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                  O------------------------------------------O
                  |                                          |
                  | Final Fantasy Dimensions FAQ/Walkthrough |
                  |          Copyright holyknight14          |
                  |          holyknight14@gmail.com          |
                  |        Version 1.30 - (11/02/2012)       |
                  |                                          |
                  O------------------------------------------O



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






              *Spoilers will be kept to a minimum when possible*
______________________________________________________________________________

                              Table of Contents

______________________________________________________________________________


      O---------O                                             O-------------O
      | Section |                                             | Search Code |
      O---------O                                             O-------------O

   I. General Information ....................................... {+GNIF+}

      A. Introductions  . . . . . . . . . . . . . . . . . . . . . {+ITDC+}
      B. The Progress Report  . . . . . . . . . . . . . . . . . . {+TPRT+}
      C. Game Basics  . . . . . . . . . . . . . . . . . . . . . . {+GMBC+}
            -01- Main Menu  .  .  .  .  .  .  .  .  .  .  .  .  . {+MNMN+}
            -02- Stats   .  .  .  .  .  .  .  .  .  .  .  .  .  . {+STTS+}
            -03- Controls   .  .  .  .  .  .  .  .  .  .  .  .  . {+CNRL+}
            -04- Status Effects   .  .  .  .  .  .  .  .  .  .  . {+STTE+}
            -05- General Tips  .  .  .  .  .  .  .  .  .  .  .  . {+GNTP+}

  II. Characters ................................................ {+CRCT+}

      A. Warriors of Light  . . . . . . . . . . . . . . . . . . . {+WARL+}
      B. Warriors of Darkness . . . . . . . . . . . . . . . . . . {+WARD+}
      C. Supporting Characters  . . . . . . . . . . . . . . . . . {+SUCT+}

 III. Walkthrough ............................................... {+WKTG+}

      A. Prologue . . . . . . . . . . . . . . . . . . . . . . . . {+PRLG+}
            -01- Checkpoint  .  .  .  .  .  .  .  .  .  .  .  .   {+PCKP+}
            -02- Lux   .  .  .  .  .  .  .  .  .  .  .  .  .  .   {+PLXU+}
            -03- Below Castle Lux  .  .  .  .  .  .  .  .  .  .   {+PBCL+}
            -04- Castle Lux  .  .  .  .  .  .  .  .  .  .  .  .   {+PCLX+}
            -05- North Cave  .  .  .  .  .  .  .  .  .  .  .  .   {+PNTC+}
            -06- Crystal Temple .  .  .  .  .  .  .  .  .  .  .   {+PCTM+}

      B. Chapter 1  . . . . . . . . . . . . . . . . . . . . . . . {+CPT1+}
            -07- Harmonia .  .  .  .  .  .  .  .  .  .  .  .  .   {+1HMI+}
            -08- Mount Lux   .  .  .  .  .  .  .  .  .  .  .  .   {+1MLX+}
            -09- Crystal Temple .  .  .  .  .  .  .  .  .  .  .   {+1TMC+}
            -10- Crystal Temple Part 2   .  .  .  .  .  .  .  .   {+1MTC+}
            -11- World Map   .  .  .  .  .  .  .  .  .  .  .  .   {+1WRD+}
            -12- Liene .  .  .  .  .  .  .  .  .  .  .  .  .  .   {+1LNE+}
            -13- Mount Liene .  .  .  .  .  .  .  .  .  .  .  .   {+1MLN+}
            -14- Castle Liene   .  .  .  .  .  .  .  .  .  .  .   {+1CNE+}
            -15- Warship  .  .  .  .  .  .  .  .  .  .  .  .  .   {+1WRS+}

      C. Chapter 2  . . . . . . . . . . . . . . . . . . . . . . . {+CPT2+}
            [ The Dragoon ]
            -16- World Map   .  .  .  .  .  .  .  .  .  .  .  .   {+2WRD+}
            -17- Braska   .  .  .  .  .  .  .  .  .  .  .  .  .   {+2BRK+}
            -18- Cave to Deist  .  .  .  .  .  .  .  .  .  .  .   {+2CTD+}
            -19- Deist .  .  .  .  .  .  .  .  .  .  .  .  .  .   {+2DST+}
            -20- Dragonweed Gardens   .  .  .  .  .  .  .  .  .   {+2DGW+}
            -21- Dragon Valley  .  .  .  .  .  .  .  .  .  .  .   {+2DGV+}
            -22- Dragon Roost   .  .  .  .  .  .  .  .  .  .  .   {+2DGR+}
            -23- Highwind Tower .  .  .  .  .  .  .  .  .  .  .   {+2HWT+}
            -24- Cave of Fulmination  .  .  .  .  .  .  .  .  .   {+2COF+}
            -25- Highwind Tower Revisited   .  .  .  .  .  .  .   {+2HTR+}

            [ The Ranger ]
            -26- Crystal Temple .  .  .  .  .  .  .  .  .  .  .   {+2CRT+}
            -27- Sunken Ship .  .  .  .  .  .  .  .  .  .  .  .   {+2SKN+}
            -28- Mount Verde .  .  .  .  .  .  .  .  .  .  .  .   {+2MTV+}
            -29- Verde .  .  .  .  .  .  .  .  .  .  .  .  .  .   {+2VRD+}
            -30- Forest Hut  .  .  .  .  .  .  .  .  .  .  .  .   {+2FRT+}
            -31- Mazewood .  .  .  .  .  .  .  .  .  .  .  .  .   {+2MZW+}
            -32- Alfheim  .  .  .  .  .  .  .  .  .  .  .  .  .   {+2AFM+}
            -33- Cave to Yggdrasil .  .  .  .  .  .  .  .  .  .   {+2CTY+}
            -34- Yggdrasil   .  .  .  .  .  .  .  .  .  .  .  .   {+2YDL+}
            -35- Cave of Convulsion   .  .  .  .  .  .  .  .  .   {+2COC+}
            -36- Yggdrasil Revisited  .  .  .  .  .  .  .  .  .   {+2YDR+}

            [ The Bard ]
            -37- Deist .  .  .  .  .  .  .  .  .  .  .  .  .  .   {+2TDS+}  
            -38- Capo  .  .  .  .  .  .  .  .  .  .  .  .  .  .   {+2CPO+}
            -39- Pirate Island  .  .  .  .  .  .  .  .  .  .  .   {+2PRT+}
            -40- Rusalka  .  .  .  .  .  .  .  .  .  .  .  .  .   {+2RSK+}
            -41- Mount Rusalka  .  .  .  .  .  .  .  .  .  .  .   {+2MRK+}
            -42- Rusalka Revisited .  .  .  .  .  .  .  .  .  .   {+2RRD+}
            -43- Forest of the Fey .  .  .  .  .  .  .  .  .  .   {+2FOF+}
            -44- Glacial Cave   .  .  .  .  .  .  .  .  .  .  .   {+2GLC+}
            -45- Underwater Temple .  .  .  .  .  .  .  .  .  .   {+2UTE+}

            [ The Dark Knight ]
            -46- Alfheim  .  .  .  .  .  .  .  .  .  .  .  .  .   {+2ALF+}
            -47- Kurgis   .  .  .  .  .  .  .  .  .  .  .  .  .   {+2KRG+}
            -48- Umberwood   .  .  .  .  .  .  .  .  .  .  .  .   {+2UBR+}
            -49- Aule  .  .  .  .  .  .  .  .  .  .  .  .  .  .   {+2ALE+}
            -50- Cave of Dread  .  .  .  .  .  .  .  .  .  .  .   {+2COD+}
            -51- Mount Falgabard   .  .  .  .  .  .  .  .  .  .   {+2MFB+}
            -52- Castle Falgabard  .  .  .  .  .  .  .  .  .  .   {+2CFB+}
            -53- Passage  .  .  .  .  .  .  .  .  .  .  .  .  .   {+2PSG+}
            -54- Cave of Perfervidity .  .  .  .  .  .  .  .  .   {+2COP+}
            -55- Mount Gulg  .  .  .  .  .  .  .  .  .  .  .  .   {+2MGL+}

      D. Chapter 3  . . . . . . . . . . . . . . . . . . . . . . . {+CPT3+}
            [ The Memorist ]
            -56- Rusalka  .  .  .  .  .  .  .  .  .  .  .  .  .   {+3RKS+}
            -57- Mathel   .  .  .  .  .  .  .  .  .  .  .  .  .   {+3MTH+}
            -58- Ashmonte .  .  .  .  .  .  .  .  .  .  .  .  .   {+3AHM+}
            -59- Hierro Cave .  .  .  .  .  .  .  .  .  .  .  .   {+3HRC+}
            -60- Fabrica  .  .  .  .  .  .  .  .  .  .  .  .  .   {+3FBC+}
            -61- Anima Grove .  .  .  .  .  .  .  .  .  .  .  .   {+3AGV+}
            -62- Fabrica Cave   .  .  .  .  .  .  .  .  .  .  .   {+3FBV+}
            -63- Ship  .  .  .  .  .  .  .  .  .  .  .  .  .  .   {+3SHP+}
            -64- Heliogabalus   .  .  .  .  .  .  .  .  .  .  .   {+3HGB+}

            [ The Dancer ]
            -65- World Map   .  .  .  .  .  .  .  .  .  .  .  .   {+3WLM+}
            -66- Kaklim Desert  .  .  .  .  .  .  .  .  .  .  .   {+3KKD+}
            -67- Gardenia .  .  .  .  .  .  .  .  .  .  .  .  .   {+3GRD+}
            -68- Gardenia Slums .  .  .  .  .  .  .  .  .  .  .   {+3GRS+}
            -69- Forest Hut  .  .  .  .  .  .  .  .  .  .  .  .   {+3FRS+}
            -70- Imperial Camp  .  .  .  .  .  .  .  .  .  .  .   {+3IMC+}
            -71- Beneath Gardenia  .  .  .  .  .  .  .  .  .  .   {+3BGD+}
            -72- Odin's Castle  .  .  .  .  .  .  .  .  .  .  .   {+3ODC+}
            -73- Underground Fort  .  .  .  .  .  .  .  .  .  .   {+3UDF+}

            [ The Paladin ]
            -74- Heliogabalus   .  .  .  .  .  .  .  .  .  .  .   {+3HBG+}
            -75- Berth .  .  .  .  .  .  .  .  .  .  .  .  .  .   {+3BRT+}
            -76- Mount Wells .  .  .  .  .  .  .  .  .  .  .  .   {+3MTW+}
            -77- Mount Burtgang .  .  .  .  .  .  .  .  .  .  .   {+3MTB+}
            -78- Underwater Cave   .  .  .  .  .  .  .  .  .  .   {+3UWC+}
            -79- Burtgang .  .  .  .  .  .  .  .  .  .  .  .  .   {+3BTG+}
            -80- Divine Forest  .  .  .  .  .  .  .  .  .  .  .   {+3DVF+}
            -81- Castle Burtgang   .  .  .  .  .  .  .  .  .  .   {+3CSB+}

            [ The Ninja ]
            -82- Ship  .  .  .  .  .  .  .  .  .  .  .  .  .  .   {+3SPH+}
            -83- Hagakure .  .  .  .  .  .  .  .  .  .  .  .  .   {+3HGK+}
            -84- Moonlight Wood .  .  .  .  .  .  .  .  .  .  .   {+3MLW+}
            -85- Matagi   .  .  .  .  .  .  .  .  .  .  .  .  .   {+3MTG+}
            -86- Akame Valley   .  .  .  .  .  .  .  .  .  .  .   {+3AKV+}
            -87- Tower of Trials   .  .  .  .  .  .  .  .  .  .   {+3TWT+}
            -88- Underwater Tunnel .  .  .  .  .  .  .  .  .  .   {+3UWT+}
            -89- Abyssal Shrine .  .  .  .  .  .  .  .  .  .  .   {+3ABS+}
            -90- Tower of Trials Revisited  .  .  .  .  .  .  .   {+3TTR+}

      E. Chapter 4  . . . . . . . . . . . . . . . . . . . . . . . {+CPT4+}
            -91- Airship  .  .  .  .  .  .  .  .  .  .  .  .  .   {+4ASP+}
            -92- Mysidia  .  .  .  .  .  .  .  .  .  .  .  .  .   {+4MSD+}
            -93- Heliogabalus   .  .  .  .  .  .  .  .  .  .  .   {+4HGB+}
            -94- World Map   .  .  .  .  .  .  .  .  .  .  .  .   {+4WRD+}
            -95- Lufenia  .  .  .  .  .  .  .  .  .  .  .  .  .   {+4LFA+}
            -96- Rosetta Tower  .  .  .  .  .  .  .  .  .  .  .   {+4RST+}
            -97- Mysidia  .  .  .  .  .  .  .  .  .  .  .  .  .   {+4MDS+}
            -98- Mysidia Cavern .  .  .  .  .  .  .  .  .  .  .   {+4MYC+}
            -99- Rosetta Tower  .  .  .  .  .  .  .  .  .  .  .   {+4RWS+}
            -100- Barrier Grove .  .  .  .  .  .  .  .  .  .  .   {+4BRG+}
            -101- Lufenia Ruins .  .  .  .  .  .  .  .  .  .  .   {+4LFR+}
            -102- Massive Cavern   .  .  .  .  .  .  .  .  .  .   {+4MSV+}
            -103- Lufenia and Mysidia .  .  .  .  .  .  .  .  .   {+4LNM+}

            -104- Deist Forest  .  .  .  .  .  .  .  .  .  .  .   {+4DSF+}
            -105- Airship .  .  .  .  .  .  .  .  .  .  .  .  .   {+4APS+}
            -106- Yggdrasil  .  .  .  .  .  .  .  .  .  .  .  .   {+4YGD+}
            -107- Rusalka .  .  .  .  .  .  .  .  .  .  .  .  .   {+4RSK+}
            -108- Castle Falgabard .  .  .  .  .  .  .  .  .  .   {+4CFG+}
            -109- Gardenia Slum Ruins .  .  .  .  .  .  .  .  .   {+4GSR+}
            -110- Burtgang   .  .  .  .  .  .  .  .  .  .  .  .   {+4BTG+}
            -111- Hagakure   .  .  .  .  .  .  .  .  .  .  .  .   {+4HGK+}
            -112- Castle Avalon .  .  .  .  .  .  .  .  .  .  .   {+4CTA+}

            -113- The Dark Gate .  .  .  .  .  .  .  .  .  .  .   {+4TDG+}
            -114- The Void: Despair   .  .  .  .  .  .  .  .  .   {+4TVD+}
            -115- Below Castle Lux .  .  .  .  .  .  .  .  .  .   {+4BCL+}
            -116- The Void: Despair Continued  .  .  .  .  .  .   {+4TDV+}
            -117- The Void: Suffering .  .  .  .  .  .  .  .  .   {+4TVS+}
            -118- The Void: Anguish   .  .  .  .  .  .  .  .  .   {+4TVA+}
            -119- The Void: Misery .  .  .  .  .  .  .  .  .  .   {+4TVM+}
            -120- The Dark Gate .  .  .  .  .  .  .  .  .  .  .   {+4TGD+}
            -121- World of Nil  .  .  .  .  .  .  .  .  .  .  .   {+4WNL+}

      F. Postgame   . . . . . . . . . . . . . . . . . . . . . . . {+PSTG+}
            -122- World of Nil  .  .  .  .  .  .  .  .  .  .  .   {+PNWL+}
            -123- Gladiator's Hall .  .  .  .  .  .  .  .  .  .   {+PGHL+}

  IV. Job System ................................................ {+JBSM+}

      A. Job Basics . . . . . . . . . . . . . . . . . . . . . . . {+JBSC+}
      B. Universal Jobs . . . . . . . . . . . . . . . . . . . . . {+JUJB+}
      C. Light Exclusive Jobs . . . . . . . . . . . . . . . . . . {+LEJS+}
      D. Dark Exclusive Jobs  . . . . . . . . . . . . . . . . . . {+DEJS+}

   V. Ability Compendium ........................................ {+ABCP+}

      A. Ability Preview  . . . . . . . . . . . . . . . . . . . . {+ABPR+}
      B. Universal Commands . . . . . . . . . . . . . . . . . . . {+UNCM+}
      C. Light Exclusive Commands . . . . . . . . . . . . . . . . {+LECM+}
      D. Dark Exclusive Commands  . . . . . . . . . . . . . . . . {+DECM+}
      E. Passive Abilities  . . . . . . . . . . . . . . . . . . . {+PSAB+}
      F. Unique Abilities . . . . . . . . . . . . . . . . . . . . {+UQAB+}
      G. Magic and Summons  . . . . . . . . . . . . . . . . . . . {+MGSM+}

  VI. Fusion Abilities .......................................... {+FSAB+}

      A. Fusion Ability Overview  . . . . . . . . . . . . . . . . {+FAOV+}
      B. Universal Fusions  . . . . . . . . . . . . . . . . . . . {+UNFS+}
      C. Light Exclusive Fusions  . . . . . . . . . . . . . . . . {+LEFS+}
      D. Dark Exclusive Fusions . . . . . . . . . . . . . . . . . {+DEFS+}

 VII. Item List ................................................. {+ITLS+}

      A. Consumables  . . . . . . . . . . . . . . . . . . . . . . {+CNSB+}
      B. Special Items  . . . . . . . . . . . . . . . . . . . . . {+SPIM+}
      C. Weapons  . . . . . . . . . . . . . . . . . . . . . . . . {+WPNS+}
      D. Shields  . . . . . . . . . . . . . . . . . . . . . . . . {+SHLD+}
      E. Headgear . . . . . . . . . . . . . . . . . . . . . . . . {+HDGR+}
      F. Body Armor . . . . . . . . . . . . . . . . . . . . . . . {+BDRM+}
      G. Accessories  . . . . . . . . . . . . . . . . . . . . . . {+ACSE+}

VIII. Bestiary .................................................. {+BSTR+}

      A. Prologue Encounters  . . . . . . . . . . . . . . . . . . {+PGEC+}
      B. Chapter 1 Encounters . . . . . . . . . . . . . . . . . . {+C1EC+}

  IX. Shops ..................................................... {+SHPS+}

      A. Prologue Shops . . . . . . . . . . . . . . . . . . . . . {+PGSP+}
      B. Chapter 1 Shops  . . . . . . . . . . . . . . . . . . . . {+C1SP+}
      C. Chapter 2 Shops  . . . . . . . . . . . . . . . . . . . . {+C2SP+}
      D. Chapter 3 Shops  . . . . . . . . . . . . . . . . . . . . {+C3SP+}
      E. Chapter 4 Shops  . . . . . . . . . . . . . . . . . . . . {+C4SP+}
      F. Postgame Shops . . . . . . . . . . . . . . . . . . . . . {+PSSP+}

   X. Miscellaneous ............................................. {+MSCL+}

      A. Memories . . . . . . . . . . . . . . . . . . . . . . . . {+MMRY+}
      B. Casino . . . . . . . . . . . . . . . . . . . . . . . . . {+CSNO+}
      C. Gypsy Chests . . . . . . . . . . . . . . . . . . . . . . {+GPCS+}
      D. Coliseum . . . . . . . . . . . . . . . . . . . . . . . . {+CLSM+}
      E. Fang Guide . . . . . . . . . . . . . . . . . . . . . . . {+FNGG+}
      F. Tail Guide . . . . . . . . . . . . . . . . . . . . . . . {+TALG+}
      G. Namingkupo . . . . . . . . . . . . . . . . . . . . . . . {+NMKP+}

  XI. Boss Guide ................................................ {+BSGD+}

      A. Prologue Bosses  . . . . . . . . . . . . . . . . . . . . {+PGBS+}
      B. Chapter 1 Bosses . . . . . . . . . . . . . . . . . . . . {+C1BS+}
      C. Chapter 2 Bosses . . . . . . . . . . . . . . . . . . . . {+C2BS+}
      D. Chapter 3 Bosses . . . . . . . . . . . . . . . . . . . . {+C3BS+}
      E. Chapter 4 Bosses . . . . . . . . . . . . . . . . . . . . {+C4BS+}
      F. Postgame Bosses  . . . . . . . . . . . . . . . . . . . . {+PSBS+}

 XII. FAQs ...................................................... {+FRQU+}

      A. General  . . . . . . . . . . . . . . . . . . . . . . . . {+GEAL+}
      B. Walkthrough  . . . . . . . . . . . . . . . . . . . . . . {+WLTH+}

XIII. Version History ........................................... {+VRSN+}

 XIV. Contact Information ....................................... {+CTIF+}

  XV. Legal Stuff ............................................... {+LGLS+}

 XVI. Credits ................................................... {+CRDT+}




______________________________________________________________________________
                                                                  {+GNIF+}
                    ---  I. General Information  ---

______________________________________________________________________________


==============================================================================
                        --  A. Introductions  --                  {+ITDC+}
==============================================================================


Hello and welcome to my Final Fantasy Dimensions FAQ/Walkthrough. This happens
to be the second guide I've written for GameFAQs. My first was a small, class
specific FAQ for a lesser known Korean MMORPG. I wrote that FAQ over ten years
ago. It's interesting how much a person's writing style can change over an
extended period of time!

This guide is meant to eventually become a complete compendium for FFD. I've
enjoyed this game immensely since it was released. I hope to be of service to
those who need assistance in completing this wonderful new addition to the
Final Fantasy series. On that note, this document will not be an extensive
foray into the mechanics of the game. There are far more qualifed people for
the job in that respect.

Please don't hesitate to contact me about corrections, additions or anything
else that would be relevant to this guide. I am extremely grateful for any
additional knowledge you may possess that can help me make this guide better.


==============================================================================
                       --  B. The Progress Report  --             {+TPRT+}
==============================================================================

(Indicates progress for the initial version of the guide).

    I. General Information - Mostly complete. -04- needs revisions.
   II. Characters - Complete.
  III. Walkthrough - Mostly complete. Missing a few chests in Chapter 3.
   IV. Job System - Mostly complete. Need to make revisions.
    V. Ability Compendium - Complete.
   VI. Fusion Abilities - Complete.
  VII. Items List - Mostly complete. Primarily missing enemy drops.
 VIII. Bestiary - Mostly incomplete.
   IX. Shops - Complete.
    X. Miscellaneous - Complete.
   XI. Boss Guide - Complete.
  XII. FAQs - Complete.

Layout / Organization: Basic layout for now to get all of the information
                       in. Organization is still rough, but will improve.

Priority for next release: Continue work on the Bestiary.


==============================================================================
                         --  C. Game Basics  --                   {+GMBC+}
==============================================================================

------------------------------------------------------------------------------
     -01- Main Menu
----------------------------------

     O-------------------------------O
     |               |               |
     |      Job      |    Ability    |
     |               |               |
     |-------------------------------|   
     |               |               |
     |      Item     |  Magic/Skills |
     |               |               |
     |-------------------------------| 
     |               |               |
     |    Equipment  |    Status     |
     |               |               |
     |-------------------------------| 
     |               |               |
     |      Row      |    Config     |
     |               |               |
     |-------------------------------| 
     |               |               |
     |   Quick Save  |     Save      |
     |               |               |
     O-------------------------------O


 [ Job ]

This command will open up the job menu where the player can manage any tasks
that are job related.

The "Change Jobs" option will allow the player to assign a job to the
respective character. Jobs are unlocked throughout the storyline.

The "Max JLV up" option will allow the player to consume JP in order to raise
the maximum attainable level of a job. More info about JP will be discussed in
section IV.


 [ Ability ]

This command will open up the ability menu where the player can set extra
abilities from other jobs. Availability of extra ability slots is determined
by the character's current job and/or job level.


 [ Item ]

This command will open up the item menu where the player can choose to use
consumables, discard items and organize the inventory.


 [ Magic/Skills ]

This command will open up the magic/skills menu where the player can view all
acquired abilities. Certain abilities can be used on the field, however, most
will be greyed out.


 [ Equipment ]

This command will open up the equipment menu where the player can manage
character equipment. The "Row" option allows the player to temporarily sort
available equipment options (why this is called "Row" is beyond me). The
"Optimize" option will automatically arm the character with gear that has the
highest ATK and DEF values in each slot. The "Remove all" option will
completely remove everything the character was wearing.


 [ Status ]

This command will open up the status menu where the player can view detailed
information on each character. All attributes, current job, exp requirement,
etc. will be listed on the first menu. The "Ability" option will display
current equipment and abilities as well as an overview of all learned command
categories.


 [ Row ]

This command will allow the player to edit the current formation and row
settings of each character. A double tap on a character will switch between
front and back row. A single tap on one character followed by a single tap on
another character will cause these two characters to switch spots.


 [ Config ]

This command will allow the player to customize and change various settings
as well as access to the "Help" menu.

The first page consists of the BGM and SE sliders, movement control settings
and the option to enable/disable the minimap.

The second page consists of the battle mode and cursor location as well as the
battle speed and message settings.

The third page consists of the setting to lock the screen, switch the BGM mode,
the "Help" menu and the option to return to the title screen.


 [ Quick Save ]

This command allows the player to make a temporary save in case the system
needs to be shut down. Choosing any option from the title screen will delete
this temporary save.


 [ Save ]

This command allows the player to make a permanent save. The save option is
only usable on the world map and at save points. In addition, the game will
automatically prompt the player to save at specific game intervals.


------------------------------------------------------------------------------
     -02- Stats                                                   {+STTS+}
----------------------------------

[ HP ] - Health Points - Amount of damage that can be sustained before K.O.
[ MP ] - Magic Points - Consumed in order to utilize abilities

[ STR ] - Strength - Dictates damage dealt with weapons
[ SPD ] - Speed - Indicates how fast the time gauge will fill in battle
[ VIT ] - Vitality - General indicator of HP value and influences defense
[ INT ] - Intelligence - Dictates potency of most attack magic
[ MND ] - Mind - Dictates potency of recovery magic and certain attack spells

[ ATK ] - Attack - Dictates damage dealt with weapons
[ ACC ] - Accuracy - Represents a general indication of weapon hit rate
[ EVA ] - Evasion - Represents a general indication of dodge rate
[ DEF ] - Defense - Dictates reduction when attacked by physical strikes
[ RES ] - Resistance - Dictates reduction when attacked by magic


*All of the above descriptions are intended to be general guidelines. They are
not meant to be precise details about FFD's stat mechanics.


------------------------------------------------------------------------------
     -03- Controls                                                {+CNRL+}
----------------------------------

FFD is a fully touch based game. There are no physical buttons to control
anything. Most of the controls are intuitive, although, some changes can be
made to certain aspects of the game.

There are 3 methods of moving the player's avatar on the field screen. The
player is free to switch between any of the settings on the first page of the
"Config" menu.

The first option is the "Default" setting. Tapping the screen once will create
a directional pad that will temporarily stay on the screen. The player can tap
an arrow or slide a finger across the button to move in any direction. The pad
will disappear after some time if the screen is not touched.

The second option is the "Slide" setting. Movement will occur in a designated
direction everytime the player drags a finger along the screen. The main
difference between the "Slide" and "Default" settings is that tapping does
not produce movement. Also, the player can slide along any part of the screen
to initiate movement.

The third option is the "Fix" setting. This option produces an unnmovable
directional pad in the bottom left corner of the screen. The player can tap
or slide along the pad to produce movement. This setting is essentially the
same as Default except the directional pad cannot be moved and it does not
vanish.


------------------------------------------------------------------------------
     -04- Status Effects                                          {+STTE+}
----------------------------------

 [ Name of status effect ]

Description: What the effect does
Type: Harmful, beneficial or questionable
Persist: Whether or not the effect lasts after battle
Cause: How to inflict the effect
Remove: How to remove the effect


 [ Poison/Toxicity ]

Description: Causes damage over time (toxicity is more potent).
Type: Harmful
Persist: Yes
Cause: Poison, Putrid Slash, Noxious Gas
Remove: Antidote, Remedy, Poisona, Esuna, Esunaga, Full Cure, Dispel


 [ Blind ]

Description: Lowers EVA and ACC.
Type: Harmful
Persist: Yes
Cause: Flash
Remove: Eye Drops, Remedy, Esuna, Esunaga, Full Cure, Dispel


 [ Silence ]

Description: Prevents the use of magic spells.
Type: Harmful
Persist: Yes
Cause: Silence, Muted Slash, Aim: Mouth, ID Break
Remove: Echo Grass, Remedy, Esuna, Esunaga, Full Cure, Dispel


 [ Mini ]

Description: Greatly reduces ATK and DEF.
Type: Harmful
Persist: Yes
Cause: Mini
Remove: Mallet, Remedy, Mini, Esuna, Esunaga, Full Cure, Dispel


 [ Frog ]

Description: Greatly reduces ATK and DEF. Only usable magic is Toad.
Type: Harmful
Persist: Yes
Cause: Toad
Remove: Maiden's Kiss, Remedy, Toad, Esuna, Esunaga, Full Cure, Dispel


 [ Petrify ]

Description: Prevents any action from being taken.
Type: Harmful
Persist: Yes
Cause: Break, Stoning Slash
Remove: Golden Needle, Remedy, Esuna, Esunaga, Full Cure, Dispel


 [ Knocked Out (HP = 0) ]

Description: Prevents any action from being taken.
Type: Harmful
Persist: Yes
Cause: HP = 0, Death, Lotus Strike, Aim: Vitals, Wonder Step, Assassinate,
       Iai
Remove: Phoenix Down, Raise, Araise, Phoenix, Mega Raise


 [ Berserk ]

Description: ATK is increased, but character will continually attack. This
             status also gives the Attack command a cast time.
Type: Questionable
Persist: No
Cause: Berserk, Steal Hearts, Taunt
Remove: Remedy, Basuna, Esuna, Unicorn, Chakra, Heal Waltz, Esunaga,
        Full Cure, Dispel


 [ Confuse ]

Description: Character will continually attack random targets.
Type: Harmful
Persist: No
Cause: Confuse, Bash, Dropkick, Aim: Heart, Steal Hearts
Remove: Physical damage*, Remedy, Basuna, Esuna, Unicorn, Chakra, Heal Waltz,
        Esunaga, Full Cure, Dispel

*Must be the standard Attack command. Enemy only physical attack variations
such as Right Arm and Critical DO NOT count. Commands such as Strike DO NOT
count.


 [ Sleep ]

Description: Prevents action from being taken.
Type: Harmful
Persist: No
Cause: Drowsy Slash, Lotus Strike, Lovely Lullaby, Wonder Step, Sleep
Remove: Physical damage, Remedy, Basuna, Esuna, Unicorn, Chakra, Heal Waltz,
        Esunaga, Full Cure, Dispel


 [ Paralyze ]

Description: Prevents action from being taken.
Type: Harmful
Persist: No
Cause: Lotus Strike, Pommel, Wonder Step, Stunner, Grand Delta
Remove: Remedy, Basuna, Esuna, Unicorn, Chakra, Heal Waltz, Esunaga,
        Full Cure, Dispel


 [ Curse ]

Description: Decreases physical and magic attack.
Type: Harmful
Persist: No
Cause: Curse
Remove: Sacred Candle, Remedy, Basuna, Esuna, Unicorn, Chakra, Heal Waltz,
        Esunaga, Full Cure, Dispel


 [ Stun ]

Description: Resets time gauge and cancels casting when successful.
Type: Harmful
Persist: N/A
Cause: Roar, Aim: Legs
Remove: N/A


 [ Sap ]

Description: HP slowly decreases.
Type: Harmful
Persist: No
Cause: Curse
Remove: Dispel


 [ Regen ]

Description: HP slowly increases.
Type: Beneficial
Persist: No
Cause: Regen, Argy, Alabaster Veil
Remove: Dispel


 [ Doom ]

Description: Become K.O.ed when timer reaches 0.
Type: Harmful
Persist: No
Cause: Last Resort
Remove:


 [ Slow ]

Description: Time gauge fills slowly and cast time increases.
Type: Questionable
Persist: No
Cause: Slow, Lotus Strike, Wonder Step
Remove: Remedy, Haste, Esuna, Esunaga, Full Cure, Dispel


 [ Stop ]

Description: Time gauge stops advancing.
Type: Harmful
Persist: No
Cause: Stop, Restful Refrain, Deep Freeze
Remove: Remedy, Esuna, Esunaga, Full Cure, Dispel


 [ Protect ]

Description: Reduces physical damage taken
Type: Beneficial
Persist: No
Cause: Protect, Mighty Guard, Argy, Alabaster Veil, Aura, Mighty Wall
Remove: Dispel


 [ Shell ]

Description: Reduces magic damage taken
Type: Beneficial
Persist: No
Cause: Shell, Mighty Guard, Argy, Alabaster Veil, Mighty Wall
Remove: Dispel


 [ Haste ]

Description: Time gauge fills quickly and cast time decreases.
Type: Beneficial
Persist: No
Cause: Haste, Argy, Alabaster Veil, Hastega
Remove: Slow, Stop, Dispel


 [ Attack Up ]

Description: Increases physical damage dealt.
Type: Beneficial
Persist: No
Cause: Enrage, War Cry, Argy, Aura, Mighty Wall
Remove: Dispel


 [ Resist ]

Description: Significantly reduces damage of next elemental attack.
Type: Beneficial
Persist: No
Cause: Res. Element
Remove: Corresponding elemental damage, Dispel


------------------------------------------------------------------------------
     -05- General Tips                                            {+GNTP+}
----------------------------------

1) Carry plenty of consumables at all times!

The first priority should be to carry at least 10 of the current highest
tiered Potion you can buy. Secondly, always try to have 5 Ethers on you (this
will usually be accomplished simply through pots, barrels and chests). Next,
make sure to always keep at least 5 of each buyable status relief item.

There are no words that will stress how many times you will wish you had an
extra if you run out midway through a dungeon. I would try to keep these items
in stock from Chapter 2 onwards at the very least. Lastly, always have Tents
or Cottages on you at all times.


2) Don't run from battles!

Fight every battle (or most of them anyway) that you encounter. This will
completely eliminate any need to do extra grinding in order to beat the game.
The next tip should help in reducing the tedium involved.


3) Learn to use Auto effectively!

Given that FFD is a touch based game, individual reflexes play a part in
determining the rate of your command output. The Auto battle command can be
intelligently used to save time during combat. However, it normally only
repeats the standard "Attack" command. This certainly isn't an effective way
to fight most of the time.

Auto battle can be made much better by going into the "Config" menu and then
setting the game to "Remember" your last command. Thus, when you turn Auto
on, it will choose whatever you used last time. Turning Auto on right before
a character's turn comes up will save a little time. This is because there
won't be any delay in choosing a command. This process is more important at
the end of the game rather than the beginning or middle. However, it's still
not a bad idea to get used to it from the start.


4) Use up your MP in dungeons!

Yes, that's right. Don't save it. Use it all up. Almost every single dungeon
in FFD is designed with a save point right before every major encounter. Some
of the longer dungeons will even have them at midway points. Battles will tend
to be too long and become frustrating if you just conserve all the time.


5) Spend your gil wisely!

A straight run through the game will typically give you enough money to keep
up with everything that is sold in new shops. However, this will usually occur
by the end of the section you're currently in. Therefore, you will need to
prioritize purchases at times.

Generally speaking it is wisest to buy magic first (assuming you use mages
anyway), then weapons and finally armor. One new spell can turn a subpar Black
Mage or White Mage into an ace for a period of time. Offense is generally more
useful than defense in FFD.


6) Experiment with the job system, don't be static!

FFD gives you enough JP to level multiple jobs on each character. Have an idea
about a main role for each character, but give other jobs a try as well. You
won't know what works for you unless you're willing to put in some time with
different combos. This may also lead to discovering new f-abilities that can
make the game considerably easier.




______________________________________________________________________________
                                                                  {+CRCT+}
                         ---  II. Characters  ---

______________________________________________________________________________


==============================================================================
                        --  A. Warriors of Light  --              {+WARL+}
==============================================================================

------------------------------------------------------------------------------
     -01- Sol
----------------------------------

"A carefree young lad living in the small, peaceful kingdom of Lux. Sol, with
his brash nature and hot head, often gets into trouble with the surrounding
townsfolk. No one is spared from his antics, least of all his childhood
friend, Diana, with whom he is always arguing about something or other. His
dream has always been to serve as a soldier of the Avalon Empire and ride on
one of their fabled airships."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Jobless                            R-Hand: Short Sword
                                        L-Hand: 
LV: 3                                     Head: 
HP: 71                                    Body: Leather Shirt
MP: 21                                    Acc.:

STR: 12
SPD: 12
VIT: 11
INT: 5
MND: 5

Innate Abilities: Counter


------------------------------------------------------------------------------
     -02- Sarah
----------------------------------

"Sarah, a divine young woman whose past is shrouded in mystery, was taken
prisoner by the Empire aboard their most secure airship for reasons unknown.
Though naturally quiet in nature, her grace and poise suggest that she may be
more than she appears..."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Jobless                            R-Hand: Whip
                                        L-Hand: Bronze Shield
LV: 2                                     Head: Feathered Cap
HP: 43                                    Body: Bronze Hauberk
MP: 28                                    Acc.:

STR: 9
SPD: 11
VIT: 9
INT: 8
MND: 8

Innate Abilities: None


------------------------------------------------------------------------------
     -03- Aigis
----------------------------------

"Diana's older brother, Aigis is a swordsman who has been training Sol in the
way of the blade. His skill is unrivaled throughout Lux, leading many in the
kingdom to refer to him as "the hero of the land." His parents passed into the
great beyond when Aigis was the tender age of ten, and he has been looking
after her ever since."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Jobless                            R-Hand: Iron Sword
                                        L-Hand: Bronze Shield
LV: 10                                    Head: Bronze Helm
HP: 161                                   Body: Bronze Armor
MP: 49                                    Acc.:

STR: 15
SPD: 12
VIT: 15
INT: 8
MND: 8

Innate Abilities: Red Magic Lv. 1, Cover


------------------------------------------------------------------------------
     -04- Dusk
----------------------------------

"His composed demeanor and deliberate manner of speech belie Dusk's
unfortunate status as Alba's twin brother. His shirt always tucked in,
buttoned down neatly with nary a wrinkle, Disk is the polar opposite of his
more... unrefined sibling. When the Empire's eyes gaze elsewhere, he sneaks
out of his dilapidated hut and secretly converses with someone..."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Jobless                            R-Hand: Oak Staff
                                        L-Hand: 
LV: 8                                     Head: Pointy Hat
HP: 119                                   Body: Silk Robe
MP: 44                                    Acc.:

STR: 11
SPD: 11
VIT: 11
INT: 11
MND: 15

Innate Abilities: White Magic Lv. 2


==============================================================================
                       --  B. Warriors of Darkness  --            {+WARD+}
==============================================================================

------------------------------------------------------------------------------
     -05- Nacht
----------------------------------

"The young, stoic Nacht was orphaned in a recent war and taken prisoner in
Harmonia, a northern island to which spring never comes. These recent
experiences have only hardened his already tough exterior, with his face as
cold as rock and lips sealed tigher than a banker's vault."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Jobless                            R-Hand: Bronze Shield
                                        L-Hand: Iron Sword
LV: 9                                     Head: Bronze Helm
HP: 151                                   Body: Bronze Armor
MP: 40                                    Acc.:

STR: 14
SPD: 16
VIT: 12
INT: 7
MND: 7

Innate Abilities: Flee


------------------------------------------------------------------------------
     -06- Diana
----------------------------------

"A bright, cheerful girl born and raised in Lux, Diana has always been praised
by her elders for having a level head. Perhaps in part due to this, she tends
to treat Sol like a young child despite their similar age. As the curtain
rises on our story, Diana is waiting with bated breath for the return of her
older brother, Aigis, who has been sent on an expedition to a far away land."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Jobless                            R-Hand: Staff
                                        L-Hand: 
LV: 1                                     Head: 
HP: 38                                    Body: Cotton Robe
MP: 25                                    Acc.:

STR: 9
SPD: 10
VIT: 8
INT: 7
MND: 10

Innate Abilities: White Magic Lv. 1


------------------------------------------------------------------------------
     -07- Alba
----------------------------------

"Never one to have her spirits dampened by ill fortune, Alba remains as
incorrigible and acerbic in the hinterlands of Harmonia as she was before
unfortunate circumstances led to her capture and subsequent imprisonment.
Those who cross her or ruffle her feathers are doomed to suffer a verbal
lashing for the ages."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Jobless                            R-Hand: Metal Rod
                                        L-Hand: 
LV: 8                                     Head: Pointy Hat
HP: 113                                   Body: Silk Robe
MP: 47                                    Acc.:

STR: 11
SPD: 11
VIT: 11
INT: 15
MND: 11

Innate Abilities: Black Magic Lv. 2


------------------------------------------------------------------------------
     -08- Glaive
----------------------------------

"A childhood friend of both Sol and Diana, Glaive has more of a quick wit
about him than the others. Like Sol, he is under Aigis' tutelage, hoping to
become a swordsman whose name will be inscribed in the annals of Luxian
history. At heart, he is both kind and gentle, watching over Sol and Diana
with a benevolent smile."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Jobless                            R-Hand: Short Sword
                                        L-Hand: 
LV: 3                                     Head: 
HP: 81                                    Body: Leather Shirt
MP: 16                                    Acc.:

STR: 13
SPD: 10
VIT: 12
INT: 5
MND: 5

Innate Abilities: Focus


==============================================================================
                       --  C. Supporting Characters  --           {+SUCT+}
==============================================================================

------------------------------------------------------------------------------
     -09- Elgo
----------------------------------

"A prophet calling himself Elgo has found his way into Lux, having sensed
unnerving disturbances within the Crystal's aura. Determined to discover the
identities of the Warriors of Light, he finds our brave heroes in the midst of
their journey..."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Red Mage                           R-Hand: Oak Staff
                                        L-Hand: Leather Shield
LV: 7                                     Head: Feathered Cap
HP: 94                                    Body: Cotton Robe
MP: 72                                    Acc.:

STR: 13
SPD: 12
VIT: 7
INT: 19
MND: 21

Innate Abilities: Red Magic Lv. 3


------------------------------------------------------------------------------
     -10- Barbara
----------------------------------

"Barbara's spiked shoulder guards and winged helm call forth images of the
dragoons of old, whose fires have long been extinguished by war. With her
parents falling during the struggle, the four year old Barbara found
protection and respite in the wings of the dragons. Dragon Valley is the land
she now calls home, and she would fight tooth and claw to protect it from
outsiders - including Sol and his companions."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Dragoon                            R-Hand: Abel's Spear
                                        L-Hand: Steel Shield
LV: 20                                    Head: Steel Helm
HP: 696                                   Body: Steel Armor
MP: 84                                    Acc.: Battle Boots

STR: 30
SPD: 25
VIT: 27
INT: 7
MND: 7

Innate Abilities: Dragon Arts (Fire Breath), Blizzard Breath, Thunder Breath,
                  Healing Breath, Jump


------------------------------------------------------------------------------
     -11- Gramps
----------------------------------

"A older gentleman of unknown origin that Nacht's party encounters in the
darkened skies of Mazewood. Though his sight was stolen from him by forces
unknown, he acts quickly and with poise. Despite all his huffing and puffing,
he is still welcomed by the party... but what can really be in store for him?"

[ Starting Stats ]                      [ Starting Equipment ]

Job: Ranger                             R-Hand: Silver Bow
                                        L-Hand: 
LV: 15                                    Head: Bandana
HP: 384                                   Body: Silver Hauberk
MP: 64                                    Acc.: Battle Boots

STR: 25
SPD: 23
VIT: 16
INT: 9
MND: 11

Innate Abilities: Aim (Precise Shot), Aim: Mouth, Aim: Legs, Aim: Heart,
                  Recover, Sixth Sense


------------------------------------------------------------------------------
     -12- Eduardo
----------------------------------

"Eduardo, the world-renowned bard, is a solitary man who honed his skills
throughout his travels to the far reaches of the land. His adventures at an
end, Eduardo returns to his hometown of Rusalka, where his voice enchants all
who come to partake of his ballads. On a starry night, while gazing over the
western sea, he spies an alluring mermaid whose soft smile wins over his
heart."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Bard                               R-Hand: Silver Harp
                                        L-Hand: 
LV: 30                                    Head: Green Beret 
HP: 896                                   Body: Mythril Vest
MP: 178                                   Acc.: White Cape

STR: 11
SPD: 25
VIT: 18
INT: 18
MND: 22

Innate Abilities: Bardsong (Lovely Lullaby), Aiding Anthem, Magic Madrigal,
                  Brave Ballad, Restful Refrain, Witch's Curse


------------------------------------------------------------------------------
     -13- Graham
----------------------------------

"Hushed whispers throughout Kurgis speak of Graham, a dark knight lurking in
the shadows of Umberwood. These sordid susurrations tell of the long-passed
spirit of a valiant knight who lost his life defending his homeland from the
Empire..."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Dark Knight                        R-Hand: ??? (Dark Sword)
                                        L-Hand: 
LV: 30                                    Head: ??? (Helmet)
HP: 1556                                  Body: ??? (Armor)
MP: 80                                    Acc.:

STR: 43
SPD: 19
VIT: 28
INT: 17
MND: 7

Innate Abilities: Dark Blade (Darkness), Curse, Onyx Wave, Last Restort,
                  Promised Battlegear


------------------------------------------------------------------------------
     -14- Argy
----------------------------------

"The latest and greatest creation of Avalon's most prominent scientist, Dr.
Lugae, Argy is an android fueled by mystic energies. Rumors abound of an
ultimate weapon being constructed by the Empire - could Argy possibly play a
role in its completion?"

[ Starting Stats ]                      [ Starting Equipment ]

Job: Android                            R-Hand: Ice Knuckles
                                        L-Hand: 
LV: 40                                    Head: Gold Helm
HP: 1741                                  Body: Gold Hauberk
MP: 236                                   Acc.: Memorial Ring

STR: 43
SPD: 43
VIT: 43
INT: 43
MND: 43

Innate Abilities: Memorandum, Proto-Recollect, White Magic Lv. 5,
                  Black Magic Lv. 5, Battle Arts (Strike), Bash, Enrage,
                  War Cry, Martial Arts (Kick), Lotus Strike, Aurablast,
                  Chakra


------------------------------------------------------------------------------
     -15- Matoya
----------------------------------

"Matoya's enthralling dances have won the hearts of the starry-eyed visitors
to Gardenia, a hedonistic paradise situated in the midst of the Kaklim desert.
She is the fourth dancer of her family to take the name Matoya and, despite
her flamboyant style and ravishing looks, she holds her own as one of the most
reliable pillars of Gardenian society."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Dancer                             R-Hand: Dancing Knife
                                        L-Hand: 
LV: 40                                    Head: Gold-spun Hat
HP: 1504                                  Body: Gold-spun Robe
MP: 278                                   Acc.: Red Shoes

STR: 19
SPD: 42
VIT: 21
INT: 26
MND: 19

Innate Abilities: Dance (Cure Waltz), Drain Samba, Osmose Dance,
                  Frailty Polka, Heal Waltz, Slow Minuet, Third Eye


------------------------------------------------------------------------------
     -16- Gawain
----------------------------------

"The knightdom of Burtgang once unified the world under its rule, with the
knight-commander holding one of the most prestigious posts throughout the
land. Though Burtgang may have seen better days, the brave Gawain, the
nation's current knight-commander, clung to his belief that Burtgang's rose
would bloom once more. Yet the knightdom's future remained dark, and Gawain
lost himself in drink - until the day he encountered Sarah..."

[ Starting Stats ]                      [ Starting Equipment ]

Job: Paladin                            R-Hand: Galantine
                                        L-Hand: Knight's Shield
LV: 55                                    Head: Knight's Helmet
HP: 4318                                  Body: Knight's Armor
MP: 239                                   Acc.: Knight's Armlet

STR: 49
SPD: 26
VIT: 63
INT: 12
MND: 29

Innate Abilities: Holy Blade (Charge), Pommel, Mighty Guard, Wide Slash,
                  Cover, White Magic Lv. 3


------------------------------------------------------------------------------
     -17- Jinnai
----------------------------------

"The Fuga relied on none other than the adroit Jinnai, master ninja, for
secret missions and subterfuge. His left arm lost in battles long past, Jinnai
nonetheless wields his curved blade with unmatched skill and precision. Yet
disagreements about the path the Fuga had chosen did not sit well with Jinnai,
and the clan swore a blood oath to hunt down the traitor."

Flashback:

[ Starting Stats ]                      [ Starting Equipment ]

Job: Ninja                              R-Hand: Kunai
                                        L-Hand: Kunai
LV: 50                                    Head: Black Cowl
HP: 3084                                  Body: Ninja Gear
MP: 291                                   Acc.: Ninja Armlet

STR: 41
SPD: 49
VIT: 31
INT: 30
MND: 14

Innate Abilities: Ninjutsu (Flame, Flood, Blitz), Healing Pill,
                  Dual Wield, Throw


Chapter 3:

[ Starting Stats ]                      [ Starting Equipment ]

Job: Ninja                              R-Hand:
                                        L-Hand: Kunai
LV: 55                                    Head: Black Cowl
HP: 3483                                  Body: Ninja Gear
MP: 309                                   Acc.: Ninja Armlet

STR: 43
SPD: 51
VIT: 33
INT: 31
MND: 15

Innate Abilities: Ninjutsu (Flame, Flood, Blitz), Healing Pill,
                  Noxious Gas, Flash, Tremor, Gale, Smoke Bomb, Stunner
                  Restorative Pill, Image, One-handed, Throw


------------------------------------------------------------------------------
     -18- Sophia
----------------------------------

"Sophia, Great Elder of Mysidia, strictly but justly rules over the fabled
safe haven for mages. Despite her short stature, none underestimate her
command of even the most complex of white magics, as Sophia is the most
experienced seer known to man. Her age unknown to all, she is a veritable
library for all matters relating to the Crystals. Perhaps she knows the reason
why the world was sundered in twain?"

[ Starting Stats ]                      [ Starting Equipment ]

Job: Seer                               R-Hand: Shining Staff
                                        L-Hand: 
LV: 60                                    Head: Daybreak Hat
HP: 2855                                  Body: Daybreak Robe
MP: 543                                   Acc.: Platinum Bangle

STR: 17
SPD: 32
VIT: 27
INT: 25
MND: 81

Innate Abilities: White Magic Lv. 8, Black Magic Lv. 6, Benediction


------------------------------------------------------------------------------
     -19- The Mask
----------------------------------

"An enigmatic figure who protects both the Warriors of Light and Darkness from
malevolent forces. The Mask wants to obtain the Ultimate Magic sealed beneath
an ancient ruins - but his true agenda is unknown. Though his mask shields his
face from view, something about him reminds Glaive of someone he met so very
long ago..."

Chapter 3:

[ Starting Stats ]                      [ Starting Equipment ]

Job: Magus                              R-Hand: Poison Rod 
                                        L-Hand: 
LV: 50                                    Head: Gold-spun Hat 
HP: 2466                                  Body: Gold-spun Robe
MP: 517                                   Acc.: Peace Ring

STR: 15
SPD: 28
VIT: 24
INT: 73
MND: 28

Innate Abilities: Black Magic Lv. 6, White Magic Lv. 4, Clarity


Chapter 4:

[ Starting Stats ]                      [ Starting Equipment ]

Job: ???                                R-Hand: Demon's Rod      
                                        L-Hand: 
LV: 60                                    Head: Twilight Hat   
HP: 2617                                  Body: Twilight Robe 
MP: 549                                   Acc.: Platinum Bangle     

STR: 16
SPD: 30
VIT: 25
INT: 81
MND: 25

Innate Abilities: Black Magic Lv. 8, White Magic Lv. 5, Clarity




______________________________________________________________________________
                                                                  {+WKTG+}
                         ---  III. Walkthrough  ---

______________________________________________________________________________


==============================================================================
                             --  A. Prologue  --                  {+PRLG+}
==============================================================================

------------------------------------------------------------------------------
                                                                  {+PCKP+}
     -01- Checkpoint

 Party:    Sol (3), Diana (1), Glaive (3)

 Enemies:  Hornet, Goblin, Leaf Bunny, Nutkin

 Treasure: None

----------------------------------

Watch the intro and the following scenes and a surprise battle will ensue. You
don't have any tactical options at this point. So, either manually attack the
enemy or turn Auto on and watch the swords fly. Name the characters and the
game will automatically exit onto the world map. Take a few moments to become
familiar with the touch screen controls and the characters. Remember that you
can choose between 3 different ways to move on field maps.

You start out sort of in the middle of nowhere. Keep going south and follow
the mountains towards the yellow dot on the minimap. Yellow dots represent
towns or safe areas. Purple dots represent dungeons. The monsters in this area
should be pretty easy. Just Auto battle them to death. Keep Diana in the back
row for now because her HP is pretty low at the moment. Have her heal or remove
poison from anyone who needs assistance.

Enter the Checkpoint and talk to the soldier. Aigis will join the party after
the scene is over. His level is oddly high, isn't it? Well you'll see why soon
enough. Anyway, the game will put you back on the world map. Work your way
back to where you originally gained control after the intro. Now continue past
that area towards the north.

Keep travelling until you see the town of Lux, but don't enter just yet. Take
off everything Aigis is wearing before you head in. His equipment will make
the next dungeon easier. It's not exactly necessary to do this, but there's
really no point in keeping Aigis equipped since he will not be with you.


------------------------------------------------------------------------------
                                                                  {+PLXU+}
     -02- Lux

 Party:    Sol (3), Diana (2), Glaive (3)

 Enemies:  None

 Treasure: Maiden's Kiss, Silk Robe, Potion x2, 100 Gil, Leather Hat,
           Phoenix Down, Eye Drops

----------------------------------

Some dialogue will take place and Sol will be temporarily alone (for all of 2
seconds). Follow Diana into her house and talk to her. Check the pot that is
nearby to pick up a *MAIDEN'S KISS.* Head down the hall to the second room and
check the shelf for a *SILK ROBE.* Leave the house and talk to Glaive and now
we've got our original party back together.

Head south and to the east and check the barrel to pick up a *POTION.* Now
walk to the north and enter the house that is above Diana's house. We're in
Glaive's house now. Walk to the east and check the shelf in that room to pick
up a *POTION.* Leave Glaive's house and enter the house that is slightly west
of the equipment shop. Check the pot in the back of the house for *100 GIL.*

Leave this house and head to the house that is northwest of the one we just
left. This is Sol's house. Head into the first room and check the barrel that
is half covered by the box to pick up a *LEATHER HAT.* Enter the second room
and check the shelf to grab a *PHOENIX DOWN.* Exit Sol's House and head to
the pond near the item shop. Check the barrel for some *EYE DROPS.* Rest at
the inn if Diana is low on MP and then exit the town.

Walk north and enter Castle Lux. Keep heading north towards the castle gate
until Biggs and Wedge more or less tell you to scram. Head back out and a
scene will begin towards the entrance. Glaive will reveal a hidden entrance
that runs below the castle. However, don't enter just yet. Make sure you've
properly equipped Sol, Diana and Glaive and make sure to save first. My
suggestion is to give Diana the Iron Sword and put her in the front row. This
will make the battles go by a little faster. Just be careful until she hits
level 3 or so. Her HP is very low before that point.


------------------------------------------------------------------------------
                                                                  {+PBCL+}
     -03- Below Castle Lux

 Party:    Sol (3), Diana (2), Glaive (3)

 Enemies:  Steel Bat, Tarantula, Wererat, Ankheg

 Treasure: Leather Shield, Tent, Broadsword, Potion x2, Leather Helm,
           100 Gil

----------------------------------

Keep walking forward and head east at the first fork. Follow this path to a
chest that contains a *LEATHER SHIELD.* Backtrack to the fork and head west
this time until you reach a staircase. Follow the path forward and ignore the
first path to the north in favor of the second. Check the chest here for a
*TENT* and then follow the path north and then west while ignoring the path to
the south. Two treasure chests should come into view towards the staircase.
Take the small detour in order to grab the *BROADSWORD* and a *POTION.* Head
to the staircase afterwards.

Proceed west at the immediate split and continue north until a chain like
object appears on the west wall. This is a common type of switch that will
make an appearance many, many times throughout the game. Tap it to unlock a
cell on the other side of the room. Backtrack to the fork and head east to
the cell. Pick up the *LEATHER HELM,* *Potion* and *100 GIL* then head back
down the same path to the other side until you reach a new staircase.

You'll emerge in a small room inside Castle Lux. Walk in between the two
barrels and follow the hidden passage to the next room. Walk to the northern
stairs and enter the next room where a scene will play. Aigis joins the party
again after the scene is over and the party can now freely explore Castle Lux.


------------------------------------------------------------------------------
                                                                  {+PCLX+}
     -04- Castle Lux

 Party:    Sol (4), Diana (3), Aigis (10), Glaive (4)

 Enemies:  None

 Treasure: Antidote, Leather Shoes, Potion, Eye Drops, 200 Gil,
           Phoenix Down

----------------------------------

Exit the throne room and exit the next room to the south. In this room head to
the northwest and enter the door. Walk to the back of the room and check the
only pot you can reach for an *ANTIDOTE.* Leave this room and head south and
take the nearby staircase to the next floor. Continue forward and enter the
tower. Walk to the left where 5 pots are arranged on the floor. Move around
them to the west and check the middle pot for a pair of *LEATHER SHOES.* Walk
to the three pots on the other side of the room and pick up a *POTION* from
the pot that is to the left of the other two.

Leave this room using the northern exit and walk through the hidden passage
and check the two treasure chests for *EYE DROPS* and *200 GIL.* Exit to the
east and cross the walkway into the next room. Check the pot that is right of
the other two for a *PHOENIX DOWN.* Now descend the stairs into the next room.
Pass through this room and the next one to be back in the original hall with
the two doors and two staircases. Exit to the south and leave Castle Lux back
onto the world map.

Take a moment to equip Aigis with some gear. Remember that we took off his
equipment before he left the party originally. His level is still quite high
compared to the rest of the party so he doesn't need much. A Short Sword and
Leather Shirt is good enough for him to be honest. However, you can feel free
to buy some stuff in Lux to round out all of your characters if you think it
is necessary. At the very least buy a few more Potions and an extra Tent just
to be safe.


------------------------------------------------------------------------------
                                                                  {+PNTC+}
     -05- North Cave

 Party:    Sol (4), Diana (3), Aigis (10), Glaive (4)

 Enemies:  Wood Eyes, Gigantoad, Python, Carbuncle, Goblin, Tarantula,
           Ankheg

 Treasure: Cotton Cap, Sacred Candle, Maiden's Kiss, Ether, Dagger,
           Leather Shoes, Leather Armor, Tent, Phoenix Down

----------------------------------

Head northeast on the world map first and enter the chocobo forest by walking
onto the distinctly cut off patch of forest. Use Aigis or Diana's Cure spell
to restore everyone to full HP and then catch the white chocobo. These birds
will restore the party's MP to full when caught. You can also catch a yellow
chocobo and ride it to our next destination if you want. However, it's not far
and a little extra monster slaying never hurts. Either way, it won't matter
much. Back on the world map, head south from the chocobo forest and then east
over the bridge. Follow the linear path and save your game before entering the
Northern Cave.

Talk to the soldier and he'll step aside so you can enter the cave itself.
Upon entering, take the stairs directly to the east of your starting location
and follow the path to a chest containing a *COTTON CAP.* Backtrack to the
entrance and follow the other path this time. Keep going forward and grab the
chest on the left for a *SACRED CANDLE* then take the ladder down. Proceed
east, but make sure to grab the *MAIDEN'S KISS* from the chest that is a bit
to the south. Keep going to the east and head up the stairs then make a turn
and head south. Follow the path all the way to find a chest with an *ETHER*
inside. Backtrack the way you came and head to the next floor of the cave.

Head north on the next floor and grab the chest for a *DAGGER.* Go back the
way you came and follow the path in the other direction to a chest that has
a pair of *LEATHER SHOES* inside. Head up the stairs, but don't go up the next
set. Instead, head west to another chest that contains a *LEATHER ARMOR.* Make
your way back to the second set of stairs and head north to the next floor.
This room contains a save point and nothing else. Use a Tent if you need to
rest and save your game. Proceed forward to the next floor. Move to where two
figures are visible and talk to the guy closest to you. The figure on the
right attacks the party after a few quick lines. Apparently, introductions
will have to wait.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #01 >                           .
 .                                                                         .
 .                                                                         .
 .  Manatoise                                                              .
 .                                                                         .
 .  HP: ~800                                                               .
 .                                                                         .
 .  Attacks: Carapace, Fire, Thunder                                       .
 .                                                                         .
 .  Weakness: Ice                                                          .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Well here we are with the first boss fight. Manatoise is a bit         .
 .  tougher than the stuff you've likely been Auto battling your way       .
 .  through thus far. However, it still isn't too bad. Think of this guy   .
 .  as a precursor for the real stuff later on.                            .
 .                                                                         .
 .  Anyway, Manatoise mainly attacks with its Carapace physical attack     .
 .  as well as some basic black magic. Manatoise really isn't that         .
 .  dangerous on its own. However, this boss has a nasty habit of counter  .
 .  attacking your physical attacks. For this reason, it's actually a      .
 .  good idea to have Sol and Glaive basically sit around defending or     .
 .  using Potions instead of attacking. They can't really do much to       .
 .  harm the boss anyway and will probably do more harm to the party by    .
 .  attempting to attack Manatoise.                                        .
 .                                                                         .
 .  The best way to damage Manatoise is by ???'s Blizzara spell, which     .
 .  should be doing around 200+ damage per cast. Manatoise will die after  .
 .  being hit by 4 casts. Diana should simply cast Cure spells alongside   .
 .  Aigis. You can cast Blizzard as well if you feel like it. That's all   .
 .  there is to this boss. No one should be dying to this boss as long     .
 .  as you keep the counters to a minimum.                                 .
 .                                                                         .
 .                                                                         .
  \......................................................................./


Phew! Elgo will officially join the party after the boss has been defeated.
Unlike our Luxian heroes, Elgo actually has a real job instead of being a
Jobless bum. His Red Mage abilities are pretty handy (if it wasn't already
obvious from the boss fight :P) and he can even fight with a sword. Speaking
of which I suggest doing just that and placing him in the front row. You can
always switch for boss fights. Anyway, we're not quite done with the Northern
Cave just yet.

Go back and save your game if you wish and then head south from the location
of the boss fight and follow the path to a chest containing a *TENT.* Follow
the path north and ignore the moogle on the right for now. Pop the chest for
a *PHOENIX DOWN* and then backtrack to the previously ignored exit. The moogle
by the cave exit basically sells the same stuff as the Luxian shops. Purchase
any last minute supplies that you need. Exit the Northern Cave after you're
done.


------------------------------------------------------------------------------
                                                                  {+PCTM+}
     -06- Crystal Temple

 Party:    Sol (7), Diana (6), Aigis (10), Glaive (7), Elgo (7)

 Enemies:  Red Mousse, Imp, Cursed Bronze, Stunner, Blood Bat, Lizard,
           Vassago

 Treasure: Antidote, Phoenix Down, Bronze Hauberk, Feathered Cap,
           Bronze Helm, Bronze Armor, 600 GIL, Potion, Pointy Hat, Tent,
           Rod, Metal Claw

----------------------------------

Follow the trail to the structure around the mountain after exiting the
Northern cave. Use a Tent here if you didn't backtrack to the previous save
point. Save your game and head into the Crystal Temple.

After entering, head north to the next room and then north again. Move a bit
north until 2 doors are visible on the right and left. Head west and enter
the door to pick up an *ANTIDOTE.* Leave this room and enter the southern
room to get a *PHOENIX DOWN.* Head over to the east side and enter the door
for a *BRONZE HAUBERK.* Once again, leave this room and enter the southern
room on this side for a *FEATHERED CAP.* Exit this room and return to the
original position on the previous screen. Head north and take the stairs to
the next floor.

  ### By the way, keep an eye out for the Red Mousse monster. It can't   ###
  ### be harmed at all by your physical attacks. Use Aigis or Elgo's     ###
  ### Fire spell to take it out in one cast.                             ###

Head west and then south and west again when possible and enter the room with
a long hallway. Walk all the way south to find a chest with a *BRONZE HELM*
and then backtrack to the previous room. Head west and enter the door in the
middle of the room. Grab the *BRONZE ARMOR* from the chest and then leave this
room. Head south and keep going until you end up in another room with a chest
that contains *600 GIL.* Exit this room and continue to the bottom of the
screen and head up the stairs to the next floor.

Proceed in either direction and then wrap around the stairs into the room in
the middle. Pick up the *POTION* and then head out and go north and then west
for a chest containing a *POINTY HAT.* Proceed down the stairs and pick up
the *TENT* and then backtrack to the middle of the previous room. Follow the
eastern path this time and head up to the next floor. Go directly north and
open the chest for a *ROD.*

Exit this room and head south then west ignoring the first path north in favor
of the second one. Pop the chest in the next room for a *METAL CLAW* and then
backtrack and take the other path north this time. Follow this path to a set
of stairs and head up to the next floor which has the last save point for the
Prologue. Use a Tent here and save your game and then proceed through the door
into the Crystal Chamber. Keep going forward and tap the crystal to start a
scene. A boss fight begins shortly afterwards.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #02 >                           .
 .                                                                         .
 .                                                                         .
 .  Watchbeast                                                             .
 .                                                                         .
 .  HP: ~1,600                                                             .
 .                                                                         .
 .  Attacks: Blaze, Soul Despair                                           .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  This boss is pretty much the same as Manatoise except that you can't   .
 .  technically win it. Have Elgo cast Fira every turn since the boss is   .
 .  weak to the fire element. Fira should be doing nearly 400 damage a     .
 .  cast. Diana can probably handle healing duty by herself so Aigis is    .
 .  free to cast his Fire spell. He may even learn the Magic Bomb fusion   .
 .  ability (more on these in section VI) which does slightly more damage. .
 .  Watchbeast will use Soul Despair to bring everyone down to critical    .
 .  health once it has sustained around 1,600 points of damage and the     .
 .  battle will end.                                                       .
 .                                                                         .
 .                                                                         .
  \......................................................................./


Watch the following scenes that include a bunch of people you have no idea
about. The Prologue will end afterwards and Chapter 1 will begin.


==============================================================================
                                                                  {+CPT1+}
                             --  B. Chapter 1  --
                                  "Reckoning"

==============================================================================

------------------------------------------------------------------------------
                                                                  {+1HMI+}
     -07- Harmonia

 Party:    Nacht (9), Alba (8), Dusk (8)

 Enemies:  None

 Treasure: Antidote x2, Potion x3, Tent, Phoenix Down

----------------------------------

Watch the scenes and eventually you will gain control of a different set of
characters. Nacht's party does not have access to any items, equipment or gil
that was obtained by Sol's party. The same applies in reverse. However, this
is hardly an issue. Both parties have access to nearly equivalent shops, magic
and treasure chests throughout the game.

Walk north and east and enter the house that's there. This is the house that
we just saw during the scene. Check the pot on the left side to pick up an
*ANTIDOTE* and then leave the house. Head south and walk around to the front
of this house and search the pot by the door for a *POTION.* Enter the house
and tap the pot on the left side to get a *TENT* then leave the house. Walk
to the west and skip the first house, but enter the second one. Check the lone
pot for a *PHOENIX DOWN.*

Exit that house and head to the house west of that one. Enter and search the
pot on the left side for an *ANTIDOTE* and then head north to the next house.
Enter this house and head to the fireplace. Search the pot for a *POTION* and
then leave the house. Search the closest barrel on the right side for another
*POTION.* At this point you can exit Harmonia and enter the airship that is
docked nearby.

Head in and talk to the soldier to enter the airship. Have Nacht talk to
everyone in the room to proceed. After some dialogue open the chest and
Nacht's team will be given equipment and supplies. After some more dialogue
you will be in another location. To the north is a healing pot and a soldier
that sells some supplies. You really shouldn't need anything, but feel free
to buy anything you want.


------------------------------------------------------------------------------
                                                                  {+1MLX+}
     -08- Mount Lux

 Party:    Nacht (9), Sarah (2), Alba (8), Dusk (8)

 Enemies:  Hobgoblin, Cockatrice, Basilisk, Floating Eye, Bomb, Sprinter,
           Goblin

 Treasure: Iron Bangle, Potion, Antidote, Tent, Iron Bow, Leather Shoes,
           Hi-Potion, Kenpogi, Ether, Phoenix Down, Spear, Iron Shield

----------------------------------

Exit the airship and head north to enter Mount Lux. Sarah starts at a very
low level compared to the rest of the team. Definitely keep her in the back
row until she gains a few levels. Make sure Dusk keeps her alive with his
Cure spell. Move forward and follow the path until you see two sets of steps
to climb. Head up the one on the right and grab the *IRON BANGLE* from the
chest at the top. Climb back down and head west while skipping the other steps
leading north. Follow this path to a chest that contains a *POTION,* then
retrace your steps back to the skipped path. Take these steps all the way
north to the next screen.

Head to the steps on the left and follow them up to a chest containing an
*ANTIDOTE.* Backtrack to the original position and follow this path for a
while until there are two ways to go. Head up the closer path first to grab
a chest with a *TENT* inside then backtrack and follow the other path. Keep
going forward but don't head north after the second set of steps. Head to
the west first and proceed south to grab an *IRON BOW.* Head back up and this
time take the northern steps up to the next screen.

Use a tent at the save point if you need to and then grab the *LEATHER SHOES*
from the nearby chest. Keep heading north to find a chest containing a
*HI-POTION* and then head west and south to the next screen. Keep going south
and then to the west to grab a *KENPOGI.* Head back up and east then south
and climb up the nearby steps to reach a chest with a *ETHER.* Head back down
and continue east to grab a *PHOENIX DOWN.* Head back to the middle and take
the steps leading down all the way to a *SPEAR.* Head back up and then work
your way west following the path to the next screen.

On the next screen follow the path for a while, but head west when possible
to find a chest with an *IRON SHIELD.* Backtrack to the initial position and
take the opposite route. This is a straight path to the exit of Mount Lux. A
short scene will take place and then you'll be on the world map.


------------------------------------------------------------------------------
                                                                  {+1TMC+}
     -09- Crystal Temple

 Party:    Nacht (10), Sarah (7), Alba (9), Dusk (9)

 Enemies:  Floating Eye, Mud Golem, Bomb, Killer Mantis, Hobgoblin,
           Red Mousse

 Treasure: Iron Helm, Iron Armor, Phoenix Down, Tent, Ether, Main Gauche,
           Headband

----------------------------------

Head south for a bit on the world map and enter Crystal Temple. Head east and
south and tap the healing pot if you need to refill. Walk back west and south
then head up to the next floor. Enter the eastern door and follow the path all
the way to an *IRON HELM.* Backtrack to the fork and follow the other path to
the next floor. Keep moving forward past the stairs and tap the unlit candle
to open up a secret passage to the south. Open the chest for an *IRON ARMOR*
and then head up the stairs that were previously skipped.

