle it, the rest
                    is rough." ~ The Study of Arms
               Requisites: Dipraeu Bronze, Battlewyrm Carapace, Sweet Sap

            D Item: Diamond Helm -- It is hard to overestimate this helm's
                    protective qualities, nor the means of one who could
                    afford to buy it.
               Requisites: Adamant Alloy, Zingu Pearl, Bitter Sap

            E Item: Diamond Sword -- Immune: Slow; Diamond dust mixed in with
                    the steel of this blade gives it an edge that lasts
                    forever.
               Requisites: Zinconium, Pointed Horn, Bitter Sap

     Gilt Accessories ~
     =--------------=
          These accessories gleam with gold.

            A Item: N/A
            B Item:

            C Item: Golden Amulet * -- A charm woven of thinly spun threads of
                    gold. 
               Requisites: Low Arcana, Crusite Alloy, Hedychium Pollen

            D Item: Gold Hairpin -- Immune: Silence; Witches of old wore
                    sackcloth and shunned all fancy accoutrements, save a
                    single gold hairpin.
               Requisites: Tarkov Crystal, Crusite Alloy, Pearl Moss

            E Item: N/A

     Gilt Armor ~
     =--------=
          The beauty of these golden armors would make even a bloodraged
          berserker catch his breath.

            A Item: N/A
            B Item:
            C Item: N/A

            D Item: Golden Armor -- "A thief boasted to me that once, in a
                    battle, he'd scraped enough gilt-leaf off a knight's armor
                    to go into early retirement." ~ The Traveler's Tale
               Requisites: Dipraeu Bronze, Tyrant Hide, Tomato Stalk

            E Item: N/A

     Grab Bag ~
     =------=
          An assortment of mystery weapons. Who knows what you'll get?

            A Item: N/A

            B Item: Perseus Bow -- Be thankful this bow does not bear a notch
                    for every fell fiend vanquished by it, for by now it would
                    be naught but a string.
               Requisites: Gemsteel, Quince, Spider Silk

            C Item: Satyr Flute -- Immune: Charm; This flute is shaped like
                    the horn of those lovers of good music and fine wine, the
                    beast-men satyrs.
               Requisites: Damascus, Rose Branch, Bat Wing
                    Fanatic -- Merely gaze at the lustrous deep red of this
                    pole, and you have taken the first step toward madness.
               Requisites: Damascus, Wyrmtwig, Windslicer Pinion

            D Item: Kwigon Blade -- With this sword in hand, even the most
                    restless heart might glimpse serenity.
               Requisites: Platinum, Birch, Aged Linen Thread
                    Oblige -- Immune: Charm; What better symbol of courage and
                    love than a sword?
               Requisites: Dipraeu Bronze, Cottonflue, Superior Silk Thread

            E Item: Conch Shell -- It is said these coiled, hollow shells were
                    once used by mermen to call attacks on galleons strayed
                    too far from the bustle of the shipping lanes.
               Requisites: Zincatite, Cottonflue, Soft Cotton
                    Tonfa -- Close-range combatants have used these single-
                    pronged wooden sticks for centuries.
               Requisites: Cruzle Brass, Agathis, Ahriman Wing

     Greatbows ~
     =-------=
          Lavishly decorated bows of unsurpassed size.

            A Item:
            B Item: N/A

            C Item: Marduk -- This legendary bow has slain thousands on the
                    field of battle. Are you worthy to wield it?
               Requisites: Wind Sigil, Pagoda Wood, Bat Wing

            D Item: Hunting Bow -- Another bow might be sufficient to claim a
                    hare, or wound a hart, but is it good enough to split a
                    hair, or pierce a heart?
               Requisites: Water Sigil, Agathis, Silk Thread
                    Elfin Bow -- Air; A light bow, made and favored by the fey
                    folk of the woodlands.
               Requisites: Wind Sigil, Kuraisle Boxwood, Faerie Wing

            E Item: Cranequin -- A king once presented one of these great bows
                    to a tribe of moogles. Any fewer, and he feared they would
                    not be able to draw the string.
               Requisites: Wind Stone, Danbukwood, Ahriman Wing

     Greatswords ~
     =---------=
          It's impossible to lift these imposing swords with only one hand,
          much less swing them.

            A Item: N/A
            B Item: N/A

            C Item: Zweihander -- Two hands may wield, but no scabbard can
                    hold this titanic blade.
               Requisites: Zodiac Ore, Skull, Quality Lumber
                    Ogrenix -- An ancient mageblade, hallowed at its forging
                    by the saints of a world long since forgotten.
               Requisites: Zodiac Ore, Zingu Pearl, Pagoda Wood

            D Item: Ancient Sword -- Immune: Stone; A large sword forged using
                    methods passed down from smith to smith since antiquity.
               Requisites: Sanative Needle, Pointed Horn, Spruce
                    Diagriohm -- Longtime wielders of this sword would be hard-
                    pressed to say whether they broke it in, or it broke them.
               Requisites: Gikhet Lead, Iron Carapace, Mape Wood

            E Item: Barong -- This hefty sword is surprisingly agile in the
                    hand.
               Requisites: Cruzle Brass, Animal Bone, Waltwood
                    Xankbras -- Massive is the only word adequate to describe
                    this cross-bladed sword.
               Requisites: Xergis Tin, Insect Husk, Birch

     Grime-stained Gloves ~
     =------------------=
          Grit and metal shavings cover the surface of these gloves.

            A Item:
            B Item:

            C Item: Kaiser Knuckles -- On the right hands, these battle
                    knuckles are capable of dealing as much damage as a sword
                    or spear.
               Requisites: Storm Stone, Adamant Alloy, Giant's Tanned Hide

            D Item: Poison Knuckles -- For those whom nature has not blessed
                    with venom, there are these. Small thorns deliver the
                    goods.
               Requisites: Dark Stone, Xergis Tin, Bat Tail

            E Item: Metal Knuckles -- Taking brawls to the next level, one
                    fist at a time.
               Requisites: Earth Stone, Zinconium, Wolf Pelt

     Hair Adornments ~
     =-------------=
          These accessories leave nothing wanting in form or function.

            A Item: N/A
            B Item:

            C Item: Cachusha * -- Immune: Some debuffs; A red hairpin, adorned
                    with words of blessing to keep one's protection close.
                    WOMEN only.
               Requisites: Coral Fragments, Four-leaf Clover, Pagoda Wood

            D Item: N/A
            E Item: N/A

     Hallowed Arms ~
     =-----------=
          The names of the gods have been spoken over these weapons,
          cleansing them of evil.

            A Item:
            B Item: N/A

            C Item: Life Crosier -- A mace with the power to give life, and to
                    take it away.
               Requisites: Waterwyrd Crystal, Rose Branch, Unpurified Ether

            D Item: Healing Staff -- On Hit: Restore HP; Some staves are made
                    for harming, others for mending those who have come to
                    harm.
               Requisites: Holy Stone, Waltwood, Healing Water
                    Cleansing Staff -- This staff acts as a conductor, drawing
                    the impurities of the body into itself, never to escape.
               Requisites: Holy Stone, Waltwood, Crusader Tonic

            E Item: N/A

     Heavy Bows ~
     =--------=
          These large bows are taller than men, and almost as heavy.

            A Item:
            B Item:

            C Item: Master Bow -- A greenhorn would be hard-pressed even to
                    draw this daunting bow.
               Requisites: Zodiac Ore, Gimble Stalk, Kuraisle Boxwood

            D Item: Twin Bow -- This bow has been designed specifically for
                    rapid, repeated firing.
               Requisites: Damascus, Sturdy Bone, Danbukwood

            E Item: N/A

     Heavy Maces ~
     =---------=
          Sturdy maces, befitting a powerful mage.