Follow the path around the wall and take the stairs leading down first. Pop
the chests for a *PHOENIX DOWN* and a *TENT* and then head back upstairs.
Head west this time and continue up the next set of stairs. Enter the western
room to grab an *ETHER* and then head into the middle room. Go up the stairs
and head into the eastern room for a *MAIN GAUCHE.* Backtrack to the original
area with the three doors and this time enter the eastern room. Open the chest
for a *HEADBAND* and then head up the stairs to a save point. Proceed north
and watch the scenes. A familiar boss fight ensues afterwards.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #03 >                           .
 .                                                                         .
 .                                                                         .
 .  Watchbeast v.2                                                         .
 .                                                                         .
 .  HP: ~2,200                                                             .
 .                                                                         .
 .  Attacks: Right Arm, Roar, Blaze, Soul Despair                          .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Although this is the same boss that Sol's party fought, this fight is  .
 .  actually quite different. For one, there's no super powered Elgo to    .
 .  roast Watchbeast with Fira spells anymore. Watchbeast also has some    .
 .  additional attacks. Right Arm is similar to its normal physical attack .
 .  but it hits a little bit harder. Roar is a single target attack that   .
 .  stuns its target. Stunned characters have their turn gauge completely  .
 .  reset even if they were in the middle of casting a spell. That can be  .
 .  pretty annoying if you happened to need a Cure. This version of the    .
 .  Watchbeast also attacks twice sometimes.                               .
 .                                                                         .
 .  The fight is a little bit harder since its longer and you have no crazy.
 .  magic damage to throw at it. Have Sol and Sarah keep hitting it with   .
 .  their weapons while Alba casts Fire. Its weakness is the same so Alba's.
 .  Fire spell is the best way to deal damage. Dusk should open with a Slow.
 .  spell and then keep Curing. The watchbeast will use Soul Despair again .
 .  just like it did against Sol's party. However, you actually need to    .
 .  keep fighting so don't stop! Quickly use a Potion on someone to avoid  .
 .  suffering a game over due to an untimely Blaze. After that have Dusk   .
 .  put out a Cure spell as quickly as possible. Continue as normal after  .
 .  that and the boss should go down.                                      .
 .                                                                         .
 .                                                                         .
  \......................................................................./


Watch the scenes that follow and you'll be in control of Sol's team again...
sort of.


------------------------------------------------------------------------------
                                                                  {+1MTC+}
     -10- Crystal Temple Part 2

 Party:    Sol (7), Sarah (10), Aigis (11), Dusk (11), Elgo (8)

 Enemies:  Vassago, Stunner

 Treasure: None

----------------------------------

Tap Elgo and then Sarah and Dusk and then Elgo again. After the scene, walk
over to each crystal shard and tap them all. Talk to Elgo again and your
party will be full again. The job system is now unlocked and there are 7
jobs with 3 JLVs each that can be gained. You've got plenty of time to level
up your jobs. For now choose some jobs for your team and start getting a feel
for them during the first 3 JLVs. I recommend having 2 characters change to
melee jobs and 2 characters change to spellcasters. Feel free to experiment.
More job specific info can be found in section IV.

Anyway, exit to the south when you're finished making your selections. Save
your game and use a Tent if necessary. Head south to the next room and keep
going until you can head east and then south a little to the next room. Keep
walking south and then around the wall and then north to the next room. Walk
around this wall, ignore the room and keep heading north. Walk around this
wall and keep going north. Take the stairs down to the next floor and then
keep heading south until you're back on the world map.


------------------------------------------------------------------------------
                                                                  {+1WRD+}
     -11- World Map

 Party:    Sol (8), Sarah (10), Aigis (11), Dusk (11), Elgo (8)

 Enemies:  Wood Eyes, Goblin, Bugbear, Grass Tortoise

 Treasure: Chocobo summon

----------------------------------

Keep moving to the south while following the path. Ignore the caves and keep
heading south to a bridge. Cross the bridge and a scene will occur with a
surprising discovery. After that's finished, you'll be back on the world
map. Head slightly south and then west, follow the thin path north and enter
the chocobo forest. Catch the white chocobo if you need an MP refill and then
catch the yellow chocobo once to acquire the *CHOCOBO* summon. This summon is
fairly useless compared to Sylph, but whatever. Either exit the forest or
catch a yellow chocobo if you don't want to deal with weaklings on the world
map.

Keep heading south for awhile until you see the yellow dot on the minimap.
This should look familiar since it's the Checkpoint from the very beginning
of the game. Head towards it and enter the Checkpoint. Head straight through
since the soldier is gone and the gate is magically raised. The monsters are
tougher on this side of the checkpoint. They're still not hard, but I figured
a warning was in order. Anyway, follow the path south for quite a distance and
enter the town of Liene.


------------------------------------------------------------------------------
                                                                  {+1LNE+}
     -12- Liene

 Party:    Sol (8), Sarah (10), Aigis (11), Dusk (11), Elgo (8)

 Enemies:  Killer Mantis, Mangy Hound, Antares, Hornet, Desert Hare
           Bugbear, Grass Tortoise

 Treasure: Antidote, Gold Needle, Hi-Potion, 10 Gil

----------------------------------

Head south under the bridge and walk up the east stairs. Ignore the immediate
house and continue east and then north to the barrel and pot. Check the pot
for an *ANTIDOTE* and then head south to another pot and barrel duo. Tap this
pot for a *GOLD NEEDLE* and then head back down the stairs that you originally
came up. At the bottom of the stairs head east and walk underneath the
walkway to a lone pot containing a *HI-POTION.*

Head back the way you just came and walk along the road and then head north
right after you pass the magic shop. Tap the right barrel for *10 GIL* and
then head back to the middle of the town. Walk south and enter the inn on
the east side. Speak to the innkeeper and agree to rest in order to start a
scene. Exit the inn after its over and make sure to upgrade your equipment
and buy new spells. I would suggest fighting around town until you can buy
everything you need. When you're finished, head west from the town and then
keep heading north along the mountains. At the end of the trail, head west
and enter Mount Liene.


------------------------------------------------------------------------------
                                                                  {+1MLN+}
     -13- Mount Liene

 Party:    Sol (11), Sarah (12), Aigis (13), Dusk (13), Elgo (11)

 Enemies:  Bomb, Mud Golem, Cockatrice, Flamehound, Hobgoblin, Floating Eye
           Lesser Lopros

 Treasure: Potion, Oak Staff, Ether, Tent, Magic Missile f-ability, Antidote,
           Golden Needle, Metal Rod, Hi-Potion, Headband, Kenpogi

----------------------------------

Head up and talk to the guy blocking the way. After the scene is over, head
north a little bit and then walk east to a chest containing a *POTION.* Walk
back the way you just came and head west this time. Keep following the path
until the next screen. Immediately head east to pick up an *OAK STAFF* and
then head north all the way to a door leading outside. Walk west and cross
the bridge to a chest with an *ETHER.* Head back into the cave and walk east
to another door leading outside.

Head west and cross the bridge then head up the stairs and walk west and then
south to a chest containing a *TENT.* Head back up and enter the door leading
to a save point room. There's no boss here so you don't necessarily need to
use a Tent. Leave the room through the west exit and then continue west until
a scene begins. The party will randomly learn the f-ability "Magic Missile"
at the end of the scene. Read the brief tutorial on f-abilities and then
continue west to a door leading to another area. Head up and take the ladder
down to the next level.

Head east on this floor and then south to grab an *ANTIDOTE* from a chest and
then retrace your steps and head the opposite way. Go down the ladder and
pick up a *GOLDEN NEEDLE* on the way to the door leading outside. Head south
on this screen and open the chest for a *METAL ROD.* Back up and then head
west this time and follow the path north then south. Walk past the door and
tap the chest for a *HI-POTION* then head inside. Follow the path down the
ladder and head west for a *HEADBAND.* Walk back to the fork and head south
to the next area. Head south until you can go west and then go north until
you reach a chest with a *KENPOGI.* Backtrack to the split and head south all
the way down to the exit. Head west past the forest to enter Castle Liene.


------------------------------------------------------------------------------
                                                                  {+1CNE+}
     -14- Castle Liene

 Party:    Sol (12), Sarah (13), Aigis (14), Dusk (14), Elgo (12)

 Enemies:  Soldier, Gargoyle, Yellow Jelly, Mangy Hound, Phalanx
           Wild Rat, Sergeant, Bugbear

 Treasure: Bard's Tunic, Tent, Elixir, Baghknakhs, Phoenix Down, Main Gauche,
           Longsword, Iron Helm, Iron Armor, Ether, Dirty Magazine

----------------------------------

A brief scene will begin upon entering Castle Liene. After it ends, walk
forward and talk to the soldiers to enter a battle. This battle is nothing
different from the random encounters thus far so just end it the way you
would normally do so. After the battle head north and enter the castle
itself. Head north a little and then east first and enter the room here
through the door. Step down once and then walk west to reach the chest with
a *BARD'S TUNIC.* Check the other chest in the back for a *TENT* and use the
healing pot if you need to. The soldier in this room sells the same things
as the shops in Liene. Buy anything you may need and then exit the room.

  ### Just like the Red Mousse from before, you can't really hurt ###
  ### the Yellow Jelly with physical attacks. One cast of Thunder ###
  ### should take them out, though.                               ###

The western door on the other side is locked so just ignore it and head to
the north instead. The door on the far north is also locked so just move up
the stairs to the next floor for now. Walk north a bit until two pots on both
sides of the throne come into view. Check the pot on the right for an *ELIXIR*
and then head south and exit at the end of the path. In the next area head up
either staircase and enter the nearby door. Pick up the *BAGHKNAKHS* and leave
the room, head north and descend the stairs.

The next bunch of rooms have visible soldiers wandering around. Coming too
close to them will initiate a battle. Avoid or slaughter them as you wish.
Head south and then west until you reach the next room. Head south and then
search the pot on the right for a *PHOENIX DOWN.* Follow the path forward and
leave the room through the southern exit. In this room head east a little and
then north until you get a *MAIN GAUCHE.*

Head back down and then go east and keep going to the set of stairs in front
of you. Grab the chest in this room for a *LONGSWORD* and then head to the
door between the two pillars. Pick up the *IRON HELM* and *IRON ARMOR* from
the chests and then head back to the main area. Head north and follow the path
through the door and down the stairs to reach a save point room. Head down and
talk to the soldier in the next room to start a quasi boss fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #04 >                           .
 .                                                                         .
 .                                                                         .
 .  Hell Minion & Butch                                                    .
 .                                                                         .
 .  HP: Hell Minion - ~1,500                                               .
 .            Butch - ~2,300                                               .
 .                                                                         .
 .  Attacks: Hell Minion - Wag your tail!, Feeding time!, Haste, Berserk   .
 .                         HP Restore, Critical, Swing                     .
 .                 Butch - Tail Wag, Feed, Roar                            .
 .                                                                         .
 .  Weakness: Hell Minion - None                                           .
 .                  Butch - None                                           .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Despite not having the boss fight music, I would consider this a boss  .
 .  fight so take it "seriously." The battle begins with the Hell Minion   .
 .  by himself. After whacking him a bit, he'll summon his pet... chimera  .
 .  Butch. Hell Minion spends his rounds commanding Butch while it's still .
 .  alive. Wag your Tail! does about 80 damage to everyone, Feeding time!  .
 .  is a double attack that drains HP each time. Butch can also use Roar   .
 .  which will stun every member of your team.                             .
 .                                                                         .
 .  Neither boss is weak to anything and Butch has pretty high elemental   .
 .  resistance apparently. However, Elgo's -ra tier spells will still do   .
 .  around 150 damage or so. Other attacks that work well are Sylph,       .
 .  Strike and the f-ability Magic Bomb (I'd be surprised if you didn't    .
 .  learn this one by accident). You can also cast Slow on both enemies to .
 .  bring their turns down to a crawl. Two people casting Sylph will       .
 .  likely be enough healing to the point where you don't need anyone just .
 .  waiting around casting Cure.                                           .
 .                                                                         .
 .  Hell Minion will get rather pissed off when Butch dies and cast Haste, .
 .  Berserk and restore 500 HP. He will then be able to double attack and  .
 .  will regularly use Critical and Swing. You can recast Slow on him to   .
 .  take him back down a notch. After that it's just a matter of finishing .
 .  him off. This fight should be pretty easy if you use Summoners because .
 .  Sylph is just so overpowered throughout most of Chapter 1.             .
 .                                                                         .
 .                                                                         .
  \......................................................................./


Well that was fun, I guess. Head north and tap the part of the jail cell with
the Gnome on the other side. Agree to free him and he'll scurry off telling
you about the latest rage in rare hunting. Whatever choice you answer about
tails doesn't matter. Head over to the next cell on the left and let the
Prisoner out the same way and a scene will begin. Head into this cell after
the scene is over and search the pot for an *ETHER.*

Head back to the save point room and consider using a Tent if you're out of
juice because you have to wade through some more monsters on your way back
out of Castle Liene. Backtrack all the way to the very first hallway to find
a soldier entering one of the previously locked doors.

Follow his lead and enter the room as well after using the healing pot in the
other room if needed. What's this, he vanished?! The goal in this room is to
find a hidden door behind the shelf on the back wall. You can interact with
most of the stuff in this room like the shelf and the clock for instance. Of
particular interest is the bed on the right side of the room. Check it twice
to witness a humorous scene about a dirty magazine and Sarah taking it away.

You can view the scene from a slightly different perspective based on who is
leading your party. They are all pretty funny so I suggest seeing them all.
However, save Elgo for last as he will manage to keep the *DIRTY MAGAZINE!*
You can use this item once from your items menu to witness another humorous
scene, but you'll consume the magazine in the process. The magazine can also
be used in battle to restore a very small amount of MP.

Now that we've accomplished that epic task let's actually get past this room,
shall we? Head down to the entrance to the room and examine the pot that is
surrounded by the other two pots. Scoop up some water from it and bring it
over to the flowers and water them. This will open up a hidden passage on the
back wall. Walk through it and continue to the next floor where you can take
some stairs leading down. Head east and then north through the door and in the
next room walk through the hidden passage. Check the southern exit first to
unlock the other door from the main hallway. Head north through the other
door where a scene will begin. After it's over, leave Castle Liene.

Move forward where you should see a docked airship. Ignore it for now and
keep going northwest to a chocobo forest. Grab the chocobo summon if you
somehow missed it before. This forest has a black chocobo instead of a white
one. These are basically yellow chocobos that fly instead of running. This
allows them to cross shoals and rivers. The main benefit of these chocobos is
that they allow you to backtrack to previously visited areas without the
hassle of running through every single dungeon. Now's the time to grab missed
treasures from a previous area if you need to. Otherwise, head back to that
airship and enter it.


------------------------------------------------------------------------------
                                                                  {+1WRS+}
     -15- Warship

 Party:    Sol (15), Sarah (15), Aigis (16), Dusk (16), Elgo (15)

 Enemies:  Battlemage, Swordsman, Sergeant, Sergeant Major, Cavalier

 Treasure: Battleaxe, Ether, Iron Bangle, Iron Shield, Crossbow,
           Iron Armlet, Hi-Potion x2, Phoenix Down, Star Pendant,
           Wizard's Hat, Chain Whip

----------------------------------

Head west and climb the ladder and a scene will begin. There will be a battle
after the scene is over. These are regular enemies that you'll be fighting
within the Warship. Once the battle is over you'll automatically enter the
Warship's interior. Head straight for the door in front of you to find a save
point and a moogle shop. The save point will give you the "bla bla" about how
this is the last one for Chapter 1. However, you still have some stuff to do
in here, so don't worry about it right now. The moogle sells the same goods
as the soldier in Castle Liene and Liene's shops.

Climb up the ladder after you've finished doing whatever you needed to do. In
this room there is a soldier who wanders around and will attack if you fall
into his line of sight. You can avoid him if you really want to, but it can
be annoying to wait sometimes. Enter the eastern room and head up to the two
switches on the wall. Hit the right switch to reveal a secret door on the
other side of the room. Enter the room and pop the chests in the back to
receive a *BATTLEAXE* and an *ETHER.* Return to the room with the wandering
soldier and enter the western room for an *IRON BANGLE.* Head back to the
save point room because the northern door is locked for now.

Exit the save point room and head north to a ladder leading down. Enter the
western room and grab the *IRON SHIELD,* then enter the eastern room. Reverse
the row positions of all your characters (back <-> front) and then search
the chest. An alarm will trigger pitting you against some normal enemies in
a back attack. You'll pick up a *CROSSBOW* for your trouble. Fix your rows
now and then head south from the previous room. There's another wandering
soldier here to kill or avoid. Make your way to the northeastern room for an
*IRON ARMLET* and the southeastern room for a *HI-POTION.* Return to the
previous room and ignore the northwestern room. Enter the southwestern one
and flip the switch here to open up the ladder. Head down to the next area.

Enter the door on the left and grab the nearby *PHOENIX DOWN* from the chest
and then continue north. Hit the chest on the way for a *STAR PENDANT* and
then exit through the east passage. Avoid or kill the wandering soldier here
and head south first to grab a *WIZARD'S HAT.* Head north to find yet another
of these pesky wandering soldiers. The western room only has a save point in
it so you can ignore it if you want. Head into the north room to trigger a
battle against some regular enemies. After the battle you'll receive the aft
deck key.

Leave this room and head back to the first wandering soldier and take the
eastern passage. Open the nearby chest for a *CHAIN WHIP* and then follow the
path to another chest with a *HI-POTION* inside. Exit this room and head back
up the ladder. Keep going north until you reach the first floor. Head back to
the save point room with the moogle shop and save/use a Tent.

This is the last stop before the final part of Chapter 1. Head into the next
room and check the northern door to unlock it using the key. Exit through the
door and a battle will begin with a bunch of normal enemies. Beat that one and
another will start right after. Keep your HP up but don't go all out on these
cronies. A boss battle will begin after the second battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #05 >                           .
 .                                                                         .
 .                                                                         .
 .  Captain & Battlemage + Phalanx                                         .
 .                                                                         .
 .  HP: ~2,100                                                             .
 .                                                                         .
 .  Attacks: Axe, Takedown, Body Slam, Swing                               .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  The Captain is the main target in this fight while the Battlemage and  .
 .  Phalanx aren't unique in any way compared to regular encounters. Take  .
 .  out the Battlemage and Phalanx quickly because they work together      .
 .  surprisingly well with the boss. The Battlemage loves to cast Toad on  .
 .  your party which will double the damage dealt to that target by the    .
 .  Captain. His single target attacks already cause 150 damage or so to   .
 .  the front row. You don't need that to become 300. This fight becomes   .
 .  much easier once the trash is taken care of. The Captain is still a    .
 .  strong adversary, but, he isn't really capable of killing anyone by    .
 .  himself even with his double actions per turn.                         .
 .                                                                         .
 .  The boss is highly resilient to physical attacks to the point where    .
 .  even a Strike will do <100 damage at most. Elgo's -ra tier spells are  .
 .  once again the best way to deal damage since they hit for 300+. Sylph  .
 .  is also a good option as is Magic Bomb. The only thing to watch out    .
 .  for at this point is Body Slam since it can cause confusion. Simply    .
 .  choose the attack command and tap an ally to target them. Confusion    .
 .  will be removed if the attack connects. Try to end this fight with     .
 .  a decent amount of HP because you're in for a surprise.                .
 .                                                                         .
 .                                                                         .
  \......................................................................./


Watch the scenes that begin after defeating the boss. We get to fight another
boss now, yay...

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #06 >                           .
 .                                                                         .
 .                                                                         .
 .  Baugauven                                                              .
 .                                                                         .
 .  HP: ????                                                               .
 .                                                                         .
 .  Attacks: Fira, Firaga, Heat Wave, Final Backdraft                      .
 .                                                                         .
 .  Weakness: Ice                                                          .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  As you can probably surmise, Baugauven is a complete pyromaniac. He    .
 .  will mainly attack with Fira and sometimes double up his physical      .
 .  attack. He can also cast Firaga on himself to restore HP. This fight   .
 .  is actually unwinnable. However, you need to survive for a bit until   .
 .  he decides to squash you. Just spam Sylph, Cure and Cura and you       .
 .  won't have any issues. The battle is over once he uses Heat Wave and   .
 .  then his signature attack, Final Backdraft.                            .
 .                                                                         .
 .                                                                         .
  \......................................................................./


Watch the scenes until another battle starts. However, you're restored to
perfect fighting condition and this is just a normal battle. Slaughter them
and watch some more scenes. You'll even catch a glimpse of some people you
probably forgot about.


==============================================================================
                                                                  {+CPT2+}
                             --  C. Chapter 2  --
                            "The Generals Approach"

==============================================================================

                              [ A Dragon's Love ]

------------------------------------------------------------------------------
                                                                  {+2WRD+}
     -16- World Map

 Party:    Sol (16), Sarah (17), Aigis (17), Dusk (17)

 Enemies:  Big Eye, Ostrich, Rabid Nutkin, Triffid

 Treasure: 5 JP

----------------------------------

Watch some scenes after starting up Chapter 2. The party will receive 5 JP at
the very end. JP are used to raise the maximum attainable JLV of a job so you
can gain a higher stat bonus and new abilities as well. JP are relatively
scarce at the moment, but, this will soon change. Spend the first 5 points
intelligently so you can start working on higher abilities rather than just
levelling everything.

My only suggestion is to start working one character as a Red Mage ASAP. This
job has one of the best JLV 20 abilities, but the job itself starts to decline
in usefulness rapidly by Chapter 3. Consult section IV for more information
about the job system. Spend your JP and switch your jobs and then head
southeast towards the town of Braska.


------------------------------------------------------------------------------
                                                                  {+2BRK+}
     -17- Braska

 Party:    Sol (16), Sarah (17), Aigis (17), Dusk (17)

 Enemies:  None

 Treasure: Hi-Potion, Phoenix Down, 50 Gil, Potion

----------------------------------

Walk forward and enter the small house to the west of the entrance. Examine
the shelf on the back wall for a *HI-POTION* and then leave. Walk directly
west and face up to check the box hidden amongst the trees in order to grab a
*PHOENIX DOWN.* Walk back east a little bit and then head north past the
equipment shop and enter the house above it. Check the pot on the right side
of the house to get *50 GIL.* Leave that house and head directly east to a
lone box that contains a *POTION.*

Check the shops to see if you need any upgrades since there are finally some
new items in stock compared to Chapter 1. We found a good amount of it already
in treasure chests and such. Pick up a Tent or two as well if you don't have
any left. I also recommend keeping at least 5 of every cheap status relief
consumable. You just never know when they will come in handy in the middle of
some dungeon. However, skip the Golden Needles as they are way too pricey at
this point and there aren't any enemies that can inflict instant petrification
yet. Leave Braska when you're finished and make a short trip to the west and
enter Cave to Deist.


------------------------------------------------------------------------------
                                                                  {+2CTD+}
     -18- Cave to Deist

 Party:    Sol (16), Sarah (17), Aigis (17), Dusk (17)

 Enemies:  Cait Sith, Cave Turtle, Red Cap, Rabid Nutkin, Tunneler,
           Pineapple, Drake, Werewolf

 Treasure: Hi-Potion, Silver-spun Robe, Bandana, Phoenix Down,
           Healing Staff, Tent, Steel Shield, 100 Gil, Poison Knuckles,
           Ether

----------------------------------

Walk over to the nearby chest for a *HI-POTION* and then head north. Go west
and head south as soon as you can all the way down to a chest containing a
*SILVER-SPUN ROBE.* Head back up to the split and this time follow the path
west and then south into the next room. Continue following the path and head
east at the fork. Grab the *BANDANA* from the chest and then return to the
split and head south into the next area. Walk east and tap the chest for a
*PHOENIX DOWN* then continue south if you need to use a save point.

Head back to the entrance of this room and go west this time. Ignore the
ladder for now and head south for a chest containing a *HEALING STAFF.* Now
head up the previous ladder and then keep walking south and east over the
first bridge. Move past the second bridge and head east to grab a chest with
a *TENT* inside. Go back to the second bridge and cross it to reach a door
leading to the next area.

Follow the path until it divides and head south first to reach a chest with
a *STEEL SHIELD.* Head back to the split and go west and south until you reach
a passage to a new part of the cave. Move east and climb the ladder, then
continue east and south through the narrow passage. Tap a chest with *1000 GIL*
inside then go back north and then head west until another ladder is visible.
Move down the ladder and keep going south to spot a chest with a pair of
*POISON KNUCKLES* inside.

Backtrack to the higher ground and keep going west and then south. Open the
chest at the bottom for an *ETHER.* Head east to the save point and then leave
through the southern exit. Watch the brief scene and then a battle with a
Drake will commence. This fight isn't meant to be winnable. Just keep your HP
up while striking the Drake and eventually the battle will be stopped. You'll
be on the world map after a short scene. Head south until you reach the town
of Deist.


------------------------------------------------------------------------------
                                                                  {+2DST+}
     -19- Deist

 Party:    Sol (18), Sarah (19), Aigis (19), Dusk (19)

 Enemies:  Werewolf, Deist Eagle

 Treasure: 300 Gil, Potion, Antidote, Spear, Silver Bangle, Hi-Potion,
           Golden Needle, Drowsy Ring

----------------------------------

A scene will begin as you enter the town. After it's over, head over to the
west and then north to the big tombstone. Check this "fancier than the rest"
tombstone for a little info on a dragoon and his dragon. Head back and cross
the bridge then descend the nearby wooden steps. Head east a little bit and
then walk south as soon as a patch of grass is visible. Walk south through
the short tunnel and check the pot for *300 GIL.*

Move back north and enter the nearby house. Check the shelf in the back to
pick up a *POTION* and then exit the house. Follow the path east and talk to
the boy standing in front of the house. Enter the house and check the pot for
an *ANTIDOTE* as well as the two spears in a crate for a *SPEAR.* Talk to the
man in the bed to begin a brief scene. Exit the house and walk southeast to a
familiar looking bit of land. Walk through the tunnel just like before and
examine the pot for a *SILVER BANGLE.* Make your way back to the wooden steps
and proceed through the nearby door.

Keep going north past the tree and make a right turn. Follow this path and
enter the cave to the east of the rocks. Tap the chain hanging on the wall to
produce a hidden door in the wall, but, don't go in just yet. We'll come back
to it a bit later because it's a bit of a hassle at this point. Walk past it
and exit the cave to the south. Check the pot for a *HI-POTION* and talk to
the kid hanging around here.

Make your way back through the cave and talk to the guy with the tan hair
who is around the rocks. Head back to the tree south of the equipment shop
and then enter the house with the guy standing in front of it. Check the left
most pot for a *GOLDEN NEEDLE* and then leave the house. Continue heading west
and then south and enter the big house with the old guy in front. Check the
shelf in the back for a *DROWSY RING* and then talk to the old lady. Tell her
"YES" when prompted and she'll give you Abel's Spear. Exit the house when you
finish the conversation.

We're finished exploring and moving the story forward so time to check out
the shops. Deist has better stuff than Braska even though that wasn't too
long ago. Most of the equipment is a bit pricey, so it's likely that you will
not be able to afford everything. Don't worry about it at this point, just
buy what you can. Prioritize Cura, Fira, Blizzara and Thundara as they are
significant upgrades to their long outdated tier 1 variants.

After you've finished stocking up, leave Deist. Your goal is that purple dot
to the northwest. So head over there and stop at the nearby chocobo forest if
you need to restore any lost MP. Approach the clearing in the middle of the
forest to enter the Dragonweed Gardens.


------------------------------------------------------------------------------
                                                                  {+2DGW+}
     -20- Dragonweed Gardens

 Party:    Sol (19), Sarah (19), Aigis (19), Dusk (19)

 Enemies:  Ensign, Werewolf, Red Cap, Deist Eagle

 Treasure: None

----------------------------------

A scene will play right after you enter the garden. You'll be thrust into a
boss battle immediately after it's over.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #07 >                           .
 .                                                                         .
 .                                                                         .
 .  Lieutenant & Ensign x2                                                 .
 .                                                                         .
 .  HP: ~2,600                                                             .
 .                                                                         .
 .  Attacks: Axe, Critical, Body Slam, Swing                               .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  This battle is virtually identical to boss fight #5 from Chapter 1 in  .
 .  terms of the enemy setup. The main difference is that the Ensigns have .
 .  a bit more HP than the ones from the previous battle. The Lieutenant   .
 .  is virtually the same as the Captain in every regard with more HP. The .
 .  boss has a nasty habit of hitting a target with Body Slam and then Axe .
 .  or Critical. Since these attacks are considered abilities, they will   .
 .  not break the confusion status. Dispatch the Ensigns quickly so that   .
 .  they are unable to assist the Lieutenant in dealing fatal blows. Their .
 .  Blizzara spells pack a whallop, so be ready for a quick Cura or Sylph  .
 .  at all times.                                                          .
 .                                                                         .
 .  The boss itself is somewhat resistant to physical attacks, but Strike  .
 .  will do decent damage coming from a Warrior or Monk. Your recent spell .
 .  upgrades will probably be the best source of damage you have at this   .
 .  point unless you're knowledgeable about f-abilities. Black Mages are   .
 .  going to start to shine for a while now that you have access to the    .
 .  -ra tier of spells.                                                    .
 .                                                                         .
 .                                                                         .
  \......................................................................./


After the battle you'll do some conversing. When that's over, head north a
few steps through the damaging stuff and tap the plant to receive the dragon
grass. Once you've gotten it, head all the way south until you're back on
the world map.

Stop by the chocobo forest and restore your MP again and then grab a yellow
chocobo to get to the next destination quicker. Or you can skip it and gain
some EXP/AP. Either way, head back to where Deist is on the world map, but
don't head north to the town itself. Instead, keep heading east to a mountain
pass. I would suggest popping a Tent now even if you don't really need it.
It's going to be a long trek. Enter Dragon Valley when you're all set.


------------------------------------------------------------------------------
                                                                  {+2DGV+}
     -21- Dragon Valley

 Party:    Sol (20), Sarah (20), Aigis (21), Dusk (21)

 Enemies:  Red Cap, Stinger, Zuu, Elemental, Ogre

 Treasure: Antidote, Phoenix Down, Ether, Hi-Potion, Bronze Armlet,
           Slasher, Chainmail, Echo Grass, 500 Gil, Dry Ether

----------------------------------

Talk to the drake that's right in front of you for a scene to begin. Head
north after the scene is over and then up the wooden steps to the west. Go
east and then south when you can for a chest containing an *Antidote* and
then head all the way north to the next area. Move east and then south at
the first junction for a *PHOENIX DOWN.* Go back to the junction and head
north this time and a Drake will attack the party.

Just beat on it for a bit and keep your HP up. It will leave eventually and
you can continue on. Take the west path first to grab an *ETHER* and then head
east to a new area. Go south first to pick up a *HI-POTION* and then back up
and head east and south to another chest with a *BRONZE ARMLET* inside. Head
north until you reach the next area. Take the west route under the overpass
first to pick up a *SLASHER.* Backtrack to the original fork and head north
this time and keep following the path as it curves south. Pop the chest for a
*CHAINMAIL* before heading into the next segment of the valley.

Head southwest on the same elevation first to get an *ECHO GRASS* from the
chest. Back up and head south this time. Go west to reach a save point and
then continue north and west into a small valley. A scene will commence right
as you enter this area. Answer "NO" when prompted unless you need to save or
something first. You'll be attacked by someone after you refuse to obey.

This is pretty similar to the Drake fight from the first area of this place.
Just trade blows back and forth and keep your HP up until the battle ends
prematurely. Continue west into a new area and keep going west until you reach
a chest with *500 GIL* inside. Now keep heading north until you reach a chest
with a *DRY ETHER.* Back up to the previous split and go east until you reach
the exit to the world map. Walk east a little bit and enter Dragon Roost.


------------------------------------------------------------------------------
                                                                  {+2DGR+}
     -22- Dragon Roost

 Party:    Sol (21), Sarah (22), Aigis (22), Dusk (22)

 Enemies:  Werewolf, Sidewinder

 Treasure: Potion, Antidote, Halberd

----------------------------------

Head over to the inn / item shop and check the first barrel for a *Potion* and
then leave. Walk north to the only other house here and enter it. Tap the pot
in the middle for an *ANTIDOTE* and the 2 spears in a crate for a *HALBERD.*
Now talk to the girl for a scene. She will leave after it's over and you can
follow her out. One of the moogles inside the inn / item shop actually sells
weapons and armor as well. The weapons are all different than Deist, but the
armor is pretty much the same except for two accessories. Buy whatever you
need and leave Dragon Roost. There will be a brief scene as you leave. Head
north until you reach Highwind Tower.


------------------------------------------------------------------------------
                                                                  {+2HWT+}
     -23- Highwind Tower

 Party:    Sol (21), Sarah (22), Aigis (22), Dusk (22)

 Enemies:  Werewolf, Sidewinder, Zuu

 Treasure: Abel's Spear, 4 JP

----------------------------------

Watch the scene that plays as you enter. After it's over, Barbara will join
the party, you will acquire *ABEL'S SPEAR* as an equippable weapon and receive
4 JP. Barbara cannot switch jobs just like Elgo couldn't. However, her job is
unique to her for the rest of this section. Her Dragon Arts aren't that great,
but her Healing Breath can be useful at times. She also comes fully equipped
with up to date equipment, so don't worry about changing anything. Anyway,
we're not quite ready to explore this place yet. There is still something else
we can take care of first. Leave Highwind Tower and retrace your steps back to
Dragon Roost. Head east until you reach the Cave of Fulmination.


------------------------------------------------------------------------------
                                                                  {+2COF+}
     -24- Cave of Fulmination

 Party:    Sol (22), Sarah (22), Aigis (22), Dusk (22), Barbara (20)

 Enemies:  Thunder Harpy, Ogre, Evil Bat, Flamehound, Dynamine,
           Mindflayer 

 Treasure: Phoenix Down, Magician's Hat, Thunder Rod, Ether, Remedy,
           X-Potion, Man-Eater, Cat Claws, Ramuh summon

----------------------------------

This is the first Eidolon lair you're able to visit in the game. There will
be one per section throughout Chapters 2 and 3. They are all optional and
typically feature enemies that are harder than anything else you've been
fighting. Each Eidolon lair also features a boss that can be difficult at
the earliest availability.

These lairs are all optional, but they are all beatable in the respective
segment of the game that you can first enter them. Not to mention, clearing
these lairs will keep making the Summoner job more useful. If you like using
that job, you're going to want to get as many Eidolons as you can unless you
really love Sylph.

Head west along the path (ignore the yellow flashes, they don't do anything)
and keep following it past the southern door. Pop the chest on the east side
for a *PHOENIX DOWN* and then head back and through the door. Grab the chest
on the other side of the wall for a *MAGICIAN'S HAT* and then follow the
trail as it leads to another floor.

Head west past the door to grab a chest with a *THUNDER ROD* inside. Proceed
to the next floor after doing so. Keep going south until you reach a chest
with an *ETHER* and then head down to the next floor. Pop the nearby chest for
a *REMEDY* and then cross the long bridge for an *X-POTION.* Go back over the
bridge and take the ladder down to the next floor.

Head south to leave this short room. Take the ladder down to the lower part
of the room and follow the path until you find a chest with a *MAN-EATER*
inside. Head east now and up another ladder into another part of the cave.
Tap the chest to pick up a *CAT CLAWS* and then retrace your steps all the
way back up the first ladder. Take the other path this time into a small
room with a save point and a quick escape point. Head through the northern
passage and keep going until an old man comes into view. Talk to him to begin
a boss battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #08 >                           .
 .                                                                         .
 .                                                                         .
 .  Ramuh                                                                  .
 .                                                                         .
 .  HP: ~7,200                                                             .
 .                                                                         .
 .  Attacks: Thundara, Judgment Bolt, Sleep, Osmose, Thunderbolt           .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Ramuh is the toughest boss that you've faced thus far. One reason why  .
 .  this fight is harder is the fact that Ramuh has a ton of HP compared   .
 .  to everything else thus far. Ramuh also has some vicious attacks up    .
 .  his sleeve. His physical attack deals about 150 damage to anyone in    .
 .  the front row and his Thundara will hit for around 250 or 125 if it is .
 .  multi targetted. Ramuh's deadlier attacks include his signature spell, .
 .  Judgment Bolt, and the incredibly powerful Thunderbolt. The former     .
 .  will fry the entire party for nearly 250 damage and the latter will    .
 .  almost surely outright kill anyone it strikes other than a Warrior or  .
 .  Monk. Ramuh can also rarely counter physical attacks with Sleep and he .
 .  may cast Osmose a few times.                                           .
 .                                                                         .
 .  My suggestion is to bring a Summoner for Sylph healing and have your   .
 .  new companion use her Healing Breath as much as possible. If you've    .
 .  got a Warrior, Monk or Thief then have them use Strike rather than     .
 .  standard attacks. Ramuh has a lot of HP and anything that deals more   .
 .  damage is ideal. You may want to field a Red Mage and a Black Mage or  .
 .  just 2 Black Mages for -ra spell spam. Each cast should be taking out  .
 .  300 to 400 points of damage. The only downside is that mages have lower.
 .  HP counts and are more susceptible to Thunderbolt. The Red Mage JLV 3  .
 .  passive ability, HP +20%, is a good one to have for this fight. All in .
 .  all, consider Ramuh a warm up for future Eidolon fights as he is the   .
 .  easiest of the bunch (except for maybe one other).                     .
 .                                                                         .
 .                                                                         .
  \......................................................................./


After you defeat him, you will gain the *RAMUH* summon. If you like using
Summoners then this summon will probably make you pretty happy. Just watch
that MP! Anyway, head back to the previous room and use the quick escape
point to leave the Cave of Fulmination. Back on the world map, if you look
to the southeast, there is a chocobo forest. You can find a black chocobo
here. If you need to backtrack without the hassle, then take a ride on this
guy. Or you can just ride him to our next destination. Either way, get back
onto the world map and make your way to Highwind Tower.


------------------------------------------------------------------------------
                                                                  {+2HTR+}
     -25- Highwind Tower Revisited

 Party:    Sol (23), Sarah (23), Aigis (23), Dusk (24), Barbara (22)

 Enemies:  Stinger, Werewolf, Wyvern, Lilith, Evil Bat, Lesser Demon,
           Bone Dragon, Balrog

 Treasure: Silver Hauberk, Hi-Potion x2, Golden Needle x2, Greatsword,
           Magician's Robe, Mage's Staff, Echo Grass, Ether, Trident,
           Great Bow, Tent, Elixir, Dragoon job, 5 JP

----------------------------------

Head north and enter the tower itself. Keep going north and then east and
flip the switch to open the western door. Head there now and keep going until
you reach a chest with a *SILVER HAUBERK.* Now walk to the northeast corner
of the room and head east through the hidden passage. Flip the switch in the
hidden room and then backtrack to the main hallway. Head north and ascend to
the next floor. Watch the scene and then grab the *HI-POTION* from the chest
on the left. Afterwards, head the other way and follow the path until it
leads outside. Go up the stairs and enter the tower through the door ahead.

Head straight into the next room and follow the eastern path first for a
*GOLDEN NEEDLE.* Now follow the western path this time as it leads you to
a set of stairs going up to the next floor. After the scene is over, take
either path around the walls and enter both rooms for some treasure. The
western room has a *GREATSWORD* and the eastern room has a *GOLDEN NEEDLE*
to grab. Head outside through the southern exit and watch Dusk do his usual
thing. Before heading up the stairs, head to the eastern end of the platform
to find a *MAGICIAN'S ROBE.* Then head up the stairs and enter the tower from
the new door.

Tap the chest on the right for a *MAGE'S STAFF* and then follow the path
around the other side. Head south on the carpet to find a somewhat hidden
save point room and then proceed through the northern door. Follow the path
as it spirals around and head past the stairs to pick up an *ECHO GRASS.* Now
take the stairs up to the next floor. After some more talkity talk, head down
the path on the west side and grab the *HI-POTION* from the chest. Cross over
to the other side to find another chest with an *ETHER* inside. Head outside
and tap through some more conversation. Head up the stairs and get back into
the tower.

Take the closer path first to receive a *TRIDENT* from a chest. Now head back
and take the other path to the next floor. Watch the brief scene and then
follow the path while grabbing the *GREAT BOW* along the way. Head through
the door into a save point room and pop the chest for a *TENT.* Continue to
the path leading outside. Make a left and head north to a chest containing
an *ELIXIR* then go back and take the stairs up to the very top of the tower.
Watch the scene and another one of these pointless Drake battles will start.
Fortunately, this one will end faster than the others. Watch some more scenes
and a boss fight will begin.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #09 >                           .
 .                                                                         .
 .                                                                         .
 .  Vata                                                                   .
 .                                                                         .
 .  HP: ~9,300                                                             .
 .                                                                         .
 .  Attacks: Howling Gale, Buffet, Tornado                                 .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  The fight starts off a bit easy as Vata will generally only use his    .
 .  physical attack at first. He often hits twice and his attacks usually  .
 .  hit the front row for 200 damage piece. Further into the battle, Vata  .
 .  will begin using Howling Gale and Buffet. Howling Gale deals roughly   .
 .  300 damage and inflicts Sap on one ally. He can also follow this up    .
 .  with a physical attack. It is possible for a single character to take  .
 .  almost 600 points of damage from both hits. Buffet hits everyone in    .
 .  the party for around 200 damage and has a chance to cause Stun. This   .
 .  can either be not so bad or horrendous because it is possible for the  .
 .  entire party to get stunned at the same time. As usual, Vata can also  .
 .  follow up with a second attack after using Buffet. Vata also rarely    .
 .  uses Tornado which will bring one ally down to critical HP. This can   .
 .  lead to an unlucky death if the target happened to be sapped.          .
 .                                                                         .
 .  This battle will be longer than the one with Ramuh since Vata has a    .
 .  noticeably higher amount of HP. Make sure to have multiple sources of  .
 .  healing so that the stuns don't cripple the party. Whatever attacks    .
 .  worked well on Ramuh will work against Vata. He has higher evasion     .
 .  than you may be used to so magic damage is generally better. The Ramuh .
 .  summon you just acquired will probably deal the most damage. However,  .
 .  it consumes quite a bit of MP. This battle is more about keeping pace  .
 .  than trying to finish it quickly.                                      .
 .                                                                         .
 .                                                                         .
  \......................................................................./


After the battle watch some more scenes and you'll receive the Dragoon job
and 5 JP. That's it for this par... oh what's this? Another battle with Vata
will start up. This isn't really a boss fight, it's another one of those
"get beaten up and keep your HP high till the enemy goes away" type of deals.
So do exactly that until it's over. Vata will use signature dragoon attacks
that you should be familiar with after using Barbara. One note of interest
is that Vata now absorbs Wind based damage. Anyway, after that's over, watch
a few more scenes and we're done with [ A Dragon's Love ].


                               [ Second Sight ]

------------------------------------------------------------------------------
                                                                  {+2CRT+}
     -26- Crystal Temple

 Party:    Nacht (11), Diana (7), Alba (11), Glaive (7)

 Enemies:  Mud Golem, Basilisk, Antares, Killer Mantis, Bomb

 Treasure: 5 JP

----------------------------------

Well, if you were wondering what the deal was with these guys, now you get to
find out. When you gain control of Nacht, walk around and tap everyone to get
your party in order. Approach the northern opening and the shards will sparkle
just like with Sol's group. Check them all to pick up your starter jobs for
Nacht's party as well as 5 JP.

Note that Nacht's party is similar in strength to Sol's party back at the very
beginning of Chapter 1. You've probably gotten used to fighting at a higher
level since then. However, Nacht's party will basically be on par with Sol's
party by the end of [ Second Sight ]. Also note that Nacht's party receives JP
right away as opposed to Sol's group. You'll want to build a similar party
structure for Nacht's group as you've been using thus far with Sol's team.

Anyway, head north through the opening and follow the path to reach a small
room with a save point. Continue on to the next floor and make your way to
the next set of stairs while ignoring the doors. In this room follow the path
past the first set of stairs. Take the second set of stairs down to the next
floor and then head west and north through the door.

Climb the stairs to the next floor and head through the nearby passage. Take
the stairs leading down to the next floor and hit up the healing pot on the
eastern side if you need to. Proceed to the top and leave Crystal Temple. Walk
north for a little bit and board the Sunken Ship.


------------------------------------------------------------------------------
                                                                  {+2SKN+}
     -27- Sunken Ship

 Party:    Nacht (12), Diana (8), Alba (11), Glaive (8)

 Enemies:  Blood Sucker 

 Treasure: Antidote, 1500 Gil, Ether, Potion, Phoenix Down

----------------------------------

After you regain control of Nacht, head downstairs and go into the western
room. Tap the chest on the right for an *ANTIDOTE* and the one on the left
for *1500 GIL.* Leave this room and head over to the eastern room for some
more treasure. The chests from left to right contain an *ETHER,* *POTION* and
*PHOENIX DOWN.* Return to the deck and head into the cabin through the door
above. Set up your jobs so that you're equipped as best as possible and then
rest in one of the beds.

Return to the deck and head down to the ship's wheel and choose to depart.
Watch some scenes and you'll enter a battle with two Blood Suckers. They're
not really hard, but they are stronger than the enemies from Crystal Temple.
Also, you still haven't had a chance to really get any decent equipment. Even
though they are weak to Lightning, don't spam Thunder spells on them. They
will frequently counter it with Constrict. Getting your entire party paralyzed
will probably result in a game over. Watch some more scenes and you'll end up
off of the Sunken Ship. Walk north a little bit and enter Mount Verde.


------------------------------------------------------------------------------
                                                                  {+2MTV+}
     -28- Mount Verde

 Party:    Nacht (12), Diana (9), Alba (12), Glaive (9)

 Enemies:  Gargoyle, Tokudaia, Wild Rat, Legeater, Yellow Jelly,
           Megalodoth, Bugbear, Crazy Horse

 Treasure: Tent, Bard's Tunic, Eye Drops, Longsword, Ether, Oak Staff,
           Star Pendant, Battleaxe, 500 Gil, Chocobo summon

----------------------------------

Walk forward a short distance and you'll see a moogle. You can now freely
choose your jobs and equip your characters appropriately. Put that gil you
found to good use. Buy a Tent or two as well. After you're finished, head to
the ladder and climb up then go west and down the next ladder. Open the chest
for a *TENT* and then head back to the first ladder and climb up the next one.
Head up the stairs as well and cross the bridge to the left. Pick up the
*BARD'S TUNIC* from the chest and go back over the bridge and down the next
ladder. Continue along this trail and enter the next area.

Continue forward and tap the nearby chest for *EYE DROPS* and then head south
and up the ladder. Keep going north and up the ladder into a new area with a
chest. Open it for a *LONGSWORD* and then head back to the original split and
this time cross the bridge instead. Go south after crossing the bridge and
follow the path to get an *ETHER.* Retrace your steps to the bridge and head
up the ladder into a new area.

Keep going forward past the save point and a scene will play at the top. Head
south and follow the trail until it leads to the next area. Go south and cross
the bridge as well as the ladder to pick up an *OAK STAFF* from a chest. Head
back to the bridge and this time go northeast until you reach some bridges.
Cross the first bridge and then the east bridge to get a *STAR PENDANT.* Now
take the southern bridge and keep following it into the next area.

Follow the path until there is a split and keep going east for a chest with
a *BATTLEAXE.* Back up and head south down the ladder then west a bit and
again south down another ladder. Continue forward and take the detour to the
south to pick up some *EYE DROPS.* Go back and head east and then north for
*500 GIL.* Use the stairs to leave Mount Verde.

Head north and make a left turn at the thin patch of grass just south of the
next town. Follow this thin path west for a bit to find a chocobo forest. Tap
the yellow chocobo to acquire the *CHOCOBO* summon for Nacht's party. Use the
white chocobo for MP if you need and then leave. Head back to where we came
from and this time head north to reach Verde.


------------------------------------------------------------------------------
                                                                  {+2VRD+}
     -29- Verde

 Party:    Nacht (14), Diana (12), Alba (14), Glaive (12)

 Enemies:  Bugbear, Crazy Horse

 Treasure: Ether, 150 Gil, 200 Gil, Eye Drops, Hi-Potion, Golden Needle

----------------------------------

Make a left when you enter and head down to the two pots and barrels lying
around next to each other. Check the northern pot for an *ETHER* and then
start heading north across the bridge. Keep going north "through" the house
and search the lone pot for *150 GIL.* Now go inside the actual house itself
and head up to the second floor. Enter the room on the left and check the
shelf on the right for *200 GIL.*

Leave this room and head south and down the stairs to where the elderly couple
is. Check the pot for *EYE DROPS* and then leave this house. Walk to the north
and east until you reach the top most house in this town. Enter it and search
the left most barrel for a *HI-POTION* and the box closest to the bottom wall
for a *GOLDEN NEEDLE.* Now leave this house and talk to the kid that's running
around near the first house we went into.

He'll mention something about a code of sorts that will be important soon.
The shops are the exact same as Mount Verde except that there is a magic
store here. Pick up anything you might need and then leave Verde through the
northern exit near the man with black hair. Take a few steps east for now
and enter the Forest Hut.


------------------------------------------------------------------------------
                                                                  {+2FRT+}
     -30- Forest Hut

 Party:    Nacht (14), Diana (12), Alba (14), Glaive (12)

 Enemies:  Bugbear, Crazy Horse

 Treasure: Maiden's Kiss, Dirty Magazine

----------------------------------

Head around the house to the back then side and check the barrel here to find 
a *MAIDEN'S KISS.* Enter the hut and check the shelf in the back with Glaive
leading the party to acquire the *DIRTY MAGAZINE.* This is the same as when
we did this with Sol's party. So if you found it humorous then check the
shelf with each of your party members leading the party. Leave Glaive for
last because he will keep it and eliminate the rest of the scenes. That's
all there is to do here so leave the Forest Hut at this point. Now go to
the northwest and head to the clearing by the forest to enter Mazewood.


------------------------------------------------------------------------------
                                                                  {+2MZW+}
     -31- Mazewood

 Party:    Nacht (14), Diana (12), Alba (14), Glaive (12)

 Enemies:  Scout, Hobgoblin, Treant, Red Cap, Mantrap, Vampire Thorn

 Treasure: 800 Gil, 1000 Gil, Bandana, Slasher, Chainmail, Hi-Potion,
           Orichalcum, 4 JP, Elven Bangle, Steel Shield, 1500 Gil,
           Sacred Candle

----------------------------------

Follow the path forward and cross the bridge. An automatic battle will occur
at this point with 2 Scouts. They are pretty similar to the Ensign enemy that
we encountered in [ The Dragoon ]. Deal with them as you would handle any
ordinary fight. Watch some scenes after the battle is over and then head to
the north to pick up *800 GIL.*

Go east from this point all the way to the next screen. Grab the chest for
*1000 GIL* and continue east to the next part of the forest. Pop the nearby
chest for a *BANDANA* and keep going east to the original place we started at.
Head north to where the first chest was and this time take the northern route
instead of the east one.

This area is basically a repeating puzzle, you can only proceed if you go in
the correct direction four times. This is what that kid was talking about back
at Verde. Go east first, then north, then west and finally north again to
clear the puzzle. Continue north until a scene begins to play and say "Yes"
to Alba when prompted.

Watch a humorous scene and then continue going north to another part of the
forest. Immediately head west and keep going that way to find a *SLASHER.*
Return to the original position and head north this time all the way to a
chest with *CHAINMAIL* inside. Head back to the split and follow the western
trail as it leads to the next screen.

Go north and hit up the chest on the way for a *HI-POTION* and then proceed
to the next area. Open the chest for an *ORICHALCUM* and then head north to
enter the... same exact place we were just at. Instead of heading north, go
south to the previous area. Keep walking until you see a wolf on the right
side.

Check it and a scene will begin in which you can name the old guy and then
he will join the party. You'll also receive 4 JP at this point. Gramps isn't
that great since the Ranger itself is mediocre and he doesn't come with any
of the high end job abilities. However, his Recover passive will always give
you back a little HP and MP at the end of a battle even if he's not actually
contributing much directly.

If you return to this screen after leaving, there will be some wolf avatars
roaming around. Confronting one of these may lead to a battle with a Skull
Eater. This thing will pretty much one shot anyone in your party with its
attack. However, it only has 1 HP. All you need to do is hit it once to kill
it. If you do manage to defeat it, you will receive an *ELVEN BANGLE.* 

Anyway, head north from the save point area. This will lead to a new area now
that Gramps is with you. Head east and proceed into another area with a chest.
Grab the *STEEL SHIELD* and then head north and east to a different area. Head
north and cross the bridge to get *1500 GIL* and then go south to the first
screen north of the save point.

Continue south and pick up a *SACRED CANDLE* from a chest. Back up north a
bit and start walking northeast to a passage into a new area. Cross the bridge
and keep heading north until you leave Mazewood. Walk literally three steps to
the north and you'll be in Alfheim.


------------------------------------------------------------------------------
                                                                  {+2AFM+}
     -32- Alfheim

 Party:    Nacht (16), Diana (14), Alba (16), Glaive (14), Gramps (15)

 Enemies:  Big Eye, Ostrich

 Treasure: 10 Gil, Eye Drops, Ether, Echo Grass, Maiden's Kiss, Hi-Potion

----------------------------------

Walk north past the inn and check the box on the right for *10 GIL.* Head
west a bit and then north and head into the weapon shop. Check the barrel for
*EYE DROPS* and then leave the shop. Head west for a little bit and enter
this house. Check the nearby pot next to to the stove for an *ETHER.*

Walk west and then north into the flower garden of sorts and check the bush
for an *ECHO GRASS,* then head back to the weapon shop. Head north and then
east past the green haired elf with an attitude and check the barrel for a
*MAIDEN's KISS.* Go into the item shop and check the pot for a *HI-POTION.*

Exit the item shop and take the northern passage to the next area. Talk to
the elves to be denied access into Yggdrasil. Walk back towards the entrance
and a scene will begin. Check out the shops here before you leave as they
have all new stuff. As with Sol's group, prioritze the purchasing of the -ra
tier of spells before anything else.

Leave Alfheim via the south exit when you're finished. Head north and enter
the clearing by the mountains to get to enter the Northern Mountain. Walk a
little bit north and examine the spot that is slightly discolored to reveal
a hidden entrance. Head in to enter Cave to Yggdrasil.


------------------------------------------------------------------------------
                                                                  {+2CTY+}
     -33- Cave to Yggdrasil

 Party:    Nacht (16), Diana (14), Alba (16), Glaive (14), Gramps (15)

 Enemies:  Red Soul, Tunneler, White Mousse, Pineapple, Cave Turtle,
           Cave Lizard, Magus, Cait Sith

 Treasure: Eye Drops, Silver Bangle, Antidote, Dry Ether, Tamer's Whip
           Man-Eater, Sacred Candle, Tent, Eye Drops, Bronze Armlet

----------------------------------

Walk to the west and start going north when you can to grab *EYE DROPS* from
a chest. Now head south down the ladder into the next room and keep following
the path for awhile. Go past the southern door and proceed north to pick up
the chest we saw before for a *SILVER BANGLE.* Now back up and enter the next
room from the southern passage.

Grab the nearby chest for an *ANTIDOTE* and then cross the bridge to get a
*DRY ETHER.* Walk down the western route now and follow it until you can head
north. Do so and pick up the *TAMER'S WHIP* from the chest. Head south until
you reach the next room. Follow the path for now until you can see a seemingly
blocked off chest on the other side of the room.

Keep going south and then look for the discolored spot on the floor. Walk
through a hidden passage here to reach the chest and get a *MAN-EATER.*
Continue going south and head east when you can to find a chest with a
*SACRED CANDLE.* Head back to the fork and this time go west to reach the next
room. Pass through the hidden passage on the right side to reach a chest with
a *TENT.* Return to the other side through the hidden passage and keep going
west.

Take the *EYE DROPS* from the chest and then head southwest to pick up a
*BRONZE ARMLET.* Take the ladder down and follow the path until you reach an
opening. Enter the opening to find a save point. Exit this room and climb the
nearby ladder to encounter the first of an annoying trio of bosses. However,
remove any weapons you may have equipped that are Wind elemental. This
includes all Spears and Bows. The next boss absorbs Wind damage. Give Gramps
the Man-Eater you just found and stick him in the front.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #10 >                           .
 .                                                                         .
 .                                                                         .
 .  Green Keeper v.1                                                       .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Swing, Thwack, Osmose, Natural Healing, Haste                 .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  This fight starts off pretty simple. The Green Keeper won't do much    .
 .  besides hit you with a physical attack and maybe throw a Swing at the  .
 .  party. This boss has a regenerative ability called Natural Healing     .
 .  that restores about 150 HP every time the Green Keeper's turn comes    .
 .  around. Green Keeper also counters offensive spells used against him   .
 .  with Osmose. He doesn't always do it, but, more often than not he will .
 .  use it. Honestly, you can cast Slow on him and his turns will come     .
 .  around so slowly that the regen will be easy to deal with and his hits .
 .  will also be slow.                                                     .
 .                                                                         .
 .  However, the Green Keeper will cast haste on itself at about the half  .
 .  way point of the fight. To make things worse, the Green Keeper will    .
 .  counter any Slow spells used against it with another Haste. This makes .
 .  the fight tougher by a good deal. The Green Keeper will now typically  .
 .  hit twice per turn and Swing will be upgraded slightly to Thwack. The  .
 .  worst part of it is that faster turns = more Natural Healing. The boss .
 .  will be gaining HP back very fast at this point. It's imperative to    .
 .  keep up the pace or the battle will drag on too long.                  .
 .                                                                         .
 .  The Green Keeper is weak to Fire, thus it would be wise to burn it     .
 .  with ample amounts of Fira. Gramps can put out about 200 damage with   .
 .  the Man-Eater and Strike will probably be slightly higher than that.   .
 .  It would probably be a good idea to keep Protect on the party after    .
 .  the boss uses Haste as well.                                           .
 .                                                                         .
 .                                                                         .
  \......................................................................./


After you beat the boss, reequip anything you may have changed. Proceed past
where the boss was and keep going north to reach Yggdrasil.


------------------------------------------------------------------------------
                                                                  {+2YDL+}
     -34- Yggdrasil

 Party:    Nacht (18), Diana (17), Alba (18), Glaive (17), Gramps (18)

 Enemies:  Black Widow, Stinger, Dark Mage

 Treasure: Mage's Staff, Golden Needle, Echo Grass

----------------------------------

Follow the path forward and enter the next room. Head south and then east
when you can. Skip the southern exit and proceed north into the first door
closest to you. Pick up the *MAGE'S STAFF* from the chest and then enter
the other door. Grab the chests for a *GOLDEN NEEDLE* and *ECHO GRASS* then
head back to the previous room. Take the southern exit this time and you'll
eventually be back in Alfheim.

You can now access Yggdrasil from this route instead of going through that
long cave. The reason we came out is because it's time to make a little detour
to pay an Eidolon a visit. Grab a handful of Tents before leaving Alfheim.
Also, you may want to see about buying some more upgrades now that you have
more gil. Speaking of which, if you're using multiple Warriors or a Thief then
buy a Wind based weapon they can use. It'll come in handy soon (you'll find a
new spear in the next dungeon).

Head over to the purple dot at the west end of the forest. Before going in,
walk a bit north and enter the chocobo forest. You can unlock the black
chocobo for this section of the game here. When you're finished, exit the
forest and then enter the nearby Cave of Convulsion.


------------------------------------------------------------------------------
                                                                  {+2COC+}
     -35- Cave of Convulsion

 Party:    Nacht (19), Diana (18), Alba (19), Glaive (18), Gramps (18)

 Enemies:  Evil Bat, Ogre, Elf Toad, Sidewinder, Bone Dragon, Lilith

 Treasure: Hi-Potion, Large Shield, Trident, Silver Spectacle, Phoenix Down,
           Greatsword, Tent, Titan summon

----------------------------------

Walk a bit north to view some frogs hanging around up to no good. You'll end
up falling down several floors. After you regain control, head east and ascend
the nearby stairs to the next floor. Walk past the next door and grab the
*HI-POTION* first from the chest. Head on up the stairs and keep moving
forward until you're back at that spot where you dropped down initially. Go
west past the big hole and open the chest for a *LARGE SHIELD.*

Now head back to the big hole and leave the cave the same way you came in.
Get back to full HP and MP so you can make it through this place. Retrace
your steps back to the first staircase we took after the big fall. Head south
this time and follow the path as it leads around the water to a split. Go
north and east to a chest with a *TRIDENT* and then poke the frog in the
corner to open up a new path. Go back to the split and follow the new path to
the next floor.

On this floor, examine the chest up ahead and you'll end up falling again.
Check it again for a *SILVER SPECTACLE* and then get back to the floor you
fell from. Follow the path west and then south until you get to another frog.
Tap the little guy and then head up to the new path that was created. Snatch
him up and a new path will be created. Take the  eastern path first to receive
a *PHOENIX DOWN.* Take the northwest route now and follow it up to the next
floor.

Grab the chest for a *GREATSWORD* and then continue south until you scare
the shenanigans out of a frog. Follow it into the water and kidnap the poor
bugger to create the final path. Get out of the water and travel east to a
chest that has a *TENT.* Back it up to where the Greatsword was and keep
going past it to a save point. Continue past the save point to reach the
next floor.

Make sure all of your Warriors and Thieves are equipped with Wind elemental
weapons. Give Gramps a Bow as well or he's going to be doing nothing (not that
he'll contribute much anyway). Talk to the frog and you'll find out that the
yellow robed guy is pretty angry you snatched his frogs up or something. A
boss fight starts now.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #11 >                           .
 .                                                                         .
 .                                                                         .
 .  Titan                                                                  .
 .                                                                         .
 .  HP: ~8,700                                                             .
 .                                                                         .
 .  Attacks: Bear Hug, Right Arm, Earthquake, Body Slam, Gaia's wrath      .
 .                                                                         .
 .  Weakness: Wind                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Titan loves to counter attack. He will counter anything you throw at   .
 .  him whether it be physical or magical and he'll do it often. Bear Hug  .
 .  does about 200 damage to the front row and adds sap. Right Arm is the  .
 .  equivalent of a standard attack. Earthquake will damage everyone for   .
 .  about 100 HP. He will sometimes use Body Slam as well to confuse your  .
 .  allies. Once he's worn down he will begin spamming his signature move  .
 .  Gaia's Wrath. This will do nearly 300 damage to every party member.    .
 .                                                                         .
 .  The difficulty of this fight varies quite a bit. Titan basically eats  .
 .  physical attacks for breakfast. Conventional weapons will barely put a .
 .  dent in the brute. Wind elemental weapons are about the only thing     .
 .  that will do something to him. Monks are out of luck because really    .
 .  their only option is Aurablast but it consumes a ton of MP that this   .
 .  job just does not have. This fight is easiest with a heavy mage setup. .
 .  I suggest bringing 1 Red Mage, 1 White Mage and 2 Black Mages. The     .
 .  Red Mage's main tasks are to keep Slow up on Titan and Protect on the  .
 .  party. When both conditions are satisfied then cast -ra spells on      .
 .  Titan. The White Mage should be able to single handedly heal the party .
 .  provided that Slow and Protect are always up. The Black Mages will be  .
 .  doing the brunt of the damage. Each -ra spell from a Black Mage should .
 .  be doing over 400 points of damage. This fight will be considerably    .
 .  longer and potentially more hazardous without a heavy mage setup.      .
 .                                                                         .
 .                                                                         .
  \......................................................................./


You will receive the *TITAN* summon for besting the Eidolon. This summon is
strong, but it costs a very large amount of MP for this point in the game.
Leave the cave via the nearby exit. Head back to Alfheim now and rest up as
well as making any necessary purchases. We have one final dungeon to get
through and it's sort of long. Head back to Yggdrasil when you're prepared.


------------------------------------------------------------------------------
                                                                  {+2YDR+}
     -36- Yggdrasil Revisited

 Party:    Nacht (22), Diana (22), Alba (22), Glaive (22), Gramps (22)

 Enemies:  Black Widow, Stinger, Dark Mage, Wood Eater, Elemental,
           Grizzly Bear

 Treasure: Ether, Magician's Hat, Magician's Robe, Hi-Potion, Sallet,
           Sacred Candle, Remedy, Elixir, Great Bow, Linen Cuirass,
           Cat Claws, Ether, Ranger job, 5 JP

----------------------------------

Head north into the main area of the tree. Go west and then north and enter
the door on the right. Follow the path forward and chat up the guy in front
of you for a boss fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #12 >                           .
 .                                                                         .
 .                                                                         .
 .  Green Keeper v.2                                                       .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Swing, Thwack, Osmose, Natural Healing, Haste                 .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................


The fight is essentially the same as the last one, the main difference is
that this keeper has a much stronger Natural Healing. After the battle you
may want to head back and rest at Alfheim. We've still got a lot to clear
in this place, so the choice is yours. Head into the next room and go through
the western door. Walk down to the next door and pop the nearby chest for an
*ETHER.* Go south and west to the next room and keep moving onward here as
well until you reach a bigger room.

In this room head north first to a seemingly dead end. There is a hidden
passage to the west where the wall is smaller than the rest. Walk to the lone
chest for a *MAGICIAN'S HAT.* Head back down to where you came into this room
and head east and north all the way to the top. There is a hidden path here
just like on the other side. Follow it through to get a *MAGICIAN'S ROBE* and
then return to the visible area.

Head south and then east to a new area. Grab the nearby chest for a *HI-POTION*
and then head outside to a ledge. Tap the chest for a *SALLET* and then go back
inside and walk south until you reach a room with a chain on the wall. Examine
it to create some new stairs and then take them back to the main room.

Head up the central ladder that was created and into the next room where a
scene will begin. Rest up at the save point and pop the chest at the north
end for a *SACRED CANDLE* before you head up to the next floor. Guess what
is waiting for you here? Yep, another one of these things. Might as well get
to the killing.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #13 >                           .
 .                                                                         .
 .                                                                         .
 .  Green Keeper v.3                                                       .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Swing, Thwack, Osmose, Natural Healing, Haste                 .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................


It's the same deal here as the last two. However, this one has a crazy high
Natural Healing. If you can't seem to beat this one, either level up some
more or try using more Red or Black Mages casting Fira. Head west and follow
this route down to a chest with a *REMEDY.* Now take the eastern path and
follow it all the way outside.

Head west and up the stairs into the western door. In this room go to the
ladder in the back and climb it. Follow the trail until it leads to a chest
containing an *ELIXIR.* Head back down to the spot with the two ladders and
take the other one up. Follow this one through until you get to a platform
with two chests on it. Grab the *ETHER* and *PHOENIX DOWN* then head back down
and go back outside.

Hit up the chest in the middle for a *GREAT BOW* and then take the eastern
route to the next room. Go up the ladder right in front of you to score a
*LINEN CUIRASS* and then head back down. Now climb up the western ladder and
take the nearby ladder to get *CAT CLAWS* from a chest. Return to the first
floor and now take the eastern ladder up until it leads you outside. Continue
going and head back inside at the top.

Head north into a new area and then west when you're in the middle of the
pillars. Grab the *ETHER* and then follow the eastern path to a passage
leading to a save point. Now go back and head north at the pillars for a
scene. Proceed north through the passage and keep going until you see three
elves. Talk to the king and watch the scene. You'll enter a battle, but it's
unwinnable. Watch some more scenes and there will be another one of these
quirky battles. Just stick the game on Auto and keep tapping through. After
that's over the real boss fight will finally begin.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #14 >                           .
 .                                                                         .
 .                                                                         .
 .  Asmodai                                                                .
 .                                                                         .
 .  HP: ~7,700                                                             .
 .                                                                         .
 .  Attacks: Forsaken, Caustic Spittle, Cursed Miasma, Curse               .
 .                                                                         .
 .  Weakness: Wind                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Asmodai is one of those opponents that is not overly threatening in    .
 .  any direct kind of way. He mainly attacks with a variety of status     .
 .  effects that debilitate and erode the party. Forsaken damages the      .
 .  party's MP and can cause Confusion. Caustic Spittle deals about 100    .
 .  damage, saps, slows and sometimes poisons the party. Cursed Miasma     .
 .  causes paralysis to the whole party but doesn't seem to work very      .
 .  often. He may also use Curse on a single target. Asmodai's physical    .
 .  attack is quite strong and can hit the entire party.                   .
 .                                                                         .
 .  Keep Asmodai slowed otherwise the rate of his attacks combined with    .
 .  the constant slow from Caustic Spittle will spell trouble. He is       .
 .  quite easy to damage and is really not strong to anything that you     .
 .  would have at this point (except Titan ironically). Strike and -ra     .
 .  spells should both be in the 300-400 damage range. This fight is       .
 .  mainly about dealing with status effects that you can't do much about  .
 .  at this point in the game.                                             .
 .                                                                         .
 .                                                                         .
  \......................................................................./


Watch the scenes and you'll receive the Ranger job along with 5 JP. With that
[ Second Sight ] has come to an end.


                           [ An Enchanting Reverie ]

------------------------------------------------------------------------------
                                                                  {+2TDS+}
     -37- Deist

 Party:    Sol (26), Sarah (26), Aigis (26), Dusk (26)

 Enemies:  

 Treasure: None

----------------------------------

You'll be back with Sol's party now. Watch some scenes and you'll end up on
the world map. Naturally, head north and enter the nearby town.


------------------------------------------------------------------------------
                                                                  {+2CPO+}
     -38- Capo

 Party:    Sol (26), Sarah (26), Aigis (26), Dusk (26)

 Enemies:  Pirate, Avenger

 Treasure: Sleep Blade, Protect Bangle, Potion, Tent, Hi-Potion, Ether,
           Echo Grass, Eye Drops

----------------------------------

Take a look at the sparkling thing that's in front of you. You'll start to
encounter these as you progress forward. Touching one within a town from the
current section of the game will take you back to a previously visited area.
You can use these to backtrack for anything you might have missed such as
chests or Eidolons. Now is actually a good time to go back to the cave back
in Deist that we skipped before. The monsters in there should be far easier
with your higher levels and equipment from Capo. The rift will put you back
at Dragon Roost.

Unlock the black chocobo if you haven't already and then fly back to Deist.
Go back to the cave where the chain is on the wall. Enter the northern
opening. This area is very small, but the encounter rate is very high. I
suggest using Thief JLV 3 Flee to get away from the Avengers in the normal
fights. Open the first chest and you'll be forced to fight one of them.

Despite what Libra says they do not have any weaknesses. Stick to non element
attacks and Sylph. Take the battle slowly so that everyone is at high HP for
the duration of the battle. Avengers will cast Quake as their final attack
when their HP is depleted. You'll get a *SLEEP BLADE* from this chest. The
chest in the back has a *PROTECT BANGLE* and is guarded by an Avenger as well.
Now leave this cave and exit Deist. Return to Capo via the rift in Dragon Roost.
Keep in mind that you can always attempt this cave later if you still can't
manage to kill the two Avengers.