            A Item:
            B Item:

            C Item: Druid Mace -- A mace wielded by those who serve a higher
                    power.
               Requisites: Fire Stone, Zinconium, Whisperweed

            D Item: Energy Mace -- Traces of magnetic material in the alloy of
                    this mace guide it toward the invisible energies emitted
                    by all living things.
               Requisites: Dark Stone, Zinconium, Succulent Fruit

            E Item: N/A

     Heavy Swords ~
     =----------=
          Swinging one of these huge, heavy swords is like swinging a sheet of
          solid iron.

            A Item:
            B Item:

            C Item: Claymore -- Wielding a sword such as this is not a
                    warrior's right. It is his privilege.
               Requisites: Tarkov Crystal, Adamantite, Tanned Tyrant Hide
               Requisites:

            D Item: Stribog -- Swing this greatsword once and the air will sing
                    of battle; twice, and it will sing of victory.
               Requisites: Wind Stone, Zodiac Ore, Tanned Hide
                    El-Cid -- A proud sword, once wielded by heroes defending
                    their homeland.
               Requisites: Water Stone, Zodiac Ore, Coeurl Pelt

            E Item: Falchion -- You could cut clean through a log with this
                    hefty broadsword, but you wouldn't want to.
               Requisites: Wind Stone, Zinconium, Rat Pelt
                    Predator -- It is hard to say where the warrior's bloodlust
                    ends and the sword begins.
               Requisites: Earth Stone, Gikhet Lead, Wolf Pelt

     Hurdy's Request ~
     =-------------=
          The instrument Hurdy asked you to bring him.

            A Item: Shining Lute * -- Holy; A lute made to accompany songs of
                    devotion.
               Requisites: Flutegrass, Strawood

            B Item: Brilliant Theorbo * -- Fire; Immune: Silence; The rich bass
                    notes of this instrument give any room in which it is 
                    played a warm, homey feel. 
               Requisites: Spiral Vine, Strawood

            C Item: N/A
            D Item: N/A
            E Item: N/A

     Ill-tuned Instruments ~
     =-------------------=
          These instruments are all slightly out of tune.

            A Item: N/A

            B Item: Frigid Viol -- Ice; Though it be played in the dingiest of
                    taverns, the crisp chords of this instrument sound as
                    though they echo in a cathedral of ice.
               Requisites: Einherjarium, Star Fragments, Kempas

            C Item: N/A

            D Item: Glass Bell -- Immune: Sleep; The crystalline harmonies of
                    this glass bell are truly worth the hearing.
               Requisites: Cruzle Brass, Skull, Moonwood
                    War Trumpet -- A trumpet to be sounded on the march to
                    battle.
               Requisites: Trusty Frying pan, Aged Turtle Shell, Mape Wood

            E Item: Demon Bell -- A little red bell rung by travelers to ward
                    off demons during the night.
               Requisites: Gikhet Lead, Skull, Danbukwood

     Iron Armor ~
     =--------=
          Armor that places function before form.

            A Item: N/A
            B Item: N/A
            C Item: N/A

            D Item: Iron Armor -- This heavy armor features a plate of solid
                    iron to protect the chest.
               Requisites: Trusty Frying Pan, Zingu Pearl Shell

            E Item: Iron Helm -- 'Aye, 'tis a heavy helm,' the swordsman said,
                    'but I'll be carrying it and leaving your corpse behind if
                    you don't put it on.' ~ The Traveler's Tale
               Requisites: Trusty Frying Pan, Turtle Shell

     Lethal Blades ~
     =-----------=
          One glance at these razor-sharp blades is all it takes to measure
          their quality.

            A Item: N/A

            B Item:

            C Item: Paraiba Blade -- Gemstones fused into the steel make this
                    blade almost as costly as it is deadly.
               Requisites: Storm Stone, Zodiac Ore, Lamia Scale

            D Item: Pearl Blade -- Never has the soft glow of pearl heralded
                    such pain.
               Requisites: Water Stone, Cruzle Brass, Zingu Pearl Shell
                    Ogun Blade -- A great sword is lifted not for battle, but
                    for victory. This scarlet blade is one such sword.
               Requisites: Water Stone, Xergis Tin, Gimble Stalk

            E Item: Sweep Blade -- A sword made for cutting down enemies in
                    great swaths, as though they were naught but wheat.
               Requisites: Wind Stone, Gikhet Lead, Animal Bone

     Light Blades ~
     =----------=
          Well-made knives rely not on the strength of their wielder, but on
          his skill.

            A Item:
            B Item: N/A

            C Item: Orichalcum Dirk -- A knife forged from the legendary
                    metal orichalcum.
               Requisites: Orichalcum, Alraune Drill, Bitter Sap

            D Item: Khukuri -- The fastest way to a man's heart is his
                    stomach. The curve of this knife's blade makes it easy.
               Requisites: Damascus, Bomb Shell, Foul Liquid

            E Item: Rondel -- Immune: Disable; A knife with a unique pommel
                    that prevents the wielder's grip from slipping.
               Requisites: Xergis Tin, Insect Husk, Malboro Wine

     Maelstrom's Might ~
     =---------------=
          Watch these weapons long enough and you'll see a spark of lightning
          shoot along the surface.

            A Item: N/A
            B Item: N/A

            C Item: Nike Bow -- Lightning; A bow blessed by the Goddess of
                    Victory.
               Requisites: Storm Stone, Spiral Vine, Divariwood

            D Item: N/A

            E Item: Judicer's Staff -- Lightning; The gigas Ramuh himself
                    infused this staff with a bolt of lightning.
               Requisites: Storm Stone, Recall Grass, Waltwood

     Magicked Protectives ~
     =------------------=
          The magick in these pieces enhances the natural ability of the mage
          who wears them.

            A Item: N/A
            B Item:

            C Item: Magick Ring * -- Immune: Berserk; The engravings on this
                    ring heighten the magick potential of its wearer.
               Requisites: Mind Ceffyl, Four-leaf Clover, Small Feather

            D Item: N/A

            E Item: Magus Robe -- This robe flutters out like a cape; the
                    symbol of the mage.
               Requisites: Tarkov Crystal, Tiny Mushrooms, Soft Cotton

     Mark of the Goddess ~
     =-----------------=
          Goddesses in ancient days were said to favor these armors.

            A Item: N/A

            B Item: Minerva Bustier -- Immune: Dark; It is said the goddess of
                    victory once wore this garment. WOMEN only.
               Requisites: High Arcana, Dipraeu Bronze, Spiral Vine

            C Item: Artemis Bow -- This slender bow is said to have once
                    belonged to the Goddess of the Hunt.
               Requisites: Mind Ceffyl, Gemsteel, Moon Bloom

            D Item: Save The Queen -- Holy; Absorb: Holy; Prayers are inscribed
                    along the length of this holy blade to ease the passing of
                    its victims.
               Requisites: Holy Stone, Mysidia Alloy, Pearl Moss

            E Item: N/A

     Mirrored Gear ~
     =-----------=
          This polished equipment reflects even the faintest light.

            A Item: N/A

            B Item: Mirage Vest -- Holy; When it catches the light, this 
                    garment glows with an unearthly luminescence. 
               Requisites: Mind Ceffyl, Gemsteel, Rainbow Thread

            C Item: Mirror Mail -- Equip: Reflect; This thin armor is imbued
                    with powerful Reflect magicks.
               Requisites: Storm Sigil, Platinum, Windslicer Pinion

            D Item: Épée-prisme * -- Half Damage: Dark; Ask ten men the color
                    of this sword as it flies through battle, and you will
                    hear ten answers.
               Requisites: Storm Sigil, Zincatite, Faerie Wing

            E Item: N/A

     Moldy Tomes ~
     =---------=
          These old books smell faintly of mold.