Head to the northwestern part of the town and check the box on the right for a
*POTION.* Enter the house below with the elderly pair inside and examine the
shelf on the right for a *TENT.* Leave this house and check the barrel next to
the item shop for a *HI-POTION.* The pot next to the tavern contains an
*ETHER.* There is a lone box next to the bottom most house that has an
*ECHO GRASS* inside. Go into that house now and search the pot that is
farthest from the clock for *EYE DROPS.*

Enter the tavern and talk to any of the Pirates hanging around. Choose "Yes"
when prompted to start a battle. There are 4 of them but they aren't really
that hard. Just deal with them the way you would any normal battle. Leave the
tavern and check out the shops if you haven't already. Head to the port and
talk to the pirate with the red bandana to board the Pirate Ship. Talk to
the pirate by the wheel and choose "Yes" to set sail. Head into the cabin,
descend the ladder and enter the room. Talk to the pirate in here and you'll
automatically end up on Pirate Island.


------------------------------------------------------------------------------
                                                                  {+2PRT+}
     -39- Pirate Island

 Party:    Sol (26), Sarah (26), Aigis (26), Dusk (26)

 Enemies:  Siren, Devourer, Vicious Clam, Birostris, Killer Fish, Amoeba

 Treasure: Mythril Bangle, Echo Grass, 1000 Gil, Green Beret, Mallet,
           Hi-Potion, Eye Drops, 1500 Gil, 3 JP

----------------------------------

You can't leave for a little while so make a save in another slot if you're
paranoid. Head into the cave and take the southern path at the first fork to
the next room. Grab the *MYTHRIL BANGLE* and then head back to the split and
follow the northern route this time. Head west and enter the next room for an
*ECHO GRASS* and *1000 GIL.*

Backtrack to the previous room and walk south until you see an opening on the
other side of the wall. Head through that from the north side and grab the
*GREEN BERET* on the eastern end of the room before heading down the ladder.
Follow the path as it takes you through to Pirate Hideout. Enter the inn and
head down all the way to the southeastern part of this room and check the
right barrel for a *MALLET.*

Leave the inn and head north to the left barrel on the west side of the stairs
for a *HI-POTION.* Head up the stairs and examine the pot for *EYE DROPS*
before heading into the next room. The bottom most pot in this room contains
*1500 GIL.* Talk to Bikke and you'll be back attacked by 4 Pirates. This is
the same battle from Capo so handle it the way you just did 15 minutes ago.
After that's over, Bikke will attack you himself.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #15 >                           .
 .                                                                         .
 .                                                                         .
 .  Bikke                                                                  .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Swing, Takedown, Call for Help                                .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Bikke has a pretty powerful physical attack and he'll also make use of Swing
to whack everyone. Start the fight off with a Slow and trade blows back and
forth for awhile. Eventually, he will use Call for Help and 2 Pirates will
spawn.

He will keep doing this as they die so you can either concentrate on him with
-ra spells or keep killing the Pirates off. If you're going to kill these
Pirates then I suggest using Ramuh as that will make quick work of them.
There's not much else to the fight. Keeping Bikke slowed is a good idea as his
attacks can take a character down pretty quickly if he focuses on one ally.

                                  .......

You'll receive 3 JP for your troubles. Afterwards, head back to the entrance
of the hideout and use the inn if you need to. Now make your way all the
way back to the docks that we came in from. Board the ship again and talk
to Bikke by the wheel. Choose "Yes" and the ship will depart. One thing'll
lead to another and you'll end up in Rusalka.


------------------------------------------------------------------------------
                                                                  {+2RSK+}
     -40- Rusalka

 Party:    Sol (27), Sarah (28), Aigis (28), Dusk (28)

 Enemies:  Rukh

 Treasure: Tent, 4000 Gil, Hi-Potion, Maiden's Kiss, Antidote, Mallet,
           Sacred Candle

----------------------------------

Check the pot that is surrounded by boxes on 2 sides at the southern end of
the pier for a *TENT.* Head east into the town itself and go east past the
stairs and follow a passage to a chest with *4000 GIL.* Go up the stairs,
head east and then take the northern path. Enter the house on the left and
check the pot closer to you for a *HI-POTION.*

Exit and check the pot that is between the 2 houses for a *MAIDEN'S KISS.*
Head to the right of the tavern and check the top most pot for an *ANTIDOTE.*
Head into the tavern and check the barrel on the right for a *MALLET.* Talk
to the Bartender while you're here to open up the town exit. Head down the
steps and go around the left side of the inn to find a *SACRED CANDLE* in
the top barrel.

Enter the inn and check the middle barrel to find an *ETHER.* The tan haired
guy blocking the exit will move if you talk to him after having spoken to the
bartender. Check out the shops before leaving as they have all new stuff.
Prioritize Basuna, Teleport and Bio before anything else as these are all
useful spells. A lot of the upcoming dungeons are going to require returning
to the entrance so don't skip Teleport! Head out to the world map when you're
ready to go. Go to the purple dot in the middle of the land and enter Mount
Rusalka.


------------------------------------------------------------------------------
                                                                  {+2MRK+}
     -41- Mount Rusalka

 Party:    Sol (27), Sarah (28), Aigis (28), Dusk (28)

 Enemies:  Urok, Plant Spider, Mandrake, Elm Gigas, Diorite, Big Horn,
           Wyrm

 Treasure: Hi-Potion, Remedy, Mythril Armlet, Ether, Mythril Spear,
           Cottage

----------------------------------

Head in and follow the western path as it leads you to the next room. Follow
the trail and grab the *EYE DROPS* from the chest before heading through the
southern exit. Go forward and climb the ladder, ignore the eastern door and
just head up the steps to the next room. Take the western path first to get
a *HI-POTION* and then take the eastern route. Go down the ladder to find a
*REMEDY* in the barrel and then enter the next room. Head down the eastern
path first to grab a *MYTHRIL ARMLET* then follow the western route to the
outside.

Hit up the nearby chest for an *ETHER* and then follow the steps to a ladder
going up. Cross the bridge and get the *MYTHRIL SPEAR* then go west to the
next room. Follow this room through until the trail leads back outside. Ascend
the stairs and take the *COTTAGE* from the chest on the right side. Go back
west and enter the next room past the save point. Talk to the soldier to begin
a boss fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #16 >                           .
 .                                                                         .
 .                                                                         .
 .  Weresoldier                                                            .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Smash to Bits, Thwack                                         .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

This guy's physical attack is basically as strong as Bikke's was. He also
likes to counter with Smash to Bits which can be very random. I've seen it
hit for 80 damage and then 500 so keep an eye out for it. Slow doesn't work
so don't even bother casting it.

Weresoldier's Thwack hits pretty hard and will do around 250-300 to each ally.
He'll use it pretty often so keep up the Curas and/or Sylphs to heal the
damage. The boss is pretty fast and you really can't do anything about it.
Keep the healing up and make use of Bio as well as the Ramuh summon to take
him down. You can finally buy Hi-Potions so make sure you put them to use.

                                  .......

Cast Teleport or backtrack to the entrance and then make your way back to
Rusalka.


------------------------------------------------------------------------------
                                                                  {+2RRD+}
     -42- Rusalka Revisited

 Party:    Sol (29), Sarah (30), Aigis (30), Dusk (30)

 Enemies:  Bee, Mouse

 Treasure: Hi-Potion, Silver Spectacle, Elixir, 3 JP

----------------------------------

Head to the inn and talk to the Proprieter. Choose "Yes" to stay the night
for free. Leave the inn and head to the docks. Examine the frog and then
return to the town. In the morning, head back to the opening you saw last
night by taking the thin path north of the inn. Examine it and you'll be
turned into frogs.

There are monsters here, but it's all really weak stuff that you can either
flee from or just Auto through them. You won't get much EXP or anything for
fighting. Head forward until a platform with steps appears and grab the chest
on it for a *HI-POTION.* Continue east to the next area and then enter the
room on the west side. Grab the *SILVER SPECTACLE* here and also take the
*ELIXIR* from the main room.

Go south and follow the path to the next room. Talk to the frog from last
night and Eduardo will join the party. You'll also get 3 JP for your valiant
efforts. Eduardo is a decent support character with his buffs. If your team
heavily favors physical or magic damage, then you'll probably be pleased by
this latest addition to your team. After that you need to head back to the
entrance and get back into town.

It'll be a little faster because Eduardo does regular damage to the pesky
monsters in here. If you head to the docks and check that bubbling thing by
Bikke's ship then you'll see that you can't do anything to it. Head to the
tavern and talk to the people around here. I think we now know where our next
destination is. Buy some more stuff from the shops now that you have more gil
and then leave the town. Head north past Mount Rusalka and enter the first
forest clearing you find.


------------------------------------------------------------------------------
                                                                  {+2FOF+}
     -43- Forest of the Fey

 Party:    Sol (30), Sarah (30), Aigis (30), Dusk (30), Eduardo (30)

 Enemies:  Bloodfang, Killer Tiger, Grizzly Bear, Plant Spider,
           Killer Wolf, Gilbird, Vortex

 Treasure: Mythril Axe, Hi-Potion, Potion, Lightning Bow, Remedy

----------------------------------

Head west upon entering until you reach a chest with a *MYTHRIL AXE.* Now go
east and take the first western path you see to end up at a chest with a
*HI-POTION.* Now take the northeastern path through the trees to a chest with
a *POTION.* Go back and follow the western path to a new area. Head west and
then north past the save point to a clearing where some people are.

Talk to the man up ahead and then go into the water and check the boy to
start a fight with three Vorteces. These are stronger than the average enemy
in this area, but they're still not that hard. You'll receive the Bottle of
Bubbly Water after dealing with them. If you leave this area and head back in
you'll find 2 chests by the man. This is a mini game of sorts where you pay
gil for a random treasure. You can search {+GPCS+} for more details.

Head east from the save point and north to another area. Start by going east
until you reach a chest with a *LIGHTNING BOW.* Now head back to the starting
point and continue west for a *REMEDY.* Follow this path until it leads back
out to the world map. Head north to a chocobo forest to restore MP and then
enter the nearby cave.


------------------------------------------------------------------------------
                                                                  {+2GLC+}
     -44- Glacial Cave

 Party:    Sol (30), Sarah (31), Aigis (31), Dusk (31), Eduardo (31)

 Enemies:  Ice Flan, Ice Lizard, Freezeflower, Cursed Silver, Ice Golem,
           Lukhavi, Ice Beast

 Treasure: Echo Grass, Phoenix Down, Cleric's Staff, Ether, Hi-Potion,
           Golden Needle, Kris, Cleric's Hat, Cottage, Shiva summon,
           Prism Rod, Brigandine, Partisan

----------------------------------

Immediately head east to grab an *ECHO GRASS* and then head north and west
to a *PHOENX DOWN.* Head back and cross the bridge, follow the path until
the next area. Descend the stairs to the next room and then head west into
another room leading to a *CLERIC'S STAFF.* Go back and climb down the ladder
to get an *ETHER* and a *HI-POTION.* Return to where we came into this room
the first time and head south. Cross the bridge into the next room and then
descend the stairs into the next area.

Cross the eastern bridge first and take the *GOLDEN NEEDLE* then backtrack
and cross the southern bridge. Head past the southern door and keep following
the path to get a *KRIS.* Now take the path that we skipped just now and head
through the small room. Pop the chest that's on the way for a *CLERIC'S HAT*
and then proceed down the ladder. Head east and go up the second ladder until
you reach a chest with a *COTTAGE*. Go back and climb the ladder that was
skipped before. Climb down either one of the next two ladders and enter the
next room. Keep heading south into a save point room. Head north to fight
the boss.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #17 >                           .
 .                                                                         .
 .                                                                         .
 .  Shiva                                                                  .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Blizzara, Silence, Diamond Dust                               .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Shiva will basically only use Blizzara for most of the fight. It will hurt
an ally for about 500 or the entire party for around half that. Trade blows
back and forth for a bit and Shiva will eventually use Blizzara on herself.
This will heal her for around 500 HP and increase her magic power. Blizzara
will do a bit more damage now. This can be pretty dangerous to anyone with
a max HP count of less than 1000.

Shiva will also seldomly cast Silence on someone. Watch out for Diamond Dust
as it will do close to 600 damage to the entire party. Quickly heal that up or
you can face some deaths. The best way to fight Shiva is by spamming Fira. It
is the most cost efficient way to deal damage to her. The same setup used for
Titan will pretty much be effective here as well.

                                  .......

You'll receive the *SHIVA* summon and the frozen water in various parts of
the cave will now be thawed. This opens up some new paths to chests that were
unaccessible before. If you want to get them, I would recommend restoring
your HP and MP since we have to trek through a lot of this place all over
again.

Return to the previous screen and head north until you see some steps leading
into the water. Grab the *PRISM ROD* from the chest and then enter the nearby
waterfall to discover a hidden room. Get the *BRIGANDINE* from the chest and
then leave the room. Make your way to the northern path into the next room.
Head back to the northwestern door in this room and then go north in this
small room. Cross the western bridge and continue north to a little path that
we didn't take before. Walk behind the water fall and take the *PARTISAN* from
the chest.

That's all we had to do in this place, so we can get out of here now. Get back
to Rusalka via foot or chocobo and make your way to the dock. Examine the
bubbling thing by the ship to be transported into the Underwater Temple.


------------------------------------------------------------------------------
                                                                  {+2UTE+}
     -45- Underwater Temple

 Party:    Sol (33), Sarah (33), Aigis (33), Dusk (33), Eduardo (33)

 Enemies:  Anemone, Devilfish, Sea Snake, Sahagin, Nereid, Conus,
           Water Scorpion, Torpid Bomb

 Treasure: Coral Sword, Tower Shield, Dream Harp, Cottage, Hell Claws,
           X-Potion, Barbut, Pinwheel, Dry Ether, Bard job, 5 JP

----------------------------------

Most of the battles in this place are relatively easy (especially if you
use Ramuh) and yield a lot of AP per EXP. Grind here for awhile if you want
to get stronger. Go north to the next room then east or west and head north
through the central path for a *CORAL SWORD.* Head south and then west to
the next room that has a *TOWER SHIELD.* Go back and take the eastern path
this time to reach the next floor.

Grab the *DREAM HARP* as you pass by then continue on and talk to the blue
robed thing to start a fight with a Nereid. You might have thought this was
going to be the next Green Keeper of the World of Light. Not really, these
things are basically just souped up normal monsters. The only thing to watch
for is Temptation, which is a multi target confusing attack.

Head into the next room and talk to the mermaid. Continue forward and descend
the stairs in the next room. The pot right next to you has a *MALLET* so take
it and go south. Go past the Nereid and follow the path until it leads you
to a pot with a *COTTAGE* and *HELL CLAWS* in a chest. Go back now and fight
another battle with the Nereid. Go into the next room and talk to the mermaid.

Keep going north past the save point and descend the stairs to the next floor.
Go south and then east and take the stairs down to a small room containing an
*X-POTION.* Go back and this time head to the western side where you will find
and identical layout leading to a *BARBUT.* Go back to the center of the
previous room and head south to another Nereid.

Continue into the next room and chat with the mermaid once again. Go north
to the next room and descend the stairs to a room that is strangely bright.
Go west and tap the lit candle to pick it up. Head to the very north side
of the room and tap an empty holder to drop the candle. Repeat this step two
more times with the candles on the east and south sides of the room in order
to open up a new route.

Guess what's waiting for you by the next door? If you guessed "Nereid" then
you are correct. Kill it, talk to the mermaid, etc. Proceed north and descend
the stairs. Take the eastern path and enter the door to get a *PINWHEEL.*
Cross over to the other side and enter the door here for a *DRY ETHER.* Go
back to the previous room and head through the central passage past the save
point and talk to the mermaid. A boss battle will begin.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #18 >                           .
 .                                                                         .
 .                                                                         .
 .  Styx                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Toad, Water, Discharge, Mini, Undine Cry                      .
 .                                                                         .
 .  Weakness: Lightning                                                    .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Styx mainly sticks to her Water spell which will do around 300 damage to the
party or 600 to one member. She can also cast Toad as well which is more of
an inconvenience than a threat. The same is true for her Mini spell as well
Styx is weak to Lightning. However, there is a chance she will counter any
Thunder spells or the Ramuh summon with Discharge. This is a multi target
attack that causes Stun. This can be pretty dangerous at the wrong time so
don't spam Thundara or Ramuh without caution.

Styx's most dangerous attack is Undine Cry. This will inflict 500 damage to
the party and cause Sap. Be ready to fill up with a Cura or Sylph afterwards.
The best way to damage Styx would be through Lightning elemental weapons. A
Warrior using the Coral Sword and Strike should be doing nearly 1000 damage
each attack. Additionally, Styx does not counter physical attacks.

                                  .......

Watch the unusual scene that follows and you'll receive the Bard job as well
as 5 JP. Leave this room by heading south and step onto the quick escape point
to return to the entrance. Head down to the bubbly thing and choose to go
back to the surface.

You'll enter another battle with Styx who is not such a hag anymore. This is
another one of those "I hurt you, you hurt me, when is this going to end?"
type of battles. Do exactly that until Styx uses her signature attack,
Lorelei's Tears on you. Tap through all the dialogue and that's all she wrote
for [ An Enchanting Reverie ].


                          [ A Blessing in Disguise ]

------------------------------------------------------------------------------
                                                                  {+2ALF+}
     -46- Alfheim

 Party:    Nacht (26), Diana (26), Alba (26), Glaive (26)

 Enemies:  Wyvern, Ogre

 Treasure: None

----------------------------------

Watch some scenes and you will automatically end up on the world map. Your
destination is the town to the north.


------------------------------------------------------------------------------
                                                                  {+2KRG+}
     -47- Kurgis

 Party:    Nacht (26), Diana (26), Alba (26), Glaive (26)

 Enemies:  

 Treasure: Phoenix Down, Ether, Antidote, Hi-Potion, Sacred Candle, 500 Gil

----------------------------------

Head into the inn and check the pot for a *PHOENIX DOWN.* Exit and then check
the second barrel on the east side of the inn for an *ETHER.* The house at
the end of the trail has an *ANTIDOTE* in the shelf on the right. The bottom
box next to this house on the outside has a *HI-POTION.* Enter the house to
the left of the magic shop. Pick up a *SACRED CANDLE* from the left barrel
and then go back outside. Walk behind the house to the lone pot and tap it
for *500 GIL.* Buy any upgrades you need from the stores and then leave the
town the same way you came in. Head north to enter Umberwood.


------------------------------------------------------------------------------
                                                                  {+2UBR+}
     -48- Umberwood

 Party:    Nacht (26), Diana (26), Alba (26), Glaive (26)

 Enemies:  Fangpuller, Ghoul, Glyphed Soul, Ent, Bloodfang, Shroomer,
           Bigbear

 Treasure: 2000 Gil, Mythril Armlet, Ether, Phoenix Down, Hi-Potion,
           Gaia Gear, Remedy, Mythril Knife, Sacred Candle, Cottage,
           X-Potion

----------------------------------

Go west upon entering to get *2000 GIL.* Now head east until you enter a
different area of the forest. Follow the path to a *MYTHRIL ARMLET* and then
go back to the previous screen. Move north and then towards the chest on the
left for an *ETHER.* Head northeast to reach a chest with a *PHOENIX DOWN.*
Head west until a scene plays and then continue on to the next area.

Follow the path until it splits and then go east for a *HI-POTION.* Return to
the split and go south this time to grab *GAIA GEAR.* Take the western route
now and continue west when you can to another area. Take the *REMEDY* from the
chest and head the other way to the next area.

Cross the first bridge and then the eastern one and follow the path all the
way to a *MYTHRIL KNIFE.* Go back to the original area and take the northern
path to get a *SACRED CANDLE.* Now cross the western bridge and take the
*COTTAGE* from the southern chest. Follow the trail north to the next area
of the zone.

Take the northwestern path first up to an *X-POTION* (don't use this at any
point, save it for a future event). Now head the other way and then go north
and east to a scene. After that, continue north to leave this place. Head
north to reach Aule.


------------------------------------------------------------------------------
                                                                  {+2ALE+}
     -49- Aule

 Party:    Nacht (27), Diana (27), Alba (27), Glaive (27)

 Enemies:  Rukh, Bandersnatch

 Treasure: Remedy, Sacred Candle, Ether, Antidote, 4000 Gil, Phoenix Down,
           Hi-Potion

----------------------------------

Head west and search the pot by the 2 barrels for a *REMEDY.* Enter the small
house all the way to the east side. Check the east barrel for *SACRED CANDLE*
and the middle pot for an *ETHER* as well as the top pot for an *ANTIDOTE.*
Go into the central house on the slightly elevated platform and search the
bottom pot for *4000 GIL.* Talk to Kokkol to open up the town's stores and
to gain access to the next dungeon.

The top right barrel next to the magic shop contains a *PHOENIX DOWN* and the
bottom barrel in the tavern has a *HI-POTION.* Buy whatever you can afford
from the shops. Prioritize the same spells as with Sol's group. The boss of
the next dungeon fancies Curse Breath. It will use this very often to cause
damage and inflict Curse on the party. I would suggest picking up a Mythril
Bangle for anyone in your party that can equip it. This accessory prevents the
Curse status effect.

Speaking of which, the next dungeon itself is going to be a real hassle to get
through if you don't have a Red Mage or a Black Mage in your party. So, it may
be wise to change someone if that's the case. Gear won't be a big deal if you
do that since you can switch back to your usual setup before fighting the next
boss. Leave Aule when your preparations are complete and travel east to the
Cave of Dread.


------------------------------------------------------------------------------
                                                                  {+2COD+}
     -50- Cave of Dread

 Party:    Nacht (27), Diana (27), Alba (27), Glaive (27)

 Enemies:  Outcast, Death Crawler, Leprechaun, Cruller, Abyteel

 Treasure: Hi-Potion, Echo Grass, Cottage, Mythril Spear, Phoenix Down,
           Dark Sword, 3 JP

----------------------------------

Head up and talk to the dwarf to gain access to the cave itself. Some of
the enemies in this cave cannot be killed unless the final blow is a magic
attack. The only other option is to switch someone to Jobless and buy a
Dark Sword from Aule. Head east all the way to a *HI-POTION* then go north
and climb down the ladder. Pop the chest for an *ECHO GRASS* and then climb
up the ladder to the next room.

There's a healing pot directly to the north if you need it. Head west to pick
up a *COTTAGE* and then work your way east and up the ladder. Continue on to
a *MYTHRIL SPEAR* and then enter the next room. Get the *PHOENIX DOWN* from
the chest to the southwest and then head north to a save point room. Walk past
the robed thing and check the chest for a *DARK SWORD.* Tap the robed dude for
a boss fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #19 >                           .
 .                                                                         .
 .                                                                         .
 .  Hecatoncheir                                                           .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Curse Breath, Whack, Quake                                    .
 .                                                                         .
 .  Weakness: Dark                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

This boss is just plain nasty. Hecatoncheir is probably the hardest battle
thus far. His standard attack does about 300 damage and he can strike 3 times
if he so fancies. He can attack with Curse Breath which does about 200 to
the party and randomly adds Curse. Get rid of that right away because it
will kill your damage output.

Hecatoncheir is fast and you can't Slow him down. The only thing he is weak
to is Dark and you have nothing that can put out that element except for the
Dark Sword you just found. However, you need to be Jobless to use it. Normal
physical attacks and magic are both around the same strength in this fight.
The boss will also use Quake from time to time for about 400 damage to the
party.

After dealing enough damage, the boss will regenerate just like the other foes
in this place. Attack him some more to trigger a more powerful regeneration.
At this point the Dark Knight from Umberwood will join the party. It's good
to have him land the finishing blow to kill Hecatoncheir for good. Luckily,
his Darkness attack does heaps of damage. I actually suggest letting the rest
of the party mainly focus on support while he deals damage. This fight is hard
because it drags on for so long. Keep up the pace and you'll be okay.

                                  .......

Graham will officially join the party at this point and you'll receive 3 JP.
He is pretty powerful thanks to strong equipment and some good skills. Just
make sure you watch his HP if you're going to make use of them. I suggest
making a pit stop at the save point room to restore HP and MP because this
cave leads straight into another dungeon. Continue to the north a bit past
where you fought Hecatoncheir until you reach an exit onto Mount Falgabard.


------------------------------------------------------------------------------
                                                                  {+2MFB+}
     -51- Mount Falgabard

 Party:    Nacht (29), Diana (29), Alba (29), Glaive (29), Graham (30)

 Enemies:  Diorite, Gremlin, Wyrm, Ogre Chief, Mandrake, Rukh

 Treasure: X-Potion, Echo Grass, Dry Ether, Hi-Potion, Hell Claws,
           Ether, Remedy

----------------------------------

Follow the path up a ladder until you see a discolored spot on the ground
which is actually a hidden passage. Proceed onward and grab the chest for
an *X-POTION* then continue north. Head past the steps to the west for an
*ECHO GRASS* and then proceed to the next area. Climb the ladder and take
the *DRY ETHER* then head to the east.

Get the *HI-POTION* from the chest then climb 2 ladders and cross the western
bridge for *HELL CLAWS.* Go back the other way and continue on to the next
area and a scene. Head east first and grab the *ETHER* from the chest. Go back
and head west until you get a *REMEDY.* Now just keep going forward until you
end up back on the world map. Proceed to the castle.


------------------------------------------------------------------------------
                                                                  {+2CFB+}
     -52- Castle Falgabard

 Party:    Nacht (30), Diana (30), Alba (30), Glaive (30), Graham (31)

 Enemies:  Horned Devil, Soul of Hate, Bandit

 Treasure: Elixir, Cleric's Hat, 3 JP, Justaucorps, X-Potion, Barbut

----------------------------------

Proceed north through the first gate and into the castle itself. Head into
the door on the right and then the second door from where you came in. Use
the healing pot to recover and buy anything you need from the moogle. Leave
this room and go west to the first door your come across on this side. Watch
the confusing scene and then head back out to the where the first moogle was.

Go up the stairs to the east and into the tower. Check the chest on the second
floor to start a battle against 2 Horned Devils. These guys aren't hard and
will make regular appearances pretty soon. You'll receive an *ELIXIR* after
the fight. Leave this tower and head west to another one. There's another
monster infested chest on the second floor. You'll fight 3 Souls of Hate and
the story isn't any different with these as well.

You get a *CLERIC'S HAT* after winning. Head back into the castle again and
take the stairs going down on the western side of the room. Enter the central
door here to start a fight with 3 Bandits. These are essentially more normal
battle fodder so eliminate them swiftly. Follow them downstairs and go past
the save point to enter a boss battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #20 >                           .
 .                                                                         .
 .                                                                         .
 .  Dundoth & Bandit x3                                                    .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Slice 'n Dice, Roundhouse, Eye Gouge, Whack, Thwack           .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

This may sound like a regular fight, but, Dundoth is surprisingly annoying.
His Slice n' Dice skill does about 300 damage. Roundhouse will hit for about
350 and inflict Stun. The combined damage of all the foes can be surprisingly
high so try to take out the Bandits quickly. Graham's Onyx Wave will take care
of them nicely as long as you keep him from killing himself. Once the Bandits
are down and Dundoth is the only one left, things get interesting.

Dundoth will often counter any physical attacks with a Whack. This will do
close to 500 damage and cause Confusion. It's a surprisingly effective way to
drag the battle on if your team consists primarily of Warriors, Monks, Thieves
and Rangers. Don't rush to get the kill on Dundoth unless you want to gamble
the fact that he can confuse a lot of your party. Honestly, this fight isn't
even comparable to the difficulty of the previous boss. However, it's not the
walk in the park that it may appear to be at first.

                                  .......

You'll receive 3 JP after the battle. Pop the left chest for *JUSTAUCORPS,*
the middle one for an *X-POTION* and the right one for a *BARBUT.* You can
also find an *ETHER* in the right barrel by the shelf. Head back and recover
then follow the bandits through the new door to reach the Passage.


------------------------------------------------------------------------------
                                                                  {+2PSG+}
     -53- Passage

 Party:    Nacht (30), Diana (30), Alba (30), Glaive (30), Graham (32)

 Enemies:  Devilfish, Soul of Hate, Death Stalker, Anemone, Goetia

 Treasure: Hi-Potion, Tent, Ice Bow, Cottage, Kris

----------------------------------

Head north and then west and check the bottom pot for a *HI-POTION.* Move
south into the water all the way down to a platform. Go up to it and head
west to a chest with a *TENT.* Head north and cross the bridge to get an
*ICE BOW* then go to the next level. Proceed south all the way to a chest
containing a *COTTAGE.* Continue along the path past the save point to
find that Dundoth's seen better days.

Take the hidden passage to the west in order to get a *KRIS.* Talk to the
soldier in the middle to initiate a battle. You'll be up against a Commander
and 2 Lancers. This is essentially the same as the fights from Chapter 1 and
Sol's Chapter 2. Honestly this should be a pretty easy fight. There's really
no tricks or anything the way there was with the Dundoth fight.

Continue north and then head east and all the way down to unlock the door
that connects to the healing pot room in Castle Falgabard. Now take the
northern exit to end up on the world map. Head north and then east to
discover a chocobo forest by the mountains. Grab the black chocobo from here
and fly back to the Passage and then south to find some shoals. Follow them
onto land and then immediately head north over a river until you see a cave
up ahead. Enter the Cave of Perfervidity.


------------------------------------------------------------------------------
                                                                  {+2COP+}
     -54- Cave of Perfervidity

 Party:    Nacht (32), Diana (32), Alba (32), Glaive (32), Graham (33)

 Enemies:  Lemur, Cursed Silver, Flamequine, Icaronycteris, Magma Turtle,
           Grenade, Hellcat

 Treasure: Hi-Potion, Tower Shield, Antidote, X-Potion, Hi-Potion,
           Brigandine, Ice Knuckles, Cleric's Staff, Ether, Ifrit summon

----------------------------------

Take the western path to get a *HI-POTION* and then go east until you reach
the next room. Pull the chain on the wall to create some steps and then go
to the next room. Follow the path and head up the ladder into the next room
here as well. Pop the chest on the way for a *TOWER SHIELD* and then yank
the chain on the wall to clear out some lava.

Head through the cleared path then up the ladder and go east for another
chain. Follow the route as it leads to the next room. Head down the first
ladder and then go south to find an *ANTIDOTE* then go down the second ladder
to the next screen. Keeo going until you find another chain. The lava flow
will have completely stopped now so head west and back to the previous area.

Head south to reach a previously blocked area. Head west and grab the chest
on the way for an *X-POTION.* Head up the ladder into the room and check the
chest for a *HI-POTION.* Continue up the ladder and keep going to reach a
chest with a *BRIGANDINE.* Head back to the main lavaless room and keep going
east to the ladder.

Climb it and grab the *ICE KNUCKLES* then keep going east again to reach a
chest with a *CLERIC'S STAFF.* Now head back and enter the cave and follow it
to the other end for an *ETHER.* Now go into the central path and head past
the save point to the last area. Go in either direction up to the top and tap
the robed guy to start a fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #21 >                           .
 .                                                                         .
 .                                                                         .
 .  Ifrit                                                                  .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Whack, Fira, Heat Up, Hellfire, Thwack                        .
 .                                                                         .
 .  Weakness: Ice                                                          .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Ifrit's hits hurt quite a bit. His Whack can do up to 750 damage to someone
in the front row and cause Confusion. Fira will do about 250 damage to the
party. When he uses Heat Up get ready for something big. Hellfire will hurt
the party for upto 650 damage. Cure that up ASAP and keep attacking.

If you are using a Monk then put those Ice Knuckles to good use. Blizzara will
be great as well. Ifrit can really spam his attacks quite fast. If he uses his
Hellfire too often, things can get messy. Try to use Ice based damage as much
as possible because this is a fight that needs to be ended quickly.

                                  .......

You'll receive the *IFRIT* summon for tackling this fight. Leave the dungeon
via Teleport or the good old fashioned walk out. Fly back to the area around
the chocobo forest but keep going north to reach Mount Gulg.


------------------------------------------------------------------------------
                                                                  {+2MGL+}
     -55- Mount Gulg

 Party:    Nacht (33), Diana (33), Alba (33), Glaive (33), Graham (34)

 Enemies:  Hell Liger, Fire Elemental, Horned Devil, Pyrolisk, Prometheus,
           Magmantis, Lancer, Archer, Fire Gigas, Martial Artist, Sorcerer

 Treasure: Hi-Potion, Echo Grass, Phoenix Down, Remedy, Prism Rod,
           Phoenix Down, Officer's Hat, Cottage, Ether, Hi-Potion,
           Cleric's Robe, Pinwheel, Dry Ether, Graham's Sword,
           Sigurd's Armor, Dark Knight job, 5 JP

----------------------------------

Immediately head west and grab the *HI-POTION* from the chest. Go back and
head west up the ladder and then west again for *ECHO GRASS.* Climb the steps
and the ladder on the left to get a *PHOENIX DOWN.* Now climb the other steps
and follow the path to the next area. Head north and cross the bridge to get
a *REMEDY.*

Climb this ladder and keep going north until you get a *PRISM ROD,* then cross
the previous bridge. Follow the path as it leads to the next area. There are
no twists or turns here so just follow the long, linear path until it takes
you inside the volcano. This is a pretty good place to gain AP if you're
interested.

Go east and then north and pop the chest for a *PHOENIX DOWN.* Cross the
bridge and head south past the stairs to find an *OFFICER'S HAT.* Now go
downstairs. Follow the eastern route to get a *COTTAGE* and then go back
and head west. Keep going till you reach the next area. There's going to
be visible soldier avatars on the next few maps.

Head west when you can to reach a small opening with an *ETHER.* Now head to
the eastern side and check the pot for a *HI-POTION.* Head north from here to
go downstairs. Walk east and a scene will occur. Continue onward to the next
room and immediately head west and go down the stairs. Follow this path to get
*CLERIC'S ROBE* then go back to the main room. Head north and go through the
opening to find a *PINWHEEL.*

Return to the main room and run like mad to the other side to find another
opening you can go through. Do so and take the *DRY ETHER* from the chest. Go
back to the main room again and back up to the skipped opening in the middle
of the north wall. Go in and you'll get the "last save point of the chapter"
speech.

Head north and you'll fight another one of those Commander guys. Use the same
strat as before since nothing has changed besides his cronies. Afterwards,
watch the humorous scene and head through the door which will take you outside
of the volcano. Guess we're done wit... oh look who's come to party.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #22 >                           .
 .                                                                         .
 .                                                                         .
 .  Baugauven                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Fira, Burning Slash, Heat Wave, Final Backdraft               .
 .                                                                         .
 .  Weakness: Ice                                                          .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Baugauven puts out a considerable amount of damage and he's quick too. His
standard attack does about 400 damage. Burning Slash will do around 600 and
he can double it up. It's possible for a single target to take 1200 damage
from this combo which will outright kill low level mages. Heat Wave does
around 500 to the entire party. Fira will typically hit one person for about
300 damage. There's a chance he will use Fira as a counter everytime he takes
damage.

Focus on healing with one healer and have someone else who can help out after
a Heat Wave. Baugauven is weak to Ice just like Ifrit so a Monk armed with the
Ice Knuckles will be deadly. Blizzara is also great in this fight as well.
This fight is actually unwinnable. However, unlike most of these kinds of
battles, you actually have to damage Baugauven enough. This value is pretty
similar to the boss fights you've had to win. Once you have, he will use Final
Backdraft and end it.

                                  .......

Graham will enter the battle alone. This is basically the same deal as with
Gramps. So just Auto battle till the end. Tap through a bunch of dialogue and
you'll receive Graham's Sword, Sigurd's Armor, the Dark Knight job and 5 JP.
Thus we have finished [ A Blessing in Disguise ].


==============================================================================
                                                                  {+CPT3+}
                             --  D. Chapter 3  --
                        "Warriors of Light and Darkness"

==============================================================================

                            [ Forgotten Memories ]

------------------------------------------------------------------------------
                                                                  {+3RKS+}
     -56- Rusalka

 Party:    Sol (35), Sarah (35), Aigis (35), Dusk (35)

 Enemies:  

 Treasure: None

----------------------------------

Watch some scenes and then you'll automatically end up on the world map. Head
north and enter Mathel.


------------------------------------------------------------------------------
                                                                  {+3MTH+}
     -57- Mathel

 Party:    Sol (35), Sarah (35), Aigis (35), Dusk (35)

 Enemies:  Gloom Widow, Goblin Captain

 Treasure: Hi-Potion, Antidote

----------------------------------

Check the box next to the inn for a *HI-POTION.* Head into the magic shop and
examine the middle box for an *ANTIDOTE.* The shops have some better stuff for
sale. However, you probably found most of it in the previous section. Buy
whatever you need and then leave Mathel. Head north to reach Ashmonte.


------------------------------------------------------------------------------
                                                                  {+3AHM+}
     -58- Ashmonte

 Party:    Sol (35), Sarah (35), Aigis (35), Dusk (35)

 Enemies:  Aegir, Narciss, Ashen Treant, Goblin Captain, Needler, Lancer

 Treasure: X-Potion, Hi-Potion, 2500 Gil, Ether, 4 JP, Antidote, Cottage,
           Maiden's Kiss, Cypress Pole

----------------------------------

Head north and then east to another area. Follow the path to an *X-POTION*
and then return to the previous screen. Go forward until you enter the next
area. Follow the path for a scene and then keep going to the next area. Grab
the *HI-POTION* from the chest and then cross the bridge up ahead. Enter the
next area and and head north to another scene.

Your party will now be briefly divided into Sol/Sarah & Aigis/Dusk. Don't be
overly concerned if your job combos aren't optimal right now. The number of
enemies per fight will be temporarily reduced. Head north to the next area
and take the *2500 GIL* from the chest. Head west to the next area. Walk a
little bit to the west and a scene will begin. Continue on and get an *ETHER*
then talk to the soldiers to fight them.

The battle is against two Lancers. You should be intimately familiar with
these guys after having killed zillions of them with Nacht's group. Argy will
join the party after the battle and you'll receive 4 JP. Argy is a Memorist
and has access to a wide array of abilities compared to previous allies. You
can access them by using the Memorandum command in battle. She's useful, but
Memorandum can be very random and potentially waste time in combat.

Anyway, head north and the game will shift to Aigis and Dusk. Follow the path
to the next screen then grab the *ANTIDOTE* on the west side. Go north until
you hit the next area. Walk around the stumps and get the *COTTAGE* from the
chest and then head northwest to the next area. Advance forward and a scene
will start. You'll be back with Sol, Sarah and Argy now. Head north to grab
a *MAIDEN'S KISS* and then west to start a scene.

Now go south to another area and keep going in until you spot Aigis and Dusk.
Talk to either of them to restore your full team. Grab the *CYPRESS POLE* from
the nearby chest and then leave Ashmonte via Teleport or jogging. Make a pit
stop back in Mathel if you need to. Afterwards, head to the purple dot to the
east.


------------------------------------------------------------------------------
                                                                  {+3HRC+}
     -59- Hierro Cave

 Party:    Sol (36), Sarah (36), Aigis (36), Dusk (36), Argy (40)

 Enemies:  Hierrorite, Mighty Golem, Speartongue, Earthipede, Rock Eater,
           Alveolata, Dinonix

 Treasure: Hi-Potion x2, Eye Drops, Phoenix Down, Red Scorpio, Cottage,
           2000 Gil, Antidote

----------------------------------

Cross the bridge and get the *HI-POTION* from the chest. Cross the second
bridge and go past the stairs to get *EYE DROPS*. Now go down to the next
floor. Make your way down to the second ladder then climb it to reach a chest
with a *PHOENIX DOWN.* Back it up and head down the stairs and keep going
south until you can go up the nearby stairs.

Take the *RED SCORPIO* and then continue south to the next room. Check the box
for a *COTTAGE* and then keep going south. Head west when you can to pick up
*2000 GIL* and then go past the save point to the southwest. Follow the path
to get a *HI-POTION* then go back to the save point and head southeast.

Keep going until you reach the next floor. Follow the path all the way through
to the next level. Grab the *ANTIDOTE* to the north and then go south and
cross the bridge. Head south when you can and follow this trail to leave the
cave. Head east until you find Fabrica.


------------------------------------------------------------------------------
                                                                  {+3FBC+}
     -60- Fabrica

 Party:    Sol (38), Sarah (38), Aigis (38), Dusk (38), Argy (41)

 Enemies:  Funguar, Dual Horn

 Treasure: Remedy, Hi-Potion, Mallet, Dry Ether, Golden Needle, 3000 Gil

----------------------------------

Head west and check the barrel for a *REMEDY.* Now go east and enter the
house with the moogle next to it. Check the barrel for a *HI-POTION* and then
exit. Head north and enter the big house. Check the nearby pot for a *MALLET*
and then leave. Head west and check the box by the wall for a *DRY ETHER* and
enter the nearby house.

Check the Gnome toy in the room for a scene. Now head north and keep going
east until you reach the house to the right of the magic shop. Search the
barrel for a *GOLDEN NEEDLE* and then leave. The pot in the weapon and armor
shop has *3000 GIL.* If you go south of the store and check the tiny flower
you can view a scene.

There's all new stuff to buy including some important magic spells. I suggest
picking up Curaja and Shell before you get anything else. The next boss is a
tough one if you take him on in this section. You're likely going to need a
White Mage for it. In fact you may want to just use one in general from now
on because Cura is going to be obsolete pretty quick. Also anyone who can
equip a Gold-spun Robe should do so for now. You can also buy Cottages now. I
would recommend keeping those over Tents solely because using multiple Tents
is annoying.

Stay at the inn before leaving to witness another scene. Head southeast to
enter a chocobo forest and unlock the black chocobo for this area. Fly to the
shoals south of Fabrica and head towards the purple dot by the forest. Land
the chocobo south of that spot and walk north to reach a clearing.


------------------------------------------------------------------------------
                                                                  {+3AGV+}
     -61- Anima Grove

 Party:    Sol (38), Sarah (38), Aigis (38), Dusk (38), Argy (41)

 Enemies:  Dinonix, Ouroboros, Great Avian, High Ogre, Gevaudan,
           Spritzer, Bonnacon 

 Treasure: Phoenix Down x2, X-Potion, Faerie Robe, Phoenix summon,
           Fey Staff

----------------------------------

Head east and follow the path north and then west to reach a *PHOENIX DOWN*
then go east again. You'll see something odd and then you can continue on
to the next area. Head west and then north all the way to an *X-POTION* then
go southeast and follow the path to the next screen. Grab the chest to the
northwest for a *PHOENIX DOWN.*

Follow the path forward and then go north or south to the next area. Keep
going east on this screen to a *FAERIE ROBE* then back up and head south.
Follow this path to a small area with a save point. Proceed onward to the next
screen and keep going till you see the orange robed thing once more. A boss
fight will start now.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #23 >                           .
 .                                                                         .
 .                                                                         .
 .  Conqueror                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Thwack, Roar, Bite, Pox                                       .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Conqueror makes use of the standard Thwack for about 300 damage to everyone
in the front row. It can also use the multi targetting Roar to cause Stun.
The boss can Bite a target for about 400 damage. It can also double up its
physical attack for about 300 damage a hit.

Conqueror will often counter physical attacks with a Bite that will cause
Poison and Confusion. This poison is nasty and you might want to try and keep
it off even though you'll have to deal with it often. Conqueror's most deadly
attack is Pox. This deals about 600 damage to everyone in the front row and
has a chance to cause defense down. He will start to use this move quite often
when he's lower on HP.

Try your best to keep removing the defense down effect by casting Protect.
Conqueror is weak to the Fire element, so Fira will be a good way to go. Have
Argy open with a War Cry if you have at least two fighters on your team. Then
have her assist in healing after each Pox attack. All in all this battle is
pretty easy up until he starts using Pox. Then it's just a matter of keeping
up with the healing.

                                  .......

After your victory you will receive the *PHOENIX* summon. You probably won't
be getting much use out of this summon just yet because it costs an absurd
amount of MP for this point in the game. Anyway, Teleport out, but go back
into Anima grove. There was one chest that we couldn't reach before because
it was blocked by a dead bird. Go east and north then east again to the next
screen. Follow the eastern path to a chest with a *FEY STAFF.*

Okay, we're done for real now so Teleport or walk out again. Hop on your black
chocobo and return to Fabrica if you need to use the inn. Otherwise head north
of the town to the next dungeon.


------------------------------------------------------------------------------
                                                                  {+3FBV+}
     -62- Fabrica Cave

 Party:    Sol (41), Sarah (41), Aigis (41), Dusk (41), Argy (43)

 Enemies:  Carmilla, Carmilla Bat, Hellclaw

 Treasure: Death Sickle

----------------------------------

Follow the path forward until a scene plays. Move north, but, go through the
hidden passage on the right first. Grab the *DEATH SICKLE* and then go on
to the next room. Head forward to enter the ship.


------------------------------------------------------------------------------
                                                                  {+3SHP+}
     -63- Ship

 Party:    Sol (41), Sarah (41), Aigis (41), Dusk (41), Argy (43)

 Enemies:  Repairer, Base Guardian, Highlander, Storm Trooper,
           Sky Shooter, Sentry

 Treasure: Burning Knuckles, 4000 Gil, Dark Hat, Eye Drops, Cottage,
           Phoenix Down, Amphibian Rod, 4 JP

----------------------------------

Head east and down the ladder to the next level. Climb down the ladder near
your starting position and follow the path to get *BURNING KNUCKLES.* Head
back to the initial platform and go west. Take the *4000 GIL* from the nearby
chest then climb down the southern ladder. Follow the figure as he descends
the next ladder and then take the western ladder down to a chest.

Open it for a *DARK HAT* and then return above and go down the other ladder.
Climb the northern ladder first and pick up *EYE DROPS.* Now take the other
ladder down to the next level. Descend the eastern most ladder here to get a
*COTTAGE* and then take the other ladder down afterwards. Head down the ladder
closest to you and follow the path to a *PHOENIX DOWN.* Backtrack to the other
platform and take the western ladder this time.

Climb the western ladder on this platform for the *POWER SASH* then head back
and follow the figure down the ladder. Take the nearby ladder down to the
lower platform then back up again. Now look for a narrow path right below the
bottom of the left machine. If you follow this to a ladder you will get an
*AMPHIBIAN ROD.*

Go back and then take the ladder that the figure used. There is a save point
on the top platform. Descend the bottom ladder to the next floor. Here you'll
fight three Sentries. They're not much different than the rest of the stuff in
this place. Try to stay in good shape because there's a boss battle right
after this fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #24 >                           .
 .                                                                         .
 .                                                                         .
 .  Vata                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Jump, Thunder Breath, Buffet, Lancet, Wild Dance              .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

You've fought him before, but, not really against his Dragoon powers. He can
inflict massive damage to a single character with Jump. It's possible to get
one shotted by it if you're underlevelled. His physical attack can do about
400 damage and he can double it up. As before, Vata now absorbs Wind element
attacks so leave the Spears, Bows and Pinwheel at home.

Thunder Breath will do about 600 damage to the party. Vata's most fearsome
attack is Buffet, which will hit the 700 mark and cause Stun to the party.
Lancet is probably going to be a relief for you as it does minor damage and
drains a little MP. Wild Dance causes physical damage and hits random targets
five times or so. Having a main healer and Argy on stand by for overuse of
Thunder Breath and Buffet is a good idea. Vata has no weaknesses, so just
attack him with the usual. Strikes, -ra spells, Shiva, etc. are all viable in
this battle.

                                  .......

The party will receive 4 JP for beating him. Click the switch up ahead and
then enter the elevator and choose to go to the Heliogabalus.


------------------------------------------------------------------------------
                                                                  {+3HGB+}
     -64- Heliogabalus

 Party:    Sol (43), Sarah (43), Aigis (43), Dusk (43), Argy (45)

 Enemies:  Sentry, Repairer, Iron Fist, Swordmaster, Noble Lancer,
           Storm Trooper, Gevaudan, Weresoldier X, Proto Armor,
           Archmage, Demitiger

 Treasure: Golden Needle, Hi-Potion x2, Squall Lance, Eye Drops, Tent,
           Ether, Close Helm, Rune Bangle, Close Armor, Phoenix Down,
           X-Potion, Cottage, Memorist job, 5 JP

----------------------------------
 
There is a save point in this room which you'll probably need to use. Go into
the eastern room and tap the door to start a scene. Sol will do his regularly
scheduled stupid thing and you'll enter a battle with some monsters. You're
likely very familiar with these already so just lay waste to them. Head into
the next room and pop the chest for *GOLDEN NEEDLE* then flip the switch. Go
over the new walkway and enter the eastern room.

Follow this path to a chest with a *HI-POTION* and a switch that opens a route
back to where we need to be. Head north and hit the switch then enter the
door. Cross over and then hit the switch over here to produce a chest. Grab
the *SQUALL LANCE* and then proceed to the western room.

Head south first and flip the switch to open a quick route back to the save
point. Head north and go past the ladder for *EYE DROPS* then go down to the
next floor. Go south and grab the *TENT* then head back and flip the switch
and enter the eastern room.

Go north and get the *ETHER* from this room. Head directly south to another
room for a *CLOSE HELM* then return to the previous area. Head east and then
north when you can and go through the door. Flip the switch and pick up the
*RUNE BANGLE.* You can use the room directly south of this one if you need to
use the save point. Now enter the northeastern door and search the top pot for
a *HI-POTION.* Head down to the room directly south of this one and get the
*CLOSE ARMOR.* Leave this area through the eastern path.

Head north or south and take the ladder down to a new floor. Head north and
grab the *PHOENIX DOWN* then go west. Take the *X-POTION* on the way to the
next room. Grab the *COTTAGE* from the chest and then proceed to the next
room. Hit the switch to produce a shortcut back to the first floor and then
enter the door up ahead. Go into the Engine Room and watch some scenes and
you'll end up in an unwinnable battle. After it ends you'll enter another
one... what fun. After this one ends you'll enter an actual boss battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #25 >                           .
 .                                                                         .
 .                                                                         .
 .  Argy-2                                                                 .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Blizzaga, Thundaga 500, Firaga, Omega Boost, Smash            .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................

Your first move should be to actually get Argy back off the ground via Raise
or a Phoenix Down. Argy-2 primarily attacks with Blizzaga, Thundaga and Firaga
which will hit a target for 1000 damage or the party for 500. Argy-2 will
eventually use Omega Boost for a stat increase. It will seem to start using
a more physically oriented regime at this point. Smash will do about 700 to
a target. Argy-2 has no weaknesses so just fight it with the usual attacks.
Overall this battle is rather easy because Argy-2 seems so slow. One healer
should be able to keep everyone alive without much effort.

                                  .......

Watch some scenes and you'll receive the Memorist job and 5 JP. That would
be the end of [ Forgotten Memories ].


                            [ A Dance with Death ]

------------------------------------------------------------------------------
                                                                  {+3WLM+}
     -65- World Map

 Party:    Nacht (36), Diana (36), Alba (36), Glaive (36)

 Enemies:  Gloom Widow, Rattlesnake, Striped Bark

 Treasure: None

----------------------------------

Watch some scenes and you will automatically end up on the world map. You can
go back into the clearing you came from if you want to buy supplies, use the
rift or the healing pot. Your destination is to the southeast so get a move
on.


------------------------------------------------------------------------------
                                                                  {+3KKD+}
     -66- Kaklim Desert

 Party:    Nacht (36), Diana (36), Alba (36), Glaive (36)

 Enemies:  Vulture, Gloom Widow, Olgoi-khorkhoi, Rattlesnake, Sand Bear,
           Sand Worm

 Treasure: Cottage, Wind Spear, Hi-Potion, Golden Needle, Poison Rod,
           2000 Gil, Rune Bangle, Ether, Eye Drops

----------------------------------

Follow the path and go north when you can to get a *COTTAGE.* Go to the next
screen and fall down the first sandfall. Now fall down the sandfall on the
right and go south to get a *WIND SPEAR.* Fall down the nearby sandfall and
then head west go up the little walkway. Go up the next one as well and take
the *HI-POTION* from the chest before continuing to the next screen.

Follow the path and you'll enter an oasis. This is a fully functional town so
buy anything you might need before heading into the next part of the desert.
Head south for a *GOLDEN NEEDLE* then go back north and take the sandfall
that was closest to the starting point. Open the chest for a *POISON ROD*
then drop down the next sandfall.

You can drop down the nearby sandfall or walk down the path to a chest with
*2000 GIL.* Exit to the east into a new area. Go northeast first and enter the
next area. Take the *RUNE BANGLE* from the chest and then backtrack to where
you were. Take the southeast path this time and keep going east to get an
*ETHER.* Head down the tiny walkway and grab the chest for *EYE DROPS.* Keep
following the desert trail to reach the world map. Head north and enter the
city of Gardenia.


------------------------------------------------------------------------------
                                                                  {+3GRD+}
     -67- Gardenia

 Party:    Nacht (37), Diana (37), Alba (37), Glaive (37)

 Enemies:  

 Treasure: 4 Casino Coins, Phoenix Down, 1000 Gil, 1 Casino Coin,
           8 Casino Coins, Cottage

----------------------------------

Enter the house on the right and check the pot for *4 CASINO COINS.* Leave
and go to the inn where there is a *PHOENIX DOWN* in the top pot. Head back
and enter the house to the left of the item shop. Check the pot in here to
get *1000 GIL.* Head up the stairs and go west to where there a bunch of
boxes stacked together.

Check the one that is left most and on top so you can get *1 CASINO COIN.*
Enter the nearby house at the top of the steps and check the top most box
against the wall for *8 CASINO COINS.* Leave the house through the western
exit and check the box for a *COTTAGE* then exit the house from the front.

As you've probably surmised by now, Gardenia is home to the casino. You have
access to most of its content at this point. It's up to you whether or not
you want to spend some time here for fun or prizes. However, the next part
of the game will actually require you to come back here. More information on
everything casino related can be found by searching {+CSNO+}.

Go to the tavern and speak with the mysterious guy at the counter. Now talk
to the bartender and watch the scene. Head over to the carpet and you'll see
some more stuff. All of the shops here sell the same stuff as they had back
in the oasis. The better stuff is locked for now until later on in this part
of the story. The only store that is different is the item shop. Just like in
Fabrica you can now buy Cottages for Nacht's team. Buy anything you need and
then leave Gardenia. Make a short trek over to the west and enter the slums.


------------------------------------------------------------------------------
                                                                  {+3GRS+}
     -68- Gardenia Slums

 Party:    Nacht (37), Diana (37), Alba (37), Glaive (37)

 Enemies:  Cactuar King

 Treasure: Sand Pearl, Carobo, Ocarina, Gear, Pickaxe, White Dress, 4 JP,
           Elixir

----------------------------------

Talk to the guy up ahead to watch a scene. You'll now be required to complete
some tasks for the people of the slums. You have to complete four out of the
possible five in order to advance the story. Here is a breakdown of all of
them:

1) The old guy by the cluster of tents needs a Cactuar Needle.

2) The girl in the tent to the right of the old man wants a White Dress.

3) The downed man at the top right needs an X-Potion.

4) A mother in the left tent closest to the entrance needs a Sand Pearl.

5) The man by the western exit wants a Pickaxe.

Talk to all of these people and then leave Gardenia. Four of these tasks are
pretty quick assuming you have some gil to spare. Finding a Cactuar King for
the needle can be rather hit or miss. You could get lucky and find one right
away or not for awhile. You also have to try and steal or win the drop from
it on top of that.

Therefore, I recommend doing the other tasks instead unless you happen to luck
out. The only perk for doing all five tasks is that you will receive a single
Elixir. Head south and enter the Kaklim Desert. You should notice a sparkling
spot as you walk in. Head over to that and examine it. You'll receive the
*SAND PEARL* and the Antlion will attack.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #26 >                           .
 .                                                                         .
 .                                                                         .
 .  Antlion                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Earthquake, Bite, Slime                                       .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

The Antlion hits reasonably hard doing about 400 or so per attack. Earthquake
can be dangerous as it does about 500 to the party. It sometimes counters
using Slime which is more annoying than harmful. Bite does up to 700 damage
to a party member. Despite how much damage this beast puts out, it has very
little HP. The fight should be over pretty quickly if you just go all out
with Strikes and -ra spells or summons.

                                  .......

After that's over leave the Kaklim Desert and head to Gardenia. Let's start
with the Pickaxe since it involves running around. Head into the casino from
the door on the left on the top platform of the town.

Talk to the nearby man then cross over to the east side of the casino and exit
through the door. Talk to the guy by the tree and buy the *CAROBO.* Now go
over to the house left of the item shop. Talk to the kid and trade your Carobo
for an *OCARINA.* Leave and go to the tavern and talk to the man with orange
hair to give up the Ocarina for a *GEAR.* Now you can return to the first man
in the casino and trade the Gear for the *PICKAXE.*

Now all that's left is the X-Potion and the White Dress. Well, you already
have the X-Potion assuming you kept the one I told you about earlier. If
not you can either play in the Casino and get 300 Casino Coins or pay 20
gil per coin. That would equate to 6000 gil.

The White Dress costs 500 Casino Coins and there is no other way to get it at
this point. So go ahead and play in the Casino or fork over the 10000 gil for
the *WHITE DRESS.* Remember that you don't need to bother with one of these
items if you stumbled upon a Cactuar Needle. That is, unless you just really
want that Elixir.

Head back to the Gardenia Slums once you've gotten your four or five items to
give to the people. You'll receive 4 JP after you've completed four and an
*ELIXIR* after you complete the fifth. Talk to the guy blocking the main tent
after you have finished up.

Follow him in and head down the stairs then travel through the hidden passage
to the left. Go through the door on the north side in the center and talk to
Azhar. Go back to Gardenia now and talk to the bartender. Go into the room and
talk to Matoya. Now leave Gardenia and head north to the Forest Hut.


------------------------------------------------------------------------------
                                                                  {+3FRS+}
     -69- Forest Hut

 Party:    Nacht (37), Diana (37), Alba (37), Glaive (37)

 Enemies:  Funguar, Faust

 Treasure: None

----------------------------------

Head north and talk to the guy to get him to move. Make your way to the other
end of this zone and exit. Travel east until you reach the Imperial Camp.


------------------------------------------------------------------------------
                                                                  {+3IMC+}
     -70- Imperial Camp

 Party:    Nacht (37), Diana (37), Alba (37), Glaive (37)

 Enemies:  Storm Trooper, Archer, Lancer, Unit Captain, Martial Artist,
           Highlander, Gevaudan, Base Guardian

 Treasure: Golden Needle, Ether, Gold Shield, X-Potion, Ether,
           Shadow Blade, Dark Bow, 2500 Gil x2, Gauntlet, Dry Ether,
           Remedy, Cottage, 4 JP

----------------------------------

Head north until you see a scene. Walk south a little and then west through
the narrow path by the trees. Go north until you get a *GOLDEN NEEDLE* and
then enter the nearby building. Just walk up a little and you'll fight some
imperial troops that you faced off against in Sol's section. The same thing
will happen again except it'll be a back attack.

Watch the scene and after it's over you'll only have Glaive in your party. I
suggest simply running from battles if he happens to be a White Mage. Or, you
can just change his job for now. Either way, this part is relatively short.
The pot in front of you is a healing pot. Head west and then north to a chest
with an *ETHER.* Then head east and north to the next area.

Walk to the chest for a *GOLD SHIELD* then engage the soldier to the right.
Simply trade blows back and forth for a little bit. The Mask will show up and
join your party a short while after the battle starts. Finish off the Unit
Captain now. Head north and grab the *X-POTION* then go west and north. Keep
heading east to a chest with an *ETHER.*

Head south and east to the next area. Now go and enter the building. Before
you head forward, remove all of The Mask's equipment. You don't normally have
to do this with temporary characters, but I suppose this is a special case.
Walk up for a battle. This is basically the same thing as the last one except
there are two flunkies. Have The Mask blow them up and be done with it.

Watch the scenes and then your party will be back together. Head north and
use the save point then east and south all the way to a *SHADOW BLADE.* Back
up to the split and head east this time to the next area. Go south and follow
the path for awhile. Head northeast at the fork for a *DARK BOW* then go
southwest to get *2500 GIL.*

Go and grab the *GAUNTLET* on the other side of the wall and continue east to
another screen. Head north immediately and keep going to get a *DRY ETHER.*
Backtrack to the start and take the southern route for *2500 GIL.* Get back
on the main path and head north to a *REMEDY.* Enter the building and tap the
chest for a *COTTAGE.* Go north and talk to the soldier for a fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #27 >                           .
 .                                                                         .
 .                                                                         .
 .  Base Captain & Storm Trooper + Base Guardian                           .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Swing, Axe, Takedown                                          .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................

Despite having the boss theme, this fight is barely any different than the
one you just fought with Glaive and The Mask. Honestly, there really isn't
any explanation needed for this fight. You even have an extra ally now to
make things even easier. Auto battle through this and move on.

                                  .......

After the battle, Matoya will officially join your group and you'll receive
4 JP. Matoya's Dancer job specializes in demoralizing and disrupting the
opposition. She also has a pretty decent healing skill and can drain MP for
herself. Just keep going south until you leave the camp. Head back to the
Forest Hut and walk to the building for a scene. Head inside and check the
guy to see another one.

Now head back to the slums. Go to Gardenia after the scene. The higher tier
shops are open now, so I suggest buying what you can. Just like with Sol's
team, I suggest buying Curaja and Shell before anything else. Head to the
tavern and enter Matoya's room. Check the sparkling clock and go through the
new passage. Go south, then west and north to enter a dungeon.


------------------------------------------------------------------------------
                                                                  {+3BGD+}
     -71- Beneath Gardenia

 Party:    Nacht (39), Diana (39), Alba (39), Glaive (40), Matoya (40)

 Enemies:  Aqua Flan, Brown Rat, Splasher, Mollusca, Alveolata,
           Leach Squid

 Treasure: Drowsy Ring, Maiden's Kiss, Golden Needle x2, 2800 Gil,
           Tiger Mask, Air Knife, Remedy

----------------------------------

First head south across the bridge to get a *DROWSY RING* then hit the switch
on the north side. Head into the water and go west and up the stairs. Hit the
switch then cross the bridge and head to the next room. The southern room has
a *MAIDEN'S KISS.* The northern one after that has a *GOLDEN NEEDLE.* The next
southern room has *2800 GIL.*

Enter the final door to proceed into a new part of the lair. Cross the bridge
and head into the water. Hit the switch in the corner and then grab the chest
for a *TIGER MASK.* Go back in the water and ascend the nearby steps to the
southern room.

Hit the switch then continue west to get an *AIR KNIFE.* Return to the main
room and head to the northwestern door. Cross the north bridge, then the east
bridge, then the north bridge and the east bridge for a *GOLDEN NEEDLE.* Go
back two bridges and cross the west bridge then the north bridge and flip the
switch.

Head back over the last bridge and then go south and east to get a *REMEDY.*
Now backtrack to the Tiger Mask chest and head north through the newly opened
path. Go past the save point to enter the hideout. You'll be forced into a
boss fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #28 >                           .
 .                                                                         .
 .                                                                         .
 .  Owner? & Weresoldier X x2                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Silence, Sleep, Break, Bio                                    .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................

Owner? will spend most of his turns using various status spells. He will also
rely on Bio for the brunt of his damage. Except about 800 to an ally and 400
to the party. Honestly, this battle may have had some sort of difficulty if
it wasn't for the fact that you just got access to the new stores. End this
fight the same way you ended the last one.

                                  .......

Walk into the central room and talk to Azhar for a scene. Leave the hideout
the same way you came in the first time and then leave the slums. Watch the
scene and then you'll be on the world map. Make your way back to the Imperial
Camp now. If you head back to where the boss fight was you can now go through
the door that was behind the soldier. Do so and exit to the world map. Skip
the cave and head east until you reach Odin's Castle.


------------------------------------------------------------------------------
                                                                  {+3ODC+}
     -72- Odin's Castle

 Party:    Nacht (41), Diana (41), Alba (41), Glaive (41), Matoya (42)

 Enemies:  Shade, Lodoth, Corpse, Carmilla, Carmilla Bat, Baba Yaga,
           Skull Knight, Mummy

 Treasure: Ether, Remedy, Amphibian Rod, Antidote, Sacred Candle, X-Potion,
           Bastard Sword, 2800 Gil, Hi-Potion, Close Helm, Close Armor,
           Cottage, Golden Needle

----------------------------------

Head north to the next room. Go east and south for an *ETHER* then walk to
the top of the path and head upstairs. Grab the chest for a *REMEDY* then
make your way north and pick up the *AMPHIBIAN ROD* in the next room. We can
Teleport out and go back in the castle at this point. Go north and follow the
path to the next floor.

Grab the left chest for an *ANTIDOTE* then head west along the route for a
*SACRED CANDLE.* Return to the original position and take the *X-POTION* from
the other chest. Follow the path to the next floor. Head north, but watch for
a hidden passage by the last pillar. Go through it to grab a *BASTARD SWORD*
and then continue down the normal path.

There is also a hidden passage on the other side, but all it does is create
a longer detour off the main path. Go up the stairs to the next floor. Head
south at the split and enter the room to get *2800 GIL.* Return to the split
and head north this time. Skip the first door and enter the second one for a
*HI-POTION.* Go back and enter the first room then take the stairs up to the
next floor.

Enter the western room for a *CLOSE HELM* and the other nearby room for a
*CLOSE ARMOR.* Head north down the hallway and go into the room on the left
for a *COTTAGE* and the one on the right for a *GOLDEN NEEDLE.* Go past the
save point and up the stairs to the next floor. Talk to the guy on the throne
to begin a battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #29 >                           .
 .                                                                         .
 .                                                                         .
 .  Odin                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Slice n' Dice, Gungnir, Zantetsuken                           .
 .                                                                         .
 .  Weakness: Lightning                                                    .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Odin will begin the battle with a countdown starting at 5. One does not need
to be a genius to figure out that something bad will happen at 0. Everytime
Odin counts, he will attack with either a physical attack, Slice n' Dice or
Gungnir. His attack does about 600 and Slice n' Dice will hit for 800 damage.
However, Gungnir can hit someone in the front row for up to 1400 damage. Keep
yourself healed after each of those attacks.

Odin will perform Zantetsuken when the timer reaches 0. This will bring the
party down to critical and also possibly kill some allies outright. You'll
want to have Matoya on standby as the timer gets close to 0 so she can pull
off a quick Cure Waltz. Otherwise you run the risk of domino effecting your
party into a game over. The timer is shortened to 3 instead of 5 after the
second Zantetsuken.

If anyone wants to tell me what happens after you eat more of those let me
know. Odin is weak to Lightning, so Thundara is a good way to go for killing
this boss. He has pretty high defense and resistance, so it'll take some time
to kill him. This isn't a very tough fight since it's so structured and you
know exactly what's going to happen next.

                                  .......

After the fight you'll receive the *ODIN* summon. Teleport or walk out to the
world map. If you head west a little bit and then south you'll find a chocobo
forest where you can unlock a black chocobo. This will give you easy access
back to Gardenia if you need to purchase anything. Now head back to that cave
that we skipped on the west side.


------------------------------------------------------------------------------
                                                                  {+3UDF+}
     -73- Underground Fort

 Party:    Nacht (43), Diana (43), Alba (43), Glaive (43), Matoya (43)

 Enemies:  Iron Fist, Swordmaster, Noble Lancer, Repairer, Archmage,
           Proto Armor, Weresoldier X, Raised Ghoul, Demitiger

 Treasure: Remedy, Sacred Candle, Scholar's Hat, Baleen, Elixir,
           Burning Knuckles, Greataxe, Golden Needle, Ether, Fey Staff

----------------------------------

Head in and grab the nearby *REMEDY* then follow the path to the next floor.
Go west first and get the *SACRED CANDLE* then head down the other path. Head
into the opening on the western side first for a *SCHOLAR'S HAT* then go back
and descend to the next floor. Keep moving south and then head east and north
into the room for a *BALEEN.*

Go back to the split and grab the *ELIXIR* in the chest then head through the
southern exit. There aren't any splits here so just follow the path through
to a save point. Head south from here to the next screen. Head west through a
hidden passage for some *BURNING KNUCKLES* then go back and walk east. Skip
the first ladder you see and go down the second one to find a *GREATAXE.*

Return to the first ladder and descend it. Head south and tap the chests for
a *GOLDEN NEEDLE* and *ETHER*. Continue south and go inside the eastern room.
Grab the *FEY STAFF* and then go into the other room. Make your way through
the obstacle course to the door on the northern side of the room. Proceed past
the save point into the next room to start a battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #30 >                           .
 .                                                                         .
 .                                                                         .
 .  Asmodai                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Return to Darkness, Dark, Earthquake, Curse, Upheaval         .
 .                                                                         .
 .  Weakness: Wind                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

Asmodai will use Return to Darkness right at the start of the battle and you
won't be able to damage him for a bit. Use this time to set up buffs and keep
your HP up. After Matoya uses Crystal Eye you can start smashing him. Asmodai
will periodically use Return to Darkness throughout the fight. While in this
state he will constantly spam Dark against the party. To make matters worse,
this will also place random debuffs on the party.

You have to use Matoya's Third Eye in order to make him reappear each time.
DO NOT have Matoya do any of her lengthy dances because you could end up being
screwed. Only have her use the instant onesm but even with those be careful.
Other than that, Asmodai can use Earthquake for about 900 damage to the party.
He can also use Curse, which will probably be a welcome sight when it happens.
Asmodai's strongest attack is Upheaval, which can reach up to 1400 damage to
the entire party and even higher if you're inflicted with resistance down.

You're definitely going to want a White Mage for Curaja since Matoya can't be
relied upon all the time. Shell is also highly recommended to make Asmodai's
offensive magic less atrocious. Consider this possibly the hardest boss in
the game thus far.

                                  .......

Watch some scenes and you'll receive the Dancer job and 5 JP. That wraps up
[ A Dance with Death ].


                               [ Pride Regained ]

------------------------------------------------------------------------------
                                                                  {+3HBG+}
     -74- Heliogabalus

 Party:    Sol (45), Sarah (45), Aigis (45), Dusk (45)

 Enemies:  Swordmaster, Archmage, Noble Lancer, Iron Fist

 Treasure: 5 JP

----------------------------------

Go past the save point and up the ladder. Just keep going forward. There is
only one fork and both directions lead the same way. Watch the scenes at the
end. You'll receive 5 JP and a brief tutorial about memories and then regain
control of Sol. Head east and then east again to enter Berth.

Now that you have access to the Memorist job, you can begin to collect all of
the memories that are scattered about. There are several that you'll have to
backtrack for if you want them right now. Only collect these if you want to
start using a Memorist as soon as possible. Without them, this job will pretty
much be useless.

However, if you have no desire to use one, then you can just skip the previous
memories or postpone the search till later (there's a good reason why). It is
a good idea to start collecting them going forward, though. All you need to do
is job swap someone to Memorist and then re-enter an area to find the memory
in question. Search {+MMRY+} for more details about memories and locations.


------------------------------------------------------------------------------
                                                                  {+3BRT+}
     -75- Berth

 Party:    Sol (45), Sarah (45), Aigis (45), Dusk (45)

 Enemies:  Megachile, Floating Death, Gale Hound

 Treasure: Ether, Antidote, Golden Needle, Sacred Candle, 3000 Gil,
           Phoenix Down, Eye Drops

----------------------------------

Head north and search the pot for an *ETHER.* Enter the nearby house and
seach the bottom barrel for an *ANTIDOTE.* Leave the house and go south to
the 4 pots. Search the one closest to the water for a *GOLDEN NEEDLE.* Head
to the inn and search the bottom pot for a *SACRED CANDLE.*

Walk around the right side of the inn and check the top barrel for *3000 GIL.*
Cross the bridge and tap the middle pot for a *PHOENIX DOWN.* Head down to the
left side of the tavern and search the top barrel for *EYE DROPS.*

Enter the tavern and talk to the drunkard sitting at the only table with a
bottle on it. Take a look at the shops, since there's some new stuff to get.
Leave Berth via the southern exit when you're finished. Head northeast amd
enter Mount Wells.


------------------------------------------------------------------------------
                                                                  {+3MTW+}
     -76- Mount Wells

 Party:    Sol (45), Sarah (45), Aigis (45), Dusk (45)

 Enemies:  Coeurl, Purobolos, Mythril Dragon, Floating Death, Caladrius
           Juggernaut, Ninja

 Treasure: X-Potion, Diamond Bangle, 2800 Gil, Antidote, Eye Drops, Cottage,
           Ether, Swordbreaker

----------------------------------

Head up the steps and approach the door. Instead walk west through the trees
for an *X-POTION.* Enter the next room and proceed to the next room here as
well. Head west and follow this path until you get a *DIAMOND BANGLE.* Return
to the previous screen and head north until you're back outside. Tap the chest
for *2800 GIL* then head west for an *ANTIDOTE.*

Now go south and follow the steps back inside. Go north first for *EYE DROPS*
then head through the other route. Skip the first set of stairs and head north
through the underpass. Get the *COTTAGE* and then head back south. Go up the
second set of stairs until you get an *ETHER.*

Return to the first set of stairs and go up then cross the bridge. There is
a hidden passage right before the door that leads to a *SWORDBREAKER.* Now
go into the next room to find a save point. Go north to get back outside and
talk to Vata to begin a battle. If Vata isn't here then that means you missed
the scene with the Drunkard back in Berth. You'll have to go back and watch
that and then climb back up.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #31 >                           .
 .                                                                         .
 .                                                                         .
 .  Vata                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Jump, Thunder Breath, Howling Gale, Wild Dance, Buffet,       .
 .           Lancet                                                        .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

This fight can be difficult without 2 healers. Vata's Jump attack does insane
damage for this point in the game. It's not uncommon for it to exceed 2000 on
an ally. Thus, low level mages without HP +20% will likely be one shotted by
it. Vata is also extremely fast and will probably be acting twice for every
turn / turn and a half that your average SPD jobs get.

His other attacks do similar damage as they did the last time you fought him.
However, the sheer speed of his turns, the crazy Jump damage and the fact that
you don't have a fifth ally right now makes this battle considerably harder.
If that wasn't enough, Vata also seems to be slightly more evasive this time
around.

The only saving grace of this battle is that his HP seems a lot lower to make
up for the increased difficulty. However, that doesn't mean you should rush to
victory. Take it slow and do your best to keep everyone alive. One death in
this battle is likely going to cause a snowball effect heading towards a game
over unless you get lucky and he wastes time using Lancet or something.

                                  .......

Cross the bridge and keep following the path until you reach a hut. Enter it
and some scenes will begin. Exit the hut when you regain control and some
more dialogue will commence. You'll be in control of Gawain now for a few
minutes. You can either Auto battle through these fights or try out some of
his skills if you want. Tap through more dialogue and then Teleport or walk
out when you can.

Return to Berth at this point and head to the inn. Talk to the innkeeper and
choose "Yes" when prompted to do so. Your party will be temporarily split at
this point. Proceed back to the docks and talk to Dr. Lugae. Talk to him again
and choose "Yes." There's a chocobo forest close to where you're dropped off.
Either walk or ride over to the purple dot that is to the northeast.


------------------------------------------------------------------------------
                                                                  {+3MTB+}
     -77- Mount Burtgang

 Party:    Sarah (47)

 Enemies:  Dionix

 Treasure: Cottage, Glass Hauberk, X-Potion

----------------------------------

Just like with the previous section, if Sarah is a White Mage or something
either change her job for now or just run from battles. Head in and grab the
*COTTAGE* then climb the ladder. Keep going forward to the next level where
you can get a *GLASS HAUBERK.* Continue forward and use the healing pot if
you need to. There will be a scene after the next ladder.

Continue into the door and head west. Take the second set of steps upto an
*X-POTION* then go back and descend the first set. Leave Mount Burtgang and
head to the nearby castle. Simply proceed forward until there is a scene.
You'll be back with Sol, Aigis and Dusk now. Tap through the dialogue until
you end up in the Underwater Cave.


------------------------------------------------------------------------------
                                                                  {+3UWC+}
     -78- Underwater Cave

 Party:    Sol (47), Aigis (47), Dusk (47)

 Enemies:  Leach Squid, Coralite, Hoanes, Sea Flower

 Treasure: Diamond Armlet, Lamia's Tiara, 5 JP

----------------------------------

If Sarah was your healer you may need to change someone else for now. Head
north and then west and take the current up. Follow the path and take the
next one up as well. Take the north path at the split for a *DIAMOND ARMLET*
and then go south. Head south and take the current up. Go west and ride the
next current. Now go north and then northwest to another current which leads
to a *LAMIA'S TIARA.* Return to the previous floor and take the other current
this time. This will lead you to Castle Burtgang.

Head inside and pull the chain on the wall to produce a hidden passage. Go
through it and then keep moving towards the room Sarah is in. She'll now be
in a fight against a bunch of enemies. Just survive / beat them up and after
a bit Gawain will join the party. A few Wide Slashes will more or less kill
everything. Watch some scenes and Gawain will officially join the party and
you'll receive 5 JP. Gawain needs no introduction, you've used him already
and you know exactly how powerful he is. Teleport or walk out of here for now
and enter the town of Burtgang.


------------------------------------------------------------------------------
                                                                  {+3BTG+}
     -79- Burtgang

 Party:    Sol (48), Sarah (48), Aigis (48), Dusk (48), Gawain (55)

 Enemies:  Domovoi

 Treasure: White Cape, 2000 Gil, Phoenix Down, Golden Needle, Echo Grass,
           Ether, Mallet, Sacred Candle

----------------------------------

Head north into the tower structure with a moogle inside. Search the top most
box for a *WHITE CAPE* and then exit. Head east and check the lone barrel at
the very end for *2000 GIL.* Head north and go into the house on the north
side in the center. Search the pot in the back by the bed for a *PHOENIX DOWN*
and the third pot from the left for a *GOLDEN NEEDLE.*

The pot closest to the back wall in the magic shop has an *ECHO GRASS.* The
barrel to the right of this same store has an *ETHER.* There is a *MALLET* in
the pot closest to the back wall of the small house south of the magic shop.
The pot by the house on the southwestern side has a *SACRED CANDLE.*

Spend some time in the shops here as most of it should be upgrades for your
party. I would recommend buying Haste before anything else and then the -aga
tier spells if you're using a Black Mage. Haste is going to be really good
for boss fights from now on so definitely pick it up.

Leave the town when you are done and head northwest to a chocobo forest. You
can unlock Burtgang's black chocobo if you wish. Now walk or fly over to the
purple dot over to the east of Burtgang. Enter the clearing.


------------------------------------------------------------------------------
                                                                  {+3DVF+}
     -80- Divine Forest

 Party:    Sol (48), Sarah (48), Aigis (48), Dusk (48), Gawain (55)

 Enemies:  Hellflower, Tanglethorn, Gorgias, Katipo, Goblin Mage

 Treasure: Platinum Helm, Dry Ether, X-Potion, Unicorn summon,
           Platinum Armor, Cottage

----------------------------------

Head south and talk to the creature for a scene. Now go east to a new area
and head west when you can. Follow this trail until you get a *PLATINUM HELM*
then back up to the split. Head south to the next area and then west. Grab
the chest over on the east side for a *DRY ETHER.* Cross the bridge and head
south to a split.

Go east first to get an *X-POTION* and then head west. Go north when you can
and follow this all the way up and then talk to the thing at the end. You'll
receive the *UNICORN* summon without any sort of hassle. This is a really
good supportive summon. It's basically Curaja + Basuna that affects the entire
party.

However, we're not quite done yet. Head back 2 screens and take the western
path at the bottom that we skipped before. Just follow the long path until
it leads to two chests. The eastern one contains *PLATINUM ARMOR* and the
southern one has a *COTTAGE.* Now Teleport or walk out of here. Return to
Burtgang and make any necessary preparations. Now head back into the Castle
Burtgang.


------------------------------------------------------------------------------
                                                                  {+3CSB+}
     -81- Castle Burtgang

 Party:    Sol (49), Sarah (49), Aigis (49), Dusk (49), Gawain (55)

 Enemies:  Fused Organ, Midnight Mage, Katipo, Don, Trooper, Sniper,
           Ghost Knight, Magic Pot, Ghost Rider, Iron Knight, Archlancer,
           Super Grenade

 Treasure: Remedy, Elixir, Ether, Sacred Candle, Eye Drops, Gaia's Hammer,
           X-Potion, Rising Sun, Gold Hairpin, Galantine, Paladin job, 5 JP

----------------------------------

This place is going to take some time, so get comfortable. Head north for
awhile until you're back in the spot where Sarah was attacked. Head east and
go upstairs. Make your way south and then go outside. Take the nearby steps
down to a *REMEDY* then head back inside the tower. Just keep climbing up the
stairs until you reach the top.

Talk to the red robed figure to start a fight with a Ghost Knight. He isn't
anything special, but he has more HP than a standard foe. Gawain's weapon
should be massacring it anyway. It has a nasty Sweep attack, but if you
cleared the Divine Forest then you already saw a beast that could do the same
thing. Flip the switch and then Teleport out to restore any HP/MP you lost.

Return to the castle and head back to the "Sarah screen" and this time take
the western stairs up. Grab the *ELIXIR* and then head outside in the same
manner as before. Go down the stairs and pick up an *ETHER* then return to
the tower interior. Make your way up to the top just like the other side.

You may encounter something called a Magic Pot here. If you refrain from
attacking and give it the items it asks for there is a chance it will properly
die. Doing this will net you a considerable amount of EXP or AP. However, he
can be fickle and you may end up wasting items. At the top of this tower will
be a Ghost Rider. Basically the same story as the other one. Flip the switch
and Teleport out again.

Go back into the castle again and keep heading north past the save point to a
new area. Take the southwestern path for a *SACRED CANDLE.* The top pot in
the northwestern room contains *EYE DROPS.* The southeastern path leads to a
*GAIA'S HAMMER* and the northeastern room has an *X-POTION.* Go back to the
main hall and continue north to the next area.

Make a left at the split and pull the chain at the end of the path. Repeat
this on the other side as well to create a new path. Now continue north to the
next room. If you tap the skull heads in each of the side rooms you can open
some secret doors to the two chests from the other room. The western chest
has a *RISING SUN* and the other chest has a *GOLD HAIRPIN.* Now continue
north from the save point to the throne room. Talk to the woman by the throne
and watch a brief scene. A boss battle is up next.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #32 >                           .
 .                                                                         .
 .                                                                         .
 .  Styx                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Water, Waterga, Undine Cry, Mini, Toad, Temptation,           .
 .           Siren Song                                                    .
 .                                                                         .
 .  Weakness: Lightning                                                    .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

As before Styx's main attacks are all magic based. So you really want to put
up Shell ASAP. Alternatively, have Gawain's first action be his Mighty Guard
to put up Protect and Shell. Haste your main healer as well so you won't have
issues keeping up with Styx. Styx's weakness to Lightning elemental attacks
hasn't changed. However, neither has her ability to counter Lightning magic
with Discharge.

Water will do around 500 to the party, Undine Cry will hit for almost double
that and inflict sap. Styx will double cast Mini/Toad solely to harass you.
She can also cast the multi target Temptation to cause Confusion to the party.
This can easily be dealt with by summoning Unicorn. Overall, this should be a
very easy battle compared to the previous one with Vata. As long as Shell and
Haste are kept up, Styx really isn't capable of killing a party member unless
you let her.

                                  .......

Watch the scenes that unfold and you'll receive the Galantine. Gawain will
leave the party as well. When you regain control, just keep heading south
until more scenes begin. You'll enter into an unwinnable battle. Just Auto
battle until it's over. After that you'll receive the Paladin job and 5 JP.
We're finished with [ Pride Regained ] at this point.


                           [ Honor Among Thieves ]

------------------------------------------------------------------------------
                                                                  {+3SPH+}
     -82- Ship

 Party:    Alba (45)

 Enemies:  Mouse, Megachile, Floating Death

 Treasure: Echo Grass, Ether

----------------------------------

Watch some scenes and then you'll gain control of Alba. Talk to Nacht and
Glaive then head downstairs. Check the pot on the left for *ECHO GRASS* then
talk to Diana. Check the top pot in this room for an *ETHER* and then squash
all of the mice in this room. Enter the northern room and choose "Yes" to
rest. Go back go to the deck and talk to Nacht. Watch the scenes and then go
southwest to reach a town.


------------------------------------------------------------------------------
                                                                  {+3HGK+}
     -83- Hagakure

 Party:    Nacht (45), Diana (45), Alba (45), Glaive (45)

 Enemies:  

 Treasure: Phoenix Down, Shuriken x2, Antidote, Golden Needle, X-Potion,
           1500 Gil, Dance of Veils

----------------------------------

The barrel outside of the inn has a *PHOENIX DOWN.* Head north and work your
way around the house to find a *SHURIKEN* in the top pot. The bottom barrel
inside the house itself has an *ANTIDOTE.* On the southwestern end is a house
with a *GOLDEN NEEDLE* inside the top pot.

Now enter the northern house that looks like it could swallow the entire town.
Go to the western room and check the first of the left most pots to grab an
*X-POTION.* Examine the second shelf in the second row on the right side for
a *SHURIKEN.* Now go to the eastern room and check the bottom of the right
most barrels for *1500 GIL.*

Now there is an optional task we can do at this point if you'd like to unlock
a dance for our newest job. It's not difficult, but it does require quite a
bit of backtracking. You can decide for yourself if you'd like to bother with
it or not. If you want it, then read on. Go into the Hagakure tavern and talk
to the guy by the stage. Agree to dance and then leave Hagakure.

Travel back to the ship and enter it. Check the sparkle to enter a rift. You
will be back in the imperial camp now. If you didn't unlock the black chocobo
before, then do so now. Fly over to Gardenia and do the same thing you did at
Hagakure. Now leave Gardenia and fly all the way back to the small area where
Nacht's group was camping at the start of [ The Dancer ].

Take the rift here back to the passage. Use the black chocobo to fly towards
Aule where you need to dance at the tavern once more. Fly to Kurgis and enter
the rift to head back to Alfheim. Fly over to Verde and do the dance routine
here as well. Now we need to go all the way BACK to Hagakure. Talk to the man
in front of the stage again to learn the *DANCE OF VEILS* dance technique.
 
Keep in mind that there is absolutely no time limit on this. It is also worth
mentioning that it is far less time consuming to do this optional task during
Chapter 4. Anyway, talk to the elder in the central room to open up access to
the next dungeon. Buy whatever you need from the shops and then exit the town.
Travel to the north and west and enter the clearing up ahead.


------------------------------------------------------------------------------
                                                                  {+3MLW+}
     -84- Moonlight Wood

 Party:    Nacht (45), Diana (45), Alba (45), Glaive (45)

 Enemies:  Clouded Wolf, Clouded Bear, Clouded Eagle, Coeurl, Juggernaut,
           Mythril Dragon, Dead Vine

 Treasure: Antimage Bow, Remedy, Shuriken, Diamond Armlet, X-Potion,
           Ether, White Robe, Athena's Mirror, 5 JP

----------------------------------

Talk to the guy and then take the southern path through the trees. Grab the
*ANTIMAGE BOW* from the chest and go through the other route now. Follow it
as it takes you to the next area. Head east then north and take the western
path to a *REMEDY.* Go back and continue north to the next area.

Head north and west for a brief glimpse of something, which will occur a few
more times. Cross the bridge and continue to the next area. Walk forward,
cross the bridge and go up the first trail to get a *SHURIKEN.* Head up the
second trail and go east at the white flower to grab the *DIAMOND ARMLET.*
Continue north to the save point.

Follow the trail forward to the next screen. Walk past the bridge to find an
*X-POTION* then cross it to the south. Head south and grab the *ETHER* from
the chest then go east. Cross the bridge and then go north and follow the way
until you get a *WHITE ROBE.* Backtrack to the first bridge and continue east
then north to a higher elevation.

Grab the *ATHENA'S MIRROR* from the chest then go back down below. Now just
keep going until you reach a save point. A scene occurs north of it. You'll
end up in one of those "hurt me, hurt you" battles, so do exactly that until
he flees. You'll receive 5 JP afterwards and you can exit this place to the
north. Go northeast to reach another town.


------------------------------------------------------------------------------
                                                                  {+3MTG+}
     -85- Matagi

 Party:    Nacht (47), Diana (47), Alba (47), Glaive (47)

 Enemies:  Megachile, Floating Death

 Treasure: Phoenix Down, X-Potion, Dry Ether, 2000 Gil

----------------------------------

Enter the house west of the inn and check the barrel for a *PHOENIX DOWN*
then exit. Check the pot next to the nearby house for an *X-POTION.* Enter
the house itself and check the shelf for a *DRY ETHER.* Now go to the
equipment shop and check the pot behind the building for *2000 GIL.*

Now talk to the red haired guy from Hagakure near the top of the village. All
of the shops here are equivalent to Burtgang, so buy what you can afford.
Again, I recommend Haste before anything else. Leave Matagi and head northeast
over the river to a mountain pass.


------------------------------------------------------------------------------
                                                                  {+3AKV+}
     -86- Akame Valley

 Party:    Nacht (47), Diana (47), Alba (47), Glaive (47)

 Enemies:  Destroyer, Blood Lamia, Devoahan, Belgian, Undertaker,
           Purobolos, Wild Ogre, Juggernaut, Clouded Eagle

 Treasure: Wizard's Rod, Shuriken, Heavy Lance, Diamond Bangle, Cottage,
           Ether, Shuriken

----------------------------------

Follow the trail until it splits. Go north first to get a *WIZARD'S ROD* then
return to the split and head east to the next area. Keep going east until you
reach a *SHURIKEN* then go back and head north. Follow this path all the way
to the next screen.

Keep going until you reach some steps. Climb the first set of steps and then
the closest steps to you. Follow this trail for awhile and it will eventually
lead to a *HEAVY LANCE.* Go all the way back to that first set of steps and
climb the other set this time. Follow it to the next area.

Go past the save point and climb up the steps. Take the eastern path first to
get a *DIAMOND BANGLE.* Back up to the steps and then go north for a scene.
Head north up the steps and into the next area. Follow the path and talk to
Jinnai for a scene. Go southeast, down the steps to the chest.

Open it to get a *COTTAGE* then head to the next area. Grab the nearby *ETHER*
then go east and climb down some steps. Head west and keep going until you
reach a chest with a *SHURIKEN.* Now go down the other route and head south at
the bottom to leave this place. Head northeast to reach a tower.


------------------------------------------------------------------------------
                                                                  {+3TWT+}
     -87- Tower of Trials

 Party:    Nacht (50), Diana (50), Alba (50), Glaive (50)

 Enemies:  Lesser Ninja, Belgian, Clouded Eagle

 Treasure: 5 JP

----------------------------------

Head north to begin a scene. You'll enter into a battle with 4 Lesser Ninja.
These guys are normal monster caliber so take out the trash. Beat them and
there will be lots of lovely dialogue. You'll temporarily be controlling only
Jinnai for a bit. Keep moving forward and Auto battling through the enemies.
However, you might want to make use of Healing Pill against the Knight.

Watch some more scenes and Jinnai will officially join the party. You'll also
gain 5 JP. Jinnai is a very powerful ally. Ninja are extremely fast and their
Katanas generally have good attributes. His Restorative Pill is very useful
for healing up a single ally.

Leave this place for now as there is something else to do first. Go northwest
from the Tower of Trials to find a chocobo forest. Unlock the black chocobo
so we have easy access around the area. The next Eidolon is pretty tough at
this stage of the game. You may need a 2nd healer for it so I would recommend
buying some extra equipment from Matagi. Otherwise fly or walk south and then
all the way west to reach a cave.


------------------------------------------------------------------------------
                                                                  {+3UWT+}
     -88- Underwater Tunnel

 Party:    Nacht (50), Diana (50), Alba (50), Glaive (50), Jinnai (55)

 Enemies:  Goblin Mage, Mother Lamia, Hoanes, Sea Flower, Poison Toad,
           Gelato, Grand Shell

 Treasure: Remedy, Shuriken, Ogrekiller, X-Potion, Platinum Helm

----------------------------------

Climb down the ladder and continue south to a scene. Go southeast and follow
the path to a *REMEDY.* Now return to the split and go north until you reach
the next area. Use the first set of steps you see to go into the water and
head west for a *SHURIKEN.*

Now go back to the other side and head north past the first set of steps.
Enter the water from the second steps and go north to a waterfall. Head
through the middle of it to enter a secret room with a chest containing an
*OGREKILLER.* Now go back and take the other set of steps that we skipped.
Make your way north into the next room.

Head north and west to grab an *X-POTION* then head south from this island to
get a *PLATINUM HELM.* Now just head to the north side of this room and take
the ladder up to the next room. The exit is to the right. Our destination is
visible on the mini map. Head there and enter the temple.


------------------------------------------------------------------------------
                                                                  {+3ABS+}
     -89- Abyssal Shrine

 Party:    Nacht (51), Diana (51), Alba (51), Glaive (51), Jinnai (55)

 Enemies:  None

 Treasure: Asura, Happo Shuriken, Leviathan summon

----------------------------------

Head forward and descend the steps. You can pick up a chest from each side of
the platform. The western route leads to an *ASURA* while the eastern one has
a *HAPPO SHURIKEN.* Now head into the water and walk around the rocks and
have a chat with the robed figure.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #33 >                           .
 .                                                                         .
 .                                                                         .
 .  Leviathan                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Tidal Wave, Binding Attack, Waterga, Aqua Breath, Slow        .
 .                                                                         .
 .  Weakness: Lightning                                                    .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

You're treated to a healthy dose of Tidal Wave as soon as the battle begins.
This will cause around 1600 damage to the party. I recommend having everyone
spend some time tossing Hi or X-Potions around so your healer can get Haste
up. Leviathan's physical attack does about 1000 damage to the front row and
is often paired with the paralyzing Binding Attack. Waterga will strike an
ally for about 1500. Aqua Breath hits the party for about 700. Leviathan also
frequently counters physical attacks with Slow.

He will use Tidal Wave at periodic intervals throughout the fight. It seems
like these intervals get shorter as the fight goes on. This fight is about
eating a lot of damage and healing through it as best as possible. It can be
hard to keep up with the damage if your main healer ends up getting paralyzed
at a bad time. The one saving grace about this fight is that Leviathan is very
easy to damage. Thundaga will come close to the 3000 mark and a Monk with the
Blast Knuckles can achieve 2000 with War Cry and Strike. This is one of those
fights that you want to end fast and it can be done with enough Lightning
damage.

                                  .......

You'll be rewarded with the powerful *LEVIATHAN* summon after besting the
Eidolon. A shortcut will appear to the south which will put you pretty close
to the beginning of the Underwater Tunnel. Now make your way back to the
Tower of Trials at this point.


------------------------------------------------------------------------------
                                                                  {+3TTR+}
     -90- Tower of Trials Revisited

 Party:    Nacht (51), Diana (51), Alba (51), Glaive (51), Jinnai (56)

 Enemies:  Attack Dog, Lesser Ninja, Poison Toad, Kurohabaki, Nix,
           Magic Pot, Devout, Helios

 Treasure: Blackbelt Vest, Elixir, Shuriken, Asura, Rising Sun,
           Platinum Armor, Ninja job, 5 JP

----------------------------------

Head north and enter the tower itself. Continue into the next room and head
up the stairs. Take the western path and enter the first door you see. Pull
the left chain and then leave the room. Continue south and keep going into
another room. Check the chest and you'll be attacked by some enemies. The
*BLACKBELT VEST* is yours afterwards.

Leave this room and head over to the east side. Enter the southern room and
check the chest for another battle with the same foes. You'll get an *ELIXIR*
this time. Now leave this room and head north to another room with 3 chains.
Pull the middle one to open up the locked door in the center of the main room.
Go through that and past the save point to the next floor.

Head west to the nearby pillar and then north to find a *SHURIKEN* then try
and go upstairs. You'll be back attacked by Tobikage. You can't win this one
so just do the usual until it's over. This floor is tricky because if you
step on any tile that had a crack in it on the previous floor you will fall.
Follow the instructions to grab the chest and proceed onward.

1) 3 steps right, 8 steps down. Move over to the pillar.
2) 1 step down, 1 step right, 5 steps down and 2 steps right.
3) 1 step down, 3 steps right, 4 steps up, get the *ASURA* and then fall.

4) From the start: 3 steps right, 8 steps down.
5) 9 steps left, 1 step down, 3 steps left, 1 step up.
6) 4 steps left, 7 steps down, 4 steps right, 2 steps down.
7) 3 steps right, 1 step up, 3 steps right, 6 steps down.
8) 2 steps right then you can head south to reach the outside.

Well glad that's over. You can head up either side of the stairs to get back
inside. Enter the door on the left to go to the next room. Walk 3 steps north
and notice that arrows start flying out of the wall. Everytime you get hit by
one of these you will take 100 damage. So you can either try to avoid them by
timing it or just through and heal up afterwards.

The first chest on the left has *HAPPO SHURIKEN* and the second one has an
*X-POTION.* Continue into the next room and head up the stairs. Cross over and
enter the next room. In this room if you step on the wrong tile you will be
sent back to the room before the arrows. Follow the instructions:

1) Jump down 1, right 1, down 1
2) Jump right 1, down 2, left 2, grab the *RISING SUN.*

3) Jump up 1, right 2, up 2
4) Jump left 1, up 2, right 2
5) Jump down 1, right 1, down to the save point.

That's the last of these puzzles. Head outside via the southern exit and walk
to the middle for a boss fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #34 >                           .
 .                                                                         .
 .                                                                         .
 .  Tobikage x4                                                            .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Wind Slash, Sweep, Blitz, Displacement, Flash                 .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

This battle can either be really annoying or just slightly tedious. Only one
of the 4 Tobikages is the real one at any given moment. Attacking the wrong
one will kill the clone but incur a counter that deals about 300 damage to
the party. If you kill too many clones without hitting the real Tobikage he
will simple use Displacement and change positions. You can try using single
target attacks to guess where he is. This is the annoying method as chances
are good that you'll just never find him.

Alternatively, you can use attacks that hit all 4 of them in order to kill
every clone and leave Tobikage wide open for one attack before he uses his
Displacement. Naturally, you'll have to deal with taking 3 counters at once.
As long as you use Curaja or Cure Waltz after a round of counters, there's
basically no way you can die. You just have to rinse and repeat until he's
dead.

                                  .......

Head north back into the tower. Now take the eastern path first and continue
until you're outside. Climb up the first chain rope to the side and then hit
the switch. Now return to the first hallway and take the western route this
time. Follow this route as it takes you outside. Climb up the chain rope here
in order to get *PLATINUM ARMOR.*

Now go back yet again and return to where you hit the switch. Climb up the
second chain rope and head back into the tower at the top. The save point up
ahead will give you the usual about how this is the last one in Chapter 3.
Head north to enter the top floor and then walk south and examine the pillar.
The next fight is another candidate on the Auto battle game show. The real
boss fight starts after that.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #35 >                           .
 .                                                                         .
 .                                                                         .
 .  Elder / Mind Parasite                                                  .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Flame, Flood, Blitz, Right Arm, Great Gale                    .
 .           Thundaga, Blizzaga, Forsaken, Mind Blast, Soul Purge          .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

The Elder's physical attack does about 1100 to the front row and he will most
likely counter your physical attacks. His Ninjutsu will do about 700 to the
party. That's about all he does until he puts his back to the wall. At this
point his damage will rise a bit and his Ninjutsu damage will go up by about
30%. He can also use Great Gale which is essentially the Tornado spell that
brings its target down to critical HP.

After sustaining enough damage, Elder will become Mind Parasite and change
tactics. He will start to use -aga tier nukes for about 800 to the party.
These can also be chain casted on single targets for up to 1800 a shot. He
will also use Forsaken, which can confuse the party and drain MP at the same
time. Physical attacks may get countered with Mind Blast, which does minor
damage, but inflicts Sap and Paralyze.

The most dangerous attack is Soul Purge, which can exceed 1500 damage to the
party. This phase of the fight should be dealt with quickly as it is dangerous
to let the Mind Parasite get in too many attacks. Fortunately, this version
of the boss is still considered human. The Ogrekiller and Asura are powerful
human killing weapons. They will tear the Mind Parasite apart in the hands of
a Warrior / Dark Knight and Jinnai.

                                  .......

Watch the scenes that follow and you'll receive the Ninja job plus 5 JP. With
that we are finished with [ Honor Among Thieves ] as well as Chapter 3.


==============================================================================
                                                                  {+CPT4+}
                             --  E. Chapter 4  --
                                  "Twilight"

==============================================================================

------------------------------------------------------------------------------
                                                                  {+4ASP+}
     -91- Airship

 Party:    Sol (51), Sarah (51), Aigis (52), Dusk (52)

 Enemies:  Trooper

 Treasure: 5 JP

----------------------------------

Watch some scenes and you'll end up in a battle with some Troopers. These are
enemies from the last chapter, so you really shouldn't have trouble with them.
You get to fight them one more time, except it's a preemptive battle. After
some talking and some flying, you'll get 5 JP. Leave the airship via the
ladder and enter Mysidia.


------------------------------------------------------------------------------
                                                                  {+4MSD+}
     -92- Mysidia

 Party:    Sol (52), Sarah (52), Aigis (52), Dusk (52)

 Enemies:  None

 Treasure: Dry Ether, Remedy, Phoenix Down, X-Potion, White Cape

----------------------------------

The bottom barrel next to the inn has a *DRY ETHER.* Go into the item shop
and check the middle box for a *REMEDY.* Head into the main building on the
north side and enter the western room. Check the top pot for a *PHOENIX DOWN*
then head to the eastern room. Examine the right shelf for an *X-POTION* and
then go into the central room. Search the right shelf for a *WHITE CAPE* then
go back and up the stairs. Talk to the Great Elder at the end of the path.
Leave the building after the scenes are over.

The only shops that are open at the moment are basically the same ones from
Burtgang. However, there are a few different weapons so check and see if you
need anything. Also, the item shop now sells X-Potions. Hi-Potions have been
worthless in battle for awhile now, so get some of these if you rely on item
healing. Leave Mysidia through the same path you came in and talk to Dr. Lugae
aboard the airship. You'll eventually end up back on the Heliogabalus.


------------------------------------------------------------------------------
                                                                  {+4HGB+}
     -93- Heliogabalus

 Party:    Sol (52), Sarah (52), Aigis (52), Dusk (52)

 Enemies:  Gustav, Trooper, Terminator, Courier

 Treasure: Ether, Golden Needle, Assassin Dagger, Dry Ether, Cottage,
           X-Potion, Dragon Armlet, Dragon Shield, Phoenix Down,
           Elixir

----------------------------------

Head north and enter the door that's unlocked. There's a moogle shop and a
save point in here. Descend the ladder and follow the path to a door leading
to the next area. Walk past the soldier and grab the *ETHER* then head back
and come close to him to start a fight. The battle is against a Terminator,
which you will fight a few of throughout this place. Like all machines they
are weak to Lightning.

Head east and then south for a *GOLDEN NEEDLE* then go north through the door.
Tap the gate at the north end and then proceed through it after the scene.
Descend the ladder to the next floor. Follow the path to the end skipping the
first turn in order to get an *ASSASSIN DAGGER.* Now back up and go down the
skipped path to the next room. Follow the west path first to get a *DRY ETHER*
then backtrack the other way.

Climb up the ladder first and grab the *COTTAGE* before heading through the
southern door. This will open up the locked door from before and provide a
shortcut back to the save point. Now return to the other room and engage the
soldier. This battle will be again a Geo Armament which will start making some
appearances as random encounters soon.

Grab the *X-POTION* from the chest then head north to the next room. Tap the
gate again and head through it. Descend the ladder and follow the path past
the door all the way to the chest for a *DRAGON ARMLET.* Now head back and go
through the door.

Check the gate once more and you'll enter a brief battle that can't be won.
You'll be in the next room after the scene is over. Cross over and enter the
next room. Proceed onward and enter the save room. Head to the next room for
a boss fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #36 >                           .
 .                                                                         .
 .                                                                         .
 .  Vata                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Howling Gale, Holy Breath, Jump, Wild Dance                   .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

This battle is more or less exactly the same as the one from Mount Wells. The
main difference is that you should be nearly 10 levels higher than you were
back then. Thus this battle is relatively easy because you have more HP and
higher SPD values so Vata doesn't seem as ridiculously fast. As long as you
Haste your healer and use decent weapons like the Ogrekiller and Asura this
battle should be over rather quickly. The only noteworthy addition to his
arsenal is Holy Breath. This will hit for around 1200 to the party.

                                  .......

Continue north into the next room and then again to the engine room. You can't
win this battle so Auto your way through it. Ignore your better judgment and
head north to get a *DRAGON SHIELD.* Now go back to where you fought Vata and
make your way through the path that was blocked.

Keep going until you reach a split. Head north to pick up a *PHOENIX DOWN*
then head back and east. Take the *ELIXIR* along the way to the next room.
Continue past the save point and hop on the airship. Tap through some dialogue
then head east and north up the ladder. Just walk over to the platform (no,
you don't have to job change).


------------------------------------------------------------------------------
                                                                  {+4WRD+}
     -94- World Map

 Party:    Nacht (53), Diana (53), Alba (53), Glaive (53), The Mask (60)

 Enemies:  Caladrius, Floating Death

 Treasure: 5 JP

----------------------------------

Watch a brief scene and The Mask will join the party and you'll receive 5 JP.
The Mask is even more amazing now. His Flare spell will probably put out the
highest damage you've seen yet. Head south to a ship and approach the wheel
to depart. Exit the ship and head southwest around the mountains and such to
reach a town.


------------------------------------------------------------------------------
                                                                  {+4LFA+}
     -95- Lufenia

 Party:    Nacht (53), Diana (53), Alba (53), Glaive (53), The Mask (60)

 Enemies:

 Treasure: Remedy, Ether, X-Potion, Silver Spectacle

----------------------------------

Check the top pot next to the equipment shop for a *REMEDY.* Search the lone
pot near the stairs leading down for an *ETHER.* Head down those steps and tap
the bottom pot for an *X-POTION.* There is also a *SILVER SPECTACLE* in the
right most shelf. Talk to the old lady in here to gain access to the place we
have to go to next. Now leave Lufenia and head southeast to a tower.


------------------------------------------------------------------------------
                                                                  {+4RST+}
     -96- Rosetta Tower

 Party:    Nacht (54), Diana (54), Alba (54), Glaive (54), The Mask (60)

 Enemies:  Lufenian Soul, Spectre, Spite, Mystic Dragon, Magic Pot,
           Mini Satana, Medusa, Creature, Radon

 Treasure: X-Potion, Assassin Dagger, Remedy, Dragon Shield, Gold Hairpin,
           Flame Whip, Wonder Wand, Shuriken, Chouchou

----------------------------------

Head north and tap the door to open it then proceed into the tower. Follow
the path upto the next floor. Keep going along the path until you reach a
chest with an *X-POTION.* Head into the northern room and flip the switch to
create a new opening on the first floor.

Now back up to the X-Potion chest and make your way down the eastern set of
stairs and follow the path to the two chests from the first floor. Take the
*ASSASSIN DAGGER* and the *REMEDY* then Teleport out of the tower. Return to
the tower and take the new passage up to a new area. Head west and grab the
*DRAGON SHIELD* then continue on this path.

Go past the stairs and pick up the *GOLD HAIRPIN* first. Now ascend the stairs
and head down the western path first. Continue south and then enter the door
all the way to the southwest. Take the *FLAME WHIP* and leave this room. Enter
the nearby room to be returned to the staircase. Now head down the eastern
route and pick up the *WONDER WAND* on the way down.

Enter the central door for a *SHURIKEN* then go back inside. Enter the next
door on the right and step on the magic tile. Head into the northern room and
follow the long eastern path to a chain on the wall. Pull it and then grab the
*CHOUCHOU* from the nearby chest. Now backtrack a little bit and head through
the new hallway.

Follow the northern route to a staircase. Go down either path and up the set
of stairs past the save point. Examine the statue just ahead. The first fight
will end right after it starts, but the second one is an actual boss battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #37 >                           .
 .                                                                         .
 .                                                                         .
 .  Guardian                                                               .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Quake, Thwack, Headbutt, Roundhouse, Right Arm, Pox           .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

The Guardian has a variety of attacks that all pretty much hurt. Quake will
do about 1300 to the party. The Guardian's physical attack will hit the front
row for nearly 1300 along with Headbutt, Roundhouse, etc. Thwack is a little
lesser than Quake. Pox is especially dangerous to anyone in the front row
who has poor defense. I've seen this attack do up to 2500 damage before.

Despite its hulking appearance, the Guardian is rather fast and it's important
to spend the first few turns getting the usual buffs up. Have The Mask put
his White Magic to use by casting Protect and Shell while your main healer
gets Haste up. The Guardian has solid defense but falls fairly easily to
magic. The Mask's Flare spell should be doing over 4000 to it and an -aga
from a Black Mage should do around half that.


------------------------------------------------------------------------------
                                                                  {+4MDS+}
     -97- Mysidia

 Party:    Sol (53), Sarah (53), Aigis (53), Dusk (53), Sophia (60)

 Enemies:  None

 Treasure: 5 JP

----------------------------------

Watch a number of scenes and you'll be back in Mysidia. Head into the main
building and talk to Sophia. Head back outside, talk to Sophia again and she
will join the party. You'll also receive 5 JP. Sophia is essentially a healer
with very limited offensive capabilities. You may wish to switch your regular
healing to another job while she's with you, but that's your call.

Take Dusk up on his advice and visit all of the shops again because they have
all new equipment and spells to buy. Especially important is the Curaga spell
and Comet if you use a Black Mage. Head into the unsealed building and descend
the stairs to enter the cavern.


------------------------------------------------------------------------------
                                                                  {+4MSD+}
     -98- Mysidia Cavern

 Party:    Sol (54), Sarah (54), Aigis (54), Dusk (54), Sophia (60)

 Enemies:  Black Lizard, Brain, Caterchipillar, Desmodontidae, Alchemist,
           Gorgimera, Zombie Dragon, Mythril Golem

 Treasure: Golden Needle, Flame Whip, Sacred Candle, Muse's Harp, Coronet,
           Defender, Valkyrie Coat, Sledgehammer, Holy spell

----------------------------------

Go to the next room and grab the nearby *GOLDEN NEEDLE.* Now head west and
follow the path to a *FLAME WHIP.* Go east and descend the ladder to the next
level. Take the nearby ladder down to a *SACRED CANDLE* then make your way to
the west. Go past the ladder and get the *MUSE'S HARP* from the chest then go
down.

Keep going down to the next floor where there is a nearby *CORONET.* Now keep
following the path south until it leads to a scene and a save point. Descend
the ladder to the next floor. Follow the path down the ladder and enter the
room to find a *DEFENDER.* Exit the room and descend the ladder.

Proceed onward and take the *VALKYRIE COAT* from the chest before heading down
the ladder. Enter the next room and exit it just as quickly then enter the
next room as well. Go through this room to get a *SLEDGEHAMMER.* Now go back
and take the northern route from before to a save point. Keep going north to a
scene and a boss fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #38 >                           .
 .                                                                         .
 .                                                                         .
 .  Protector                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Thwack, Roar, Holy, Holy Breath, Soul Despair                 .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

The Protector typically doubles up a few of its attacks. It can use a physical
attack coupled with Thwack as well as Roar. Holy is very powerful and can one
shot a low level mage. Holy Breath deals about 1300 damage to the party. It
also makes use of Soul Despair which brings the party to critical HP. This
fight shouldn't be that hard to beat.

The usual Protect/Shell and Haste the healer routine will make the Protector
unable to inflict any killing blows. Note that it is strong against Holy, so
switch weapons if you're using a Paladin. That Sledgehammer you picked up is
a fine choice if you've got nothing else. The newly acquired Comet spell will
be pretty strong if you use a Black Mage.

                                  .......

Watch the scenes and you'll receive the white magic spell *HOLY.* In addition,
Light side White Mages can now use White Magic Lv. 8.


------------------------------------------------------------------------------
                                                                  {+4RWS+}
     -99- Rosetta Tower

 Party:    Nacht (55), Diana (55), Alba (55), Glaive (55), The Mask (60)

 Enemies:  

 Treasure: 5 JP

----------------------------------

Watch some scenes and you'll get 5 JP. When you regain control simply Teleport
out of this place. Head back to Lufenia now and talk to Dr. Unne. Now go out
to the town and talk to the white shirt girl by all of the statues. Check out
the shops at this point, as the better stuff is now available. Leave Lufenia
and head south past the Rosetta Tower to the next purple dot.


------------------------------------------------------------------------------
                                                                  {+4BRG+}
     -100- Barrier Grove

 Party:    Nacht (55), Diana (55), Alba (55), Glaive (55), The Mask (60)

 Enemies:  Pteryx, Giant Bird, Pantera, Stealth Spider

 Treasure: Remedy, Sagittarius Bow, Dragon Helm

----------------------------------

Walk south a few steps for a scene. Keep going south to the next screen. Now
immediately head west and pick up the *REMEDY.* Skip the other path and go
back to the original position. Head south, west and then north to reach the
other chest for a *SAGITTARIUS BOW.*

Now go back and head west to the next area. Head south and pick up the
*DRAGON HELM* before heading northwest. Now just follow the trail until it
takes you back to the world map. Enter the ruins to the south.


------------------------------------------------------------------------------
                                                                  {+4LFR+}
     -101- Lufenia Ruins

 Party:    Nacht (55), Diana (55), Alba (55), Glaive (55), The Mask (60)

 Enemies:  Abaddon, Vampire, Lamia Queen, Black Flan, Cursed Gold,
           Lufenian Soul, Grand Mummy, Giant Soldier, Marlboro

 Treasure: Phoenix Down, Coronet, Dry Ether, Ruffian's Knife, Deathbringer,
           Elixir, Dragon Mail, Tiger Fangs, Valkyrie Coat, X-Potion,
           Sledgehammer, Dragon Armlet, Stoneblade, Kiku-ichimonji,
           Diabolos summon

----------------------------------

Head north into the actual ruins to find a tablet and a save point. This stone
tablet is basically the equivalent of a healing pot. Take the eastern stairs
first and pick up the *PHOENIX DOWN.* Go back and take the western stairs this
time. Just follow this path until you come across a split between two doors.

Go into the first room for a *CORONET* and then head into the next room. Make
your way north grabbing the *DRY ETHER* as you pass by. Go into the southern
room first for a *RUFFIAN'S KNIFE* then head into the northern room. Skip the
first room and go into the second one. Head straight south until you get a 
*DEATHBRINGER,* then back up to the previous room and go east.

Grab the *ELIXIR* along the way to the next room. Enter the nearby room and
hit the gold button on the back to open up a passage. Exit this room and enter
the next room to the south. Open the chest for a *DRAGON MAIL* and then back
it up all the way to where the passage was opened up. In this room pick up the
jewel in the middle and Teleport out of the dungeon.

Return to the tablet room and head north. Insert the jewel into the left slot
on the wall and use the teleporter. Head south into the next room for a scene
and then south again. Follow the path and go upstairs to find *TIGER FANGS.*
Head back down and go through the nearby door. Touching anything in this room
will lead to a fight.

The flames will follow you around but the soldiers are pretty easy to avoid
if you figure out their patterns. Head north first to get a *VALKYRIE COAT*
then head west up the stairs. Enter the first room you come across and head
up the eastern route to get an *X-POTION.* Leave the room and head west to
another room with flames and the rotating soldiers.

Head west first through all of them and grab *SLEDGEHAMMER* from the chest.
Now go south into the next room. Take the *DRAGON ARMLET* from the southern
chest and then head upstairs. Pick up the jewel from the altar and then cast
Teleport to get back outside. Return to the tablet room and place the jewel
into the middle socket. Take the teleporter to the new area.

Head north and go into the eastern room for a *STONEBLADE.* Head back up to
the previous room and take the western route. Walk south a little and look
for a path on the west that is slightly different colored than the rest of
the black. Go through this passage for a *KIKU-ICHIMONJI* then continue down
the main path. Enter the next room and head down the nearby steps to enter
the Hall of Demons. Go down the central path past the save point and examine
the jewel at the end of an Eidolon fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #39 >                           .
 .                                                                         .
 .                                                                         .
 .  Diabolos                                                               .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Dark, Mind Blast, Evil Messenger, Comet, Binding Attack,      .
 .           Dark Breath                                                   .
 .                                                                         .
 .  Weakness: Holy                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Diabolos has some very strong magic attacks. Dark will hit the party in the
neighborhood of 1000 damage but this seems to be his least used attack. Comet
can hit up to 2500 damage on allies with low resistance. Evil Messenger will
hit for around 1600 to the party and Dark Breath is around the same or a bit
higher. The worst part of this fight is that Diabolos frequently counters any
attack with the paralyzing Mind Blast. If you simply try and Auto fight your
way through this you'll likely be left with an entirely paralyzed team other
than your healer.

Haste your healer right away and have The Mask get Shell up ASAP. You don't
want to be taking Diabolos' magic attacks head on at full force. The boss is
weak to Holy attacks, but this is the wrong team to exploit that element.
Comet and The Mask's Flare spell are your best bets for hurting Diabolos.
However, most attacks in general work well enough. Diabolos will probably keep
your main healer pretty busy. Someone else will probably have to use Remedies
for the paralysis, or The Mask can cast Basuna.

                                  .......

You'll receive the *DIABOLOS* summon after the fight. It's a strong summon
but going forward there will be a number of enemies that resist its element.
Leave this room through the eastern staircase. Continue east up another set
of stairs. At the end of this path there is another discolored hidden passage
that will lead to the last jewel.

Teleport out, head back to the tablet room and power up the teleporter. Use
it to enter the final level of the ruins. Go down either way and enter the
Mirror Room for some scenes. Watch some scenes and then head south until
another scene plays. You'll now be back on the world map. Enter the cavern
to the north.


------------------------------------------------------------------------------
                                                                  {+4MSV+}
     -102- Massive Cavern

 Party:    Sol (55), Sarah (55), Aigis (55), Dusk (55), Sophia (61)

 Enemies:  Ghast, Marlboro, Apocrypha, Ahriman, Fury, Behemoth,
           Tiatanius, Parasite, Black Flan

 Treasure: Phoenix Down, Remedy, Judgment Staff, Gae Bolg, Dragon Mail,
           Chouchou, Dragon Helm, Tiger Fangs, Ruffian's Knife, Cottage,
           Stoneblade, Seer job, 6 JP

----------------------------------

Your White Mages now have access to the extremely powerful Holy spell. My own
preference would be to use Sophia as a healer (she doesn't get access to Holy)
and field a White Mage as a support buffer and offensive caster. Anyway head
north for a brief scene and then descend the ladder. Go west when you can to
get a *PHOENIX DOWN* then head south to the next room.

Keep going south until you reach a *REMEDY* and then head west. At the end of
the thin path you'll be forced into a fight against a Behemoth. These aren't
really that hard, just heal through the damage and you shouldn't have much of
a problem. Holy and Comet work nicely against it. Keep your HP high at all
times because it will cast Comet as a final attack before it dies.

You'll have to face a few more of those so just be aware. Head west and take
the narrow path first to get a *JUDGMENT STAFF.* Back up and enter the next
room. Follow the path to a staircase leading down to the next floor. Go along
this path past the ladder to get *GAE BOLG.* Descend the ladder to reach a
save point and head east. Grab the *DRAGON MAIL* from the chest and then go
back and head west to fight another Behemoth.

Skip the ladder and follow the path to get a *CHOUCHOU.* Now return to the
ladder and head down to the next floor. Head west and skip the ladder to get
a *DRAGON HELM.* Now descend the ladder and the next one as well. Head east
and climb up this ladder to reach a chest with *TIGER FANGS.* Go back down and
head south all the way to a chest that has a *RUFFIAN'S KNIFE.* Now back up
and go down the ladder to the next part of the cavern.

Go down the nearby ladder and follow the path to a *COTTAGE* then back up and
head west then south to the next room. Ignore the ladder and walk around the
path for a *STONEBLADE.* Now go back and head down the ladder and follow the
path until you reach a save point. Continue south and tap the crystal that's
here. You will receive the Seer job and 6 JP and some more scenes will begin.


------------------------------------------------------------------------------
                                                                  {+4LNM+}
     -103- Lufenia and Mysidia

 Party:    Nacht (57), Diana (57), Alba (57), Glaive (57)
           Sol (57), Sarah (57), Aigis (57), Dusk (57)

 Enemies:  Imperial Elite, Weresoldier Z

 Treasure: Meteor spell, Magus job, 6 JP

----------------------------------

Watch some scenes and you'll enter an unwinnable battle against Cocytus. Just
Auto your way to its end. Watch a scene and you'll acquire the black magic
spell Meteor. In addition, Dark side Black Mages are now able to cast spells
from Black Magic Lv. 8. After the brief fight sequence you'll also receive
the Magus job and 6 JP. There will be a long scene afterwards and then you'll
regain control.

Enter Mysidia and head north to Sophia. Now leave Mysidia through the eastern
gate for a scene.

Head north and enter Lufenia. You'll end up in battle with 4 Imperial Elites.
They're not hard so just demolish them.

Now just watch a bunch of scenes and then talk to Dr. Lugae and choose "Yes"
to proceed. Exit the airship, enter Lufenia, and proceed north for a scene and
a battle. You'll be up against 4 Weresoldier Zs. These aren't as pathetic as
the previous soldiers, but they still shouldn't be a problem.

Tap through some dialogue and then give Dr. Lugae the okay to return to
Mysidia. The two groups are now officially merged into one! I think it goes
without saying that you now have much more freedom over your party. Let me
just outline some basics and some of my personal preferences.

1) Sol and Nacht's inventories and gil are combined.

2) Party members can be swapped around at any time by using the "Row" function
on the main menu. The first five are considered your active party and the last
three are your reserves. Characters in the reserves receive ZERO EXP AND AP.
This means they will NEVER get stronger unless trained directly. The best way
to use your reserves is to change them all to White Mages and have them act
as out of battle healers.

3) I suggest choosing five characters you like and sticking with them through
the rest of the game. You can use all of them if you like, but you might need
to do extra grinding. There aren't any parts that force you to use certain
characters anymore. So, there really is no advantage to using more than five
characters actively.

4) All summons that you've obtained thus far are available to every character
now. That means the Light side can cast Titan, Ifrit, etc. and the Dark side
can cast Ramuh, Shiva, etc. Additionally, any f-abilities that were restricted
to either side purely due to lack of a required summon can now be learned by
anyone in the party.

5) Jobs are still restricted based on Light and Dark sides. This is the most
important factor when choosing your party. In addition, this also means that
the Light side will never have access to Black Magic Lv. 8 and the Dark side
will never have access to White Magic Lv. 8. 

6) Constructing your party is something you have to think about. I personally
suggest starting with two characters to share healing duty. One of them can
also contribute to the offense at times when a single healer is sufficient.
Random battles and certain bosses come to mind. The three main healing jobs
are White Mage, Seer and Summoner (you'll see why soon).

After that, the other three members can pretty much be anything. Ideally you
want them to be able to put out as much damage as possible. However, you may
like the idea of a Bard or Dancer in a supportive role.

Keeping those tips in mind, take a few minutes to setup your party (don't
worry about lack of gear right now) and then head back to the airship via the
world map. Talk to Dr. Lugae and choose "Yes" to start some scenes. Exit the
airship and go to Braska if you need to buy equipment. Most shops from now on
will be denoted by the red bandana guy. If not, head west and enter the
clearing near that black thing.


------------------------------------------------------------------------------
                                                                  {+4DSF+}
     -104- Deist Forest

 Party:    Sarah (57), Diana (58), Dusk (57), Nacht (58), Sol (57) 

 Enemies:  Goblin Prince, Vorpal Bunny, Earth Raptor, Ahriman,
           Imperial Elite, Weresoldier Z

 Treasure: Remedy, Elixir, 12800 Gil, Large Fang, Dark Matter

----------------------------------

Walk north a bit and then grab the *REMEDY* on the left. Now head through the
central route to get an *ELIXIR.* Go back and take the last route and follow
it to the next screen. Keep following the path until you can go south. Do so
to get *12800 GIL.*

Now return to the north and go forward to the next area. Head west and grab
the *LARGE FANG* then continue north to the next screen. Go north a bit and
click on the rift. Take either direction and keep going north past the save
point.

Talk to the solders to begin a battle against more of those Imperial Elites
from before. You've fought these before with less people, so just dispose of
them. Again you'll face off against some more Weresoldier Zs. After that you
will pick up the thing. Now you need to head back out to the world map. For
some reason, Teleport doesn't work in these rifts. So, you'll need to head
back to the forest before casting it. Backtack to the airship and talk to Dr.
Lugae.


------------------------------------------------------------------------------
                                                                  {+4APS+}
     -105- Airship

 Party:    Sarah (58), Diana (58), Dusk (58), Nacht (59), Sol (58) 

 Enemies:  Talos, Earth Eater, Elder Dragon

 Treasure: Dark Matter, Argy summon, Holy Lance, Bunny Ears,
           Reflect Bangle, Moogle Charm, Regen Bangle, Tetra Bangle,
           100000 Gil, Moogle Coin x7, Alexander summon

----------------------------------

Tap through the dialogue and then go back to Dr. Lugae. You'll receive the
*WORLD MAP* and now you can use the airship to go anywhere you want. You're
given literally tons of freedom at this point. I'll try to take it step by
step. Our next required objective has several locations that need to be
visited. These can be approached in any order you want. I'm just going to fly
around and land at whichever ones I come across. However, before we do that
let's grab some stellar equipment worthy of our heroes.

Start flying and select "Map" then scroll to the bottom to "Moogle Cave" and
head over to where it is. The weapons and armor sold here are the best that
you can pay gil for in the game. I suggest outfitting your active team with
equipment from here. Also, there are some new supplies, such as the Dry Ether
and Remedy, that you might want. Make sure to save 100000 gil because we will
need it shortly. Lastly, the fang and tail Gnomes are here as well. More info
on both of these NPCs can be found by searching for {+FNGG+} and {+TALG+}.

Now get on the airship and fly to Fabrica. Head north and east and check the
flower. You may as well also talk to the tan bandana guy near the entrance.
Pay him 100000 gil to get none other than the *DARK MATTER* (2/8) for this
area. Return to the airship and head into the cabin. Talk to Argy to receive
the *ARGY* summon. This summon is essentially Curaga on the whole team and it
adds a random buff as well.

There is a bunch of optional stuff you can pick up at this point. If you want
to simply proceed with the storyline, then skip the next couple of paragraphs
and check the next section. Otherwise, continue reading.

Now return to the wheel and fly to Deist. Enter the town and head west where
there is a new chest. Open it for a *HOLY LANCE* then leave the town. Board
the airship and fly over to Harmonia. Remember this place? It hasn't served
a purpose in a long time. There is a chest here towards the northwest that has
*BUNNY EARS.* If you enter the northeastern house you'll find something that
is blocked off. You can come back to this after beating the game.

Get back on the airship and carefully look at the layout of the island on the
mini map. You should notice a very small spot of land that you can put the
airship down to the northeast. Do so and walk around this little area until
you enter a hidden shrine sort of thing. In here is a single treasure chest
that is guarded by Talos. Don't treat this as a normal monster because it can
be fairly powerful at this point of the game. Defeating it will award you with
a *REFLECT BANGLE.*

Now exit and board the airship again. This time make your way north a little
bit until you reach Castle Avalon. Fly directly west until you spot a patch
of desert surrounded by mountains on all sides. Land on the grass and wander
around on this desert until you come across another hidden shrine. This chest
is guarded by an Earth Eater.

This thing will frequently make use of Absorb Magic to nullify your next spell
cast. If you've ever made use of the Red Mage's Attune Blade, then this is the
exact same thing. Make sure you kill the effect off with a weak spell before
trying to cast healing spells. Otherwise, you could waste your spell at a bad
time.

Beating this monster will grant you the valuable *MOOGLE CHARM.* This lovely
accessory will prevent ALL random encounters while equipped. Very useful for
backtracking to collect memories or anything else you may have missed. But, I
don't suggest using it while progressing or you may end up not gaining enough
levels to beat the upcoming bosses. However, if you are confident in your team
then don't let me stop you.

Take the airship over to Burtgang Checkpoint and land it to the east where
there are multiple tiny, scattered patches of forest. You can enter the single
spot of clearing that's two steps south of the single tree. This will lead to
the last of those hidden shrine areas. The chest in the back is protected by
the Elder Dragon.

This monster has a powerful physical attack and the always annoying multi
target Pandemonium. Defeating this beast will earn you a *REGEN BANGLE.* You
can leave this area now and return to the airship. Fly over to Crystal Temple
and enter it to find a *TETRA BANGLE.* If you head over to Mathel, you can
find *100000 GIL* in a chest towards the back. Thus, you've received your Dark
Matter gil refund :P. Now there are several Moogle Coins that can be found:

1) Dragon Roost - Inside the inn/item shop.
2) Capo - Extreme western side by the mini dock.
3) Kurgis - In the back by the grass.
4) Verde - Extreme northwestern side. Through the underpass of the big house.
5) Mount Verde (S) - The coin is close to the entrance.
6) "Campsite" - This spot is not marked on the map. It is a bit north of the
                coliseum. This is the area where Nacht's party starts during
                [ The Dancer ].
7) Northern Cave (N) - The coin is close to the entrance.

Other notes of interest are that the coliseum is now open (search {+CLSM+}),
the casino has some new novelty items (search {+CSNO+}) and there is a name
changing service in Lufenia (search {+NMKP+}).

Jump on the airship and fly over to Mysidia. If you recall there was a moment
before where the game gave you a glimpse of an opening beyond the Mysidia
Cavern. This was where we picked up Holy. That opening is where we have to go
now for another Eidolon.

Unfortunately that means you have to go all the way through the Mysidia Cavern
again to the crystal spot. At least you're stronger now and have better gear,
right? Head through either side and then descend the many ladders to reach the
Castle of the Protector. Go past the save point and tap the floating jewel to
start the battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #40 >                           .
 .                                                                         .
 .                                                                         .
 .  Alexander                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Divine Shot, Body Slam, Shell, Protect, Dispelga,             .
 .           Divine Wrath, Holy                                            .
 .                                                                         .
 .  Weakness: Dark                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

This is a surprisingly challenging fight despite the fact that you can fight
him quite a bit earlier than this point. Alexander will act twice on almost
every turn regardless of his action. However, you'll never see something like
a double Divine Wrath because that would be absurd.

Divine Shot is his most common magic attack dealing 1000 or so to the party.
He is rather fond of Body Slam, so you may want to invest in accessories that
protect against Confusion. The stronger attacks are Holy and the previously
mentioned Divine Wrath. Holy will strike for about 2500 to a single target.
Divine Wrath can hit for up to 2200 damage on the entire party. You have to
be ready to heal up after that or another Holy or Divine Shot will cause big
trouble.

Alexander has the horribly annoying tendency to counter offensive magic with
Shell and physical attacks with Protect. He does this about 50% of the time so
trying to cast Dispel will probably be more trouble than it's worth. Alexander
will also frequently cast Dispelga to strip any buffs you've applied. Don't
even bother with them because it'll just be an uphill battle to keep them on.
This is one of the few bosses in the game that is weak to the Dark element.
If you're fond of Dark Swords, now is the time to bring them. Leave the Holy
elemental weapons at home as they will not help at all. Flare, Double Attack,
Spreadshot, Diabolos and higher tier f-abilities are all the way to go.

                                  .......

You'll receive the *ALEXANDER* summon for emerging victorious. This is likely
the second best summon in the game. A lot of monsters tend to be weak to Holy
or simply don't resist it. Back up to the save point and use the quick escape
point. Let's resume the hunt for the rest of the Dark Matter. Fly over to the
remnants of Yggdrasil and enter.


------------------------------------------------------------------------------
                                                                  {+4YGD+}
     -106- Yggdrasil

 Party:    Sarah (59), Diana (59), Dusk (59), Nacht (59), Sol (59) 

 Enemies:  Ogre King, Gnome, Goblin Prince, Creature

 Treasure: Dark Matter

----------------------------------

Head north and enter the rift. Continue to the next screen and climb the set
of steps on the right. Follow the path north to the next area. There is only
one way to go here so just continue until you reach a save point. Go forward
and check the Dark Matter to start a battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #41 >                           .
 .                                                                         .
 .                                                                         .
 .  Asmodai                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Quake, Forsaken, Cursed Miasma, Dark, Comet, Sickly Miasma,   .
 .           Upheaval, Takedown                                            .
 .                                                                         .
 .  Weakness: Wind                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

This version of Asmodai is a bit different than the last one. He has a much
wider array of status inflicting spells. In exchange, his individual magic
spells aren't as threatening as they were last time. However, Asmodai gets
two turns regularly and can even act three times on occasion.

He also has a nasty habit of countering any attack against him with Comet.
Although, this doesn't happen frequently. Asmodai is still weak to Wind, but
again it's not exactly the most exploitable element. Unlike the last fight,
you can feel free to buff as Asmodai can't dispel anything.

                                  .......

You'll receive *DARK MATTER* (3/8) for winning the fight. Leave the rift and
then exit Yggdrasil. Our next stop is going to be Rusalka.


------------------------------------------------------------------------------
                                                                  {+4RSK+}
     -107- Rusalka

 Party:    Sarah (60), Diana (60), Dusk (60), Nacht (60), Sol (60) 

 Enemies:  Mykale, Tumbleweed, Belmodar, Undine

 Treasure: Fang, Dark Matter

----------------------------------

Search the pot on the right for a *FANG* then cross the western bridge and
enter the rift. There is only one way to go here, but it's a semi long walk
and the encounter rate is noticeably high. Continue all the way to a save
point and then go north and check the Dark Matter.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #42 >                           .
 .                                                                         .
 .                                                                         .
 .  Styx                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Waterga, Temptation, Tidal Wave, Siren Song, Lorelei's Tears  .
 .                                                                         .
 .  Weakness: Lightning                                                    .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Styx is almost exactly the same as she was during Chapter 3. Even without
buffs her attacks don't seem to do much. Consider it rare to see anything
other than Tidal Wave break 1500 damage. As long as you can get rid of the
status effects she uses there really shouldn't be any trouble in this fight.
Styx can act twice per turn but rarely does for some reason. As usual, her
weakness is easily exploitable and I'd be surprised if you had more than one
water attack for her to absorb.

                                  .......

You'll receive another piece of *DARK MATTER* for winning (4/8). Make your
way back through the rift and leave Rusalka. Now get on the airship and head
over to Castle Falgabard.


------------------------------------------------------------------------------
                                                                  {+4CFG+}
     -108- Castle Falgabard

 Party:    Sarah (60), Diana (60), Dusk (60), Nacht (60), Sol (60) 

 Enemies:  Salamander, Tot Aevis

 Treasure: Dark Matter

----------------------------------

There will be a scene at the entrance then you can enter the rift. The fights
here can be a bit more vicious than the previous two rifts so take care. Head
north through the door into the next room. This is similar to the last rift
in that there are no turns of any kind. So just head through until you get to
the save point. Check the Dark Matter for another boss fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #43 >                           .
 .                                                                         .
 .                                                                         .
 .  Baugauven                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Pox, Firaga, Roar, Heat Wave, Final Backdraft, Rage, Rend     .
 .                                                                         .
 .  Weakness: Ice                                                          .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

This is the first time in the game that you actually get a proper battle to
smash Baugauven's face in. He is all about direct damage and will not induce
many status effects directly. Pox will deal about 1500 damage and randomly
inflict various debuffs. Firaga does about the same to a single target or half
to the party. Baugauven will often counter any attacks thrown at him with a
Firaga. Roar is a multi target Stun that you should be annoyingly familiar
with by now.

Heat Wave is essentially a stronger version of Firaga against the party. His
most threatening attack is Final Backdraft, which can reach up to a whopping
4000 points of damage. It goes without saying that this will flat out kill
most mages. Baugauven is still weak to the exploitable Ice element which you
may take advantage of. Buff, heal and attack to bring Baugauven down as this
fight is all about the damage.

                                  .......

After the battle you'll gain another piece of *DARK MATTER* (5/8). Leave the
rift and then exit Castle Falgabard. Our next stop is the Gardenia Slum Ruins.


------------------------------------------------------------------------------
                                                                  {+4GSR+}
     -109- Gardenia Slum Ruins

 Party:    Sarah (61), Diana (61), Dusk (61), Nacht (61), Sol (61) 

 Enemies:  Ghast, Tumbleweed, General, Weresoldier Z, Royal Lancer

 Treasure: Dark Matter

----------------------------------

All you have to do here is deal with the three visible soldiers on the map.
There is one to the west, one to the north and one around the cliff to the
east. Each fight pits you against a General and two cronies. The General will
open with Protect, Shell and Haste. However, these fights should be more than
manageable at this point. When you finish them all you'll gain a *DARK MATTER*
(6/8). Now fly to Burtgang.


------------------------------------------------------------------------------
                                                                  {+4BTG+}
     -110- Burtgang

 Party:    Sarah (61), Diana (61), Dusk (61), Nacht (61), Sol (61) 

 Enemies:  Slagworm, Mykale, Tot Aevis, Earth Raptor

 Treasure: Save the Queen, Dark Matter

----------------------------------

Head north and then west and keep going north to find *SAVE THE QUEEN.* Now
return to the entrance area and head east. Head down the mini steps and keep
going forward to a house. Walk around the right side and keep heading north
past the next set of houses as well. Just keep heading forward to reach the
*DARK MATTER* (7/8). Now make your way back to the eastern exit that was in
between the houses and leave Burtgang. Our last destination is Hagakure.


------------------------------------------------------------------------------
                                                                  {+4HGK+}
     -111- Hagakure

 Party:    Sarah (62), Diana (62), Dusk (62), Nacht (62), Sol (62) 

 Enemies:  Void Prisoner

 Treasure: Murasame, Dark Matter

----------------------------------

Head west for a bit and then go north to find a chest by some trees. Open it
for a *MURASAME* and then head east and north through the center. Tap the
robed figure to begin a battle. Honestly, this is more like a mini boss than
an actual boss.

It'll use spells such as Comet and Gravity but not much else. This won't be a
long fight. The Void Prisoner is strong against Holy so use something else.
You will receive the final *DARK MATTER* (8/8) after winning. Leave Hagakure
and if this is your final piece, there will be a scene. Board the airship for
another scene. Fly over to and enter Castle Avalon.


------------------------------------------------------------------------------
                                                                  {+4CTA+}
     -112- Castle Avalon

 Party:    Sarah (62), Diana (62), Dusk (62), Nacht (62), Sol (62) 

 Enemies:  Royal Lancer, Humpty, Satellite, Imperial Elite, Weresoldier Z,
           General, Io, Itztlacoliuhqui, Ice Knight, Icicle, Bandercoeurl,
           Plasma, Flameknight

 Treasure: Asura's Rod, Sage's Staff, Thor's Hammer, Dry Ether x3,
           Black Garb, Remedy, Murasame, X-Potion x2, Elixir x2,
           Dragon Claws, Misty Whip, Yoichi Bow, Kaiser Armor, Aegis Shield,
           Kaiser Helm, Rainbow Robe, Sniper, Zorlin Shape, Apollo's Harp,
           Naglering

----------------------------------

Tap the gate for a scene. Head north through the gate and then head up the
stairs on the right. Go southeast and enter the tower. Follow the path and
take the stairs up. Continue on and grab the *ASURA'S ROD* from the chest.
You can just cast Teleport and return to the castle now. This time take the
other set of stairs.

There is another tower in the same general location as the other one. These
towers are exactly alike so just head to the top of it for a *SAGE'S STAFF.*
Teleport out again and this time head north until you reach a locked gate.
Head east into a room. Continue east and pick up the *THOR'S HAMMER* from the
chest. Return to the fork and head south until you're back outside. Go up the
steps and enter another room.

Pull the chain on the left and then try to walk away to be back attacked by
two Generals. After the battle take the *DRY ETHER* from the chest. Now pull
the right chain and then Teleport out of the castle again. Retrace your steps
to the locked gate and head west into a room. Head south and then west to get
a *DRY ETHER,* then exit via the southern door.

Make your way to the next room and pull the chain on the right. You'll be
attacked by two Weresoldier Zs. Take the *BLACK GARB* and then pull the chain
on the left. Teleport out again and head back in. The locked gate is now open,
so head through it for a scene. Continue forward to a save point and head west
then north to the next room. Go west first to get a *REMEDY* then head up the
stairs.

Head north to grab a *MURASAME* then move back and go south. Take the fourth
ice path from the right and slide to the top and then to the left. Take the
*X-POTION* from the chest then go downstairs. Make a left and then head north
to the next room. Follow the path upstairs a few times until you reach a huge
sliding ice room. These are the instructions:

1) Step onto the ice closest to the entrance to slide down.
2) Slide right and then up.
3) Take the *ELIXIR* from the chest.

4) Step onto the ice that you didn't come up on and slide down.
5) Slide left, down, left and down.
6) Grab the *DRAGON CLAWS* from the chest.

10) Step onto the ice and slide up.
11) Slide right, down, right, up, right and down.
12) Go upstairs and slide up on the ice.
13) Get the *MISTY WHIP* and then slide down and go back downstairs.

19) Step onto the ice and slide up.
20) Slide left, up, left, down, left, up, left and down.

We're done, so head upstairs. Grab the *YOICHI BOW* from the northern chest
and then enter the room near the save point. Talk to Cocytus to initiate a
battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #44 >                           .
 .                                                                         .
 .                                                                         .
 .  Cocytus                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Shellshock, Blizzaga, Benumb, Slap, Roundhouse, Glacial Dance .
 .           Arctic Reverb                                                 .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Cocytus is pretty deadly because of her multi targetting spells. Blizzaga is
the weakest spell in her arsenal dealing about 800 or so to the party and
double that to a single target. Benumb can nearly hit for 3000 on a single
target and has the added effect of temporarily stopping that ally for a bit.
Glacial Dance will hit for nearly 2000 on the party and inflict Sap. Arctic
Reverb will do about 2500 to the party or more.