            A Item:
            B Item:

            C Item: Veil of Wiyu -- A book detailing the life and affairs of a
                    notorious woman.
               Requisites: Hedychium Pollen, Kempas, Yellow Liquid
                    Enavia Chronicles -- A record of Kuth Castle in the land
                    of Enavia.
               Requisites: Tiny Mushrooms, Kempas, Strange Liquid

            D Item: The Arnath Glyphs -- This book carries the word of the holy
                    god Arnath.
               Requisites: Marriom Heather, Quality Lumber, Malboro Wine
                    Urutan Annals -- The compiled chronicles of the reign of a
                    once-mighty king.
               Requisites: Ladies' Tresses, Quality Lumber, Foul Liquid

            E Item: Mage Manual -- No mage's training is complete without the
                    knowledge contained in this tome.
               Requisites: Succulent Fruit, Waltwood, Foul Liquid
                    Battle Folio -- One could learn all there is to know of the
                    techniques of war by reading this weighty tome.
               Requisites: Silk Bloom, Cottonflue, Foul Liquid

     Mystic Arms ~
     =---------=
          Words honoring the gods ornament these blessed arms.

            A Item: Angel Ring * -- Equip: Reraise once; It is said the angels
                    themselves made this ring of benedictions. 
               Requisites: Lightwing Crystal, Mythril, Wyrmtwig

            B Item: N/A

            C Item: Staff of Blessings -- Lift this staff high, knowing that
                    you call a benediction down not only upon yourself, but
                    upon all those whom you hold most dear.
               Requisites: Soul Ceffyl, Platinum, Divariwood

            D Item: N/A
            E Item: N/A

     Night's Embrace ~
     =-------------=
          The spirits of darkness stir in these jet-black pieces.

            A Item:
            B Item:

            C Item: Bone Plate -- Dark; Absorb: Dark; This garment was made by
                    stitching together the bones of a beast.
               Requisites: Dark Stone, Crusite Alloy, Blood-darkened Bone

            D Item: Black Quena -- Dark; A black flute, played to send the 
                    souls of the departed on to the next world. 
               Requisites: Dark Stone, Zincatite, Skull

            E Item: Apocalypse -- Dark; To draw this black blade is to know
                    the horrors of war and welcome them.
               Requisites: Dark Stone, Zinconium, Skull

     Ornamented Blades ~
     =---------------=
          An instrument of death need not look the part.

            A Item: N/A
            B Item: N/A

            C Item: Joyeuse -- This sword celebrates the joy of victory for its
                    wielder. On the matter of the victim, it is silent.
               Requisites: Trusty Frying Pan, Zingu Pearl, Aqua Galac
                    Mage Masher -- A powerful sword once used for the
                    persecution of mages.
               Requisites: Sanative Needle, Sturdy Bone, Aqua Galac

            D Item: Fleuret -- A sword made for sticking and stabbing, with a
                    guard on the hilt to protect the hands.
               Requisites: Sanative Needle, Molting, Fresh Water

            E Item: Stinger -- Why sting like a bee, when you can do so like a
                    man with a sharp sword? Made for stabbing, not slashing.
               Requisites: Sanative Needle, Lamia Scale, Fresh Water

     Ornamented Bows ~
     =-------------=
          The sensuous curve of these bows is to die for.

            A Item:

            B Item: Target Bow * -- Dedicated machinists toiled for years to
                    create these reliable bows.
               Requisites: Great Serpent's Fang, Suspect Mushroom, Kuraisle
                           Boxwood
                    Yoichi Bow -- Songs tell of a great warrior in a faraway
                    land who once wielded this weapon.
               Requisites: Aged Turtle Shell, Spiral Vine, Quince

            C Item: Nail Bow -- It is said that a line of archers with these
                    bows once loosed a volley into a wood, and when the leaves
                    settled, there stood a sturdily constructed cabin.
               Requisites: Spiral Incisor, Malboro Vine, Gurnat

            D Item: Thorn Bow -- "I often though that, should I run out of
                    arrows in the midst of battle, I could pull off one of the
                    thorns and shoot that instead." ~ The Study of Arms
               Requisites: Sturdy Bone, Spiral Vine, Kempas

            E Item: Longbow -- A double bowstring makes this weapon
                    particularly lethal.
               Requisites: Molting, Sturdy Vine, Mape Wood
                    Char Bow -- A blackened bow for stealthy night use.
               Requisites: Animal Bone, Sturdy Vine, Red Geeps

     Ornamented Spears ~
     =---------------=
          These elegant spears serve as well on the parade ground as the
          battleground.

            A Item:

            B Item: Trident * -- The noble trident, weapon of the sea-king and
                    any brave enough to plough his foaming fields.
               Requisites: Moon Ring, Cod Scale, Wyvern Wing

            C Item: Kain's Lance -- This black lance is thought to have once
                    belonged to a dragoon of legend.
               Requisites: Crusite Alloy, Vampyr Fang, Black Thread

            D Item: Partisan -- This spear has a blade like a giant feather
                    from a great bird.
               Requisites: Dipraeu Bronze, Wyrm Carapace, Velvet

            E Item: Javelin -- The blade that tops this slender spear is small,
                    but sharp.
               Requisites: Xergis Tin, Animal Bone, Wool

     Ounce of Preservation ~
     =-------------------=
          Accessories enchanted with magicks to ward against ill health.

            A Item: N/A

            B Item: Orb of Minwu * -- Immune: Most debuffs; Some call this
                    jewel the "Soul of Minwu," so treasured it was by its
                    original owner.
               Requisites: Low Arcana, Crusader Tonic, Rainbow Thread

            C Item: N/A
            D Item: N/A
            E Item: N/A

     Power Within ~
     =----------=
          These pieces tap the inner strength of their owner.

            A Item:
            B Item: N/A

            C Item: Colichemarde -- Immune: Berserk; The cold steel of this
                    sword stands between the sanity of its wielder and the
                    madness of war.
               Requisites: Mind Ceffyl, Damascus, Tanned Tyrant Hide

            D Item: N/A
            E Item: N/A

     Pride of the Templar ~
     =------------------=
          Only select members of the templar are chosen to wield these long,
          elegant blades.

            A Item:
            B Item: N/A

            C Item: Excalibur -- Holy; Immune: Holy; Only a true knight may
                    touch this sword's hilt. The blade isn't half as
                    discriminating.
               Requisites: High Arcana, Mysidia Alloy, Crusader Tonic

            D Item: N/A
            E Item: N/A

     Pugilist's Gear ~
     =-------------=
          Equipment used by career fighters.

            A Item: N/A

            B Item: Tiger Fangs -- Lightning; Nothing says "carnivore" like a
                    pair of these bestial knuckles.
               Requisite: Adamantite, Tanned Beast Hide, Kalos

            C Item: Power Sash -- This handy accoutrement is meant to take the
                    slack out of clothing to prevent unwanted snags and tears.
               Requisites: Mysidia Alloy, Giant's Tanned Hide, Onion

            D Item: Jujitsu Gi. -- Immune: Doom; A fighting suit favored by
                    monks.
               Requisites: Damascus, Prime Pelt, Pearl Moss

            E Item: Headband -- There's nothing like a tight headband for
                    keeping your thoughts from straying too far afield.
               Requisites: Trusty Frying Pan, Rabbit Tail, Power Fruit

     Roadworn Boots ~
     =------------=
          Adventurers have long favored these sturdy boots.

            A Item:
            B Item:

            C Item: Sprint Shoes * -- A pair of shoes for fast running over
                    short distances.
               Requisites: Wind Sigil, Rabbit Tail, Superior Silk Thread

            D Item: Spiked Boots * -- With their long metal spikes, these boots
                    were made for kicking, and that's just what they'll do.
               Requisites: Fire Stone, Wolf Pelt, Fine Wool

            E Item: N/A

     Rimebound Gear ~
     =------------=
          A thin layer of frost covers these weapons and armor.

            A Item: N/A

            B Item: White Fangs -- Ice; "'The fangs are for luck,' the old 
                    smith said. One man scoffed and lost nine gold teeth. None
                    saw cause to argue after that." ~ The Traveler's Tale
               Requisites: Ice Stone, Mythril, Blood-darkened Bone

            C Item: Ice Shield -- Ice; Absorb: Ice; A slight chill hangs in the
                    air around this magicked shield.
               Requisites: Ice Stone, Zodiac Ore, Vampyr Fang

            D Item: Icebrand -- Ice; The unmelting ice used to forge this blade
                    was stolen from the heart of a massive glacier.
               Requisites: Ice Stone, Adamant Alloy, Molting

            E Item: Ice Lance -- Ice; A lance of pure ice, kept eternally from
                    melting by the gigas Shiva's power.
               Requisites: Ice Stone, Sanative Needle, Fury Fragments

     Rust-stained Helms ~
     =----------------=
            "The mirror finish of his helm flashed as he charged, and I could
            not help but smile - another noble fresh from the Akademy."

            A Item: N/A

            B Item: Hanya Mask * -- Shivering, a blacksmith once woke from a
                    nightmare about a demon of a faraway land. The next
                    morning, he crafted the first of these helms.
               Requisites: Crusite Alloy, Blood-darkened Bone, Strange Liquid

            C Item: N/A

            D Item: Close Helmet -- A helm made to cover the whole face.
               Requisites: Adamant Alloy, Bone Chips, Malboro Wine

            E Item: Barbut -- A sturdy helm, though some complain the narrow
                    visor ruins their view of the carnage.
               Requisites: Adamant Alloy, Crooked Fang, Green Liquid

     Rust-stained Guns ~
     =---------------=
          Rust mars the barrel of these guns, but the imperfection is only
          superficial.

            A Item: N/A

            B Item: Outsider -- A gun with a unique noise-dampening design to
                    conceal the location of the marksman.
               Requisites: Ice Sigil, Moon Ring, Clear Sap
                    Longbarrel -- A gun so accurate, you could shoot
                    blindfolded at night and still hit your mark.
               Requisites: Fire Sigil, Moon Ring, Strange Liquid

            C Item: Giot Gun -- The only thing wider than the barrel on this
                    gun is the hole it leaves in your enemies.
               Requisites: Ice Sigil, Gun Gear, Foul Liquid
                    Chaos Rifle -- This gun, developed by a warlord on the eve
                    of a revolution, soon became the standard weapon of his
                    new realm.
               Requisites: Earth Stone, Gun Gear, Silver Liquid

            D Item: Riot Gun -- The barrel of this gun has been lengthened for
                    improved accuracy.
               Requisites: Storm Stone, Clock Gear, Green Liquid
                    Lost Gun -- The smith responsible for producing this gun
                    attempted to replicate the construction methods used by
                    ancient machinists.
               Requisites: Wind Stone, Gun Gear, Yellow Liquid

            E Item: Aiot Gun -- A simple, low-maintenance gun.
               Requisites: Wind Stone, Sanative Needle, Cloudy Sap

     Sacred Arms ~
     =---------=
          Swords bestowed with the blessing of the divine.

            A Item:

            B Item: Ama-no-murakumo * -- Holy; Absorb; Holy; A sacred blade
                    plucked from the tail of a great dragon, with a hilt
                    carved from its bones.
               Requisites: Lightwing Crystal, Gemsteel, Strange Liquid
                    Heal Chime -- Holy; Immune: Doom; When the reverberations
                    of the final clear note have faded, your heart will know
                    peace.
               Requisites: Holy Stone, Gold Chalice, Sweet Sap

            C Item: Vitanova * -- Holy; Absorb: Holy; A holy sword named the
                    "Defender of Life" by the many it has saved.
               Requisites: Holy Stone, Crusite Alloy, Clear Sap

            D Item: N/A
            E Item: N/A

     Sage's Bequest ~
     =------------=
          Arms accorded the wisest of men.

            A Item:
            B Item:

            C Item: Sage Crosier -- This mace is more than a weapon; it is the
                    symbol of one who possesses both knowledge and skill.
               Requisites: Holy Stone, Leestone, Rose Branch

            D Item: N/A
            E Item: N/A

     Seal of the Templar ~
     =-----------------=
          This equipment prominently bears the templar seal.

            A Item: N/A

            B Item: Templar Shield * -- Holy; Immune: Several debuffs; It is
                    said this shield was a gift from the world above to a
                    mortal king.
               Requisites: Holy Stone, Mythril, Star Fragments

            C Item:
            D Item: N/A
            E Item: N/A

     Sharp-edged Katana ~
     =----------------=
          These keen blades are masterfully forged.

            A Item: Ragetsu-denbu * -- It is said this sword was inspired by a
                    famed flower of striking beauty and cutting fragrance.
               Requisites: Low Arcana, Gun Gear, Screamroot

            B Item: Adazakura * -- The last enemy has been slain, the last
                    banner burnt, yet the sword still rang with the din of
                    battle.
               Requisites: Earth Sigil, Moon Ring, Kalos
                    Sumihomura * -- A sword of unknown origin. Black flames 
                    seem to trail behind it as it glides through the air. 
               Requisites: Fire Sigil, Crusite Alloy, Goldcap

            C Item: Nosada * -- This war sword was forged by a master
                    bladesmith in a faraway land.
               Requisites: Wind Sigil, Adamantite, Spiral Vine
                    Kotetsu * -- You may wonder how such a rough-hewn blade
                    cuts so cleanly. It is because the sword knows no such
                    doubt.
               Requisites: Body Ceffyl, Moon Ring, Goldcap

            D Item: Ashura -- Fire; This fiery sword has kindled the blood-
                    rage in many. It is a testament to its quality that it
                    always finds a new owner afterward.
               Requisites: Fire Stone, Xergis Tin, Suspect Mushroom
                    Osafune -- The problem with iron helms is the weight and
                    the heat - and the fact that this sword cuts right through
                    them.
               Requisites: Water Sigil, Zincatite, Leucojum

            E Item: Kunai -- The ninja knows that a blade may make a passing
                    good ladder, key, or splint; yet he also knows that is
                    best for killing.
               Requisites: Earth Stone, Xergis Tin, Prima Petal

     Shattered Claws ~
     =-------------=
          Once broken, these claws have been repaired to function like new.

            A Item: N/A

            B Item: Cat Claws -- These knuckles sport short, but sharp, claws.
               Requisites: Mythril, Quality Hide, Sweet Sap

            C Item: N/A

            D Item: Dream Claws -- A sweet lullaby delivered with the force of
                    a battering ram.
               Requisites: Zincatite, Giant's Tanned Hide, Cloudy Sap

            E Item: N/A

     Sign of the Guardian ~
     =------------------=
          Gear ideal for shoring up your defenses.