Cocytus can act twice on her turns when she uses her weaker attacks and even
upto three times. She has the ability to cast Shellshock, which will remove
Shell and give resistance down. This is very bad if an Arctic Reverb follows.
You'll want two healers for this fight in case one dies or gets hit with a
Benumb at a bad time. Haste them both and keep Shell up even if you have to
reapply it.

Fire works well here as do higher tier attacks such as Flare, Double Attack,
Spreadshot, etc. There aren't any tricks to this fight, it's just a matter
of dealing with all of the damage and keeping Shell up.

                                  .......

After the fight, Teleport out and return to the save point past the locked
gate. This time head east and then north to another part of the castle. Head
through the open cell and it will close. Keep going north and go upstairs.
Follow the path to get a *KAISER ARMOR.*

Return to the previous floor and then go southwest through the open cell. Pick
up the *AEGIS SHIELD* and then head through the open cell to the south. We're
back at the beginning now so go back through the first cell door and then head
south. Follow this path until you get a *DRY ETHER.* Head back up and then go
northeast through the open cell door to the next floor.

Keep going forward and head up another staircase. Continue until you're back
outside. On certain spots you'll be struck by lightning but the damage isn't
much so just deal with it. The two extreme sides of this platform each lead to
a treasure chest. The chest on the west end has a *KAISER HELM* and the one on
the other side has an *X-POTION.* Head up the stairs and enter the building
again.

Follow the path and hit the switch at the end. Now go directly south to find
a *RAINBOW ROBE.* Go north and then west when you can all the way to the other
side of the room. Head south and flip the switch to gain access to a *SNIPER*
by the north wall. Now go back and hit that switch again and make your way to
the exit in the middle of the north wall.

This room has a chest in each corner of the room as well as a switch. Hitting
the switchs eventually activates barriers that prevent you from reaching the
chests. So grab all of the treasure first and then hit the switches even if
it's really roundabout. There's no particular order or anything, you just
have to hit them all.

The northwestern chest has *ELIXIR,* the southwestern chest contains the
*ZORLIN SHAPE,* the southeastern chest has an *APOLLO'S HARP* and finally the
northeastern chest has a *NAGLERING.* The central path will be opened after
hitting all of the switches. The next room has a save point. Go upstairs to
find Shango.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #45 >                           .
 .                                                                         .
 .                                                                         .
 .  Shango                                                                 .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Thundaga, Sweep, Divine Storm, Voltage Cross, Slice n' Dice   .
 .           Takedown                                                      .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Shango is pretty mean. His physical attack alone can reach up to 2000 and he
can double it up and even triple it rarely. Thundaga is his basic magic spell
and probably the least threatening of his attacks. Divine Storm can reach up
to 2500 on the party. Voltage Cross does about the same but only hits 1 ally.
However, it is possible for Shango to target a single character with a basic
attack and Voltage Cross on a single turn.

Other than that he has different varieties of the normal attack. Shango has
no weaknesses to exploit so stick to the high tiered attacks as usual. Buffs
should be kept up to reduce the damage from Divine Storm and Voltage Cross.
There are virtually no status conditions to worry about for a change.

                                  .......

There will be a new path opening up once you return to the very first save
point room in Castle Avalon. This is triggered by defeating both Cocytus and
Shango. So Teleport out and then return to that room. Keep going forward and
you'll be greeted with another boss. Take off any Holy element weapons right
now but keep them closeby.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #46 >                           .
 .                                                                         .
 .                                                                         .
 .  Imperio / Gehenna                                                      .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Takedown, Shellshock, Divine Shot, Right Arm, Flare           .
 .           Comet, Blindga, Sweep, Soul Purge, Dark Star                  .
 .                                                                         .
 .  Weakness: Dark / Holy                                                  .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

This fight is just annoying on many levels. Imperio always acts twice. When
he casts magic he will use his first turn to Shellshock your party. That makes
his Divine Shot do substantial damage. This can also lead to eating a Flare
with resistance down which is very bad. You can try and keep Shell up in
between to avoid the Flare damage but there is nothing you can do about Divine
Shot. Dark Swords work very well on Imperio and so does the Diabolos summon.
Try and at least keep your main healer Hasted throughout this fight.

Gehenna will take over after Imperio has sustained enough damage. The problem
is that Gehenna will launch an attack right away which can be bad if you were
still recovering from an Imperio attack. Gehenna frequently counters anything
against him with Comet. He'll also persistently use Blindga followed by Sweep.
He can also cast Soul Purge which does medium damage to the party. Watch out
for Dark Star as it does up to 2000 damage with Shell on. Anyone who happens
to still be shellshocked is looking at a possible one shot from that attack.
Gehenna is the exact opposite of Imperio so stop using Dark element attacks.
Switch to Holy Swords, Holy, Alexander, etc. and finish him off.

                                  .......

After that's over head north and check the Emperor. Just beat on him until the
battle comes to an end. Watch the scene and then walk forward one step and
examine it to proceed.


------------------------------------------------------------------------------
                                                                  {+4TDG+}
     -113- The Dark Gate

 Party:    Sarah (65), Diana (65), Dusk (65), Nacht (65), Sol (65) 

 Enemies:  None

 Treasure: None 

----------------------------------

Note that you can go back to Castle Avalon at any time by just checking the
nearby rift. Just head north until you reach a teleporter. The Dark Matter
look alike is basically a healing pot. Cross the bridge and talk to Vata for
a scene. A bridge will appear leading into the southwestern portal. Head over
there and jump in.


------------------------------------------------------------------------------
                                                                  {+4TVD+}
     -114- The Void: Despair

 Party:    Sarah (65), Diana (65), Dusk (65), Nacht (65), Sol (65) 

 Enemies:  Enuo, Mother Brain, Hellhound, Death Hornet, Albinopede,
           Electrum

 Treasure: Moogle Coin, Elixir

----------------------------------

Walk forward to a split. Continue south and cross the bridge to reach a chest
with a *MOOGLE COIN.* Now go back and cross the western bridge then head north
to an *ELIXIR.* Go south and enter the portal. Head north for a scene. You'll
be on the world map now.

Head north and enter Castle Lux. Before we do any other tasks here let's
explore a quirky little extra dungeon. Head north to the gate but head west
to find a statue missing from a column. Check this to reveal an entrance that
may be quite familiar.


------------------------------------------------------------------------------
                                                                  {+4BCL+}
     -115- Below Castle Lux

 Party:    Sarah (65), Diana (65), Dusk (65), Nacht (65), Sol (65) 

 Enemies:  Eale, Electrum, Nightmare

 Treasure: Ribbon, Gladius, Elixir, Saber Dance

----------------------------------

Take the teleporter to the east. Again take the teleporter to the east. Now
take the southern teleporter. Grab the *RIBBON* and then take the teleporter
on the west side. Enter this room and take the *GLADIUS* from the chest. Go
back out and take the teleporter to return to the start.

Take the teleporter then take the eastern teleporter again. Now take the
northeastern teleporter and get the *ELIXIR.* Take the southern teleporter and
then enter the room to the north. Talk to the figure at the top to start a
fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #47 >                           .
 .                                                                         .
 .                                                                         .
 .  Sworddancer                                                            .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Deathly Dance, Drain Samba, Pox, Temptation, Saber Dance      .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

The Sworddancer will immediately inflict Doom on the party. You have a 10
count timer to end the battle or lose. This battle can be won by simply
putting out a very large amount of damage. However, you can also try and get
by an alternative method. Kill off your members one by one and revive them.
This will eliminate the timer. You'll probably only have time to kill and
raise about 3 members but get the rest up after the timer expires.

You now have some buffer to put up Protect, War Cry and Haste to increase
your damage output while reducing the amount you need to heal. Unfortunately,
the boss will put the Doom timer back on at some point. However, if you were
fast enough in doing this whole process, you WILL gain some extra time. This
can be enough of an advantage to help you put an end to the boss. She doesn't
have a whole lot of HP, so just go all out even if it means having someone die
in the process.

                                  .......

Your reward for this endeavor is the *SABER DANCE* Dance technique. I mean
it's really not that great unless you love Dancers, but I won't judge. Now
if you leave this room and take the teleporter you'll be back at the start,
so just go upstairs.


------------------------------------------------------------------------------
                                                                  {+4TDV+}
     -116- The Void: Despair Continued

 Party:    Sarah (66), Diana (66), Dusk (66), Nacht (66), Sol (66) 

 Enemies:  Enuo, Mother Brain, Hellhound, Death Hornet, Albinopede,
           Electrum, Follower of Nil, Eale, Hydra

 Treasure: Genji Shield, Genji Armlet, Durandal

----------------------------------

Head into the castle itself and go north until you reach the throne room. Tap
Biggs at the top for a scene. If you enter the northeastern room from the main
hallway you can view a scene at the save point. Now leave the castle and head
east over the bridge.

Follow the path north until you enter the World of Despair. Head north for a
battle against 4 Followers of Nil. These are nothing special so deal with them
normally. Now go east around the trees and south over the bone like structure
to the next area.

Head south when you can and follow the path to a *GENJI SHIELD.* Back up to
the split and go east this time. Follow this path to the next area but make
sure to grab the *GENJI ARMLET* on the way. Continue past the save point into
the next area and tap the odd looking thing for a battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #47 >                           .
 .                                                                         .
 .                                                                         .
 .  Despair                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Caustic Spittle, Quake                                        .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

After the likes of Imperio and the Sworddancer this is a walk in the park.
Despair mainly just smacks you around with its piddly physical attack which
probably won't break 1500 anytime soon. Other than that it uses Caustic
Spittle to poison and slow the party. This is more of an inconvenience than
anything else. It also uses Quake but the damage will barely break 1300. This
boss has a lot of HP for some reason. Keep smashing it until it dies.

                                  .......

Check the chest for a *DURANDAL* then use Teleport to leave. Head back to the
castle and enter. Head north and take the teleporter back to The Dark Gate.
A scene will occur and the other 3 portals can now be accessed. Head over to
the southeastern one first.


------------------------------------------------------------------------------
                                                                  {+4TVS+}
     -117- The Void: Suffering

 Party:    Sarah (66), Diana (66), Dusk (66), Nacht (66), Sol (66) 

 Enemies:  Enuo, Mother Brain, Hellhound, Death Hornet, Albinopede,
           Electrum, Glasya Labolas, Blue Dragon, Mirror Mage,
           Follower of Nil, Soul Eater

 Treasure: Tetra Bangle, Dry Ether, Fuuga Shuriken, Heroic Hymn,
           Miracle Shoes

----------------------------------

Follow the path to the portal and then head south to the world map. Keep
going north past the bridges to reach Alfheim. Watch the scene and then use
the save point if you want to watch another one. Exit Alfheim via the exit
to the north and enter the World of Suffering.

Head north to the next area. Ignore the bone walkway and instead go around it
to the west. Pick up the *TETRA BANGLE* at the end of the path and head back.
Now follow the bone road to the east but pick up the *DRY ETHER* along the
way. Head south and take the *FUUGA SHURIKEN* before making your way to the
next area.

Take the northeast bone road first and follow the path to a *GLASS MASK* then
back up and go down the other route. Head north on the first bone road you
see to get a *MIRAGE VEST.* Now go back and keep following the path until you
come across another bone road. Take this one to get a *COTTAGE* then go to the
next area. Continue past the save point to the next area where you can check
the thingy to start a fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #48 >                           .
 .                                                                         .
 .                                                                         .
 .  Suffering                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Aero, Tornado, Enaero, Blaster                                .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Suffering is actually a decent challenge. It mainly uses Aero for offensive
purposes. This spell can deal upto 3000 damage to a single target and half
that to the party. It also makes use of Tornado. At a certain point into the
battle Suffering will use Enaero.

This will greatly boost the strength of its Aero spell. At this point, low
level mages are looking at being one shotted by the spell if it's a single
target. Suffering can also use Blaster for instant death. Make sure to keep
Shell up at all times once Enaero is in effect. The boss is also a bit evasive
towards physical attacks, so magic is a better way to go here.

                                  .......

Open the chest for an *EARTHBREAKER,* then Teleport out. Return to Alfheim for
a scene. Now there are two optional things we can pick up at this point. If
you don't want to bother, skip ahead to the next section.

The first is an optional Bardsong we can learn. However, you have to have a
a mastered Bard in order to acquire it. So, if you don't have one then you'll
need to come back later. Talk to the elf near the unlit campsite with your
mastered Bard leading the party. She will teach you the *HEROIC HYMN* song.
This bardsong is essentially a combination of Brave Ballad, Magic Madrigal
and Swift Shanty in one package.

Now the other thing we can get is outside of Alfheim. Exit via the northern
route and start heading west on the world map. Make your way south when it is
possible and enter the clearing up ahead to reach Forest of the Spirits. Talk
to the robed figure a little bit to the south for a battle.

The Soul Eater is a tricky little guy. Most attacks do absolutely horrendous
damage to it. The only attack that seems to do normal damage is the f-ability
Final Heaven. However, using it will cause the Soul Eater to split into five
copies of itself. The combined ferocity of all of these Soul Eaters will be
much more than most parties can handle. Therefore, it's probably a good idea
to just deal with the low damage and finish it off eventually. The reward for
taking out this foe is *MIRACLE SHOES.*

Return to Alfheim at this point and use the teleporter to get back to The Dark
Gate. Take the portal to the north.


------------------------------------------------------------------------------
                                                                  {+4TVA+}
     -118- The Void: Anguish

 Party:    Sarah (67), Diana (67), Dusk (67), Nacht (67), Sol (67) 

 Enemies:  Enuo, Mother Brain, Hellhound, Death Hornet, Albinopede,
           Electrum, Ixtab, Demon Warrior, Fossil Dragon, Nightmare

 Treasure: Genji Helm, Moogle Coin, Genji Armor, Masamune, Excalibur

----------------------------------

Follow the path until it takes you to another portal. Head north to get onto
the world map. Head east and then north, keep following the path until you
reach Castle Burtgang. There will be a scene inside the castle. Head north
until you see a door on the right.

Enter this room and use the save point if you want to see a scene. Now simply
keep going north until you reach a portal near the throne. Now head north and
take the northeastern bone road. After that take the nearby one to get a
*GENJI HELM.* Then continue onward to the portal.

Take the south most bone road first to get a *MOOGLE COIN* then go back and
take the north most one. Follow the path until you encounter three more bone
roads. Take the farthest one first to get a *GENJI ARMOR* then go back and
take the middle road. Go north to a portal and continue past the save point
until you encounter another one of these guys.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #49 >                           .
 .                                                                         .
 .                                                                         .
 .  Anguish                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Bite, Claw, Tail, Dark Breath                                 .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

This one is around the same level as Suffering. It has various reiterations
of the physical attack. Bite causes poison and confusion and Tail attacks the
party for about 1500. Dark Breath is dangerous as it can hit upto 2500 on the
party. Anguish will often counter with Claw which can add up to a lot of HP
lost. Anguish is also quite fast so you may need to have your main healer
in Haste mode just to keep up.

                                  .......

Open the chest to obtain the *MASAMUNE* then head south to find that a quick
escape tile has been added. Take it and exit via the southern portal. Talk to
the king TWICE to start a scene. At the end, Galantine will be converted into
the mighty *EXCALIBUR.* Afterwards just keep heading south until you see a
teleporter back to The Dark Gate. Now head over to the last portal over on
the western side.


------------------------------------------------------------------------------
                                                                  {+4TVM+}
     -119- The Void: Misery

 Party:    Sarah (68), Diana (68), Dusk (68), Nacht (68), Sol (68) 

 Enemies:  Enuo, Mother Brain, Hellhound, Death Hornet, Albinopede,
           Electrum, Chaos Claw, Red Dragon

 Treasure: Sage's Hat, Cat Ear Hood, Moogle Coin, Wyvern Lance,
           Graham's Will

----------------------------------

As usual follow the path to a portal and then head south to get onto the
world map. Head west then north and follow the trail to Mount Falgabard. Get
the *ELIXIR* from the nearby chest then climb the steps. Go north through
the passage and up another set of steps.

Go east and then south through a hidden passage to get a *SAGE'S HAT* then
go back and up the next steps to the next area. Follow the path up the ladder
and steps to the next screen. Climb the ladder and then go down the steps past
the save point.

Follow the path until the end but grab the *CAT EAR HOOD* before heading to
the next area. Head along the path and grab the *MOOGLE COIN* before climbing
a set of steps. Go north to reach the next area and a scene. Now simply
follow the path until you reach the world map.

Enter the nearby Castle Falgabard. Make your way north to reach the throne.
Go into the portal to enter the World of Misery. Just keep heading north, this
is a short one unlike the others. Talk to the last of these things for a
battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #50 >                           .
 .                                                                         .
 .                                                                         .
 .  Misery                                                                 .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Bite, Roar, Pox                                               .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Misery is about on par with Despair in terms of toughness. It will mainly use
Bite and Roar throughout the fight. It will pretty much only start using Pox
when it's about to die. Pox does hurt but by the time Misery actually hits you
with it you might kill it off in the next attack. The usual buff routine will
work well here although you don't need Shell.

                                  .......

Open the chest for a *WYVERN LANCE* and then make your way back to the Castle
Falgabard. Leave the throne room and go into the nearby room on the left. Use
the save point if you want to watch a scene. Head north through the opening
in the back wall. Go around the wall and take the steps downstairs.

Now just follow this path until you reach a grave that looks far better than
the other ones. Examine it for a scene and at the end Graham's Sword will be
converted into the powerful *GRAHAM'S WILL.* Now head back to the entrance of
the castle and use the teleporter to get back to The Dark Gate.


------------------------------------------------------------------------------
                                                                  {+4TGD+}
     -120- The Dark Gate

 Party:    Sarah (69), Diana (69), Dusk (69), Nacht (69), Sol (69) 

 Enemies:  None

 Treasure: Bahamut summon

----------------------------------

Heal up and save your game then check the thing in the middle for some scenes
and a fight. Just trade blows back and forth until the battle ends. The real
boss battle starts now.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #51 >                           .
 .                                                                         .
 .                                                                         .
 .  Nil Vata                                                               .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Gravity, Flare, Wild Dance, Buffet, Jump                      .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

There will be a lot of talking initially as the boss periodically changes
colors. This would have been a challenging battle but it was executed pretty
poorly. The boss takes a very long time to "come together" full swing and you
are really in no danger until it does. It will mainly just use Gravity for
awhile until the full transformation occurs. This is actually enough time to
completely take out all of the boss' HP.

However, it will not actually die until it is dealt the last attack after the
complete transformation. If you don't manage to kill it that quickly, its
attacks are quite strong after the full transformation. Jump will deal over
4000 damage. Buffet can hit the entire party for nearly 3000 damage and also
randomly inflict Stun as usual. Wild Dance is probably the least threatening
attack in his arsenal.

                                  .......

After the battle head into the the portal in front of you and watch as you're
shown something important. Exit this new area for now by taking one step south
back to The Dark Gate. You may have been wondering where the heck is the last
Eidolon. Well, you're about to find out. Head to the north most portal that is
now accessible. This leads to the Mountain of the Father. Take either way up
to the very top of the mountain. Talk to the guy at the peak in order to start
a battle.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #52 >                           .
 .                                                                         .
 .                                                                         .
 .  Bahamut                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Mega Flare, Devil Claw, Tri-Breath, Claw, Rend                .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

Bahamut will begin with the traditional countdown. When it hits 0 you will
eat Mega Flare. You'll want to try and get some buffs up in the brief moments
that you have and possibly que up a healing spell. Unprotected, this attack
will likely come close to hitting some members of the party for 4000 damage.

After this Bahamut will primarily attack using Tri-Breath which will hit for
about 2000 damage to the party. He counters most attacks with Devil Claw. This
attack is a complete pain. Not only does it remove all buffs from its target,
but it also adds a random debuff as well. This can put resistance down on your
allies. If this is not removed, that character will almost definitely be taken
out by the next Mega Flare.

Speaking of, Bahamut will periodically begin counting down throughout the rest
of the fight. However, Bahamut will now attack during these subsequent phases.
Fielding two healers for this battle is going to be important, so that one can
heal and one can keep buffs up.

                                  .......

You'll receive the *BAHAMUT* summon after the battle. This summon is the best
in terms of pure damage. However, the cast time is rather extreme and may lead
to it being inhibiting. Leave the Mountain of the Father and return to The
Dark Gate and then go back to the middle void.


------------------------------------------------------------------------------
                                                                  {+4WNL+}
     -121- World of Nil

 Party:    Sarah (69), Diana (69), Dusk (69), Nacht (69), Sol (69) 

 Enemies:  Gomory, Stalker, Blue Dragon, Piscodemon, Great Marlboro,
           Abyss Worm, Jormungand, Giant of Nill, Electric Image,
           Frozen Image, Prisoner of Nill, Nil Protector, Light Avatar,
           Mover, Iron Giant, Dark Avatar

 Treasure: Royal Crown, Dragon Beard, Wing Edge, Hermes' Sandals,
           Brave Suit, Sage's Robe, Elixir, Lordly Robe, Murakumo,
           Force Shield, Grand Helm, Stardust Rod, Zeus Mace, Maximillian

----------------------------------

If you loved Castle Avalon then you'll love this place because my word it is
long. Head down either direction and follow the path south across the bone
road to the next screen. Head across the eastern bone road and then go north
to find a *ROYAL CROWN.* Now just follow the bone roads south to the forest.

Now hug the left forest and follow it south until you see two grey flowers in
the corner. Walk through them and make your way north to a chest with monster
protection. This fight is against a Red and Blue Dragon. You should know how
nasty these things are when they are separate. Try and tackle one at a time
to avoid their horrendous multi target breath attacks.

Take the *DRAGON BEARD* and then return to the main part of the forest. If
you go northeast from the flowers and keep walking past the lone green tree
then you can grab a *WING EDGE.* Now head southeast until the next screen.
Just follow this path for awhile until it curves east and leads to the next
area.

Walk forward to a split and continue down the eastern route. It will lead to
a very useful *HERMES' SANDALS.* Now return to the split and go north. When
you come up to the next split, head west and follow this route to get to a
*BRAVE SUIT.* Go back to the previous split and continue north to the next
screen. Use the save point to watch a scene and then go west across the bone
road to open a shortcut back to the start of the forest.

Return to the save point and go north to the next area. As you walk towards
the west there is a fixed spot where you have to fight an Electric Image. This
is essentially a watered down version of Shango. It shouldn't be too much
trouble since you're higher level and it's also weaker. However, I would still
treat it as a mini boss and use strong attacks. You can always go back and
rest at the save point after all.

Continue west where there will be several jumping tiles. Take the first one
then climb up and use the second tile to get a *SAGE'S ROBE.* Go back up the
steps and climb the steps to reach an *ELIXIR.* Head east to the next area.
Just like before there will be a forced encounter with a Frozen Image, which
is essentially a Cocytus clone. Deal with it just like you would a mini boss
and then continue east.

Note that you can drop down below to the save point using the cut off ladder.
Take the southeastern route and jump to the west at the bottom to grab the
*LORDLY ROBE.* Jump back and then jump to the east and follow the path until
it leads to the next area. There is another ladder here that can be used to
get back to the save point.

Head west past the first steps and use the jumping tile. Continue on to get
a *MURAKUMO* then return to the ladder and head north (you simply jump over
the missing steps) and take the teleporter to the castle. Head south and enter
the building. If you look to the left you'll see a semi hidden chest with a
*FORCE SHIELD.* You'll fight those images from before as random encounters
here. You can run from them now if you don't want to deal with them.

Right before the stairs will be a forced encounter with a Light Avatar. This
is the Imperio clone and it comes equipped with all of the original's tricks.
Head downstairs and go through the northwestern door. Grab the chest for a
*GRAND HELM* then leave the room. Go south and head upstairs. Head to the
outside via the southern exit first and use the save point. Go back in the
same way and hit the switch.

Now head through the western passage to find a monster protected chest. You'll
be fighting a Nil Protector. The only thing about this creature is that it
gets 3 actions per turn. Other than that, it's not really much of a threat
compared to the Blue + Red Dragon duo. Take the *STARDUST ROD* and return to
the east room. Cross over to the other side via the save point balcony and
flip the switch on the way to the eastern tower.

The chest here has the same monster from the other side. Get the *ZEUS MACE*
and then return to the western room and head back downstairs. Enter the room
we skipped from before and take the *MAXIMILLIAN* from the chest. Leave the
room and head through the newly opened gate to get back outside. You'll have
to face a Dark Avatar before you can proceed very far. As usual, this is a
Gehenna clone, so deal with it using the many, many Holy element attacks you
have.

Continue south and jump into the void. Take the eastern path and follow it
south for awhile. Then head straight to the portal when you see it. Head north
for a save point and an escape route. If you proceed forward and beat the next
boss, you cannot return to World of Dusk until after you defeat the final
boss. Head north for awhile and then talk to the man on the throne.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #53 >                           .
 .                                                                         .
 .                                                                         .
 .  "Spoiler"                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Comet, Slice n' Dice, Meteor, Holy, Slow, Flare               .
 .           Pandora's Box, Neutrino, Ultima, Freezing Slash, Axion        .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

Mentioning who this is would just be wrong so I'm not going to. Spoiler has
access to most of the high end magic spells. Comet will hit for upto 3000 on
a single target. Holy will do about the same or slightly more. Meteor will do
spread damage for a total of about 4500. Flare will hit a single target for
around 4000.

Spoiler frequently acts twice, but tends to pair up Comet with a mere physical
attack when he does. He also regularly counters physical damage by casting
Slow on the attacker. This isn't necessarily terrible, it's more of a general
annoyance. You can utilize the Hermes' Sandals on one fighter to completely
prevent this problem for that character.

After sustaining enough damage, the boss will transform and begin using
Pandora's Box. Several attacks will be added to his arsenal. Neutrino deals
upto 2500 damage to the party. He will also make use of the fearsome Ultima
spell which can hit close to 4000 damage on the party. Axion will do slightly
less than Neutrino but randomly inflict temporary Stop on party members.

You really want to keep Shell up throughout this fight, because Spoiler's
magic attacks hurt. Protect is pretty unnecessary as anything physical in this
fight is basically a non issue. Spoiler isn't weak to anything in particular,
nor does he absorb anything. By now, you should have a plan of attack that
you've been regularly following. Flare, Bahamut, Ivory and Ebony Slash, Double
Attack, Spreadshot, etc. are the way to go.

                                  .......

There will be a lot of scenes and then you can head south a little bit to see
a recovery orb and a save point. Head north and check the middle of the void
to begin the final boss fight.

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #54 >                           .
 .                                                                         .
 .                                                                         .
 .  "Final Boss"                                                           .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Grand Wall, Eclipse, Gravity, Dark Flow, Black Hole, Meteor   .
 .           Flare, Pandora's Box, Axion, 10000 G's, Big Bang              .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

This is it, the last challenge! The Final Boss will start out using Grand
Wall, which is a 3000 damage physical attack. It will also use Eclipse to deal
about 1000 damage to the party and randomly add Curse. It can also counter
with Gravity. Spend some time putting up the usual buffs and then tear into
this thing.

After you deal a bit of damage, the boss will shape shift and cast Dark Flow.
This will remove all of your HP and MP, but a cool little scene will play and
you'll be fully restored. Your buffs and such will still be up, hence why I
suggested putting them up beforehand. Unfortunately, it's likely they will be
removed by Black Hole at some point. You can reapply them all or pick and
choose. I strongly suggest reapplying Shell everytime, otherwise you're going
to have a rough time. You may also want to keep your main healer Hasted.

The final boss routinely shape shifts between three forms. The original one
that you battled initially, the "dark" form that you are seeing now and the
"light" form that will come later. Each form specializes in different things.
The original mainly uses physical attacks and non elemental attacks. The dark
form will remove your buffs, cast high level black magic and also use Dark
element attacks. The light form will buff itself, restore HP and attack with
Holy element abilities. Naturally, these light and dark forms are also strong
against their respective elements.

The boss can also use 10000 G's, which will reduce the entire party to single
digit HP. If you're caught off guard by this, you could lose the fight. Last
on the plate is the almighty Big Bang. This attack can hit the party for upto
4500 damage and will inflict Sap. Expect the boss to use this often towards
the end of the battle.

This fight isn't terribly difficult if you fight it in the high 60's to low
70's. However, it's likely to be the longest battle in the game thus far by a
large margin. Make use of Dry Ethers and Elixirs as much as you need to as
there is no point in hanging onto them any longer. Summoners are a good choice
for main healer in this fight. The Argy summon will partially counter the
effect of Black Hole.

                                  .......

There will be a scene and then you need to simply keep running out of World
of Nil until the game takes over. After that you can sit back and enjoy the
ending. Congratulations on making it through one heck of a game!

Make sure to keep the game running to the very end of the credits. Then save
over your file in order to create a clear game file. Don't worry about losing
anything by doing this. You can still fight the final boss again and watch the
ending on your clear game file if you wanted to do so.

                                  .......

Listed below is the final setup I had when I beat the game on my third file.
This file is the one I based the walkthrough on. The setup I used here is
hardly what I or anyone else would consider optimal.

I tried to play with a setup similar to one that I would have used on my first
playthrough. Thus, this setup is more based on my original knowledge of the
game (or lack thereof). I never made use of f-abilities on this file. As a
result, they aren't listed here.


 [ Sarah ]

LV: 71            Job: Paladin         R-Hand: Durandal
HP: 7735          JLV: 20              L-Hand:
MP: 241            =Doublehand           Head: Grand Helm
                   -STR +20%             Body: Maximillian
                   -HP +20%              Acc.: Hermes' Sandals

Other Jobs: Warriors 20, Monk 2, Red Mage 3


 [ Diana ]

LV: 71            Job: Ninja           R-Hand: Murakumo
HP: 5237          JLV: 20              L-Hand: Masamune
MP: 323            =Battle Arts          Head: Glass Mask
                   -Backliner            Body: Brave Suit
                   -VIT +20%             Acc.: Ninja Armlet

Other Jobs: Warrior 1, Monk 18, Dark Knight 7


 [ Dusk ]

LV: 71            Job: Summoner        R-Hand: Gladius
HP: 3902          JLV: 20              L-Hand:
MP: 759            -MP +20%              Head: Mystic Veil
                   -HP +20%              Body: Shining Robe
                   -INT +20%             Acc.: Chouchou
                   -Empty

Other Jobs: Red Mage 3, Black Mage 12


 [ Nacht ]

LV: 71            Job: Magus           R-Hand:
HP: 3978          JLV: 20              L-Hand: Stardust Rod
MP: 613            =Magic Font           Head: Sage's Hat
                   -HP +20%              Body: Sage's Robe
                   -INT +20%             Acc.: Chouchou

Other Jobs: Red Mage 11, Black Mage 20


 [ Sol ]

LV: 71            Job: Seer            R-Hand: Zeus Mace
HP: 4326          JLV: 20              L-Hand: 
MP: 605            =Mental Discipline    Head: Cat Ear Hood
                   -HP +20%              Body: Lordly Robe
                   -MND +20%             Acc.: Ribbon

Other Jobs: Red Mage 10, White Mage 20


==============================================================================
                                                                  {+PSTG+}
                            --  F. Postgame  --

==============================================================================

------------------------------------------------------------------------------
                                                                  {+PNWL+}
     -122- World of Nil

 Party:    Sarah (71), Diana(71), Dusk (71), Nacht (71), Sol (71)

 Enemies:  

 Treasure: Dirty Magazine

----------------------------------

Load your clear game file and you'll be back in the World of Nil. Simply use
the teleporter to return to The Dark Gate. That blocked off section back in
Harmonia is now accessible. So if you'd like to visit it, then you can do so
now. The stairs in the northeastern house will lead to the Developer's Room.

As always with these rooms, this place doesn't have much of a purpose. Still,
you can find a few goodies if you want. Talk to the Black Mage in the back of
the left room and just keep saying "Yes" until he gives a *DIRTY MAGAZINE.*
A lot of the NPCs roaming around here will start relatively pointless boss
fights. Some of the dialogue is pretty funny, though. Anyway you can leave
Harmonia when you're satisfied.

Return to The Dark Gate at this point. Take the teleporter next to the portal
on the southwestern side to enter Castle Lux. Head to the main hallway inside
the castle and go into the northwestern room where there are three moogles.
Talk to the one in the back and agree so he can teleport you to a bonus area.


------------------------------------------------------------------------------
                                                                  {+PGHL+}
     -123- Gladiator's Hall

 Party:    Sarah (71), Diana(71), Dusk (71), Nacht (71), Sol (71)

 Enemies:  Adamantoise, Gigantaur, Omega Weapon

 Treasure: Adamantite, Moogle Coin, Ribbon, Hermes' Sandals, Megalixir,
           God Hands, Ultima Weapon, Ragnarok, Mutsunokami, Apocalypse,
           Longinus, Heroic Shield, Loki's Harp, Artemis' Bow

----------------------------------

This area is where you can find the postgame challenges. Let's just go over
the basics of this place first. The teleporter at the bottom will take you
back to Castle Lux if you want to leave. The moogle in the center will give
a brief synopsis of the area. There is a healing pot and save point by him as
well.

The dwarf to the southwest makes a whole slew of Adamantium gear which we will
get to. The moogle on the southeastern side will sell supplies mostly similar
to the Moogle Cave. The one notable addition to this store is that it also has
Elixirs for sale.

The three doors at the top of this area are the reason why we are here. Each
one leads to one of the three super bosses of the game. You may go in to fight
them and feel rather unimpressed. The reasoning for that is simple. As you
kill the bosses multiple times, they will level up and grow in strength.

Each one starts at level 1 and will eventually grow to level 6. If you think
level 1 is easy I think you'll probably change your tune against the higher
levels. Note that this cannot be circumvented. You can't prevent them from
becoming stronger. You'll receive some nice rewards each time you defeat one
of these bosses.

Adamantoise will leave behind 1-3 Adamantites. These are traded at the dwarf
to acquire some of the best armor in the game. Gigantaur will leave behind 1-3
Moogle Coins. These can be handed in for JP. This is an unlimited source of
the coins so you can master every job if you wanted to. Omega Weapon guards
nine unique pieces of equipment.

These are the God Hands, Ultima Weapon, Ragnarok, Mutsunokami, Apocalypse,
Longinus, Heroic Shield, Loki's Harp and finally the Artemis' Bow. You can
also obtain Hermes' Sandals, Ribbons and Megalixirs as many times as you
desire from the 3 chests at the top. However, the equipment listed previously
is a one time deal. Since Omega Weapon will get stronger as it is killed, it
is a good idea to plan out what you want from it. That way you can get the
more important things you need first.


Adamantite Forging
------------------
1) Adamant Shield = 2 Adamantite

2) Adamant Helm = 2 Adamantite

3) Adamant Hat = 2 Adamantite

4) Adamant Tiara = 2 Adamantite

5) Adamant Armor = 3 Adamantite

6) Adamant Vest = 3 Adamantite

7) Adamant Robe = 3 Adamantite

8) Adamant Armlet = 1 Adamantite

9) Adamant Bangle = 1 Adamantite


Battles
-------

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #55 >                           .
 .                                                                         .
 .                                                                         .
 .  Adamantoise                                                            .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Carapace, Bite, Roar, Brain Crush, Temblor                    .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

Adamantoise relies primarily on physical attacks that induce status effects
such as Poison, Confuse and Berserk. Definitely have at least a Chouchou on
your main healer or things can get ugly. Adamantoise almost always attacks
twice in a single turn. Its most powerful attack is Temblor. This can do very
high damage to the party. It can also randomly inflict Stun. Adamantoise will
frequently counter physical attacks with Bite and magic attacks with Brain
Crush. Fighting Adamantoise involves a little luck. If it frequently targets
one character with two attacks, then there is a high chance that they can
die. However, if the damage is always spread, then Adamantoise isn't all that
threatening.

Temblor is the main attack to watch out for. A max level Temblor is easily
going to cause deaths to low HP characters. The added Stun effect may end up
messing with your recovery efforts. One notable issue with Adamantoise is
that it has very high HP. Its defense is also very high at max level which
can be an issue for standard attacks and abilities. Be prepared to use many
Dry Ethers and Elixirs to keep your offensive characters able to cast their
expensive f-abilities.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #56 >                           .
 .                                                                         .
 .                                                                         .
 .  Omega Weapon                                                           .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Light Pillar, Ultima, Holy, Meteor, Soul Despair,             .
 .           Terra Break                                                   .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: *****                                                      .
 .                                                                         .
 ...........................................................................

Omega Weapon primarily relies on magic damage. What makes Omega Weapon quite
tough as it gains levels is its ability to inflict one shots. Light Pillar is
essentially a guaranteed death. Holy can nearly reach the same level of power
at max level. Meteor is usually a welcome sight when the damage is spread
amongst the party, although it can devastate a single target. Ironically, Soul
Despair actually becomes weaker as Omega Weapon levels up. This is because it
can never actually kill anyone.

The attacks to look out for are Ultima and Terra Break. Ultima eventually
becomes very difficult for low HP characters to survive against. Terra Break
is basically the same story. However, its mileage can vary since it hits its
targets randomly. Thus, many of the hits can actually be wasted on trying to
overkill a target. Battling Omega Weapon is all about being able to stay alive
while having someone continually deal damage to it. This can be hard if you
favor low HP characters. Make use of party wide reviving abilities followed
by full restores to keep the party in fighting shape. This is important to
maintain even if they will simply die again in another minute. The last thing
you need is to have someone die to a single Meteor hit because they were low
on HP.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #57 >                           .
 .                                                                         .
 .                                                                         .
 .  Gigantaur                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: 1000 Needles, 10000 Needles, Knockdown                        .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

Gigantaur has very few attacks in its arsenal. In fact, you probably won't
see anything other than 1000 Needles and MAYBE Knockdown until it levels up
to 3. Gigantaur's 1000 Needles is unique because it can be spammed randomly
a number of times. This number will continually increase as its level rises
to the point where it can deal a few thousand points of damage to the entire
party. It will also randomly inflict Stun on one of the wounded party members.
Gigantaur frequently counters attacks of any kind by using 1000 Needles.
However, the counter will always hit once.

Gigantaur can also make use of 10000 Needles, but it is rarely used even at
high levels. Knockdown is a powerful multi target physical attack. The damage
can be mitigated by casting Protect and being in the back row. Gigantaur at
max level can easily wipe out the party with this attack if proper defenses
are not in order. Make sure to have a way to quickly revive fallen allies
after Knockdown. It is possible for Gigantaur to use it twice in a row. This
will be a guaranteed wipe if you haven't recovered from the last one. Trying
to deal damage to Gigantaur can be a challenge. Its physical and magic evasion
become quite high at max level. Make use of high tier f-abilities as they are
always 100% accurate. Gigantaur has significantly less HP than Adamantoise and
Omega Weapon.




______________________________________________________________________________
                                                                  {+JBSM+}
                        ---  IV. Job System  ---

______________________________________________________________________________


==============================================================================
                         --  A. Job Basics  --                    {+JBSC+}
==============================================================================


 [ What are they? ]

Jobs are specialized fighting roles that grant additional powers to the main
characters of FFD. Only the Warriors of Light and Darkness can utilize the
freedom and benefits of the job system. All supporting characters are locked
into their personal jobs. Jobs can be changed and levelled in the "Job" menu
that is accessed from the main menu.


 [ I started the game but can't change my job! ]

The job system itself is only unlocked after reaching an early part of
Chapter 1. All of the main characters start out in the Jobless "job"
initially. Seven starting jobs are given to the player at first. Players are
then given access to additional, exclusive jobs at specific game intervals.


 [ How do jobs get better? ]

Jobs level up in the same manner as character levels. AP is used to bolster
job levels just as EXP is used to increase character levels. However, the main
difference is that job levels are "capped." When a character first assumes a
job, they begin at JLV 0 and can only raise it to JLV 3. No further progress
will be made at JLV 3 until the maximum JLV is raised. This is accomplished
by spending JP. Each JP will raise the maximum JLV of a job by 1 up to a
maximum of 20. Therefore, each job requires 17 JP in order to reach the
highest level.


 [ So how do I get JP? ]

The first is the most common way to accrue these points. JP are given to the
party at select moments throughout the game. Generally, the party will receive
5 JP when this happens, though, sometimes less. JP given this way is exclusive
to each party. That is to say when Sol's party receives JP, Nacht's party does
not and vice versa. However, the resulting value by the end of the game is the
exact same between both parties. A total of 69 JP is accumulated this way.
Thus, the amount of JP that can be earned throughout the storyline is finite.


 [ Wait, you mean I have to choose which members to spend my 5 JP on?! ]

Every time Sol or Nacht's party receives JP, it goes to EACH member of that
party.


 [ Phew... Wait! You mean I can't master every job?! No fair! ]

The second method of obtaining JP is typically unseen until the final Chapter
of the game. Scattered throughout are special items called Moogle Coins.
These coins can be traded in for 3 JP each. They can be acquired infinitely
after defeating the final boss of the game. Thus, every character can master
every job if the player desired to do so.


 [ Oh! That's great! Wait... 3 JP for only one character?! ]

All JP earned from Moogle Coin trade ins goes to all 8 main characters.


 [ Thank goodness! What else do I get out of a job at higher levels? ]

The benefits of leveling jobs are immense. Jobs grant abilities that can't be
obtained by simply gaining character levels. In addition, every JLV gained
will increase the character's stats by 1% while assuming that job. This adds
up to an astounding +20% to all stats at JLV 20. Also, new abilities are often
acquired every 2 or 3 JLVs. Lastly, reaching JLV 10 and 19 will open up an
extra empty slot to equip other job abilities for a total of 4 at JLV 20.


 [ So every job gains the extra slots? ]

Only the Jobless and Memorist jobs break the extra slot rule. Also, due to the
way in which the Memorist job works, they do not gain extra stats from gaining
JLVs.


==============================================================================
                        --  B. Universal Jobs  --                 {+JUJB+}
==============================================================================

------------------------------------------------------------------------------
     -01- Jobless
----------------------------------

Initial Job: Sol, Sarah, Aigis, Dusk, Nacht, Diana, Alba, Glaive
Acquired: Prologue
Innate Commands: None (begins with 4 extra slots instead of 2)

 HP: **
 MP: ***

STR: **
SPD: **
VIT: **
INT: **
MND: **

Usable Equipment: All


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
      ---        ---                  ---

Total AP for Mastery: ---


Overall Rating: **

Jobless is essentially worthless for most of the game. It may have slight
relevance in certain situations if you really needed 4 free ability slots
early in the game or something. Other than that, you'll always want to be
learning new abilities and Jobless lacks any progression. However, Jobless
has a well hidden perk that emerges when a character has mastered EVERY job.

Jobless gains an additional 2 extra slots at that point, bringing the total
up to a whopping 6 open slots. This cannot be utilized on any other job so
this effectively gives the Jobless job a unique perk. The extra 2 slots open
up some effective combinations for Light side melee fighters using Recollect.
However, the fact that the player would have to master every job pretty much
means this unique benefit is likely acquired far too late to be relevant for
much of anything.


------------------------------------------------------------------------------
     -02- Warrior
----------------------------------

Initial Job: None
Acquired: Chapter 1
Innate Commands: Battle Arts (Strike)

 HP: ****
 MP: *

STR: ****
SPD: **
VIT: ****
INT: *
MND: *

Usable Equipment: Swords, Spears, Axes, Bows, Shields, Helmets, Armor


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              10              Battle Arts / Strike
       2              20              ---
       3              35              Bash  
       4              55              ---
       5              70              Counter
       6              90              ---
       7             120              Enrage
       8             130              --- 
       9             160              ---
      10             190              Slot +1
      11             220              ---
      12             250              ---
      13             280              STR +20%
      14             320              ---
      15             360              War Cry
      16             400              ---
      17             440              Assault
      18             490              ---
      19             550              Slot +1
      20             600              Double Attack

Total AP for Mastery: 4,790


Overall Rating: ****

Warrior is one of the best starter jobs for various reasons. They have high
HP, can wield a variety of good weapon types, wear strong armor and have
access to some great abilities. Their first acquired ability, Strike, is a
staple source of physical damage for a large majority of the game until
better options become available. Strength +20% is a great passive ability
that remains useful for the entire game. War Cry on its own is one of the
best buffing abilities in the game and creates one of the best f-abilities
as well. Overall Warriors are solid and are really only replaced by the end
of the game when slightly better options are available like the speedier
Dragoon and the more useful Paladin.


------------------------------------------------------------------------------
     -03- Monk
----------------------------------

Initial Job: None
Acquired: Chapter 1
Innate Commands: Martial Arts (Kick), Focus

 HP: ****
 MP: *

STR: ****
SPD: **
VIT: ****
INT: *
MND: *

Usable Equipment: Claws, Caps, Vests


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              15              Martial Arts / Kick
       2              30              ---
       3              40              Focus  
       4              50              Lotus Strike
       5              65              ---
       6              85              Aurablast
       7             100              ---
       8             125              VIT +20% 
       9             150              ---
      10             180              Slot +1
      11             210              Riposte
      12             240              ---
      13             280              Chakra
      14             340              ---
      15             370              Vacuum Wave
      16             410              ---
      17             450              Dropkick
      18             500              Raging Fist
      19             540              Slot +1
      20             610              Earthshatterer

Total AP for Mastery: 4,790


Overall Rating: ***

Monk is the other standard fighting job given to the player in Chapter 1
along with the Warrior. Monks have slightly higher stats across the board
compared to Warriors (except INT). However, they have worse equipment options
and their abilities are pretty terrible in general. Aurablast is decent, but,
the high MP cost makes it hardly worthwhile. The Monk becomes outdated once
jobs like Dragoon and Paladin become unlocked. Really the only major benefit
of levelling Monk is that their high level skills create two of the strongest
f-abilities in the game. However, as a class, the Monk is almost completely
overshadowed by the Warrior for the majority of the game. One decent benefit
of being a Monk is the variety of elemental claws during the mid game. These
are actually quite good against some of the bosses at the time.


------------------------------------------------------------------------------
     -04- Thief
----------------------------------

Initial Job: None
Acquired: Chapter 1
Innate Commands: Steal, Item Finder, Vigilance

 HP: **
 MP: **

STR: ***
SPD: ****
VIT: ***
INT: **
MND: **

Usable Equipment: Knives, Katana, Bows, Boomerangs, Caps, Vests


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              30              Pickpocket
       2              40              ---
       3              50              Flee  
       4              65              ---
       5              80              Item Finder
       6              95              ---
       7             110              ---
       8             130              Steal
       9             150              ---
      10             170              Slot +1
      11             200              ---
      12             230              Vigilance
      13             270              ---
      14             310              SPD +10%
      15             350              ---
      16             380              Mug
      17             410              ---
      18             440              ---
      19             470              Slot +1
      20             500              Treasure Hunter

Total AP for Mastery: 4,480


Overall Rating: ***

Thief is probably the worst job when it is first acquired. 2 out of the 4
weapon types that it can wield don't even become available until later in
the game and they can only equip medium armor. Combine this with low HP and
relatively worthless combat abilities and you really have a lone black sheep
amongst the 7 starter jobs.

However, the Thief is more of a late bloomer. Many of its abilities are
crucial for stream lining rare drop hunting. In addition, Thief boasts the
highest SPD stat among all the jobs in the game. SPD becomes very important
for damage dealing in the late game. They gain even more SPD since they can
equip Katanas which generally give large SPD boosts. Unfortunately, the Thief
is completely outclassed by the Ninja so Dark side fighters have no use for
the job after Chapter 3. The Light side lacks Backliner, which means the Thief
will probably end up dead quickly. In addition, there aren't any strong multi
hit f-abilities on the Light side to take advantage of for a non Ultima Weapon
fighter.


------------------------------------------------------------------------------
     -05- Red Mage
----------------------------------

Initial Job: Elgo
Acquired: Chapter 1
Innate Commands: Red Magic Lv. 4

 HP: **
 MP: ***

STR: **
SPD: **
VIT: **
INT: ***
MND: ***

Usable Equipment: Knives, Swords, Staves, Rods, Bows, Shields
                  Caps, Pointed Hats, Vests, Robes


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              35              Red Magic Lv. 1
       2              55              ---
       3              80              HP +20%  
       4             100              ---
       5             130              Red Magic Lv. 2
       6             160              ---
       7             190              ---
       8             220              Attune Blade 
       9             250              ---
      10             280              Slot +1
      11             300              Red Magic Lv. 3
      12             330              ---
      13             360              Red Magic Lv. 4
      14             380              ---
      15             400              ---
      16             420              Magic Blade
      17             440              ---
      18             450              ---
      19             470              Slot +1
      20             490              Doublecast

Total AP for Mastery: 5,540


Overall Rating: ***

Red Mage is truly the jack of all trades when it is first acquired in Chapter
1. With the ability to fight in the front row, heal allies and blast those
pesky jellies, it's hard not to love the Red mage. Red Mage even grants the
highly useful passive ability, HP +20%, without having to spend any JP!
Unfortunately, Red Mage is probably the worst job in terms of longevity.

Their performance peaks by the end of Chapter 2 and steadily drops as the game
progresses from there. They can no longer contribute meaningful physical
damage, their healing is outdone by other jobs and their offensive magic is a
joke. However, mastering the Red Mage unlocks one of the best commands in the
game. Doublecast turns any dedicated mage into a force to be reckoned with.
This ability is worth every point of AP required to get it and players who
seek to obtain it should endeavor to do so sooner rather than later before the
Red Mage becomes truly obsolete. Red Mage may be the only job in the game that
actually has no practical end game use.
 

------------------------------------------------------------------------------
     -06- White Mage
----------------------------------

Initial Job: None
Acquired: Chapter 1
Innate Commands: White Magic Lv. 7

 HP: **
 MP: ****

STR: *
SPD: **
VIT: **
INT: **
MND: ****

Usable Equipment: Staves, Bows, Pointed Hats, Robes


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              20              White Magic Lv. 1
       2              40              ---
       3              60              White Magic Lv. 2  
       4              80              ---
       5             100              MND +20%
       6             120              ---
       7             140              White Magic Lv. 3
       8             160              --- 
       9             180              White Magic Lv. 4
      10             200              Slot +1
      11             220              ---
      12             240              White Magic Lv. 5
      13             260              ---
      14             280              ---
      15             300              White Magic Lv. 6
      16             330              ---
      17             360              ---
      18             390              White Magic Lv. 7
      19             420              Slot +1
      20             450              Mental Discipline

Total AP for Mastery: 4,350


Overall Rating: ****

White Mage starts off relatively replaceable in the early stages of the
game due to Red Mages having equivalent cures and Summoners having the Sylph
summon. However, they start to become far more useful as Chapter 3 begins
and level 5 magic becomes available. There isn't much to say about the White
Mage. It is a straightforward job focused on supporting and healing. However,
Light side White Mages can also assist in dealing with random encounters by
casting Holy. Their JLV 20 ability, Mental Discipline, is a great passive for
supportive mages (notably the Summoner) and will almost complete eliminate
the need for Ethers in most scenarios.

  ### Light side White Mages gain the ability to cast White Magic ###
  ### Lv. 8 during Chapter 4.                                     ###


------------------------------------------------------------------------------
     -07- Black Mage
----------------------------------

Initial Job: None
Acquired: Chapter 1
Innate Commands: Black Magic Lv. 7

 HP: *
 MP: ****

STR: *
SPD: **
VIT: **
INT: ****
MND: **

Usable Equipment: Knives, Rods, Bows, Pointed Hats, Robes


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              20              Black Magic Lv. 1
       2              40              ---
       3              60              Black Magic Lv. 2  
       4              80              ---
       5             100              INT +20%
       6             120              ---
       7             140              Black Magic Lv. 3
       8             160              --- 
       9             180              Black Magic Lv. 4
      10             200              Slot +1
      11             220              ---
      12             240              Black Magic Lv. 5
      13             260              ---
      14             280              ---
      15             300              Black Magic Lv. 6
      16             330              ---
      17             360              ---
      18             390              Black Magic Lv. 7
      19             420              Slot +1
      20             450              Magic Font

Total AP for Mastery: 4,350


Overall Rating: ****

Black Mage starts out rather poorly as the first tier elemental spells barely
do much of anything except against jellies. The job starts to show its power
once the -ra spells and Bio have been learned. Black Mages put out high
amounts of single target damage from that point on. Their spells also tend
to be more MP efficient than expensive f-abilities and summons. This is more
important during the early and mid game when Ethers are expensive. Black Mages
are strongest from Chapter 2 through the beginning of Chapter 4. The Magus
will be the likely replacement at that point due to higher MP and INT. Still,
mastering Black Mage is an important step for offensive mages. Magic Font
provides a huge increase in magical potency.

  ### Dark side Black Mages gain the ability to cast Black Magic  ###
  ### Lv. 8 during Chapter 4.                                     ###


------------------------------------------------------------------------------
     -08- Summoner
----------------------------------

Initial Job: None
Acquired: Chapter 1
Innate Commands: Summon Lv. 7

 HP: *
 MP: *****

STR: *
SPD: **
VIT: **
INT: ****
MND: ****

Usable Equipment: Knives, Staves, Rods, Whips, Pointed Hats, Robes


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              30              Summon Lv. 1
       2              50              ---
       3              70              ---  
       4              90              ---
       5             110              MP +20%
       6             130              ---
       7             160              Summon Lv. 2
       8             180              --- 
       9             200              Summon Lv. 3
      10             220              Slot +1
      11             250              ---
      12             270              Summon Lv. 4
      13             300              ---
      14             320              ---
      15             350              Summon Lv. 5
      16             380              ---
      17             410              Summon Lv. 6
      18             440              Call
      19             470              Slot +1
      20             500              Summon Lv. 7

Total AP for Mastery: 4,930


Overall Rating: *****

Summoner is truly remarkable when it is first acquired. The first summon,
Sylph, is one of the better sources of damage in Chapter 1. If that wasn't
enough, it also restores double the HP of a Cure spell to the entire party.
Summoners single handedly make Chapter 1 easy. However, Chapter 2 is arguably
the roughest time for the Summoner. Sylph's damage and healing are both
completely outclassed by the -ra tier spells. Summon Lv. 2, 3 and 4 are very
costly when they are first acquired (Phoenix's MP cost is absurd). They are
good for random battles, but, will bleed the Summoner dry quickly. Summoners
are also pretty inefficient for boss fights at this point as well.

Summoners eventually become one of the best jobs in the game once the player
has access to the full list of summoning spells. This job becomes extremely
good at healing a party by the end of the game. Phoenix allows a Summoner to
bring back the entire party from death and Argy is Curaga with an extra boon.
What they lack in terms of Esuna, Haste and Shell can be made up through the
party's synergy. MP costs are notably high for this job, but access to more
Ethers in the late game renders this less of a problem than it is during the
early and mid game. Thus, the Summoner continually gets better as the game
progresses.

  ### Summoners only have access to either the Light or Dark side ###
  ### summoning spells up until a point in Chapter 4.             ###


==============================================================================
                       --  C. Light Exclusive Jobs  --            {+LEJS+}
==============================================================================

------------------------------------------------------------------------------
     -09- Dragoon
----------------------------------

Initial Job: Barbara
Acquired: Chapter 2
Innate Commands: Dragon Arts (Fire Breath), Jump

 HP: ****
 MP: **

STR: ****
SPD: ***
VIT: ***
INT: *
MND: *

Usable Equipment: Swords, Spears, Shields, Helmets, Armor


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              30              Dragon Arts / Fire Breath
       2              50              Blizzard Breath
       3              70              ---
       4              90              Thunder Breath
       5             110              ---
       6             130              Healing Breath
       7             150              ---
       8             180              Jump 
       9             210              ---
      10             240              Slot +1
      11             270              ---
      12             300              ---
      13             330              Lancet
      14             360              ---
      15             390              ---
      16             420              Roar
      17             470              ---
      18             510              Holy Breath
      19             550              Slot +1
      20             590              Dragon Soul

Total AP for Mastery: 5,450


Overall Rating: ****

Dragoon is very similar to Warrior in some ways. Both jobs have nearly equal
stat distributions, wear most of the same equipment and fight identically.
However, the Dragoon has a notable SPD advantage over the Warrior and this
becomes very important in the late game. Dragoon also has quite a bit more MP
than the Warrior. This is a notable benefit because the powerful f-abilities
all consume a lot of MP.

Unfortunately, Dragoon abilities are really quite bad in general. The breath
skills cost too much and do too little except maybe Healing Breath for a
little while. Jump suffers the same problems as the Monk's Focus, Lancet is
too weak and Roar doesn't work often enough. Dragon Soul is okay in a really
bad situation, but there are better ways to achieve the same result. Despite
the ability flaws, Dragoon is a sold fighting job with high SPD, decent MP and
the capability of equipping two very good ultimate weapons. These attributes
makes the Dragoon a worthy option for Light side fighters in the late game if
proper use of f-abilities is utilized.


------------------------------------------------------------------------------
     -10- Bard
----------------------------------

Initial Job: Eduardo
Acquired: Chapter 2
Innate Commands: Bardsong (Lovely Lullaby)

 HP: *
 MP: ***

STR: *
SPD: ***
VIT: **
INT: **
MND: **

Usable Equipment: Knives, Bows, Harps, Caps, Pointed Hats, Vests, Robes


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              20              Aiding Anthem
       2              35              ---
       3              50              Magic Madrigal  
       4              70              ---
       5              90              Brave Ballad
       6             120              ---
       7             150              Bardsong / Lovely Lullaby
       8             180              --- 
       9             220              Restful Refrain
      10             260              Slot +1
      11             300              ---
      12             340              Runic Requiem
      13             370              ---
      14             400              Swift Shanty
      15             420              ---
      16             440              ---
      17             450              Angelic Aria
      18             460              ---
      19             470              Slot +1
      20             490              Dire Dirge

Total AP for Mastery: 5,335


Overall Rating: **

Bard is a job that is hard to appreciate. Having a Bard in the party basically
means that member will mostly be frozen while supporting the other 4 allies.
This seems nice in theory, but it's hard to justify this style of play over
other job options that are more direct. To add insult to injury, a large part
of the game is spent with only 4 members. Having to give up flexibility on 1
out of 4 members is rather stifling.

For what it's worth, the Bard is basically a better version of the Dancer in
the supportive role. Bard buff songs are actually quite noticeable when in
effect. The hidden song that produces a combined effect of 3 other songs is
quite nice. However, that style of play really has no place in the final
parts of the game where you need to be able to react at all times. A nice
benefit of levelling Bard is that many of its abilities are required for some
very useful f-abilities. If nothing else, that alone is worth the effort in
levelling this otherwise subpar job.


------------------------------------------------------------------------------
     -11- Memorist
----------------------------------

Initial Job: Argy
Acquired: Chapter 3
Innate Commands: Memorandum, Recollect

 HP: **
 MP: ***

STR: *
SPD: *
VIT: *
INT: *
MND: *

Usable Equipment: All except Holy Swords and Dark Swords


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              35              ---
       2              55              ---
       3              75              ---  
       4              95              ---
       5             115              ---
       6             135              ---
       7             155              ---
       8             175              --- 
       9             205              ---
      10             235              Memorandum
      11             265              ---
      12             295              ---
      13             325              ---
      14             355              ---
      15             395              ---
      16             435              ---
      17             475              ---
      18             525              ---
      19             575              ---
      20             625              Recollect

Total AP for Mastery: 5,550


Overall Rating: **

Memorist is probably the most unique job in FFD. Unfortunately, unique does
not equal good. At first glance the job seems to be a different spin on the
Mimic job from FF5. However, the Memorist really wasn't thought out very well
at all. This job is the only one in FFD to be completely devoid of extra
ability slots. That means the Memorist is stuck with exactly 2 abilities that
it naturally comes equipped with.

When Memorandum is selected in combat, it randomly picks a number of commands
that the player can choose from. Anything that the Memorist has learned thus
far will be available. This allows the Memorist access to every single command
in the game at once. The downside is that the selection process is completely
random and the flow of battle is still progressing. Sitting around trying to
find the right command while enemies are wailing on the party sounds a bit
ridiculous to me. 

Recollect allows the player to customize the Memorist's stats using collected
memories. This can be utilized to produce insane levels of certain stats.
Unfortunately, the high slot cost prevents all but the fully unlocked Jobless
job from really taking advantage of Recollect. Overall, Memorist has potential
to be decent. Unfortunately, Memorandum is too much of a hassle to use to
its fullest and the vast equipment options don't outweigh the lack of extra
slots and other flaws.


------------------------------------------------------------------------------
     -12- Paladin
----------------------------------

Initial Job: Gawain
Acquired: Chapter 3
Innate Commands: Holy Blade (Charge), Cover

 HP: ****
 MP: **

STR: ****
SPD: **
VIT: ****
INT: *
MND: **

Usable Equipment: Swords, Holy Swords, Axes, Shields, Helmets, Armor


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              30              Holy Blade / Charge
       2              55              ---
       3              80              Pommel  
       4             100              ---
       5             130              Cover
       6             160              ---
       7             190              Mighty Guard
       8             220              --- 
       9             250              Guard
      10             280              Slot +1
      11             300              Damage > HP
      12             330              ---
      13             360              ---
      14             380              Doublehand
      15             400              ---
      16             420              ---
      17             440              Wide Slash
      18             450              ---
      19             470              Slot +1
      20             490              Ivory Slash

Total AP for Mastery: 5,535


Overall Rating: *****

Paladin is simply an incredible job from start to finish. Statistically, it
is basically an all around better Warrior with a slight tradeoff in HP for MP.
This is actually beneficial since all of the Paladin's abilities consume tons
of MP. Speaking of which, the Paladin's Holy Blade is arguably one of the
best command sets in the game. Charge, Mighty Guard, Wide Slash and Ivory
Slash are all tremendous abilities. Doublehand is the Light side's answer to
the Ninja's Dual Wield. Although Light side fighters won't receive the extra
benefits from equipping 2 weapons, the damage output is still basically the
same. Paladins are also integral for creating a few good f-abilities. They
may be slower than Dragoons, but, the sheer usefulness of Holy Blade is a
great benefit that Dragon Arts simply does not provide.


------------------------------------------------------------------------------
     -13- Seer
----------------------------------

Initial Job: Sophia
Acquired: Chapter 4
Innate Commands: White Magic Lv. 8, Benediction

 HP: **
 MP: *****

STR: *
SPD: **
VIT: **
INT: **
MND: *****

Usable Equipment: Staves, Pointed Hats, Robes


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              20              Dispel
       2              40              Res. Element / Barlight
       3              60              Barfire
       4              80              Barblizzard
       5             100              Barthunder
       6             120              ---
       7             140              Baraero
       8             160              ---
       9             180              Benediction
      10             200              Slot +1
      11             220              ---
      12             250              Barstone
      13             290              ---
      14             340              Barwater
      15             400              ---
      16             470              Bardark
      17             550              ---
      18             640              White Magic Lv. 8
      19             720              Slot +1
      20             800              Araise

Total AP for Mastery: 5,780


Overall Rating: ****

Seer is essentially an enhanced version of the White Mage. They give up some
of their physical stats for increased MP and MND. To be honest, there is
little difference between a Seer and a Light side White Mage. The only reason
to level a Seer is to pick up the two remaining level 8 spells. Res. Element
can be useful at times. However, most threatening bosses focus on non
elemental attacks. Thus, Res. Element is fairly useless in the most dangerous
situations. Benediction is laughable at best as it tends to fail more often
than it works. Overall, if you like the White Mage then the Seer is more of
the same.


==============================================================================
                       --  D. Dark Exclusive Jobs  --             {+DEJS+}
==============================================================================

------------------------------------------------------------------------------
     -14- Ranger
----------------------------------

Initial Job: Gramps
Acquired: Chapter 2
Innate Commands: Aim (Precise Shot), Recover

 HP: ***
 MP: **

STR: ***
SPD: ***
VIT: ***
INT: **
MND: **

Usable Equipment: Knives, Axes, Bows, Whips, Boomerangs, Caps, Vests


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              20              Aim / Precise Shot
       2              40              Aim: Mouth
       3              60              ---  
       4              80              Aim: Legs
       5             100              ---
       6             120              Recover
       7             140              ---
       8             160              Aim: Heart 
       9             180              ---
      10             200              Slot +1
      11             240              ---
      12             280              Quick Shot
      13             320              ---
      14             360              Backup
      15             400              ---
      16             450              Attack: Vitals
      17             500              ---
      18             550              Alchemy
      19             600              Slot +1
      20             650              Spreadshot

Total AP for Mastery: 5,450


Overall Rating: ***

Ranger as a job is pretty average. There's really nothing to write home
about with them. They can wield a large amount of weapon types, but half of
them are basically worthless. They benefit greatly from Backliner because of
their squishiness. Unfortunately, you won't be getting it until Chapter 3 and
Ranger is the first Dark exclusive job. Their abilities for the most part are
also nothing great except for a few. Precise Shot is a great skill for
hunting evasive monsters (Cactuar anyone?). Alchemy is amazing for tossing
around Phoenix Downs, Remedies, Dry Ethers and Elixirs in the late game.
Their final skill, Spreadshot, is one of the best standard sources of damage
in the game and unlocks a strong f-ability.


------------------------------------------------------------------------------
     -15- Dark Knight
----------------------------------

Initial Job: Graham
Acquired: Chapter 2
Innate Commands: Dark Blade (Darkness), Draw Attacks

 HP: ****
 MP: **

STR: ****
SPD: ***
VIT: ***
INT: **
MND: *

Usable Equipment: Swords, Dark Swords, Axes, Shields, Helmets, Armor


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              30              Dark Blade / Darkness
       2              55              ---
       3              80              Curse  
       4             100              ---
       5             130              Onyx Wave
       6             160              ---
       7             190              Backliner
       8             220              ---
       9             250              Draw Attacks
      10             280              Slot +1
      11             300              Absorb HP
      12             330              ---
      13             360              ---
      14             380              Last Resort
      15             400              ---
      16             420              ---
      17             440              Final Assault
      18             450              ---
      19             470              Slot +1
      20             490              Ebony Slash

Total AP for Mastery: 5,535


Overall Rating: ****

Dark Knight is very similar to the Warrior in terms of stat distribution and
share a good amount of the same equipment options. Their abilities mainly
focus on inflicting self harm for the purpose of greater damage on enemies.
Onyx Wave is amazing early in the game as there aren't a whole lot of good
ways to defeat multiple enemies at once at that point. However, the backlash
from it is rather extreme and can be taxing on your healer. Darkness is
essentially worthless when you can just use Strike instead. Ebony Slash is
quite powerful and very useful on a few particular bosses.

Draw Attacks is useful in the mid game for soaking up threatening single
target attacks. Dark Knights teach the immensely useful Backliner skill and
at a low level as well. Unfortunately, the usefulness of the job itself
basically vanishes towards the late game when many enemies start to resist
Dark element attacks. In addition, the Ninja is basically a better option for
postgame purposes. However, the utility of this job during Chapter 3 and the
amazing Backliner skill can't be ignored.


------------------------------------------------------------------------------
     -16- Dancer
----------------------------------

Initial Job: Matoya
Acquired: Chapter 3
Innate Commands: Dance (Cure Waltz)

 HP: **
 MP: ***

STR: **
SPD: ***
VIT: **
INT: **
MND: **

Usable Equipment: Knives, Bows, Harps, Whips, Caps, Pointed Hats,
                  Vests, Robes


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              20              Drain Samba
       2              35              ---
       3              50              Osmose Dance  
       4              70              ---
       5              90              Fraility Polka
       6             120              ---
       7             150              Dance (Cure Waltz)
       8             180              --- 
       9             220              Heal Waltz
      10             260              Slot +1
      11             300              ---
      12             340              ---
      13             370              Slow Minuet
      14             400              ---
      15             420              ---
      16             440              Wonder Step
      17             450              ---
      18             460              ---
      19             470              Slot +1
      20             490              Trance

Total AP for Mastery: 5,335


Overall Rating: *

Dancer is arguably the worst job in FFD. It is essentially the opposite of
the Bard. The Dancer specializes in demoralizing foes and has a few skills
that are used for support as well. However, it seems like most of the stat
down dances don't seem to effect the enemy much. Cure Waltz is nice when
Matoya is part of the party, but, I can't imagine anyone using a Dancer
just for that. The Dancer has sub par stats similar to the Bard and an
equally bad assortment of weapon types to choose from. Unlike the Bard, this
job isn't integral for an array of f-abilities either. The only one worth
mentioning is Phantom Rush. Unfortunately, it requires the JLV 20 ability,
Trance, in order to learn it.


------------------------------------------------------------------------------
     -17- Ninja
----------------------------------

Initial Job: Jinnai
Acquired: Chapter 3
Innate Commands: Ninjutsu (Flame, Flood, Blitz), Dual Wield

 HP: ***
 MP: ***

STR: ****
SPD: ****
VIT: ***
INT: ***
MND: **

Usable Equipment: Knives, Katana, Claws, Boomerangs, Caps, Vests


                [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              35              Ninjutsu / Flame, Flood, Blitz
       2              55              Healing Pill
       3              75              ---  
       4              95              Noxious Gas
       5             115              Flash
       6             135              ---
       7             155              Tremor
       8             175              Gale
       9             205              ---
      10             235              Slot +1
      11             265              Throw
      12             295              ---
      13             325              Smoke Bomb
      14             355              Stunner
      15             395              ---
      16             435              Restorative Pill
      17             475              Image
      18             525              Assassinate
      19             575              Slot +1
      20             625              Dual Wield

Total AP for Mastery: 5,550


Overall Rating: *****

Ninja is easy to describe. Some FFD jobs are good, some are good in a less
than obvious way. Ninja is neither. This job is blatantly powerful. Ninja
have high STR and their SPD is really only surpassed by the Thief (and it's
not much of a difference). Ninja are the best at dealing damage on a per
second basis as they will likely run laps around the other party members.
Ninja are so good because their only weakness is easy to counter. They tend
to be squishy, but, give them Backliner and this problem basically evaporates.
Their extra ability slots are extremely open due to innate Dual Wield freeing
up what would normally consume 2 slots. Ninja is a fantastic job that is
acquired late. However, any Warriors of Darkness going the melee route should
end up in this job anyway.