            A Item:
            B Item:

            C Item: Fortune Ring * -- A brilliant ring, set with stones of
                    power.
               Requisites: Body Ceffyl, Dipraeu Bronze, Battlewyrm Carapace

            D Item: Defender -- Frills are for dresses, not swords. A practical
                    sword for practical swordsmen.
               Requisites: Wind Stone, Zinconium, Fury Fragments

            E Item: Staff of Protection -- A band of temple guardians once
                    wielded these in lieu of shields and armor - and thus was
                    the first order of monks founded.
               Requisites: Water Stone, Cruzle Brass, Coral Fragments
                    Armguards * -- The cloth of these armguards is specially
                    fashioned to resist tearing.
               Requisites: Tarkov Crystal, Zinconium, Turtle Shell

     Silver Death ~
     =----------=
          Weapons and armor cast with large quantities of silver.

            A Item: N/A

            B Item: Samite Coat * -- This silvery coat sparkles with sanctified
                    light.
               Requisites: Mind Ceffyl, Crusite Alloy, Alraune Drill

            C Item: Silver Cannon -- This gun uses special, rounded ammunition.
               Requisites: Dark Stone, Clock Gear, Zingu Pearl Shell
                    Silver Rapier -- Cleverly wrought lace-like metal cords
                    protect the hand of the one who wields this beautiful
                    sword.
               Requisites: Holy Stone, Trusty Frying Pan, Mirror Scale

            D Item: Silver Bow -- It was the viera who first discovered that a
                    strand of silver in the wood made the bow fire further and
                    with far greater power.
               Requisites: Wind Stone, Zincatite, Wyrm Carapace

            E Item: Silver Sword -- The silver engraving on this sword is so
                    exquisite, it seems a shame to sully it with blood.
               Requisites: Ice Sigil, Platinum, Insect Husk

     Silver-sheened Armor ~
     =------------------=
          Beautifully polished pieces of metal armor.

            A Item: N/A

            B Item: Platinum Armor -- Beautiful curves of silvery metal make
                    this suit of armor a sight to behold on the battlefield.
               Requisites: Platinum, Hedychium, Yellow Liquid

            C Item: Platinum Shield -- The luster of this shield is a sight to
                    behold.
               Requisites: Platinum, Leucojum, Silver Liquid

            D Item: Platinum Helm -- This elegant helm is made for military
                    ceremonies and the like where full battle regalia is
                    required.
               Requisites: Platinum, Peppergrass, Green Liquid

            E Item: N/A

     Smallswords ~
     =---------=
          Conveniently sized short swords.

            A Item: N/A

            B Item: Jambiya -- A knife with a blade bent back like the horn of
                    a beast, but far sharper. 
               Requisites: Crusite Alloy, Spiral Incisor, Four-leaf Clover

            C Item: Cinquedea -- A large knife with a blade shaped like a man's
                    hand.
               Requisites: Damascus, Spiral Incisor, Kalos
                    Zwillblade -- Decades of experience went into the forging
                    and tempering of this fine knife.
               Requisites: Zincatite, Blood-darkened Bone, Hedychium Pollen

            D Item: Kris -- Your enemy's gasp at the exquisite decorations on
                    the pommel of this knife will be their last.
               Requisites: Gikhet Lead, Sturdy Bone, Tomato Stalk

            E Item: Kard -- The slender blade on this knife is keen enough to
                    shave the feathers off a chocobo.
               Requisites: Gikhet Lead, Animal Bone, Cactus Fruit
                    Scramasax -- This impressive knife is so large, it's often
                    mistaken for a shortsword.
               Requisites: Xergis Tin, Pointed Horn, Ball Moss

     Solid Hammers ~
     =-----------=
          These hammers boast massive heads.

            A Item: N/A
            B Item:

            C Item: Sledgehammer -- Hammers such as this one are used in the
                    quarries to sunder large chunks of rock. Imagine what it
                    can do on the battlefield.
               Requisites: Cursed Coin, Gurnat, Yellow Liquid

            D Item: War Hammer -- It takes a muscle-bound warrior to wield
                    this heavy hammer, and a swift one to avoid it.
               Requisites: Cruzle Brass, Cottonflue, Cloudy Sap

            E Item: Iron Hammer -- "When the call to war came, it was the
                    common smiths who first raised their weapons in answer."
                    ~ The Study of Arms
               Requisites: Xergis Tin, Spruce, Fresh Water

     Soot-stained Shields ~
     =------------------=
          Straight from the forge, these shields still bear the mark of the
          fires which bore them.

            A Item:
            B Item:

            C Item: Chocobo Shield * -- A shield made from the tanned skin of a
                    chocobo.
               Requisites: Damascus, Chocobo Skin, Alraune Drill

            D Item: Aegis Shield -- Holy; Immune: Stone; "I was alarmed to
                    hear a mighty demon lay trapped within the shield, yet I
                    know it is stronger for it."
               Requisites: Gemsteel, Tanned Tyrant Hide, Spiral Incisor

            E Item: Round Shield -- A rounded shield for deflecting attacks.
               Requisites: Cruzle Brass, Quality Pelt, Lamia Scale

     Stealth Set ~
     =---------=
          Equipment that enables the user to pass unseen.

            A Item: N/A

            B Item: Brigand's Gloves * -- Equip: Increased steal success rate;
                    These gloves are designed for ease of movement, and are
                    well suited to intricate manual tasks.
               Requisites: Rabbit Tail, Battlewyrm Carapace, Windslicer Pinion

            C Item: Ninja Gear -- Only the ninja know the techniques required
                    to make this sturdy, stealthy gear. 
               Requisites: Rabbit Tail, Emperor Scale, Faerie Wing

            D Item: N/A

            E Item: Shadow Blade -- The blade of this sword is dyed black for
                    stealth when fighting at night.
               Requisites: Bat Tail, Molting, Large Feather

     Steel of Living Flame ~
     =-------------------=
          The metal of these weapons is warm to the touch.

            A Item:
            B Item: N/A
            C Item: N/A

            D Item: Lava Spear -- Fire; The blade of this fiery spear glows as
                    if it were made of magma.
               Requisites: Fire Stone, Cruzle Brass, Animal Bone
                    Flametongue -- Fire; True to its name, this sword wavers
                    and dances like the voracious flames of a fire.
               Requisites: Fire Stone, Cruzle Brass, Zingu Pearl

            E Item: Venus Blade -- Fire; Absorb: Fire; A sword of stone; its
                    blade radiates a faint warmth.
               Requisites: Soul Ceffyl, Xergis Tin, Bomb Shell
                    Scarlet Rapier -- Fire; Men in their last moments have been
                    enchanted by the flames that seem to dance along this
                    blade.
               Requisites: Soul Ceffyl, Sanative Needle, Bomb Shell

     Storm-forged Armaments ~
     =--------------------=
          Arms and armors infused with lightning magick.

            A Item: N/A

            B Item: Thor Rod -- Lightning; Immune: Lightning; Lightning made
                    still, made to serve the wielder of this rod.
               Requisites: Storm Sigil, Leestone, Kalos

            C Item: Thunder Robe -- Lightning; Absorb: Lightning, Strange hoops
                    of magick woven into this robe conduct and hold the power
                    of the storm.
               Requisites: Storm Stone, Leestone, Silk Bloom

            D Item: Thunder Rod -- Lightning; Insulating resin from a certain
                    gum tree coats the grip of this rod, that the thunder and
                    lightning it summons may not destroy the summoner.
               Requisites: Storm Stone, Zinconium, Sturdy Vine,

            E Item: N/A

     Strength of Earth ~
     =---------------=
          Arms imbued with powerful earth magicks.