------------------------------------------------------------------------------
     -18- Magus
----------------------------------

Initial Job: The Mask
Acquired: Chapter 4
Innate Commands: Black Magic Lv.8, Clarity

 HP: *
 MP: *****

STR: *
SPD: **
VIT: **
INT: *****
MND: **

Usable Equipment: Knives, Rods, Pointed Hats, Robes


                 [ JLV / AP chart ]

      JLV        AP Required          Benefit
............................................................
       1              20              Flare
       2              40              Boost Element
       3              60              Enfire  
       4              80              Enblizzard
       5             100              Enthunder
       6             120              ---
       7             140              Enaero
       8             160              --- 
       9             180              Clarity
      10             200              Slot +1
      11             220              ---
      12             250              Enstone
      13             290              ---
      14             340              Enwater
      15             400              ---
      16             470              Enlight
      17             550              ---
      18             640              Black Magic Lv. 8
      19             720              Slot +1
      20             800              Ultima

Total AP for Mastery: 5,780


Overall Rating: ****

Magus is arguably the highest damage dealing class in the game in terms of
sheer potency. Nothing really beats a double casted Meteor aside from a fully
mastered Light side Jobless fighter. Their stats are focused in dealing magic
damage and they do it very well. A Magus raised initially as a Red Mage and
Black Mage for Doublecast and Magic Font will be a formidable boss killer.
The Magus' biggest downsides are their very low amount of HP which can be
detrimental in late game scenarios as well as the lengthy cast times of level
8 black magic.




______________________________________________________________________________
                                                                  {+ABCP+}
                      ---  V. Ability Compendium  ---

______________________________________________________________________________


==============================================================================
                         --  A. Ability Preview  --               {+ABPR+}
==============================================================================

 [ What are abilities? ]

Abilities are the primary reason to level up jobs. They are fighting, healing
and supportive skills that create powerful characters. Abilities come in a few
different varieties. The first type are command abilities, the second ones are
passive abilities and lastly there are a few unique abilities.


 [ What are command abilities? ]

Most of the command abilities in FFD are essentially skill packs. These skills
represent the fundamental characteristics of the job they belong to. The most
basic example is the Warrior's Battle Arts command. Battle Arts has skills
that are primarily used to damage the enemy. In addition, there are also some
skills that raise the Warrior's ATK as well as the party's. This is radically
different compared to the Thief's commands. These abilities are more designed
for utility and theft.


 [ Okay, that's straightforward. Why do I need passive abilities? ]

Passive abilities are ones that cannot be used directly. Instead, they serve
to grant a perpetual beneficial effect. This does not mean passive abilities
are somehow less valuable than command abilities. Passive abilities work hand
in hand with command abilities. Characters can only become truly powerful in
combat by successfully mixing both types. Common examples of passive abilities
are the stat boosters such as STR +20% and INT +20%. There are also others
that have far more influential effects such as Dual Wield.


 [ Well then, what are unique abilities? ]

Unique abilities are a very minor part of FFD. These abilities are generally
story related and only appear on temporary characters. Regardless, they are
chronicled here as they do have their own effects. Note that these abilities
are never acquirable through legitimate means.


 [ So can I use all of the abilities I've learned at the same time? ]

Finally, all abilities have a slot value. All jobs except one have their own
innate abilities. These abilities do take up slots, but it is disregarded in
this case. Most of the jobs start with 2 extra slots to equip additional job
abilities. An extra slot is granted upon reaching JLV 10 and JLV 19. Generally
speaking, most abilities require 1 or 2 slots to be equipped. However, there
are two exceptions.


==============================================================================
                       --  B. Universal Commands  --              {+UNCM+}
==============================================================================

------------------------------------------------------------------------------
     -01- Attune Blade
----------------------------------

"Until next turn, stops the next spell used and converts it to MP."

Job: Red Mage
JLV: 8
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -02- Battle Arts
----------------------------------

"Grants the ability to use Battle Arts abilities."

Job: Warrior
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Strike               4      -      Deals a critical attack to a single enemy

Bash                 5      3      Deals damage to a single enemy and inflicts
                                   Confuse, causing it to attack randomly

Enrage               5      7      Lowers own DEF but raises ATK

War Cry             24     15      Increases ATK for all allies

Assault             28     17      Deals damage to a single enemy based on own
                                   HP but puts self into a critical state

Double Attack       16     20      Attacks a single target twice in a row


------------------------------------------------------------------------------
     -03- Black Magic
----------------------------------

"Grants the ability to cast Black Magic."

Job: Black Mage / Magus
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Black Magic Lv. 1    -      1 (BM) Grants the ability to cast
                                   Black Magic Lv. 1

Black Magic Lv. 2    -      3 (BM) Grants the ability to cast
                                   Black Magic Lv. 2

Black Magic Lv. 3    -      7 (BM) Grants the ability to cast
                                   Black Magic Lv. 3

Black Magic Lv. 4    -      9 (BM) Grants the ability to cast
                                   Black Magic Lv. 4

Black Magic Lv. 5    -     12 (BM) Grants the ability to cast
                                   Black Magic Lv. 5

Black Magic Lv. 6    -     15 (BM) Grants the ability to cast
                                   Black Magic Lv. 6

Black Magic Lv. 7    -     18 (BM) Grants the ability to cast
                                   Black Magic Lv. 7

Black Magic Lv. 8*   -     18 (MG) Grants the ability to cast
                                   all Black Magic

*This is Dark exclusive


------------------------------------------------------------------------------
     -04- Call
----------------------------------

"Calls forth a random Eidolon without using MP."

Job: Summoner
JLV: 17
Slots: 2
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -05- Doublecast
----------------------------------

"Casts equipped magic twice in succession."

Job: Red Mage
JLV: 20
Slots: 2
Skills: Yes*
MP Cost: -

*Doublecast allows chain casting any spell sets that are equipped. Doublecast
will display nothing if there are no magic commands set.


------------------------------------------------------------------------------
     -06- Flee
----------------------------------

"Flees from battle."

Job: Thief
JLV: 3
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -07- Focus
----------------------------------

"Stores power to increase strength of next ability. Can store 3 times."

Job: Monk
JLV: 3
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -08- Magic Blade
----------------------------------

"Grants the ability to use Magic Blade abilities."

Job: Red Mage
JLV: 16
Slots: 2
Skills: Yes*
MP Cost: -

*Magic Blade skills are acquired via buying the associated magic spell.

 Name               MP     JLV     Description
............................................................................
Burning Slash        8      -      Attacks a single target, dealing fire
                                   damage

Freezing Slash       8      -      Attacks a single target, dealing ice
                                   damage

Arcing Slash         8      -      Attacks a single target, dealing lightning
                                   damage

Putrid Slash         8      -      Attacks a single target and inflicts
                                   Poison, causing periodic damage

Muted Slash          8      -      Attacks a single target and inflicts 
                                   Silence, preventing spell casting

Drowsy Slash         8      -      Attacks a single target and inflicts
                                   Sleep, preventing action

Draining Slash      10      -      Attacks a single target and absorbs HP

Osmotic Slash       10      -      Drains MP from a single target

Curative Slash       8      -      Restores HP to the attacked target

Stoning Slash       20      -      Attacks a single target and inflicts
                                   Petrify, turning it to stone


------------------------------------------------------------------------------
     -09- Martial Arts
----------------------------------

"Grants the ability to use Martial Arts abilities."

Job: Monk
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Kick                 1      -      Deals damage to all enemies

Lotus Strike         8      4      Randomly inflicts Sleep, Paralysis, Slow,
                                   or Instant Death on a single enemy

Aurablast           14      6      Deals light damage to a single target

Chakra              24     13      Restores HP and removes Sleep, Confuse,
                                   Paralyze, Berserk and Curse on a single
                                   target

Vacuum Wave         18     15      Halves an enemy's HP

Dropkick            29     17      Damages a single enemy and inflicts
                                   Confuse, causing it to attack randomly

Raging Fist         30     18      Attacks a single enemy multiple times

Earthshatterer      28     20      Deals earth damage to all enemies


------------------------------------------------------------------------------
     -10- Mug
----------------------------------

"Attacks and steals an item from an enemy."

Job: Thief
JLV: 16
Slots: 2
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -11- Pickpocket
----------------------------------

"Steals gil from an enemy."

Job: Thief
JLV: 1
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -12- Red Magic
----------------------------------

"Grants the ability to cast White and Black Magic."

Job: Red Mage
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Red Magic Lv. 1      -      1      Grants the ability to cast
                                   Lv. 1 White and Black magic

Red Magic Lv. 2      -      5      Grants the ability to cast
                                   Lv. 2 White and Black magic

Red Magic Lv. 3      -     11      Grants the ability to cast
                                   Lv. 3 White and Black magic

Red Magic Lv. 4      -     13      Grants the ability to cast
                                   Lv. 4 White and Black magic


------------------------------------------------------------------------------
     -13- Riposte
----------------------------------

"Until next turn, chance to nullify and counter a normal attack."

Job: Monk
JLV: 11
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -14- Steal
----------------------------------

"Steals an item from an enemy."

Job: Thief
JLV: 8
Slots: 2
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -15- Summon
----------------------------------

"Grants the ability to cast Summoning Magic."

Job: Summoner
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Summon Lv. 1         -      1      Grants the ability to cast
                                   Lv. 1 Summoning Magic

Summon Lv. 2         -      7      Grants the ability to cast
                                   Lv. 2 Summoning Magic

Summon Lv. 3         -      9      Grants the ability to cast
                                   Lv. 3 Summoning Magic

Summon Lv. 4         -     12      Grants the ability to cast
                                   Lv. 4 Summoning Magic

Summon Lv. 5         -     15      Grants the ability to cast
                                   Lv. 5 Summoning Magic

Summon Lv. 6         -     17      Grants the ability to cast
                                   Lv. 6 Summoning Magic

Summon Lv. 7         -     20      Grants the ability to cast
                                   all Summoning Magic


------------------------------------------------------------------------------
     -16- White Magic
----------------------------------

"Grants the ability to cast White Magic."

Job: White Mage / Seer
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
White Magic Lv. 1    -      1 (WM) Grants the ability to cast
                                   White Magic Lv. 1

White Magic Lv. 2    -      3 (WM) Grants the ability to cast
                                   White Magic Lv. 2

White Magic Lv. 3    -      7 (WM) Grants the ability to cast
                                   White Magic Lv. 3

White Magic Lv. 4    -      9 (WM) Grants the ability to cast
                                   White Magic Lv. 4

White Magic Lv. 5    -     12 (WM) Grants the ability to cast
                                   White Magic Lv. 5

White Magic Lv. 6    -     15 (WM) Grants the ability to cast
                                   White Magic Lv. 6

White Magic Lv. 7    -     18 (WM) Grants the ability to cast
                                   White Magic Lv. 7

White Magic Lv. 8*   -     18 (SR) Grants the ability to cast
                                   all White Magic

*This is Light Exclusive


==============================================================================
                  --  C. Light Exclusive Commands  --             {+LECM+}
==============================================================================

------------------------------------------------------------------------------
     -17- Bardsong
----------------------------------

"Grants the ability to use Bardsong abilities."

Job: Bard
JLV: 7
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Lovely Lullaby      16      -      Inflicts Sleep on all enemies, preventing
                                   action. Damage wakens sleeping targets

Aiding Anthem       22      1      Heals all allies' HP while singing for the
                                   duration of the song

Magic Madrigal      22      3      Increases all allies' INT and MND while
                                   singing for the duration of the song

Brave Ballad        22      5      Increases all allies' STR while singing for
                                   the duration of the song

Restful Refrain     28      9      Stops time and halts all enemies' actions

Runic Requiem       34     12      Deals damage to all undead enemies

Swift Shanty        22     14      Increases all allies' SPD while singing for
                                   the duration of the song

Angelic Aria        54     17      Restores all allies' HP and MP while
                                   singing for the duration of the song

Dire Dirge          44     20      Deals damage to all enemies based on own
                                   missing HP

Heroic Hymn*        55     20*     Increases all allies' STR, INT, MND, and
                                   SPD while singing for the duration of the
                                   song


*Heroic Hymn requires Bard JLV 20, but is not acquired automatically. You
must simply talk to an NPC late in the game in order to learn it. Search
{+4TVS+} for details.

------------------------------------------------------------------------------
     -18- Benediction
----------------------------------

"Restores HP to all allies."

Job: Seer
JLV: 9
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -19- Dragon Arts
----------------------------------

"Grants the ability to use Dragon Arts abilities."

Job: Dragoon
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Fire Breath         10      -      Deals fire damage to all enemies

Blizzard Breath     10      2      Deals ice damage to all enemies

Thunder Breath      10      4      Deals lightning damage to all enemies

Healing Breath      18      6      Restores HP for all allies

Lancet               8     13      Absorbs a single enemy's HP and MP

Roar                19     16      Inflicts Stun on all enemies, resetting
                                   their wait time

Holy Breath         48     18      Deals holy damage to all enemies

Dragon Soul         64     20      Consumes all HP and MP to completely revive
                                   and restore all allies


------------------------------------------------------------------------------
     -20- Holy Blade
----------------------------------

"Grants the ability to use Holy Blade abilities."

Job: Paladin
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Charge              28      -      Damages a single enemy and then all other
                                   enemies

Pommel              15      3      Attacks a single target and inflicts
                                   Paralyze, halting actions

Mighty Guard        48      7      Reduces physical and magic damage received
                                   by all allies

Guard               10      9      Until next turn, nullifies all physical
                                   attacks used against self

Wide Slash          35     17      Attacks all enemies

Ivory Slash         28     20      Deals light damage to a single target


------------------------------------------------------------------------------
     -21- Jump
----------------------------------

"Attacks from above for damage. Not attackable while jumping."

Job: Dragoon
JLV: 8
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -22- Memorandum
----------------------------------

"Grants the ability to use a randomly chosen equipped ability."

Job: Memorist
JLV: 10
Slots: 3
Skills: Yes*
MP Cost: 0

*Memorandum will choose abilities based on everything that the character has
learned.


------------------------------------------------------------------------------
     -23- Res. Element
----------------------------------

"Grants ability to use magic that bolsters elemental resistance."

Job: Seer
JLV: 2
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Barfire             24      3      Creates a barrier around all allies to
                                   reduce the next fire attack by one-half

Barblizzard         24      4      Creates a barrier around all allies to
                                   reduce the next ice attack by one-half

Barthunder          24      5      Creates a barrier around all allies to
                                   reduce the next lightning attack by
                                   one-half

Baraero             24      7      Creates a barrier around all allies to
                                   reduce the next wind attack by one-half

Barstone            24     12      Creates a barrier around all allies to
                                   reduce the next earth attack by one-half

Barwater            24     14      Creates a barrier around all allies to
                                   reduce the next water attack by one-half

Barlight            28      -      Creates a barrier around all allies to
                                   reduce the next light attack by one-half

Bardark             28     16      Creates a barrier around all allies to
                                   reduce the next dark attack by one-half


==============================================================================
                   --  D. Dark Exclusive Commands  --             {+DECM+}
==============================================================================

------------------------------------------------------------------------------
     -24- Aim
----------------------------------

"Grants the ability to use Aim abilities."

Job: Ranger
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Precise Shot         3      -      Attacks a single target with an unfailing
                                   strike

Aim: Mouth           4      2      Attacks a single target and inflicts
                                   Silence, preventing spell casting

Aim: Legs            4      4      Attacks a single target and inflicts Stun,
                                   resetting its wait time

Aim: Heart           6      8      Attacks a single target and inflicts
                                   Confuse, causing it to attack randomly

Quick Shot           9     12      Attacks and decreases the wait time until
                                   the next action

Aim: Vitals         16     16      Attacks and instantly kills a single
                                   target

Spreadshot          19     20      Attacks enemies four times at random


------------------------------------------------------------------------------
     -25- Alchemy
----------------------------------

"Uses two items in succession."

Job: Ranger
JLV: 18
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -26- Backup
----------------------------------

"Until next turn, automatically follows up on an ally's attack."

Job: Ranger
JLV: 14
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -27- Boost Element
----------------------------------

"Grants ability to use magic that bolsters elemental attacks."

Job: Magus
JLV: 2
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Enfire              18      3      Enchants all allies' attacks with the
                                   power of fire

Enblizzard          18      4      Enchants all allies' attacks with the
                                   power of ice

Enthunder           18      5      Enchants all allies' attacks with the
                                   power of lightning

Enaero              18      7      Enchants all allies' attacks with the
                                   power of wind

Enstone             18     12      Enchants all allies' attacks with the
                                   power of earth

Enwater             18     14      Enchants all allies' attacks with the
                                   power of water

Enlight             22     16      Enchants all allies' attacks with the
                                   power of light

Endark              22      -      Enchants all allies' attacks with the
                                   power of darkness


------------------------------------------------------------------------------
     -28- Clarity
----------------------------------

"Restores MP to all allies."

Job: Magus
JLV: 9
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -29- Dance
----------------------------------

"Grants the ability to use Dance abilities."

Job: Dancer
JLV: 7
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Cure Waltz          34      -      Restores all allies' HP

Drain Samba         20      1      Absorbs HP from a single enemy

Osmose Dance         5      3      Absorbs MP from a single enemy

Frailty Polka       26      5      Decreases all enemies' STR while dancing
                                   for the duration of the dance

Heal Waltz          19      9      Removes Sleep, Confuse, Paralysis, Berserk,
                                   and Curse from a single ally

Slow Minuet         28     13      Decreases all enemies' SPD while dancing
                                   for the duration of the dance

Wonder Step         44     16      Randomly inflicts Sleep, Paralysis, Slow,
                                   or Instant Death on all enemies

Trance              10+    20      Consumes all MP to increase all stats by a
                                   corresponding amount

Dance of Veils*     36      -      Creates images of all allies, enabling each
                                   to avoid one physical attack

Saber Dance*        34      -      Deals damage to a single enemy


*Dance of Veils is not acquired through JLVs. It is obtained by revisiting
taverns after unlocked the Dancer job. Search {+3HGK+} for more details.

*Saber Dance is not acquired through JLVs. It is obtained from defeating an
optional boss. Search {+4BCL+} for more details.


------------------------------------------------------------------------------
     -30- Dark Blade
----------------------------------

"Grants the ability to use Dark Blade abilities."

Job: Dark Knight
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Darkness             1      -      Consumes one-quarter of max HP to deal
                                   heavy damage to a single target

Curse               15      3      Inflicts Curse and Sap on a single target

Onyx Wave            1      5      Consumes one-third of max HP to deal damage
                                   to all enemies

Last Resort         10     14      Inflicts Doom on self but increases own
                                   stats

Final Thrust        16     17      Deals damage based on own max HP to a
                                   single target. More likely to succeed at
                                   lower HP levels

Ebony Slash         28     20      Deals dark damage to a single target


------------------------------------------------------------------------------
     -31- Draw Attacks
----------------------------------

"Draws enemy attacks onto oneself."

Job: Dark Knight
JLV: 9
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -32- Ninjutsu
----------------------------------

"Grants the ability to use Ninjutsu abilities."

Job: Ninja
JLV: 1
Slots: 2
Skills: Yes
MP Cost: -

 Name               MP     JLV     Description
............................................................................
Flame               18      -      Deals fire damage to all enemies

Flood               18      -      Deals water damage to all enemies

Blitz               18      -      Deals lightning damage to all enemies

Healing Pill        15      -      Restores 30% of a single ally's maximum HP

Noxious Gas         12      -      Inflicts Toxify to a single target,
                                   inflicting periodic damage

Flash               23      -      Inflicts Blind to all enemies, decreasing
                                   their ACC

Tremor              18      -      Deals earth damage to all enemies

Gale                18      -      Deals wind damage to all enemies

Smoke Bomb          10      -      Removes the party from battle

Stunner             19      -      Seals a target's movement and prevents
                                   action

Restorative Pill    26      -      Restores 60% of a single ally's maximum HP

Image                6      -      Creates an image of self to avoid two
                                   physical attacks

Assassinate         36      -      Instantly kills a single enemy


------------------------------------------------------------------------------
     -33- Throw
----------------------------------

"Throws a weapon at an enemy. Thrown weapons disappear."

Job: Ninja
JLV: 11
Slots: 1
Skills: No
MP Cost: 0


==============================================================================
                       --  E. Passive Abilities  --               {+PSAB+}
==============================================================================

------------------------------------------------------------------------------
     -34- Absorb HP
----------------------------------

"Recovers HP proportional to physical damage dealt."

Job: Dark Knight
JLV: 11
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -35- Backliner
----------------------------------

"Can attack from the back row without a loss in damage."

Job: Dark Knight
JLV: 7
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -36- Counter
----------------------------------

"Sometimes counterattacks when hit by a physical attack."

Job: Warrior
JLV: 5
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -37- Cover
----------------------------------

"Takes damage in place of critically injured allies."

Job: Paladin
JLV: 5
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -38- Damage > HP
----------------------------------

"Recovers HP proportional to damage suffered."

Job: Paladin
JLV: 11
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -39- Doublehand
----------------------------------

"Able to equip a weapon in both hands to increase damage."

Job: Paladin
JLV: 14
Slots: 2
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -40- Dual Wield
----------------------------------

"Grants the ability to equip a weapon in each hand."

Job: Ninja
JLV: 20
Slots: 2
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -41- HP +20%
----------------------------------

"Increases HP by 20%."

Job: Red Mage
JLV: 3
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -42- INT +20%
----------------------------------

"Increases INT by 20%."

Job: Black Mage
JLV: 5
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -43- Item Finder
----------------------------------

"Enemies are more likely to drop items."

Job: Thief
JLV: 5
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -44- Magic Font
----------------------------------

"Increases strength of magic by 50% while in battle."

Job: Black Mage
JLV: 20
Slots: 2
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -45- Mental Discipline
----------------------------------

"Halves MP usage in battle."

Job: White Mage
JLV: 20
Slots: 2
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -46- MND +20%
----------------------------------

"Increases MND by 20%."

Job: White Mage
JLV: 5
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -47- MP +20%
----------------------------------

"Increases MP by 20%."

Job: Summoner
JLV: 5
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -48- Recollect
----------------------------------

"Determines all non-HP/MP stats based on collected memories."

Job: Memorist
JLV: 20
Slots: 3
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -49- Recover
----------------------------------

"Recovers a small amount of allies' HP and MP after battle."

Job: Ranger
JLV: 6
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -50- SPD +20%
----------------------------------

"Increases SPD by 20%."

Job: Thief
JLV: 14
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -51- STR +20%
----------------------------------

"Increases STR by 20%."

Job: Warrior
JLV: 13
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -52- Treasure Hunter
----------------------------------

"Enemies are more likely to drop rare items."

Job: Thief
JLV: 20
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -53- Vigilance
----------------------------------

"Prevents sneak attacks and back attacks."

Job: Thief
JLV: 12
Slots: 1
Skills: No
MP Cost: 0


------------------------------------------------------------------------------
     -54- VIT +20%
----------------------------------

"Increases VIT by 20%."

Job: Monk
JLV: 8
Slots: 1
Skills: No
MP Cost: 0


==============================================================================
                       --  F. Unique Abilities  --               {+UQAB+}
==============================================================================

------------------------------------------------------------------------------
     -55- One-handed
----------------------------------

"Lost arm in a previous battle but has perfected swordsmanship."

  -Jinnai


------------------------------------------------------------------------------
     -56- Promised Battlegear
----------------------------------

"Unable to change equipment."

  -Graham


------------------------------------------------------------------------------
     -57- Proto-Recollect
----------------------------------

"Able to turn the knowledge created by Dr. Lugae into power."

  -Argy


------------------------------------------------------------------------------
     -58- Sixth Sense
----------------------------------

"Lost sight but able to see with the mind. Immune to Blind."

  -Gramps


------------------------------------------------------------------------------
     -59- Witch's Curse
----------------------------------

"Cursed into the form of a frog. Immune to Toad/Mini in battle."

  -Eduardo


==============================================================================
                      --  G. Magic and Summons  --                {+MGSM+}
==============================================================================

------------------------------------------------------------------------------
     -60- White Magic
----------------------------------

 [ Lv. 1 ] - N/A*

 Name            MP          Description
............................................................................
Cure              4          Restores HP to a single/all target(s)

Libra             1          Reveals target's HP and weaknesses

Poisona           3          Removes Poison and Toxify from a single target


*White Magic Lv. 1 spells are acquired automatically.


 [ Lv. 2 ] - 300 Gil

 Name            MP          Description
............................................................................
Slow              7          Slows the passing of time for a single target

Silence           5          Inflicts silence on a single target, preventing
                             spell casting

Mini              6          Makes target small, decreasing physical attack
                             power, or restores state


 [ Lv. 3 ] - 700 Gil

 Name            MP          Description
............................................................................
Cura             14          Restores HP to a single/all target(s)

Protect           8          Reduces physical damage received by a single/all
                             targets

Raise            22          Revives a single target


 [ Lv. 4 ] - 1500 Gil

 Name            MP          Description
............................................................................
Basuna           10          Removes Sleep, Confuse, Paralyze, Berserk, and
                             Curse from a single target

Confuse           7          Inflicts confuse to a single target, causing it
                             to attack randomly

Teleport         15          Teleports the party away from a battle or dungeon


 [ Lv. 5 ] - 3000 Gil

 Name            MP          Description
............................................................................
Curaja           26          Restores HP to a single/all target(s)

Blink             7          Creates an image of an ally to avoid two physical
                             attacks

Shell            10          Reduces magic damage received by a single/all
                             target(s)


 [ Lv. 6 ] - 6000 Gil

 Name            MP          Description
............................................................................
Berserk          14          Inflicts Berserk on a single target, causing it
                             to continually attack with increased ATK

Regen            12          Slowly restores a single ally's HP

Haste            16          Speeds up the passing of time for a single target


 [ Lv. 7 ] - 10000 Gil

 Name            MP          Description
............................................................................
Curaga           36          Restores HP to a single/all target(s)

Esuna            15          Removes all status conditions from a single
                             target

Reflect          22          Reflects magic aimed at target


 [ Lv. 8 ] - N/A*

 Name            MP          Description
............................................................................
Dispel           16          Removes magic effects from a single target

Holy             42          Deals light damage to a single target

Araise           54          Revives a single target and restores all HP


*Dispel is acquired at Seer JLV 1

*Holy is acquired during Chapter 4

*Araise is acquired at Seer JLV 20


------------------------------------------------------------------------------
     -61- Black Magic
----------------------------------

 [ Lv. 1 ] - N/A*

 Name            MP          Description
............................................................................
Fire              5          Deals fire damage to a single/all target(s)

Blizzard          5          Deals ice damage to a single/all target(s)

Thunder           5          Deals lightning damage to a single/all target(s)


*Black Magic Lv. 1 spells are acquired automatically.


 [ Lv. 2 ] - 300 Gil

 Name            MP          Description
............................................................................
Poison            2          Inflicts Poison on a single target, inflicting
                             periodic damage

Sleep             7          Inflicts Sleep on a single target, preventing
                             action. Damage wakens sleeping targets

Toad              8          Transforms target into a frog, decreasing its ATK
                             and preventing it from casting spells other than
                             Toad


 [ Lv. 3 ] - 700 Gil

 Name            MP          Description
............................................................................
Fira             10          Deals fire damage to a single/all target(s)

Blizzara         10          Deals ice damage to a single/all target(s)

Thundara         10          Deals lightning damage to a single/all target(s)


 [ Lv. 4 ] - 1500 Gil

 Name            MP          Description
............................................................................
Drain            15          Absorbs HP from a single target

Break            18          Inflicts Petrify on a single target, turning it
                             to stone

Bio              20          Releases a virus that deals damage to a
                             single/all target(s) and inflicts Sap


 [ Lv. 5 ] - 3000 Gil

 Name            MP          Description
............................................................................
Osmose            1          Absorbs MP from a single target

Stop             11          Stops time, halting target's actions

Tornado          50          Puts a single target into a critical state


 [ Lv. 6 ] - 6000 Gil

 Name            MP          Description
............................................................................
Firaga           32          Deals fire damage to a single/all target(s)

Blizzaga         32          Deals ice damage to a single/all target(s)

Thundaga         32          Deals lightning damage to a single/all target(s)


 [ Lv. 7 ] - 10000 Gil

 Name            MP          Description
............................................................................
Quake            40          Deals earth damage to all enemies

Death            39          Instantly kills a single target

Comet            40          Deals magic damage to a single target


 [ Lv. 8 ] - N/A*

 Name            MP          Description
............................................................................
Flare            45          Deals magic damage to a single target

Meteor           58          Deals multiple instances of magic damage to
                             random enemies

Ultima           80          Deals magic damage to all enemies


*Flare is acquired at Magus JLV 1

*Meteor is acquired during Chapter 4

*Ultima is acquired at Magus JLV 20


------------------------------------------------------------------------------
     -62- Summons
----------------------------------

 [ Lv. 1 ]

 Name            MP          Description
............................................................................
Sylph            12          Deals magic damage to a single enemy and restores
                             HP to all allies

Chocobo          12          Deals magic damage to a single enemy


- Sylph is acquired automatically

- Chocobo is acquired by talking to a yellow chocobo in any chocobo forest


 [ Lv. 2 ]

 Name            MP          Description
............................................................................
Ramuh            29          Deals lightning damage to all enemies

Titan            39          Deals earth damage to all enemies


- Ramuh is acquired in the Cave of Fulmination

- Titan is acquired in the Cave of Convulsions


 [ Lv. 3 ]

 Name            MP          Description
............................................................................
Shiva            34          Deals ice damage to all enemies

Ifrit            34          Deals fire damage to all enemies


- Shiva is acquired in the Glacial Cave

- Ifrit is acquired in the Cave of Perfividity


 [ Lv. 4 ]

 Name            MP          Description
............................................................................
Phoenix          99          Deals fire damage to all enemies and revives all
                             allies

Odin             54          Instantly kills all enemies or deals magic damage
                             to a single target


- Phoenix is acquired in Anima Grove

- Odin is acquired in Odin's Castle


 [ Lv. 5 ]

 Name            MP          Description
............................................................................
Unicorn          42          Restores HP and removes Sleep, Confuse,
                             Paralysis, Berserk, and Curse from all allies

Leviathan        56          Deals water damage to all enemies


- Unicorn is acquired in the Divine Forest

- Leviathan is acquired in the Abyssal Shrine


 [ Lv. 6 ]

 Name            MP          Description
............................................................................
Alexander        64          Deals light damage to all enemies

Diabolos         64          Deals dark damage to all enemies


- Alexander is acquired in the Massive Cavern

- Diabolos is acquired in the Lufenian Ruins


 [ Lv. 7 ]

 Name            MP          Description
............................................................................
Argy             56          Restores HP and causes a random beneficial effect
                             on all allies

Bahamut          78          Deals magic damage to all enemies


- Argy is acquired in the airship cabin after checking the flower in Fabrica
  during Chapter 4. Note that checking this flower during Chapter 3 is
  completely irrelevant for the purposes of obtaining this summon.

- Bahamut is acquired in the Mountain of the Father




______________________________________________________________________________
                                                                  {+FSAB+}
                      ---  VI. Fusion Abilities  ---

______________________________________________________________________________


==============================================================================
                    --  A. Fusion Ability Overview  --            {+FAOV+}
==============================================================================

 [ What are Fusion Abilities? ]

Fusion abilities are essentially combination skills that are based on two
standard abilities. Generally speaking, most f-abilities are basically just
the two abilities acting in unison. However, some f-abilities are completely
different. F-abilities are some of the strongest offensive and supportive
skills in the game. This can be the result of being a powerful attack or even
simply a streamlined way to apply buffs to the party.


 [ That sounds awesome! How do I learn them? ]

While normal abilities are almost exclusively learned through conventional
leveling, f-abilities are not. These skills are acquired during the heat of
battle. A character must have the two base skills equipped and use one of them
in combat in order to unlock the corresponding f-ability. F-abilities are not
learned at a fixed rate. It can take one or two uses or several more. The only
reliable way to speed up the process is to raise the character's SPD. Thus,
the character's turns will come around faster. Note that f-abilities are all
learned individually. Learning an f-ability on one ally means only they will
have access to it. However, you can learn the same f-ability on every ally if
you wanted to.


 [ Alrighty. So can I learn every f-ability on each character? ]

As f-abilities are tied to standard abilities, they are also locked into the
Light and Dark sides. F-abilities that require base skills from exclusive jobs
are exclusive to those characters. The only exception applies to Light and
Dark side summons. All main characters eventually gain access to the entire
list of summoning spells. Thus, f-abilities based on summons become universal
at this point as well.

Notes:
------
1) Interpreting the JLV Requirements can be confusing. F-abilities that are
learned from magic and/or summons can be shortcutted. Here is an explanation
as to what I mean.

"Monk 15 and Summoner" - The requirement is actually Monk 15 and some sort of
                         Summon Lv. #. So you can either gain the AP required
                         for Monk 15 and Summon Lv. # or just job change to
                         Summoner and equip Martial Arts. Thus, one of the AP
                         requirements is entirely bypassed.

"Black Mage 12 or Summoner 9" - The requirement is to have Black Mage Lv. 4
                                and Summon Lv. 3. However, you can job change
                                to either Black Mage or Summoner and simply
                                equip the other command. Thus, one of the AP
                                requirements is entirely bypassed.

"Red Mage"                   - There are multiple job combinations to learn
"Red Mage 1 or White Mage 1"   this f-ability. This doesn't happen often. In
"Red Mage 1 or Black Mage 1"   each case I listed the quickest option first.
                               This is also a very rare instance where a job
                               can learn an f-ability from one command. This
                               is due to Red Mage being the only job in the
                               game with a command set that encompasses two
                               different skill sets.

"Monk 6 and Red Mage 8" - This is the most straightforward requirement. This
                          means exactly what it says. A character must achieve
                          both JLV requirements in order to learn the fusion.
                          This is because the two skills required are never
                          available innately.

2) All universal fusions that require Black Mage or White Mage can also be
learned by Magus and Seer. However, this can be extra work in some cases.
Regardless, the option is there for players who didn't level Black Mage or
White Mage.


==============================================================================
                        --  B. Universal Fusions  --              {+UNFS+}
==============================================================================

------------------------------------------------------------------------------
     -01- Dark Judgement
----------------------------------

"Deals damage to all enemies equal to one-quarter of current HP."

MP Cost: 44
Abilities: Vacuum Wave + Diabolos
JLV Requirements: Monk 15 and Summoner


------------------------------------------------------------------------------
     -02- Deep Freeze
----------------------------------

"Deals ice damage to a single target and causes time to stop, preventing
action."

MP Cost: 38
Abilities: Stop + Shiva
JLV Requirements: Black Mage 12 or Summoner 9


------------------------------------------------------------------------------
     -03- Gale Crescent
----------------------------------

"Deals wind damage to all enemies."

MP Cost: 7
Abilities: Kick + Sylph
JLV Requirements: Monk 1 or Summoner 1


------------------------------------------------------------------------------
     -04- Grand Delta
----------------------------------

"Deals lightning damage to all enemies and inflicts Paralysis, halting
actions."

MP Cost: 54
Abilities: Thundaga + Ramuh
JLV Requirements: Black Mage 15 or Summoner 7


------------------------------------------------------------------------------
     -05- Magic Bomb
----------------------------------

"Deals magic damage to a single target."

MP Cost: 10
Abilities: Cure + Fire
JLV Requirements: Red Mage
                  Red Mage 1 or White Mage 1
                  Red Mage 1 or Black Mage 1


------------------------------------------------------------------------------
     -06- Magic Bomb 2
----------------------------------

"Deals magic damage to a single enemy."

MP Cost: 16
Abilities: Cura + Fira
JLV Requirements: Red Mage
                  Red Mage 11 or White Mage 7
                  Red Mage 11 or Black Mage 7


------------------------------------------------------------------------------
     -07- Magic Bomb 3
----------------------------------

"Deals magic damage to a single enemy."

MP Cost: 48
Abilities: Curaga + Firaga
JLV Requirements: White Mage 18 or Black Mage 15


------------------------------------------------------------------------------
     -08- Magic Missile
----------------------------------

"Deals magic damage to a single target."

MP Cost: 8
Abilities: Poisona + Poison
JLV Requirements: Red Mage
                  Red Mage 5 or White Mage 1
                  Red Mage 1 or Black Mage 3

*All Warriors of Light learn Magic Missile automatically during Chapter 1.


------------------------------------------------------------------------------
     -09- Meltdown
----------------------------------

"Deals fire damage to all allies and enemies."

MP Cost: 45
Abilities: Berserk + Ifrit
JLV Requirements: White Mage 15 or Summoner 9


------------------------------------------------------------------------------
     -10- Nab Gil
----------------------------------

"Attacks an enemy and steals gil."

MP Cost: 6
Abilities: Bash + Pickpocket
JLV Requirements: Warrior 3 and Thief 1


------------------------------------------------------------------------------
     -11- Piercing Blast
----------------------------------

"Deals magic damage to a single target. Passes through Reflect."

MP Cost: 18
Abilities: Aurablast + Attune Blade
JLV Requirements: Monk 6 and Red Mage 8


------------------------------------------------------------------------------
     -12- Self-Destruct
----------------------------------

"Deals damage to a single target equal to own HP and causes self to be
knocked out."

MP Cost: 88
Abilities: Focus + Firaga
JLV Requirements: Monk 3 and Black Mage


------------------------------------------------------------------------------
     -13- Thunder Slash
----------------------------------

"Deals lightning damage to a single enemy."

MP Cost: 9
Abilities: Strike + Thunder
JLV Requirements: Warrior 1 or Black Mage 1


==============================================================================
                     --  C. Light Exclusive Fusions  --           {+LEFS+}
==============================================================================

------------------------------------------------------------------------------
     -14- Alabaster Veil
----------------------------------

"Places Protect, Shell, Haste, and Regen on a single ally."

MP Cost: 55
Abilities: Guard + Benediction
JLV Requirements: Paladin 9 and Seer


------------------------------------------------------------------------------
     -15- Aqua Breath
----------------------------------

"Deals water damage to all enemies."

MP Cost: 22
Abilities: Blizzara + Blizzard Breath
JLV Requirements: Black Mage and Dragoon 2


------------------------------------------------------------------------------
     -16- Aura
----------------------------------

"Reduces physical damage received and increases ATK for a single ally."

MP Cost: 16
Abilities: Protect + Brave Ballad
JLV Requirements: White Mage and Bard 5


------------------------------------------------------------------------------
     -17- Battle Orders
----------------------------------

"Switches rows for all allies."

MP Cost: 6
Abilities: Flee + Aiding Anthem
JLV Requirements: Thief 3 and Bard


------------------------------------------------------------------------------
     -18- Boost Jump
----------------------------------

"Attacks from the air to deal heavy damage. Cannot be attacked while jumping."

MP Cost: 10
Abilities: Enrage + Jump
JLV Requirements: Warrior 7 and Dragoon


------------------------------------------------------------------------------
     -19- Dispelga
----------------------------------

"Removes magic effects from all enemies."

MP Cost: 57
Abilities: Dispel + Alexander
JLV Requirements: Seer 1 and Summoner


------------------------------------------------------------------------------
     -20- Esunaga
----------------------------------

"Removes all status effects from all allies."

MP Cost: 82
Abilities: Esuna + Angelic Aria
JLV Requirements: White Mage and Bard 17


------------------------------------------------------------------------------
     -21- Final Heaven
----------------------------------

"Deals holy damage to a single enemy."

MP Cost: 35
Abilities: Earthshatterer + Holy
JLV Requirements: Monk 20 and Seer


------------------------------------------------------------------------------
     -22- Full Cure
----------------------------------

"Restores all HP and removes all status effects for all allies."

MP Cost: 150
Abilities: Curaga + Dragon Soul
JLV Requirements: White Mage and Dragoon 20


------------------------------------------------------------------------------
     -23- Life Divider
----------------------------------

"Damages a single enemy then restores that enemy's HP."

MP Cost: 32
Abilities: Mug + Pommel
JLV Requirements: Thief 16 and Paladin 3


------------------------------------------------------------------------------
     -24- Lively Lied
----------------------------------

"Restores HP for all allies and enemies."

MP Cost: 23
Abilities: Healing Breath + Restful Refrain
JLV Requirements: Dragoon 6 and Bard 9


------------------------------------------------------------------------------
     -25- Hastega
----------------------------------

"Speeds up the passing of time for all allies."

MP Cost: 64
Abilities: Haste + Swift Shanty
JLV Requirements: White Mage and Bard 14


------------------------------------------------------------------------------
     -26- Mega Raise
----------------------------------

"Revives all allies and restores half of their maximum HP."

MP Cost: 99
Abilities: Araise + Bahamut
JLV Requirements: Seer 20 and Summoner


------------------------------------------------------------------------------
     -27- Mighty Wall
----------------------------------

"Reduces physical and magic damage received and raises ATK for all allies."

MP Cost: 96
Abilities: War Cry + Mighty Guard
JLV Requirements: Warrior 15 and Paladin 7


------------------------------------------------------------------------------
     -28- Shock
----------------------------------

"Deals magic damage to all enemies."

MP Cost: 99
Abilities: Dire Dirge + Wide Slash
JLV Requirements: Bard 20 and Paladin 17


------------------------------------------------------------------------------
     -29- Valiant Blow
----------------------------------

"Deals damage to a single enemy. Damage increases as HP decreases."

MP Cost: 55
Abilities: Assault + Charge
JLV Requirements: Warrior 17 and Paladin


------------------------------------------------------------------------------
     -30- White Draw
----------------------------------

"Consumes MP to restore MP to all allies."

MP Cost: 12
Abilities: Blink + Lancet
JLV Requirements: White Mage and Dragoon 13


------------------------------------------------------------------------------
     -31- White Wind
----------------------------------

"Restores all allies' HP based on own HP."

MP Cost: 45
Abilities: Chakra + Healing Breath
JLV Requirements: Monk 13 and Dragoon 6


==============================================================================
                     --  D. Dark Exclusive Fusions  --            {+DEFS+}
==============================================================================

------------------------------------------------------------------------------
     -32- Bonecrusher
----------------------------------

"Either makes self impervious to normal attacks or take heavy damage and
fiercly counter attacks until the next turn."

MP Cost: 1
Abilities: Riposte + Darkness
JLV Requirements: Monk 11 and Dark Knight


------------------------------------------------------------------------------
     -33- Capoeira
----------------------------------

"Attacks with a random ability."

MP Cost: 18
Abilities: Kick + Drain Samba
JLV Requirements: Monk 1 and Dancer 1


------------------------------------------------------------------------------
     -34- Dark
----------------------------------

"Deals dark damage to a single/all enemy(ies)."

MP Cost: 32
Abilities: Cura + Curse
JLV Requirements: White Mage and Dark Knight 3
                  Red Mage and Dark Knight 3


------------------------------------------------------------------------------
     -35- Dark Star
----------------------------------

"Deals dark damage to all enemies."

MP Cost: 86
Abilities: Meteor + Ebony Slash
JLV Requirements: Magus and Dark Knight 20


------------------------------------------------------------------------------
     -36- Gigaflare
----------------------------------

"Deals magic damage to a single target."

MP Cost: 99
Abilities: Flare + Bahamut
JLV Requirements: Magus 1 and Summoner

*The in game description is wrong. Gigaflare is force targetted on all
enemies.


------------------------------------------------------------------------------
     -37- Iai
----------------------------------

"Deals damage and instantly kills a single enemy."

MP Cost: 12
Abilities: Odin + Final Thrust
JLV Requirements: Summoner and Dark Knight 17


------------------------------------------------------------------------------
     -38- ID Break
----------------------------------

"Attacks a single target and inflicts Silence, preventing spell casting."

MP Cost: 20
Abilities: Strike + Quick Shot
JLV Requirements: Warrior and Ranger 12


------------------------------------------------------------------------------
     -39- Malediction
----------------------------------

"Inflicts all statuses afflicted on self to a single enemy."

MP Cost: 18
Abilities: Wonder Step + Stunner
JLV Requirements: Dancer 17 and Ninja 14


------------------------------------------------------------------------------
     -40- Midareyuki
----------------------------------

"Attacks a single enemy three times."

MP Cost: 36
Abilities: Spreadshot + Assassinate
JLV Requirements: Ranger 20 and Ninja 18


------------------------------------------------------------------------------
     -41- Misty Charge
----------------------------------

"Attacks a single enemy with an unfailing blow and switches character's row."

MP Cost: 10
Abilities: Enrage + Backup
JLV Requirements: Warrior 7 and Ranger 14


------------------------------------------------------------------------------
     -42- Moogle Dance
----------------------------------

"Decreases DEF and RES of all enemies."

MP Cost: 40
Abilities: Call + Frailty Polka
JLV Requirements: Summoner 18 and Dancer 5


------------------------------------------------------------------------------
     -43- Phantom Rush
----------------------------------

"Attacks a single enemy six times."

MP Cost: 34
Abilities: Dropkick + Trance
JLV Requirements: Monk 17 and Dancer 20


------------------------------------------------------------------------------
     -44- Sange
----------------------------------

"Attacks an enemy for a number of times equal to the number of own images."

MP Cost: 6
Abilities: Raging Fist + Image
JLV Requirements: Monk 18 and Ninja 17


------------------------------------------------------------------------------
     -45- Smash
----------------------------------

"Deals heavy damage to a single enemy and causes their wait time to increase."

MP Cost: 10
Abilities: Lotus Strike + Precise Shot
JLV Requirements: Monk 4 and Ranger


------------------------------------------------------------------------------
     -46- Steal Hearts
----------------------------------

"Inflicts Confuse on all enemies. Sometimes fails and inflicts Berserk on
self."

MP Cost: 23
Abilities: Steal + Aim: Heart
JLV Requirements: Thief and Ranger 8


------------------------------------------------------------------------------
     -47- Sunder Earth
----------------------------------

"Deals heavy earth damage to a single target. Likely to miss."

MP Cost: 34
Abilities: Titan + Tremor
JLV Requirements: Summoner and Ninja 7


------------------------------------------------------------------------------
     -48- Taunt
----------------------------------

"Causes Berserk to all enemies and causes enemy attacks to target self."

MP Cost: 16
Abilities: Bash + Draw Attacks
JLV Requirements: Warrior 3 and Dark Knight


------------------------------------------------------------------------------
     -49- Tempest
----------------------------------

"Deals wind damage to a single target."

MP Cost: 42
Abilities: Vacuum Wave + Gale
JLV Requirements: Monk 15 and Ninja 8




______________________________________________________________________________
                                                                  {+ITLS+}
                          ---  VII. Item List  ---

______________________________________________________________________________

Notes:
------
1) "Cost" denotes the buying price of the item in question. At this time,
there is no distinction between items that can be bought and items that are
only found. Items that are unique drops or found only in chests were priced
based on doubling the selling price. This will be rectified in future
releases.

2) Several weapon types have univeral characteristics. These are denoted under
the weapon category. This means that EVERY weapon in that category shares the
trait and will not be listed under "Additional Comments."


==============================================================================
                           --  A. Consumables  --                 {+CNSB+}
==============================================================================

 Name             Cost      Effects
............................................................................
Potion             30g      Restores 100 HP
Hi-Potion         150g      Restores 500 HP
X-Potion         3000g      Restores 2000 HP
Ether            1500g      Restores 50 MP
Dry Ether        5000g      Restores 150 MP
Elixir          50000g      Fully restores HP and MP
Megalixir           2g      Fully restores party's HP and MP
Phoenix Down      200g      Cures Knocked Out status
Golden Needle     400g      Cures Stone status
Maiden's Kiss      60g      Cures Frog status
Mallet             80g      Cures Mini status
Echo Grass         50g      Cures Silence status
Eye Drops          30g      Cures Blind status
Antidote           40g      Cures Poison/Toxify status
Remedy           1000g      Cures all status effects other than Knocked Out
Tent              200g      Restores party's HP and MP
                            Usable at save points/on world map
Cottage           800g      Restores all of party's HP and MP
                            Usable at save points/on world map
Sacred Candle     100g      Cures Curse status
Shuriken         2000g      ATK 80, Used for throwing
Happo Shuriken  20000g      ATK 120, Used for throwing
Fuuga Shuriken  50000g      ATK 200, Used for throwing


==============================================================================
                          --  B. Special Items  --                {+SPIM+}
==============================================================================

 Name             Cost      Effects / Description
............................................................................
Dirty Magazine   1000g      Become hot and bothered
World Map         ---       Enables view of the World Map
Small Fang          2g      A small fang
Large Fang          2g      A large fang
Giant Fang          2g      A gigantic fang
Moogle Coin         2g      A coin with a picture of a Moogle
Damascus Ore                Ore to be used in Dwarvish crafting
Adamantite     200000g      Ore to be used in Dwarvish crafting
Cactuar Needle    ---       A sharp needle that seems like it could be used
                            for something.
Sand Pearl        ---       A special medicine that can be used to cure
                            desert fever.
Pickaxe           ---       An old pickaxe.
Carobo            ---       A sweet, delicious piece of candy.
Ocarina           ---       A fancy ocarina.
Gear              ---       A tiny gear.
Dark Matter       ---       A strange substance made of pure darkness.
Red Tail            2g      A red tail
Blue Tail           2g      A blue tail
Yellow Tail         2g      A yellow tail
Gold Tail           2g      A gold tail
Green Tail          2g      A green tail
Grey Tail           2g      A gray tail
Pink Tail           2g      A pink tail
Silver Tail         2g      A silver tail
Small Memory      ---       Small memory increasing stats by 3 when the
                            Recollect ability is set
Lovely Memory     ---       Lovely memory increasing stats by 5 when the
                            Recollect ability is set
Valuable Memory   ---       Valuable memory increasing stats by 10 when the
                            Recollect ability is set


==============================================================================
                             --  C. Weapons  --                   {+WPNS+}
==============================================================================

------------------------------------------------------------------------------
     -01- Knives
----------------------------------

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Knife              7   +20       80g
Dagger            10   +20      280g
Main Gauche       15   +20      550g     
Orichalcum        23   +20     1500g
Man-Eater         27   +20     2200g     Human Killer
Mythril Knife     32   +20     3700g
Kris              36   +20     4500g     INT +2, MND +2
Mini Dagger       37   +20        2g     Causes Mini
Air Knife         40   +20     5800g     Wind
Dancing Knife     45   +20     7000g     SPD +2, INT +1,
                                         Battle Use: Random Dance
Swordbreaker      51   +20     8700g     Construct Killer
Ruffian's Knife   58   +20    10000g     SPD +2, Drop Rate Up
Assassin Dagger   63   +20    12800g     SPD +3, Causes Death
Triton's Dagger   68   +20    13800g     Water, INT +5, Battle Use: "Flood"
Crystal Knife     75   +20    18500g
Zorlin Shape      83   +20    22400g     Wind, SPD +3
Axel Dagger       90   +20        2g     Decreases cast/wait time
Gladius           95   +20      ---      Holy, SPD +7


------------------------------------------------------------------------------
     -02- Swords
----------------------------------

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Short Sword        9   +20      130g  
Broadsword        12   +20      250g
Iron Sword        16   +20      450g
Longsword         20   +20      890g
Tyrfing           29   +20     1800g
Greatsword        34   +20     2900g
Sleep Blade       38   +20     4000g     INT +2, Causes Sleep
Mythril Sword     42   +20     5200g
Coral Sword       46   +20     7000g     Lightning
Ogrenix           51   +20     8300g
Bastard Sword     55   +20     9800g     STR +1
Diamond Blade     65   +20    12500g
Enhancer          77   +20    16400g     INT +5, MND +5
Stoneblade        83   +20    19800g     Causes Petrify
Crystal Sword     95   +20    25500g
Dueling Sword    100   +20    12000g     STR +2, SPD +2, VIT +2, Human Killer
Durandal         105   +20      ---      Dragon Killer
Ultima Weapon    117   +20      ---      Increases Damage Cap*

*Attacks that are powerful enough to exceed 9,999 damage can achieve upto
99,999 instead.


------------------------------------------------------------------------------
     -03- Holy Swords
----------------------------------

  ### All Holy Swords are Holy element, none have double element. ###

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Shining Sword     65   +20    10000g     VIT +1, MND +1, Demon Killer
Rune Blade        71   +20    12800g     VIT +2, MND +1, Construct Killer
Galantine         73   +20      ---      VIT +3, MND +3
Defender          83   +20    18800g     VIT +2, MND +1, Battle Use: "Protect"
Lohengrin         91   +20    25000g     VIT +3, MND +2
Save the Queen    98   +20    29800g     VIT +4, MND +2
Excalibur        108   +20      ---      VIT +4, MND +2, Undead Killer
Ragnarok         118   +20      ---      VIT +5, MND +3
Ultima Blade      ??   +20        2g     VIT +3, MND +3
                                         ATK increases with more HP


------------------------------------------------------------------------------
     -04- Dark Swords
----------------------------------

  ### All Dark Swords are Dark element, none have double element. ###

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Dark Sword        43   +20     5000g
???               ??   +??      ---      An onyx blade
Graham's Sword    47   +20      ---      STR +1
Shadow Blade      56   +20     8100g     STR +2
Soulstealer       60   +20     9500g     STR +2
Darkbringer       67   +20    11000g     STR +2
Deathbringer      84   +20    14800g     STR +3
Victimizer        91   +20    25000g     STR +3
Naglering        100   +20    29800g     STR +4
Graham's Will    110   +20      ---      STR +4
Valhalla         115   +20        2g     STR +4, Increases damage cap*
Apocalypse       120   +20      ---      STR +5

*Attacks that are powerful enough to exceed 9,999 damage can achieve upto
99,999 instead.


------------------------------------------------------------------------------
     -05- Katanas
----------------------------------

                  ### All Katanas are Human Killers. ###

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Kunai             55   +20     9500g     
Asura             61   +20    11000g     
Osafune           65   +20    12500g     Demon Killer
Kotetsu           72   +20    16600g     Beast Killer
Kiku-ichimonji    80   +20    17400g     Plant Killer
Sasuke Blade      87   +20    19800g     SPD +1, Machine Killer
Murasame          93   +20    24800g     SPD +2, Construct Killer
Masamune         100   +20      ---      SPD +3, Undead Killer
Murakumo         105   +20      ---      SPD +4, Demon Killer
Mutsunokami      112   +20      ---      SPD +5, Dragon Killer
Yoto-Muramasa     ??   +20        2g     SPD +3, ATK increases with less HP


------------------------------------------------------------------------------
     -06- Spears
----------------------------------

  ###   All Spears are Wind element, some have double element.    ###

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Spear             15   +20      480g
Halberd           28   +20     1800g
Abel's Spear      30   +20      ---
Trident           32   +20     2800g     Lightning
Javelin           37   +20     3800g
Mythril Spear     41   +20     4900g
Partisan          45   +20     6500g
Wind Spear        50   +20     8000g
Squall Lance      54   +20     9200g
Heavy Lance       61   +20    10800g     STR +2, SPD -1, Dragon Killer
Brionac           73   +20    16000g
Gae Bolg          83   +20    18600g     Lightning
Crystal Lance     92   +20    23500g
Blood Lance      101   +20        2g     Steals HP
Holy Lance       102   +20    25600g     Holy
Wyvern Lance     110   +20      ---      Dragon Killer
Longinus         119   +20      ---      SPD +5, INT +10, MND +10,
                                         Decreases cast/wait time


------------------------------------------------------------------------------
     -07- Axes
----------------------------------

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Battleaxe         22   +10      520g     Plant Killer
Slasher           31   +10     2000g     Plant Killer
Francisca         37   +10     3800g     Wind, Ignores Rows, Plant Killer
Mythril Axe       45    +5     5500g     Plant Killer
Death Sickle      53   +10     8800g     Plant Killer
Greataxe          58    +5     9700g     STR +3, SPD -1, Plant Killer
Gaia's Hammer     63    +5    11000g     Earth, STR +2, SPD -1, Machine Killer
Ogrekiller        69   +10    13500g     Human & Plant Killer
Rune Axe          83   +10    17200g     INT +3, MND +3,
                                         Plant & Construct Killer
Sledgehammer      88   +10    19800g     Machine Killer, Causes Confusion
Crystal Axe      100   +10    26000g     Plant Killer
Thor's Hammer    112    +5    29800g     Lightning, Machine Killer
Earthbreaker     120   +10      ---      Machine Killer


------------------------------------------------------------------------------
     -08- Claws
----------------------------------

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Metal Claw        14   +20      380g
Baghknakhs        18   +20      780g
Poison Knuckles   26   +20     1700g     Causes Poison
Cat Claws         35   +20     2500g     SPD +1
Mythril Claws     39   +20     4300g
Hell Claws        44   +20     6000g     Dark, Causes Toxify
Ice Knuckles      49   +20     7300g     Ice
Burning Knuckles  53   +20     9000g     Fire
Sonic Knuckles    58   +20    10500g     SPD +2
Blast Knuckles    60   +20    11000g     Lightning
Dueling Claws     73   +20    16800g     STR +2
Tiger Fangs       81   +20    19900g     STR +2, Beast Killer
Crystal Claws     90   +20    24500g     STR +2
Dragon Claws     100   +20    29000g     STR +2, Dragon Killer
Rocket Punch     103   +20        2g     Ignores Rows, Machine Killer
                                         Causes Paralyze
God Hands        110   +20      ---      STR +2, Demon, Human &
                                         Undead Killer


------------------------------------------------------------------------------
     -09- Staves
----------------------------------

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Staff              5   +10      100g     MND +1
Oak Staff          8   +10      330g     MND +2
Healing Staff     15   +20     1650g     MND +3, Battle Use: "Cure"
Mage's Staff      19   +15     2700g     MND +4
Mythril Staff     23   +15     4500g     MND +5
Cleric's Staff    27   +15     5500g     Holy, MND +6
Cypress Pole      31   +15     7200g     MND +7, Battle Use: "Confusion"
Fey Staff         35   +15     8800g     MND +8
Rune Staff        39   +15    10500g     MND +8, Battle Use: "Silence"
Shining Staff     49   +15    15500g     Holy, MND +9, Undead Killer
Judgment Staff    55   +15    20000g     INT +3, MND +9, Battle Use: "Dispel"
Crystal Staff     60   +15    23800g     MND +10
Sage's Staff      65   +15    25500g     Holy, MND +11, Battle Use: "Raise"
Zeus Mace         75    +5      ---      MND +12, Battle Use: "Divine Shot"


------------------------------------------------------------------------------
     -10- Rods
----------------------------------

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Rod                5    +0       80g     INT +1
Metal Rod          7    +0      350g     INT +2
Flame Rod         16    +0     1600g     Fire, INT +4, Battle Use: "Fire"
Ice Rod           16    +0     1600g     Ice, INT +4, Battle Use: "Blizzard"
Thunder Rod       16    +0     1600g     Lightning, INT +4, B. Use: "Thunder"
Mythril Rod       20    +0     4000g     INT +5
Prism Rod         23    +0     5800g     INT +6
Poison Rod        27    +0     7000g     INT +7, Battle Use: "Poison"
Amphibian Rod     31    +0     8500g     INT +8, Battle Use: "Toad"
Wizard Rod        35    +0    10000g     INT +9
Demon's Rod       47    +0    14800g     INT +9
Wonder Wand       43    +0    16600g     INT +8, Battle Use: Random Spell
Crystal Rod       50    +0    23800g     INT +10
Asura's Rod       53    +0    25500g     Holy, INT +11
Stardust Rod      60    +0      ---      INT +12, Battle Use: "Comet"


------------------------------------------------------------------------------
     -11- Bows
----------------------------------

  ###    All Bows are Wind element, some have double element.     ###
  ###                    All Bows ignore rows                     ###

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Iron Bow          13   +10      350g
Crossbow          16   +10      750g
Silver Bow        23   +10     1700g     Demon Killer
Great Bow         30    +5     2600g
Flame Bow         35   +15     4400g     Fire
Ice Bow           35   +15     4400g     Ice
Lightning Bow     35   +15     4400g     Lightning
Dark Bow          43    +5     7600g     Dark, Causes Blind
Antimage Bow      50   +10     8900g     INT +2, Causes Silence
Killer Bow        56   +15    10000g     Construct Killer
Aevis Killer      68   +10    15800g
Sagittarius Bow   77   +15    17700g     Demon & Plant Killer
Perseus Bow       85   +15    21000g
Auto Crossbow     85   +20        2g     Attacks all enemies
                                         Battle Use: "Doubleshot"
Yoichi Bow        95   +10    28800g     SPD +2
Artemis' Bow     105   +20      ---      STR +3, INT +3, MND +3


------------------------------------------------------------------------------
     -12- Harps
----------------------------------

  ###                    All Harps ignore rows                    ###

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Silver Harp       30   +15     3800g
Dream Harp        33   +10     4900g     Causes Sleep
Golden Harp       35   +15     6000g     Causes Blind
Lamia's Harp      37   +10     6000g     Causes Confusion
Marchen Harp      40   +15     8200g     Causes Mini
Orpheus' Harp     45   +20     9900g     SPD +2, INT +2, MND +2, Causes Curse
Muse's Harp       55   +20    14800g     Causes Frog
Crystal Harp      65   +20    21000g     Causes Silence
Mermaid's Harp    68   +20        2g     INT +3, MND +3, Attacks all enemies,
                                         Causes Confusion
Apollo's Harp     75   +15    25700g     Causes Paralyze
Loki's Harp       85   +20      ---      Causes Petrify


------------------------------------------------------------------------------
     -13- Whips
----------------------------------

  ###          All Whips ignore rows and cause paralyze           ###

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Whip              12    +5      330g
Chain Whip        15    +5      700g
Tamer's Whip      27    +5     1900g     Beast Killer
Sleipnir          36   +10     5700g     SPD +1
Red Scorpio       42   +10     9300g     INT +2, MND +2
Baleen            47    +5    11000g
Beast Killer      53    +5    12500g     Beast Killer
Queen's Whip      66   +10        2g     Causes Confusion, Human Killer
Flame Whip        67    +5    16000g     Fire
Star Whip         76   +15    18800g
Misty Whip        85    +5    20000g     Holy, INT +8
Dragon Beard      97   +10      ---      Dragon Killer


------------------------------------------------------------------------------
     -14- Boomerangs
----------------------------------

  ### All Boomerangs are Wind element, none have double element.  ###
  ###                 All Boomerangs ignore rows                  ###

 Name            ATK   ACC      Cost     Additional Comments
............................................................................
Pinwheel          40   +20     5800g
Rising Sun        65   +20    11000g
Sniper            87   +20    22000g
Wing Edge        107   +20      ---


==============================================================================
                             --  D. Shields  --                   {+SHLD+}
==============================================================================

 Name            DEF   EVA      Cost     Additional Comments
............................................................................
Leather Shield     1   +10      100g
Bronze Shield      2   +12      240g
Iron Shield        3   +15      580g
Steel Shield       4   +17     1000g 
Large Shield       5   +20     1350g
Mythril Shield     6   +22     2500g
Tower Shield       7   +25     4000g
Gold Shield        8   +28     5500g
Diamond Shield     9   +30     7000g
Knight's Shield   10   +35    10000g     VIT +2
Dragon Shield     11   +37    14400g     Fire RES up, Dragon Killer
Force Shield      10   +30    20000g     SPD +2, INT +2, MND +2,
                                         Elemental Res. Up
Crystal Shield    12   +42    16800g
Aegis Shield      13   +40    17700g     Prevents Stone
Genji Shield      14   +45    18900g     Prevents Poison/Toxify
Heroic Shield     15   +45      ---      Prevents all status effects
Adamant Shield    20   +50    34000g


==============================================================================
                             --  E. Headgear  --                  {+HDGR+}
==============================================================================

------------------------------------------------------------------------------
     -15- Caps
----------------------------------

 Name            DEF   RES      Cost     Additional Comments
............................................................................
Leather Hat        1     1       50g
Feathered Cap      2     2      200g
Headband           3     0      490g     STR +1, Prevents Confusion
Bandana            4     0      650g     SPD +1
Headgear           5     3     1000g     VIT +2
Green Beret        6     4     1500g     SPD +1, VIT +1
Officer's Hat      7     5     2700g
Tiger Mask         8     6     4500g     STR +2, SPD +1
Scholar's Hat      9     7     5200g     INT +1, MND +1, Prevents Silence
Chakra Band       10     7     6200g     STR +1, SPD +1, VIT +2
Black Cowl        11     8     6000g     SPD +3, Prevents Blind
Red Cap           13    10     8800g     STR +2, SPD +2
Coronet           12    11     9800g     VIT +2, INT +1, MND +1
Bunny Ears        14    12    10500g     SPD +4
Dueling Mask      15    13    11000g     STR +2, VIT +2, Prevents Berserk
Royal Crown       16    15    12000g     SPD +1, INT +2, MND +2,
                                         Prevents Confusion
Glass Mask        17    14    12800g     STR +2, SPD +2, Prevents Curse
Adamant Hat       21    15    28800g     STR, VIT, INT & MND +1, SPD +3


------------------------------------------------------------------------------
     -16- Pointed Hats
----------------------------------

 Name            DEF   RES      Cost     Additional Comments
............................................................................
Cotton Cap         1     2       60g     MEV +1
Pointy Hat         2     3      250g     MEV +1, INT +1, MND +1
Wizard's Hat       3     4      500g     MEV +1, INT +1, MND +1
Circlet            3     5     1020g     MEV +2, INT +2
Magician's Hat     4     6     1250g     MEV +2, INT +1, MND +1
Gaia Hat           5     7     1600g     MEV +3, INT +3
Cleric's Hat       6     8     3000g     MEV +3, MND +3, Prevents Sleep
Gold-spun Hat      7     9     4750g     MEV +4, Prevents Paralyze
Dark Hat           8    10     5500g     MEV +4, INT +1, MND +1
Lamia's Tiara      9    11     6200g     MEV +5, INT +1, MND +1
                                         Prevents Confusion
Twilight Hat      12    14     7300g     INT +3
Daybreak Hat      12    14     7300g     MND +3
Gold Hairpin      10    12     9000g     MEV +5, INT +2, MND +2,
                                         Lightning RES up
Mystic Veil       15    16     9900g     MEV +8, INT +2, MND +2,
                                         Prevents Curse
Sage's Hat        14    17    14500g     MEV +8, INT +3
Cat Ear Hood      15    16    14500g     MEV +8, MND +3
Adamant Tiara     16    20    27800g     MEV +10, INT +3, MND +3



------------------------------------------------------------------------------
     -17- Helmets
----------------------------------

 Name            DEF   RES      Cost     Additional Comments
............................................................................
Leather Helm       2     0       80g
Bronze Helm        3     1      300g
Iron Helm          4     2      480g
Steel Helm         5     2      750g
Sallet             6     2     1200g     STR +1
Mythril Helm       8     3     1700g
Barbut             9     3     3200g
???               ??    ??      ---      An onyx helm
Gold Helm         10     3     4800g
Close Helm        11     4     5900g     STR +1
Diamond Helm      12     4     7000g
Platinum Helm     13     4     8200g
Knight's Helmet   14     5     9500g     VIT +3
Dragon Helm       15     5    12800g     Lightning RES up, Dragon Killer
Crystal Helm      16     6    15300g
Kaiser Helm       17     7    16900g     STR +2, VIT +2
Genji Helm        18     8    17000g     Prevents Blind
Grand Helm        20     9    18200g     STR +2, VIT +2
Adamant Helm      25    10    29000g     STR +3, VIT +3


==============================================================================
                           --  F. Body Armor  --                  {+BDRM+}
==============================================================================

------------------------------------------------------------------------------
     -18- Vests
----------------------------------

 Name            DEF   EVA   RES      Cost     Additional Comments
............................................................................
Leather Shirt      3     0     2       80g
Bronze Hauberk     5     0     3      350g
Kenpogi            7     5     2      600g     STR +1
Chainmail          9     5     3     1650g
Silver Hauberk    10     5     5     2400g
Mythril Vest      12     6     4     3500g
Justaucorps       13     7     4     4000g
Gold Hauberk      14     7     5     5200g
Power Sash        15     8     5     6700g     STR +3, SPD +1, VIT +1
Chocobo Suit      16    10     3        2g     SPD +3, Prevents Poison/Toxify
Scholar's Gown    18     8     5     8800g     INT +2, MND +2, Prevent Silence
Glass Hauberk     17     9     6     9000g
Blackbelt Vest    19     9     6    10000g     STR +3, VIT +3
Ninja Gear        19    15     6    12500g     SPD +3
Red Jacket        21    10     7    13800g     Fire RES up
Valkyrie Coat     20    10     7    14900g     STR +1, SPD +2, VIT +2
Black Garb        22    20     8    21500g     SPD +4
Vishnu Vest       23    13     8    18900g
Mirage Vest       24    18    10    23600g     SPD +4
Dueling Suit      25    15    10    11000g     MEV +5, Prevents Sleep/Paralyze
Brave Suit        26    15    10    31000g     STR +3, VIT +3
Adamant Vest      30    25    15    32000g     MEV +5


------------------------------------------------------------------------------
     -19- Robes
----------------------------------

 Name            DEF   RES   MEV      Cost     Additional Comments
............................................................................
Cotton Robe        2     3     2      100g
Silk Robe          4     4     3      370g
Bard's Tunic       6     5     5      680g
Silver-spun Robe   8     7     8     1700g
Magician's Robe    9     8     9     2600g     INT +2, MND +2
Gaia Gear         10     9    10     3600g     INT +3
Cleric's Robe     11    10    11     4500g     MND +3
Gold-spun Robe    12    11    12     5600g     Prevents Confusion
Faerie Robe       13    12    13     7000g     EVA +1, INT +3, MND +3
White Dress       15    14    15        2g
Black Robe        15    13    15    11000g     INT +4
White Robe        15    13    15    11000g     MND +4
Twilight Robe     17    16    17    14500g     INT +5, MND -2
Daybreak Robe     17    16    17    14500g     INT -2, MND +5
Shining Robe      18    18    20    19800g     INT +4, MND +4
Sage's Robe       20    21    23    26400g     INT +5
Lordly Robe       20    21    23    26400g     MND +5
Rainbow Robe      21    25    25    23800g     Prevents Confusion
Adamant Robe      25    25    25    32500g     INT +5


------------------------------------------------------------------------------
     -20- Armor
----------------------------------

 Name            DEF   RES      Cost     Additional Comments
............................................................................
Leather Armor      4     1      120g
Bronze Armor       6     2      400g
Iron Armor         8     2      750g
Steel Armor       11     2     1800g
Linen Cuirass     13     3     2700g
Mythril Armor     15     3     3800g
Brigandine        16     3     4850g
???               ??    ??      ---      A suit of onyx armor
Sigurd's Armor    16     5      ---      Dark RES up, Prevents Curse
Gold Armor        17     3     6000g
Close Armor       19     4     7500g     VIT +1
Diamond Armor     21     4    10000g
Platinum Armor    22     5    12000g
Knight's Armor    24     5    15000g     VIT +3
Dragon Mail       25     5    19800g     Water Res up, Dragon Killer
Crystal Mail      26     5    24800g
Kaiser Armor      27     6    28000g
Genji Armor       28     6    29000g     Prevents Frog
Maximillian       30     7    31000g
Adamant Armor     35    10    34000g


==============================================================================
                           --  G. Accessories  --                 {+ACSE+}
==============================================================================

------------------------------------------------------------------------------
     -21- Armlets
----------------------------------

 Name             Cost      Effects
............................................................................
Iron Armlet       400g      DEF +2, EVA +1, MEV +1
Bronze Armlet     800g      DEF +3, EVA +2, MEV +2
Mythril Armlet   2000g      DEF +4, EVA +2
Diamond Armlet   5000g      DEF +7, EVA +5
Ninja Armlet     8000g      DEF +8, EVA +10, STR +1
Giant's Armlet     10g      DEF +9, EVA +5, STR +5, SPD -5, VIT +5, INT -10,
                            MND -10
Knight's Armlet  8000g      DEF +9, EVA +7, VIT +1
Dragon Armlet    9900g      DEF +10, EVA +5, SPD +2, Dragon Killer
Crystal Armlet   8900g      DEF +11, Prevents Sleep
Genji Armlet     9900g      DEF +13, Prevents Paralyze
Adamant Armlet  11000g      DEF +18
Power Armlet     6000g      STR +10


------------------------------------------------------------------------------
     -22- Bangles
----------------------------------

 Name             Cost      Effects
............................................................................
Iron Bangle       350g      DEF +1, EVA +1, RES +2, MEV +1
Silver Bangle     700g      DEF +2, RES +2, MEV +2
Mythril Bangle   1800g      DEF +3, RES +3, MEV +3, Prevents Curse
Rune Bangle      3500g      DEF +4, RES +4, MEV +4, Prevents Silence
Diamond Bangle   4800g      DEF +5, RES +6, MEV +6, Prevents Mini/Frog
Platinum Bangle  5900g      DEF +7, RES +8, MEV +8, Prevents Poison/Toxify
Crystal Bangle   8000g      DEF +8, RES +10, MEV +1, Prevents Paralyze
Adamant Bangle  16000g      DEF +12, RES +15, MEV +15

Elven Bangle     5000g      EVA +10, MEV +10, INT +7, MND +7
Tetra Bangle    20000g      Fire, Ice & Lightning RES up
Faerie Bangle       2g      Restores some HP after battle
Protect Bangle   3000g      Auto-protect
Shell Bangle     3000g      Auto-shell
Reflect Bangle   3000g      Auto-reflect
Regen Bangle     3000g      Auto-regen


------------------------------------------------------------------------------
     -23- Status Prevention
----------------------------------

 Name             Cost      Effects
............................................................................
Star Pendant     1000g      Prevents Poison/Toxify
Drowsy Ring      1000g      Prevents Sleep
Silver Spectacle 1000g      Prevents Blind
White Cape       1000g      Prevents Mini/Frog
Peace Ring       1000g      Prevents Silence/Confusion
Athena's Mirror  1000g      Prevents Petrify
Chouchou         3000g      Prevents Berserk, Confusion, Sleep, Paralyze
                            & Curse
Ribbon              2g      Prevents all status effects


------------------------------------------------------------------------------
     -24- Shoes
----------------------------------

 Name             Cost      Effects
............................................................................
Leather Shoes      60g      EVA +2, MEV +2, SPD +1
Swift Shoes      4500g      EVA +3, MEV +3, SPD +4
Red Shoes        6000g      EVA +7, MEV +7, SPD +5, Prevents Confusion
                            & Paralyze
Battle Boots     1500g      DEF +2, STR +2, SPD +2, VIT +2
Miracle Shoes       2g      SPD +4, Auto-protect, Auto-shell, Auto-regen
Hermes' Sandals  5000g      SPD +5, Auto-haste


------------------------------------------------------------------------------
     -25- Bands
----------------------------------

 Name             Cost      Effects
............................................................................
Levelling Band      2g      Increases EXP gained in battle by 25%
Expertise Band      2g      Increases AP gained in battle by 25%
Wealthy Band        2g      Increases gil gained in battle by 50%
Treasure Band       2g      Enemies more likely to drop rare items
Bauble Band         2g      Enemies more likely to drop items

------------------------------------------------------------------------------
     -26- Others
----------------------------------

 Name             Cost      Effects
............................................................................
Gauntlet         3800g      DEF +5, EVA +3, STR +3, VIT +3
Memorial Ring    6000g      All stats +3
Champion Belt    6000g      STR +5, VIT +5, INT +5
Moogle Charm      ---       Prevents random encounters




______________________________________________________________________________
                                                                  {+BSTR+}
                          ---  VIII. Bestiary  ---

______________________________________________________________________________

Notes:
------
1) All encounters are broken down into two categories. "Battles" depicts the
enemy formations, EXP, Gil and AP earned. "Enemies" identifies the foes on an
individual basis. Their race, HP and weaknesses are noted.