            A Item: N/A
            B Item:
            C Item:

            D Item: Terre Rod -- Earth; Immune: Earth; A bone from an earthwrym
                    graces the handle of this rod.
               Requisites: Earth Stone, Agathis, Spider Silk

            E Item: Huntsman's Bow -- Earth; The high tension of this bow
                    makes it more suitable for the skilled archer.
               Requisites: Earth Stone, Spruce, Aged Linen Thread

     Sundry Sabers ~
     =-----------=
          The blades of these swords curve gracefully backward.

            A Item: N/A

            B Item: Manganese Saber -- Face paints taken from the courtesans
                    of slain foes give this saber its peculiar bluish hue.
               Requisites: Ice Sigil, Gemsteel, Four-leaf Clover

            C Item: Harpe -- In a hero's hand, this saber once slew a fell
                    monster. What will it do in yours?
               Requisites: Water Sigil, Gemsteel, Suspect Mushroom

            D Item: Shamshir -- A wide saber with a markedly curved blade.
               Requisites: Earth Stone, Dipraeu Bronze, Hedychium

            E Item: N/A

     Survival Set ~
     =----------=
          Rugged equipment designed to see its owner through the most hard
          fought battles.

            A Item: N/A

            B Item: Survivor -- Light, sturdy knuckles made for maximum impact.
               Requisites: Bundle of Needles, Prime Pelt, Tomato Stalk

            C Item: Survival Vest -- The thick cotton in the vest reduces
                    damage taken from blunt impacts.
               Requisites: Gun Gear, Tiger Hide, Power Fruit

            D Item: Green Beret -- A hat for a man or moogle on a mission.
               Requisites: Cursed Coin, Tiger Hide, Malboro Wine

            E Item: Jackknife -- A knife small enough to conceal in one's
                    hand, or an enemy's rib cage.
               Requisites: Gikhet Lead, Snake Skin, Tiny Mushrooms

     Swords of Destruction ~
     =-------------------=
          Some swords are forged to keep the peace, others to shatter it.

            A Item: N/A
            B Item:

            C Item: Luabreaker -- Immune: Sleep; It is said this massive sword
                    still reflects the light of the full moon under which it
                    was forged.
               Requisites: Gemsteel, Mirror Scale, Red Geeps

            D Item: Swordbreaker -- The spike protruding from the guard of
                    this knife is designed to catch an enemy's blade.
               Requisites: Adamant Alloy, Sturdy Bone, Moonwood

            E Item: Hardedge -- Immune: Doom; This straight-bladed sword looks
                    like a bar of solid iron and is about as subtle.
               Requisites: Zodiac Ore, Great Serpent's Fang, Danbukwood

     Tempting Fate ~
     =-----------=
          Most would think carefully before wielding weapons of such ill omen.

            A Item: Diabolique * -- Dark; Immune: Dark; The only thing more
                    fearsome than the demon said to live within this blood-
                    red sword is you wielding it. 
               Requisites: Darklord Crystal, Gold Chalice, Vampyr Fang

            B Item: N/A

            C Item: Blood Sword -- On Hit: Steal HP; Copious quantities of
                    blood have stained this sword's blade a rich crimson.
               Requisites: Dark Stone, Cursed Coin, Spiral Incisor

            D Item: Hades Bow -- Dark; Each arrow it fires points the way to
                    the Underworld.
               Requisites: Dark Stone, Clock Gear, Blood-darkened Bone

            E Item: N/A

     The Drowned ~
     =---------=
          The surface of these weapons is slick with moisture.

            A Item: N/A
            B Item: N/A

            C Item: Spring Staff -- Water; Immune: Water; The engravings upon
                    the staff form a map leading leading to a faerie wellspring
                    of unmatched clarity. 
               Requisites: Water Sigil, Moon Ring, Healing Water

            D Item: Aqua Saber -- Water; A sea-blue saber, tempered in a
                    maelstrom and possessing all its power.
               Requisites: Water Stone, Dipraeu Bronze, Healing Water

            E Item: Murasame -- Water; Soft rain fell when this sword was
                    forged, and the dew still rises on it each evening to wash
                    off the day's blood.
               Requisites: Water Stone, Xergis Tin, Healing Water

     Thunder's Cry ~
     =-----------=
          These weapons emit a sound like a thunderclap when swung through the
          air.

            A Item: N/A
            B Item: N/A

            C Item: Vajra -- Lightning; Immune: Lightning; "I drew the sword
                    and heard chanting; a prayer in a tongue I do not care to
                    hear again."
               Requisites: Storm Sigil, Zodiac Ore, Hedychium

            D Item: Gae Bolg -- Lightning; Carvings depicting the tale of a
                    half-man, half-beast hero adorn the shaft of this spear.
               Requisites: Storm Stone, Cruzle Brass, Telaq Flower

            E Item: Atomos Blade -- Lightning; "Lightning splits the sky in
                    two, and the air sang with thunder." ~ Lay of the Blade
               Requisites: Soul Ceffyl, Gikhet Lead, Faren Pollen

     Time-tested Rods ~
     =--------------=
          These old rods have proven their use time and again.

            A Item: Bomb Arm * -- The perfect gift for the bomb fanatic in your
                    family: a rod that looks like a bomb arm!
               Requisites: Fire Sigil, Moon Ring, Magick Fruit

            B Item: Lilith Rod * -- A rod fashioned from the tail of the lamia
                    Lilith.
               Requisites: Mind Ceffyl, Mysidia Alloy, Magick Fruit

            C Item: N/A

            D Item: Force Rod -- Sometimes the right rod is all it takes to
                    awaken the potential within.
               Requisites: Body Ceffyl, Leestone, Marriom Heather

            E Item: N/A

     Turquoise Trappings ~
     =-----------------=
          The subtle shades of blue and green in these weapons are a delight
          to behold.

            A Item: N/A

            B Item: Blueleaf Flute -- Immune: Poison; Many noble lips have
                    played this storied flute.
               Requisites: Water Sigil, Mysidia Alloy, Unpurified Ether

            C Item: N/A
            D Item: N/A

            E Item: Blue Saber -- A blue saber, born of the deepest ocean.
               Requisites: Water Stone, Trusty Frying Pan, Fresh Water

     Uncommon Poles ~
     =------------=
          An array of poles seldom seen for sale in a run-of-the-mill smithy.

            A Item: N/A

            B Item: Eight-fluted Pole -- Being hit by the bladed end of this
                    pole is only slightly more painful than being hit by the
                    rest.
               Requisites: Storm Sigil, Gold Chalice, Red Geeps

            C Item: Gokuu Pole -- A great monk once blessed this pole with
                    powerful charms for destroying evil.
               Requisites: Body Ceffyl, Leestone, Quality Lumber
                    Esztam Baton -- The children learned the steps of the
                    dance, colorful batons raised above their heads. Never did
                    they suspect they trained for war.
               Requisites: Mind Ceffyl, Leestone, Divariwood

            D Item: Iron Pole -- It is rare to find something so handsomely
                    crafted so efficacious at crushing in skulls. 
               Requisites: Earth Sigil, Leestone, Waltwood

            E Item: Cypress Pole -- Earth; A light staff hewn from the pliable
                    wood of the marshes.
               Requisites: Soul Ceffyl, Leestone, Spruce
                    Sanjiegun -- This pole is divided into three sections: one
                    for holding, the other two for striking.
               Requisites: Storm Stone, Leestone, Pagoda Wood

     Uncommon Swords ~
     =-------------=
          An array of swords seldom seen for sale in a run-of-the-mill smithy.

            A Item: N/A
            B Item:
            C Item: N/A

            D Item: Burglar Sword -- A large sword favored by those with shifty
                    eyes and nimble fingers.
               Requisites: Earth Stone, Xergis Tin, Dragon Bone

            E Item: Buster Sword -- If you're in the business of monster
                    slaying, you need look no further than this sword.
               Requisites: Earth Stone, Xergis Tin, Crooked Fang

     Unyielding Strength ~
     =-----------------=
          Impossibly strong, years may pass before the slightest scratch
          blemishes the surface of this fine equipment.