2) EXP values are going to fluctuate based on the size of the party throughout
the game. This will be marked by a (#) to clarify what the EXP is with that
amount of characters.


==============================================================================
                       --  A. Prologue Encounters  --             {++}
==============================================================================

------------------------------------------------------------------------------
     -01- Lux Area
----------------------------------

Battles
-------
 1) Hornet x4              2) Goblin x2              3) Goblin x4
    Gil: 8                    Gil: 6                    Gil: 12
    EXP: 9 (4)                EXP: 5 (4)                EXP: 10 (4)
     AP:                       AP:                       AP:

 4) Hornet x2              5) Nutkin                 6) Leaf Bunny x2
    Gil: 4                    Gil: 8                    Gil: 8
    EXP: 4 (4)                EXP: 3 (4)                EXP: 4 (4)
     AP:                       AP:                       AP:

 7) Death Flower x2,
    Wood Eyes
    Gil: 47
    EXP: 21 (4)
     AP:


Enemies
-------
Name: Hornet               Name: Goblin               Name: Nutkin
Race: Bee                  Race: Demi-Human           Race: Squirrel
  HP: 20                     HP: 21                     HP: 25
Weak: Wind                 Weak: None                 Weak: None

Name: Leaf Bunny           Name: Death Flower         Name: Wood Eyes
Race: Rabbit               Race: Plant                Race: Treant
  HP: 29                     HP: 75                     HP: 70
Weak: None                 Weak: Fire                 Weak: Fire


------------------------------------------------------------------------------
     -02- Below Castle Lux
----------------------------------

Battles
-------
 1) Steel Bat x3           2) Alacran x2             3) Tarantula x2
    Gil: 15                   Gil: 14                   Gil: 12
    EXP: 12 (3)               EXP: 10 (3)               EXP: 8 (3)
     AP:                       AP:                       AP:

 4) Alacran x3             5) Wererat, Alacran,      6) Steel Bat x2
    Gil: 21                   Tarantula                 Gil: 10
    EXP: 16 (3)               Gil: 19                   EXP: 8 (3)
     AP:                      EXP: 13 (3)                AP:
                              AP:

 7) Ankheg                 8) Ankheg x2
    Gil: 11                   Gil: 22
    EXP: 9 (3)                EXP: 18 (3)
     AP:                       AP:


Enemies
-------
Name: Steel Bat         Name: Alacran              Name: Tarantula
Race: Bat               Race: Scorpion             Race: Spider
  HP: 38                  HP: 40                     HP: 40
Weak: Fire, Wind        Weak: None                 Weak: None

Name: Wererat           Name: Ankheg
Race: Rat               Race: Centipede
  HP: 35                  HP: 85
Weak: None              Weak: Ice


------------------------------------------------------------------------------
     -03- Northern Cave
----------------------------------

Battles
-------
 1) Gigantoad, Goblin,     2) Gigantoad x2, Python   3) Gigantoad, Python x2
    Carbuncle                 Gil: 40                   Gil: 38
    Gil: 30                   EXP: 20 (4)               EXP: 19 (4)
    EXP: 16 (4)                AP:                       AP:
     AP:

 4) Gigantoad x3           5) Gigantoad, Python,     6) Ankheg, Tarantula,
    Gil: 42                   Carbuncle                 Python
    EXP: 20 (4)               Gil: 39                   Gil: 29
     AP:                      EXP: 20 (4)               EXP: 17 (4)
                              AP:                       AP:

 7) Goblin x4              8) Ankheg, Carbuncle x2   9) Ankheg x3
    Gil: 12                   Gil: 37                   Gil: 33
    EXP: 10 (4)               EXP: 16 (5)               EXP: 17 (5)
     AP:                       AP:                       AP:

10) Ankheg x2             11) Goblin x2, Python
    Gil: 22                   Tarantula
    EXP: 11 (5)               Gil: 24
     AP:                      EXP: 11 (5)
                               AP:


Enemies
-------
Name: Gigantoad            Name: Goblin               Name: Carbuncle
Race: Toad                 Race: Demi-Human           Race: Ore
  HP: 65                     HP: 21                     HP: 38
Weak: Ice                  Weak: None                 Weak: None

Name: Python               Name: Ankheg               Name: Tarantula
Race: Snake                Race: Centipede            Race: Spider
  HP: 67                     HP: 85                     HP: 40
Weak: Ice                  Weak: Ice                  Weak: None


------------------------------------------------------------------------------
     -04- Crystal Temple Area
----------------------------------

Battles
-------
 1) Wood Eyes x3           2) Killer Bee x3          3) Nutkin
    Gil: 45                   Gil: 39                   Gil: 8
    EXP: 16 (5)               EXP: 13 (5)               EXP: 2 (5)
     AP:                       AP:                       AP:


Enemies
-------
Name: Wood Eyes            Name: Killer Bee           Name: Nutkin
Race: Treant               Race: Bee                  Race: Squirrel
  HP: 70                     HP: 55                     HP: 25
Weak: Fire                 Weak: Wind                 Weak: None


------------------------------------------------------------------------------
     -05- Crystal Temple
----------------------------------

Battles
-------
 1) Blood Bat x2, Imp      2) Red Mousse             3) Vassago
    Gil: 47                   Gil: 21                   Gil: 21
    EXP: 16 (5)               EXP: 8 (5)                EXP: 13 (5)
     AP:                       AP:                       AP:

 4) Blood Bat, Lizard,     5) Blood Bat x3           6) Imp x2, Vassago
    Stunner                   Gil: 45                   Gil: 55
    Gil: 43                   EXP: 14 (4)               EXP: 27 (5)
    EXP: 16 (5)                AP:                       AP:
     AP:

 7) Vassago x2
    Gil: 42
    EXP: 26 (5)
     AP:


Enemies
-------
Name: Blood Bat            Name: Imp                  Name: Red Mousse
Race: Bat                  Race: Devil                Race: Flan
  HP: 70                     HP: 85                     HP: 32
Weak: Fire, Wind           Weak: None                 Weak: Fire

Name: Vassago              Name: Lizard               Name: Stunner
Race: Gargoyle             Race: Iguana               Race: Rat
  HP: 110                    HP: 80                     HP: 78
Weak: None                 Weak: Ice                  Weak: None


==============================================================================
                       --  B. Chapter 1 Encounters  --             {++}
==============================================================================

------------------------------------------------------------------------------
     -06- Mount Lux Area
----------------------------------

Battles
-------
 1) Basilisk x2            2) Goblin x2, Hobgoblin   3) Floating Eye x2
    Gil: 76                   Gil: 36                   Gil: 48
    EXP: 46 (4)               EXP: 21 (4)               EXP: 27 (4)
     AP:                       AP:                       AP:

 4) Cocatrice x2           5) Cocatrice,             6) Killer Mantis,
    Gil: 64                   Floating Eye              Antares
    EXP: 36 (4)               Gil: 56                   Gil: 76
     AP:                      EXP: 31 (4)               EXP: 50 (4)
                               AP:                       AP:

 7) Bomb x2                8) Bugbear                9) Sprinter x2
    Gil: 70                   Gil: 26                   Gil: 46
    EXP: 42 (4)               EXP: 50 (4)               EXP: 32 (4)
     AP:                       AP:                       AP:


Enemies
-------
Name: Basilisk             Name: Goblin               Name: Hobgoblin
Race: Iguana               Race: Demi-Human           Race: Demi-Human
  HP: 100                    HP: 21                     HP: 80
Weak: None                 Weak: None                 Weak: None

Name: Floating Eye         Name: Cocatrice            Name: Antares
Race: Ahriman              Race: Bird                 Race: Scorpion
  HP: 105                    HP: 95                     HP: 85
Weak: Wind                 Weak: Wind                 Weak: None

Name: Killer Mantis        Name: Bomb                 Name: Bugbear
Race: Mantis               Race: Explosive            Race: Bear
  HP: 140                    HP: 95                     HP: 300
Weak: None                 Weak: Wind                 Weak: None

Name: Sprinter
Race: Ostrich
  HP: 90
Weak: None




______________________________________________________________________________
                                                                  {+SHPS+}
                         ---  IX. Shops  ---

______________________________________________________________________________


==============================================================================
                       --  A. Prologue Shops  --                  {+PGSP+}
==============================================================================

------------------------------------------------------------------------------
     -01- Lux
----------------------------------

 [ Sundries ]                             [ Weaponsmith ]

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Knife                 80g
Maiden's Kiss         60g                Short Sword          130g
Antidote              40g                Broadsword           250g
Eye Drops             30g                Staff                100g
Phoenix Down         200g                Rod                   80g
Tent                 200g

 [ Armorer ]

 Name                Cost
............................
Leather Shield       100g
Leather Helm          80g
Leather Hat           50g
Cotton Cap            60g
Leather Armor        120g
Leather Shirt         80g
Cotton Robe          100g


------------------------------------------------------------------------------
     -02- Northern Cave
----------------------------------

 [ Sundries ]                             [ Weaponsmith ]

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Knife                 80g
Maiden's Kiss         60g                Short Sword          130g
Antidote              40g                Broadsword           250g
Eye Drops             30g                Staff                100g
Phoenix Down         200g                Rod                   80g
Tent                 200g

 [ Armorer ]

 Name                Cost
............................
Leather Shield       100g
Leather Helm          80g
Leather Hat           50g
Cotton Cap            60g
Leather Armor        120g
Leather Shirt         80g
Cotton Robe          100g


==============================================================================
                         --  B. Chapter 1 Shops  --               {+C1SP+}
==============================================================================

------------------------------------------------------------------------------
     -03- Airship
----------------------------------

 [ Sundries ]

 Name                Cost
............................
Potion                30g
Maiden's Kiss         60g
Antidote              40g
Eye Drops             30g
Golden Needle        400g
Phoenix Down         200g
Tent                 200g


------------------------------------------------------------------------------
     -04- Liene
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 2)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Slow                 300g
Ether               1500g                Silence              300g
Maiden's Kiss         60g                Mini                 300g
Antidote              40g
Eye Drops             30g                Poison               300g
Echo Grass            50g                Sleep                300g
Sacred Candle        100g                Toad                 300g
Golden Needle        400g
Phoenix Down         200g
Tent                 200g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Dagger               280g                Bronze Shield        240g
Broadsword           250g                Bronze Helm          300g
Iron Sword           450g                Feathered Cap        200g
Staff                100g                Pointy Hat           250g
Oak Staff            330g                Bronze Armor         400g
Rod                   80g                Bronze Hauberk       350g
Metal Rod            380g                Silk Robe            370g
Spear                480g                Leather Shoes         60g
Metal Claw           380g
Iron Bow             350g
Whip                 330g


------------------------------------------------------------------------------
     -05- Castle Liene
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 2)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Slow                 300g
Ether               1500g                Silence              300g
Maiden's Kiss         60g                Mini                 300g
Antidote              40g
Eye Drops             30g                Poison               300g
Echo Grass            50g                Sleep                300g
Sacred Candle        100g                Toad                 300g
Golden Needle        400g
Phoenix Down         200g
Tent                 200g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Dagger               280g                Bronze Shield        240g
Broadsword           250g                Bronze Helm          300g
Iron Sword           450g                Feathered Cap        200g
Staff                100g                Pointy Hat           250g
Oak Staff            330g                Bronze Armor         400g
Rod                   80g                Bronze Hauberk       350g
Metal Rod            380g                Silk Robe            370g
Spear                480g                Leather Shoes         60g
Metal Claw           380g
Iron Bow             350g
Whip                 330g


------------------------------------------------------------------------------
     -06- Warship
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 2)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Slow                 300g
Ether               1500g                Silence              300g
Maiden's Kiss         60g                Mini                 300g
Antidote              40g
Eye Drops             30g                Poison               300g
Echo Grass            50g                Sleep                300g
Sacred Candle        100g                Toad                 300g
Golden Needle        400g
Phoenix Down         200g
Tent                 200g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Dagger               280g                Bronze Shield        240g
Broadsword           250g                Bronze Helm          300g
Iron Sword           450g                Feathered Cap        200g
Staff                100g                Pointy Hat           250g
Oak Staff            330g                Bronze Armor         400g
Rod                   80g                Bronze Hauberk       350g
Metal Rod            380g                Silk Robe            370g
Spear                480g                Leather Shoes         60g
Metal Claw           380g
Iron Bow             350g
Whip                 330g


==============================================================================
                         --  C. Chapter 2 Shops  --               {+C2SP+}
==============================================================================

------------------------------------------------------------------------------
     -07- Braska
----------------------------------

 [ Sundries ]                             [ Weaponsmith ]

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Main Gauche          550g
Phoenix Down         200g                Longsword            890g
Golden Needle        400g                Spear                480g
Maiden's Kiss         60g                Battleaxe            520g
Mallet                80g                Baghknakhs           780g
Echo Grass            50g                Oak Staff            330g
Eye Drops             30g                Metal Rod            350g
Antidote              40g                Crossbow             750g
Tent                 200g                Chain Whip           700g
Sacred Candle        100g

 [ Armorer ]

 Name                Cost
............................
Iron Shield          580g
Headband             490g
Wizard's Hat         500g
Iron Helm            480g
Kenpogi              600g
Bard's Tunic         680g
Iron Armor           750g
Iron Armlet          400g
Iron Bangle          350g
Leather Shoes         60g


------------------------------------------------------------------------------
     -08- Deist
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 3)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Cura                 700g
Phoenix Down         200g                Protect              700g
Golden Needle        400g                Raise                700g
Maiden's Kiss         60g
Mallet                80g                Fira                 700g
Echo Grass            50g                Blizzara             700g
Eye Drops             30g                Thundara             700g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Orichalcum          1500g                Steel Shield        1000g
Tyrfing             1800g                Bandana              650g
Spear                480g                Circlet              700g
Poison Knuckles     1700g                Steel Helm           750g
Healing Staff       1650g                Chainmail           1650g
Flame Rod           1600g                Silver-spun Robe    1700g
Ice Rod             1600g                Steel Armor         1800g
Thunder Rod         1600g                Iron Armlet          400g
                                         Iron Bangle          350g
                                         Leather Shoes         60g


------------------------------------------------------------------------------
     -09- Dragon Roost
----------------------------------

 [ Sundries ]                             [ Weaponsmith ]

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Halberd             1800g
Ether               1500g                Slasher             2000g
Phoenix Down         200g                Silver Bow          1700g
Golden Needle        400g                Tamer's Whip        1900g
Maiden's Kiss         60g
Mallet                80g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Armorer ]

 Name                Cost
............................
Steel Shield        1000g
Bandana              650g
Circlet              700g
Steel Helm           750g
Chainmail           1650g
Silver-spun Robe    1700g
Steel Armor         1800g
Bronze Armlet        800g
Silver Bangle        700g
Leather Shoes         60g


------------------------------------------------------------------------------
     -10- Mount Verde
----------------------------------

 [ Sundries ]                             [ Weaponsmith ]

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Main Gauche          550g
Phoenix Down         200g                Longsword            890g
Golden Needle        400g                Spear                480g
Maiden's Kiss         60g                Battleaxe            520g
Mallet                80g                Baghknakhs           780g
Echo Grass            50g                Oak Staff            330g
Eye Drops             30g                Metal Rod            350g
Antidote              40g                Crossbow             750g
Tent                 200g                Chain Whip           700g
Sacred Candle        100g

 [ Armorer ]

 Name                Cost
............................
Iron Shield          580g
Headband             490g
Wizard's Hat         500g
Iron Helm            480g
Kenpogi              600g
Bard's Tunic         680g
Iron Armor           750g
Iron Armlet          400g
Iron Bangle          350g
Leather Shoes         60g


------------------------------------------------------------------------------
     -11- Verde
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 2)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Slow                 300g
Phoenix Down         200g                Silence              300g
Golden Needle        400g                Mini                 300g
Maiden's Kiss         60g
Mallet                80g                Poison               300g
Echo Grass            50g                Sleep                300g
Eye Drops             30g                Toad                 300g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Main Gauche          550g                Iron Shield          580g
Longsword            890g                Headband             490g
Spear                480g                Wizard's Hat         500g
Battleaxe            520g                Iron Helm            480g
Baghknakhs           780g                Kenpogi              600g
Oak Staff            330g                Bard's Tunic         680g
Metal Rod            350g                Iron Armor           750g
Crossbow             750g                Iron Armlet          400g
Chain Whip           700g                Iron Bangle          350g
                                         Leather Shoes         60g


------------------------------------------------------------------------------
     -12- Alfheim
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 3)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Cura                 700g
Ether               1500g                Protect              700g
Phoenix Down         200g                Raise                700g
Golden Needle        400g
Maiden's Kiss         60g                Fira                 700g
Mallet                80g                Blizzara             700g
Echo Grass            50g                Thundara             700g
Eye Drops             30g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Orichalcum          1500g                Steel Shield        1000g
Tyrfing             1800g                Bandana              650g
Halberd             1800g                Circlet              700g
Slasher             2000g                Steel Helm           750g
Spear                480g                Chainmail           1650g
Poison Knuckles     1700g                Silver-spun Robe    1700g
Healing Staff       1650g                Steel Armor         1800g
Flame Rod           1600g                Bronze Armlet        800g
Ice Rod             1600g                Silver Bangle        700g
Thunder Rod         1600g                Leather Shoes         60g
Silver Bow          1700g                
Tamer's Whip        1900g                


------------------------------------------------------------------------------
     -13- Capo
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 3)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Cura                 700g
Phoenix Down         200g                Protect              700g
Golden Needle        400g                Raise                700g
Maiden's Kiss         60g
Mallet                80g                Fira                 700g
Echo Grass            50g                Blizzara             700g
Eye Drops             30g                Thundara             700g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Man-Eater           2200g                Large Shield        1350g
Greatsword          2900g                Headgear            1000g
Trident             2800g                Magician's Hat      1250g
Slasher             2000g                Sallet              1200g
Cat Claws           2500g                Silver Hauberk      2400g
Mage's Staff        2700g                Magician's Robe     2600g
Flame Rod           1600g                Linen Cuirass       2700g
Ice Rod             1600g                Bronze Armlet        800g
Thunder Rod         1600g                Silver Bangle        700g
Great Bow           2600g
Tamer's Whip        1900g


------------------------------------------------------------------------------
     -14- Pirate Hideout
----------------------------------

 [ Sundries ]

 Name                Cost
............................
Potion                30g
Phoenix Down         200g
Golden Needle        400g
Maiden's Kiss         60g
Mallet                80g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Sacred Candle        100g


------------------------------------------------------------------------------
     -15- Rusalka
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 4)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Basuna              1500g
Hi-Potion            150g                Confuse             1500g
Ether               1500g                Teleport            1500g
Phoenix Down         200g                
Golden Needle        400g                Drain               1500g
Maiden's Kiss         60g                Break               1500g
Mallet                80g                Bio                 1500g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Mythril Knife       3700g                Mythril Shield       2500g
Mythril Sword       5200g                Green Beret          1500g
Mythril Spear       4900g                Gaia Hat             1600g
Mythril Claws       4300g                Mythril Helm         1700g
Mythril Staff       4500g                Mythril Vest         3500g
Mythril Rod         4000g                Gaia Gear            3600g
Silver Harp         3800g                Mythril Armor        3800g
Sleipnir            5700g                Mythril Armlet       2000g
                                         Mythril Bangle       1800g


------------------------------------------------------------------------------
     -16- Kurgis
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 3)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Cura                 700g
Phoenix Down         200g                Protect              700g
Golden Needle        400g                Raise                700g
Maiden's Kiss         60g
Mallet                80g                Fira                 700g
Echo Grass            50g                Blizzara             700g
Eye Drops             30g                Thundara             700g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Man-Eater           2200g                Large Shield        1350g
Greatsword          2900g                Headgear            1000g
Trident             2800g                Magician's Hat      1250g
Slasher             2000g                Sallet              1200g
Cat Claws           2500g                Silver Hauberk      2400g
Mage's Staff        2700g                Magician's Robe     2600g
Flame Rod           1600g                Linen Cuirass       2700g
Ice Rod             1600g                Bronze Armlet        800g
Thunder Rod         1600g                Silver Bangle        700g
Great Bow           2600g
Tamer's Whip        1900g


------------------------------------------------------------------------------
     -17- Aule
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 4)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Basuna              1500g
Hi-Potion            150g                Confuse             1500g
Ether               1500g                Teleport            1500g
Phoenix Down         200g                
Golden Needle        400g                Drain               1500g
Maiden's Kiss         60g                Break               1500g
Mallet                80g                Bio                 1500g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Mythril Knife       3700g                Mythril Shield       2500g
Mythril Sword       5200g                Green Beret          1500g
Dark Sword          5000g                Gaia Hat             1600g
Mythril Spear       4900g                Mythril Helm         1700g
Mythril Axe         5500g                Mythril Vest         3500g
Mythril Claws       4300g                Gaia Gear            3600g
Mythril Staff       4500g                Mythril Armor        3800g
Mythril Rod         4000g                Mythril Armlet       2000g
Flame Bow           4400g                Mythril Bangle       1800g
Ice Bow             4400g
Lightning Bow       4400g
Sleipnir            5700g


------------------------------------------------------------------------------
     -18- Castle Falgabard
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 4)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Basuna              1500g
Hi-Potion            150g                Confuse             1500g
Ether               1500g                Teleport            1500g
Phoenix Down         200g                
Golden Needle        400g                Drain               1500g
Maiden's Kiss         60g                Break               1500g
Mallet                80g                Bio                 1500g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Mythril Knife       3700g                Mythril Shield       2500g
Mythril Sword       5200g                Green Beret          1500g
Dark Sword          5000g                Gaia Hat             1600g
Mythril Spear       4900g                Mythril Helm         1700g
Mythril Axe         5500g                Mythril Vest         3500g
Mythril Claws       4300g                Gaia Gear            3600g
Mythril Staff       4500g                Mythril Armor        3800g
Mythril Rod         4000g                Mythril Armlet       2000g
Flame Bow           4400g                Mythril Bangle       1800g
Ice Bow             4400g
Lightning Bow       4400g
Sleipnir            5700g


==============================================================================
                         --  D. Chapter 3 Shops  --               {+C3SP+}
==============================================================================

------------------------------------------------------------------------------
     -19- Mathel
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 4)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Basuna              1500g
Hi-Potion            150g                Confuse             1500g
Phoenix Down         200g                Teleport            1500g
Golden Needle        400g                
Maiden's Kiss         60g                Drain               1500g
Mallet                80g                Break               1500g
Echo Grass            50g                Bio                 1500g
Eye Drops             30g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Kris                4500g                Tower Shield        4000g
Coral Sword         7000g                Officer's Hat       2700g
Partisan            6500g                Cleric's Hat        3000g
Mythril Axe         5500g                Barbut              3200g
Hell Claws          6000g                Justaucorps         4000g
Cleric's Staff      5500g                Cleric's Robe       4500g
Prism Rod           5200g                Brigandine          4850g
Flame Bow           4400g                Mythril Armlet      2000g
Ice Bow             4400g                Mythril Bangle      1800g
Lightning Bow       4400g
Dream Harp          4900g
Sleipnir            5700g


------------------------------------------------------------------------------
     -20- Fabrica
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 5)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Curaja              3000g
Hi-Potion            150g                Blink               3000g
Ether               1500g                Shell               3000g
Phoenix Down         200g                
Golden Needle        400g                Osmose              3000g
Maiden's Kiss         60g                Stop                3000g
Mallet                80g                Tornado             3000g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Cottage              800g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Air Knife           5800g                Gold Shield         5500g
Ogrenix             8300g                Tiger Mask          4500g
Wind Spear          8000g                Gold-spun Hat       4750g
Ice Knuckles        7300g                Gold Helm           4800g
Cypress Pole        7200g                Gold Hauberk        5200g
Poison Rod          7000g                Gold-spun Robe      5600g
Dark Bow            7600g                Gold Armor          6000g
Marchen Harp        8200g                Gauntlet            3800g
Red Scorpio         9300g                Rune Bangle         3500g


------------------------------------------------------------------------------
     -21- Campsite
----------------------------------

 [ Sundries ]                             

 Name                Cost
............................
Potion                30g
Hi-Potion            150g
Phoenix Down         200g
Golden Needle        400g
Maiden's Kiss         60g
Mallet                80g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Sacred Candle        100g


------------------------------------------------------------------------------
     -22- Oasis
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 4)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Basuna              1500g
Hi-Potion            150g                Confuse             1500g
Phoenix Down         200g                Teleport            1500g
Golden Needle        400g                
Maiden's Kiss         60g                Drain               1500g
Mallet                80g                Break               1500g
Echo Grass            50g                Bio                 1500g
Eye Drops             30g
Antidote              40g
Tent                 200g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Kris                4500g                Tower Shield        4000g
Coral Sword         7000g                Officer's Hat       2700g
Dark Sword          5000g                Cleric's Hat        3000g
Partisan            6500g                Barbut              3200g
Mythril Axe         5500g                Justaucorps         4000g
Hell Claws          6000g                Cleric's Robe       4500g
Cleric's Staff      5500g                Brigandine          4850g
Prism Rod           5200g                Mythril Armlet      2000g
Flame Bow           4400g                Mythril Bangle      1800g
Ice Bow             4400g
Lightning Bow       4400g
Dream Harp          4900g
Sleipnir            5700g


------------------------------------------------------------------------------
     -23- Gardenia
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 4)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Basuna              1500g
Hi-Potion            150g                Confuse             1500g
Ether               1500g                Teleport            1500g
Phoenix Down         200g
Golden Needle        400g                Drain               1500g
Maiden's Kiss         60g                Break               1500g
Mallet                80g                Bio                 1500g
Echo Grass            50g                
Eye Drops             30g
Antidote              40g
Tent                 200g
Cottage              800g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Kris                4500g                Tower Shield        4000g
Coral Sword         7000g                Officer's Hat       2700g
Dark Sword          5000g                Cleric's Hat        3000g
Partisan            6500g                Barbut              3200g
Mythril Axe         5500g                Justaucorps         4000g
Hell Claws          6000g                Cleric's Robe       4500g
Cleric's Staff      5500g                Brigandine          4850g
Prism Rod           5200g                Mythril Armlet      2000g
Flame Bow           4400g                Mythril Bangle      1800g
Ice Bow             4400g
Lightning Bow       4400g
Dream Harp          4900g
Sleipnir            5700g


                 (Only available after Imperial Camp)

 [ Spells ] (Lv. 5)                       [ Weaponsmith ]

 Name                Cost                 Name                Cost
............................            ............................
Curaja              3000g                Air Knife           5800g
Blink               3000g                Ogrenix             8300g
Shell               3000g                Shadow Blade        8100g
                                         Wind Spear          8000g
Osmose              3000g                Death Sickle        8800g
Stop                3000g                Ice Knuckles        7300g
Tornado             3000g                Cypress Pole        7200g
                                         Poison Rod          7000g
                                         Dark Bow            7600g
                                         Marchen Harp        8200g
                                         Red Scorpio         9300g

 [ Armorer ]

 Name                Cost
............................
Gold Shield         5500g
Tiger Mask          4500g
Gold-spun Hat       4750g
Gold Helm           4800g
Gold Hauberk        5200g
Gold-spun Robe      5600g
Gold Armor          6000g
Gauntlet            3800g
Rune Bangle         3500g


------------------------------------------------------------------------------
     -24- Berth
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 5)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Curaja              3000g
Hi-Potion            150g                Blink               3000g
Ether               1500g                Shell               3000g
Phoenix Down         200g                
Golden Needle        400g                Osmose              3000g
Maiden's Kiss         60g                Stop                3000g
Mallet                80g                Tornado             3000g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Cottage              800g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Air Knife           5800g                Gold Shield         5500g
Bastard Sword       9800g                Scholar's Hat       5200g
Squall Lance        9200g                Dark Hat            5500g
Greataxe            9700g                Close Helm          5900g
Burning Knuckles    9000g                Scholar's Gown      8800g
Fey Staff           8800g                Faerie Robe         7000g
Amphibian Rod       8500g                Close Armor         7500g
Dark Bow            7600g                Gauntlet            3800g
Marchen Harp        8200g                Rune Bangle         3500g
Baleen             11000g


------------------------------------------------------------------------------
     -25- Burtgang
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 6)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Berserk             6000g
Hi-Potion            150g                Regen               6000g
Ether               1500g                Haste               6000g
Phoenix Down         200g                
Golden Needle        400g                Firaga              6000g
Maiden's Kiss         60g                Blizzaga            6000g
Mallet                80g                Thundaga            6000g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Cottage              800g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Swordbreaker        8700g                Diamond Shield      7000g
Diamond Blade      12500g                Chakra Band         6200g
Shining Sword      10000g                Lamia's Tiara       6200g
Heavy Lance        10800g                Diamond Helm        7000g
Blast Knuckles     11000g                Glass Hauberk       9000g
Rune Staff         10500g                Black Robe         11000g
Wizard Rod         10000g                White Robe         11000g
Killer Bow         10000g                Diamond Armor      10000g
Orpheus' Harp       9900g                Diamond Armlet      5000g
Beast Killer       12500g                Diamond Bangle      4800g


------------------------------------------------------------------------------
     -26- Hagakure
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 5)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Curaja              3000g
Hi-Potion            150g                Blink               3000g
Ether               1500g                Shell               3000g
Phoenix Down         200g                
Golden Needle        400g                Osmose              3000g
Maiden's Kiss         60g                Stop                3000g
Mallet                80g                Tornado             3000g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Cottage              800g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Air Knife           5800g                Gold Shield         5500g
Bastard Sword       9800g                Scholar's Hat       5200g
Soulstealer         9500g                Dark Hat            5500g
Squall Lance        9200g                Close Helm          5900g
Greataxe            9700g                Scholar's Gown      8800g
Burning Knuckles    9000g                Faerie Robe         7000g
Fey Staff           8800g                Close Armor         7500g
Amphibian Rod       8500g                Gauntlet            3800g
Dark Bow            7600g                Rune Bangle         3500g
Marchen Harp        8200g
Baleen             11000g


------------------------------------------------------------------------------
     -27- Matagi
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 6)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Berserk             6000g
Hi-Potion            150g                Regen               6000g
Ether               1500g                Haste               6000g
Phoenix Down         200g                
Golden Needle        400g                Firaga              6000g
Maiden's Kiss         60g                Blizzaga            6000g
Mallet                80g                Thundaga            6000g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Cottage              800g
Sacred Candle        100g
Shuriken            2000g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Swordbreaker        8700g                Diamond Shield      7000g
Diamond Blade      12500g                Chakra Band         6200g
Darkbringer        11000g                Lamia's Tiara       6200g
Kunai               9500g                Diamond Helm        7000g
Gaia's Hammer      11000g                Glass Hauberk       9000g
Blast Knuckles     11000g                Black Robe         11000g
Rune Staff         10500g                White Robe         11000g
Wizard Rod         10000g                Diamond Armor      10000g
Killer Bow         10000g                Diamond Armlet      5000g
Orpheus' Harp       9900g                Diamond Bangle      4800g
Beast Killer       12500g


==============================================================================
                         --  E. Chapter 4 Shops  --               {+C4SP+}
==============================================================================

------------------------------------------------------------------------------
     -28- Mysidia
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 6)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Berserk             6000g
Hi-Potion            150g                Regen               6000g
X-Potion            3000g                Haste               6000g
Ether               1500g                
Phoenix Down         200g                Firaga              6000g
Golden Needle        400g                Blizzaga            6000g
Maiden's Kiss         60g                Thundaga            6000g
Mallet                80g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Cottage              800g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Swordbreaker        8700g                Diamond Shield      7000g
Diamond Blade      12500g                Chakra Band         6200g
Rune Blade         12800g                Lamia's Tiara       6200g
Asura              11000g                Diamond Helm        7000g
Heavy Lance        10800g                Blackbelt Vest     10000g
Ogrekiller         13500g                Black Robe         11000g
Blast Knuckles     11000g                White Robe         11000g
Rune Staff         10500g                Diamond Armor      10000g
Wizard Rod         10000g                Diamond Armlet      5000g
Killer Bow         10000g                Diamond Bangle      4800g
Orpheus' Harp       9900g
Beast Killer       12500g


                 (Only available after Mysidia Cavern)

 [ Spells ] (Lv. 7)                       [ Weaponsmith ]

 Name                Cost                 Name                Cost
............................            ............................
Curaga             10000g                Triton's Dagger    13800g
Esuna              10000g                Enhancer           16400g
Reflect            10000g                Kotetsu            16600g
                                         Brionac            16000g
Quake              10000g                Rune Axe           17200g
Death              10000g                Dueling Claws      16800g
Comet              10000g                Shining Staff      15500g
                                         Demon's Rod        14800g
                                         Aevis Killer       15800g

 [ Armorer ]

 Name                Cost
............................
Red Cap             8800g
Twilight Hat        7300g
Daybreak Hat        7300g
Platinum Helm       8200g
Red Jacket         13800g
Twilight Robe      14500g
Daybreak Robe      14500g
Platinum Armor     12000g
Platinum Bangle     5900g


------------------------------------------------------------------------------
     -29- Heliogabalus
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 6)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Berserk             6000g
Hi-Potion            150g                Regen               6000g
Ether               1500g                Haste               6000g
Phoenix Down         200g
Golden Needle        400g                Firaga              6000g
Maiden's Kiss         60g                Blizzaga            6000g
Mallet                80g                Thundaga            6000g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Cottage              800g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Swordbreaker        8700g                Diamond Shield      7000g
Diamond Blade      12500g                Chakra Band         6200g
Rune Blade         12800g                Lamia's Tiara       6200g
Asura              11000g                Platinum Helm       8200g
Heavy Lance        10800g                Blackbelt Vest     10000g
Ogrekiller         13500g                Black Robe         11000g
Blast Knuckles     11000g                White Robe         11000g
Rune Staff         10500g                Platinum Armor     12000g
Wizard Rod         10000g                Diamond Armlet      5000g
Killer Bow         10000g                Diamond Bangle      4800g
Orpheus' Harp       9900g
Beast Killer       12500g


------------------------------------------------------------------------------
     -30- Lufenia
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 6)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Berserk             6000g
Hi-Potion            150g                Regen               6000g
X-Potion            3000g                Haste               6000g
Ether               1500g                
Phoenix Down         200g                Firaga              6000g
Golden Needle        400g                Blizzaga            6000g
Maiden's Kiss         60g                Thundaga            6000g
Mallet                80g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Cottage              800g
Sacred Candle        100g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Swordbreaker        8700g                Diamond Shield      7000g
Diamond Blade      12500g                Chakra Band         6200g
Darkbringer        11000g                Lamia's Tiara       6200g
Asura              11000g                Diamond Helm        7000g
Heavy Lance        10800g                Blackbelt Vest     10000g
Ogrekiller         13500g                Black Robe         11000g
Blast Knuckles     11000g                White Robe         11000g
Rune Staff         10500g                Diamond Armor      10000g
Wizard Rod         10000g                Diamond Armlet      5000g
Killer Bow         10000g                Diamond Bangle      4800g
Orpheus' Harp       9900g
Beast Killer       12500g


                 (Only available after Rosetta Tower)

 [ Spells ] (Lv. 7)                       [ Weaponsmith ]

 Name                Cost                 Name                Cost
............................            ............................
Curaga             10000g                Triton's Dagger    13800g
Esuna              10000g                Enhancer           16400g
Reflect            10000g                Kotetsu            16600g
                                         Brionac            16000g
Quake              10000g                Rune Axe           17200g
Death              10000g                Dueling Claws      16800g
Comet              10000g                Shining Staff      15500g
                                         Demon's Rod        14800g
                                         Aevis Killer       15800g

 [ Armorer ]

 Name                Cost
............................
Red Cap             8800g
Twilight Hat        7300g
Daybreak Hat        7300g
Platinum Helm       8200g
Red Jacket         13800g
Twilight Robe      14500g
Daybreak Robe      14500g
Platinum Armor     12000g
Platinum Bangle     5900g


------------------------------------------------------------------------------
     -31- Braska
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 6 and 7)

 Name                Cost                 Name                Cost
............................            .............................
Potion                30g                Berserk             6000g
Hi-Potion            150g                Regen               6000g
X-Potion            3000g                Haste               6000g
Ether               1500g                
Phoenix Down         200g                Firaga              6000g
Golden Needle        400g                Blizzaga            6000g
Maiden's Kiss         60g                Thundaga            6000g
Mallet                80g
Echo Grass            50g                Curaga             10000g
Eye Drops             30g                Esuna              10000g
Antidote              40g                Reflect            10000g
Tent                 200g
Cottage              800g                Quake              10000g
Sacred Candle        100g                Death              10000g
                                         Comet              10000g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Triton's Dagger    13800g                Diamond Shield      7000g
Enhancer           16400g                Red Cap             8800g
Stoneblade         19800g                Twilight Hat        7300g
Rune Blade         12800g                Daybreak Hat        7300g
Defender           18800g                Platinum Helm       8200g
Deathbringer       14800g                Blackbelt Vest     10000g
Asura              11000g                Red Jacket         13800g
Kotetsu            16600g                Twilight Robe      14500g
Kiku-ichimonji     17400g                Daybreak Robe      14500g
Brionac            16000g                Platinum Armor     12000g
Gae Bolg           18600g                Diamond Armlet      5000g
Ogrekiller         13500g                Platinum Bangle     5900g
Rune Axe           17200g
Dueling Claws      16800g
Tiger Fangs        19900g
Shining Staff      15500g
Demon's Rod        14800g
Aevis Killer       15800g
Sagittarius Bow    17700g
Muse's Harp        14800g
Flame Whip         16000g


------------------------------------------------------------------------------
     -32- Moogle Cave
----------------------------------

 [ Sundries ]                             [ Spells ] (Lv. 2 - 5)

 Name                Cost                 Name                Cost
............................            .............................
X-Potion            3000g                Slow     . Poison    300g
Ether               1500g                Silence  . Sleep     300g
Dry Ether           5000g                Mini     . Toad      300g
Phoenix Down         200g                Cura     . Fira      700g
Golden Needle        400g                Protect  . Blizzara  700g
Maiden's Kiss         60g                Raise    . Thundara  700g
Mallet                80g                Basuna   . Drain    1500g
Echo Grass            50g                Confuse  . Break    1500g
Eye Drops             30g                Teleport . Bio      1500g
Antidote              40g                Curaja   . Osmose   3000g
Remedy              1000g                Blink    . Stop     3000g
Tent                 200g                Shell    . Tornado  3000g
Cottage              800g
Sacred Candle        100g
Shuriken            2000g
Happo Shuriken     20000g

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Crystal Knife      18500g                Crystal Shield     16800g
Crystal Sword      25500g                Dueling Mask       11000g
Lohengrin          25000g                Mystic Veil         9900g
Victimizer         25000g                Crystal Helm       15300g
Sasuke Blade       19800g                Vishnu Vest        18900g
Crystal Lance      23500g                Shining Robe       19800g
Crystal Axe        26000g                Crystal Mail       24800g
Crystal Claws      24500g                Crystal Armlet      8900g
Crystal Staff      23800g                Crystal Bangle      8000g
Crystal Rod        23800g
Perseus Bow        21000g
Crystal Harp       21000g
Star Whip          18800g


------------------------------------------------------------------------------
     -33- Coliseum
----------------------------------

 [ Sundries ]

 Name                Cost
............................
X-Potion            3000g
Ether               1500g
Dry Ether           5000g
Phoenix Down         200g
Golden Needle        400g
Maiden's Kiss         60g
Mallet                80g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Remedy              1000g
Tent                 200g
Cottage              800g
Sacred Candle        100g
Shuriken            2000g
Happo Shuriken     50000g


------------------------------------------------------------------------------
     -34- Castle Lux (World of Dusk)
----------------------------------

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Knife                 80g                Leather Shield       100g
Dagger               280g                Bronze Shield        240g
Short Sword          130g                Leather Hat           50g
Broadsword           250g                Feathered Cap        200g
Iron Sword           450g                Cotton Cap            60g
Spear                480g                Pointy Hat           250g
Metal Claw           380g                Leather Helm          80g
Staff                100g                Bronze Helm          300g
Oak Staff            330g                Leather Shirt         80g
Rod                   80g                Bronze Hauberk       350g
Metal Rod            350g                Cotton Robe          100g
Iron Bow             350g                Silk Robe            370g
Whip                 330g                Leather Armor        120g
                                         Bronze Armor         400g
                                         Leather Shoes         60g


------------------------------------------------------------------------------
     -35- Yggdrasil
----------------------------------

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Main Gauche          550g                Iron Shield          580g
Orichalcum          1500g                Steel Shield        1000g
Longsword            890g                Headband             490g
Tyrfing             1800g                Bandana              650g
Halberd             1800g                Wizard's Hat         500g
Battleaxe            520g                Circlet              700g
Slasher             2000g                Iron Helm            480g
Baghknakhs           780g                Steel Helm           750g
Poison Knuckles     1700g                Kenpogi              600g
Healing Staff       1650g                Chainmail           1650g
Flame Rod           1600g                Bard's Tunic         680g
Ice Rod             1600g                Silver-spun Robe    1700g
Thunder Rod         1600g                Iron Armor           750g
Crossbow             750g                Steel Armor         1800g
Silver Bow          1700g                Iron Armlet          400g
Chain Whip           700g                Bronze Armlet        800g
Tamer's Whip        1900g                Iron Bangle          350g
                                         Silver Bangle        700g


------------------------------------------------------------------------------
     -36- Rusalka
----------------------------------

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Man-Eater           2200g                Large Shield         1350g
Mythril Knife       3700g                Mythril Shield       2500g
Greatsword          2900g                Headgear             1000g
Mythril Sword       5200g                Green Beret          1500g
Dark Sword          5000g                Magician's Hat       1250g
Trident             2800g                Gaia Hat             1600g
Mythril Spear       4900g                Sallet               1200g
Mythril Axe         5500g                Mythril Helm         1700g
Cat Claws           2500g                Silver Hauberk       2400g
Mythril Claws       4300g                Mythril Vest         3500g
Mage's Staff        2700g                Magician's Robe      2600g
Mythril Staff       4500g                Gaia Gear            3600g
Mythril Rod         4000g                Linen Cuirass        2700g
Great Bow           2600g                Mythril Armor        3800g
Flame Bow           4400g                Mythril Armlet       2000g
Ice Bow             4400g                Mythril Bangle       1800g
Lightning Bow       4400g
Silver Harp         3800g
Sleipnir            5700g


------------------------------------------------------------------------------
     -37- Fabrica
----------------------------------

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Kris                4500g                Tower Shield        4000g
Air Knife           5800g                Gold Shield         5500g
Coral Sword         7000g                Officer's Hat       2700g
Ogrenix             8300g                Tiger Mask          4500g
Shadow Blade        8100g                Cleric's Hat        3000g
Partisan            6500g                Gold-spun Hat       4750g
Wind Spear          8000g                Barbut              3200g
Death Sickle        8800g                Gold Helm           4800g
Hell Claws          6000g                Justaucorps         4000g
Ice Knuckles        7300g                Gold Hauberk        5200g
Cleric's Staff      5500g                Cleric's Robe       4500g
Cypress Pole        7200g                Gold-spun Robe      5600g
Prism Rod           5200g                Brigandine          4850g
Poison Rod          7000g                Gold Armor          6000g
Dark Bow            7600g                Gauntlet            3800g
Marchen Harp        8200g                Rune Bangle         3500g
Red Scorpio         9300g


------------------------------------------------------------------------------
     -38- Gardenia
----------------------------------

 [ Sundries ]

 Name                Cost
............................
Potion                30g
Hi-Potion            150g
X-Potion            3000g
Ether               1500g
Phoenix Down         200g
Golden Needle        400g
Maiden's Kiss         60g
Mallet                80g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Tent                 200g
Cottage              800g
Sacred Candle        100g
Shuriken            2000g


------------------------------------------------------------------------------
     -39- Castle Burtgang (World of Dusk)
----------------------------------

 [ Weaponsmith ]                          [ Armorer ]

 Name                Cost                 Name                Cost
............................            .............................
Swordbreaker        8700g                Diamond Shield      7000g
Bastard Sword       9800g                Scholar's Hat       5200g
Diamond Blade      12500g                Chakra Band         6200g
Shining Sword      10000g                Dark Hat            5500g
Soulstealer         9500g                Lamia's Tiara       6200g
Darkbringer        11000g                Close Helm          5900g
Kunai               9500g                Diamond Helm        7000g
Squall Lance        9200g                Scholar's Gown      8800g
Heavy Lance        10800g                Glass Hauberk       9000g
Greataxe            9700g                Faerie Robe         7000g
Gaia's Hammer      11000g                Black Robe         11000g
Burning Knuckles    9000g                White Robe         11000g
Blast Knuckles     11000g                Close Armor         7500g
Fey Staff           8800g                Diamond Armor      10000g
Rune Staff         10500g                Diamond Armlet      5000g
Amphibian Rod       8500g                Diamond Bangle      4800g
Wizard Rod         10000g
Killer Bow         10000g
Orpheus' Harp       9900g
Baleen             11000g
Beast Killer       12500g


------------------------------------------------------------------------------
     -40- Castle Lux (The Void)
----------------------------------

 [ Sundries ]                             [ Weaponsmith ]

 Name                Cost                 Name                Cost
............................            .............................
X-Potion            3000g                Crystal Knife      18500g
Ether               1500g                Crystal Sword      25500g
Dry Ether           5000g                Lohengrin          25000g
Phoenix Down         200g                Victimizer         25000g
Golden Needle        400g                Sasuke Blade       19800g
Maiden's Kiss         60g                Crystal Lance      23500g
Mallet                80g                Crystal Axe        26000g
Echo Grass            50g                Crystal Claws      24500g
Eye Drops             30g                Crystal Staff      23800g
Antidote              40g                Crystal Rod        23800g
Remedy              1000g                Perseus Bow        21000g
Tent                 200g                Crystal Harp       21000g
Cottage              800g                Star Whip          18800g
Sacred Candle        100g
Shuriken            2000g
Happo Shuriken     20000g

 [ Armorer ]

 Name                Cost
............................
Crystal Shield     16800g
Dueling Mask       11000g
Mystic Veil         9900g
Crystal Helm       15300g
Vishnu Vest        18900g
Shining Robe       19800g
Crystal Mail       24800g
Crystal Armlet      8900g
Crystal Bangle      8000g


==============================================================================
                         --  F. Postgame Shops  --                {+PSSP+}
==============================================================================

------------------------------------------------------------------------------
     -41- Gladiator's Hall
----------------------------------

 [ Sundries ]

 Name                Cost
............................
X-Potion            3000g
Ether               1500g
Dry Ether           5000g
Elixir             50000g
Phoenix Down         200g
Golden Needle        400g
Maiden's Kiss         60g
Mallet                80g
Echo Grass            50g
Eye Drops             30g
Antidote              40g
Remedy              1000g
Tent                 200g
Cottage              800g
Sacred Candle        100g
Happo Shuriken     20000g
Fuuga Shuriken     50000g




______________________________________________________________________________
                                                                  {+MSCL+}
                         ---  X. Miscellaneous  ---

______________________________________________________________________________


==============================================================================
                              --  A. Memories  --                 {+MMRY+}
==============================================================================

 [ What are memories? ]

When the Memorist job is first acquired, its stats are simply horrendous. The
reason for this is because Memorist base stats are customizable via Recollect.
This passive ability turns collected memories into stat points. This applies
to STR, SPD, VIT, INT and MND. The Memorist's HP and MP are predetermined.


 [ How do I acquire memories? ]

Memories must be found and collected from all over the game world. They can
only be found if you have a Memorist currently in your party. This will create
a 3 star sparkle effect where the memory is hidden. Otherwise, the spot will
simply be empty and you won't be able to collect it. Nothing will happen even
if you know the exact location. Note that memories are NOT missable. You can
choose to ignore them until the very end of the game if you wanted to.


 [ Are all memories the same? ]

Memories come in 3 varieties. Small memories are the most common while Lovely
and Valuable memories are less in number. Small memories produce 3 stat points
each, Lovely memories give 5 points and Valuable memories provide 10. The
total number of distributable points is 235.


 [ Just how many of these things are there? ]

There are a total of 25 Small memories, 10 Lovely memories and 11 Valuable
memories to collect. Note that memories are collected over the course of the
storyline. Therefore, you will be finding them even at the very last areas of
the game.


 [ Okay, I get it already. How do I use them? ]

Using memories to boost Recollect is very simple. All you have to do is open
up the main menu, choose "Items" and then use the respective memory as you
would a Potion. This will bring up the stat distribution interface where you
can allocate the points. Note that you CANNOT split an individual memory's
point total. Each Small, Lovely and Valuable memory must go into one and only
one of the five stats. In other words, a single Small memory cannot be used
for +2 STR and +1 SPD. You would have to choose +3 STR or +3 SPD.

Another aspect of the system is that Recollect is not instanced based on
each character. In other words, putting points into Recollect will make that
stat distribution mandatory for Sol, Sarah, Aigis and Dusk. You cannot create
separate Recollect builds for each character. This is a double edged sword.
You can't create a heavy melee build and a heavy caster build at the same
time. However, you can create multiple heavy melee OR caster characters.


 [ Are the memories I use gone for good? ]

Point allocations are not permanent. To reset your memories, all you have to
do is board the airship during Chapter 4. Talk to Argy inside the cabin to
have your spent memories returned to the inventory.

                              
                                Memory Locations
                               ------------------

Chapter 2
---------

1) [ Small ] Deist - Right by Abel's tombstone.

2) [ Small ] Dragonweed Gardens - In the center where the dragonweed was.

3) [ Small ] Dragon Valley - Where you briefly fought Barbara.

4) [ Lovely ] Highwind Tower - Very top before the boss fight.

5) [ Valuable ] Pirate Island - Bikke's room after boss fight.

6) [ Small ] Rusalka - In the sewer duct where Eduardo joins the party.

7) [ Small ] Forest of the Fey - Where the Vorteces attacked the child.


Chapter 3
---------

8) [ Lovely ] Ashmonte - Where Argy joins the party after a battle.

9) [ Small ] Ashmonte 2 - The spot where a wolf attacks Sarah.

10) [ Small ] Fabrica - Where the red flower is.

11) [ Small ] Fabrica 2 - Search the gnome doll in the western house.

12) [ Small ] Fabrica 3 - Check the bed in the inn where Sarah has a dream.

13) [ Small ] Anima Grove - The location of Conqueror's first victimized bird.

14) [ Lovely ] Anima Grove 2 - Where the Conqueror is fought.

15) [ Valuable ] Ship - After beating Vata.

16) [ Small ] Berth - The spot where you first meet the drunkard.

17) [ Small ] Mount Wells - Location of the battle with Vata.

18) [ Small ] Mount Wells 2 - All the way up top between opening and house.

19) [ Small ] Berth 2 - Inside the inn by the bed where Sarah is missing.

20) [ Lovely ] Mount Burtgang - Where Sarah has a flashback.

21) [ Lovely ] Castle Burtgang - Where Gawain joins the party.

22) [ Small ] Divine Forest - The very first area where Unicorn runs away.


Chapter 4
---------

23) [ Valuable ] Airship - Center spot north of Dr. Lugae.

24) [ Lovely ] Airship 2 - Inside the cabin.

25) [ Valuable ] Mysidia - Inside the big building before stairs up to Sophia.

26) [ Lovely ] Mysidia 2 - Same as above except the other side of the stairs.

27) [ Valuable ] Mysidia Cave - Where the giant crystal is.

28) [ Valuable ] Mysidia 3 - Outside big building after Massive Cavern.

29) [ Valuable ] Lufenia - After beating the Imperial Elites.

30) [ Valuable ] Crystal Temple - Right in front of you.

31) [ Small ] Castle Liene - Southeastern corner by the grass.

32) [ Lovely ] Liene - By the two rocks on the northwest side.

33) [ Small ] Harmonia - Western most pot.

34) [ Small ] Harmonia 2 - Northwestern corner.

35) [ Lovely ] Harmonia 3 - Northeastern corner.

36) [ Lovely ] Lux - In front of Diana's house.

37) [ Small ] Lux 2 - In front of Glaive's house.

38) [ Small ] Lux 3 - In front of Sol's house.


The Void
--------

39) [ Small ] Castle Lux 2 - After optional cutscene at save point.

40) [ Small ] Castle Lux - Hidden room formerly used to sneak into castle.

41) [ Small ] Alfheim - After optional cutscene at save point.

42) [ Small ] Castle Burtgang - After optional cutscene at save point.

43) [ Small ] Castle Falgabard - After optional cutscene at save point.

44) [ Valuable ] The Dark Gate - Below the entrance to World of Nil.

45) [ Valuable ] World of Nil: Forest - After optional cutscene at save point.

46) [ Valuable ] World of Nil: Castle - After optional cutscene at save point.


==============================================================================
                            --  B. Casino  --                     {+CSNO+}
==============================================================================

 [ What is the casino? ]

The casino is located in Gardenia. It is accessible as soon as Nacht's party
enters the city for the very first time. It remains open throughout the rest
of the game.


 [ Woohoo! Do I spend my gil here to play? ]

Gil is not directly used to play in the casino. A special currency known as
the casino coin is used instead.


 [ How do I get casino coins?! ]

These coins can be earned in three ways. The first is to convert gil directly
into coins at a ratio of 20:1. Secondly, you can earn coins from the casino
games. Finally, there are a very small number of coins lying around in pots
and such throughout Gardenia.


 [ Do I have to use the casino? ]

Players are technically never forced to actually use the casino at any point
during the game. The only required task that involves the casino can actually
be completed without ever using it. However, there are some unique rewards
that can only be obtained through coin purchases.

None of these are remotely necessary to complete the game. In fact, more than
half of them are just for novelty purposes. Still, the option is there to earn
them if you desire.


The Exchange Lady
-----------------

1) One coin = 20 gil

2) Ten coins = 200 gil

3) 100 coins = 2,000 gil

4) 1,000 coins = 20,000 gil

There is nothing higher than the 1,000 coins pack. Have fun converting the gil
required for the Jukebox...


The Prizes
----------

1) X-Potion: 300 coins / 6,000 gil

2) White Dress: 500 coins / 10,000 gil

3) Dirty Magazine: 1,000 coins / 20,000 gil

4) Giant Fang: 2,000 coins / 40,000 gil

5) Damascus Ore: 2,000 coins / 40,000 gil

6) Chocobo Suit: 10,000 coins / 200,000 gil

7) Pink Tail: 50,000 coins / 1,000,000 gil

8) Queen's Whip: 100,000 coins / 2,000,000 gil


 ( Only available during Chapter 4)

9) Chocobo Doll: 1,500 coins / 30,000 gil

10) Moogle Doll: 1,500 coins / 30,000 gil

11) Cactuar Doll: 1,500 coins / 30,000 gil

12) Sol Doll: 3,000 coins / 60,000 gil

13) Aigis Doll: 3,000 coins / 60,000 gil

14) Dusk Doll: 3,000 coins / 60,000 gil

15) Sarah Doll: 3,000 coins / 60,000 gil

16) Nacht Doll: 3,000 coins / 60,000 gil

17) Alba Doll: 3,000 coins / 60,000 gil

18) Diana Doll: 3,000 coins / 60,000 gil

19) Glaive Doll: 3,000 coins / 60,000 gil

20) Jukebox: 150,000 coins / 3,000,000 gil


The Games
---------

1) High & Low:
--------------
Located right of the central stairs, first dealer. This is a pretty simple
game. You place a 1 or 5 coin bet and then try to guess if your card is higher
or lower than the dealer's. Each win is worth double what you wagered. You can
also double down for awhile to rack up more coins or lose it all.


2) Mental Breakdown Dimensions:
-------------------------------
Located right of the central stairs, second dealer. This is essentially a
memorization game. The game consists of a 4 x 4 grid of face down cards. You
need to match pairs until they are all flipped over. Wagers are 10 or 100
coins and you get 4 misses before losing. Note that you earn coins as you
progress through the game. This is actually a pretty easy game to earn some
coins, but it's hard to beat.

There are also some twists to the game. Some of the pairs will produce an
additional effect. These can be good and bad. Collecting Nacht, Diana, Alba
and Glaive will grant the player an added allowable miss. Collecting Moogle
will also grant the player an added allowable miss. Collecting the Four
Generals will inflict a random negative effect. Collecting Dancer will prevent
the negative effect from the Four Generals. Lastly, Treasure Chest pays out
additional coins.


3) Slot Machines:
-----------------
1 coin slots are on the right.
10 coin slots are on the top left.
100 coin slots are on the bottom left.

Pretty straightforward stuff here. You can only receive a payout by lining up
a matching set of three. Frog is break even, Moogle is x5, Yellow Chocobo is
x10, Black Chocobo is x30, Bar is x50 and 7 is x100.


4) Chocobo Grand Prix (only available during Chapter 4):
---------------------
Located through the door. Talk to the guy behind the counter to place a bet
on one of the four chocobos. You can look at the stats of the chocobos here
as well. The numbers vary, but generally speaking, faster chocobos have lower
coin multipliers and slower chocobos have higher coin multipliers. Bets are
set at 100 coins per race. If you win, you can continue to bet to gain more
profit. This whole game is basically just dumb luck to be honest. It's also
really slow since you have to watch the chocobos run each time you bet.


==============================================================================
                           --  C. Gypsy Chests  --                {+GPCS+}
==============================================================================

 [ What are the gypsy chests? ]

The gypsy chests are found after receiving the bubbly water in the Forest of
the Fey. Simply leave the area and then return to see two chests placed in
front of the man.


 [ Treasure rocks! Hold on... what's the catch? ]

The chest on the left requires 100 gil to open and the one on the right costs
1000 gil to open. You can open each chest as many times as your fingers can
tolerate tapping the screen. Each time you open either of the chests, you must
pay the appropriate fee.


 [ Hmmm... what can I get out of these chests? ]

The contents of the chests vary drammatically. Most of the time, you'll get
some overpriced consumables. The other likely prize will be gil. Sometimes
there will be half of the opening fee, an equivalent amount or double.


 [ That sounds pretty underwhelming. ]

Rarely, you can receive exclusive items that can only be obtained from these
chests. They can be pretty good if you pick them up during [ The Bard ], but
will mostly be outdated by mid Chapter 3 or sooner.


 [ Whoa, cool! Is it worth the gil, though? ]

The investment required isn't all that much. Then again, the rewards IMO are
not really worth the gil unless you are a collector. However, there is a save
point right outside. So you can just try a few times and then restart if you
really want the rares without emptying your wallet.


Common Items (will get most of the time)
------------
1) Potions and Hi-Potions
2) Echo Grass, Eye Drops, Antidote, etc.
3) Tents
4) Half of the spent gil


Uncommon Items (will get semi often, but less often than common stuff)
--------------
1) X-Potions
2) Ethers
3) Remedies
4) Cottages
5) Equivalent amount of spent gil
6) Double the spent gil


Rare Items (will take several tries on average)
----------
1) Golden Harp (1000 chest only)
2) Swift Shoes (1000 chest only)
3) Faerie Ring (1000 chest only)
4) White Cape (1000 chest only)
5) Star Pendant (1000 chest only)
6) Small Fang (1000 chest only)
7) Mini Dagger (100 chest only)


The Golden Harp, Swift Shoes, Faerie Ring and Mini Dagger are exclusive to
the gypsy chests. Everything else can be obtained elsewhere.


==============================================================================
                            --  D. Coliseum  --                   {+CLSM+}
==============================================================================

 [ What is the coliseum? ]

The coliseum is accessible during Chapter 4. You can actually visit it during
[ The Memorist ], but it's not open at the time. It is located to the west of
the northern entrance to the Kaklim Desert.


 [ What is the point of this place? ]

The purpose of the coliseum is to test your skills in a series of battles
without a chance to rest. The wager is 1000 gil and each round consists of
three battles. However, don't worry about losing. You will only forfeit your
1000 gil should you be wiped out in battle.


 [ Oh, I see. Are the battles hard? ]

Generally speaking, the battles shouldn't be a problem for a party that's
level 70+. Having equipment from the World of Nil will make it even easier.
IMO the only threatening foes in the coliseum are Invisibile, Eligor and the
Orochi. However, everything else is relatively straightforward. Go all out on
each fight as you will be fully restored after completing a round of battles.


 [ Why should I bother? ]

Rewards can vary greatly. Most of the time you'll simply get 3000 gil and a
pack of consumables. Another common prize will be one out of a few relatively
useless accessories. The semi rare drops include some gear and accessories
that can't be found elsewhere. The rarest rewards include the coveted colored
tails.  So, the coliseum can be worth the effort if you are looking to collect
stuff like that.

It's also worth mentioning that you do gain gil, EXP and AP from each fight.
So the coliseum isn't a bad way to grind levels if you're looking to pick up
some colored tails. Note that the composition of each fight doesn't seem to
affect the prizes at all.


                                    Enemies
                                    -------

        Battle 1   &   Battle 2                         Battle 3
        -----------------------                         --------
        High Magus     Vice                             Nue

        Ogre King      Ipooh                            Orochi

        Invisible      Ice Knight                       Djinn

        Flameknight    Mirror Mage

        Zaghrem        Satellite

        Penetrator     Avarice

        Brummbar       Gigantos

        Goblin Prince  Eligor


                                    Prizes
                                    ------

           Common                   Uncommon                 Rare
           ------                   --------                 ----
           X-Potion                 Star Pendant             Red Tail

           Phoenix Down             Silver Spectacle         Blue Tail

           Dry Ether                Peace Ring               Yellow Tail

           Remedy                   Athena's Mirror          Gold Tail

           Shuriken                 White Cape               Green Tail

           Happo Shuriken           Drowsy Ring              Grey Tail

           Chouchou                 Fuuga Shuriken           Pink Tail

                                    Giant Fang               Silver Tail

                                                             Dueling Sword

                                                             Dueling Suit

                                                             Champion Belt

                                                             Power Armlet

                                                             Shell Bangle


==============================================================================
                            --  E. Fang Guide  --                 {+FNGG+}
==============================================================================

After rescuing the Gnome during Chapter 1, he makes some comments about fangs
before scurrying off. Fangs are collectables that can be traded in for Fang
Points (FP). FP can then be traded in for some rare accessories. Fangs come
in a few different sizes.

Small Fangs are worth 10 FP, Fangs are worth 20 FP, Large Fangs are 30 FP and
Giant Fangs are 40 FP. They can be found in all sorts of places. The best way
to farm fangs is to either kill enemies (Earth Raptors are a good choice) for
them or compete in the coliseum for ages. The fang Gnome can be found in
various places throughout the game. However, the most likely place to find him
is the Moogle Cave in Chapter 4.


Rewards
-------
1) Levelling Band = 300 FP

2) Expertise Band = 300 FP

3) Wealthy Band = 200 FP

4) Treasure Band = 200 FP

5) Reflect Bangle = 200 FP

6) Regen Bangle = 100 FP

7) Bauble Band = 100 FP

8) Protect Bangle = 50 FP

9) Shell Bangle = 50 FP


==============================================================================
                            --  F. Tail Guide  --                 {+TALG+}
==============================================================================

The tail system is conceptually similar to the fang system. However, tails
are more about rare hunting whereas fangs are about quantity. The rewards for
tail hand ins are also far more unique. There are 8 tails in total and each
one unlocks an exclusive weapon that can't be obtained any other way. Many of
these weapons have unique attributes that aren't found on anything else.

Hunting for tails is no simple task. They are rare drops that come from very
specific, semi hidden foes. The only other way to acquire tails is to compete
in the coliseum. However, the rate of acquisition is about the same either
way. The only tail that can be acquired via other means is the Pink Tail. This
tail be obtained at the casino.

Note that you can hunt for tails from a very early point in the game. However,
most of the tail dropping monsters are very strong if you take them on at the
earliest point you can find them. Thus, it may be wise to simply hold off
until Chapter 4. The tail Gnome is always near the fang Gnome throughout the
game. He will also be present in the Moogle Cave during Chapter 4.


Tail Monsters
-------------
1) Chimera - Red Tail: Pre Chapter 4 - Cave to Deist
                       Chapter 4 - Deist area

2) Aqua Rex - Blue Tail: Pre Chapter 4 - Underwater Temple
                         Chapter 4 - Rusalka area

3) Great Avian - Yellow Tail: Pre Chapter 4 - Anima Grove
                              Chapter 4 - Fabrica area

4) Gold Dragon - Gold Tail: Pre Chapter 4 - Castle Burtgang
                            Chapter 4 - Burtgang area*

5) Torosaurus - Green Tail: Pre Chapter 4 - Mazewood
                            Chapter 4 - Yggdrasil area

6) Gorging Bunny - Grey Tail: Pre Chapter 4 - West of Umberwood**
                              Chapter 4 - Castle Falgabard area*

7) Flan Princess - Pink Tail: Pre Chapter 4 - Casino***
                              Chapter 4 - Island west of coliseum

8) Silver Dragon - Silver Tail: Pre Chapter 4 - Akame Valley
                                Chapter 4 - Hagakure area

*Found in the World of Dusk.

**Grab the black chocobo and fly to the circular bit of land sticking out
west of Umberwood.

***The Flan Princess cannot be found before Chapter 4. The island is first
accessible during [ The Dancer ], but the Flan Princess will not be an
encounter. Still, the Pink Tail can be obtained from the casino.


Rewards
-------
1) Red Tail = Blood Lance

2) Blue Tail = Mermaid's Harp

3) Yellow Tail = Rocket Punch

4) Gold Tail = Ultima Blade

5) Green Tail = Auto Crossbow

6) Grey Tail = Valhalla

7) Pink Tail = Axel Dagger

8) Silver Tail = Yoto-Muramasa


==============================================================================
                            --  G. Namingkupo  --                 {+NMKP+}
==============================================================================

Do you like the names you chose for the main characters? Did you leave them
as the default choices and get bored? Did you create some custom names and
get sick of them? Well, you're in luck. This problem can be solved after you
acquire the airship in Chapter 4.

Fly over to Lufenia and head all the way to the very back of the town. There
will be a moogle here that can change the names of Sol, Sarah, Aigis, Dusk,
Nacht, Diana, Alba, Glaive and Argy. This service costs nothing and can be
used as many times as you want.

(I made up the name in respect to good old Namingway).