            A Item: Adamant Armor * -- The adamantite that reinforces this 
                    armor gives it a beautiful greenish luster. 
               Requisites: Earthwyrm Crystal, Adamantite, Pink Tail

            B Item:
            C Item: N/A

            D Item: Adamant Vest -- A linen vest fit with an adamant alloy
                    breastplate.
               Requisites: Earth Stone, Adamant Alloy, Rat Tail

            E Item: N/A

     Vermillion Vestaments ~
     =-------------------=
          Turn heads with this striking set of red finery.

            A Item:
            B Item:

            C Item: Red Shoes * -- The unusually long-lasting dye used in
                    these shoes is made from a mash of common medicinal herbs.
               Requisites: Wind Sigil, Cursed Coin, Large Feather

            D Item: N/A
            E Item: N/A

     Voice of the Wind ~
     =---------------=
          Raise these weapons in battle and the wind will surely be at your
          back.

            A Item:
            B Item: N/A

            C Item: Gale Sword -- Air; A sword so sharp, it cuts the very
                    wind.
               Requisites: Wind Sigil, Damascus, Bat Wing

            D Item: Djinn Flyssa -- Air; Immune: Wind; Inspired by a dust
                    devil, this sword was born of sand, sun, and wind.
               Requisites: Wind Stone, Cursed Coin, Ahriman Wing
                    Air Blade -- Air; Immune: Wind; A keen blade; its form is
                    that of a tempest bound in steel.
               Requisites: Wind Stone, Dipraeu Bronze, Giant Feather

            E Item: Windslash Bow -- Air; This bow fires arrows so swiftly,
                    even the wind cannot catch them.
               Requisites: Wind Stone, Cruzle Brass, Small Feather

     Whetted Axes ~
     =----------=
          Axes sharpened to deadly perfection.

            A Item: N/A

            B Item: Francisca -- Small and sharp, the perfect axe for close
                    encounters of an unfriendly kind.
               Requisites: Leestone, Rabbit Pelt, Spiral Incisor

            C Item: Hammerhead -- The head of this axe was designed on the
                    assumption that what the blade didn't cut, the hammer
                    would surely smash.
               Requisites: Adamant Alloy, Coeurl Pelt, Great Serpent's Fang
                    Slasher -- Flesh and sinew offer no resistance at all to
                    this axe's slender blade.
               Requisites: Adamant Alloy, Tiger Hide, Battlewyrm Carapace

            D Item: Broadaxe -- The wide blade of this axe is perfect for
                    chopping through anything foolish enough to get in your
                    way.
               Requisites: Gikhet Lead, Rat Pelt, Mirror Scale

            E Item: N/A

      White Vestments ~
      =-------------=
           These striking armors are paler than the moon.

             A Item:
             B Item:

             C Item: White Robe -- Half Damage: Ice; A robe of the purest
                     white. Better than black magick for defending one's
                     person.
                Requisites: Mind Ceffyl, Zingu Pearl, White Pearl

             D Item: N/A
             E Item: N/A

      Work of the Master ~
      =----------------=
           Valuable blades crafted by a master of the art.

             A Item: N/A

             B Item: Masamune * -- An exquisite wave pattern glimmers down the
                     blade of this famous sword.
                Requisites: Moon Ring, Clear Sap, Spider Silk

             C Item: N/A
             D Item: N/A
             E Item: N/A

()---------------------------------------------------------------------------()
||                          12.2. The Auction House                 [12200]  ||
()---------------------------------------------------------------------------()

The Auction House is unlocked after completion of the Now That's a Fire!
mission.


                                 --- Basics ---


Auctions occur during one month in every year. At first, you will bid for
regions, but once you become Champion for Life, you can bid for items. Many
pieces of rare equipment can be attained very early in the game through the
use of auctions, so it's in your best interest to learn and master this aspect
of the game.

During each auction, you face off against other rival clans. The entry fee is
20 CP (your first auction's fee will be waived though) At the beginning, you
will be given a set amount of 1-point coins, 2-point coins, and 3-point coins.
5-point coins typically are acquired as a bonus.

The idea is pretty simple. Place down the most amount of coins in each auction
to win. However, you can't just put down all of your highest coins. Doing so
would severely shorthand your clan the next round. Rather, you need to
strategically put down coins as to win each round of the auction, yet still
have enough coins for the remaining areas. The winner is always the clan
with the greatest amount of points. However, it does not matter if the winner
beats out the opposition by just one point or 20 points. Therefore, strict
distribution of coins is instrumental to victory.

In the event of a tie, the region master is given the win. If there is a tie
between two clans, neither of which is region master, then the winner is
selected randomly. The first clan to reach 30 points automatically wins the
auction.

Notice the timeline on the bottom of the auction screen. The bar will slowly
fill as the auction progresses. Bids are put down at each of the notches in
the bar. Make sure you input your command prior to each notch or else you'll
miss the opportunity to put down coins for that turn. Occasionally, a 'Bonus'
box will pop up in one of the notches. At this point in the timeline, if your
clan is in the designated position in the Bonus Box (1st, 2nd, 3rd, etc.),
your clan will receive a bonus 5-point token.

Upon gaining control of a region, all quest fees and item prices there will be
reduced. Not a bad deal, don't you think?

After completing 20 auctions, the Token Emporium will be unlocked. Here, you
can purchase tokens for the coming auctions. At this point, you can essentially
stock up on 5-point coins and blow away the competition. The prices are as
follows:

     1-Point Coin: 5 CP
     2-Point Coin: 10 CP
     3-Point Coin: 20 CP
     5-Point Coin: 70 CP

Once you gain control of all regions in an auction, you will become Champion
for Life, meaning all regions in the area are under your control permanently
(kind of defeats the purpose of auctions now, doesn't it?). At this point, you
can bid for items instead of regions in the auctions to follow. Grand prizes
are attained by winning all of the areas of a region in one auction.


                               --- Strategy ---


The key is to read the opponent's motives. Their next action can be determined
by the sprite's animation:

   Thought Bubble        --> Not decided yet
   Shaking Head          --> Not bidding
   Standing              --> 1-point coin
   Walking               --> 2-point coin
   Defense Pose          --> 3-point coin
   "!" Bubble Over Head  --> 5-point coin

The quick pace of the auction may be nerve-wracking at first, but over time,
you should get a sense of what to expect from enemy clans. Their gestures
should become engrained your mind, so you can quickly make decisions that'll
put you over the top.

The best strategy to use, after you've memorized the enemy clans' gestures and
their corresponding is to be ONE point ahead of the others. Start off each
auction following the actions of the other clans. As soon as one clan appears
to emerge as the leading clan, bid enough coins to get just ONE point ahead of
first place. Once you are one point ahead of the second-leading clan, just
mirror that particular clan's actions so you always remain just one point ahead
of them. This strategy works to conserve your coins for the other rounds.


                      --- Regions / Item Distribution ---

    * NOTE: The prize lists are still very incomplete. If you have any entries
      that are not listed here, feel free to email me. You will be fully
      credited.