______________________________________________________________________________
                                                                  {+BSGD+}
                         ---  XI. Boss Guide  ---

______________________________________________________________________________


==============================================================================
                        --  A. Prologue Bosses  --                {+PGBS+}
==============================================================================

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #01 >                           .
 .                                                                         .
 .                                                                         .
 .  Manatoise                                                              .
 .                                                                         .
 .  HP: ~800                                                               .
 .                                                                         .
 .  Attacks: Carapace, Fire, Thunder                                       .
 .                                                                         .
 .  Weakness: Ice                                                          .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Well here we are with the first boss fight. Manatoise is a bit         .
 .  tougher than the stuff you've likely been Auto battling your way       .
 .  through thus far. However, it still isn't too bad. Think of this guy   .
 .  as a precursor for the real stuff later on.                            .
 .                                                                         .
 .  Anyway, Manatoise mainly attacks with its Carapace physical attack     .
 .  as well as some basic black magic. Manatoise really isn't that         .
 .  dangerous on its own. However, this boss has a nasty habit of counter  .
 .  attacking your physical attacks. For this reason, it's actually a      .
 .  good idea to have Sol and Glaive basically sit around defending or     .
 .  using Potions instead of attacking. They can't really do much to       .
 .  harm the boss anyway and will probably do more harm to the party by    .
 .  attempting to attack Manatoise.                                        .
 .                                                                         .
 .  The best way to damage Manatoise is by ???'s Blizzara spell which      .
 .  should be doing around 200+ damage per cast. Manatoise will die after  .
 .  being hit by 4 casts. Diana should simply cast Cure spells alongside   .
 .  Aigis. You can cast Blizzard as well if you feel like it. That's all   .
 .  there is to this boss. No one should be dying to this boss as long     .
 .  as you keep the counters to a minimum.                                 .
 .                                                                         .
 .                                                                         .
  \......................................................................./


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #02 >                           .
 .                                                                         .
 .                                                                         .
 .  Watchbeast                                                             .
 .                                                                         .
 .  HP: ~1,600                                                             .
 .                                                                         .
 .  Attacks: Blaze, Soul Despair                                           .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  This boss is pretty much the same as Manatoise except that you can't   .
 .  technically win it. Have Elgo cast Fira every turn since the boss is   .
 .  weak to the fire element. Fira should be doing nearly 400 damage a     .
 .  cast. Diana can probably handle healing duty by herself so Aigis is    .
 .  free to cast his Fire spell. He may even learn the Magic Bomb fusion   .
 .  ability (more on these in section VI) which does slightly more damage. .
 .  Watchbeast will use Soul Despair to bring everyone down to critical    .
 .  health once it has sustained around 1,600 points of damage and the     .
 .  battle will end.                                                       .
 .                                                                         .
 .                                                                         .
  \......................................................................./


==============================================================================
                        --  B. Chapter 1 Bosses  --               {+C1BS+}
==============================================================================

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #03 >                           .
 .                                                                         .
 .                                                                         .
 .  Watchbeast v.2                                                         .
 .                                                                         .
 .  HP: ~2,200                                                             .
 .                                                                         .
 .  Attacks: Right Arm, Roar, Blaze, Soul Despair "Double"                 .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Although this is the same boss that Sol's party fought, this fight is  .
 .  actually quite different. For one, there's no super powered Elgo to    .
 .  roast Watchbeast with Fira spells anymore. Watchbeast also has some    .
 .  additional attacks. Right Arm is similar to its normal physical attack .
 .  but it hits a little bit harder. Roar is a single target attack that   .
 .  stuns its target. Stunned characters have their turn gauge completely  .
 .  reset even if they were in the middle of casting a spell. That can be  .
 .  pretty annoying if you happened to need a Cure. This version of the    .
 .  Watchbeast also attacks twice sometimes.                               .
 .                                                                         .
 .  The fight is a little bit harder since its longer and you have no crazy.
 .  magic damage to throw at it. Have Sol and Sarah keep hitting it with   .
 .  their weapons while Alba casts Fire. Its weakness is the same so Alba's.
 .  Fire spell is the best way to deal damage. Dusk should open with a Slow.
 .  spell and then keep Curing. The watchbeast will use Soul Despair again .
 .  just like it did against Sol's party. However, you actually need to    .
 .  keep fighting so don't stop! Quickly use a Potion on someone to avoid  .
 .  suffering a game over due to an untimely Blaze. After that have Dusk   .
 .  put out a Cure spell as quickly as possible. Continue as normal after  .
 .  that and the boss should go down.                                      .
 .                                                                         .
 .                                                                         .
  \......................................................................./


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #04 >                           .
 .                                                                         .
 .                                                                         .
 .  Hell Minion & Butch                                                    .
 .                                                                         .
 .  HP: Hell Minion - ~1,500                                               .
 .            Butch - ~2,300                                               .
 .                                                                         .
 .  Attacks: Hell Minion - Wag your tail!, Feeding time!, Haste, Berserk   .
 .                         HP Restore, Critical, Swing                     .
 .                 Butch - Tail Wag, Feed, Roar                            .
 .                                                                         .
 .  Weakness: Hell Minion - None                                           .
 .                  Butch - None                                           .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Despite not having the boss fight music, I would consider this a boss  .
 .  fight so take it "seriously." The battle begins with the Hell Minion   .
 .  by himself. After whacking him a bit, he'll summon his pet... chimera  .
 .  Butch. Hell Minion spends his rounds commanding Butch while it's still .
 .  alive. Wag your Tail! does about 80 damage to everyone, Feeding time!  .
 .  is a double attack that drains HP each time. Butch can also use Roar   .
 .  which will stun every member of your team.                             .
 .                                                                         .
 .  Neither boss is weak to anything and Butch has pretty high elemental   .
 .  resistance apparently. However, Elgo's -ra tier spells will still do   .
 .  around 150 damage or so. Other attacks that work well are Sylph,       .
 .  Strike and the f-ability Magic Bomb (I'd be surprised if you didn't    .
 .  learn this one by accident). You can also cast Slow on both enemies to .
 .  bring their turns down to a crawl. Two people casting Sylph will       .
 .  likely be enough healing to the point where you don't need anyone just .
 .  waiting around casting Cure.                                           .
 .                                                                         .
 .  Hell Minion will get rather pissed off when Butch dies and cast Haste, .
 .  Berserk and restore 500 HP. He will then be able to double attack and  .
 .  will regular use Critical and Swing. You can recast Slow on him to     .
 .  take him back down a notch. After that it's just a matter of finishing .
 .  him off. This fight should be pretty easy if you use Summoners because .
 .  Sylph is just so overpowered throughout most of Chapter 1.             .
 .                                                                         .
 .                                                                         .
  \......................................................................./


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #05 >                           .
 .                                                                         .
 .                                                                         .
 .  Captain & Battlemage + Phalanx                                         .
 .                                                                         .
 .  HP: ~2,100                                                             .
 .                                                                         .
 .  Attacks: Axe, Takedown, Body Slam, Swing                               .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  The Captain is the main target in this fight while the Battlemage and  .
 .  Phalanx aren't unique in any way compared to regular encounters. Take  .
 .  out the Battlemage and Phalanx quickly because they work together      .
 .  surprisingly well with the boss. The Battlemage loves to cast Toad on  .
 .  your party which will double the damage dealt to that target by the    .
 .  Captain. His single target attacks already cause 150 damage or so to   .
 .  the front row. You don't need that to become 300. This fight becomes   .
 .  much easier once the trash is taken care of. The Captain is still a    .
 .  strong adversary, but, he isn't really capable of killing anyone by    .
 .  himself even with his double actions per turn.                         .
 .                                                                         .
 .  The boss is highly resilient to physical attacks to the point where    .
 .  even a Strike will do <100 damage at most. Elgo's -ra tier spells are  .
 .  once again the best way to deal damage since they hit for 300+. Sylph  .
 .  is also a good option as is Magic Bomb. The only thing to watch out    .
 .  for at this point is Body Slam since it can cause confusion. Simply    .
 .  choose the attack command and tap an ally to target them. Confusion    .
 .  will be removed if the attack connects. Try to end this fight with     .
 .  a decent amount of HP because you're in for a surprise.                .
 .                                                                         .
 .                                                                         .
  \......................................................................./


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #06 >                           .
 .                                                                         .
 .                                                                         .
 .  Baugauven                                                              .
 .                                                                         .
 .  HP: ????                                                               .
 .                                                                         .
 .  Attacks: Fira, Firaga, Heat Wave, Final Backdraft                      .
 .                                                                         .
 .  Weakness: Ice                                                          .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  As you can probably surmise, Baugauven is a complete pyromaniac. He    .
 .  will mainly attack with Fira and sometimes double up his physical      .
 .  attack. He can also cast Firaga on himself to restore HP. This fight   .
 .  is actually unwinnable. However, you need to survive for a bit until   .
 .  he decides to squash you. Just spam Sylph, Cure and Cura and you       .
 .  won't have any issues. The battle is over once he uses Heat Wave and   .
 .  then his signature attack, Final Backdraft.                            .
 .                                                                         .
 .                                                                         .
  \......................................................................./


==============================================================================
                        --  C. Chapter 2 Bosses  --               {+C2BS+}
==============================================================================

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #07 >                           .
 .                                                                         .
 .                                                                         .
 .  Lieutenant & Ensign x2                                                 .
 .                                                                         .
 .  HP: ~2,600                                                             .
 .                                                                         .
 .  Attacks: Axe, Critical, Body Slam, Swing                               .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  This battle is virtually identical to boss fight #5 from Chapter 1 in  .
 .  terms of the enemy setup. The main difference is that the Ensigns have .
 .  a bit more HP than the ones from the previous battle. The Lieutenant   .
 .  is virtually the same as the Captain in every regard with more HP. The .
 .  boss has a nasty habit of hitting a target with Body Slam and then Axe .
 .  or Critical. Since these attacks are considered abilities, they will   .
 .  not break the confusion status. Dispatch the Ensigns quickly so that   .
 .  they are unable to assist the Lieutenant in dealing fatal blows. Their .
 .  Blizzara spells pack a whallop, so be ready for a quick Cura or Sylph  .
 .  at all times.                                                          .
 .                                                                         .
 .  The boss itself is somewhat resistant to physical attacks, but, Strike .
 .  will do decent damage coming from a Warrior or Monk. Your recent spell .
 .  upgrades will probably be the best source of damage you have at this   .
 .  point unless you're knowledgeable about f-abilities. Black Mages are   .
 .  going to start to shine for a while now that you have access to the    .
 .  -ra tier of spells.                                                    .
 .                                                                         .
 .                                                                         .
  \......................................................................./


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #08 >                           .
 .                                                                         .
 .                                                                         .
 .  Ramuh                                                                  .
 .                                                                         .
 .  HP: ~7,200                                                             .
 .                                                                         .
 .  Attacks: Thundara, Judgment Bolt, Sleep, Osmose, Thunderbolt           .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Ramuh is the toughest boss that you've faced thus far. One reason why  .
 .  this fight is harder is the fact that Ramuh has a ton of HP compared   .
 .  to everything else thus far. Ramuh also has some vicious attacks up    .
 .  his sleeve. His physical attack deals about 150 damage to anyone in    .
 .  the front row and his Thundara will hit for around 250 or 125 if it is .
 .  multi targetted. Ramuh's deadlier attacks include his signature spell, .
 .  Judgment Bolt, and the incredibly powerful Thunderbolt. The former     .
 .  will fry the entire party for nearly 250 damage and the latter will    .
 .  almost surely outright kill anyone it strikes other than a Warrior or  .
 .  Monk. Ramuh can also rarely counter physical attacks with Sleep and he .
 .  may cast Osmose a few times.                                           .
 .                                                                         .
 .  My suggestion is to bring a Summoner for Sylph healing and have your   .
 .  new companion use her Healing Breath as much as possible. If you've    .
 .  got a Warrior, Monk or Thief then have them use Strike rather than     .
 .  standard attacks. Ramuh has a lot of HP and anything that deals more   .
 .  damage is ideal. You may want to field a Red Mage and a Black Mage or  .
 .  just 2 Black Mages for -ra spell spam. Each cast should be taking out  .
 .  300 to 400 points of damage. The only downside is that mages have lower.
 .  HP counts and are more susceptible to Thunderbolt. The Red Mage JLV 3  .
 .  passive ability, HP +20%, is a good one to have for this fight. All in .
 .  all, consider Ramuh a warm up for future Eidolon fights as he is the   .
 .  easiest of the bunch (except for maybe one other).                     .
 .                                                                         .
 .                                                                         .
  \......................................................................./


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #09 >                           .
 .                                                                         .
 .                                                                         .
 .  Vata                                                                   .
 .                                                                         .
 .  HP: ~9,300                                                             .
 .                                                                         .
 .  Attacks: Howling Gale, Buffet, Tornado                                 .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  The fight starts off a bit easy as Vata will generally only use his    .
 .  physical attack at first. He often hits twice and his attacks usually  .
 .  hit the front row for 200 damage piece. Further into the battle, Vata  .
 .  will begin using Howling Gale and Buffet. Howling Gale deals roughly   .
 .  300 damage and inflicts Sap on one ally. He can also follow this up    .
 .  with a physical attack. It is possible for a single character to take  .
 .  almost 600 points of damage from both hits. Buffet hits everyone in    .
 .  the party for around 200 damage and has a chance to cause Stun. This   .
 .  can either be not so bad or horrendous because it is possible for the  .
 .  entire party to get stunned at the same time. As usual, Vata can also  .
 .  follow up with a second attack after using Buffet. Vata also rarely    .
 .  uses Tornado which will bring one ally down to critical HP. This can   .
 .  lead to an unlucky death if the target happened to be sapped.          .
 .                                                                         .
 .  This battle will be longer than the one with Ramuh since Vata has a    .
 .  noticeably higher amount of HP. Make sure to have multiple sources of  .
 .  healing so that the stuns don't cripple the party. Whatever attacks    .
 .  worked well on Ramuh will work against Vata. He has higher evasion     .
 .  than you may be used to so magic damage is generally better. The Ramuh .
 .  summon you just acquired will probably deal the most damage. However,  .
 .  it consumes quite a bit of MP. This battle is more about keeping pace  .
 .  than trying to finish it quickly.                                      .
 .                                                                         .
 .                                                                         .
  \......................................................................./


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #10 >                           .
 .                                                                         .
 .                                                                         .
 .  Green Keeper v.1                                                       .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Swing, Thwack, Osmose, Natural Healing, Haste                 .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  This fight starts off pretty simple. The Green Keeper won't do much    .
 .  besides hit you with a physical attack and maybe throw a Swing at the  .
 .  party. This boss has a regenerative ability called Natural Healing     .
 .  that restores about 150 HP every time the Green Keeper's turn comes    .
 .  around. Green Keeper also counters offensive spells used against him   .
 .  with Osmose. He doesn't always do it, but, more often than not he will .
 .  use it. Honestly, you can cast Slow on him and his turns will come     .
 .  around so slowly that the regen will be easy to deal with and his hits .
 .  will also be slow.                                                     .
 .                                                                         .
 .  However, the Green Keeper will cast haste on itself at about the half  .
 .  way point of the fight. To make things worse, the Green Keeper will    .
 .  counter any Slow spells used against it with another Haste. This makes .
 .  the fight tougher by a good deal. The Green Keeper will now typically  .
 .  hit twice per turn and Swing will be upgraded slightly to Thwack. The  .
 .  worst part of it is that faster turns = more Natural Healing. The boss .
 .  will be gaining HP back very fast at this point. It's imperative to    .
 .  keep up the pace or the battle will drag on too long.                  .
 .                                                                         .
 .  The Green Keeper is weak to Fire, thus it would be wise to burn it     .
 .  with ample amounts of Fira. Gramps can put out about 200 damage with   .
 .  the Man-Eater and Strike will probably be slightly higher than that.   .
 .  It would probably be a good idea to keep Protect on the party after    .
 .  the boss uses Haste as well.                                           .
 .                                                                         .
 .                                                                         .
  \......................................................................./


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #11 >                           .
 .                                                                         .
 .                                                                         .
 .  Titan                                                                  .
 .                                                                         .
 .  HP: ~8,700                                                             .
 .                                                                         .
 .  Attacks: Bear Hug, Right Arm, Earthquake, Body Slam, Gaia's wrath      .
 .                                                                         .
 .  Weakness: Wind                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Titan loves to counter attack. He will counter anything you throw at   .
 .  him whether it be physical or magical and he'll do it often. Bear Hug  .
 .  does about 200 damage to the front row and adds sap. Right Arm is the  .
 .  equivalent of a standard attack. Earthquake will damage everyone for   .
 .  about 100 HP. He will sometimes use Body Slam as well to confuse your  .
 .  allies. Once he's worn down he will begin spamming his signature move  .
 .  Gaia's Wrath. This will do nearly 300 damage to every party member.    .
 .                                                                         .
 .  The difficulty of this fight varies quite a bit. Titan basically eats  .
 .  physical attacks for breakfast. Conventional weapons will barely put a .
 .  dent in the brute. Wind elemental weapons are about the only thing     .
 .  that will do something to him. Monks are out of luck because really    .
 .  their only option is Aurablast but it consumes a ton of MP that this   .
 .  job just does not have. This fight is easiest with a heavy mage setup. .
 .  I suggest bringing 1 Red Mage, 1 White Mage and 2 Black Mages. The     .
 .  Red Mage's main tasks are to keep Slow up on Titan and Protect on the  .
 .  party. When both conditions are satisfied then cast -ra spells on      .
 .  Titan. The White Mage should be able to single handedly heal the party .
 .  provided that Slow and Protect are always up. The Black Mages will be  .
 .  doing the brunt of the damage. Each -ra spell from a Black Mage should .
 .  be doing over 400 points of damage. This fight will be considerably    .
 .  longer and potentially more hazardous without a heavy mage setup.      .
 .                                                                         .
 .                                                                         .
  \......................................................................./


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #12 >                           .
 .                                                                         .
 .                                                                         .
 .  Green Keeper v.2                                                       .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Swing, Thwack, Osmose, Natural Healing, Haste                 .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

The fight is essentially the same as the last one, the main difference is
that this keeper has a much stronger Natural Healing.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #13 >                           .
 .                                                                         .
 .                                                                         .
 .  Green Keeper v.3                                                       .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Swing, Thwack, Osmose, Natural Healing, Haste                 .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

It's the same deal here as the last two. However, this one has a crazy high
Natural Healing. If you can't seem to beat this one, either level up some
more or try using more Red or Black Mages.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #14 >                           .
 .                                                                         .
 .                                                                         .
 .  Asmodai                                                                .
 .                                                                         .
 .  HP: ~7,700                                                             .
 .                                                                         .
 .  Attacks: Forsaken, Caustic Spittle, Cursed Miasma, Curse               .
 .                                                                         .
 .  Weakness: Wind                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................
 .                                                                         .
 .  Asmodai is one of those opponents that is not overly threatening in    .
 .  any direct kind of way. He mainly attacks with a variety of status     .
 .  effects that debilitate and erode the party. Forsaken damages the      .
 .  party's MP and can cause Confusion. Caustic Spittle deals about 100    .
 .  damage, saps, slows and sometimes poisons the party. Cursed Miasma     .
 .  causes paralysis to the whole party but doesn't seem to work very      .
 .  often. He may also use Curse on a single target. Asmodai's physical    .
 .  attack is quite strong and can hit the entire party.                   .
 .                                                                         .
 .  Keep Asmodai slowed otherwise the rate of his attacks combined with    .
 .  the constant slow from Caustic Spittle will spell trouble. He is       .
 .  quite easy to damage and is really not strong to anything that you     .
 .  would have at this point (except Titan ironically). Strike and -ra     .
 .  spells should both be in the 300-400 damage range. This fight is       .
 .  mainly about dealing with status effects that you can't do much about  .
 .  at this point in the game.                                             .
 .                                                                         .
 .                                                                         .
  \......................................................................./


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #15 >                           .
 .                                                                         .
 .                                                                         .
 .  Bikke                                                                  .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Swing, Takedown, Call for Help                                .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Bikke has a pretty powerful physical attack and he'll also make use of Swing
to whack everyone. Start the fight off with a Slow and trade blows back and
forth for awhile. Eventually, he will use Call for Help and 2 Pirates will
spawn. He will keep doing this as they die so you can either concentrate on
him with -ra spells or keep killing the Pirates off. If you're going to kill
the Pirates then I suggest using Ramuh as that will make quick work of them.
There's not much else to the fight. Keeping Bikke slowed is a good idea as
his attacks can take a character down pretty quickly if he focuses on one
ally.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #16 >                           .
 .                                                                         .
 .                                                                         .
 .  Weresoldier                                                            .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Smash to Bits, Thwack                                         .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

This guy's physical attack is basically as strong as Bikke's was. He also
likes to counter with Smash to Bits which can be very random. I've seen it
hit for 80 damage and then 500 so keep an eye out for it. Slow doesn't work
so don't even bother casting it. Weresoldier's Thwack hits pretty hard and
will do around 250-300 to each ally. He'll use it pretty often so keep up
the Curas and/or Sylphs to heal the damage. The boss is pretty fast and you
really can't do anything about it. Keep the healing up and make use of Bio
as well as the Ramuh summon to take him down. You can finally buy Hi-Potions
so make sure you put them to use.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #17 >                           .
 .                                                                         .
 .                                                                         .
 .  Shiva                                                                  .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Blizzara, Silence, Diamond Dust                               .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Shiva will basically only use Blizzara for most of the fight. It will hurt
an ally for about 500 or the entire party for around half that. Trade blows
back and forth for a bit and Shiva will eventually use Blizzara on herself.
This will heal her for around 500 HP and increase her magic power. Blizzara
will do a bit more damage now. This can be pretty dangerous to anyone with
a max HP count of less than 1000. Shiva will also seldomly cast Silence on
someone. Watch out for Diamond Dust as it will do close to 600 damage to
the entire party. Quickly heal that up or you can face some deaths. The
best way to fight Shiva is by spamming Fira. It is the most cost efficient
way to deal damage to her. The same setup used for Titan will pretty much
be effective here as well.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #18 >                           .
 .                                                                         .
 .                                                                         .
 .  Styx                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Toad, Water, Discharge, Mini, Undine Cry                      .
 .                                                                         .
 .  Weakness: Lightning                                                    .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Styx mainly sticks to her Water spell which will do around 300 damage to the
party or 600 to one member. She can also cast Toad as well which is more of
an inconvenience than a threat. The same is true for her Mini spell as well
Styx is weak to Lightning. However, there is a chance she will counter any
Thunder spells or the Ramuh summon with Discharge. This is a multi target
attack that causes Stun. This can be pretty dangerous at the wrong time so
don't spam Thundara or Ramuh without caution. Styx's most dangerous attack
is Undine Cry. This will inflict 500 damage to the party and cause Sap. Be
ready to fill up with a Cura or Sylph afterwards. The best way to damage Styx
would be through Lightning elemental weapons. A Warrior using the Coral Sword
and strike should be doing nearly 1000 damage each attack. Additionally, Styx
does not counter physical attacks.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #19 >                           .
 .                                                                         .
 .                                                                         .
 .  Hecatoncheir                                                           .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Curse Breath, Whack, Quake                                    .
 .                                                                         .
 .  Weakness: Dark                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

This boss is just plain nasty. Hecatoncheir is probably the hardest battle
thus far. His standard attack does about 300 damage and he can strike 3 times
if he so fancies. He can attack with Curse Breath which does about 200 to
the party and randomly adds Curse. Get rid of that right away because it
will kill your damage output. Hecatoncheir is fast and you can't Slow him
down. The only thing he is weak to is Dark and you have nothing that can put
out that element except for the Dark Sword you just found. However, you need
to be Jobless to use it. Normal physical attacks and magic are both around
the same strength in this fight. The boss will also use Quake from time to
time for about 400 damage to the party. After dealing enough damage, the
boss will regenerate just like the other garbage in this place. Attack him
some more to trigger a more powerful regeneration. At this point the Dark
Knight from Umbrawood will join the party. It's important to have him land
the finishing blow to kill Hecatoncheir for good. Fortunately, his Darkness
attack does heaps of damage. I actually suggest letting the rest of the
party mainly do support while he deals damage. This fight is hard because
it drags on for so long. Keep up the pace and you'll be okay.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #20 >                           .
 .                                                                         .
 .                                                                         .
 .  Dundoth & Bandit x3                                                    .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Slice 'n Dice, Roundhouse, Eye Gouge, Whack, Thwack           .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

This may sound like a regular fight, but, Dundoth is surprisingly annoying.
His Slice n' Dice skill does about 300 damage. Roundhouse will hit for about
350 and inflict Stun. The combined damage of all the foes can be surprisingly
high so try to take out the Bandits quickly. Graham's Onyx Wave will take care
of them nicely as long as you keep him from killing himself. Once the Bandits
are down and Dundoth is the only one left, things get interesting. Dundoth
will often counter any physical attacks with a Whack. This will do close to
500 damage and cause Confusion. It's a surprisingly effective way to drag
the battle on if your team is primarily Warriors, Monks, Thieves and Rangers.
Don't rush to get the kill on Dundoth unless you want to gamble the fact that
he can confuse a lot of your party. This fight is nothing compared to the
last boss, but, I still don't understand the lack of a proper boss song.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #21 >                           .
 .                                                                         .
 .                                                                         .
 .  Ifrit                                                                  .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Whack, Fira, Heat Up, Hellfire, Thwack                        .
 .                                                                         .
 .  Weakness: Ice                                                          .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Ifrit's hits hurt quite a bit. His Whack can do up to 750 damage to someone
in the front row and cause Confusion. Fira will do about 250 damage to the
party. When he uses Heat Up get ready for something big. Hellfire will hurt
the party for upto 650 damage. Cure that up ASAP and keep attacking. If you
are using a Monk then put those Ice Knuckles to good use. Blizzara will be
great as well. Ifrit can really spam his attacks quite fast. If he uses his
Hellfire too often things can get messy. Try to use Ice based damage as much
as possible because this is a fight that needs to be ended quickly.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #22 >                           .
 .                                                                         .
 .                                                                         .
 .  Baugauven                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Fira, Burning Slash, Heat Wave, Final Backdraft               .
 .                                                                         .
 .  Weakness: Ice                                                          .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Baugauven puts out a considerable amount of damage and he's quick too. His
standard attack does about 400 damage. Burning Slash will do around 600 and
he can double it up. It's possible for a single target to take 1200 damage
from this combo which will outright kill low level mages. Heat Wave does
around 500 to the entire party. Fira will typically hit one person for about
300 damage. There's a chance he will use Fira as a counter everytime he takes
damage. Focus on healing with 1 healer and have someone else who can help out
after a Heat Wave. Baugauven is weak to Ice just like Ifrit so a Monk armed
with the Ice Knuckles will be deadly. Blizzara is also great in this fight as
well. This fight is actually unwinnable. However, unlike most of these kinds
of battles, you actually have to damage Baugauven enough. This value is pretty
similar to the boss fights you've had to win. Once you have, he will use Final
Backdraft and end it.


==============================================================================
                        --  D. Chapter 3 Bosses  --               {+C3BS+}
==============================================================================

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #23 >                           .
 .                                                                         .
 .                                                                         .
 .  Conqueror                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Thwack, Roar, Bite, Pox                                       .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Conqueror makes use of the standard Thwack for about 300 damage to everyone
in the front row. It can also use the multi targetting Roar to cause Stun.
The boss can Bite a target for about 400 damage. It can also double up its
physical attack for about 300 damage a hit. Conqueror will often counter
physical attacks with a Bite that will cause Poison and Confusion. This poison
is nasty and you might want to try and keep it off even though you'll have to
deal with it often. Conqueror's most damaging move is Pox. This deals about
600 damage to everyone in the front row and has a chance to cause defense
down. He will start to use this move quite often when he's lower on HP. Try
your best to keep removing the defense down effect by casting Protect.
Conqueror is weak to the Fire element so Fira will be a good way to go. Have
Argy open with a War Cry if you have at least 2 fighters on your team. Then
have her assist in healing after Pox. All in all this battle is pretty easy up
until he starts using Pox. Then it's just a matter of keeping up with the
healing.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #24 >                           .
 .                                                                         .
 .                                                                         .
 .  Vata                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Jump, Thunder Breath, Buffet, Lancet, Wild Dance              .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

You've fought him before, but, not really against his Dragoon powers. He can
inflict massive damage to a single character with Jump. It's possible to get
one shotted by it if you're underlevelled. His physical attack can do about
400 damage and he can double it up. As before, Vata now absorbs Wind element
attacks so leave the Spears, Bows and Pinwheel at home. Thunder Breath will
do about 600 damage to the party. Vata's most fearsome attack is Buffet which
will hit the 700 mark and cause Stun to the party. Lancet is probably going
to be a relief for you as it does minor damage and drains a little MP. Wild
Dance causes physical damage and hits random targets 5 times or so. Having
a main healer and Argy on stand by for overuse of Thunder Breath and Buffet
is a good idea. Vata has no weaknesses so just attack him with the usual
Strikes, -ra spells, Shiva, etc.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #25 >                           .
 .                                                                         .
 .                                                                         .
 .  Argy-2                                                                 .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Blizzaga, Thundaga 500, Firaga, Omega Boost, Smash            .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................

Your first move should be to actually get Argy back off the ground via Raise
or a Phoenix Down. Argy-2 primarily attacks with Blizzaga, Thundaga and Firaga
which will hit a target for 1000 damage or the party for 500. Argy-2 will
eventually use Omega Boost for a stat increase. It will seem to start using
a more physically oriented regime at this point. Smash will do about 700 to
a target. Argy-2 has no weaknesses so just fight it with the usual attacks.
Overall this battle is rather easy because Argy-2 seems so slow. One healer
should be able to keep everyone alive without much effort.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #26 >                           .
 .                                                                         .
 .                                                                         .
 .  Antlion                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Earthquake, Bite, Slime                                       .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

The Antlion hits reasonably hard doing about 400 or so per attack. Earthquake
can be dangerous as it does about 500 to the party. It sometimes counters
using Slime which is more annoying than harmful. Bite does up to 700 damage
to a party member. Despite how much damage this beast puts out, it has very
little HP. The fight should be over pretty quickly if you just go all out
with Strikes and -ra spells or summons.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #27 >                           .
 .                                                                         .
 .                                                                         .
 .  Base Captain & Storm Trooper + Base Guardian                           .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Swing, Axe, Takedown                                          .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................

Despite having he boss theme, this fight is barely any different than the
one you just fought with Glaive and The Mask. Honestly, there really isn't
any explanation needed for this fight. You even have an extra ally now to
make things even easier. Auto battle through this and move on.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #28 >                           .
 .                                                                         .
 .                                                                         .
 .  Owner? & Weresoldier X x2                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Silence, Sleep, Break, Bio                                    .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: *                                                          .
 .                                                                         .
 ...........................................................................

Owner? will spend most of his turns using various status spells. He will also
rely on Bio for the brunt of his damage. Except about 800 to an ally and 400
to the party. Honestly, this battle may have had some sort of difficulty if
it wasn't for the fact that you just got access to the new stores. End this
fight the same way you ended the last one.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #29 >                           .
 .                                                                         .
 .                                                                         .
 .  Odin                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Slice n' Dice, Gungnir, Zantetsuken                           .
 .                                                                         .
 .  Weakness: Lightning                                                    .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Odin will begin the battle with a countdown starting at 5. One does not need
to be a genius to figure out that something bad will happen at 0. Everytime
Odin counts, he will attack with either a physical attack, Slice n' Dice or
Gungnir. His attack does about 600 and Slice n' Dice will hit for 800 damage.
However, Gungnir can hit someone in the front row for up to 1400 damage. Keep
yourself healed after each of those attacks. Odin will perform Zantetsuken
when the timer reaches 0. This will bring the party down to critical and also
possibly kill some allies outright. You'll want to have Matoya on standby as
the timer gets close to 0 so she can pull off a quick Cure Waltz. Otherwise
you run the risk of domino effecting yourself into a game over. The timer
is shortened to 3 instead of 5 after the second Zantetsuken. If anyone wants
to tell me what happens after you eat more of those let me know. Odin is
weak to Lightning so Thundara is a good way to go for killing this boss. He
has pretty high defense and resistance so it'll take some time to kill him.
This isn't a very tough fight since it's so structured and you know exactly
what's going to happen next.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #30 >                           .
 .                                                                         .
 .                                                                         .
 .  Asmodai                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Return to Darkness, Dark, Earthquake, Curse, Upheaval         .
 .                                                                         .
 .  Weakness: Wind                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

Asmodai will use Return to Darkness right at the start of the battle and you
won't be able to damage him for a bit. Use this time to set up buffs and keep
your HP up. After Matoya uses Crystal Eye you can start smashing him. Asmodai
will periodically use Return to Darkness throughout the fight. While in this
state he will constantly spam Dark against the party. To make matters worse
this will also place random debuffs on the party. You have to use Matoya's
Third Eye in order to make him reappear each time. DO NOT have Matoya do any
of her lengthy dances because you could end up being screwed. Only have her
use the instant ones, but, even with those be careful. Other than that Asmodai
can use Earthquake for about 900 damage to the party. He can also use Curse
which will probably be a welcome sight when it happens. Asmodai's strongest
attack is Upheaval which can reach up to 1400 damage to the entire party and
even higher if you're inflicted with resistance down. You're definitely going
to want a White Mage for Curaja since Matoya can't be relied upon all the time
and Shell to make Asmodai's magic less ridiculous. Consider this possibly the
hardest boss in the game thus far.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #31 >                           .
 .                                                                         .
 .                                                                         .
 .  Vata                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Jump, Thunder Breath, Howling Gale, Wild Dance, Buffet,       .
 .           Lancet                                                        .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

This fight can be difficult without 2 healers. Vata's Jump attack does insane
damage for this point in the game. It's not uncommon for it to exceed 2000 on
an ally. Thus, low level mages without HP +20% will likely be one shotted by
it. Vata is also extremely fast and will probably be acting twice for every
turn / turn and a half that average SPD jobs get. His other attacks do similar
damage as they did the last time you fought him. However, the sheer speed of
his turns, the crazy Jump damage and the fact that you don't have a 5th ally
right now make this battle considerably harder. If that wasn't enough, Vata
also seems to be slightly more evasive this time around. The only saving grace
of this battle is that his HP seems a lot lower to compensate. However, that
doesn't mean you should rush to victory. Take it slow and do your best to keep
everyone alive. One death in this battle is likely going to cause a domino
effect heading towards a game over unless you get lucky and he wastes time
using Lancet or something.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #32 >                           .
 .                                                                         .
 .                                                                         .
 .  Styx                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Water, Waterga, Undine Cry, Mini, Toad, Temptation,           .
 .           Siren Song                                                    .
 .                                                                         .
 .  Weakness: Lightning                                                    .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

As before Styx's main attacks are all magic based. So you really want to put
up Shell ASAP. Alternatively, have Gawain's first action be his Mighty Guard
to put up Protect and Shell. Haste your main healer as well so you won't have
issues keeping up with Styx. Styx's weakness to Lightning elemental attacks
hasn't changed. However, neither has her ability to counter Lightning magic
with Discharge. Water will do around 500 to the party, Undine Cry will hit for
almost double that and inflict sap. Styx will double cast Mini/Toad solely to
harass you. She can also cast the multi target Temptation to cause Confusion
to the party. This can easily be dealt with by summoning Unicorn. Overall,
this should be a very easy battle compared to the previous one with Vata. As
long as Shell and Haste are kept up Styx really isn't capable of killing a
party member unless you let her.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #33 >                           .
 .                                                                         .
 .                                                                         .
 .  Leviathan                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Tidal Wave, Binding Attack, Waterga, Aqua Breath, Slow        .
 .                                                                         .
 .  Weakness: Lightning                                                    .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

You're treated to a healthy dose of Tidal Wave as soon as the battle begins.
This will cause around 1600 damage to the party. I recommend having everyone
spend some time tossing Hi or X-Potions around so your healer can get Haste
up. Leviathan's physical attack does about 1000 damage to the front row and
is often paired with the paralyzing Binding Attack. Waterga will strike an
ally for about 1500. Aqua Breath hits the party for about 700. Leviathan also
frequently counters physical attacks with Slow. He will use Tidal Wave at
periodic intervals throughout the fight. It seems like these intervals get
shorter as the fight goes on. This fight is about eating a lot of damage and
healing through it as best as possible. It can be hard if your healer ends
up getting paralyzed at a bad time. The one saving grace about this fight is
that Leviathan is laughably easy to damage. Thundaga will come close to the
3000 mark and a Monk with Blast Knuckles can achieve 2000 with War Cry and
Strike. This is one of those fights that you want to end fast and it can be
done with enough Lightning damage.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #34 >                           .
 .                                                                         .
 .                                                                         .
 .  Tobikage x4                                                            .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Wind Slash, Sweep, Blitz, Displacement, Flash                 .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

This battle can either be really annoying or just slightly tedious. Only one
of the 4 Tobikages is the real one at any given moment. Attacking the wrong
one will kill the clone but incur a counter that deals about 300 damage to
the party. If you kill too many clones without hitting the real Tobikage he
will simple use Displacement and change positions. You can try using single
target attacks to guess where he is. This is the annoying method as chances
are good that you'll just never find him. Alternatively, you can use attacks
that hit all 4 of them to kill every clone and leave Tobikage wide open for
one attack before he uses Displacement. Naturally, you'll have to deal with
taking 3 counters at once. As long as you use Curaja or Cure Waltz after a
round of counters there's basically no way you can die. You just have to rinse
and repeat until he's dead.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #35 >                           .
 .                                                                         .
 .                                                                         .
 .  Elder / Mind Parasite                                                  .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Flame, Flood, Blitz, Right Arm, Great Gale                    .
 .           Thundaga, Blizzaga, Forsaken, Mind Blast, Soul Purge          .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

The Elder's physical attack does about 1100 to the front row and he will most
likely counter your physical attacks. His Ninjutsu will do about 700 to the
party. That's about all he does until he puts his back to the wall. At this
point his damage will rise a bit and his Ninjutsu damage will go up by about
30%. He can also use Great Gale which is essentially the Tornado spell that
brings its target down to critical HP. After sustaining enough damage Elder
will change tactics. He will start to use -aga tier nukes for about 800 to
the party. These can also be chain casted on single targets for up to 1800 a
shot. He will also use Forsaken which can confuse the party and drain MP
at the same time. Physical attacks may get countered with Mind Blast which
does minor damage but inflicts Sap and Paralyze. The most dangerous attack
is Soul Purge which can exceed 1500 damage to the party. This phase of the
fight should be dealt with quickly as it is dangerous to let the Elder get
in too many attacks. Fortunately, the Ogrekiller and Asura are Human Killers
and will tear the Elder apart in the hands of a Warrior / Dark Knight and
Jinnai.


==============================================================================
                        --  E. Chapter 4 Bosses  --               {+C4BS+}
==============================================================================

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #36 >                           .
 .                                                                         .
 .                                                                         .
 .  Vata                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Howling Gale, Holy Breath, Jump, Wild Dance                   .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

This battle is more or less exactly the same as the one from Mount Wells. The
main difference is that you should be nearly 10 levels higher than you were
back then. Thus this battle is relatively easy because you have more HP and
higher SPD values so Vata doesn't seem as ridiculously fast. As long as you
Haste your healer and use decent weapons like the Ogrekiller and Asura this
battle should be over rather quickly. The only noteworthy addition to his
arsenal is Holy Breath. This will hit for around 1200 to the party.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #37 >                           .
 .                                                                         .
 .                                                                         .
 .  Guardian                                                               .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Quake, Thwack, Headbutt, Roundhouse, Right Arm, Pox           .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

The Guardian has a variety of attacks that all pretty much hurt. Quake will
do about 1300 to the party. The Guardian's physical attack will hit the front
row for nearly 1300 along with Headbutt, Roundhouse, etc. Thwack is a little
lesser than Quake. Pox is especially dangerous to anyone in the front row
who has poor defense. I've seen this attack do up to 2500 damage before.
Despite its hulking appearance, the Guardian is rather fast and it's important
to spend the first few turns getting the usual buffs up. Have The Mask put
his White Magic to use by casting Protect and Shell while your main healer
gets Haste up. The Guardian has solid defense but falls fairly easily to
magic. The Mask's Flare spell should be doing over 4000 to it and an -aga
from a Black Mage should do around half that.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #38 >                           .
 .                                                                         .
 .                                                                         .
 .  Protector                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Thwack, Roar, Holy, Holy Breath, Soul Despair                 .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

The Protector typically doubles up a few of its attacks. It can use a physical
attack coupled with Thwack as well as Roar. Holy is very powerful and can one
shot a low level mage. Holy Breath deals about 1300 damage to the party. It
also makes use of Soul Despair which brings the party to critical HP. This
fight shouldn't be that hard to beat. The usual Protect/Shell and Haste the
healer routine will make the Protector unable to inflict any killing blows.
Note that it is strong against Holy so if you're using a Paladin switch out
the Holy Swords for the Sledgehammer or something else. The newly acquired
Comet spell should be pretty strong if you use a Black Mage.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #39 >                           .
 .                                                                         .
 .                                                                         .
 .  Diabolos                                                               .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Dark, Mind Blast, Evil Messenger, Comet, Binding Attack,      .
 .           Dark Breath                                                   .
 .                                                                         .
 .  Weakness: Holy                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Diabolos has some very strong magic attacks. Dark will hit the party in the
neighborhood of 1000 damage but this seems to be his least used attack. Comet
can hit up to 2500 damage on allies with low resistance. Evil Messenger will
hit for around 1600 to the party and Dark Breath is around the same or a bit
higher. The worst part of this fight is that Diabolos frequently counters any
attack with the paralyzing Mind Blast. If you simply try and Auto fight your
way through this you'll likely be left with an entirely paralyzed team other
than your healer. Haste your healer right away and have The Mask get Shell up
ASAP because you don't want to be taking Diabolos' magic attacks full force.
The boss is weak to the Holy element but this is the wrong team for that style
of attack. Comet and Flare are your best bets for hurting Diabolos although
most attacks in general work well enough. Diabolos will probably keep your
main healer pretty busy. Someone else will probably have to use Remedies for
the paralysis or The Mask can cast Basuna.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #40 >                           .
 .                                                                         .
 .                                                                         .
 .  Alexander                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Divine Shot, Body Slam, Shell, Protect, Dispelga,             .
 .           Divine Wrath, Holy                                            .
 .                                                                         .
 .  Weakness: Dark                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

This is a surprisingly challenging fight despite the fact that you can fight
him quite a bit earlier than this point. Alexander will act twice on almost
every turn regardless of his action. However, you'll never see something like
a double Divine Wrath because that would be absurd. Divine Shot is his most
common magic attack dealing 1000 or so to the party. He is rather fond of Body
Slam so you may want to invest in protection against Confusion. The stronger
attacks are Holy and the aforementioned Divine Wrath. Holy will strike for
about 2500 to a single target. Divine Wrath can hit up to 2200 damage on the
party. You have to be ready to heal up after that or another Holy or Divine
Shot will cause trouble. Alexander has the horribly annoying tendency to
counter offensive magic with Shell and physical attacks with Protect. He does
this about 50% of the time so trying to cast Dispel will probably be more
trouble than it's worth. Alexander will also frequently cast Dispelga to strip
any buffs you've applied. Don't even bother with them because it'll just be
an up hill battle. This is one of the few bosses that is weak to the Dark
element so bring the Dark Swords. Leave the Holy elemental weapons at home
as they will not help at all. Flare, Double Attack, Spreadshot, Diabolos and
higher tier f-abilities are all the way to go.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #41 >                           .
 .                                                                         .
 .                                                                         .
 .  Asmodai                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Quake, Forsaken, Cursed Miasma, Dark, Comet, Sickly Miasma,   .
 .           Upheaval, Takedown                                            .
 .                                                                         .
 .  Weakness: Wind                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

This version of Asmodai is a bit different than the last one. He has a much
wider array of status inflicting spells. In exchange, his individual magic
spells aren't as threatening as they were last time. However, Asmodai gets
two turns regularly and can even act three times on occasion. He also has
a nasty habit of countering any attack against him with Comet. Although, this
doesn't happen frequently. Asmodai is still weak to Wind but again it's not
exactly the most exploitable element. Unlike the last fight you can feel
free to buff as Asmodai can't dispel anything.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #42 >                           .
 .                                                                         .
 .                                                                         .
 .  Styx                                                                   .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Waterga, Temptation, Tidal Wave, Siren Song, Lorelei's Tears  .
 .                                                                         .
 .  Weakness: Lightning                                                    .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Styx is almost exactly the same as she was during Chapter 3. Even without
buffs her attacks don't seem to do much. Consider it rare to see anything
other than Tidal Wave break 1500 damage. As long as you can get rid of the
status effects she uses there really shouldn't be any trouble in this fight.
Styx can act twice per turn but rarely does for some reason. As usual, her
weakness is easily exploitable and I'd be surprised if you had more than one
water attack for her to absorb.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #43 >                           .
 .                                                                         .
 .                                                                         .
 .  Baugauven                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Pox, Firaga, Roar, Heat Wave, Final Backdraft, Rage, Rend     .
 .                                                                         .
 .  Weakness: Ice                                                          .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

This is the first time in the game that you actually get a proper battle to
smash Baugauven's face in. He is all about direct damage and will not induce
many status effects directly. Pox will deal about 1500 damage and randomly
inflict various debuffs. Firaga does about the same to a single target or half
to the party. Baugauven will often counter any attacks thrown at him with a
Firaga. Roar is a multi target Stun that you should be annoyingly familiar
with by now. Heat Wave is essentially a stronger version of Firaga against
the party. His most threatening attack is Final Backdraft which can reach up
to a whopping 4000 damage. It goes without saying that this will flat out
kill most mages. Baugauven is still weak to the exploitable Ice element which
you may do. Buff, heal and attack to bring Baugauven down as this fight is
all about the damage.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #44 >                           .
 .                                                                         .
 .                                                                         .
 .  Cocytus                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Shellshock, Blizzaga, Benumb, Slap, Roundhouse, Glacial Dance .
 .           Arctic Reverb                                                 .
 .                                                                         .
 .  Weakness: Fire                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Cocytus is pretty deadly because of her multi targetting spells. Blizzaga is
the weakest spell in her arsenal dealing about 800 or so to the party and
double that to a single target. Benumb can nearly hit for 3000 on a single
target and has the added effect of temporarily stopping that ally for a bit.
Glacial Dance will hit for nearly 2000 on the party and inflict Sap. Arctic
Reverb will do about 2500 to the party or more. Cocytus can act twice on her
turns when she uses her weaker attacks and sometimes three times. She has the
ability to cast Shellshock which will remove Shell and give resistance down.
This is very bad if an Arctic Reverb follows. You'll want 2 healers for this
fight in case one dies or gets hit with a Benumb at a bad time. Haste them
both and keep Shell up even if you have to reapply it. Fire works well here
as do higher tier attacks such as Flare, Double Attack, Spreadshot, etc.
there aren't any tricks to this fight, it's just a matter of dealing with all
of the damage and keeping Shell up.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #45 >                           .
 .                                                                         .
 .                                                                         .
 .  Shango                                                                 .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Thundaga, Sweep, Divine Storm, Voltage Cross, Slice n' Dice   .
 .           Takedown                                                      .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Shango is pretty mean. His physical attack alone can reach up to 2000 and he
can double it up and even triple it rarely. Thundaga is his basic magic spell
and probably the least threatening of his attacks. Divine Storm can reach up
to 2500 on the party. Voltage Cross does about the same but only hits 1 ally.
However, it is possible for Shango to target a single character with a basic
attack and Voltage Cross on a single turn. Other than that he has different
varieties of the normal attack. Shango has no weaknesses to exploit so stick
to the high tiered attacks as usual. Buffs should be kept up to reduce the
damage from Divine Storm and Voltage Cross. There are virtually no status
conditions to worry about for a change.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #46 >                           .
 .                                                                         .
 .                                                                         .
 .  Imperio / Gehenna                                                      .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Takedown, Shellshock, Divine Shot, Right Arm, Flare           .
 .           Comet, Blindga, Sweep, Soul Purge, Dark Star                  .
 .                                                                         .
 .  Weakness: Dark / Holy                                                  .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

This fight is just annoying on many levels. Imperio always acts twice. When
he casts magic he will use his first turn to Shellshock your party. That makes
his Divine Shot do substantial damage. This can also lead to eating a Flare
with resistance down which is very bad. You can try and keep Shell up in
between to avoid the Flare damage but there is nothing you can do about Divine
Shot. Dark Swords work very well on Imperio and so does the Diabolos summon.
Try and at least keep your main healer Hasted throughout this fight.

Gehenna will take over after Imperio has sustained enough damage. The problem
is that Gehenna will launch an attack right away which can be bad if you were
still recovering from an Imperio attack. Gehenna frequently counters anything
against him with Comet. He'll also persistently use Blindga followed by Sweep.
He can also cast Soul Purge which does medium damage to the party. Watch out
for Dark Star as it does up to 2000 damage with Shell on. Anyone who happens
to still be shellshocked is looking at a possible one shot from that attack.
Gehenna is the exact opposite of Imperio so stop using Dark element attacks.
Switch to Holy Swords, Holy, Alexander, etc. and finish him off.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #47 >                           .
 .                                                                         .
 .                                                                         .
 .  Sworddancer                                                            .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Deathly Dance, Drain Samba, Pox, Temptation, Saber Dance      .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

The Sworddancer will immediately inflict Doom on the party. You have a 10
count timer to end the battle or lose. This battle can be won by simply
putting out a very large amount of damage. However, you can also try and get
by an alternative method. Kill off your members one by one and revive them.
This will eliminate the timer. You'll probably only have time to kill and
raise about 3 members but get the rest up after the timer expires. You now
have some buffer to put up Protect, War Cry and Haste to increase your damage
output while reducing the amount you need to heal. Unfortunately, the boss
will put the Doom timer back on. However, if you were fast enough in doing
this whole thing you WILL gain some extra time that can help you put an end
to the boss. She doesn't have a whole lot of HP so just go all out even if
someone dies in the process.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #47 >                           .
 .                                                                         .
 .                                                                         .
 .  Despair                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Caustic Spittle, Quake                                        .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

After the likes of Imperio and the Sworddancer this is a walk in the park.
Despair mainly just smacks you around with its piddly physical attack which
probably won't break 1500 anytime soon. Other than that it uses Caustic
Spittle to poison and slow the party. This is more of an inconvenience than
anything else. It also uses Quake but the damage will barely break 1300. This
boss has a lot of HP for some reason. Keep smashing it until it dies.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #48 >                           .
 .                                                                         .
 .                                                                         .
 .  Suffering                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Aero, Tornado, Enaero, Blaster                                .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

Suffering is actually a decent challenge. It mainly uses Aero for offensive
purposes. This spell can deal upto 3000 damage to a single target and half
that to the party. It also makes use of Tornado. At a certain point into the
battle Suffering will use Enaero. This will greatly boost the strength of
its Aero spell. At this point low level mages are looking at being one shot
by the spell if its single target. Suffering can also use Blaster for instant
death. Make sure to keep Shell up at all times once Enaero is in effect. The
boss is also a bit evasive towards physical attacks so magic is a better way
to go here.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #49 >                           .
 .                                                                         .
 .                                                                         .
 .  Anguish                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Bite, Claw, Tail, Dark Breath                                 .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

This one is around the same level as Suffering. It has various reiterations
of the physical attack. Bite causes poison and confusion and Tail attacks the
party for about 1500. Dark Breath is dangerous as it can hit upto 2500 on the
party. Anguish will often counter with Claw which can add up to a lot of HP
lost. Anguish is also quite fast so you may need to have your main healer
in Haste mode just to keep up.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #50 >                           .
 .                                                                         .
 .                                                                         .
 .  Misery                                                                 .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Bite, Roar, Pox                                               .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: **                                                         .
 .                                                                         .
 ...........................................................................

Misery is about on par with Despair in terms of toughness. It will mainly use
Bite and Roar throughout the fight. It will pretty much only start using Pox
when it's about to die. Pox does hurt but by the time Misery actually hits you
with it you might kill it off in the next attack. The usual buff routine will
work well here although you don't need Shell.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #51 >                           .
 .                                                                         .
 .                                                                         .
 .  Nil Vata                                                               .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Gravity, Flare, Wild Dance, Buffet, Jump                      .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ***                                                        .
 .                                                                         .
 ...........................................................................

There will be a lot of talking initially as the boss periodically changes
colors. This would have been a challenging battle but it was executed pretty
poorly. The boss takes a very long time to "come together" full swing and you
are really in no danger until it does. It will mainly just use Gravity for
awhile until the full transformation occurs. This is actually enough time to
completely take out all of the boss' HP. However, it will not actually die
until it is dealt the last attack after the complete transformation. If you
don't manage to kill it that quickly its attacks are quite strong after the
full transformation. Jump will deal over 4000 damage and Buffet can nearly
hit the entire party for 3000 and inflict Stun. Wild Dance is probably the
least threatening attack.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #52 >                           .
 .                                                                         .
 .                                                                         .
 .  Bahamut                                                                .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Mega Flare, Devil Claw, Tri-Breath, Claw, Rend                .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

Bahamut will begin with the traditional countdown. When it hits 0 you will
eat Mega Flare. You'll want to try and get some buffs up in the brief moments
that you have and possibly que up a healing spell. Unprotected, this attack
will likely come close to hitting some members of the party for 4000 damage.
After this Bahamut will primarily attack using Tri-Breath which will hit for
about 2000 to the party. He counters most attacks with Devil Claw which is
a complete pain. Not only does this strip all buffs but it also adds a random
debuff. This can put resistance down on characters which makes the next Mega
Flare essentially instant death. Bahamut will attack during subsequent
countdown phases. Fielding 2 healers for this fight is going to be important
so that one can heal and one can keep buffs up.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #53 >                           .
 .                                                                         .
 .                                                                         .
 .  "Spoiler"                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Comet, Slice n' Dice, Meteor, Holy, Slow, Flare               .
 .           Pandora's Box, Neutrino, Ultima, Freezing Slash, Axion        .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

Mentioning who this is would just be wrong so I'm not going to. Spoiler has
access to most of the high end magic spells. Comet will hit for upto 3000 on
a single target. Holy will do about the same or slightly more. Meteor will do
spread damage for a total of about 4500. Flare will hit a single target for
around 4000. Spoiler frequently acts twice but tends to pair up Comet with a
physical attack when he does. He also regularly counters physical damage by
casting Slow on the attacker. This isn't necessarily terrible, but it is kind
of annoying. You can utilize the Hermes' Sandals on one fighter to completely
prevent this problem for that character.

After sustaining enough damage, the boss will transform and begin using
Pandora's Box. Several attacks will be added to his arsenal. Neutrino deals
upto 2500 damage to the party. He will also make use of the fearsome Ultima
spell which can hit close to 4000 damage on the party. Axion will do slightly
less than Neutrino but randomly inflict temporary Stop on party members. You
really want to keep Shell up throughout this fight because Spoiler's magic
hurts. Protect is pretty unnecessary as anything physical in this fight is
pretty much a joke. Spoiler isn't weak to anything in particular nor does he
absorb anything. By now you should have a plan of attack that you've been
regularly following. Flare, Bahamut, Ivory and Ebony Slash, Double Attack,
Spreadshot, etc. are the way to go.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #54 >                           .
 .                                                                         .
 .                                                                         .
 .  "Final Boss"                                                           .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Grand Wall, Eclipse, Gravity, Dark Flow, Black Hole, Meteor   .
 .           Flare, Pandora's Box, Axion, 10000 G's, Big Bang              .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

This is it, the last challenge (for now anyway). The Final Boss will start
out using Grand Wall which is a 3000 damage physical attack. It will also use
Eclipse to deal about 1000 damage to the party and randomly add Curse. It can
also counter with Gravity. Spend some time putting up the usual buffs and
then tear into this thing. After you deal a bit of damage the boss will shape
shift and cast Dark Flow. This will remove all of your HP and MP, but a cool
little scene will play and you'll be fully restored.

Your buffs and stuff will still be up hence why I suggested putting them up
beforehand. Unfortunately, it's likely they will be removed by Black Hole at
some point. You can reapply them all or pick and choose. I strongly suggest
reapplying Shell everytime otherwise you're going to have a rough time. You
may also want to keep your main healer Hasted. The final boss routinely shape
shifts between three forms. The original one that you battled before, the
"dark" form that you are seeing now and the "light" form that will come later.
Each form specializes in different things. The original mainly uses physical
attacks and non elemental attacks. The dark form will remove buffs, cast high
level black magic and also use Dark element attacks. The light form will keep
buffing, restoring and using Holy element attacks. Naturally these two light
and dark forms aare also strong against their respective elements.

The boss can also use 10000 G's which will reduce the entire party to single
digit HP. If you're caught off guard by this you could lose the fight. Last
on the plate is the almighty Big Bang. This attack can hit the party for upto
4500 damage and will inflict Sap. Expect the boss to use this often towards
the end of the battle. This fight isn't terribly difficult if you fight it in
the high 60's to low 70's, but it's likely to be the longest battle in the
game thus far. Make use of Dry Ethers and Elixirs as much as you need to as
there is no point in hanging onto them any longer. Argy is a great way to heal
as it will also partially counter the annoying Black Hole.


==============================================================================
                        --  F. Postgame Bosses  --                {+PSBS+}
==============================================================================

   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #55 >                           .
 .                                                                         .
 .                                                                         .
 .  Adamantoise                                                            .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Carapace, Bite, Roar, Brain Crush, Temblor                    .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

Adamantoise relies primarily on physical attacks that induce status effects
such as Poison, Confuse and Berserk. Definitely have at least a Chouchou on
your main healer or things can get ugly. Adamantoise almost always attacks
twice in a single turn. Its most powerful attack is Temblor. This can do very
high damage to the party. It can also randomly inflict Stun. Adamantoise will
frequently counter physical attacks with Bite and magic attacks with Brain
Crush. Fighting Adamantoise involves a little luck. If it frequently targets
one character with two attacks, then there is a high chance that they can
die. However, if the damage is always spread, then Adamantoise isn't all that
threatening.

Temblor is the main attack to watch out for. A max level Temblor is easily
going to cause deaths to low HP characters. The added Stun effect may end up
messing with your recovery efforts. One notable issue with Adamantoise is
that it has very high HP. Its defense is also very high at max level which
can be an issue for standard attacks and abilities. Be prepared to use many
Dry Ethers and Elixirs to keep your offensive characters able to cast their
expensive f-abilities.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #56 >                           .
 .                                                                         .
 .                                                                         .
 .  Omega Weapon                                                           .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: Light Pillar, Ultima, Holy, Meteor, Soul Despair,             .
 .           Terra Break                                                   .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: *****                                                      .
 .                                                                         .
 ...........................................................................

Omega Weapon primarily relies on magic damage. What makes Omega Weapon quite
tough as it gains levels is its ability to inflict one shots. Light Pillar is
essentially a guaranteed death. Holy can nearly reach the same level of power
at max level. Meteor is usually a welcome sight when the damage is spread
amongst the party, although it can devastate a single target. Ironically, Soul
Despair actually becomes weaker as Omega Weapon levels up. This is because it
can never actually kill anyone.

The attacks to look out for are Ultima and Terra Break. Ultima eventually
becomes very difficult for low HP characters to survive against. Terra Break
is basically the same story. However, its mileage can vary since it hits its
targets randomly. Thus, many of the hits can actually be wasted on trying to
overkill a target. Battling Omega Weapon is all about being able to stay alive
while having someone continually deal damage to it. This can be hard if you
favor low HP characters. Make use of party wide reviving abilities followed
by full restores to keep the party in fighting shape. This is important to
maintain even if they will simply die again in another minute. The last thing
you need is to have someone die to a single Meteor hit because they were low
on HP.


   .......................................................................
  /                                                                       \
 .                                                                         .
 .                            < Boss Fight #57 >                           .
 .                                                                         .
 .                                                                         .
 .  Gigantaur                                                              .
 .                                                                         .
 .  HP:                                                                    .
 .                                                                         .
 .  Attacks: 1000 Needles, 10000 Needles, Knockdown                        .
 .                                                                         .
 .  Weakness: None                                                         .
 .                                                                         .
 .  Difficulty: ****                                                       .
 .                                                                         .
 ...........................................................................

Gigantaur has very few attacks in its arsenal. In fact, you probably won't
see anything other than 1000 Needles and MAYBE Knockdown until it levels up
to 3. Gigantaur's 1000 Needles is unique because it can be spammed randomly
a number of times. This number will continually increase as its level rises
to the point where it can deal a few thousand points of damage to the entire
party. It will also randomly inflict Stun on one of the wounded party members.
Gigantaur frequently counters attacks of any kind by using 1000 Needles.
However, the counter will always hit once.

Gigantaur can also make use of 10000 Needles, but it is rarely used even at
high levels. Knockdown is a powerful multi target physical attack. The damage
can be mitigated by casting Protect and being in the back row. Gigantaur at
max level can easily wipe out the party with this attack if proper defenses
are not in order. Make sure to have a way to quickly revive fallen allies
after Knockdown. It is possible for Gigantaur to use it twice in a row. This
will be a guaranteed wipe if you haven't recovered from the last one. Trying
to deal damage to Gigantaur can be a challenge. Its physical and magic evasion
become quite high at max level. Make use of high tier f-abilities as they are
always 100% accurate. Gigantaur has significantly less HP than Adamantoise and
Omega Weapon.




______________________________________________________________________________
                                                                  {+FRQU+}
                            ---  XII. FAQs  ---

______________________________________________________________________________


FAQ stands for Frequently Asked Question (you'd be surprised how many people
don't actually know that). This section will encompass some of the many topics
that have been discussed on the FFD message board.


==============================================================================
                             --  A. General  --                   {+GEAL+}
==============================================================================


 1) Q: How do I change my jobs during the Prologue?

    A: The job system cannot be utilized until Chapter 1. It will be very
       obvious when this happens.


 2) Q: Is JLV 3 as high as it goes?

    A: No. Going past JLV 3 on any job requires spending JP. One JP unlocks
       one additional level, up to a maximum of 20.


 3) Q: How do I acquire JP?

    A: JP are primarily acquired throughout the storyline. There is also
       another main source of JP late in the game.


 4) Q: Does the Jobless job gain stat bonuses from mastering other jobs?

    A: No, Jobless is not identical to FFV's Freelancer.

       Q: Are you sure?

       A: Yes.

          Q: Positive?

          A: Yep.


 5) Q: Does the Jobless job gain innate perks from mastering other jobs?

    A: If a character maxes out EVERY job, their Jobless job will receive
       two additional ability slots. This needs to be done on each character
       individually.


 6) Q: Can I make Nacht a Bard, Alba a Dragoon and Sol a Dark Knight?

    A: Nope. Dragoon, Bard, Memorist, Paladin and Seer are only available to
       the Light side. Similarly, Ranger, Dark Knight, Dancer, Ninja and
       Magus are only available to the Dark side. This will never change even
       by the very end of the game.


 7) Q: How do I learn new magic?

    A: Magic is bought in shops throughout the game. Typically, a new level
       of magic is unlocked in each tale.


 8) Q: How come my Summoner only has Sylph?!

    A: New summons must be found by completing Eidolon lairs. This may involve
       besting the Eidolon in combat or completing some other objective. Each
       tale has one summon to acquire. All Eidolon lairs are optional. There
       are a few summons that require other conditions to acquire.


 9) Q: How do I learn f-abilities?

    A: F-abilities are randomly learned during battle. A character must have
       the two required commands equipped in order to learn it. Either one can
       be used in order to learn the f-ability.


10) Q: How do I defeat "x" boss?

    A: Most of the time, the solution is to simply use a second healer. Many
       bosses in FFD put out high amounts of damage at a fast rate. Thus, it
       is often necessary to sacrifice offense for additional support. This
       enables one healer to put up buffs while the other heals the party.
       Proper usage of f-abilities can remove this necessity. Gaining more
       levels is another straightforward way to conquer a boss.


11) Q: How do I find memories?

    A: Memories are scattered throughout the game and must be collected. They
       are always found in spots where there was a cutscene of some sort. A
       Memorist must be present in the party in order to pick them up. For
       more info: {+MMRY+}


12) Q: How do I use memories?

    A: They are used from the "Item" menu just like any other consumable.


==============================================================================
                           --  B. Walkthrough  --                 {+WLTH+}
==============================================================================


 1) Q: What do I do in the last room of Castle Liene?

    A: Gather water from the pot that is only accessible from immediately
       going left upon entering the room. Then use the water on the flowers
       sitting on the desk.


 2) Q: What do I do after reaching Deist?

    A: Talk to a few NPCs in order to unlock an event in Dragonweed Gardens.
       For more info: {+2DST+}


 3) Q: How do I open the door on the first floor of Highwind Tower?

    A: Hit the first switch and enter the unlocked room. Travel through a
       hidden passage in the northeastern corner of that small room. This will
       lead to another switch that opens the main door.


 4) Q: How do I get through Mazewood?

    A: There are two puzzles in this dungeon. For more info: {+2MZW+}


 5) Q: How do I get past the middle layer of Yggdrasil?

    A: Look for a chain switch hanging on a wall. For more info: {+2YDR+}


 6) Q: How do I get those chests blocked by ice in Glacial Cave?

    A: Defeat Shiva first and then backtrack through the cave. Don't miss the
       hidden chest through the waterfall near the Prism Rod.


 7) Q: I don't see an Eidolon lair in [ The Dark Knight ].

    A: Unlock the black chocobo near Mount Gulg and fly south to the shoals.
       Follow them to reach the Cave of Perfervidity.


 8) Q: I don't see an Eidolon lair in [ The Memorist ].

    A: Unlock the black chocobo near Fabrica and fly over the shoals to the
       east. Travel to a forest clearing to enter Anima Grove.


 9) Q: Where do I find the required items for the people of the slums?

    A: Kaklim Desert and Gardenia city. For more info: {+3GRS+}


10) Q: I climbed Mount Wells, but nothing happens at the top!

    A: Unfortunately, you didn't talk to the drunkard back at Berth. You have
       to go back to Berth, talk to him, and then climb Mount Wells again.


11) Q: What do I do after opening the locked gate in Castle Burtgang?

    A: The next room will have two more switches on the left and right sides.


12) Q: How do I avoid falling to the previous floor in the Tower of Trials?

    A: Every tile that is cracked on the previous floor will cause you to fall
       down on the next floor. For more info: {+3TTR+}


13) Q: How do I enter Rosetta Tower?

    A: Go downstairs in Lufenia and talk to Dr. Unne.


14) Q: How do I advance past the Barrier Grove?

    A: Learn Lufenian from Dr. Unne and then talk to the Lufenian Oracle.


15) Q: How do I get the last jewel in the Lufenian Ruins.

    A: Look for discolored hidden passages. For more info: {+4LFR+}


16) Q: Where do I find all of the Dark Matter?

    A: Each of the following locations contains one piece of Dark Matter.
       They are: Fabrica, Yggdrasil, Rusalka, Castle Falgabard, Gardenia
       Slums Ruins, Burtgang and Hagakure.


17) Q: How do I reach the last chest in the ice lair within Castle Avalon?

    A: That chest is actually accessed from the previous floor by sliding
       over the giant ice puzzle. For more info: {+4CTA+}


18) Q: What do I do after clearing both bosses in Castle Avalon?

    A: Return to the original save point room and a scene will play. This
       will open up a new path to the north.


19) Q: Where do I find the last summon?

    A: The last summon is essentially found at the very end of the game. Enter
       the World of Nil once and then leave. Now go to the portal that just
       opened up on the north side of The Dark Gate. At the highest point of
       this area is the last Eidolon.


20) Q: Is there a point of no return?

    A: You cannot leave the Void after defeating "Spoiler." However, this is
       only until you defeat the Final Boss and load up your clear game save.


21) Q: I beat the game and loaded my clear save. Now what?

    A: You can return to Harmonia and enter the Developer's Room. Also, the
       Gladiator's Hall is now unlocked. Go to Castle Lux in the Void and talk
       to the moogles in the northwestern room from the main hallway.




______________________________________________________________________________
                                                                  {+VRSN+}
                       ---  XIII. Version History  ---

______________________________________________________________________________


11/02/12 - version 1.30
         - Fourth Release
[831 KB] - Made a few minor additions to the Walkthrough.
         - Finished Characters, added a new subsection to General Information.
         - Added a little information to Bestiary.
         - Added details to FAQs.
         - Fixed some typos and inaccuracies scattered throughout the guide.


10/23/12 - version 1.20
         - Third Release
[804 KB] - Filled out just about all of the optional Chapter 4 content that
           was missing from the Walkthrough.
         - Added a number of entries to Item List. Sorted Accessories into
           several broad categories and removed all duplicate entries.
         - Finished Shops and Boss Guide. General Information -04- is more
           filled out.
         - Added details to Miscellaneous.
         - Fixed some typos and inaccuracies scattered throughout the guide.


10/19/12 - version 1.10
         - Second Release
[743 KB] - Made some additions to the Walkthrough and added a bit more info
           to -04- in General Information. Also added a few more entries to
           Item List.
         - Added details to Ability Compendium, Fusion Abilities, Shops
           and Boss Guide.
         - Trivia section removed for now, but will be brought back later.
         - Fixed some typos and inaccuracies scattered throughout the guide.


10/13/12 - version 1.00
         - Initial Release
[484 KB] - Walkthrough completed from the beginning to the end of the game.
         - Added details to General Information, Characters, Job System and
           Item List sections.


______________________________________________________________________________
                                                                  {+CTIF+}
                     ---  XIV. Contact Information  ---

______________________________________________________________________________


The best way to contact me is to PM me on GameFAQs. I also frequent the Final
Fantasy Dimensions message board.

You can email me at holyknight14@gmail.com


______________________________________________________________________________
                                                                  {+LGLS+}
                         ---  XV. Legal Stuff  ---

______________________________________________________________________________


           !!! This FAQ/Walkthrough is copyright to holyknight14 !!!

Rules:
------
1) Don't take my guide and profit off of it.
2) Don't take my guide and say you wrote it.
3) Don't take my guide and put it on your website unless you ask me first.
4) Don't tell me about some sort of investment opportunity with my guide.
5) Use common sense, it's not difficult.


Sites that CAN host this guide:      Sites that CANNOT host this guide:
-------------------------------      ----------------------------------
GameFAQs
Neoseeker


Email me at holyknight14@gmail.com if you want my guide on your site.


______________________________________________________________________________
                                                                  {+CRDT+}
                        ---  XVI. Credits  ---

______________________________________________________________________________


[ Square Enix ] - For creating the Final Fantasy series that I have more or
                  less grown up alongside.

[ Final Fantasy ] - For being the best Final Fantasy game I've played in a
[  Dimensions   ]   very long time.

[ GameFAQs ] - For hosting player made guides throughout the ages and giving
               me something to do while I'm at work.

NasirJones - For posting information on the FFD board about the fully unlocked
             Jobless ability slots.

SlimeStack - For his fusion ability translations, which allowed me to learn
             them all in game.

Gothann - For his Memory Location FAQ which I used in order to verify a few
          memories I couldn't find by myself.

jimm120 - For posting his list about the gypsy chests which I used to compare
          to my own results.

Me - For writing this guide.


  !!! If I have inadvertently taken something of yours, please PM me or !!!
  !!! email me and let me know so I can give you credit for your info.  !!!