    Camoa --

      Round One: Camoa
      Round Two: Targ Wood
      Round Three: Baptiste Hill

      Prizes: Carabineer Mail, Crown Scepter, Gastrophetes, Samite Coat,
              Swordbreaker, Venus Blade, Faerie Shoes, Cinquedea, Reverie
              Shield, Blood Sword, Talwar, Jambiya, Francisca, Ogrenix,
              Brevis, Tiara, Aegis Shield, Serpent Staff, Onion Sword, Bracers,
              Mirror Mail, Épée-prisme, Black Garb, Kain's Lance
      Grand Prizes: Ribbon, Veil of Wiyu, Zeus Mace, Ever Robe, Mjolnir,
                    Gleisburst, Judicer's Coat, Black Hat

    Graszton --

      Round One: Graszton
      Round Two: The Bisga Greenlands
      Round Three: The Aldanna Range
      Round Four: Zedlei Forest

      Prizes: Barette, Cachusha, Cat Claws, Hardedge, Magick Ring, Masamune,
              Sumihomura, Max's Oathbow, Target Bow, Mandragora, Dragon Mail,
              Crescent Bow, Zanmato, Oblige, Zweihander, Giant's Helmet,
              Trident, Luabreaker, Chocobo Shield, Kiku-ichimonji, Mandragora,
              Magick Robe, Brigand's Gloves, Stardust Rod, Yoichi Bow, Adamant
              Blade, Grimoire Stone, Lilith Rod, Golden Axe, Elixir, Arbalest,
              Ivory Pole
      Grand Prizes: Genji Gloves, Ragetsu-denbu, Tome of Ending, Scarab Charm,
                    Ninja Tabi, Genji Helm, Genji Armor, Genji Shield

    Moorabella --

      Round One: Moorabella
      Round Two: The Galerria Deep
      Round Three: The Rupie Mountains
      Round Four: The Ruins of Delgantua

      Prizes: Bone Plate, Dark Matter, Eureka Crystal, Gauntlets, Greataxe,
              Restorer, Save the Queen, Survivor, Madu, Eureka Crystal, Life
              Crosier, Elixir, Excalibur, Orichalcum Dirk, Blueleaf Flute,
              Lotus Mace, Pomegranate Staff, White Robe, Edaroya Scriptures,
              Fanatic, Golden Amulet, Nirvana, Sledgehammer, Ebon Blade
              Templar Cloth, Black Robe, Orb of Minwu, Vajra, Tiger Fangs,
              Artemis Bow, Gokuu Pole
      Grand Prizes: Seventh Heaven, The Fallen Angel, Gaius Caligae, Red Robe,
                    Estrella, Seventh Heaven, Sage's Robe, Diabolique, 
                    Soulsaber

    Fluorgis --

      Round One: Fluorgis
      Round Two: Tramdine Fens
      Round Three: Sant D'alsa Bluff
      Round Four: Nazan Mines

      Prizes: White Hat, Empyreal Armband, Morning Star, Adamant Armor, White
              Robe, Vitanova, Grimoire Stone, Manganese Saber, Peacemaker,
              Master Bow, Maximilian, Partisan, Winged Boots, Luminous Robe,
              Frigid Viol, Fortune Ring, Materia Armor, Last Letter, Elixir,
              Marduk, Hanya Mask, Gupti Aga, Spring Staff, Cheer Staff, Bone
              Armlets, Six of Diamonds, Master Sword, Templar Shield, Eight-
              fluted Pole, Ace of Spades
      Grand Prizes: Galmia Shoes, Shield of the Four, Galmia Frock, Golden
                    Skullcap, Staff of the Magi, Kotetsu

    Goug --

      Round One: Goug
      Round Two: Aisenfield
      Round Three: Kthili Sands
      Round Four: The Neslowe Passage

      Prizes: Ligatur, Massive Bazooka, Longbarrel, Reaper's Robe, Dromaeo,
              Godhand, Rhomphaia, Heal Chime, Femme Fatale, Heretic Rod, Dark
              Matter, Outsider, Scorpion Tail, Magick Hands, Paraiba Blade,
              Vigilante, Ruby Earring, Beastsword, Guang Cannon, Ayvuir Red,
              Grimoire Stone, King of Hearts
      Grand Prizes: Dragon Whisker, Rocket Punch, Ensanguined Shield, Angel
                    Ring, Malbow, Bomb Arm
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~~ 13. Version History ~~~~~~~~~~~~~~~~~~[13000]~| |
|_|=========================================================================|_|

      Version 0.01 -- Guide skeleton is complete. A few entries have been
                      added to various sections. Almost the entire guide is
                      still in progress. 56 KB

      Version 0.05 -- More information has been added to various sections.
                      Unfortunately, progress will be fairly slow from this
                      point until August, when I'll be off of work. 81 KB

      Version 0.1  -- Information added to Monster Listing and Bazaar. More
                      missions were completed as well. 121 KB

      Version 0.15 -- Walkthrough completed up past Wanted: Ugohr. 173 KB

      Version 0.17 -- Walkthrough completed up past Wanted: Gilmunto. 193 KB

      Version 0.18 -- Almost 50 missions completed. More entries added to
                      Bazaar. 222 KB

      Version 0.20 -- Walkthrough completed up past Now That's A Fire! More
                      entries added to Clan Trials section, among other
                      things. Auction House section started. 288 KB

      Version 0.22 -- Walkthrough completed up past Pearls in the Deep. Huge
                      additions to Mission Listing, in addition to various
                      other entries. 364 KB

      Version 0.23 -- A lot of progress made on the Clan Trials section. More
                      added to Bazaar and The Auction House sections. 414 KB

      Version 0.25 -- Guide completed past Mountain Watch. More entries added
                      to Mission Listing. I sound like a broken record. 483 KB

      Version 0.27 -- Over 120 missions have been completed now. Walkthrough
                      completed past Grounded! 546 KB

      Version 0.28 -- Walkthrough completed past Rumors Abound. Almost 150
                      missions now complete. 570 KB

      Version 0.30 -- Walkthrough completed past Sleepless Nights. 620 KB

      Version 0.31 -- Walkthrough completed past Making Music. 679 KB
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~ 14. Legal Information ~~~~~~~~~~~~~~~~~[14000]~| |
|_|=========================================================================|_|

This FAQ is the property of its author, Quan Jin. All rights reserved.

Any stealing, selling for profit or altering of this document without the
author's expressed consent is strictly prohibited. You may download this file
for personal and private use only.

Final Fantasy Tactics A2: Grimoire of the Rift is a registered trademark of
Square-Enix. The author (Quan Jin) is not affiliated with Square-Enix in any
way or form. All other trademarks are the property of their respective owners.
 _                                                                           _
| |=========================================================================| |
| |~~~~~~~~~~~~~~~~~~~~~~~~~ 15. Credits and Closing ~~~~~~~~~~~~~~~[15000]~| |
|_|=========================================================================|_|

                 "You, Tweigel! Your lips flap too loosely!"

                                                       ~ Bowen

This is the end of the guide! I hope you've found it helpful. Listed below are
various contributors and everyone else I felt like crediting.

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

Contributors --
   + Kamika Kushi: Information regarding Opportunity Abilities
   + Mason Orphum: Extra requests for Mission E1-13
   + Kizake: Tip regarding the Fusilier in Mission B4-04

GameFAQs -- Special thanks to the Final Fantasy Tactics A2 message board.
            There's a wealth of information on the boards.

http://www.ffta2.com -- Official site for Final Fantasy Tactics A2. A great
                        reference site.

http://ffta2.pbwiki.com -- A public wiki devoted specifically to FFTA2.
                           Although very incomplete, some of the information
                           on the site helped me out.

- All outside sources which have contributed to the making of this guide in
some form have been cited in this section. Any sources that have provided any
information at all are listed in the credits. I am not taking credit for the
hard work of others and I hope they do the same. Not giving proper credit is
plagiarism and it's against the law.

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

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

                             -= Game on Forever =-